#MOVE TO INTERNAL DISCORD TODO list of quick feature/exposal requests need to format properly
19 messages · Page 1 of 1 (latest)
-Custom keybind per mod
~~-Move away everything related to Scoreboard from BP_HDGameInstance so that we can override LoadScoreboardMenu and unload, and also expose a variable where we can set our own reference to a custom WBP scoreboard ~~
NVM might not be useful , forgot the ref to the scoreboard is in the GM classes ref
Still weird to me that theses functions are in gameinstance
Expose more of the code that handle adding and removing players to the scoreboard widget player list
~~ as well as score/ping/points updates everything is hard to edit, gotta rewrite everything basically, 😫~~
Nevermind, you just have to call Init on the player Listing, and pass the PlayerState as arg
More info about which player is in which team (like the PlayerArray in GS that is replicated but for each team in teamstate)
Events in teamstate that fire when a player join / leave a team
Instead of having to parse through the platoons or GS player array
In Ruleset, Event Player Join Team isnt called when a player joins a custom added team (here my 3rd team)
Another lead, there is an event OnPlayerTeamNumUpdated in PlayerState, hopefully it works with 3 teams
CRASH REPORT ⏬
Assertion failed: TeamNum < MyGameState->TeamScores.Num() [File:E:/j/workspace/hdb/r/HDGame/HarshDoorstop/Plugins/Donkeh/DonkehFramework/Source/DonkehFramework/Private/Player/DFBasePlayerState.cpp] [Line: 155]
BOTS:
Dont respect Kit restrictions, nvm , the correct way to force which kit a bot uses is ::
bUseFactionSpecifiedSquadLeaderKit in AiController
And AiControlledSquadMemberKit in the faction BP
Tough there is no way to restrict a bot from using a specific kit, (like for ex if you want to restrict bots from using AT and Grenadier kits)
MOVE TO INTERNAL DISCORD TODO list of quick feature/exposal requests need to format properly
SteamID ofc...
Write to file
ReadFile
Get the return of execute Console CMD, (like for ex the return of Status)
MemberParent=Class'"/Script/DonkehFramework.DFBasePlayerController"',MemberName="ReceivePreClientTravel"
Have the same but after the server travel is finished
Maybe also Handle Seamless travel or Handle player seamless travel, idk if its a vanilla UE4 functions
Needed when you have code in BeginPlays of PC and it's Compos. since its Seamless server traveling
Crash when hitting play in PIE
[2023.03.30-05.57.30:601][436]LogWindows: Error: Assertion failed: Child [File:E:/j/workspace/hda/r/HDEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 3121]
[2023.03.30-05.57.30:601][436]LogWindows: Error: NewObject called with a nullptr class object
API: Allow BP subclasses of DFPlayerComponent
Havent found the way to override the player compo, can make a child of it now , but yeah
COOK ERROR :
[2023.05.01-08.46.16:419][648]PackagingResults: Warning: Failed to read package file summary, the file "../../../../HDGame/HarshDoorstop/Mods/FirstTestMod/Content/Imports/BP_HDFactionInfo_ThePhoenix.uasset" is unversioned and we cannot safely load unversioned files in the editor.
[2023.05.01-08.46.16:419][648]PackagingResults: Warning: Failed to read package file summary, the file "../../../../HDGame/HarshDoorstop/Mods/FirstTestMod/Content/Imports/BP_HDWeap_UZI_P.uasset" is unversioned and we cannot safely load unversioned files in the editor.
Will disable the plugin for now , but 🤨
it was a mod created probably when the SDK wasnt released yet
(Plastic SDK)
Sorry for the Chat GPT 🦥 (might be clearer than my explanations :/ )
Basically have a way in the gamemode to be notified any time an actor is spawned.
Whenever you spawn an actor in your game, the OnActorSpawnedDelegate will be triggered.
Main use : detect and effect any projectile (even modded ones)
(i'd love to have more exposals of the weapon, the fire event and the projectiles created, and be able to edit the projectiles at runtime
Not sure what's the best way of going about it, and if an event when all actors are spawned can be useful outside of this use case)
`// MyGameMode.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "MyGameMode.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnActorSpawnedDelegate, AActor*, SpawnedActor);
UCLASS()
class YOURPROJECT_API AMyGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
AMyGameMode();
// Declare a delegate to be triggered whenever an actor is spawned
FOnActorSpawnedDelegate OnActorSpawnedDelegate;
// Override the SpawnActor function to trigger the delegate after spawning an actor
virtual AActor* SpawnActor(UClass* Class, FTransform const& Transform, const FActorSpawnParameters& SpawnParameters) override;
};
`
`cpp
// MyGameMode.cpp
#include "MyGameMode.h"
AMyGameMode::AMyGameMode()
{
// Set up default values for properties
}
AActor* AMyGameMode::SpawnActor(UClass* Class, FTransform const& Transform, const FActorSpawnParameters& SpawnParameters)
{
// Call the parent class's SpawnActor function to actually spawn the actor
AActor* SpawnedActor = Super::SpawnActor(Class, Transform, SpawnParameters);
// Trigger the delegate after spawning the actor
OnActorSpawnedDelegate.Broadcast(SpawnedActor);
return SpawnedActor;
}`