Originally posted by Sapyk
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Unreal Engine 4.20 Released!
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Originally posted by YuriNK View Post
Hi,
I tried to add this line and remove list of folders that I added to public include paths before. Unfortunately, it doesn't work.
public VRIKBodyRuntime(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
PublicIncludePaths.AddRange(
new string[] {
//"Runtime/AnimGraphRuntime/Public/BoneControllers",
//"Runtime/Engine/Public/Animation"
}
);
PublicDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"HeadMountedDisplay",
"AnimGraphRuntime"
}
);
PrivateDependencyModuleNames.AddRange(new string[] { });
If i uncomment these two lines in the build.cs, the plugin would compile successfully.
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Originally posted by Matthew J View Post
Hello,
If you believe this is a bug with the editor, please use our Bug Submission form to report the issue. When reporting the bug, you will need to provide more information however. Information to include would be the error that you're receiving, when exactly this issue occurs, and what kind of things you've tried to fix it.
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Converted project from 4.18.3 to 4.20 today and am getting error during packaging, this project packages fine on 4.18.3. I saw someone post this error in the 4.20 preview but never saw a response any help would be very much appreciated. I did do a test on FPS template project and 4.20 worked fine I just don't know what changed between versions to cause this to happen on my project.
UATHelper: Cooking (Windows): LogInit: Display: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False
Thank you!
- 1 like
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Originally posted by northstar View Post
sometimes when an update comes along, you have to re-compile your blueprints and re-set some properties and settings and such... :-)
Am I the only one not able to get a projectile to bounce?
Edit : Nevermind, I found the issue, my static mesh was not the root of my BP and, therefore, the projectile was not working as expected. Sorry for the messLast edited by Sapyk; 07-19-2018, 06:06 PM.
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Originally posted by Elvince View Post
....
I didn't really understant the purpose of this? Could you elaborate?
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Edit:
I found the WinX and WinY setting for each nodeso it works under fullscreen mode to put in different monitors.
Just if I want to set lower the window size and put all the nodes on one screen for testing, still have no idea.
------------------------------
Tried the nDisplay XD It's a great feature! Looking forward for the beta releaseI'm trying it on one PC, and a problem currently is that it's fullscreen by default, so if I have several monitors on one PC I have no idea how to move the different node screens to different monitors...
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New: Scripted Extensions for Actor and Content Browser Context Menu
Easily create in-context tools and workflow enhancements without writing a line of code by extending the context menus for Actors and Content Assets in the Browser using Blueprint Utilities, or Blutilities.- Create a new Blutility using one of the new parent classes - AssetActionUtility (for Content Browser extensions) or ActorActionUtility (for Actor extensions).
- You can specify what types of Actors or Assets the actions apply to with the GetSupportedClass function.
- Add logic in events (or functions) with no return value, marking them as “Call In Editor” so they show up in the context menu, and a pop-up dialog will display when the event is triggered to fill in values for any parameters you define on your events
- I enable the Editor Scripting Utilities plugin, restart the editor
- Make a blueprint of class ActorActionUtility (or AssetActionUtility)
- Make a function or event in it with Call In Editor = true
- Override the GetSupportedClass function (though it seems like thats optional)
- Right click on a supported actor (or asset) - nothing?
Am I misunderstanding "Context Menu"?
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Error when building for iOS from Mac
UATHelper: Packaging (iOS): LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False
PackagingResults: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False
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