[=;189849]
Seconded. Just because I want something to be accessible from other blueprints doesn’t mean I want it to be accessible to the level designer or cluttering up my actor properties. Why’d someone think was a good idea?
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As a quick-fix, why not preface the categories with “DO_NOT_EDIT_”?
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Error 3 error LNK2001: unresolved external symbol "public: virtual class FText __cdecl FKeyEvent::ToText(void)const " (?ToText@FKeyEvent@@UEBA?AVFText@@XZ) D:\Unreal Engine 4\Projects\Prototype\Intermediate\ProjectFiles\JoystickDevice.cpp.obj Prototype
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I was getting them for FKeyEvent, FInputEvent, and FAnalogInputEvent. I looked at the engine code and clearly if you look at Events.cpp, all of the ToText(…) overrides have been implemented and I noticed it doesn’t fail to compile on Debug, only on Release. If I get a , I’ll try to debug it further. Hope helps.
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These linking errors are caused by the module not being included.
Open YourProject.Build.cs
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string] { "Slate", "SlateCore" });
Uncomment the PrivateDependencyModuleNames.AddRange(…) line as it suggests and you should be good to go.
[= Gagnon;190220]
These linking errors are caused by the module not being included.
Open YourProject.Build.cs
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string] { "Slate", "SlateCore" });
Uncomment the PrivateDependencyModuleNames.AddRange(…) line as it suggests and you should be good to go.
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Great, that removed the need to suppress the warning and the additional functions. Will be pushing update throughout my plugins!
That said Slate should probably include SlateCore automatically unless there is a compelling reason to not to.
Would also be nice to get guidance on adding custom files in the packaging process for plugins so we can get Launching mode to work as well as automatic packaged/shipping support (vs manual file copying after packaging) for plugins with dependencies.
I’ve road and I’ve done all the steps of webpage
but even now whenever I want to build an HTML5 project the engine just redirects me to the same webpage. I don’t know what’s wrong! I tried to write the question here but cause I don’t have enough rep I can’t do it there. is my account there
any answer or comment are welcome. or even if someone can come to me and say his version is working very well, It would be great. THANKS IN ADVANCE.
[= Gagnon;190220]
These linking errors are caused by the module not being included.
Open YourProject.Build.cs
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string] { "Slate", "SlateCore" });
Uncomment the PrivateDependencyModuleNames.AddRange(…) line as it suggests and you should be good to go.
Thanks ! As a heads up, it wasn’t commented out in my plugin since I started it around 4.0.1. I had to include it with my Joystick plugin build file within my project but good to go and now I’m able to compile in 4.6. Much appreciated for the quick update.
[=Goerge Carlin;191236]
I’ve road and I’ve done all the steps of webpage
but even now whenever I want to build an HTML5 project the engine just redirects me to the same webpage. I don’t know what’s wrong! I tried to write the question here but cause I don’t have enough rep I can’t do it there. is my account there
any answer or comment are welcome. or even if someone can come to me and say his version is working very well, It would be great. THANKS IN ADVANCE.
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I would like to create a flight simulator in a couple of years and 20km x 20km seem small if you want to make a big map of thousand or hundreds of km. You wrote that we can make multiple world for one world or something like that… How does it work if you don’t want loading screen or low framerate?
thank you
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Hi Nic,
You’ll want to take a look at our World Composition tool that allows you to tile and stream in different levels. will be your ideal way to handle for large open worlds.
As for Low FPS and loading screen will be dependent upon your optimizations using level streaming, LODs, and being able to profile any hitches that come up with your development. Feel free to ask questions about these in separate forums or AnswerHub post if you have any further questions.
I had a quick question. Is there potential to have Frustum controls to be exposed for individual cameras? I need an orthographic camera with a 20 unit Far Clip Plane but the default camera has what seems to be an infinite Far Clip Plane and the inability to easily edit said Far Clip Plane.
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Blueprint variables now have to be marked public/editable to be accessible from other blueprints.
