Well. The whole copy and paste didnt work. I’m not gonna dive too hard into yet. Handkors solutions is working for us. Just TK’s is much more realistic. I get error, no code errrors just a runtime error? I’ve never coded without debugging and outside the standard libraries before. For anyone whos wondering, I’m trying to take TK’s buoyancy system and have it work like handkors where the location, radius, and buoyancy (which will just be the meshDensity… fluidDensity will be a global variable) can be set on a testpoint-by-testpoint basis so that you can “flood” parts of damaged ships or build submarines like we are.
1>------ Build started: Project: OceanDemo, Configuration: Development_Game x64 ------
1> Parsing headers for OceanDemo
1> Reflection code generated for OceanDemo
1> Performing 17 actions (3 in parallel)
1> PCH.UELinkerFixups.UELinkerFixupsName.h.cpp
1> PCH.OceanPlugin.OceanPluginPrivatePCH.h.cpp
1> PCH.OceanDemo.OceanDemo.h.cpp
1> UELinkerFixups.cpp
1> [5/17] Resource OceanDemo.rc
1> BuoyantDestructible.cpp
1> OceanPlugin.cpp
1> OceanPlugin.generated.cpp
1> OceanManager.cpp
1> FishState.cpp
1> FlockFish.cpp
1> FishManager.cpp
1> BuoyancyComponent.cpp
1> BuoyancyMovementComponent.cpp
1> [16/17] Link OceanPlugin-Static.lib
1> OceanDemo.cpp
1> [17/17] Link OceanDemo.exe
1> Creating library D:\#UnrealEngine 4\Plugins\-TK-s-Dev\Binaries\Win64\OceanDemo.lib and object D:\#UnrealEngine 4\Plugins\-TK-s-Dev\Binaries\Win64\OceanDemo.exp
1>UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForStaticInitializationOceanPlugin(void)" (?EmptyLinkFunctionForStaticInitializationOceanPlugin@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@@YAXXZ)
1>D:\#UnrealEngine 4\Plugins\-TK-s-Dev\Binaries\Win64\OceanDemo.exe : fatal error LNK1120: 1 unresolved externals
1> -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: D:\#UnrealEngine 4\Plugins\-TK-s-Dev\Binaries\Win64\OceanDemo.exe
1> Cumulative action seconds (6 processors): 0.00 building projects, 205.46 compiling, 0.00 creating app bundles, 0.00 generating debug info, 9.33 linking, 0.00 other
1> UBT execution time: 100.95 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ""C:\Program Files\Epic Games\4.7\Engine\Build\BatchFiles\Build.bat" OceanDemo Win64 Development "D:\#UnrealEngine 4\Plugins\-TK-s-Dev\OceanDemo.uproject" -rocket" exited with code -1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Heres the .H BuoyancyComponent.h Header File - Pastebin.com and the .CPP BuoyancyComponent.cpp - Pastebin.com
I wouldnt call that a compass, its just a bearing indicator and only works with a possessed pawn. When I actually make a graphic compass that points to north (now that I figured out where north actually should be ingame) it would be worth including maybe. Anyone can build that blueprint in 5 minutes. I’ll share some of the C++ I outsource to a freelancer for our game like parts of a world map and streaming/infinite /etc as my contribution