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Third-person Survival Game for Unreal Engine (Sample Project)

Home Page: https://www.tomlooman.com/unreal-engine-cpp-survival-sample-game/

License: MIT License

C# 1.00% C++ 98.51% C 0.50%
game ue4 cpp c-plus-plus tutorial unreal-engine-4 multiplayer survivalgame survival tps

epicsurvivalgame's Introduction

Unreal Engine C++ Projects

You can find all my blogs and tutorials over at tomlooman.com. I have many Unreal Engine and C++ focused tutorials and learning resources.

Action Roguelike (C++ Course Project)

Browse Repository

This project is part of the Professional Game Development in C++ and Unreal Engine Course where we build this project step-by-step.

Combat Example Still

Survival Game (C++ Sample Project)

Browse Repository

Third-person survival game for Unreal Engine made entirely in C++. Originally built as six part tutorial series for Epic Games, now available as open-source C++ sample project.

Refreshed look for Landscape Map

Unreal Engine C++ Pro Course

In 2020 I taught a full curriculum at Stanford University for Unreal Engine C++. You can now enroll in this course yourself using the links below.

Professional Game Development in C++ and Unreal Engine

The C++ Course features include building of a C++ game framework including an "action system" and event-driven code for flexible and re-usable game code the "unreal way". Multiplayer features, AI bots, SaveGame system, async loading of content, UMG menus and UI and so much more!

epicsurvivalgame's People

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epicsurvivalgame's Issues

SoundNode GetInputName now uses FText in 4.9

To get the project working with UE 4.9 you need to alter the GetInputName method override in SoundNodeLocalPlayer to return FText. i.e. change the method definition to return FText and change the return statement to return an FText as well - something like:

FText USoundNodeLocalPlayer::GetInputPinName(int32 PinIndex) const
{
//return (PinIndex == 0) ? TEXT("Local") : TEXT("Remote");
return (PinIndex == 0) ? NSLOCTEXT("Survival", "InputPinName", "Local") : NSLOCTEXT("Survival", "InputPinName", "Remote");
}

Hope this helps, and thanks for such a great sample :-)

USoundNodeLocalPlayer - AssertFaild when running packaged game

Hi,

I have problem with USoundNodeLocalPlayer. When I package project and run - I get

Assertion failed: IsInGameThread() [File:C:\UE4\Survival\Source\SurvivalGame\Private\Editor\SoundNodeLocalPlayer.cpp] [Line: 11]

The line is:

// The accesses to the Pawn will be unsafe once we thread audio, deal with this at that point
check(IsInGameThread());

Do you know what could couse it?

Missing Modules

Hello

I want to pay my respects for this and if you can help me .
When i run the project it show me the msg

The following modules are missing or built with a different engine version:
SurvivalGame
Would you like to rebuild them now ?

Unreal 4.22.3

with regards
ioannis

Hello

Hello, I'm new to UE4, if you could help me and upload the program or send it to me it would be very helpful, the problem is that in my country it can not be downloaded and I'm really interested.

Which plugin version have you used?

I am learning about hosting game on gamelift. For that, I require the plugin version that you have used in your latest update(i.e. 4.25). Can you provide that please as I didn't found that in your READ.md . I have to select from UE4.22.3, UE4.23.1 or UE4.24.3 as those are the only Gamelift plugins present in Gamelift's SDK
Thanks in Advance

Controller Support

Maybe integrate some of the code from the shooter game to enable the use of a controller in the game

Flashlight mod

Crash when selecting flashlight mod. Fails client travel to night map

Spectator Crash

When in spectator (SGameMode) and you go around an ai, the game crashes.

Errors in 4.19.

Hi, I have tried building in new version of ue but I keep getting some strange errors. To be honest - I don't know where to start with fixing those.

I can't see why it marks the syntax errors - what could be the reason?

Also - is forceinline not valid anymore? I get one error about this too.

image

u.project

The project file is missing when i download as a zip

Unable to open project after project is now version is 4.24. ("Missing SurvivalGame Modules")

I downloaded the new version of the project for unreal engine 4.24 and when I try to open it I get the message "Missing SurvivalGame Modules, The following modules are missing or built with a different engine version: SurvivalGame. Would you like to rebuild them now?" When I press yes it says starting build but then says "SurvivalGame could not be compiles. Try rebuilding from source manually."

Failed to Generate Project Files

error CS2021: File name 'C:\Users\piyu\Downloads\Unreal Engine 4 Mastery Create Multiplayer Games with C++[Tutsgalaxy.com] - Unreal Engine 4 Mastery Create Multiplayer Games with C++\2. Stealth Game 1 Project Basics\StealthGameTemplate417\Intermediate\Build\BuildRules\FPSGameMod' is too long or invalid
ERROR: Unable to compile source files.

