unreal-engine4

What should I use instead of “get player controller” to make a Multiplayer game (Top Down Game Unreal Engine)

萝らか妹 提交于 2020-12-14 23:43:35
问题 Earlier in the day i figured out why my game doesn't work on multiplayer. The reason is that I use the "get player controller" which gives me the index 0 so i can't work. But i use this to get location where my player has to look at (for the get hit result under cursor) and I also use that for make spawn the projectile that my player launch. Do you have an idea of what i could use to make my game work on multiplayer. Here are 2 screen. Let me know if you need some other informations. event to

What should I use instead of “get player controller” to make a Multiplayer game (Top Down Game Unreal Engine)

|▌冷眼眸甩不掉的悲伤 提交于 2020-12-14 23:38:07
问题 Earlier in the day i figured out why my game doesn't work on multiplayer. The reason is that I use the "get player controller" which gives me the index 0 so i can't work. But i use this to get location where my player has to look at (for the get hit result under cursor) and I also use that for make spawn the projectile that my player launch. Do you have an idea of what i could use to make my game work on multiplayer. Here are 2 screen. Let me know if you need some other informations. event to

access a variable from level blueprint in unreal engine 4

我只是一个虾纸丫 提交于 2020-08-10 19:32:05
问题 I Have a variable that updates every time i move my cube in the level blueprint , now i want to access this variable from multiple class blueprints , what do I do , I tried casting to gamestate but didn't succeed , I am really new to ue4 if you could explain in details please edit: sorry for not adding details , The var I want to access is an integer named cube_side that tells me what side the cube is on every time I move , all of this happens in the level bp , I want to access this variable

How can I create the equivalent of Unity LookAt in Unreal blueprint?

孤街醉人 提交于 2020-06-08 19:51:44
问题 In Unreal, I want to rotate an actor where the forward vector points at target's current position, to ensure that the up vector of my actor is the same at the up vector of my target In Unity3D, it's super simple. It's a single line of code (source): transform.LookAt(target, Vector3.up); In blueprint, there's a Node called "Find Look at Rotation". The problem is that there's no Up vector parameter, so when you are close to the target, you can have a unwanted roll rotation. So, how can I create

AActor *UactorComponent::GetOwner const - pointer to incomplete class type is not allowed

拟墨画扇 提交于 2020-05-26 09:08:44
问题 I'm new to UE4 development and I've followed Udemy's Unreal Engine Development course. I have created a new Component on an Actor, named PositionReporter with header PositionReporter.h #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "PositionReporter.generated.h" UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class BUILDINGESCAPE_API UPositionReporter : public UActorComponent { GENERATED_BODY() public: // Sets default values for this

AActor *UactorComponent::GetOwner const - pointer to incomplete class type is not allowed

做~自己de王妃 提交于 2020-05-26 09:07:26
问题 I'm new to UE4 development and I've followed Udemy's Unreal Engine Development course. I have created a new Component on an Actor, named PositionReporter with header PositionReporter.h #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "PositionReporter.generated.h" UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class BUILDINGESCAPE_API UPositionReporter : public UActorComponent { GENERATED_BODY() public: // Sets default values for this

C++ Nested JSON in Unreal Engine 4

痴心易碎 提交于 2020-01-31 05:33:24
问题 I have a JSON object that I am getting from my server that looks something like this: { "state":"1", "player1": { "alias":"Player Name", "ready":"0" } } I am able to get the JSON, parse it into a FJsonObject, and retrieve any number or string in the first level of the JSON object using this code to serialize: TSharedPtr<FJsonObject> JsonParsed; TSharedRef<TJsonReader<TCHAR>> JsonReader = TJsonReaderFactory<TCHAR>::Create(json); if (FJsonSerializer::Deserialize(JsonReader, JsonParsed)) //Use

Jenkins on Windows: UE4 packaging for iOS fails with “Host key verification failed.”

时光总嘲笑我的痴心妄想 提交于 2020-01-25 04:41:05
问题 I have this Jenkins server running on my Windows machine. What the jobs do is it runs some python code that is also on the same machine, to package .ipa file (for iOS) using UE4 engine and ships it. Everything works just fine if I run python code locally. But when I run it through Jenkins, it will fail at some point where UE4 is trying to sign the package. This is partial error message I'm getting. Using remote server 'XXX.YYY.ZZZ.56' on port 22 (user '***********') [Remote] Using private key

Mongodb cxx + Unreal Engine 4 - Crash while iterating over Cursor

淺唱寂寞╮ 提交于 2020-01-23 12:06:09
问题 I got an error while or after iterating over a mongocxx::cursor after finding some documents in my database. I am using Windows 10, Unreal Engine 4.16.1 and mongodb cxx 3.1.1. The database connection is set up correctly, the find function finds my documents and returns a valid cursor. It ends up in this Exception: Exception thrown at 0x00007FFDED56B698 (UE4Editor-Core.dll) in UE4Editor.exe: 0xC0000005: Access violation writing location 0x0000000000000010. with this output: 2598:0a50 @

Mongodb cxx + Unreal Engine 4 - Crash while iterating over Cursor

孤者浪人 提交于 2020-01-23 12:06:04
问题 I got an error while or after iterating over a mongocxx::cursor after finding some documents in my database. I am using Windows 10, Unreal Engine 4.16.1 and mongodb cxx 3.1.1. The database connection is set up correctly, the find function finds my documents and returns a valid cursor. It ends up in this Exception: Exception thrown at 0x00007FFDED56B698 (UE4Editor-Core.dll) in UE4Editor.exe: 0xC0000005: Access violation writing location 0x0000000000000010. with this output: 2598:0a50 @