adipFTW
(adipFTW)
March 31, 2017, 5:27pm
75
Yes, that’s exactly how it works, it gets its velocity from the body it’s directly attached to.
By the way, you can also manually specify additional velocity via vector parameter (simply called AdditionalVelocity), you can get this velocity from any source you want. If your weapon is a separate actor this is probably the best approach.
Ok, thanks for this info! But dont worry, I have more problems coming your way
I think we already talked about this, but I didnt really ‘solve’ the problem, just used a workaround. When I try to compile binaries for the project, this is part of the log:
[10/24] Link UE4Editor-EasyBallistics.dll
Creating library D:\TestWFO\Plugins\EasyBallistics\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-EasyBallistics.suppressed.lib and object D:\TestWFO\Plugins\EasyBallistics\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-EasyBallistics.suppressed.exp
PCH.EasyBallistics.h.obj : error LNK2019: unresolved external symbol “public: void __cdecl AEBBullet::Deactivate(void)” (?Deactivate@AEBBullet@@QEAAXXZ ) referenced in function “public: void __cdecl AEBBullet::execDeactivate(struct FFrame &,void * const)” (?execDeactivate@AEBBullet@@QEAAXAEAUFFrame @@QEAX @Z)
Module.EasyBallistics.cpp.obj : error LNK2001: unresolved external symbol “public: void __cdecl AEBBullet::Deactivate(void)” (?Deactivate@AEBBullet@@QEAAXXZ )
EasyBallistics.generated.cpp.obj : error LNK2001: unresolved external symbol “public: void __cdecl AEBBullet::Deactivate(void)” (?Deactivate@AEBBullet@@QEAAXXZ )
Module.EasyBallistics.cpp.obj : error LNK2001: unresolved external symbol “public: virtual void __cdecl AEBBullet::DeactivationBroadcast_Implementation(void)” (?DeactivationBroadcast_Implementation@AEBBullet@@UEAAXXZ )
EasyBallistics.generated.cpp.obj : error LNK2001: unresolved external symbol “public: virtual void __cdecl AEBBullet::DeactivationBroadcast_Implementation(void)” (?DeactivationBroadcast_Implementation@AEBBullet@@UEAAXXZ )
Module.EasyBallistics.cpp.obj : error LNK2001: unresolved external symbol “public: virtual void __cdecl AEBBullet::ReactivationBroadcast_Implementation(struct FVector_NetQuantize,struct FVector,class AActor *,class APawn *)” (?ReactivationBroadcast_Implementation@AEBBullet@@UEAAXUFVector_NetQuantize @@UFVector @@PEAVAActor @@PEAVAPawn @@@Z )
EasyBallistics.generated.cpp.obj : error LNK2001: unresolved external symbol “public: virtual void __cdecl AEBBullet::ReactivationBroadcast_Implementation(struct FVector_NetQuantize,struct FVector,class AActor *,class APawn *)” (?ReactivationBroadcast_Implementation@AEBBullet@@UEAAXUFVector_NetQuantize @@UFVector @@PEAVAActor @@PEAVAPawn @@@Z )
Module.EasyBallistics.cpp.obj : error LNK2001: unresolved external symbol “public: virtual void __cdecl AEBBullet::LifeSpanExpired(void)” (?LifeSpanExpired@AEBBullet@@UEAAXXZ )
EasyBallistics.generated.cpp.obj : error LNK2001: unresolved external symbol “public: virtual void __cdecl AEBBullet::LifeSpanExpired(void)” (?LifeSpanExpired@AEBBullet@@UEAAXXZ )
Module.EasyBallistics.cpp.obj : error LNK2019: unresolved external symbol “private: static class AEBBullet * __cdecl AEBBullet::SpawnOrReactivate(class UWorld *,class TSubclassOf<class AEBBullet>,struct FTransform const &,struct FVector,class AActor *,class APawn *)” (?SpawnOrReactivate@AEBBullet@@CAPEAV1 @PEAVUWorld@@anonymous_user_e71e0d8a ?$TSubclassOf@VAEBBullet@@@@AEBUFTransform @@UFVector @@PEAVAActor @@PEAVAPawn @@@Z ) referenced in function “public: static void __cdecl AEBBullet::Spawn(class TSubclassOf<class AEBBullet>,class AActor *,class APawn *,struct FVector,struct FVector)” (?Spawn@AEBBullet@@SAXV ?$TSubclassOf@VAEBBullet@@@@PEAVAActor @@PEAVAPawn @@UFVector @@3 @Z)
D:\TestWFO\Plugins\EasyBallistics\Binaries\Win64\UE4Editor-EasyBallistics.dll : fatal error LNK1120: 5 unresolved externals
[11/24] Link UE4Editor-SixDOFMovement.lib
I’ve already checked if anything used the Deactivate call, which might have caused issues when updating, but no blueprint does. This happens with your latest version.