Monokkel
(Monokkel)
March 25, 2019, 8:15pm
2702
FuTou:
Hope you had a good trip These days I’ve been looking into the issue in my tiny map, which is in a ArchViz scene, on the table. There are random issues, and snapping went good after I changed something (I’m not sure which one). Now it’s having other odd issues, which I’m still checking. I’ll ask you when I’m exhausted in finding the issue, haha.
For construction script, yes, I saw Unreal said only when it’s ran at PIE state can it be hit with breakpoints, thanks.
FuTou:
As now I’m thinking, because I imported atbtt assets into a c++ project which had other setup, maybe there are some stuff that didn’t come along well with asset migrating, do you think it could be the reason? I manally fixed the project input settings, but there could be other stuff that I’m missing?
FuTou:
Hi ,
it turns out that although I did fix the input settings, there were other project settings that I missed. I just found I needed to add several trace channels, like “PathTrace” etc.
Since my project relies on some c++ modules, I had to migrate ATBTT into the cpp project instead of the other way around. There were history project settings, so I have to run a merge for all the config files now. Could you tell me the key project settings that I shall pay special attention to? Right now I found trace/collision and input are essential, are there others?
Ok, this makes sense. Normally when migrating to a new project I just copy over the config folder from the ATBTT project and that takes care of everything. The important stuff is what you have noted (input and trace channels).
Thanks, I’ll check it out.