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SpudSystem Initialization #25
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I was testing a bit, and when I'm editing GameInstanceExample from your examples, I see that on Event Init also exists the same problem:
Adding object on the parent level (cpp object) with Super:Init() works good, saving etc, |
I managed to fix this with cpp class parent which use BlueprintNativeEvent (ovverride in bps) function triggered after Super:init, hope this is acctualy good way of doing this :) |
FWIW I've been using I always thought game modules were loaded after plugins in Default but apparently not. I'm not sure why I haven't been bitten by this yet. I think I should probably change SPUD's LoadingPhase to |
Actually this is why I haven't seen it in our game. Looking at the documentation, the ordering of loading isn't actually the issue, it's ordering of subsystem So I think the problem you had was that you didn't call the parent |
I was testing this, and still SpudSystem Subsystem is not valid. |
Huh, you're right. This makes no sense - in my C++ I can only conclude that it's something to do with the way BPs are hooking up the |
Shall I change LoadingPhase to PreDefault in plugin then ? |
No, that doesn't help, I already tried it. As I found in the documentation, it's not the loading that's the problem, it's something wrong with how the Blueprint version of GameInstance's Init doesn't have everything constructed yet. It's a Blueprint problem, since a C++ superclass has no issue in this same method. |
Hello, What is the best way to add PersistentGlobalObjectWithName, for example GameInstance object or setting up Model.
When I add it on GameInstance event init, I am keep getting warning:
LogScript: Warning: Accessed None trying to read property CallFunc_GetGameInstanceSubsystem_ReturnValue
Seems like SpudSystem is not initialized at this point, as I understand first is initialized GameInstance and then All Subsystems Inializations.
Where I should place all init functions?
Thank You, Regards
ps. I am trying to achive this in blueprints
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