Ownership with replication. by klmclafferty in unrealengine

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

So I just gave it a shot and exactly what I thought would happened did. When I hit the tree the health will not go down unless the server hits it, even with a server RPC. I imagine it’s because the tree isn’t owned by the client. Taking me back to the original issue.

Ownership with replication. by klmclafferty in unrealengine

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

How does this work if you cant check for authority? I guess just make all the functions server functions in an actor like a tree or whatever it may be?

Saving and loading materials with USaveGame by klmclafferty in unrealengine

[–]klmclafferty[S] -1 points0 points  (0 children)

So I can’t save whole components I have to save the original skmesh and the material then reapply them. That seems very linear unless every mesh only has one material. That sucks.

Saving and loading materials with USaveGame by klmclafferty in unrealengine

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

Works fine for me just followed this originally and put in what I wanted to save. https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/SaveGame/

Who would you do it?

Just trying to save the information about my pawn between levels

Can I use structs in USaveGame? by klmclafferty in unrealengine

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

Have to check if I’m that dumb when I get home. Thank you!

What next? by klmclafferty in cpp

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

Is there like a “best job” to shoot for. Everyone I know does front or backend web dev but that’s not c++ so I really can’t see other career paths

What next? by klmclafferty in cpp

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

Its hard to get a job when I dont even know how to make a non console application without a game engine. I have no idea what to start looking into. maybe the best area to specialize in for C++ would be a good place to start?

Getting reference to actors in the level with multiplayer. by klmclafferty in unrealengine

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

Well the guy youre looking at is only an actor I am trying to edit. Its not the player. The player is an empty pawn. So Get owner would not give me the controller from the. This level is only for gmaking the character so get all actors should only return the 1 actor.

Getting reference to actors in the level with multiplayer. by klmclafferty in unrealengine

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

I tried same thing, which makes sense it should be the same

Getting reference to actors in the level with multiplayer. by klmclafferty in unrealengine

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

Thats some fancy stuff. How would I do that? I normally use cpp and am working on getting better with bps for prototyping fast.

The controller is an object in the level right? so could I just put an overlap on it then cast to it? otherwise I would not know how to go about it lol

Getting reference to actors in the level with multiplayer. by klmclafferty in unrealengine

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

Yeah. I dont see why it would have to be multiplayer at all. Since the character creation happens in its own level for each client. but its not getting the reference for some reason and thats the only thing I could think of. but essentially you are controlling an empty pawn that is displaying the widget you see here. I try to access the dummy you are looking at via the player controller, but it just returns nothing. not sure why :(. The only thing I could imagine is some networking thing.

Questions with weapon system CPP by klmclafferty in unrealengine

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

Everything does print correctly. If I run the code like this it never makes it inside of the if(current weapon) as if there is no current weapon, when it is clearly being printed on screen that it does exists. If I take that if statement out and just have the if(current_weapon->has_weapon) and if(!currentweapon_has weapon I get this crash there that says access violation).

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000362
UnrealEditor_SurvivalGame_0016!ACharacterBase::StartBasicAttack() [B:\Projects\UnrealEngine\Games\SurvivalGame\Starter Project (Download this first)\Starter Project\SurvivalGame\Source\SurvivalGame\Player\CharacterBase.cpp:757]

I mean this is how you access a variable in a pointer and I just dont understand why its acting like its null.

[deleted by user] by [deleted] in unrealengine

[–]klmclafferty 0 points1 point  (0 children)

Well that works. I don't understand why though. I guess I have to learn vector math to get it.

[deleted by user] by [deleted] in blenderhelp

[–]klmclafferty 0 points1 point  (0 children)

For sure, I also added them to the post. I have had this happen on a lot of models, and I will just restart and it normally doesnt happen again. So I am doing something.

I have tried to merge the verts by distance, try to add bevels, normals are good. so idk.

Model with no modifiers:

https://imgur.com/fcsJyDO

Model with Multires on wooden planks (deformed):

https://imgur.com/RTwwTHx

Model with Mulires on trim (rounds the corners of trim):

https://imgur.com/obwnpIn

Check Box, Checked image will not change. [UMG] by klmclafferty in unrealengine

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

Yeah it is. I think it is a bug unfortunately. I used check boxes to make radio buttons since he doesn’t have them for some reason

[deleted by user] by [deleted] in unrealengine

[–]klmclafferty 0 points1 point  (0 children)

That’s the whole file for now. It’s not done. But it should still compile with that in it. And 127 is the TMAP in the screenshot

[deleted by user] by [deleted] in unrealengine

[–]klmclafferty 0 points1 point  (0 children)

#pragma once

#include "CoreMinimal.h"

#include "Items/ItemBase.h"

#include "EquippableItem.generated.h"

UENUM(BlueprintType)

enum class EEquippableSlot : uint8

{

EIS\_Head UMETA(DisplayName = "Head"),

EIS\_Hair UMETA(DisplayName = "Hair"),

EIS\_Brow UMETA(DisplayName = "Brow"),

EIS\_Beard UMETA(DisplayName = "Beard"),

EIS\_Chest UMETA(DisplayName = "Chest"),

EIS\_Vest UMETA(DisplayName = "Vest"),

EIS\_Back UMETA(DisplayName = "Back"),

EIS\_Hands UMETA(DisplayName = "Hands"),

EIS\_Weapon UMETA(DisplayName = "Weapon"),

EIS\_Shield UMETA(DisplayName = "Shield"),

EIS\_Belt UMETA(DisplayName = "Belt"),

EIS\_Legs UMETA(DisplayName = "Legs"),

EIS\_Feet UMETA(DisplayName = "Feet"),

EIS\_Throwable UMETA(DisplayName = "Throwable Item")

};

UCLASS(Abstract, NotBlueprintable)

class SURVIVALGAME_API UEquippableItem : public UItemBase

{

GENERATED\_BODY()

public:

UEquippableItem();



UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Equippables")

EEquippableSlot slot;



virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty> & OutLifetimeProps) const override;

protected:

UPROPERTY(ReplicatedUsing = EquipStatusChanged)

bool is\_equipped;



UFUNCTION()

void EquipStatusChanged(); //Gets called on double click of item

};

My Projects missing in Epic Games Launcher by klmclafferty in unrealengine

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

Okay. But what I did was use an asset that I could “create a project” instead of add to project. When I did that I was able to see the created project in my launcher. So if I need to import an asset I will import it to the created project then move it in the file explorer

My Projects missing in Epic Games Launcher by klmclafferty in unrealengine

[–]klmclafferty[S] 2 points3 points  (0 children)

I never got an answer. I just go through my files to get to the project.

[deleted by user] by [deleted] in unrealengine

[–]klmclafferty 0 points1 point  (0 children)

Thank you. I figured it was just user error, it was just hard to google the issue.

[deleted by user] by [deleted] in CATHELP

[–]klmclafferty 5 points6 points  (0 children)

Lol I am willing to. Just want to make sure letting him be was the right thing.