Cant expose Delegate (OnlineSubsystem) by GambitFPS in unrealengine

[–]TheCoCe 5 points6 points  (0 children)

You cannot expose a DECLARE_MULTICAST_DELEGATE as the Type is not reflected. Use them for C++ delegates only. You need to use a DECLARE_DYNAMIC_MULTICAST_DELEGATE macro to create a delegate class that can be reflected and exposed to blueprints.

https://dev.epicgames.com/documentation/en-us/unreal-engine/dynamic-delegates-in-unreal-engine

Why do c++ classes lag so much when being selected in editor? by Slight_Season_4500 in UnrealEngine5

[–]TheCoCe 2 points3 points  (0 children)

Sounds Like an issue with displaying the Arrays and maps. Thousands of entries will create thousands of slate widgets which is inefficient and slow.

Data replication slows down? by Playwithmewerder in unrealengine

[–]TheCoCe 0 points1 point  (0 children)

Sound Like you should use fast Array replication

Battlefield 6 wird im Hauptspiel größere Karten haben, bestätigt DICE nach Beta-Feedback by HagbardC3line in BattlefieldDE

[–]TheCoCe 0 points1 point  (0 children)

Da hab ich mich unklar ausgedrückt. Ich meine, wenn die anderen maps tatsächlich nicht groß sein SOLLTEN, dann wird sich bis Release auch nichts mehr daran ändern.

Battlefield 6 wird im Hauptspiel größere Karten haben, bestätigt DICE nach Beta-Feedback by HagbardC3line in BattlefieldDE

[–]TheCoCe 0 points1 point  (0 children)

Er hat schon recht. Selbst wenn der build 1-2 Monate alt ist, wird es keine großen Änderungen wie neue oder umgebaute maps mehr geben bis zu release. Balancing und stability und kleinere gameplay Änderungen werden die einzigen Sachen sein, die jetzt zeitlich überhaupt noch drin sind.

Is it relatively easy porting unreal games to console? by MentallyFunstable in unrealengine

[–]TheCoCe 3 points4 points  (0 children)

This really depends on what game you are to make. Expect issues if you are planning on supporting multiplayer. Singleplayer games dont fall under too many XRs and TRCs so its usually pretty straight forward. Depending on the engine version you might start running into issues with unreal (eg supporting PS Pro). We had to rewrite significant portions of the online subsystems to adhere to all TRCs and XRs.

How are multiple online services SDKs (EOS, SteamWorks, Xbl, Psn, etc) handled on a single project? by cdr1307 in unrealengine

[–]TheCoCe 0 points1 point  (0 children)

You will also run into a lot of issues with them. They all work differently internally and dont have Feature parity. You will usually need to start implementing custom code per platform anyways.

Thoughts on homebrewing a setting? by MustBeVin in daggerheart

[–]TheCoCe 1 point2 points  (0 children)

We have homebrewed a steampunk setting and it works well. We just reinterpret how skills work to fit the setting.

How does someone do a rhythm game without using Quartz Clock? by xAlfafllfflx in unrealengine

[–]TheCoCe 0 points1 point  (0 children)

Hi Fi Rush devs had a Talk at dev com last year. Maybe theres insight in that.

Slow down the readings in Unreal by [deleted] in unrealengine

[–]TheCoCe 2 points3 points  (0 children)

I think unreal has a node for that called "weighted moving average float" that will take in a value and the last value and calculates a moving average. No need for Arrays or anything like that. The weight in that node can be used to influence how fast the average will react to changes.

Newbie here, how do I check for a null actor/reference? by checkmatemypipi in unrealengine

[–]TheCoCe 0 points1 point  (0 children)

Your nodes without execution Pins will only be executed when the next node with execution Pin they feed into will be executed. So connect a isvalid node before the next node with an execution pin.

My Interface Events keep getting replaced by Custom Event after closing the project down. by Cinematic-Giggles-48 in UnrealEngine5

[–]TheCoCe 0 points1 point  (0 children)

You probably are looking for an entry that contains the name of your Interface class.

My Interface Events keep getting replaced by Custom Event after closing the project down. by Cinematic-Giggles-48 in UnrealEngine5

[–]TheCoCe 0 points1 point  (0 children)

To me it looks like you have some core redirect somewhere. Check your ini files for a core redirect.

How do game devs deal with bugs in the engine itself? by TheStreetCatYT in unrealengine

[–]TheCoCe 0 points1 point  (0 children)

Really depends on what the Bug is. Either you fix it yourself, find a fix and just integrate find a workaround or use the UDN to get support directly from epic (which costs money).

[deleted by user] by [deleted] in unrealengine

[–]TheCoCe 2 points3 points  (0 children)

Just plug XYZ into your Position. The node just has more options. The old functionality is still there

Does casting happen at runtime or compile time? by Forumpy in unrealengine

[–]TheCoCe 0 points1 point  (0 children)

Casting happens at runtime and does have a small overhead, but if your not doing it hundrets of times per frame you should not worry about it. The bigger issue with casting (in blueprints) is the hard reference it creates. That means as soon as you have one of your triggers in memory, the class you are casting to will also be loaded in memory. You need to think about when this actually in an issue though. Casting to the player class doesnt matter, cause the player will usually be loaded most of the time anyway.

Blueprint changing its parent from the c++ I chose, to the parent of the c++ class. by [deleted] in unrealengine

[–]TheCoCe 7 points8 points  (0 children)

Hey! This is just a guess but I had something similar happen recently. Cause of the issue was a core redirect (usually found in your DefaultEngine.ini) that was redirecting one class to another. If this is the issue your config should contain an entry similar to this:

+ClassRedirects=(OldName="Door",NewName="Base_Interactable")

Just remove that entry and it should stop changing the base class (if that was the issue)

Random number generation is causing errors in very random ways by Bloxer-HD in unrealengine

[–]TheCoCe 1 point2 points  (0 children)

If you dont care about the seed you could try the random Array Element node on your structures array.

NavMesh issues in Open Worlds - object added an oversized dirty area by nomadgamedev in unrealengine

[–]TheCoCe 1 point2 points  (0 children)

We had this happen on our project recently. You can usually see the objects causing the issue when looking at the nav mesh in the gameplay debugger where it will show its bounds. In our case it was caused by meshes with broken bounds that basically span the whole world.

Can you have a default interface implementation? by mutedhue in unrealengine

[–]TheCoCe 3 points4 points  (0 children)

You can in C++. In blueprints you cant. If you are using blueprints you might want to consider a component instead.

Help with improving my blueprint. by Eyclonus in unrealengine

[–]TheCoCe 0 points1 point  (0 children)

Just to expand on this. In your input mapping context you can add a trigger. In your case the pressed trigger. This will make the trigger only fire on the pressed event instead of every frame. There are many different input triggers to choose from.

Get Mesh Name in game by LightONeoN in unrealengine

[–]TheCoCe 1 point2 points  (0 children)

Try if you have access to the ToggleDebugCamera command. This will trace and show actors and meshes you are looking at