I have a Blueprint that inherits a C++ class. I added a property to the C++ class the following way: UPROPERTY(EditAnywhere, BlueprintReadWrite) TArray<URABuildableObject*> Toolbar; In the Blueprint inherited class I add an item to the array and fill it with a Blueprint class that inherits from a C++ class defined in the following way: UCLASS(BlueprintType, ..
I wanna know is it possible to change the variable default value from a blueprint class without open the UE4 Editor? Someone said through Something called "Commandlet", but i don’t really know how to do it, is anyone can help me with this? Thanks in advance Source: Windows Que..
I apologize if this seems trivial, but I’ve searched for an answer for a while now, and I can’t seem to find a solution. I have a list of structs (TArray of structs to be exact.) that represent high scores in my game. (Each struct represents a high score, the fields are something like "Name, ..
The rider is throwing me this error: Error I’ve been told this means I need to include some modules in the build.cs file but I don’t know what module to include exactly. I tried PhysicsCore but it didn’t work. could someone help? Source: Windows Que..
I am following this tutorial "https://medium.com/swlh/ue4-tutorial-how-to-connect-a-multiplayer-game-with-steam-ccc89bd8d8a9" to use Steam with Unreal. The project file is here: https://github.com/bluebubblebee/UE4_CoopPuzzleGame/tree/master/CoopPuzzleGame/Source After making changes to the ini file to set Steam as DefaultPlatformService I can’t host!! I get "STEAM: Failed to Initialize game server with Steam!! – No session created" and OnCreateSessionComplete session fails. I am not able to ..
How can I put into the WinCC OA a 3D model like in the Unreal Ungine? I have 3D model which might act in UE, and I want it to fetch data and logic for its actions from WinCC OA. Is it possible to put 3D model into WinCC OA and make it act, or ..
I’ve got a problem. I’ve created a projectile movement component, and I assigned it a vector. I’d like my projectile to move to the center of the screen (the location and rotation of the camera of the player), but it does not. Would anyone like to help me, please? 🙂 The class of the projectile ..
I am trying to set a timer, and use a function with in. I read the timer documentation and figured out how it works. You setting a timer with a timer_handler and a function to execute. Here’s the problem. I can only give function without parameters. GetWorldTimerManager().SetTimer(timer_handle1, this, &actor_class:Foo, 2.f, false, 1.f); This "Foo" function ..
I would like to move an actor to a set of actors placed in the world. The set of actors and the moving actor have collision set up for them. Basically whenever the moving actor reaches one of its destinations the overlapped actor would set a property on the moving object’s class that is the ..
I’m working on an UE4 plugin and want to use the Eigen library. It appears that UE4 has already integrated the library, which you can see in Engine>Source>ThirdParty>Eigen. I looked at other plugins, such as AlembicImporter, for guidance. To use Eigen, I see that they add "Eigen" in the build.cs file and write #include <Eigen/…> ..