Podcast #128: We chat with Kent C Dodds about why he loves React and discuss what life was like in the dark days before Git. Listen now.

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If I'm understanding it correctly, you have a single timer but many buttons that could be pressed. Why not have N timers, where N == Number of Buttons. This may sound daunting and gross; but it's quite easy to manage with a map (which is called a Dictionary in C# or Python.) Then use the keys that you're checking for as the inputs to the map, with the timer ...


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In Details, in Collision, set "Collision Presets" to "Custom..." and then set "Camera" to "Ignore":


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Error C2653, the first one, says that EDrawDebugTrace isn't a class or namespace name, which is another way of saying (in this context) that the compiler has not yet seen a definition for EDrawDebugTrace. That's the root of your problem. Error C2923 is telling you that you cannot use EDrawDebugTrace::Type as a parameter for the template TEnumAsByte<>. ...


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After trying all manner of things, deleting the .vs, Binaries, Intermediate, Saved and .sln, rebuilding the VS Files and building the project from there turned out to solve this problem.


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Normally you want to initialize default values of your member variables in the Constructor itself it will be the faster way since UE4 uses CDO, however if you want to get a reference/pointer to another component you shall do it in virtual void BeginPlay() because at the time your constructor is called the other component/actor/whatever object may not yet be ...


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I'm going to answer my own question here, since I figured it out. A Player's input is passed into AddMovementInput, which then affects ControlInputVector. A MovementComponent then queries this ControlInputVector using GetPendingInputVector. It then uses the result of this to update/affect Acceleration. The various Phys functions within MovementComponent ...


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