Sequencer Quick Start
Just a little correction. You guys just ask to divide the viewport layout in two and then in points 5 & 6 you ask for changing them both times in right one.
5- In the right Viewport, click the View Mode button then select Perspective.
6- In the right Viewport, click the View Mode button then select Cinematic Viewport.
Thanks for all the extended and complex information you create for all the community!!
Hi. The example code on the Programming Quickstart page doesn’t compile.
First few errors:
E0070 incomplete type is not allowed ...FloatingActor.cpp 6
E0020 identifier "PrimaryActorTick" is undefined ...FloatingActor.cpp 9
E0020 identifier "CreateDefaultSubobject" is undefined ...FloatingActor.cpp 11
E0254 type name is not allowed ...FloatingActor.cpp 11
...
Hi! thank you for opening the feedback:
It would be so nice to be able to add comments to the posts. That could allow:
1- Add suggestions to the documentation
2- Add links to places in the forum, knowledgebase or youtube where these things are solved/explained by other people.
3- Allow the chance for the community to improve the documentation as some times it’s insufficient.
4- It will be possible to track changes that occur with the lunch of new versions of Unreal.
It would also be really great to be able to propose new articles. Today I had a big issue with an article that exists for Matinee but doesn’t exist for Sequencer. Helping out to point out these issues could save us all a big amount of time. Unreal is a fantastic tool… please consider opening the documentation to the community.
Hi guys but the Mobile Patch Utility Nodes documentation and the Mobile Packaging Wizard are too weak, for example, they don’t explain the details of the process of doing the patch files nor explaining where can a person find the manifest file, mean the process is unclear and is vague, what I wanted is simply to upload the levels files to the web and upload a small APK to the google play store and then when someone plays the game he only downloads the desired level to play, the documentation failed to guide me to this goal. also, why should we do a development build?
Hi. Im new to Unreal but have some experience in Unity and small amount in C++ console apps etc. I keep getting errors every time I add or change the #includes list in any way. The errors can go often just by deleting the space behind GENERATED_BODY(). But I am on the main website basic C++ tutorials from Unreal here Components and Collision | Unreal Engine Documentation and I might be being completely stupid but they are not easy to follow.
Reason is I think the IWYU principle now in place. But the tutorial doesn’t seem to match that.
I think if I am right the tutorial is based of some old version of Unreal. But really, not to be rude, but this isn’t really very impressive for the IWYU has been on Unreal since I first downloaded it months ago, and this tutorial is a beginner level and one of the first you find on Unreal Engine website.
In fact, I find very few tutorials that seem to mention the IWYU practice and most of them are extremely difficult to follow due to countless google searches need to find the right includes and then debugging strange errors by adding said includes.
Really isn’t it about time to add some newly written , current version tutorials?
That said, I really like the engine and am hoping to master it enough to produce some games/prototypes soon.
You also need to setup ‘run behaviortree’ and possibly there is a potential bug if you don’t run ‘use blackboard’, and you really need to elaborate on the two variations of ‘get blackboard’…??
The sort order of topics / pages in the sidebar seems rather random. It would be helpful if the topics were arranged in a more logical order (or, alternatively, alphabetical)
Example:
“Programming Guide”
The first topic would probably be “Programming Quick Start” or “Development Setup”.
The “MyPawn1” object in the tree has a subchild below “RootComponent (Inherited)” called “OurVisibleComponent(Inherited)”
The guide tells that you should add a cylinder in the “Static Mesh” section but there is no such section.
I could manually select “RootComponent (Inherited)” then press “+Add Component”, “Static Mesh”
Then modify the code in AMyPawn::Tick to search for all child components until I find the static mesh node.
This is a real hack though but I thought it could be good to know that the c++ tutorial doesn’t work with the “Grow”-feature in UE4.24
Then a few includes are missing but I guess that’s easy to figure out by yourself
// Handle growing and shrinking based on our "Grow" action
{
FString s = "StaticMesh1";
for (int i = 0; i < RootComponent->GetNumChildrenComponents(); ++i)
{
USceneComponent* c = RootComponent->GetChildComponent(i);
FString str = c->GetName();
if (str.Equals(s)) {
float CurrentScale = c->GetComponentScale().X;
if (bGrowing)
{
// Grow to double size over the course of one second
CurrentScale += DeltaTime;
}
else
{
// Shrink half as fast as we grow
CurrentScale -= (DeltaTime * 0.5f);
}
// Make sure we never drop below our starting size, or increase past double size.
CurrentScale = FMath::Clamp(CurrentScale, 1.0f, 2.0f);
c->SetWorldScale3D(FVector(CurrentScale));
}
}
}