Reputation
382
Top tag
Next privilege 500 Rep.
Access review queues
Badges
2 12
Newest
 Revival
Impact
~10k people reached

  • 0 posts edited
  • 1 helpful flag
  • 16 votes cast
Jan
27
awarded  Revival
Dec
6
awarded  Popular Question
Oct
29
comment How do I expose a variable from a class in Unreal Engine 4 to blueprints?
I imagine in the Source/ProjectName/ folder (but I'm on Windows). However, in the editor there is a command to create a new class. It can be reached from "File>New C++ Class". This will generate the files in the right place with some required boilerplate code. It doesn't matter what you derive from since your functions are static, but I use UBlueprintFunctionLibrary to make its purpose clear.
Oct
29
answered How do I expose a variable from a class in Unreal Engine 4 to blueprints?
Sep
16
comment Unreal engine 4 - Actor not updating (when instancing on c++)?
Yeah, so when you add components in C++ to your actors, you need to assign on of them to RootComponent. I guess you used to be using an older version of Unreal which was silently failing, but now it is randomly choosing one of your components to be the root. (I didn't know they'd fixed that - I used to get caught out by this all the time!)
Sep
15
comment Unreal engine 4 - Actor not updating (when instancing on c++)?
So the actor spawns correctly, just subsequent changes aren't applied to it? Could you include the constructor for AMyCustomActor. You shouldn't need to specify an Owner to move an actor about.
Jul
9
revised Rotate a rigid body not around its centre of mass
Further clarification based on the comments
Jul
9
comment Rotate a rigid body not around its centre of mass
@Laurent The reason I don't want to us the COM is not a particuarly valid one - it is time consuming for me to adjust the buoyancy simulation which is currently tuned to the COM being towards the front of the boat. If I move this to the back, the boat will float weird and need retuning. None the less, I still think this is a valid question - what if you want to sometimes rotate around CoM, sometimes around some separate point, this feels like a reasonable thing to do.
Jul
6
comment How to render a curved horizon when rendering terrain far away
I suspect the solution will depend on a) relative to the ground, is the player moving about much, b) does the horizon need to flatten/bend dynamically based on player height (or is the player at a fixed altitude?)
Jul
4
comment Rotate a rigid body not around its centre of mass
It is possible for objects to rotate providing they are restricted though, which is what I was trying to do with constraints. I guess there is a way of decomposing the rotation around a point P into a rotation around the COM and a linear force, which would also be a suitable solution, but I don't know how to either of those solutions.
Jul
3
answered Unreal Engine for 2d in c++
Jul
3
revised Rotate a rigid body not around its centre of mass
Spelling error, extra information about requirements of solution
Jul
3
comment Rotate a rigid body not around its centre of mass
@PieterGeerkens I don't see how I can apply a convoluted transformation to a physics driven object, are you proposing disabling the physics simulation, applying the rotation and resuming? I would really rather avoid this as the physics simulation is quite complex.
Jul
3
comment Rotate a rigid body not around its centre of mass
@Mario Strange because the back of the boat swings out rather than the front of the boat being driven. You are able to turn on the spot, but that is intentional and I'm not worried about that element.
Jul
2
asked Rotate a rigid body not around its centre of mass
Jun
18
answered Unreal Engine 4 Point Light Limiters..?
Jun
8
comment How to rotate a gameobject to the specific angle
Also, you should avoid using == with floats as sometimes can be problem if the number cannot be represent exactly.
Jun
3
accepted Computing Normals for a displaced material
Jun
3
answered Is it possible to use the Unreal Engine as a big C++ library, without using the editor?
Jun
2
answered Computing Normals for a displaced material