TScriptInterface nullptr automatically stops being null
I have a problem in my Unreal Engine 5 project with my TScriptInterface
pointer.
I have Unreal Engine 5 Error when i am trying to Live Code #include “Kismet/GameplayStatics.h”
Well I have a successful live coding, but as soon as i live code, the engine closes and i get this
Migrated my Unreal Project to a new SSD card, now I get 49 errors
I was going to replace my SSD card, and decided to upload the project folder to my google drive. When I redownloaded it, It wanted to use unreal engine 5.3, but I couldn’t use 5.3 and had to use 5.4. So I tried to switch the versions, but my .sln file in rider didn’t recognize any Unreal Engine Macros, and couldn’t compile it. So I created a new project and only imported the Content and Source folders, and kept everything as is. I regenerated the sln, and it worked! no errors, but now I get an error on basically every line of code, with 99+ errors when building. Errors like Error C3861 : 'CreateDefaultSubobject': identifier not found
and Error C2079 : 'ALever' uses undefined class 'FNAFTSOR_API'
and almost all my variables are causing errors.
Errors when including basic libraries in a default Actor subclass (UE5)
I’m new on C++ development, especially under the UE5 toolchain. I’m following an online course on it right now, and as it started teaching how to use C++ on it, it had an error which isn’t treated in the course.
UE5 C++ build fails when creating character
I’m trying to learn how to create c++ class and use them for blueprint.
For AGameModeBase and AGameStateBase, it worked well. But when I create c++ file whose parent is ACharacter, editor fails to build and shows error.
This is my Live Coding Log. Used short url since stackoverflow doesn’t allow raw text for some characters.
Custom FSavedMoveCharacter child class cannot be converted to FSavedMovePtr in AllocateNewMove Function
When using Unreal Engines built in Custom Movement Component, I understand that in order to set a custom Child of the FSavedMoveCharacter Class as the active FSavedMoveCharacter, the Function AllocateNewMove Is used.
Int32 causing crashes when being usec
I have been working on this FNAF fan game for a couple of months now, and Im about to hit the 3rd stage of development. However, when making the last character and its AI, I ran into a bug.
Unreal Paper2D: Setting sprites in Sprite Actors dynamically in C++
I have a number of assets that I imported for various “items” in my game. I have converted each asset into a Sprite.
What does AddMovementInput function actually do?
I’m currently trying to understand what my options are for character movement, however every source so far has used the addmovementinput function that is part of the character base class.
ue5 – How to run code each time a frame is rendered on the Render Thead?
I am working on a plugin (I cannot edit the engine sources) where I need to update a view-dependant texture each frame, and use it in a material.