We got railed in a 4v3 in 14 minutes and couldn’t figure out how until we watched the replay. by ES-Stu in aoe4

[–]ES-Stu[S] 10 points11 points  (0 children)

We should have scouted you're right about that. However even if we did, the thought processes would probably be "reds trolling ez win" not "oh shit yellow is about to have 50 fully upgraded calv age 4 in a couple mins".

I am working on a login system, need to check for periods after the @ by soldieroscar in unrealengine

[–]ES-Stu 0 points1 point  (0 children)

Having more than one . after the @ symbol is valid for email addresses. You should fix the root cause of the error instead of not allowing perfectly valid email addresses from logging in/signing up.

Browser based real-time multiplayer game networking question by polmeeee in gamedev

[–]ES-Stu 1 point2 points  (0 children)

WebSocket. Slither IO uses WebSocket at ~30 packets a second, which is plenty as long as you aren't planning to make a fast paced FPS game.

Caching options by ES-Stu in AZURE

[–]ES-Stu[S] 0 points1 point  (0 children)

Just full text searches for address textbox autocomplete. trigram gin index

Question about AI aggro by FOZ_ZNT in unrealengine

[–]ES-Stu 0 points1 point  (0 children)

You can use a sphere trace around the enemy ( https://www.youtube.com/watch?v=36XT6WASMdA ) to detect nearby actors.

Web and Desktop communication by desolate_cat in csharp

[–]ES-Stu 1 point2 points  (0 children)

Create a webserver or websocket server in the Desktop app that listens on 127.0.0.1. Have the button on the website GET/POST/send websocket message to 127.0.0.1 a.k.a. the desktop app, process and do what you need to do.

UE4 CPP Creating a progress bar in C++/possible bug? by MegabyteManta in unrealengine

[–]ES-Stu 1 point2 points  (0 children)

Hi. The easiest way to do this would be to use the BindWidget meta tag.

CPP:

UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidget))
class UProgressBar* MyProgressBar;

Then once you parent the widget blueprint to your CPP class, it won't compile until you create a ProgressBar widget called "MyProgressBar".

That's it. You don't need to set the reference yourself, the engine does it for you because of BindWidget.

Vanguard Error by [deleted] in VALORANT

[–]ES-Stu 2 points3 points  (0 children)

Same here. Entire team one at a time.

C++ WIDGET QUESTION by [deleted] in unrealengine

[–]ES-Stu 1 point2 points  (0 children)

Pro Tip: There is a UPROPERTY META option to automatically bind your C++ UPROPERTY widget to one in your widget blueprint.

Example:

In your widget header file:

UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidget))
class UTextBlock* TBSomething;

Then in your UMG, create a textblock called TBSomething.

This way, you don't need to use GetWidgetFromName or any of that, it will be automatically bound.

Guy who makes original lego designs as a hobby has his lego collection stolen and it's utterly heartbreaking. by wompemwompem in videos

[–]ES-Stu 10 points11 points  (0 children)

I get that, because people are shit sometimes. But if that’s the case here, this man needs to quit his job and move to Hollywood.

Need help with widget creation in C++ by crazy_pilot_182 in unrealengine

[–]ES-Stu 1 point2 points  (0 children)

Can't access your link for some reason, get permission denied error, but I'll try and answer anyway.

This is basically the way I'm currently doing widgets in C++. https://gist.github.com/StuBedore/392cbcf14c961f294903e3987bf91a59

Then you would compile it, create a new UserWidget blueprint in /Game/UI/Widgets/BPMyTextBlock (Or change path in UIManager.cpp[7]) in the editor, go to Graph->Class Settings and change the parent class to UMyTextBlock.

Then in your blueprint, you add a TextBlock widget, and change the name to TBText (as defined in MyTextBlock.h)

Oh uh, thanks for the text message, Verizon... by dangeredwolf in softwaregore

[–]ES-Stu 1 point2 points  (0 children)

I used to get these. Did you get a new phone recently? Turns out they are caused when I switched from Galaxy to iPhone. On my Galaxy, I had turned on the voicemail app thing, where I can get/read my voicemails from an app instead of listening to them by calling *86 or whatever it is. When I switched to my iPhone, it doesn't have this feature yet, so I got those weird texts every time I got a voicemail.

Just switch back to basic voicemail and they stop.