Hi.
I am not really here to ask help with a couple bugs I’ve been having, as these have been resolved by eliminating references to my custom GameMode and GameState classes.
-Having casts and references to my custom GameMode and GameState classes in a Widget Blueprint caused my character to stop moving (due to a boolean variable (which had nothing to do with either GameMode or GameState) suddenly getting the wrong value despite being set right by default). If I got the character moving again by resetting this variable, the character would move but would not turn (even if you moved backwards, the character would just moonwalker it up). So far I don’t have the faintest idea as to why this might have been happening, other than it was solved by removing these casts.
-Having the same casts and references in my HUD Blueprint (which I use to control all the Widget BPs which are our main UI) caused my UI not to display when playing in Standalone Mode (it worked in Play in Editor though). Removing them caused things to work properly again.
My question is: is there any kind of inherent problem with casting to your custom GameMode or GameState from other Blueprints in order to get info out of them? (I mean, is this some fundamental “DO NOT DO THIS” kind of thing I am missing?). These casts are causing circular dependencies, but I started introducing circular dependencies bit by bit as the issues with them were solved in 4.7 according to the Epic folks. I haven’t had any problems with any other circular dependencies I have introduced.
We have been having some issues with 4.7, despite its array of wonderful features. I will try moving these references to my custom PlayerController and, if I am still out of luck, I guess I’ll have to move the logic from GameState and GameMode to the PlayerController (it’s a single-player game fortunately ).