I followed all the instructions, and was given an error along the lines of “unable to find shader files”
However, looking at other plugins that include their own shaders, it seems a step was missed from the docs
Something along the lines of: (
void FFooModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
FString PluginShaderDir = FPaths::Combine(IPluginManager::Get().FindPlugin(TEXT("Foo"))->GetBaseDir(), TEXT("Shaders"));
AddShaderSourceDirectoryMapping(TEXT("/Plugin/Foo"), PluginShaderDir);
}
Along with the relevant headers
seems necessessary for UE4 to find the shaders
In the “Class Specifiers” documentation (Class Specifiers | Unreal Engine Documentation), it is stated that HideCategories “Lists one or more categories that should be hidden in the Unreal Editor Property window for Objects of this class.”.
Now, it would be awesome if it was only affecting Property Windows, but that’s not how it works: it also makes the default values of the properties uneditable in the children and the functions not searchable in the graph - which is just plain horrible and renders this feature useless. Why would I want to hide a property category instead of setting the members to private? Probably most of us just want to hide the categories from the detail panels, as their default values of run-time variables make no sense.
Back on topic, is it a documentation error, or does it work incorrectly?
Since many of us spend a lot a time reading Documentations. A dark mode would be really great. Thank you unreal developers for such fantastic job. I like the new Documentation. It’s so much better.
Please tell me why you have the wrong sequence of items in your documentation tree. Because of this, the study of documentation becomes inconvenient, incomprehensible. How to fix?
Thank you for such fantastic documentation.
On the Objects page, there are documentation links to NewObject<>(), NewNamedObject<>(), and ConstructObject<>(). These links are broken.
Several minor issues: 1, states 4.19 for example but unclear if it will work with later engines; I think this is a general issue; 2, steps 5 to 9 should be sub-steps; 3, you can’t run the adb command from a general command exe at Step 3 (or I couldn’t); 4, you have to have Android Studio installed for these things to work.
To get the adb command to work you can go to C:\Users[NAME]\AppData\Local\Android\Sdk\platform-tools then shift-right click and select powershell / command. If you type in adb devices you may get an error. Powershell advised I can override the error by typing .\adb followed by any additional commands.
Doing this got me the RSA key fingerprint on my phone and allowed me to properly connect - but I had to go to about 5 other sites to figure this out. Would be great if it can be properly updated
Oh - and the phone absolutely has to be in PTP mode for the RSA to pop up (confirmed on several sites).
Hi, I think I found a bug in the official documentation. Can you look at this page: https://docs.unrealengine.com/en-US/…ers/index.html and in particular to the picture with the blueprint using Set Master Pose Component.
Set Master Pose Component function will never take multiple parameters as shown in the picture, but it will only parse the first one, so “Feet”, am I right? To have all components properly setup you will have to call Set Master Pose Component for each component.
Hi, I think I found a bug in the official documentation. Can you look at this page: https://docs.unrealengine.com/en-US/…ers/index.html and in particular to the picture with the blueprint using Set Master Pose Component.
Set Master Pose Component function will never take multiple parameters as shown in the picture, but it will only parse the first one, so “Feet”, am I right? To have all components properly setup you will have to call Set Master Pose Component for each component.
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I don’t think that’s true, you can connect as many objects to a Target as you want, so it seems to be alright. Also in Blueprint there isn’t “first one”, it doesn’t make a difference if you put something above something else.
I don’t think that’s true, you can connect as many objects to a Target as you want, so it seems to be alright. Also in Blueprint there isn’t “first one”, it doesn’t make a difference if you put something above something else.
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The signature of that function is:
void USkinnedMeshComponent::SetMasterPoseComponent(class USkinnedMeshComponent* NewMasterBoneComponent, bool bForceUpdate)
How can a function call take multiple variables into the first parameter? Are you saying that the engine will call that function multiple times automatically? That’s not how it works. Also I came to this as that setup is not working for me, it works only if I call Set Master Pose Component for each component.