Using lambdas and templates with macros in C++
I’m wrapping a collection of boiler plated Async code snippets to learn more about macros & templating in Unreal Engine 5.3, C++ 17. Unfortunately my C++ capabilities are quite limited and just don’t understand enough about the complexities of using templates and macros together. (The below example is only a 1 liner, but for more complex implementations should I even be using macros..?)
Is there a reason why destroying an actor in UE5 is crashing the engine?
I have created an actor containing an on collision method to destroy itself. The on collision method works in by itself when triggering a UE_LOG, when triggering the destroy method it freezes before crashing the engine. I am quite certain that it must be a code issue rather than a blueprint settings problem because of this.
How do I rotate one object to match the rotation of another object’s child based on my own child?
I’m trying to determine how exactly to calculate the rotation (in Unreal Engine 5, btw if that matters, but in C++ not Blueprints) needed for an object’s child to line up with some other object’s child…basically like a jigsaw piece.