Hi, All,
[Quesion#1]
I just following the process of link:
Unreal Engine CPP Quick Start | Unreal Engine 5.3 Documentation
I added two variables in my .h file as follow:
But after saving code. VS will show following logs.
Running UnrealHeaderTool for “G:\UNREALPROJECTS\CPPLEARNING\TEST53\SOURCE\TEST53\MYACTOR.CPP”
Cannot find a valid build command in the project’s active configuration. Stopping.
Running UnrealHeaderTool for “G:\UNREALPROJECTS\CPPLEARNING\TEST53\SOURCE\TEST53\MYACTOR.H”
Cannot find a valid build command in the project’s active configuration. Stopping.
I installed UnrealVS extension in VS:
And also installed and enabled Visual Studio Integration tools in UE editor.
I don’t know what the problem is.
[Question#2]
I tried to use Live Coding in UE editor to build my code.
If I only have one int variable it seems no error. And I can drag my new actor into scene.
But after saving and reopen UE. The added actor disappear. And the C++ class folder in Content Browser also disappear.
The folder only appear after I execute the Live Coding building again , but the added actor still no in the scene.
Anyone know why the added actor canned be saved?
[Question#3]
I added back my VisualMesh in .h file.
UPROPERTY(VisibleAnyWhere)
UStaticMeshComponent* VisualMesh;
And then add following code in the constructor function in .cpp
After Live Coding executed, I can see the blue-print changes(but sometimes it doesn’t change)
After I drag it into scene.
I got following log:
LogEditor: Attempting to add actor of class ‘MyActor’ to level at 450.00,450.00,0.00
LogActor: Warning: MyActor /Temp/Untitled_1.Untitled_1:PersistentLevel.MyActor_1 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogEditor: Attempting to add actor of class ‘MyActor’ to level at 120.00,200.00,0.00
LogActor: Warning: MyActor /Temp/Untitled_1.Untitled_1:PersistentLevel.MyActor_UAID_D85ED3A8028CA9AA01_1640418425 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!
And again, this actor also will disappear after saving level and reopen UE.