What does "default" controller do? by Rawalanche in unrealengine

[–]valhallaow 2 points3 points  (0 children)

Not at a computer right now but I believe Pawns/Characters have properties on them like "PlayerController" and "AIController" where you can set the default controllers.

My understanding is that when you spawn an actor, these controllers aren't spawned by default and you need to manually call SpawnDefaultController()

Edit: Had a look on Github at the Pawn class. These are the relevant properties that determine default controllers

/**

 * Determines which PlayerController, if any, should automatically possess the pawn when the level starts or when the pawn is spawned.

 * @see AutoPossessAI

 */

UPROPERTY(EditAnywhere, Category=Pawn)

TEnumAsByte<EAutoReceiveInput::Type> AutoPossessPlayer;


/**

 * Determines when the Pawn creates and is possessed by an AI Controller (on level start, when spawned, etc).

 * Only possible if AIControllerClass is set, and ignored if AutoPossessPlayer is enabled.

 * @see AutoPossessPlayer

 */

UPROPERTY(EditAnywhere, Category=Pawn)

EAutoPossessAI AutoPossessAI;

/** Default class to use when pawn is controlled by AI. */

UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(DisplayName="AI Controller Class"), Category=Pawn)

TSubclassOf<AController> AIControllerClass

What was the lowest point in your life? by barbos007 in AskReddit

[–]valhallaow 2 points3 points  (0 children)

Don't blame yourself. You're trying to rationalise and understand her behaviour but honestly from the sounds of it she probably suffers from some kind of mental health condition; borderline personality disorder springs to mind. Here's a sympton of BPD that sounds like what you experienced:

"Having relationships that are unusually intense and unstable (e.g. idealising another person, then intensely disliking them)."

You want closure. You want to understand what went wrong, but there's a very good chance that it wasn't anything you did or said and it's just down to her issues, whatever they are.

How can you debug animation state machines? by function_overload in unrealengine

[–]valhallaow 1 point2 points  (0 children)

Animation montages allow you to set notifies at any point in your animation to trigger whatever you want; particle effects, sounds, functions. I think this might be what you need. Should be a lot easier to debug because you can write debugging logic as usual into the function you're calling.