C++ Transition Guide for 4.20

Just upgraded to 4.20.2, and when ClientAuthorativePosition is set to true, CharacterMovement get velocity always return zero on replicated actor. (Used to work fine in 4.19.2)

This is a serious bug, for all those who use this option. Can we get this fix asap?

Best.

Unreal Engine Issues and Bug Tracker (UE-62042) I still have problem with it, anyone can confirm it’s fixed?

They removed UnregisterAllInputPreProcessors() from FSlateApplication. How can i fix it?

I fixed it with FSlateApplication::Get().UnregisterInputPreProcessor(GetMutableDefault<UGameSettings>()->GetAnalogCursor());

Thanks for this post. Spent hours trying to diagnose an issue, looking at the custom movement component and ABP changes and it turned out to be this simple but very serious bug.

Have epic made some chances to this …It refuse to find Ustaticmeshcomponent :frowning:

#include “Components/StaticMeshComponent.h”

Also SetTextureParameterValue is inaccessible, how to convert?..

I’m also having a problem with an override function. Haven’t found a good solution.

Parent Class Declaration:

UFUNCTION(Client, Reliable)
virtual void Client_LoadInventoryFromSave(const TArray& Items, int32 version, int32 level=1);

Child Class Declaration:

//UFUNCTION(Client, Reliable)
virtual void Client_LoadInventoryFromSave(const TArray& Items, int32 version, int32 level = 1) override;

If you don’t comment out the UFUNCTION you receive the error:

Override of UFUNCTION in parent class (InventoryComponentBase) cannot have a UFUNCTION() declaration above it; it will use the same parameters as the original declaration.

However if you comment it out you receive the error:

Error C2509: ‘Client_LoadInventoryFromSave_Implementation’: member function not declared

This is using the following function on the child class:

void UInfusionComponent::Client_LoadInventoryFromSave_Implementation(const TArray& Items, int32 version, int32 level)
{
.
.
}

Hi J.C. Smith,
I have similar problem as you, have you fixed it somehow?