Alex Quevillon [En]
Alex Quevillon [En]
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UE5 C++ 57 - How To Display a Slow Task Progress Bar With C++? - Unreal Tutorial Editor Cancel Long
To create a progress bar while executing som long C++ code, you simply have to create an instance of FScopedSlowTask for the current scope. Then you'll also be able to display a Cancel button and ask questions to the user with the function YesNof.
Project Download: www.patreon.com/posts/unreal-5-2-how-c-103793911?Link&
include "Misc/ScopedSlowTask.h" // Core dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Core/Misc/FScopedSlowTask
include "Misc/FeedbackContext.h" // Core dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Core/Misc/FFeedbackContext
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────────────────────────────────────────────────────
Unreal Engine Version ► 5.2
────────────────────────────────────────────────────
0:00 Intro
0:33 Declare functions
1:35 Includes
2:10 Execute slow task with progress bar
12:25 Execute nested slow task with progress bar
18:56 Test
22:24 Patreon Wall!
#UnrealEngine #UE5 #UE5Tutorial #UE4 #UE4Tutorial
UE5 C++ 57 - How To Display a Slow Task Progress Bar With C++? - Unreal Engine Tutorial CPP Editor Cancel Question Yes No Long Process
Переглядів: 1 296

Відео

UE5 C++ 56 - How To Save Assets With C++? - Unreal Engine Tutorial CPP Editor Dirty Package Modified
Переглядів 1,4 тис.9 місяців тому
To save assets with C , it's simple, you only have to ask UEditorLoadingAndSavingUtils to do it. You can also FEditorFileUtils to get the list of all the modified assets that should be saved by the user. Project Download: www.patreon.com/posts/unreal-5-2-how-c-102756828?Link& include "FileHelpers.h" // UnrealEd dev.epicgames.com/documentation/en-us/unreal-engine/API/Editor/UnrealEd/UEditorLoadi...
UE5 C++ 55 - How To Export Assets With C++? - Unreal Engine Tutorial CPP Function Editor FBX Import
Переглядів 5539 місяців тому
Exporting an asset with C is actually not hat difficult, but depending on your export type, you may want to set some settings using exporter options like UFbxExportOption or UGLTFExportOptions. Project Download: www.patreon.com/posts/unreal-5-2-how-c-102291277?Link& include "UObject/GCObjectScopeGuard.h" // CoreUObject dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/CoreUObject/...
UE5 BP 2 - How To Add Delay In Loops With Blueprint? - Unreal Engine Tutorial For Foreach While
Переглядів 2,4 тис.9 місяців тому
When we realize that we have access to the code of all the standards macros, it's easy to modify them to do whatever we want. And in this case, we want to add delays in between the iterations of our For, Foreach & While Loops. Oh and I also added a Break inside the While Loop, because why not? Project Download: www.patreon.com/posts/unreal-5-2-how-2-101875797?Link& ─────────────────────────────...
UE5 C++ 54 - How To For Loop With Delay Blueprint Node With C++? - Unreal Tutorial Function BP Delay
Переглядів 7269 місяців тому
Creating a For Loop with Delay with C instead of Blueprint is way more complicated than I thought, but hey, it works. Project Download: www.patreon.com/posts/unreal-5-2-how-c-101365217?Link& Video 52: ua-cam.com/video/h_CX0ZitGXg/v-deo.html "Kismet/BlueprintFunctionLibrary.h" // Engine "LatentActions.h" // Engine docs.unrealengine.com/5.2/en-US/API/Runtime/Engine/FPendingLatentAction/ "Engine/W...
UE5 C++ 53 - How To Async Latent Action Blueprint Node With C++? - Unreal Tutorial CPP Function BP
Переглядів 2,6 тис.10 місяців тому
By creating a child of UBlueprintAsyncActionBase, you can create blueprint nodes that can execute your logic in parallel and continue the flow once completed. Project Download: www.patreon.com/posts/unreal-5-2-how-c-100913797?Link& "Delegates/DelegateCombinations.h" // Core docs.unrealengine.com/5.3/en-US/dynamic-delegates-in-unreal-engine/ "Kismet/BlueprintAsyncActionBase.h" // Engine docs.unr...
