All am trying to do is confirm that my gamemode is the first thing spawning for my game so that I can manage all other actor’s beginplay functions to specify an order of construction. I’m trying to print a string to the console once gamemode’s beginplay() function is executed:
However no string is being printed to the console log. If I do this in the construction script of gamemode then it works once I hit the compile button.
Just so you know I have already set my gamemode to the default gamemode in project settings as well as in the world settings panel for the level. What am I missing? Thanks for any help.
The only thing that might have some effect on it is I created my own levelScriptActor_BP and re-parented my level to that but not sure how that would effect the gamemode.
If I run it in stand alone does the output log still apply to it? Also, if I try and print the same thing within the BeginPlay() function of my C++ Gamemode class, then it works. So it seems to be the Blueprint that is malfunctioning. Could this be because I had deleted an old gamemode blueprint of the same name previously? I deleted the old GameMode_BP, saved and closed the editor, then reopened everything and created a new GameMode_BP (which is the one that currently is not working).
It could very well be. I have had lots of trouble when I rename, reparent, or recreate blueprints. Creating a new blueprint with a new name and copying-pasting nodes is the best way to make something similar without subclassing that I have found.
If you have the time to do the same thing, it can really help! If it gets logged as a JIRA bug, you have a good chance of a developer actually fixing it.
Blah, ya that’s one thing that has REAAALLY been annoying me in UE4, given that software is suppose to be an agile process and renaming and deleting classes is extremely common. I would much rather seem them focus on this issue then add too many new features to the next version.