Has anyone got this to work with 5.7 on a Mac?
Everything compiles but FloatingActor has no mesh and hence is not visible in the Level.
Also, none of the Log warnings in the constructor seem to be firing.
This tutorial:
Has anyone got this to work with 5.7 on a Mac?
Everything compiles but FloatingActor has no mesh and hence is not visible in the Level.
Also, none of the Log warnings in the constructor seem to be firing.
This tutorial:
yes , it works on mac….
there is a bug that tutorial doesn’t check assets have been loaded or not, it’s easy to fix it :
{
if( ! ensureAlways( ! PickupDataTable.IsNull() ) )
{
GEngine->AddOnScreenDebugMessage(-1, 16.f, FColor::Yellow, FString::Printf(TEXT(“%hs…PickupDataTable not set…”) , _func_) );
return;
}
if( !PickupDataTable.IsValid() ){ // check assets here 🐞
PickupDataTable.LoadSynchronous(); **// load them in to memory if needed....🪲**
}
if (ensureAlways( !PickupItemID.IsNone() ) )
{
// Retrieve the item data associated with this pickup from the Data Table
const FItemData\* ItemDataRow = PickupDataTable->FindRow<FItemData>(PickupItemID, PickupItemID.ToString());
UItemDefinition\* TempItemDefinition = ItemDataRow->ItemBase.Get();
// Create a copy of the item with the class type
ReferenceItem = TempItemDefinition->CreateItemCopy();
// Check if the mesh is currently loaded by calling IsValid().
if (TempItemDefinition->WorldMesh.IsValid()) {
// Set the pickup's mesh to the associated item's mesh
PickupMeshComponent->SetStaticMesh(TempItemDefinition->WorldMesh.Get());
}
else {
// If the mesh isn't loaded, load it by calling LoadSynchronous().
UStaticMesh\* WorldMesh = TempItemDefinition->WorldMesh.LoadSynchronous();
PickupMeshComponent->SetStaticMesh(WorldMesh);
}
// Set the mesh to visible and collidable.
PickupMeshComponent->SetVisibility(true);
SphereComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
// Register the Overlap Event
SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &APickupBase::OnSphereBeginOverlap);
}
}
Thank you, but this seems like you are addressing a different tutorial.
Also,why aren’t my Log calls executed?
Simple but painful solution.
After you compile new C++ code:
Hardly a productive way to develop but it seems to work.