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HorusWM replied to How Can I do this without Tick?I dont understand why you want to avoid tick function? All update calcs like lerp must be there
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HorusWM replied to For each loop bp to c++What? "For Each Loop" node on your screenshot is "for (<T> T : Array)" in c++. What is not clear for you here? Mb I dont understand...Last edited by HorusWM; 02-19-2021, 11:53 AM.
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HorusWM replied to For each loop bp to c++I'm not trying to be aggressive, but you should learn to use google search. Then you will find many answers much faster than waiting for them here. It...
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HorusWM replied to Box Collision in ActorEverything looks fine. Need to deal with what happens in the BeginOverlap event. If End event calls twice then you have twiced Begin event.
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HorusWM replied to Box Collision in ActorMb you forgot to delete this call in blueprint? Also try to use AddUniqueDynamic - this can be the reason too (it depends on what is going on and between...Last edited by HorusWM; 02-16-2021, 01:11 PM.
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HorusWM replied to Box Collision in ActorYou need to check the collision details for the box collision comp and all actors it needs to overlapped and set the "Generate Overlap Events"...Last edited by HorusWM; 02-16-2021, 12:54 PM.
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HorusWM replied to Box Collision in ActorCode://Some init function (BeginPlay for example) { YourBoxPtr->OnComponentBeginOverlap.AddUniqueDynamic(this, &AYourClass::OnYourBoxBeginOverlap);
Last edited by HorusWM; 02-16-2021, 12:14 PM.
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HorusWM replied to problem with a structCode:#include "Engine/UserDefinedStruct.h" #include "YourStructs.generated.h" UCLASS() class YOURAWESOME_API
Last edited by HorusWM; 02-15-2021, 03:26 PM.
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Because structs is meant to be a simple data holder. They are the fastest and more stable. UObject is subsystem for some more complex objects like Actors,...Last edited by HorusWM; 02-15-2021, 03:08 PM.
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I think he meant storing data of inventory items as UObject. Although, in my opinion, UStructs are better for this....
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If a large number of objects are supposed to be in the camera, then, probably, the best idea for visualizing them would be to use Instanced Static Mesh...Last edited by HorusWM; 02-12-2021, 05:55 AM.
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Technically yes. There may also be a reason for the fact that the generator pointer refers to the object that was BEFORE the level was saved. So you can...
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I don't think the problem is in the way of compilation. Have you tried testing your code without the "if WITH_EDITOR"?
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HorusWM started a topic Changes in C++ are not recognized by the UE4Changes in C++ are not recognized by the UE4
Need to do 2 compilations in a row (sometimes 3) to UE4 accept C++ changes. Is it UE4 bug or I do something wrong? I faced this thing while working with...
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