Did you compile the source with your own Visual Studio or did this come fresh from the repository? If it’s fresh can you try rebuilding it in VS2015, otherwise you may need to double-check your build configuration in VS, “Development Editor” + Platform: “Win64”.
I installed VS 2015 community and removed VS2013. I noticed when I build source its defaulting to VS2013 and engine 4.7. I believe VS2015 is only supported for 4.10 and above. I could not find an environment variable to change so I am not sure how its defaulting; I thought this project was based on the aforementioned? If so, any idea how to make this happen. In the short term, I assume I can point everything to 4.10 within each project and override the defaults? Appreciate the clarification.
I am newbie to game development, and to unreal too… I am reviewing the project and I have a first question, maybe someone can help, when a new bot is spawned the code seems very simple …
I don’t understand how does the engine know it has to build and spawn an instance of Zombie Character blueprint from this… can anyone help me understand the mechanics behind this?
I totally understand the confusion. It’s a bit of an obscure system. If you search for GetDefaultPawnClassForController_Implementation inside SGameMode.cpp you’ll find how it figures out which BotClass to use for the AI controller.
That function is called internally by the game framework when you call RestartPlayer(Controller)
I’ll check the next time but the engine just freeze and there is not report or something, I think is related with this https://github.com//EpicSurvivalGameSeries/issues/14 but not sure I need to give a check with the debugger or something.
Very nice tutorial! I am looking at the sprinting part, but I am not sure how IsSprinting(), and bWantsToRun actually changes the speed of the player character. could you give me a hint?
Have a look at the custom CharacterMovementComponent class, that’s what modified the walking speed. You can also find it by searching the project for IsSprinting()