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Good To know for the future. Hopefully this post helps someone else in the future....
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Thanks Tulpuh. I did not fix the issue as is but I did something else that works. I also see a big speed increase in opening the asset and saving it....Last edited by Filtiarn00; 02-24-2021, 02:46 PM.
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Yes use Plugins. This is how I do it for my current project. All you do is put a folder Plugins in root directory of project.
-Inventory Plugin...
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Filtiarn00 started a topic Why is my pointer array not saving when I relaunch editor?Why is my pointer array not saving when I relaunch editor?
I save my asset but when I reload editor than my data is not saved. I need to save these nodes for runtime use.
Code:void FluidNarratorGraphEditor::SaveAsset_Execute()
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Ok I fixed it. Here is my new code for Create Node
Code:UEdGraphNode* NewNode = NewObject<UFluidNarratorEdGraphNode>(this); if (NewNode !=
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Unreal crashes when adding a EdGraphNode to EdGraph (For custom plugin)
I am trying to write a plugin for dialogue, quest and state machines. I was off to a good start but for whatever reason when I try to create a new "EdGraphNode"...
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