GameFramework | free framework for Unity that will help drastically increase | Game Engine library

 by   FlipWebApps C# Version: v0.8.5 License: Non-SPDX

kandi X-RAY | GameFramework Summary

kandi X-RAY | GameFramework Summary

GameFramework is a C# library typically used in Gaming, Game Engine, Unity, Framework applications. GameFramework has no bugs, it has no vulnerabilities and it has low support. However GameFramework has a Non-SPDX License. You can download it from GitHub.

A free framework for Unity that will help drastically increase the development speed and feature set of your games.
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              GameFramework has a low active ecosystem.
              It has 239 star(s) with 61 fork(s). There are 25 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2 open issues and 14 have been closed. On average issues are closed in 29 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of GameFramework is v0.8.5

            kandi-Quality Quality

              GameFramework has 0 bugs and 0 code smells.

            kandi-Security Security

              GameFramework has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              GameFramework code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              GameFramework has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              GameFramework releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            GameFramework Key Features

            No Key Features are available at this moment for GameFramework.

            GameFramework Examples and Code Snippets

            No Code Snippets are available at this moment for GameFramework.

            Community Discussions

            QUESTION

            how to make a collision of an actor on a character in C++ UE4?
            Asked 2022-Jan-12 at 15:32

            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

            ...

            ANSWER

            Answered 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)?

            Source https://stackoverflow.com/questions/70676414

            QUESTION

            Unreal Engine 5 crashing after using SetupAttachment function
            Asked 2021-Oct-06 at 12:29

            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

            Code:

            Header:

            ...

            ANSWER

            Answered 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).

            Source https://stackoverflow.com/questions/69465479

            QUESTION

            Why is a function parameter behaving like a variable declaration?
            Asked 2021-Aug-29 at 02:33

            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 InitCard function:

            ...

            ANSWER

            Answered 2021-Aug-28 at 17:15

            In the original code, you have global variables rank/suit, class members rank/suit, and parameters rank/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 Init method:

            Source https://stackoverflow.com/questions/68960382

            QUESTION

            The createdefaultsubobject function does not work for UWidgetComponent[UE4.26.2]
            Asked 2021-May-30 at 13:32

            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 13:32

            The function is in different module and you didn't add dependency of that module in build script (*.build.cs file)

            pic.jpg

            Source https://stackoverflow.com/questions/67761376

            QUESTION

            Pointer to incomplete class type is not allowed Unreal Engine 4.26
            Asked 2021-Feb-20 at 21:43

            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 20:11

            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.

            Source https://stackoverflow.com/questions/66295943

            QUESTION

            How to fix the UClass has no member "WeaponMesh" error?
            Asked 2020-Dec-12 at 02:40

            Currently I have a class for my character like so:

            .h

            ...

            ANSWER

            Answered 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.

            Source https://stackoverflow.com/questions/65211317

            QUESTION

            How To Detect If An Actor Is Hit In Unreal Engine C++?
            Asked 2020-Jun-10 at 20:29

            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 05:03

            That would be AActor::ReceiveHit, since PlayerBall inherits from APawn which inherits from AActor.

            Source https://stackoverflow.com/questions/62275285

            QUESTION

            OnComponentBeginOverlap.AddDynamic says no instance of the function template matches the argument list?
            Asked 2020-Jun-08 at 22:14

            In a cpp file, my use of:

            ...

            ANSWER

            Answered 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::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.

            Source https://stackoverflow.com/questions/62255094

            QUESTION

            UE4: Actor disappears after play is hit
            Asked 2020-May-08 at 21:18

            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 21:18

            This fixed it, I did not create a mesh: https://www.youtube.com/watch?v=30XEdBoPw6c

            I added the following:

            .cpp

            Source https://stackoverflow.com/questions/61685472

            QUESTION

            Pointer related UE4 crash. Where are my pointers wrong?
            Asked 2020-Jan-15 at 20:25

            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 20:25

            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:

            Source https://stackoverflow.com/questions/59748315

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install GameFramework

            Note: The main branch of this repository should be considered experimental. For ease of use we will now only release stable versions through the Unity asset store although such releases will be tagged here also.
            Asset store download (Free Version)
            Asset store download (Extras Bundle)
            There is a demo included that shows some of the features available. In addition you will find documentation and tutorials on our website:.
            Documentation
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            Support

            The framework is free, however there is also a paid version which contains additional content to get you up and running including:. Feel free to try and use the free version, however if you like the framework then please consider the small price of purchasing the extras bundle to support our efforts in maintaining and developing this framework further. All reviews on the asset store are also very much appreciated and encourage us to continue developing this framework.
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