4.2 C++ Transition Guide

Dear Josh, that’s actually one of the first things we tried and failed->



[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Maps/GameFront?listen
GameDefaultMap=/Game/Maps/GameFront?listen


We’ve spent almost two weeks trying to get this to work. Whenever we hit play in PIE, it goes back to standalone mode…

Worst yet, when we build project, we got this error:


LogPackageName:Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/Maps/GameFront?listen' is not a standard unreal filename or a long path name.

In the end, we still have trouble with both of our 2 ps questions. I would really appreciate it nice if you could help look into it.

Thx, for the PIE network clarification though. :slight_smile:

ps. sorry for hi-jacking this thread.

This matters are very important to me to!

I am glad to have Josh’s and your presence in this thread!

:heart:

Rama

Sorry I meant like this…



[/Script/EngineSettings.GameMapsSettings]
LocalMapOptions=?listen


This definitely works when launching a game directly. PIE might mess with that, but you also have Server Game Options under the Play In Editor Options

72af9d9f82f427d3d9932c3252e147333951942c.jpeg

As for the 32/64bit issue, please make a question on AnswerHub and we’ll be sure to get it to the right person.

Won’t LocalMapOptions=?listen make all maps a listening server though?

Because that’s not what I really want… I just want the hosting/joining map to be a listen server.

It is only ever applied to the default map. Which would be on startup or on “return to main menu” when you travel via ?closed or ?failed.

When you call SetClientTravel or **ServerTravel ** with a custom URL (which you should do for normal gameplay), this won’t be appended.

UEngine::HandleDisconnect will always travel you back to the main menu because it does SetClientTravel() with ?closed. This is triggered via APlayerController::ClientReturnToMainMenu().

Hope this helps.

Yes it definitely does, been lost in the dark for awhile. It’s working great now Thx! :smiley:

Hey Rama, a quick heads up. I saw people over on the AnswerHubs a while back report about all of their InputAction mappings to not be carried over. Finally just got my project transferred over to 4.2 and sure enough, all of my InputAction bindings are gone. Has this happened to you guys and did you figure out a way to fix this or prevent it? I’m gonna head back over there and see if anyone was able to resolve this.

I had read about that happening too, but somehow it did not happen to my project.

I do most of my mappings directly in c++ by checking for IsInputKeyDown or WasInputKeyJustPressed in the player controller class

and then having FKey UPROPERTY() in the pc class .h for each key mapping

:slight_smile:

Rama

Ahhh, gotcha. Someone over at Epic logged the bug and what it did was remove all of my InputActions but only half of my InputAxis not to mention my Input Settings are acting kind’ve weird when trying to recreate them, ahhh :stuck_out_tongue: Fun Stuff!!! lol. Hopefully this doesn’t affect many people. Hope you are having a good Friday Rama! Take care bud. :slight_smile:

Hee hee thanks!

Yup I’m having fun!

I am working on a secret new project that I will reveal in works in progress soon as I can!

:slight_smile:

Rama

CharacterMovement->GetActorLocation().X no longer works. Instead simply use GetActorLocation().X or the other respective coordinate directions.

SetActorLocation(FVector(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z), true); Now replaces SetActorLocation(FVector(CharacterMovement->GetActorLocation().X, CharacterMovement->GetActorLocation().Y, CharacterMovement->GetActorLocation().Z) ,true);

I know because of this thread!

I updated it in case anybody is searching around for the answer.

I didn’t see anyone post these yet, so:

Removed:



GEngine->MaxSmoothedFrameRate
GEngine->MinSmoothedFrameRate 


Replaced by:



GEngine->SmoothedFrameRateRange = FFloatRange(MinFPS, MaxFPS);


Signature changed from



CharacterMovement->AddMomentum(ImpulseSize, WhereToApplyMomentum, IgnoreMass);


To



CharacterMovement->AddMomentum(ImpulseSize, IgnoreMass);


Thanks for sharing these StaticVoidLol !

And thanks for your notes too Mr. Kyp!

Rama