Simple question, but I can’t figure out how
Some functions (Namely SpawnActor) don’t like the FVector_NetQuantize Struct, so after half an hour of digging around, to no avail.
Thankyou in advance.
Simple question, but I can’t figure out how
Some functions (Namely SpawnActor) don’t like the FVector_NetQuantize Struct, so after half an hour of digging around, to no avail.
Thankyou in advance.
Nvm, just created a new FVector, and copied the X, Y, and Z values over from the FVector_Quantize… Silly me…
I don’t really remember, but I think the Intellisense was saying that there were no overloads for SpawnActor that had FVector_NetQuantize where the FVector was expected.
Funnily enough, I went to test it, but ignoring intellisense and just compiling, and intellisense didn’t complain at all, before and after compiling.
I feel so stupid lol.
Hey, I’m a little unsure why functions like SpawnActor wouldn’t accept a FVector_NetQuantize, since it derives from FVector itself:
USTRUCT()
struct FVector_NetQuantize : public FVector
Purely out of interest, what were the compile errors you were getting?
Ah right, Intellisense can get this stuff wrong sometimes You should be able to pass the derived type to any function asking for a base type without any problems
Heh, no problem! I’ll readily point the finger at Intellisense for being less-than-helpful