kandi X-RAY | GameFramework Summary
kandi X-RAY | GameFramework Summary
Game Framework is literally a game framework, based on Unity game engine. It encapsulates commonly used game modules during development, and, to a large degree, standardises the process, enhances the development speed and ensures the product quality. Game Framework provides the following 19 builtin modules, and more will be developed later for game developers to use.
Top functions reviewed by kandi - BETA
GameFramework Key Features
GameFramework Examples and Code Snippets
Trending Discussions on GameFramework
I’m looking to make items that contain powers on unreal engine in c++ like :
When the player steps on it, he wins the Mushroom effect:
- It has a scale of 1.25x.
So I create my Actor Item which contains the beginoverlap and the power function : Item.h...
ANSWERAnswered 2022-Jan-12 at 15:32
I didnt quite understand. Do you want the player to step on the object and increase in size and then, when he leaves the object, return it to its original size (1) or keep the size (2)?
I've created new poject and added new c++ class, but after using SetupAttachment UE has an error. I've tryed to fix it and found a probem. For now i don't know, in what problem, i actualy know the place. UE5 window after building
ANSWERAnswered 2021-Oct-06 at 12:20
It’s your mistake. You’re never initializing
SpringArm, and even if it were set in your actor instance (or through a blueprint or subclass), it wouldn’t be available during the constructor (and would still crash when constructing the CDO).
I am using Unreal and ran into some weird errors. I eventually found that simply renaming my function parameters fixed the problem. Here is the full header and class. The problem is the
ANSWERAnswered 2021-Aug-28 at 17:15
In the original code, you have global variables
suit, class members
suit, and parameters
suit all within scope in
InitCard(). So which ones do you expect the compiler to use on the right-hand of the statements
this->rank = rank; this->suit = suit;? It is not going to be the class members, it will be the function parameters since they are in local scope. And the compiler warns you about that, since they have the same names as the class members.
Removing the global variables, and renaming the parameters, avoids any ambiguity. So would initializing the class in its constructor using its member initialization list, not a separate
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
ANSWERAnswered 2021-May-30 at 13:32
The function is in different module and you didn't add dependency of that module in build script (*.build.cs file)
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:...
ANSWERAnswered 2021-Feb-20 at 20:11
The 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.
Currently I have a class for my character like so:
ANSWERAnswered 2020-Dec-11 at 07:45
your 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.
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:
ANSWERAnswered 2020-Jun-09 at 05:03
That would be AActor::ReceiveHit, since PlayerBall inherits from APawn which inherits from AActor.
In a cpp file, my use of:...
ANSWERAnswered 2020-Jun-08 at 22:14
The 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::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.
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:
ANSWERAnswered 2020-May-08 at 21:18
This fixed it, I did not create a mesh: https://www.youtube.com/watch?v=30XEdBoPw6c
I added the following:
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:
... 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...
ANSWERAnswered 2020-Jan-15 at 20:25
You'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:
No vulnerabilities reported
Reuse Trending Solutions
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page