Please Help Me

[Question] Lobby

Hi,

I was thinking about creating Lobby before loading map (or maybe before match start - dont know what is better/easier).

I had 2 Ideas:

  1. create lobby as seperate level entirely in Blueprint and when conditions are met (all players ready) move all players to map
  2. add new HUD state and use GameMode variables (WaitingToStart etc)

What do you think is easier and/or better?

4.18.3 support, please!

Tom, love your Project. Also, I am your student. Be that kind, please - make it if possible...

Please add a license to this repo

Thank you for making the code for this tutorial available! Could you please add an explicit LICENSE file to the repo so that it's clear under what terms the content is provided, and under what terms user contributions are licensed?

Per GitHub docs on licensing:

Generally speaking, the absence of a license means that the default copyright laws apply. This means that you retain all rights to your source code and that nobody else may reproduce, distribute, or create derivative works from your work. This might not be what you intend.

Thanks!

Zombie AI

How do i setup the Zombie patrolling ? For some reason patrolling doesnt work..the only thing that works is when the zombie follows a player..

Unreal engine 4.20.2

Hey Tom, ive bought and paid for your udemy course which I'm enjoying so far however I'm having a problem trying to open your survival series in 4.20.2.

At first glance it says I need to rebuild UE4Editor-SurvivalGame.dll from source which I've spent a fare bit of time trying to get my head wrapped around what could be wrong, if you'd like to help me out I wouldn't mind posting the output and log file to with this post.
Thanks in advance - Chris

Compilation error on 4.20 after last commit

I tried to compile this for the first time, and the code from this commit gave me some trouble:
e819333

ProcessResult.StdOut: Performing 2 actions (16 in parallel)
ProcessResult.StdOut: [1/2] Compile Module.SurvivalGame.cpp
ProcessResult.StdErr: In file included from /media/dc740/a2be0123-5f46-4405-89f3-475303f5b9b7/Proyectos/UnrealSurvivalGameSeries/SurvivalGame/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/SurvivalGame/Module.SurvivalGame.cpp:31:
ProcessResult.StdErr: �[1m/media/dc740/a2be0123-5f46-4405-89f3-475303f5b9b7/Proyectos/UnrealSurvivalGameSeries/SurvivalGame/Source/SurvivalGame/Private/World/SGameMode.cpp:422:135: �[0m�[0;1;31merror: �[0m�[1m'&&' within '||' [-Werror,-Wlogical-op-parentheses]�[0m
ProcessResult.StdErr: if (!Actor->IsA(ALevelScriptActor::StaticClass()) && !Actor->IsA(ASMutator::StaticClass()) && Actor->GetRootComponent() != nullptr && Actor->GetRootComponent()->Mobility != EComponentMobility::Static || (!Actor->IsA(AStaticMeshActor::StaticClass()) && !Actor->IsA(ALight::StaticClass())))
ProcessResult.StdErr: �[0;1;32m ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~
ProcessResult.StdErr: �[0m�[1m/media/dc740/a2be0123-5f46-4405-89f3-475303f5b9b7/Proyectos/UnrealSurvivalGameSeries/SurvivalGame/Source/SurvivalGame/Private/World/SGameMode.cpp:422:135: �[0m�[0;1;30mnote: �[0mplace parentheses around the '&&' expression to silence this warning�[0m
ProcessResult.StdErr: if (!Actor->IsA(ALevelScriptActor::StaticClass()) && !Actor->IsA(ASMutator::StaticClass()) && Actor->GetRootComponent() != nullptr && Actor->GetRootComponent()->Mobility != EComponentMobility::Static || (!Actor->IsA(AStaticMeshActor::StaticClass()) && !Actor->IsA(ALight::StaticClass())))
ProcessResult.StdErr: �[0;1;32m ^
ProcessResult.StdErr: �[0m�[0;32m ( )
ProcessResult.StdErr: �[0m1 error generated.
ProcessResult.StdOut: ERROR: UBT ERROR: Failed to produce item: /media/dc740/a2be0123-5f46-4405-89f3-475303f5b9b7/Proyectos/UnrealSurvivalGameSeries/SurvivalGame/Binaries/Linux/libUE4Editor-SurvivalGame.so
ProcessResult.StdOut: (see /home/dc740/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-SurvivalGameEditor-Linux-Development_2.txt for full exception trace)
ProcessResult.StdOut: Total build time: 23.13 seconds (Local executor: 0.00 seconds)
CommandUtils.Run: Took 23.969898s to run mono, ExitCode=5

I "fixed" it by adding extra parenthesis on the first set of AND conditions, like this

if ((!Actor->IsA(ALevelScriptActor::StaticClass()) && !Actor->IsA(ASMutator::StaticClass()) && Actor->GetRootComponent() != nullptr &&
				Actor->GetRootComponent()->Mobility != EComponentMobility::Static) || (!Actor->IsA(AStaticMeshActor::StaticClass()) && !Actor->IsA(ALight::StaticClass())))

Now it compiles just fine.