UE5 C++ 52 - How To Create Latent Action Blueprint Node With C++? - Unreal Tutorial CPP Delay Async
Переглядів 2 тис.10 місяців тому
By creating a child of FPendingLatentAction and registering to the FLatentActionManager, you can create blueprint nodes that can execute your logic in parallel and continue the flow once completed. Project Download: www.patreon.com/posts/unreal-5-2-how-c-100486046?Link& "Engine/LatentActionManager.h" // Engine docs.unrealengine.com/5.3/en-US/API/Runtime/Engine/Engine/FLatentActionManager/ "Late...
UE5 C++ 51 - How To Create Blueprint Node With Multiple Exec Pins With C++? - Unreal Tuto Function
Переглядів 7 тис.11 місяців тому
With the ExpandEnumAsExecs UFUNCTION meta, it's actually super easy to create Blueprint functions that have multiple input and output execution pins. Project Download: www.patreon.com/posts/unreal-5-2-how-c-98529852?Link& ──────────────────────────────────────────────────── Playlist ► ua-cam.com/play/PLBLmKCAjA25AzbbDhIVUdZeSc6o07pMfe.html ──────────────────────────────────────────────────── Fr...
UE5 C++ 50 - How To Create Folders In World Outliner With C++? - Unreal Engine Tutorial Folder Actor
Переглядів 93311 місяців тому
Using FActorFolders, it's pretty easy to create FFolders in the world outliner and move AActors inside them. The real tricky part is when you want to retrieve your AActors or delete a FFolder. Project Download: www.patreon.com/posts/unreal-5-2-how-c-98182892?Link& #include "EditorActorFolders.h" // UnrealEd docs.unrealengine.com/5.3/en-US/API/Editor/UnrealEd/FActorFolders/ #include "Editor/Edit...
UE5 C++ 49 - How To Create Folder In Content Browser With C++? - Unreal Engine Tutorial CPP Color
Переглядів 1,2 тис.11 місяців тому
Using IFileManager and AssetViewUtils, it's pretty easy to create and delete folders from the content browser. You can also set their color, which is just awesome! Project Download: www.patreon.com/posts/unreal-5-2-how-c-97411513?Link& #include "HAL/FileManager.h" // Core docs.unrealengine.com/5.3/en-US/API/Runtime/Core/HAL/IFileManager/ #include "AssetViewUtils.h" // AssetTools docs.unrealengi...
UE5 C++ 48 - How To Replace Possessable Actor In Level Sequence With C++? - Unreal Tutorial CPP
Переглядів 491Рік тому
To replace a FMovieScenePossessable in a ULevelSequence, you need to first create a new possessable and then ask the UMovieScene to use it to replace the old one. Project Download: www.patreon.com/posts/unreal-5-2-how-c-97234282?Link& Video 47: ua-cam.com/video/srIwV1ofvHs/v-deo.html ULevelSequence: docs.unrealengine.com/5.3/en-US/API/Runtime/LevelSequence/ULevelSequence/ UMovieScene: docs.unre...
UE5 C++ 47 - How To Get Actor from Guid in Level Sequence With C++? - Unreal Engine Tutorial CPP
Переглядів 1,1 тис.Рік тому
To get an AActor from a FGuid in a ULevelSequence, you simply have to use the LocateBoundObjects function.... but the output is a bit weird. Project Download: www.patreon.com/posts/unreal-5-2-how-c-96768783?Link& UEditorEngine: docs.unrealengine.com/5.3/en-US/API/Editor/UnrealEd/Editor/UEditorEngine/ ULevelSequence: docs.unrealengine.com/5.3/en-US/API/Runtime/LevelSequence/ULevelSequence/ UMovi...
UE5 C++ 46 - How To Set Material Parameters With C++? - Unreal Tutorial CPP Instance Scalar Vector
Переглядів 1,3 тис.Рік тому
It's actually not that difficult to set the different properties of your UMaterial and UMaterialInstanceConstant assets (Scalar, Vector and Texture Parameters, Blend Mode, Two Sided, Etc.). But make sure to ask UMaterialEditingLibrary to update those assets so they're refreshed properly. Project Download: www.patreon.com/posts/unreal-5-2-how-c-96447572?Link& UMaterialInterface: docs.unrealengin...
UE5 C++ 45 - How To Redirect Output Log With C++? - Unreal Engine Tutorial CPP
Переглядів 835Рік тому
