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.
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The multiple variables are not linked to the first parameter, but to the Target, for which multiple inputs is allowed. You might have accidentally linked them to NewMasterBoneComponent instead?
Hi, I keep taking my headset off to read a web page about how to use the headset in VR Edit Mode. It’s very frustrating.
Why isn’t there a help/controls menu in the VR Edit menu? Or a starter level that walks through it? Either I missed these things or they dont exist, but it’s a very frustrating UI to learn compared to others like Gravity Sketch.
Hi, can you please add an entry to the EnumRedirects section of the following page, to show how to redirect BP Enums to c++:
Noting that BP enum values are always named: “NewEnumerator0”, “NewEnumerator1”, etc.
And that the class name needs to be overriden to “/Script/CoreUObject.Enum”
The left menu navigation can’t be scrolled when extended beyond screen height. Only the page content scrolls, even when scrolling over the side menu. This make parts of the documentation inaccessible.
The multiple variables are not linked to the first parameter, but to the Target, for which multiple inputs is allowed. You might have accidentally linked them to NewMasterBoneComponent instead?
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Hi, I see what you mean, my post on the signature is actually not relevant , as you are right, we are linking to the Target, which is not part of the signature. But I checked, I linked the right one “New Master Bone Component” my root, and multiple meshes to Target. It doesnt work for me, only the first one is used. While if I have 7 “Set Master Pose Component” nodes, and then link all my 7 meshes individually, it works. So for what I see “Set Master Pose Component” cannot take multiple variables in the Target pin.
I am trying to launch my game to my android device but i am getting an error saying Android toolchain NDK r20b not supported. I tried r18 with no luck. It only works with r14b. Is there any way i can launch the game using r20 or r18 ndk?
On the Behavior Tree Quick Start Guide page, in step 5: Task Setup - Find Random Patrol, you mention promoting the blackboard key to a variable, but fail to mention making it instance editable, and also to then set it as PatrolLocation on the behavior tree. This results in the PatrolLocation being invalid despite following the instructions exactly: