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Unreal Engine 4 is a professional suite of tools and technologies used for building high-quality games across a range of platforms.
1
vote
2
answers
3k
views
Unreal Engine 4: How to select value for FName uproperty from array of FNames by dropdown li...
I have an actor class which have a FName UPROPERTY and also an array of strings loaded from config. I need to select a value from that array in editor details of that actor and assign it to that prope …
3
votes
Accepted
Unreal Engine 4: How to select value for FName uproperty from array of FNames by dropdown li...
I solved it. The solution is very easy
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (GetOptions = "GetNameOptions"))
FName Name;
UFUNCTION(CallInEditor)
TArray<FString> GetNameOptions() const
{ …
1
vote
1
answer
886
views
UE4: How to make UProceduralMeshComponent a solid body, not just a surface around volume?
I generated the UProceduralMeshComponent and set collision enabled to ECollisionEnabled::QueryOnly.
But I get ActorEndOverlapEvent if I stop touching the mesh border even if I still inside of mesh bod …
2
votes
Accepted
UE4: How to make UProceduralMeshComponent a solid body, not just a surface around volume?
I solved it.
First of all, I need to turn off option "Use Complex as Simple Collision"
bUseComplexAsSimpleCollision = false;
and then I can add simple collision convex hulls:
// Create collision simp …
1
vote
0
answers
74
views
Fast way to test whether a point is over a 3D mesh
I have a map with islands, and I need to detect whether the player is on an island or not.
The player can be flying far above the island, so a fixed-distance raycast is not sufficient, and firing long …
1
vote
1
answer
416
views
How to snap a point to the height of the navmesh surface?
I'm making generator for EQS and need to put points on navmeshes located on different heights, one above other. So, my idea is to make raycast vertically and find intersection points with navmeshes. B …
3
votes
How to snap a point to the height of the navmesh surface?
I found the function what does exactly what I need:
bool ARecastNavMesh::ProjectPointMulti(const FVector& Point, TArray<FNavLocation>& OutLocations, const FVector& Extent,
float MinZ, float MaxZ, …
1
vote
0
answers
2k
views
Unreal Engine 4.26: How to serialize and load the array of custom UObjects (TArray<UObject*>...
I have a UProperty in struct which is a TArray<UCoverInfo*> where UCoverInfo is inherited from UObject:
UPROPERTY(Instanced, EditInstanceOnly, BlueprintReadWrite, Category = "CoverPoints")
TAr …