Thank you

Cursor is missing while in-game menu... Help, please! :)

Hi, Tom!
Why does it happen? I use Win7 x64. To be able to choose one of the in-game menu (after Esc pushed down) I need to use "Windows" button first - then the menu becomes clickable and sees my mouse aiming. Hope you can explain it :)

Building html5 - 4 error in visual studio ( UE4 4.24 )

I am looking for fix without rebuild engine or change emsdk version...
I already tested builded engine on other projects.

I am not skilled c++ ....

I have 4 critical error :

ERROR
Severity	Code	Description	Project	Path	File	Line	Suppression State
Error (active)	E0070	incomplete type is not allowed	\SurvivalGame\STypes.h	87	

CODE LINE 
PointDamageEvent.DamageTypeClass = DamageTypeClass ? DamageTypeClass : UDamageType::StaticClass();
ERROR
Severity	Code	Description	Project	Path	File	Line	Suppression State
Error		no viable conversion from 'FLinearColor' to 'FVector'	SurvivalGame	\Source\SurvivalGame\Private\World\STimeOfDayManager.cpp	136	

CODE LINE 
/* Update sun brightness to transition between day and night
			(Note: We cannot disable the sunlight because BP_SkySphere depends on an enabled light to update the skydome) */
		const float LerpSpeed = 0.1f * GetWorldSettings()->GetEffectiveTimeDilation();
Severity	Code	Description	Project	Path	File	Line	Suppression State
Error		unknown type name 'UParticleSystemComponent'	SurvivalGame	EpicSurvivalGameSeries-4.24\SurvivalGame\Source\SurvivalGame\Public\Items	EpicSurvivalGameSeries-4.24\SurvivalGame\Source\SurvivalGame\Public\Items\SWeapon.h	207	

also FVector LightColor

ERROR 
Severity	Code	Description	Project	Path	File	Line	Suppression State
Error		no viable conversion from 'FLinearColor' to 'FVector'	SurvivalGame SurvivalGame\Source\SurvivalGame\Private\World	\SurvivalGame\Source\SurvivalGame\Private\World\STimeOfDayManager.cpp	136	


	FVector LightColor = SkyLightActor->GetLightComponent()->GetLightColor();
	if (SkylightColorCurve)
	{
		LightColor = SkylightColorCurve->GetVectorValue(Alpha);
	}
	SkyLightActor->GetLightComponent()->SetLightColor(LightColor);

I am not sure is it good to use auto fixer (for audio error):
Untitled

Any suggestion .

Unknown issue 4.19

I am able to compile the code with no problem, but when i try to edit the game mode...

Lets say all i did was added one line with 0 code and i get errors... please review images... image one is normal code from github complie works fine.. image two is one line added with tons of errors..how does this happen? I tried reinstalling VS,,, generating project files again...

works1

broke1

Does it run in a android phone?

I compiled .apk successfully and run it in a android phone,click the "play solo" button, but can't enter the game.Does this game officially support Android phones?

Question, Pickup Ammo (Help Needed)

Hello, I'm pretty new with unreal and a little out of my depth with c++ but i'm trying to learn and seem to a bit stuck trying to set ammo on pickup.

I've Created a new Int32 within the SConsumableActor class Called Ammo and within the onUsed section i've updated the section to read

        /* Restore some hitpoints and energy (hunger) */
        if (Nutrition > 0)
        {
            Pawn->RestoreCondition(Nutrition * 0.5f, Nutrition);
        }
        /* Ammo Picked up */
        if (Ammo > 0)
        {
            Pawn->RefillAmmo(Ammo);
        }

And in SCharacter i've created

void ASCharacter::RefillAmmo(float AmmoRestored)
{
        // Restore Hitpoints (Used to restore Points ASCharacter::RestoreCondition)
    //Health = FMath::Clamp(Health + HealthRestored, 0.0f, GetMaxHealth());
        //Missing New system to Add Ammo on Pickup Based on current weapon the Player Has.

    ASPlayerController* PC1 = Cast<ASPlayerController>(Controller);
    if (PC1)
    {
        PC1->ClientHUDMessage(EHUDMessage::Character_AmmoPickup);
    }
}

I just cant seem to work out how i get the currentWeapon and then to get the current ammo to be able to change it.

Any help would be very much appreciated.