In Unreal, it's possible to intercept the output log and do anything you want with it. You just have to create an FOutputDevice object and register it to GLog. Project Download: www.patreon.com/posts/unreal-5-2-how-c-95213924?Link& Video 44: ua-cam.com/video/w2NNFQpY-DE/v-deo.html FOutputDevice: docs.unrealengine.com/5.3/en-US/API/Runtime/Core/Misc/FOutputDevice/ ───────────────────────────────...
UE5 C++ 44 - How To Create Event Dispatcher With C++? - Unreal Engine Tutorial CPP Delegate Callback
Переглядів 7 тис.Рік тому
To create an event dispatcher in C and make it accessible in Blueprint, you'll need to use the DECLARE_DYNAMIC_MULTICAST_DELEGATE macro and then add a BlueprintAssignable variable in your class. Project Download: www.patreon.com/posts/unreal-5-2-how-c-94530175?Link& Dynamic Delegates: docs.unrealengine.com/5.3/en-US/multicast-delegates-in-unreal-engine/ ─────────────────────────────────────────...
UE5 C++ 43 - How To Lock Actors And Levels With C++? - Unreal Engine Tutorial Editor CPP
Переглядів 320Рік тому
UE5 C 43 - How To Lock Actors And Levels With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 42 - How To Get All Actors Of Class With C++? - Unreal Engine Tutorial Editor CPP Object
Переглядів 2 тис.Рік тому
UE5 C 42 - How To Get All Actors Of Class With C ? - Unreal Engine Tutorial Editor CPP Object
UE5 C++ 41 - How To Open and Close Assets With C++? - Unreal Engine Tutorial Editor CPP
Переглядів 1,2 тис.Рік тому
UE5 C 41 - How To Open and Close Assets With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 40 - How To Print Debug String On Screen With C++? - Unreal Engine Tutorial Editor CPP
Переглядів 798Рік тому
UE5 C 40 - How To Print Debug String On Screen With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 39 - How To Generate Static Mesh Collisions With C++? - Unreal Engine Tutorial Editor CPP
Переглядів 1,1 тис.Рік тому
UE5 C 39 - How To Generate Static Mesh Collisions With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 38 - How To Merge Actors With C++? - Unreal Engine Tutorial Editor CPP
Переглядів 825Рік тому
UE5 C 38 - How To Merge Actors With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 37 - How To Import Alembic Geometry Cache With C++? - Unreal Engine Tutorial Editor CPP
Переглядів 632Рік тому
UE5 C 37 - How To Import Alembic Geometry Cache With C ? - Unreal Engine Tutorial Editor CPP
UE5 C++ 0.2 - How To Create Debug Widgets? - Unreal Engine Tutorial Editor CPP
Переглядів 2 тис.Рік тому
UE5 C 0.2 - How To Create Debug Widgets? - Unreal Engine Tutorial Editor CPP
UE5 C++ 0.1 - How To Find Anything In Engine Source? - Unreal Engine Tutorial Editor CPP
Переглядів 4,6 тис.Рік тому
UE5 C 0.1 - How To Find Anything In Engine Source? - Unreal Engine Tutorial Editor CPP
UE5 C++ 36 - How To Start the Render of a Level Sequence with C++? - Unreal Engine Tutorial Editor
Переглядів 801Рік тому
UE5 C 36 - How To Start the Render of a Level Sequence with C ? - Unreal Engine Tutorial Editor
UE5 C++ 35 - How To Add BP Variables Keyframe In Level Sequence with C++? - Unreal Tutorial Editor
Переглядів 511Рік тому
UE5 C 35 - How To Add BP Variables Keyframe In Level Sequence with C ? - Unreal Tutorial Editor
UE5 C++ 34 - How To Add Material Parameter Collection Keyframe In Level Sequence with C++? Tuto MPC
Переглядів 516Рік тому
UE5 C 34 - How To Add Material Parameter Collection Keyframe In Level Sequence with C ? Tuto MPC
UE5 C++ 33 - How To Add Visibility Keyframe In Level Sequence with C++? - Unreal Tutorial Editor CPP
Переглядів 466Рік тому
UE5 C 33 - How To Add Visibility Keyframe In Level Sequence with C ? - Unreal Tutorial Editor CPP
UE5 C++ 32 - How To Modify Keyframe Interpolation In Level Sequence with C++? - Unreal Tutorial CPP
Переглядів 710Рік тому
UE5 C 32 - How To Modify Keyframe Interpolation In Level Sequence with C ? - Unreal Tutorial CPP
UE5 C++ 31 - How To Add Transform Keyframe In Level Sequence with C++? - Unreal Tutorial Editor CPP
Переглядів 1,2 тис.Рік тому
UE5 C 31 - How To Add Transform Keyframe In Level Sequence with C ? - Unreal Tutorial Editor CPP

