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3

As noted in the comments, your operator< is wrong. For std::map to function properly, the operator< must follow the so-called strict weak order. It may sound complicated, but it just means that operator< must produce sensible results. With your implementation, given for example a = Vector2(1,0); b = Vector2(0,1);, both a < b and b < a return ...


2

I found the solution. Double-click your character to edit it. Look at the details panel on the right. Check the box next to 'Use Controller Rotation Pitch'. Thats it, simple!


2

You need to UV unwrap the sphere properly in you 3d modeling software as UV mapping (texture positioning) is baked into the model itself.


2

I don't think that's possible. Direct quote from the offical docs on " Calling Blueprints in the Editor" The steps described below work for any Blueprint class that you can place in a Level—that is, any class that derives directly or indirectly from Actor. Source: https://docs.unrealengine.com/en-US/Engine/Editor/ScriptingAndAutomation/Blueprints/...


2

To do this in Unreal C++, inside the CPP file you need to do the following: Make sure to include the header component: #include "Camera/CameraComponent.h" Then in the class constructor: CameraComponent = CreateDefaultSubobject <UCameraComponent>("CameraComponent"); From here you need to set up the attachment which is usually to the ...


1

You can re-import it using a different name then delete the existing, incorrect model. Unreal will check that the model is in use and warn you about deleting it but one of the options is replace references. You can now choose your newly imported character and Unreal will take care of the rest.


1

Render the meshes at the end of the depth-only prepass with depth testing disabled and tagging those pixels in the stencil buffer. Then enable stencil test in the base pass to not touch those pixels. At the end of the base pass you turn off stencil test and render your foreground meshes with depth testing enabled to get their properties in the gbuffer.


1

Unfortunately I can’t answer in terms of unreal engine, as I do not have experience with it, but I’m guessing that my experience with general game development and Unity specifically may transfer in this particular case. In Unity, I would set up the hands and weapon to be rendered separately from everything else, by setting their layer to be something other ...


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Ok, my bad... I was building the UnrealBuildTool project instead of the UGCExample project. All I had to do was: in you Solution Explorer right click the UGCExample project and select Debug->Start New Instance or directly set it as Startup Project.


1

Problem So, there were actually four things going wrong about the mesh and the armature: incorrect scale - this has made the model look stretched incorrect bone transforms in the base pose - this has made the model look twisted poor weights different skeleton proportions Solution 1: Incorrect scale Regarding the incorrect scale - not sure what has caused ...


1

Sure, you could do that with e.g. C#, Java/Scala, C or Rust. But in order to run an engine at that frame rate, all of your per-frame processing - i.e. one game loop cycle - would need to consistently fit into a 1 millisecond window - this is practically impossible to achieve, even for simple games, and especially for those not familiar with optimising game ...


1

In case you are running into a limitation that's specific to the Construction Script, you can also try other approaches. Either: doing the initialization in Event Begin Play instead of the Construction script providing the Z Cursor Images variable with default values that suits your needs instead of programmatically setting them at start Cheers!


1

The binary distribution of the engine you get from the epic launcher is a Development build from the engine, so it will have the typical "release config" issues of debugging, with jumping around in execution and not having all local vars. Getting debug symbols from the launcher helps with call stacks and such but still won't let you go line by line ...


1

Yes, this is possible. I recommend using Jenkins CI for automating Unreal Engine's RunUAT.bat. There are great references here, if you are unfamiliar: https://github.com/skymapgames/jenkins-ue4/tree/master/build-scripts Jenkins CI has an email extension (https://plugins.jenkins.io/email-ext/) that will email you upon the completion of a pipeline. You can ...


1

From the information you provided, this could be an issue with a semi-transparent UI element scaling weirdly. You can check if there's a faulty widget using the Widget Reflector: Window > Developer Tools > Widget Reflector (that's the last one in the list). From there, activate the "Pick Painted Widgets" and hover your cursor over the "...


1

As far as I am aware this is not possible, normally changing properties like this would be easily doable through the bulk edit via property matrix, but not for LODs. The LoD settings you see in the editor on the meshes is not really a property, but just a details panel customization that updates the mesh when one of the properties is changed. We had a ...


1

From the docs, it looks like you can use the FScreenResolutionRHI data structures fetched by RHIGetAvailablrResolutions, each of which reports a refresh rate. There's a code sample on this wiki page that looks useful: static FORCEINLINE void GetDisplayAdapterScreenResolutions(FScreenResolutionArray& Resolutions) { if (RHIGetAvailableResolutions(...


1

Answered my own question within minutes of asking the damn thing. How I created this problem When overriding parent events in Unreal, you must right click and use the context menu to add the event you want to override. Instead, I created a custom event and named it identically to the parent event. This provides the same functionality, where the ...


1

Sorry im not programmer but ill explain the easiest way i can. Global Time dilation scales time for all objects in the scene that use time, custom time dilation scales time relative to the global time dilation. For example you are making the Flash game. When running fast the world goes into slow motion. so global time dilation could be 0.1 but flash custom ...


1

A better way of doing this may well be to use a clamp on your character's movement component to limit where they can go in X. https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Float/Clamp_float/index.html This will remove the need to use the Tick function if that's your end plan. - Edit based on comments: As you're using InputAxis and ...


1

SOLVED: If this can be useful to anyone else: All I had to do was spawn my actor from within my gamemode


1

@Natalo77 Thank you! Your tips solved the issue. The code now looks as follows (I've collapsed the entering and exiting of "Kicking"). I've also made a Pure function which will return whether or not an action is being executed.


1

Well I'd say that every time you calculate your velocity, you should add your drag to it. Framerate independency is hard to achieve in Unreal, given its reliance on ticking components. So long as you use deltaTime every time you're calculating anything, you should be fine. Force = Mass * Acceleration. Acceleration = DragForce / ObjectMass Velocity = ...


1

Nako Sung answer: Without game, UE4 prevents script functions to be executed accidently. (I don't know the clear reason) In C++ you can use FEditorScriptExecutionGuard: FEditorScriptExecutionGuard ScriptGuard; { // your code to execute scripts in editor while the game is not started goes here, for example: for (TActorIterator<...


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