You mean, this one ?
So i need to add the additonal “HeadMountedDisplay”, “ProceduralMeshComponent” to it, right ?
You mean, this one ?
So i need to add the additonal “HeadMountedDisplay”, “ProceduralMeshComponent” to it, right ?
If it’s in your final “game” project folder then yes, put “ProceduralMeshComponent” after “InputCore” separated by a comma.
HeadMountedDisplay is for VR it’s not needed
Thanks for the answer. So if I use the c++ prgm above and build it, does it comes in the content browser below the view port. (May be a stupid question ). I mean don’t I ahve to include in the cmakelists.txt ??
It’s a static function so you can get the blueprint from anywhere within the project. Just right click in a bp and type ProceduralMesh you should see
ProceduralLibrary => ProceduralMesh that's it.
Sorry to ask more, i mean I have to give the project to test to a person who didnot know the basics. So i am looking for a method to drag and drop it into the view port (Just like a blueprint from the starter content). Does it works ? or do i need to create a new blueprint after build to acess this static function.
It’s a function (a calculation) it can’t exist outside of a blueprint because it add a component to an actor.
You can create a blueprint that uses it and then drag that into the scene.
So what changes do i need to convert it to a blueprint just like a “mannequin” where we can drag and drop this into the view port (This procedural mesh basically gives a square pyramid shape) ?
Like in the image below, just drag and drop the blueprints…
Hi ronyshaji1,
You can convert Blueprint to c++ - here is a link:
Hallo @RecourseDesign
After nativisation, the cpp file which we obtain is for blueprint or for the whole project ? I watched an unreal engine tutorial regaring the blueprint nativisation and they were mentioning something about ediitng engine.ini file to get the c++ code of blueprint directly. Do you have any idea ?
That video is from 2017 and for older versions of UE eg 4.17, 4.18.
Also, it was removed in 5.0 - and from the looks it was never perfect.
UE4.26 had one of the most functional versions though.
@RecourseDesign I already did a by hand conversion to c++. The op will be testing it in the near future.
@3dRaven @RecourseDesign Thanks for the help…I am currently testing it