КОМЕНТАРІ

  • @peikheirman4671
    @peikheirman4671 2 дні тому

    In UE5, dont forget to add the "Canvas Panel", then only you can add the "Buttons" as from 2:11 min in the video

  • @vguiraldelli
    @vguiraldelli 3 дні тому

    It was the solution for my problem, THANKS!!!!

  • @lucasapchagas
    @lucasapchagas 5 днів тому

    Is it possible to create an actor blueprint like this? it have a parent classe which is a child of an actor class

  • @falsehero4476
    @falsehero4476 7 днів тому

    Is it possible to make a node like switch that you can click on and add more input or output pins if needed?

  • @christophersecreto5686
    @christophersecreto5686 10 днів тому

    For those having a hexagon issue. The is_Int_Even function was not firing correctly for me (Using 5.1 Unreal). I instead used a flip flip and connected that to a select integer to solve this issue.

  • @khaymanrawls6583
    @khaymanrawls6583 11 днів тому

    getting this error " error LNK2019: unresolved external symbol "__declspec(dllimport) public: static bool __cdecl FKismetEditorUtilities::CanCreateBlueprintOfClass(class UClass const *)" (__imp_?CanCreateBlueprintOfClass@FKismetEditorUtilities@@SA_NPEBVUClass@@@Z) referenced in function "public: static class UBlueprint * __cdecl UBFL_CreateBlueprint::CreateBlueprint(class FString const &,class TSubclassOf<class UObject>,bool &,class FString &)" (?CreateBlueprint@UBFL_CreateBlueprint@@SAPEAVUBlueprint@@AEBVFString@@V?$TSubclassOf@VUObject@@@@AEA_NAEAV3@@Z)"

  • @Apotheosis-z5o
    @Apotheosis-z5o 12 днів тому

    vous avez des course pour HEX

  • @jyt3660
    @jyt3660 12 днів тому

    Thank you for the great video. I want to run the merge actor batch function with a bp custom event, but it would be impossible to implement it without C++, right??

  • @CarianRegalSorc
    @CarianRegalSorc 18 днів тому

    Lesson 2: Bingo! Thanks for sharing.

  • @CarianRegalSorc
    @CarianRegalSorc 18 днів тому

    Lesson 1: Bingo! Thanks for sharing.

  • @guanyuchen-b2i
    @guanyuchen-b2i 23 дні тому

    For the question "can not add tile function on environmentbase",I changed Z from 0.0 to 1.0 in BP_Grid -> Get Cursor Location on Grid -> Make Plane From Point and Normal -> Normal. This represents a normal vector perpendicular to the XY plane.😃

  • @moppnitz
    @moppnitz 25 днів тому

    Can you override the output {format_strings} with a custom variable that gets updated every frame ?

  • @Jamefication
    @Jamefication 28 днів тому

    Hey question perhaps you might know the anwser, Im attempting to create an editor utility widget. While the grid has worked so far there is no way to use the "get hit result under mouse cursor by channel" in editor, only in game. I have searched everywhere and I see no solution on how to get it to work in editor, do you have any ideas perhaps?

  • @kgarten1
    @kgarten1 Місяць тому

    can someone tell me how the is int even funktion looks? i tried doing it myself but since the switch i cant alter my tile count.

  • @xiaoli-f3j
    @xiaoli-f3j Місяць тому

    Hi Alex, Thank you so much for the awesome content! Do you know if there's any way to create a SetMaterialAttribute node with Attribute Set Types set to 'BaseColor' in the detail panel with C++?

  • @CocoPopsOnFire
    @CocoPopsOnFire Місяць тому

    i had a bug last episode which i fixed myself, turns out i just had to wait until 16 mins into this video haha luckily it was an identical fix so didnt have to change anything, but it was a good exercise in making sure i knew what i was creating and wasnt just copying from the screen

  • @rubenhovhannisyan317
    @rubenhovhannisyan317 Місяць тому

    why are you using S_structure, when it is F_Structure? Am I missing Something?

    • @AlexQuevillonEn
      @AlexQuevillonEn Місяць тому

      Naah, it's just an old habit. Use F_Structure ^^

  • @shwaygaming6137
    @shwaygaming6137 Місяць тому

    For those seeing this now, I just found out that if you're on ue5 and can't access the shading model you have to create a new node called substrate shading models, replace the original "substrate ue4 default shading" node and connect the results pin from the new node to the front material pin on the M_Grid node.

