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Plugin Object Pool Component

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  • replied
    I process game-specific stuff in C++ child. That's all

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  • replied
    What is the code you need in the native function body?

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  • replied
    Actually it shouldn't break anything, since blueprints events also work with NativeEvent specifier. I tried it yesterday, didn't change name of the event. Everything works

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  • replied
    I didn't change that because many projects would break existing bindings and my email would fill with complaints :3

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  • replied
    Awesome! Already upgrading my project

    One small thing... Would consider changing EVENT_OnPoolBeginPlay() and EVENT_OnPoolEndPlay() from BlueprintImplementableEvent to BlueprintNativeEvent? And I'd use plug-in without any modification

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  • replied
    Submitted 4.22 update for review.

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  • replied
    Originally posted by Oldsiren View Post
    Is this plugin tested for Xbox and Playstation?
    There's games for console using it.
    Still, I do not provide official support for any console platforms, over there it is up to your programmer to make it work.

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  • replied
    Is this plugin tested for Xbox and Playstation?

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  • replied
    BrUnO XaVIeR I can confirm that fixed the issue and is working as before. Cheers Bruno.

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  • replied
    Cerebros Epic already pushed the fix to Marketplace, you should be able to download it now or sometime soon

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  • replied
    Originally posted by BrUnO XaVIeR View Post
    Cerebros Yes, I forgot to "clean up" my project before I recompile.

    So there was a typo and I didn't know it was there, I fixed it and sent to Epic. Sorry!

    __

    That World Context pin should be hidden... But you can attach a "self" reference of your Blueprint there.
    OK, I'll let you know if the update fixes it.

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  • replied
    Cerebros Yes, I forgot to "clean up" my project before I recompile.

    So there was a typo and I didn't know it was there, I fixed it and sent to Epic. Sorry!

    __

    That World Context pin should be hidden... But you can attach a "self" reference of your Blueprint there.

    Leave a comment:


  • replied
    Originally posted by BrUnO XaVIeR View Post

    I just made one function public to nativization package correctly.
    I didn't change anything in the plugin. If you add a fresh new node do you get the same result?

    Also which node are you talking about, there's four of them.
    Yep, same result, and attached image referencing the 'World Context Object' node.




    Attached Files

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  • replied
    Originally posted by Cerebros View Post
    I had a weird feeling when I had seen an update to the plugin for 4.20, but fool that I am, I updated anyway. Whatever was in the update has broken, as it was working perfectly before the update.

    The 'Spawn Actor From Pool' function is now reporting that the spawn was not successful after the update you made to 4.20.

    What is the node 'World Context Object'?
    I just made one function public to nativization package correctly.
    I didn't change anything in the plugin. If you add a fresh new node do you get the same result?

    _____

    Oh I found a typo.
    Sorry about that, I don't know how that typo compiled. I fixed and sent the fix to Epics Marketplace team.
    Last edited by BrUnO XaVIeR; 02-07-2019, 02:45 PM.

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  • replied
    I had a weird feeling when I had seen an update to the plugin for 4.20, but fool that I am, I updated anyway. Whatever was in the update has broken, as it was working perfectly before the update.

    The 'Spawn Actor From Pool' function is now reporting that the spawn was not successful after the update you made to 4.20.

    What is the node 'World Context Object'?

    Leave a comment:

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