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Not Yet: Blueprint Console Commands
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vampy_ro repliedUpdates v2.2 was pushed to the marketplace with the following fixes:
- Fix issue when both parent and child class is spawned
- Fix issue with shared commands after first instance is destroyed
These should fix your crashes JimPhoenix and Cipher5
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NotYet_Csaba repliedOriginally posted by Cipher5 View PostDeveloper please help me with a problem. After I respawn my character the console commands no longer work. In the post above mine the guy had the same issue. I'm using Unreal Engine 4.24 Thanks
I tried to reproduce the issue based on the information you provided, but everything worked fine on my end.
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Cipher5 repliedOriginally posted by JimPhoenix View Post
I will try to repro this crash tonight, but if I remember correctly I used the component on a child NPC actor which was spawned to the map, and after the first actor instance died and destroyed as usual my spawner spawned the next one and on that unit I can't run the console command (it just didn't work on that 2nd spawned child actor, maybe that's a problem too with the inheritances on spawned actors?) and after 2 or 3 console command try (to run the function) the game crashed.
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JimPhoenix repliedOriginally posted by vampy_ro View PostI think I solved the problem, but I can't reproduce the crash, is the crash reproducible for you JimPhoenix ?
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vampy_ro repliedI think I solved the problem, but I can't reproduce the crash, is the crash reproducible for you JimPhoenix ?
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JimPhoenix repliedHey there vampy_ro,
today I've got a Crash through the Plugin, here is the log from it:
HTML Code:Unhandled exception UE4Editor_CoreUObject!UObjectBaseUtility::GetTypedOuter() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:207] UE4Editor_NotYetConsoleExtension!<lambda_d6d613482a121c2f002c928ea8cb1033>::operator()() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\notyetconsoleextension\source\notyetconsoleextension\private\nyconsoleextensioncomponent.cpp:143] UE4Editor_NotYetConsoleExtension!TBaseFunctorDelegateInstance<void __cdecl(TArray<FString,FDefaultAllocator> const &,UWorld *,FOutputDevice &),<lambda_d6d613482a121c2f002c928ea8cb1033> >::ExecuteIfSafe() [d:\rocketsync\4.22.0-5660361+++ue4+release-4.22\working\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:956] UE4Editor_Core!FConsoleCommandWithWorldArgsAndOutputDevice::Execute() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\consolemanager.cpp:767] UE4Editor_Core!FConsoleManager::ProcessUserConsoleInput() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\consolemanager.cpp:1189] UE4Editor_Engine!UEngine::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\unrealengine.cpp:4044] UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:5714] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:691] UE4Editor_Engine!UGameViewportClient::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:2665] UE4Editor_Engine!ULocalPlayer::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\localplayer.cpp:1463] UE4Editor_Engine!UPlayer::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\player.cpp:51] UE4Editor_Engine!APlayerController::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\playercontroller.cpp:392] UE4Editor_Engine!UConsole::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:545] UE4Editor_Engine!UConsole::InputKey_InputLine() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:880] UE4Editor_Engine!UConsole::InputKey() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:1295] UE4Editor_Engine!UGameViewportClient::InputKey() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:498] UE4Editor_Engine!FSceneViewport::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\engine\private\slate\sceneviewport.cpp:992] UE4Editor_Slate!SViewport::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\sviewport.cpp:247] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_99d96a844d20f5d549c2b134ee60b08c> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:271] UE4Editor_Slate!FSlateApplication::ProcessKeyUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5201] UE4Editor_Slate!FSlateApplication::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5169] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1757] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2292] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1522] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:772] user32 user32 UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3882] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
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vampy_ro repliedHey, we released an update to version 2.0 with the following bug fixes and feature:
- Fixed functions registration so that it applies all members of the inheritance hierarchy
- If the NYConsoleExtension Component is applied to an actor that has multiple instances inside the level then the console command will be called on all of them
- Add option to register custom functions names as console commands
- Add option to register per instance console commands
Video: https://streamable.com/4zl4p
Check the wiki for more detailed explanation: https://gitlab.com/NotYetGames/NotYe...ion/wikis/home
The update should already be up in the the epic launcher.
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Not Yet: Blueprint Console Commands
This plugin allows you to automatically register some Blueprint functions as console commands.
Features:- Easily auto register Blueprint functions as console commands from any actor
Marketplace link: Here
Current plugin version: 1.0
Documentation: Here
Example Project: 4.23 version or 4.22 version or 4.21 version or 4.20 version (must own the plugin to make it work)
Additional Contact/Support:- Discord: HERE
- Email: support at notyet.eu
Last edited by vampy_ro; 07-02-2020, 03:56 AM.
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