The global and base layers have different functions to the main layer because they don’t need to claim which rig to use in every frame. I tried activating the rigs at the start of the evaluator workflow using the OnActivate() function. So, I don’t need to activate the rig for the base or global layer outside of the evaluator, and I also need to make a DoOnce function inside the OnRun() function. I’m having a bit of trouble finishing the rigs’ activation because the ActivateRig() function hasn’t been exported yet. This is because it can’t be accessed outside of the GameplayCameraSystem module.
I’m trying to figure out how to activate rigs for the global or base layer. I don’t want to activate them as in the GASP project, where the codes are outside the camera system.
Hello, sorry for the delays.
Indeed, I had forgotten to add some dllexport macros on some classes, which prevents third party code from using and extending some of it.
This is fixed in UE 5.7, which is coming out very soon (although note that the OnActivate() method has changed and gained a new parameter… since the GPC plugin is still “Experimental”, it doesn’t always necessarily implement changes in a backwards compatible way, and this is one of the cases)
With UE 5.6 you’ll have to make an engine change by adding GAMEPLAYCAMERAS_API in front of the appropriate methods, sorry!
That said, for UE 5.8 I’m planning to give a bit of love to the StateTree camera director, which so far has mostly been a proof of concept more than anything. Adding built-in support for base/global/visual rigs is a good idea, I’ll try to get that in!