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To give some background, with the new Blueprint menu system, we decided to respect a flag on variable properties named “DisableEditOnInstance”. At surface level, seems like a good change, right? If someone marks a variable with “DisableEditOnInstance”, it makes sense that they wouldn’t want people modifying that instance variable (even through Blueprints).
[=;188956]
Is there any reason for change? Because it is a pretty bad change.
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Some people were expecting that if you a property with “EditDefaultOnly”, then Blueprints shouldn’t be able to alter the instance’s variable (through setter nodes, etc.). We’ve since decided favoring workflow threw up too many hurdles for other users.
[=;189849]
Seconded. Just because I want something to be accessible from other blueprints doesn’t mean I want it to be accessible to the level designer or cluttering up my actor properties.
[/]
We’ve taken action to resolve the mistake and reverted to the old functionality (where we don’t respect the “DisableEditOnInstance” flag at all). We made the change a little too late to get it into the first 4.6 hotfix, but it can be seen here on github: https://github.com/EpicGames/UnrealEngine/commit/41d2c0cdee47512878f0d3fc4bed512123224bb0. We’re working to get it in to the following build.
Hope helps, and maybe gives you guys a little insight into our insanity. Sorry for the hiccup, but all will be right in the near future!
I cloned a lvl I did in 4.4 to 4.6.1 and now the gfx quality is alot worst than in 4.4… especially in particles. Now when I move around, particles emit alot stronger when I move then tone down when I stop moving, LOD seems to have changed too (like if everthing is now on the lowest quality lod. Did something obvious that I dont see changed?
How can I set gfx quality back to max?
Can it be the ambient occlusion that I use for the sun flare that is distorting my entire lvl? I am not sure where to look
I cloned a lvl I did in 4.4 to 4.6.1 and now the gfx quality is alot worst than in 4.4… especially in particles. Now when I move around, particles emit alot stronger when I move then tone down when I stop moving, LOD seems to have changed too (like if everthing is now on the lowest quality lod. Did something obvious that I dont see changed?
How can I set gfx quality back to max?
Can it be the ambient occlusion that I use for the sun flare that is distorting my entire lvl? I am not sure where to look
Click on the Settings button from the main toolbar then go to the Scalability Settings section and make sure you have it set to Epic. If it is set any lower you will notice a quality reduction. Hope that helps!
[=;196507]
Click on the Settings button from the main toolbar then go to the Scalability Settings section and make sure you have it set to Epic. If it is set any lower you will notice a quality reduction. Hope that helps!
That was it… For some reason, gfx reverted back to medium. Thank you for your quick answer!! very Appreciated
Check your scalability settings to make sure they didn’t auto-change on converting.
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Yeah that was it… it changed for some reason… one is fixxed now but I have other issues
I created a simple blueprint of a capsule spinning and when pawn overlaps it and scale vector is at 1.0, the pawn scale down to 25%. Used to work great in 4.4 but now under 4.6 nothings happen… so I did a little check on the blueprint (simply did a event tick if variable = x1 y1 z1 then string text true or false… even if my scale variable is default to 1 everywhere, it return a false (even if OnOverlapping link has been break… only thing I have is the Even tick)
So I tried to create a new blueprint to see where the bug came from and when I am at the part where I want to copy the Timeline from the old blueprint to the new one… engine crash each time
I was able to recreate the blueprint without pasting anything from the old one tho
Anyone have a guess? I will paste the blueprint I have right down there
[=RaidX;196946]
Anyone have a guess? I will paste the blueprint I have right down there
return me a false (make no sense)
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Hey RaidX,
Judging by the image you posted, I think the “Scale Full” variable in the graph is actually the “ScaleFull” variable instead of “Scale_Full” (you have 2 of them). The editor will add a space between the word Scale and Full for both of those names by default, so it’s likely it is the wrong variable.
For the Timeline, I would try and re-create it in your new project instead of pasting it, it should work copy/paste as well, but try that as a workaround.
I knew I was going to confuse people with the other variable… but I created it just to see if using a new one without the underscore would change something but the result was the same. So even If I delete the second variable it still come back as a false