MSanx
1
Hello!
So I’m having some trouble applying my flipbooks to my flipbook component. Here is my code:
CharacterAnimation = ConstructorHelpers::FObjectFinder<UPaperFlipbook> (TEXT("PaperFlipbook'/Game/Art/WalkBackward.WalkBackward'")).Object;
and then I set that with this code:
CharacterComponent->SetFlipbook(CharacterAnimation);
However, I keep getting this error:
C:\Program Files\Epic Games\UE_4.27\Engine\Source\Runtime\CoreUObject\Public\UObject/ConstructorHelpers.h(110) : error C2664: ‘void ConstructorHelpers::ValidateObject(UObject *,const FString &,const TCHAR *)’: cannot convert argument 1 from ‘T *’ to ‘UObject *’
with
[
T=UPaperFlipbook
]
I would appreciate any help I could get on this. Thank you!
eldany.uy
(eldany.uy)
2
hi there!
- have you added the Paper2D module to your build.cs file?
like this:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" ,"Paper2D"});
My relationship with constructors is terrible! lol. I call my assets in the Beginplay function like this:
Suppose I have a flipbook variable in the header like this:
UPROPERTY()
UPaperFlipbook* myFlipbook;
then in the BeginPlay I do this:
void AMyActor::BeginPlay()
{
Super::BeginPlay();
myFlipbook = LoadObject<UPaperFlipbook>(nullptr,TEXT("PaperFlipbook'/Game/Textures/Flipbooks/MyEye.MyEye'"));
}
hope it helps!
4 Likes
MSanx
3
That was it!! Thank you soo much
3 Likes