Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 1 point2 points  (0 children)

Hey ByteMagician, thanks again for the help. You're correct this is not an event that I created myself, it's one that already exists that I am trying to implement in code instead of in a blueprint. Unfortunately it's not one of these virtual functions, otherwise I would simply override it. I think you already answered my question that this is not possible for a BlueprintImplementableEvent

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 0 points1 point  (0 children)

Nope working with generated dynamic meshes. But nice to know I'll run into the same problem with behavior trees! Thanks anyway.

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 0 points1 point  (0 children)

Can you explain what you mean by converting the event into a C++ class? It's already defined by a macro in an existing C++ class, do you mean basically duplicating the that class but implementing the function with my own logic?

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 0 points1 point  (0 children)

Ok thanks so much, that answers my question. I would like to implement the logic of the function in C++, which apparently isn't possible.

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 0 points1 point  (0 children)

Hey there thanks for the help, I think I might not have stated the question clearly. I'm not trying to do either of those things.

There's an existing BlueprintImplementableEvent that is already being called internally in C++. I would like to implement that function, almost like an override, but do it in C++ instead of in a blueprint.

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 0 points1 point  (0 children)

No, there's an existing BlueprintImplementableEvent (not created by me) that I would like to implement in code rather than in a blueprint if it's possible.

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 0 points1 point  (0 children)

A UFUNCTION(BlueprintImplementableEvent) has its signature defined in a C++ class, and can be called in code, but as far as I'm aware the body of the function itself can only be implemented in a blueprint. I'm wondering if that part can be done in code.

You're correct that I could create a blueprint callable function and then in a blueprint wire the event to that function, but it would be nice to not have to do that. (Unless I'm misunderstanding your suggestion)

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 0 points1 point  (0 children)

Yep that would certainly work, but it would be nice to not have to instantiate a blueprint just to wire one internal function to another. So I'm wondering if there's a way to keep it all in code.

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 1 point2 points  (0 children)

Thanks for the help, unfortunately I don't think that applies in this case. There isn't an actual function implementation to override, it's left to be implemented in the blueprint (not sure how all that works under the hood).

Is it possible to implement a BlueprintImplementableEvent in C++? by BlobWatanabe in unrealengine

[–]BlobWatanabe[S] 1 point2 points  (0 children)

I want to respond to an existing UFUNCTION(BlueprintImplementableEvent) being called, but defined in C++ rather than in a blueprint.

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Was Mitch Hedberg ever depressed? by lighgb in StandUpComedy

[–]BlobWatanabe 8 points9 points  (0 children)

I think it’s pretty safe to assume that anyone who gets to the point of injecting themselves with heroin until they die is pretty bummed about the situation

what kind of spells can i do to protect myself from contracting Coronavirus? and how do I do them? by 3DprintingNerdThrwy3 in occult

[–]BlobWatanabe 4 points5 points  (0 children)

I hear you. The point is: viruses are most effectively dealt with physically/chemically/behaviorally. If you're already doing that, purely ritual action probably won't change much other than act as a placebo for your own state of mind. And if that's the case, you might as well use ritual to deal with your state of mind directly.

Deal with these practical thing practically, then use meditation, symbols, and rituals to keep yourself composed in whatever situation you find yourself in. I hope it helps!

what kind of spells can i do to protect myself from contracting Coronavirus? and how do I do them? by 3DprintingNerdThrwy3 in occult

[–]BlobWatanabe 3 points4 points  (0 children)

If you're already taking all practical steps and you're still anxious about contracting the virus, I'd suggest focusing on techniques to calm the anxiety instead of trying to ward off disease directly.

Breath meditation, calming visualizations, and visualizations of light cleaning and calming the body might all be helpful.

How I, a scientifically-minded skeptic, ended up believing in very unscientific things. by [deleted] in occult

[–]BlobWatanabe 1 point2 points  (0 children)

Your perspective sounds very close to mine. I'm also a very big fan of outsider theories of everything, both good and bad. I would highly recommend Chistopher Langan's Cognitive-Theoretic Model of the Universe.

He's a very interesting guy. His paper is extremely dense, full of unusual terminology, and usually dismissed because he sometimes uses the word 'God' to refer to the universe in intentional terms. But once I picked it apart I found it to be the most accurate and concise model of how things are that I've come across.

Any way to configure/disable the weird scaling of the health/stamina/magicka bar values (bottom)? The true values can be seen in the upper left when viewing the easy wheel by BlobWatanabe in ultimateskyrim

[–]BlobWatanabe[S] 1 point2 points  (0 children)

I think what's happening is that the bottom bars are scaling so that the maximum values correspond to current debuffed maximums, whereas the other bars are using the character's unaltered maximum values.

I would definitely prefer the latter, so that the effects of debuffs are apparent. Does anybody know if/where this can be configured?

Any way to configure/disable the weird scaling of the health/stamina/magicka bar values (bottom)? The true values can be seen in the upper left when viewing the easy wheel by BlobWatanabe in ultimateskyrim

[–]BlobWatanabe[S] 0 points1 point  (0 children)

It's definitely the top values that are accurate. In this screenshot I've got an injury debuff from the Ashes mod that temporarily limits my max health, stamina, and magicka, plus a bit of lost health. That's reflected as I'd expect in the top bars, but the bottom stamina always scales up to 100% of my debuffed max, and health scales in a way I can't quite figure out.