Hi, I Trying set a RelativeLocation (Example) in C++ using
*StructProperty->ContainerPtrToValuePtr(ValuePtr) = FVector::FVector(0,360,0);
In Editor When fire the StaticMesh Change… When I Package Win64 and Fire, Nothing Happyness, Why???
Hi, I Trying set a RelativeLocation (Example) in C++ using
*StructProperty->ContainerPtrToValuePtr(ValuePtr) = FVector::FVector(0,360,0);
In Editor When fire the StaticMesh Change… When I Package Win64 and Fire, Nothing Happyness, Why???
Hello CrashAngel,
I’d be happy to help you figure out why this behavior is different when the game is packaged. Could you post the code related to creating this struct and setting this value? I would need some context to see what is going on.
Hy, Part my code
My Struct to refer Object and Property
My Funtions to Set Property Value
From looking at your code, the only obvious things that stand out are the few lines that are encased in the #if WITH_EDITOR tags. They don’t seem like they would cause a difference like this, but just to be safe, could you try removing those tags to see if you then get the same behavior in your packaged game?
if I remove these tags then I can not create the package for the final version and also does not compile in DebugGame … Now it seems that I can not to set variables via reflect off the Editor … you would have to check around with staff the engine development is that’s it ???
I’m not sure what you mean by “Now it seems that I can not to set variables via reflect off the Editor”. Do you mean that the reflection system (as in using UPROPERTY and UFUNCTION specifiers) isn’t working for you at all?
That’s right … only works when the Editor is open… when this in DebugGame OR Build Package the lines with EditChange and PostEditChange are excluded because the tag is not the time to make the Build (DebugGame / Package) gives an error message and the variables are not modified. …
I really need this feature because I am creating an application within the engine able to sweep all that is in the level and expose the properties to change …
an example is YouTube Application
Take a look you will understand …
Now, you would like to know how I could do to expose these two PreChange and PostChange methods so that it is available when I build the project in DebusGame or Package ??
Im Trying develop a application type Resolume ( http://www.resolume.com ) to Projection … More in Unreal the videos is interactive…
You should be able to override these functions yourself and use them in any way you want, as they’re marked as Virtual. Otherwise, the only way to expose these would be to edit the source code and expose them yourself. It may require exposing other elements of the engine to do so however so I’m not quite sure how involved of a process it would be.