Redemp
(Redemp)
1
Hi,
I’ve spent a few hours searching for a solution.
I have a gamemode blueprint wich inherit from a gamemode c++, and an HUD blueprint wich also inherit from C++.
In both case my beginplay doesn’t work.
I made several trials, and it appears it also block every beginplay such in a levelblueprint.
Any idea why ?
thanks for your help…
Do not post a C++ question without showing the class causing you problems; it’s pretty useless and people won’t try to “guess” what your problem is…
Btw, I imagine you are not calling ‘Super::BeginPlay()’, so your overridden function will not work.
Redemp
(Redemp)
3
I am calling that’s why it’s Strange.
And I just saw that it also freezing anything, such as emiter.
Here is my gameMode c++
// Fill out your copyright notice in the Description page of Project Settings.
#include "LaPetiteHistoire.h"
#include "Items/Item.h"
#include "BaseGameState.h"
#include "BasePlayerState.h"
#include "BaseHUD.h"
#include "BasePlayerController.h"
#include "LaPetiteHistoireGameModeBase.h"
ALaPetiteHistoireGameModeBase::ALaPetiteHistoireGameModeBase()
{
CanChangeWorld = false;
playtime = 300;
PlayerStateClass = ABasePlayerState::StaticClass();
GameStateClass = ABaseGameState::StaticClass();
//HUDClass = ABaseHUD::StaticClass();
PlayerControllerClass = ABasePlayerController::StaticClass();
//static ConstructorHelpers::FObjectFinder<UClass> HUDClass(TEXT("Blueprint'/Game/BaseHUD_BP.BaseHUD_BP'"));
}
void ALaPetiteHistoireGameModeBase::BallPickedUp()
{
ABaseGameState* MYGS= Cast<ABaseGameState>(GameState);
if (MYGS)
{
MYGS->AddNumBallCollected(1);
}
}
void ALaPetiteHistoireGameModeBase::EndtimePlay()
{
}
void ALaPetiteHistoireGameModeBase::BeginPlay()
{
Super::BeginPlay();
}
Redemp
(Redemp)
4
Finaly found the solution when I change my gamemode class inherit.
It was inheriting gamemodebase, and I change it to gamemode.
Suddenly everything works.