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kandi X-RAY | GameFramework Summary
kandi X-RAY | GameFramework Summary
Essentially just a container to store information about timing and duration of an animation frame. Handles transitioning between frames as time passes. It takes a bunch of AnimationFrames and stores them in a vector. Once enough time has passed it will just change the animation frame to the next in the vector, looping to the start once all frames are done. Has a public sf::IntRect var which can be used to set the TextureRect on your object's sprite (which should be a spritesheet) to get the appropriate sprite from it. Allows the playing of audio easily and in the future, helpful functions such as transitioning between background music. Uses a cache of sf::SoundBuffer internally. Template for creating caches e.g. audio cache, texture cache. Top layer wrapper that sets up the window, calls the game loop, etc. Included in this repo is a couple of example classes, ExampleState and ExampleObject, so that you can see how the code should be used. Feel free to delete these. The 'heart' of the framework. Polls the window, counts the frame time, calls HandleInput() Update() and Draw() on the current state of the game, calls UpdateAll() and DrawAll() on the object manager, and finally draws to the window. A plain game object class that you should inherit from to create your player, ai, items, etc. classes. A plain state class that you should inherit from to create new states in your game e.g. PlayingState, PausedState. This is the starting point and simply calls Run() on the Engine class. Stores objects in a vector so that the Draw() and Update() functions can easily be called on them all. Implements a quadtree for spatial partitioning. Simply stores pointers to GameObjects that get added and removed by the ObjectManager.
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Trending Discussions on GameFramework
QUESTION
When creating an object of type UWidgetComponent in the constructor, it throws a compilation error. How to solve this problem?
changed different variations of the PROPERTY macro didn't help also tried to use the New Object function to create an object also didn't help
//.h
...ANSWER
Answered 2021-May-30 at 13:32The function is in different module and you didn't add dependency of that module in build script (*.build.cs file)
QUESTION
I try to implement the pawn navigation to the player in my game. When I tried that in BP site, it worked perfectly, but I try to transform that in C++ code. And I got a kind of wird error. Befor this I faced another error but I find the NavigationSystem was changed a bit in my ue version, but I figured out problem by changing to UNavigationSystemV1. It might be interfering with my class?
NavPath pointer it gave me the error.
Here is the error list:
...ANSWER
Answered 2021-Feb-20 at 20:11The definition of UNavigationPath
needs to be available at the point where you do NavPath->PathPoints
. Without the definition, how does the compiler know that UNavigationPath
even has a member called PathPoints
? You can have a pointer to a declared but undefined class (i.e., one you defined like class UNavigationPath;
with no body) and pass it around but you can't access any of its members. Find the header file that defines UNavigationPath
and make sure it's included in your source.
QUESTION
Currently I have a class for my character like so:
.h
...ANSWER
Answered 2020-Dec-11 at 07:45your Weapon is protected value.
Protected members are accessible in the class that defines them and in classes that inherit from that class.
I don't know where
Weapon = Player->Weapon->WeaponMesh; //error occurs here under WeaponMesh
is called, but it seems to make an error.
try to make your Weapon value as public or make getter function.
QUESTION
I'm new to Unreal Engine. I'm trying to create a basic game where you control a ball and roll around, trying not to fall out of a tube and stuff. My ball looks like this:
PlayerBall.h
...ANSWER
Answered 2020-Jun-09 at 05:03That would be AActor::ReceiveHit, since PlayerBall inherits from APawn which inherits from AActor.
QUESTION
In a cpp file, my use of:
...ANSWER
Answered 2020-Jun-08 at 22:14The error is fairly self-explanatory.
cannot convert argument 2 from 'void (_cdecl AAICharacter::*)(AActor*,UPrimitiveComponent*,int32,bool,const FHitResult &)' to 'void (_cdecl AAICharacter::*)(UPrimitiveComponent*, AActor*,UPrimitiveComponent*,int32,bool,const FHitResult &)
The second argument in the indicated lines (so &AAICharacter::OnBoxOverlap
and &AAICharacter::OnBoxEndOverlap
) have the first type listed in the message, while the function being called (AddDynamic()
) expects the second type. Sometimes differing types is not a problem, but in this case there is no way to convert from one to the other.
The only trick I see comes after comparing the types in question. It helps to insert spaces so that things line up better.
QUESTION
I am using Unreal Engine version 4.25. I have created an actor and placed it on a blank template. The actor is visible in the editor but becomes invisible once the play button is hit. I am trying to move the object in circles with my code.
Here's the code:
MyActor.cpp
...ANSWER
Answered 2020-May-08 at 21:18This fixed it, I did not create a mesh: https://www.youtube.com/watch?v=30XEdBoPw6c
I added the following:
.cpp
QUESTION
I am Xavier ten Hove and I am very new with C++ and Unreal Engine 4.
I am creating a pickup script with a box collider and I have an anyoning error with my pick up script. error C2248: 'UPrimitiveComponent::bGenerateOverlapEvents': cannot access private member declared in class 'UPrimitiveComponent':
I am really trying to fix this one but I cant find the fix what I need!
Here is my header code:
...ANSWER
Answered 2020-Mar-25 at 20:50Try PickupBox->SetGenerateOverlapEvents(true);
instead of PickupBox->bGenerateOverlapEvents = true;
https://api.unrealengine.com/INT/API/Runtime/Engine/Components/UPrimitiveComponent/index.html
QUESTION
I'm creating a third person laser tag shooter thing for fun and I'm having difficulty creating my weapon hierarchy. My main problem is my editor is crashing from an access error from some errors from pointers in my code and I don't understand pointers enough to be able to figure this out myself.
I'm trying to add a weapon to my default pawn ALTPlayer. I'm doing this by using TSubclassOf to ensure I can only attach children of ALTWeapon to my character
If it helps my explanation, current hierarchy is:
APawn->ALTWeapon->ALaserGun
... and I'm planning on adding a bunch more classes with ALTWeapon as their parent. I'm hoping this will make my code organized and easier to code different functionality for each weapon.
With that in mind, I'll start with my ALTPlayer.h file. Here I declare WeaponClass as my subclass variable
...ANSWER
Answered 2020-Jan-15 at 20:25You're attempting to dereference WeaponClass when you try to access its default object but it hasn't yet been assigned to anything.
You can initialize it in the constructor initializer list, like so:
QUESTION
I'm trying to create a laser beam actor that spawns when the player presses the "Fire" action mapping. I can't get TSubclassOf<> to work so that I can spawn the actor that creates the laser. I can declare the variable and compile the project, but I can't seem to use the template anywhere else in the project because the variable isn't initialized??? I'll include my code to help explain what's happening.
Here is my LaserTagCharacter.h file. I've declared the LaserClass variable and I can compile this code with no problems.
...ANSWER
Answered 2020-Jan-05 at 14:57Your code seems ok, but you should add in the header file a specifier inside UPROPERTY, and maybe a Category just give it a title
QUESTION
I've created a LaunchPad actor C++ class which is compiled of a Cube static mesh component and a UBox component. As of now, once the character overlaps the hit box it triggers whatever is inside the ALaunchPad::OnBoxBeginOverlap. I am current trying to tell that when the character overlaps the UBox launch them in the air similair to the Blueprints 'LaunchCharacter' node.
LaunchPad.cpp
...ANSWER
Answered 2019-Nov-01 at 15:15Cast OtherActor
to an ACharacter
then call its LaunchCharacter
method:
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