  • @michaelbouilloux
    @michaelbouilloux Місяць тому

    Don't know if this is covered later, but if anyone is being triggered by the grid center (= actor) not being at the center of what's drawn, just add half the square size on (x,y) while determining the bottom left, because we are calling it the bottom left of the grid here while it really is in fact the center of the bottom left square/triangle/hexagon :) But huge thank Alex, don't know if you still check comments on your 2yo vids, but it's a blast to follow you so far :)

  • @JR_stunts
    @JR_stunts Місяць тому

    Thanks for this video, this was the only reference I found close to what I need to do with python and unreal engine.

  • @sikcJr
    @sikcJr Місяць тому

    Belle coupe ;)

  • @nbixel
    @nbixel Місяць тому

    SelectedAction_LeftClick, RightClick nothing happens after I added the change... I don't think Unreal thnks its valid... I will try and debug and see if I can solve it.

    • @nbixel
      @nbixel Місяць тому

      I see I missed some steps at 14:27

  • @DragonRhapsody99
    @DragonRhapsody99 Місяць тому

    First of all, thank you for the amazing tutorial! I've learned a lot from it! I'm working on UE 5.4 and I was struggling because for whatever reason, my tiles would spawn on top of each other in the center location. For those having the same issue, I just did for each loop after the trace, then break the result and plug the Location into Out Location return node.

  • @nbixel
    @nbixel Місяць тому

    In Unreal 5 trying to Multiply World Direction by Float will automatically create a Vector3 Multiplication node, so I created a Local Var Float "LargeDirection" and dragged that into the Vector3 Multiply node and that worked.

  • @4theLight
    @4theLight Місяць тому

    Great tutorial! You saved my day!

  • @jonathancooper2848
    @jonathancooper2848 Місяць тому

    Incredibly helpful thank you, very difficult to find even basic examples of how to do this online.

  • @akagamisoul5950
    @akagamisoul5950 Місяць тому

    search for C++ find Bp

  • @moppnitz
    @moppnitz Місяць тому

    i second the question from below. is this possible with MovieRenderQueue? ? Id like to do this with multiple cameras at once.

  • @moppnitz
    @moppnitz Місяць тому

    how would you use these functions without tyhe widget

  • @voxtelnismo
    @voxtelnismo Місяць тому

    You are such a fucking Gigachad. I cannot believe this tutorial is so comprehensive and complete.

  • @moppnitz
    @moppnitz Місяць тому

    dude... you are great

  • @alexk9626
    @alexk9626 Місяць тому

    Alright, so this might be the one and only Unreal teacher out there that's actually explaining the whys and the hows, and does so iteratively. That takes talent, knowledge and experience. Thank you for doing what you do and please never stop.

  • @michaelruhovets7621
    @michaelruhovets7621 Місяць тому

    This is really weird. In 5.4 I had to change the type of PlayerActions in BP_Action to class instead of object, which of course gave me a bunch of errors, so I had to change it back to object, but doing that finally gave me a PlayerActions pin on the Spawn Actor in BP_PlayerActions>SetSelectedActions, after which grid selection finally worked.

  • @buyakagaming7322
    @buyakagaming7322 Місяць тому

    On ue 5 i dont know why sword slash animation is always spawned on the center of the grid. Followed all th steps . Sword throw is work just fine but sword slash always starts at center of grid . The rotaion is legit for the placement and i do a print string for the location from get tile transform and ut changes but sword always spwn jn the middle of the grid

  • @michaelruhovets7621
    @michaelruhovets7621 Місяць тому

    In 5.4 doesn't seem to work with vertex interpolators, but works fine without them.

  • @reefkenig5874
    @reefkenig5874 Місяць тому

    Isn't there a batter way to switch the button colors? It seems very duplicative

  • @nbixel
    @nbixel 2 місяці тому

    At the very very very end of Set Tile Location (not center) I did a + 0.01 on the Z to prevent flickers

  • @Thelordofmyths
    @Thelordofmyths 2 місяці тому

    Can anyone explain to me why my hex grid math is wrong? At 35:50 he uses X: 0.75, Y: 0.5 and it works. For my grid, I have to use X:1.5, Y:0.86. While it seems to work, it's throwing off the math for everything else regarding grid boundaries/center of grid, and later on, mouse hovering-over-tile-position. Thanks all. This is really a great series.

