Hey man, glad to help or at least try to help.
I'm working on getting in a complete inventory system with weapons. All weapons are made by...
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Yeah good point! I just don't get it, seems like quite a big miss for the unreal boys that this is running incorrectly. I assume I'm miss understanding...Last edited by axelZellalex; 01-04-2021, 08:03 PM.
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Hey gamepainters , thanks for all of this !
I'm gna try and reply to each bit as best as I can !
It appears to...
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Forgot to say, I added my own "fix". Original code, that kept calling StopJumping() was this:
Code:if (bIsPressingJump && !bWasPressingJump)
Last edited by axelZellalex; 01-02-2021, 07:43 PM.
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Ah yeah, I've read about that in a couple of places - but it never seems to be 100% confirmed (unless you;ve got a link?)
I always assume it's a...Last edited by axelZellalex; 01-02-2021, 07:42 PM.
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I had a go at this, but my prints kept failing.
Code:ENetRole role = CharacterOwner->GetLocalRole(); const TCHAR* name = *UEnum::GetValueAsString<ENetRole>(role);
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This is the function I copied from MovementComponent to my custom MovementComponent, I added the UE_LOG() to see what was happening, and it's always printing...
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Ok so my plan was to have the concept of Press Jump Button (start jump) and on Release of Jump Button stop and return to earth.
So I did this:...
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Oh, wait ... "bIsPressingJump" isnt my variable... it's in the ue4 code :
Code:const bool bIsPressingJump = CharacterOwner->bPressedJump;
Last edited by axelZellalex; 01-01-2021, 01:18 PM.
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Ok cool, il add that in now !
I just dont get why the function UpdateFromCompressedFlags is always being called.... The level starts, I press...
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ooooohhhhhhhhh why isnt bPressedJump replicated ?? I'd have thought the Server would need to tell clients that a Character is jumping...
Ah I guess...Last edited by axelZellalex; 01-01-2021, 12:38 PM.
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Cheers ! This is very comprehesnive !
Ahh, that makes sense! My programming experience is mostly python and lua,...
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UpdateFromCompressedFlags in network gameplay repeatedly being called
Hey all,
I've recently come across odd behaviour in my network code.
I have a custom MovementComponent that I use, I've not overriden...
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axelZellalex started a topic Difference between AddOnScreenDebugMessage and UE_LOGDifference between AddOnScreenDebugMessage and UE_LOG
If I add the following in my Character's tick() function:
Code:float jumpz = MyMovementComponent->JumpZVelocity; UE_LOG(LogTemp, Warning,
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