Hi guys,
one thing is bothering me lately: Whenever I start my UE 4.18 Project with the Unreal Editor, it’s giving me compiler errors in a blueprint where I use 2 functions of a C++ class, all other functions are fine.
When I try to create a new node of the function it is not found, but if I change just a comment or anything so the c++ class is updated to unreal again I can refresh the nodes manually and they work again.
This happens everytime I load the project.
It’s this set function and the related get function getting broken on startup
// .h file
public:
//Set SubEffector
UFUNCTION(BlueprintCallable)
void SetSubeffector(FTransform transform);
//Get SubEffector
UFUNCTION(BlueprintCallable)
FTransform GetSubeffector();
// .cpp file
void ARobotArm::SetSubeffector(FTransform transform) {
FVector Arm5_Desired = transform.Rotator().Vector() * Arm5_Length;
EffectorTransform = FTransform(FRotator(0, 180, -90)) * (transform * FTransform(Arm5_Desired));
}
FTransform ARobotArm::GetSubeffector() {
return FTransform(FRotator(Theta6, 0, 0)) * poseableMesh->GetBoneTransformByName(boneNames[5], EBoneSpaces::ComponentSpace);
}
Anyone else having this issue?
PS:
I’m also having the bug with visual studio opening multiple times. In detail, I open a c++ class in the unreal editor and one instance of visual studio 2017 opens right up like it should do, but the message “Loading Visual Studio” in the lower right corner of the unreal editor remains with the loading animation still running. After a few minutes another instance of visual studio 2017 and an instance of visual studio 2015 pop up. But I think it doesn’t have anything to do with the above issue, since hot reload works with the visual studio instance which opens instantly.