  • @buyakagaming7322
    @buyakagaming7322 2 місяці тому

    For some reason set scalar parameter value on materials is not qorking for me . The timeline inputs the same, parameter name is also "Opacity" tried changing materials too nothing changed. No fade in or out

    • @Martin-lf6vd
      @Martin-lf6vd 5 днів тому

      Had the same issue. I was using wrong material. I had to create tranlucent material instead of opaque and promote Opacity to parameter.

  • @batzorigbyambabaatar471
    @batzorigbyambabaatar471 2 місяці тому

    How to render using MovieRenderPipeline?

    • @moppnitz
      @moppnitz Місяць тому

      did you figure it out?

  • @TheIanLux
    @TheIanLux 2 місяці тому

    great video man! very clear and concise explanation.

  • @MacTheRipper13
    @MacTheRipper13 2 місяці тому

    Subscribed, amazing content!

  • @GeeDimitrakis94
    @GeeDimitrakis94 2 місяці тому

    In case anyone is facing a similar issue: After finishing this tutorial everything worked as intended, however after pushing to Perforce and getting latest from my other team members, the Unit stopped moving. The Unit would receive the correct target location, it would enter its walking animation but it just wouldn't move. After many hours of troubleshooting and deep-diving into forums I came across the solution at random. In the Unit's class defaults, under "Activation", for some unknown reason, the CharacterMovement Auto Activate option was ticked off. I cannot explain how this occured; neither me nor any of my team members touched the Unit blueprint to do this, it just happened. Anyway, hope this was able to help someone!

  • @aaronwe9850
    @aaronwe9850 2 місяці тому

    Great tutorial. One question: The functions are blueprint callable. Can I use them from C++ too?

  • @lordmegatron7263
    @lordmegatron7263 2 місяці тому

    I did exaclty same thing and it not working...

  • @Zarosian_Ice
    @Zarosian_Ice 2 місяці тому

    Hmm, i'm confused when testing at 11:20 i see the text on the active tile but not all tiles like you have it, if i hover over other tiles it shows the correct text. I'm not entirely worried enough to try and fix it, as i don't even understand where i would've gone wrong, i will however if it comes back to bite me *ss until then i'll live with it.

    • @MarcoMariaRossiArte
      @MarcoMariaRossiArte Місяць тому

      Did you figure it out, I get the same behaviour, tomorrow I'll actually try to fix it

    • @MarcoMariaRossiArte
      @MarcoMariaRossiArte Місяць тому

      idk if you're still interested but this can be easily fixed by running the "UpdateTextOnTile" function for every value of Grid tiles

    • @Zarosian_Ice
      @Zarosian_Ice Місяць тому

      ​@@MarcoMariaRossiArte I haven't checked at it for a minute, how did you fix it for yourself? Did we just a miss a section of code/step somewhere?

  • @michalrejment6418
    @michalrejment6418 2 місяці тому

    Hi I'm using UE 5.4 and I got this message ( PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property Grid Visual". Node: Destroy Grid Visual Graph: DestroyGrid Function: Destroy Grid Blueprint: BP_Grid) i checked all changes twice and I can't find the problem. When I press play grid just spawn and never disappear not matter of the changes and if (Generated Grid Base On Enviroment) is thick or not. I'm new in the programming and I'm stuck here. Any help will be appropriate.

    • @JorgeBarreraC
      @JorgeBarreraC 22 дні тому

      Hi! I also got the same issue. Did you find any solution?

  • @Zarosian_Ice
    @Zarosian_Ice 2 місяці тому

    Edit: While it took me a lot longer to follow along because of some oversights i should've noticed, i do quite enjoy it, it's easy to follow along, the only issue i face was not noticing the left click variable slotting into the destroy actor, mainly because the line goes straight from the variable to the next making it difficult to see that it actually affects 2 nodes. 6:56 be careful when you copy the button, i accidentally moved the button instead of copying and had to redo that widget, i didn't understand what i broke for about 30 minutes and had to do a lot of rebuilding. If you made the same mistake I did, you broke your console commands.

  • @abdullahal-aboud6335
    @abdullahal-aboud6335 2 місяці тому

    thanks Alex , but the assetTools not works in game for package game like shipping or development (error in UnreaEd)

  • @Zarosian_Ice
    @Zarosian_Ice 2 місяці тому

    22:35 i got a little confused, i play tested and it didn't update the tile color, i figured maybe UE was having some issues so i deleted the original BP_PlayerActions from the persistent level and replaced it, it now functions correctly as expected. If someone runs into the same problem where the grid remains black even though the XY hovered coords change, try replacing the actor.