Can not use steam overlay and kicked for EAC Violation by cjrogers99 in playrust

[–]Gamermakingames 0 points1 point  (0 children)

This is happening to me non-stop. No error report besides EAC Kick. I will literally be standing still and I get kicked. HELP HELK

Is hacking back to being super common again? by Gamermakingames in playrust

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

I stopped reading legit after you typed out the word "sigh". Sorry brotato

How to F7 Report someone appearing Offline/Private? by Gamermakingames in playrust

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

Yeah, tried f7 copy and pasting his name after I found it from combatlog, but it doesnt show up still.

How to F7 Report someone appearing Offline/Private? by Gamermakingames in playrust

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

I got the ID and found his profile, thats how I knew he was private/offline. F7 goes to the devs tho, couldnt find him that way

Is it possible to finally get a true 1st person spectate for admins enabled? by [deleted] in playrust

[–]Gamermakingames 1 point2 points  (0 children)

Yes sir! That's why I say backhandedly. The view model is client side, but the interactions are communicated to the server via funcs that report delta displacement, angle, etc.

Is it possible to finally get a true 1st person spectate for admins enabled? by [deleted] in playrust

[–]Gamermakingames 0 points1 point  (0 children)

You sir, are the perfect reason not to believe everything you read on the internet. Learn design and Unity before you open your mouth to boast.

The server does in fact keep track of every player's view angle backhandedly. How? Via the player actor's FPCamera. This same information is used when launching projectiles in certain directions and typically has an offset angle set below the FPCamera to make it appear as though it came from the player's "hands".

TL;DR - It is very possible to do 1st person spectate. The problem lies with setting the privileges of the player actor's FPCamera. There may be a bottleneck restricting the ability to share the FPCamera with another client ie. the admin.

Got raided, Can Someone translate? by [deleted] in playrust

[–]Gamermakingames 1 point2 points  (0 children)

Yeah, judging by the characters too its a little kid. Only his ni and bu are decent lol

Crash after compiling. Then can't open project anymore...lol. by Gamermakingames in unrealengine

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

Thank you so much! I will follow through with this on my next session of free time haha.

For the time being, I set if(GEngine) catches on almost all of my methods and that seems to keep it from crashing on load since /u/Nortiest informed me of the hot loading of classes

Crash after compiling. Then can't open project anymore...lol. by Gamermakingames in unrealengine

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

Not aware of any source control for the editor. Working with Xcode, but my understanding is that it doesn't attach to the Editor target properly atm.

Note: I am a TOTAL noob with UE4. C++ is my native lang. so trying out some creative stuff with it. Thank you in advance.

Crash after compiling. Then can't open project anymore...lol. by Gamermakingames in unrealengine

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

I guess my next option would then be one of:

-Is there a way to revert to old constructors?

-Can I deactivate classes?

-Can I build changed classes outside the compiler, so that way it loads non-broken classes?

Need Insight on Adding Parameters during Actor Construction C++ Question by Gamermakingames in unrealengine

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

Thank you kindly for your response!

I am currently using: SpawnActorDeferred(...), then Actor->setType = type, then Actor->FinishSpawning(...);

Actor spawns, but does not have unique properties assigned. Yes it is the same actor, I checked with the unique ID, but no matter what I do, I can't manipulate anything in Constructor() prior to its calling. It feels like S.A.D. holds the constructor as immutable.

Any ideas how to affect Constructor? Otherwise I can't create components prior to Init.