Running functional tests from a menu item
Unreal Engine Forums » C++ Programming
by jonny2027
17m ago
Hi, I’ve setup some functional tests and I can run them happily from the session frontend but I would like to add a custom menu item to run a specific subset of tests as a quick check before people submit changes. Is it possible to launch tests from C++ or Blueprints. Thanks 1 post - 1 participant Read full topic ..read more
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Enhanced input - Double click not wanted
Unreal Engine Forums » C++ Programming
by Grot13
4h ago
Hi, I haven’t found anyone with this issue (usually peoples try to setup a double clic, not to get rid of it ), and I’ve explored all GPT solutions. I have only one input action, and I want to use it on triggered. While I press the input, there is a function executing on tick, and when I release it just executes an other function. So far it is very simple and my code works, exept after the first release I have to double click and maintain the second click to trigger the input whereas release works normally. Here is the action asset : And the mapping context : The game is very simple I have o ..read more
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How do I fix "no such service is known... error." ?
Unreal Engine Forums » C++ Programming
by Ria
6h ago
No such service is known. The service cannot be found in the specified name space That is the error I am getting. I get it sometimes and not other times, but it’s really annoying and once it starts, it doesn’t stop and destroys my ability to progress. I have a lot of code and dont know where to start to attach things so I will start with these two and hopefully this can start guiding me somewhere because I get no build errors, it’s just when I play, it crashes and this is what I get. 2 posts - 1 participant Read full topic ..read more
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Why Actor->GetName() ... 'FString::FString' is non-trivial?
Unreal Engine Forums » C++ Programming
by espr3ss0
22h ago
Trying to find out why this doesn’t work? … void USelectionSubsystem::PrintCurrentStart() { FString startactorname = StartActor->GetName(); GEngine->AddOnScreenDebugMessage(-1, 10.0f, FColor::Red, FString::Printf(TEXT(“%s”), startactorname)); } 1 post - 1 participant Read full topic ..read more
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"VisualStudioUnsupported x64 must be installed" trying to update a project from 5.3.2 to 5.4.1
Unreal Engine Forums » C++ Programming
by Ares9323
1d ago
Hi! I’ve just downloaded 5.4.1 and I’m receiving this strange error if I click “Switch Unreal Engine Version” in the right click menu: Running C:/Program Files/Epic Games/UE_5.4/Engine/Build/BatchFiles/Build.bat -projectfiles -project="D:/_Unreal/UnrealProjects/HOWL/HOWL.uproject" -game -rocket -progress -log="D:\_Unreal\UnrealProjects\HOWL/Saved/Logs/UnrealVersionSelector-2024.05.01-19.07.36.log" Using bundled DotNet SDK version: 6.0.302 Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -projectfiles -project="D:/_Unreal/UnrealProjects/HOWL/H ..read more
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Why VS compiles too slow
Unreal Engine Forums » C++ Programming
by deado2
1d ago
even very little changes in code compile about 5 - 10 minutes. Is something wrong with my pc or with VS? My system: GTX 1660 8 gb; Intel core i5; 8 gb ram. 1 post - 1 participant Read full topic ..read more
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DefaultPawn in c++
Unreal Engine Forums » C++ Programming
by Displaynonamee
1d ago
Hi! I’m learning UE5, and i have question about gamemode in c++, i’ve created GameMode in c++ and now i want to set mycharacter.cpp as pawn how i can do that? 1 post - 1 participant Read full topic ..read more
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Nav Agents are no longer registered automatically?
Unreal Engine Forums » C++ Programming
by AlienRenders
2d ago
I had a small demo of my game working. I’ve given it out to several people and everything worked fine. But lately, the enemies don’t want to move. I debugged it and there are no nav agents in the lookup table that goes from config to nav agent. Supported agents has all 3 nav agents. But the AgentToNavDataMap list is empty in UNavigationSystemV1. UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld()); check(NavSys); FNavDataConfig config = NavSys->GetSupportedAgents()[0]; const ANavigationData* NavData = NavSys->GetNavDataForProps(conf ..read more
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How to use variables from other class in ue5 c++?
Unreal Engine Forums » C++ Programming
by Aberplex
2d ago
I’m trying to access a variable in my partyinfo class from my menu class, but how? Here is my code. menu APlayerState* PlayerState = Pawn->GetPlayerState(); APartyInfo* PartyInfo; if (PlayerState) { if (PartyInfo) { FString PlayerName = PlayerState->GetPlayerName(); GEngine->AddOnScreenDebugMessage(-1, 15.0F, FColor::Blue, PlayerName); } else { GEngine->AddOnScreenDebugMessage(-1, 15.0F, FColor::Red, “Party info is nullptr”); } } and party info class SPELLBOUNDSTUMBLE_API APartyInfo : public AActor { GENERATED_BODY() public: // Sets default values for this actor’s properties AParty ..read more
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Ue 5.4 causing my includes to break
Unreal Engine Forums » C++ Programming
by ebayMrLust
2d ago
I have tried to convert my project to ue 5.4 from 5.3, i have already tried regenerating visual studio files and i have tried deleting intermediate binaries and saved and that still did nothing, when i open my c++ code it says that all of my includes in all of my files can not find the file its looking for, any fixes? 1 post - 1 participant Read full topic ..read more
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