Well, disabling is just something you could do in the menu shown in the link, even if it doesn’t say to do so. You could also try the “#ifdefINTELLISENSE” suggestion. In any case, you don’t technically need any kind of assistance - you could do this all in Notepad. I wouldn’t recommend it, but the point is that if some part of any kind of auto-help feature is annoying you sufficiently, you can just turn it off. I have left my Intellisense on here at work, but I have turned it off at home.
I don’t think Epic has an official stance on that. I personally like VAX, so I use it whenever I can. It’s very popular among game developers that I know. again, this is all just my personal preference, not an official Epic statement.
Autocompletion for that variable does stop working in that case.
Hi all,
Retesting my project for you issue with UPaperSpriteComponent, I can confirm I have no problem with autocompletion not include of PaperSpriteComponent.h
=> I am using Visual Studio 2015 Community with Update 1 and experimental Intellisense New Database Engine enabled (Tools->Options->Text Editor->C/C+±>Experimental) this could be a nice (free) solution
The turret “appears” as if it isn’t being parented to the TankBase when dragged into the map. it just sits where it first spawned. TempFix: Select the turret component and flip between Static/Movable, the Child/Parent relationship is re-established. (Video: ChildActorComp-Parenting.mp4)
A lot of the settings are glitchy or don’t work at all. such as Translation or Visibility options.
Some (as yet undetermined) actions cause multiple turrets to spawn on top of each other, like (1), “appearing” to be un-parented from the TankBase.
At one point I had about 10 of them, and they could only be cleared by removing the TankBP from the map and re-adding it. the earlier tempfix only reconnects the first turret instance.
Thank you very much SRombauts and KWS for helping!
That didn’t changed sth. for me. I am using the same VS as you and also tried a restart but no change. Are you sure you didn’t refreshed the project like in the tip of KWS?
That helped. It’s also somewhat logical, that that could help, when adding a plugin/module. I do have autocompletion now (without VAX) and no underlines (I activated them again).
Are there any other tips or things to know like the above for someone, who is a professional programmer, but not used to combination of VSC++ and Unreal?
@KWS: I have the same problem, especially with multiple turrent spawning when moving then arround in the tank blueprint and recompiling the BP. Because i was using 4.11.5 and .6 i was thinking that maybe this is the problem and I wasnt sure if it’s the tank code or an engine problem but as you are using 4.10.3, I think it is save to say that either the code is not working as expected or missing some stuff or it is time for a bug report on answerhub?
@: Aren’t you experiencing the same issues and if so, is this a known bug already?
Hello, I’ve ran into an issue with this at the 1:13 mark. My BP editor doesn’t seem to be working correctly. We have exactly the same code, maybe something changed in editor? Here is what I see.
Hi thank’s for this tutorial.
I have a issue with the turret, when I create my blueprint class to add the sprite to the turret I get a sphere in the viewport, in the top left under component I have this: