Awesome! Already upgrading my project
One small thingā¦ Would consider changing EVENT_OnPoolBeginPlay() and EVENT_OnPoolEndPlay() from BlueprintImplementableEvent to BlueprintNativeEvent? And Iād use plug-in without any modification
Awesome! Already upgrading my project
One small thingā¦ Would consider changing EVENT_OnPoolBeginPlay() and EVENT_OnPoolEndPlay() from BlueprintImplementableEvent to BlueprintNativeEvent? And Iād use plug-in without any modification
I didnāt change that because many projects would break existing bindings and my email would fill with complaints :3
Actually it shouldnāt break anything, since blueprints events also work with NativeEvent specifier. I tried it yesterday, didnāt change name of the event. Everything works
What is the code you need in the native function body?
I process game-specific stuff in C++ child. Thatās all
Iāve added this to my notes to not forget when I submit another update.
Hi ,
I just purchased your plugin, Iām trying to open the 4.20 demo project so I can better understand how to implement but Unreal crashes when I try to open it. Any suggestions?
Iām getting a bit lost trying to get this to work. (I have an actor with the pool component set up and Iāve redone the class parenting but canāt figure out next steps)
Thanks in advance!
You probably installed the plugin for one engine version while using demo project for another.
You can right click the downloaded project and switch engine version if you have visual studio installed. If you donāt have VS, make sure in Launcher you installed the plugin to the Unreal Engine 4.20 the same of the demo project.
Here is demo project for Unreal & plugin version 4.22:
Yeah I have the 1.8.2 version of the plugin and it was installed on 4.22.3 so that would explain why 4.20 was crashing.
I hate to be that guy who is a pain in the ā ā ā but the 4.22 project you linked doesnāt seem to want to load, error attached. Would it just be easier for me to create a new project and import the content from your zip file?
Got it working! Phew! (, you can disregard that error message request for help)
Really nice plugin, very much appreciate you putting this together now that I finally grasp how it works.
That saidā¦some constructive advice? It could really benefit from better documentation, scanning through 25 pages of forum posts to figure out my issues wasnāt the easiest way to learn something. I know itās not fun to write out instructions but some really important stuff about projectiles, shared pools, etc. is all buried 7-8 pages deep in this thread. In the long run it would probably save you a lot of time dealing with support issues from noobs like myself.
Hopefully that didnāt come off as too negative because this thing literally saved my project and I owe you. As a way of paying it forward would anyone be interested in a quick video tutorial so they can grasp the basics? Let me know and Iāll try and put something together!
Video tutorials are always welcome
From my POV is difficult to see āthings that I take for grantedā, but new devs find difficult dealing with.
By the way, I have scheduled this next sunday to review these same 10 pages of questions and add relevant info into the main thread.
Yeah, I could totally see that which is why I thought maybe a tutorial written by a newb for other newbs might provide the missing context. (that or Iāll end up making things worse!)
Moved into the plugin from a project, a custom component to fire projectiles along Splines componentsā¦
Now need documentation :s
Okayā¦ based on changes for the 1.9.0 plugin I am submitting for review today, for Unreal 4.22+, I rewrote the whole original post covering a lot of things that was not mentioned previously:
After latest plugin update, pawn-pool component/Pool Pawn dosent seem to be working correctly. If trying to create spawn from pool, the node connection gets deleted instanlty and you cant reconnect it even it shows green. Blueprint compile with spawn pawn from pool cause editor to crash.
Can you show me a screenshot of node and component and send me a crash log?
Edit:
Oh okay, I did a mistake.
In Pawn K2Node_ there is this:
PoolPinName(TEXT("ObjectPool"));
That is wrong, the pin name is āPawnPoolāā¦ Thatās why you get a crash.
I messed up, sorry! I fixed the mistake on K2Node_SpawnPawnFromPool and sending to Epic to update files on Marketplace :o
No worries, thanks for the quick support.
The fix should be available on Marketplace now.