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UE4 v4.6.1: Nothing Builds during Test play. #13
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Hi, I completely forgot about those problems, i fixed them when 4.6 came out but since it was a messy workaround i didn't push it. Not quite sure what i did to solve all of those problems but i was planning on pushing a new version (for 4.6.1) this weekend with all this fixed and more :) |
Is there a way to work around it or even fix it for the time being? If so, how would I go about doing so? |
I see that you have a node in the second screenshot that refers to "BindConstructionCompleted". What input(s) did you choose for this node? |
Another question, would you be willing to show me your side panel on the left? As I don't know what you currently are using or have created. I ask because you have seem to added a new custom function that I don't have called "Bind Construction Completed". Thanks. |
Hi, I just created a custom event (Bind Construction Completed) in the event graph with 1 BP_Construction_Proxy input called Proxy. I hope this helps, if you still need more info i'd be happy to help. |
Ok so I got that, but there is (what seems to be) a custom Function you've created called "Bind Construction Completed". It's shown in the third image down from the top. It is located between "Cast To BP_Construction Proxy" and the "Add" nodes. Is that in fact custom function or am I just missing something? Thanks. |
It seems to me you've changed a few things. To answer your questions: Ok so I got that, but there is (what seems to be) a custom Function you've created called "Bind Construction Completed". Also, from your pictures i can see you're not using Proxy (as BP_Construction_Proxy) but the Construction manager as a target for binding the event. So you can remove the custom created event dispatcher in the Construction Manager. Aside from that you've changed the parameter for OnConstructionCompleted to be BP_Construction_Manager instead of BP_Construction_Proxy. This should solve 3 of your 4 errors. As for the second error, it seems you've disconnected a reroute node, you need to connect or delete it. |
Based on your screenshots, I am doing the same exact thing in the Event Graph. I created a new custom event, named it "BindConstructionCompleted" and set it's Input to use the "BP_ConstructionProxy". "Also, from your pictures i can see you're not using Proxy (as BP_Construction_Proxy) but the Construction manager as a target for binding the event." What is this in reference to? If you are talking about within the Event Graph then I simply have it set to the same as what yours shows in the screenshot of your Event Graph. Seen here: As shown in the screenshot of your Event Graph, your "Finish Construction" node is targeted to the "BP_ConstructionManager". Also, I still don't understand where you are getting the node that is sitting in between "Cast To BP_ConstructionProxy" and the "ADD" node in this screenshot. It's shown as "Bind Construction Completed". Seen here: Can you please tell me where you got that node, or if you created it what parameters were used to do so? |
Something I just noticed about the Node called "Bind Construction Completed", lt looks like it's a custom function that you created that I don't have within the project files. Can you please verify? Thanks. |
Hi, I don't have much time today so i've just uploaded a working version for 4.6.1 https://github.com/UE4Thommie/RTS-Community-Project/ i'll try and answer/explain more tomorrow if you still have any questions left. And "Bind Construction Completed" is the event i created in the event graph |
Ok, looks like with your recent update that you uploaded it is working now. Thanks for the help! |
I am currently running the RTS Community Project on Unreal Engine 4, Engine Version 4.6.1 and I have run into a couple of things that are causing issues.
First of all, the BP_ConstructionManager seems to have a "Create Event" node that apparently needs a the user to choose a function from the drop down list within this node. There are two visible options to choose from from the said drop down list.
A): FinishConstruction(Proxy)
or
B): OnConstructionComplete(Proxy)
Both of which I don't know what the do at the current time. And from what I can tell choosing either and then play testing, then stop play testing will reset this node so that when you click "Play" in the editor; you are asked to fix the same error again. Before continuing to play test again.
The second issue I have run into while play testing is that when clicking to place a structure/building seems to do nothing. Well, except create (in my case) a Barracks Proxy object that can be seen in the Scene Outliner.
What are causing these issues to happen and how do I fix them?
Thanks.
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