gengine | Rule Engine for Golang | Rule Engine library
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QUESTION
Hello my fellow coders - I am in need of an assistance for this problem
I have MyPlayerController.c (.h), MyGameHUD.c (.h) and MainUIWidget.c (.h)
MyGameHUD is custom class default HUD for MyPlayerController in MyGameMode MainUIWidget is custom class - simple widget with few buttons MyPlayerController is custom class
I want to spawn actor on MyPlayerController when button on MainUIWidget is pressed
Until now I got only access violations because it seems that UWorld is not accesible from MainUIWidget
MainUIWidget.h
...ANSWER
Answered 2021-Mar-15 at 06:03Please provide the exact Crash details.
To me this looks like your attempting to use GetOwningPlayer()
to cache in PlayerControllerPtr
of your Widget, however when creating the Widget in MyGameHUD::DrawUI()
you are not specifying to the Widget what its Owning Player is.
Please call SetOwningPlayer(PlayerControllerPtr)
on the Widget when you add it to the Viewport so that it knows which Player owns it. This will cause the GetOwningPlayer()
function to actually return a value.
I suspect that your crash is actually occurring inside this function
QUESTION
I'm currently with a problem when trying to use tick to decide if I should or not do something based on a member variable boolean value.
Currently, I have a BindAction on my Player Character class, that when a given key is pressed, set the value of my member variable bTriggerPulled to True:
...ANSWER
Answered 2020-Jul-19 at 22:19So, I discover what was the problem, it's a silly one, but I will swallow my pride and share here anyways.
My class AShooterCharacter
is inherited in a blueprint, and that blueprint is placed N times on my level, the enemies. When I was debugging, my IDE don't necessarily differed from the instances of that specific class. Because only one specific instance of AShoterCharacter
(my player character) was responsible for changing the value of bTriggerPulled
, when I was debugging Tick()
, the value from another instance of my class was being displayed.
So yeah, a bit silly :)
QUESTION
I am building a game engine as a school project. When I add button to the same group as where I have my canvas, I can't control my player anymore with keyboard. Buttons and everything else still works like normal.
My code is pretty huge, so this is a simplified code of the problem:
...ANSWER
Answered 2019-Dec-10 at 13:05Adding btn.setFocusTraversable(false);
fixed the problem, thanks to Luxusproblem for providing the answer!
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:
QUESTION
I'm doing a GET Request to an online API but I can't get nested Json values to set to an array in C++ (Unreal Engine 4). I got all values except nested array LE (key)
Here is JSON
...ANSWER
Answered 2018-Oct-30 at 10:32Did you try something like:
QUESTION
So I want to make a simple pong like game from scratch with java. I am currently making the movement of the two paddles. However, I've got stucked at the very beginning. I am trying to set the starting position of the 2 paddles, but I can not. I was trying by setting custom layouts, but later I want to change their positions constantly by moving them of course.
I've the following code:
...ANSWER
Answered 2019-Oct-07 at 20:00So you created a Player class, but you dont have the position of a player in that class.
Since the paddles will only be moving up and down we only need methods for changing the y coordinate.
QUESTION
I am currently working on a simple pong-like game, but I got stucked with positioning the rectangle. I want to change it's Y position to be at the half of the actual panel's height.
...ANSWER
Answered 2019-Oct-07 at 15:55Your code has a lot of "problems". I suggest you to find some kind of tutorials or something. You frame.setVisible(true)
and stuff inside Player
's class constructor. Do you realize that every time you create a Player
object, all these things will be applied to the JFrame
? Is this necessary? Maybe you should do them only once. Also in order to paint
the compnent according to its position according size, you can do g.fillRect(50, getHeight() / 2, 20, 120);
QUESTION
Im new to c++ (use to c#) and trying to call a void on a Actor when it gets hit with a raycast and send it the cords. Heres the script header that im trying to call "EditMesh" on (near the bottom)
...ANSWER
Answered 2019-Jan-18 at 22:53parameter to FindComponentByClass must be derived from UActorComponent
Line 160 of VoxelWarsCharacter.cpp:
QUESTION
ANSWER
Answered 2018-May-21 at 10:26Increase the display time for AddOnScreenDebugMessage
QUESTION
So I have a little problem with creating project plugin in Unreal Engine for (4.15). So let's break it down. 1.I've created MyClass that is derived from UActor Component and has also this line:
...ANSWER
Answered 2017-Nov-14 at 15:15Any classes that need to be consumed publicly need to have their symbols exported.
In UE plugins this is achieved with the YOURPLUGIN_API
specifier, where YOURPLUGIN
is the name of the plugin.
This in turn is defined as __declspec(dllexport)
when exporting and __declspec(dllimport)
when consuming the plugin.
So your class definition should look like:
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