Thanks

error on 4.26.1 "Missing SurvivalGame Modules"

problem show is
"SurvivalGame could not be compiled. Try rebuilding from source manually"
Then not work at all
Because of

	"Modules": [
		{
			"Name": "SurvivalGame",
			"Type": "Runtime",
			"LoadingPhase": "Default",
			"AdditionalDependencies": [
				"Engine",
				"UMG"
			]
		}
	`],`

Cannot compile

I have just downloaded this branch and I cannot compile with 4.9.2, 4.10.2 or 4.11.0

Can someone tell me if i need a lower version and also where i would find a log of the error when trying to compile UE4Editor-SurvivalGame.dylib as when it fails the log disapears. I managed to get a little bit of the log

[2016.01.28-16.52.42:862][ 0] [2016.01.28-16.52.42:862][ 0]Running Mono... [2016.01.28-16.52.42:862][ 0] [2016.01.28-16.52.43:168][ 0]Setting up Mono [2016.01.28-16.52.43:168][ 0]/Users/Shared/UnrealEngine/4.9/Engine /Users/Shared/UnrealEngine/4.9/Engine/Binaries/Mac [2016.01.28-16.52.44:397][ 0]Compiling with MacOSX SDK 10.11 [2016.01.28-16.52.50:425][ 0]@progress push 5% [2016.01.28-16.52.51:144][ 0]@progress pop [2016.01.28-16.52.51:556][ 0]Generating dSYM file for UE4Editor-SurvivalGame.dylib - this will add some time to your build... [2016.01.28-16.52.51:661][ 0]Performing 19 actions (8 in parallel) [2016.01.28-16.52.51:663][ 0][1/19] Compile SurvivalGame.generated.cpp [2016.01.28-16.52.51:663][ 0][4/19] Compile SZombieAIController.cpp [2016.01.28-16.52.51:663][ 0][2/19] Compile BTTask_FindBotWaypoint.cpp [2016.01.28-16.52.51:664][ 0][3/19] Compile BTTask_FindPatrolLocation.cpp [2016.01.28-16.52.51:664][ 0][6/19] Compile SCharacter.cpp [2016.01.28-16.52.51:664][ 0][5/19] Compile SZombieCharacter.cpp [2016.01.28-16.52.51:664][ 0][7/19] Compile SWeapon.cpp [2016.01.28-16.52.51:664][ 0][8/19] Compile SWeaponPickup.cpp [2016.01.28-16.52.55:264][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SCharacter.cpp:4: [2016.01.28-16.52.55:264][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.52.55:264][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.52.55:264][ 0] ^~~~~~~~ [2016.01.28-16.52.55:264][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SWeapon.cpp:4: [2016.01.28-16.52.55:264][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SWeapon.h:6: [2016.01.28-16.52.55:264][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.52.55:264][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.52.55:265][ 0] ^~~~~~~~ [2016.01.28-16.52.55:265][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SWeaponPickup.cpp:4: [2016.01.28-16.52.55:265][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.52.55:265][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.52.55:265][ 0] ^~~~~~~~ [2016.01.28-16.52.55:265][ 0]/Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SCharacter.cpp:212:14: warning: 'LineTraceSingle' is deprecated: Use LineTraceSingleByChannel instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations] [2016.01.28-16.52.55:265][ 0] GetWorld()->LineTraceSingle(Hit, TraceStart, TraceEnd, ECC_Visibility, TraceParams); [2016.01.28-16.52.55:265][ 0] ^ [2016.01.28-16.52.55:265][ 0]/Users/Shared/UnrealEngine/4.9/Engine/Source/Runtime/Engine/Classes/Engine/World.h:1153:7: note: 'LineTraceSingle' has been explicitly marked deprecated here [2016.01.28-16.52.55:265][ 0] bool LineTraceSingle(struct FHitResult& OutHit,const FVector& Start,const FVector& End,ECollisionChannel TraceChannel,const FCollisionQueryParams& Params, const FCollisionResponseParams& ResponseParam = FCollisionResponseParams::DefaultResponseParam) const [2016.01.28-16.52.55:265][ 0] ^ [2016.01.28-16.52.55:265][ 0]/Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SWeapon.cpp:300:14: warning: 'LineTraceSingle' is deprecated: Use LineTraceSingleByChannel instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations] [2016.01.28-16.52.55:265][ 0] GetWorld()->LineTraceSingle(Hit, TraceFrom, TraceTo, COLLISION_WEAPON, TraceParams); [2016.01.28-16.52.55:265][ 0] ^ [2016.01.28-16.52.55:265][ 0]/Users/Shared/UnrealEngine/4.9/Engine/Source/Runtime/Engine/Classes/Engine/World.h:1153:7: note: 'LineTraceSingle' has been explicitly marked deprecated here [2016.01.28-16.52.55:265][ 0] bool LineTraceSingle(struct FHitResult& OutHit,const FVector& Start,const FVector& End,ECollisionChannel TraceChannel,const FCollisionQueryParams& Params, const FCollisionResponseParams& ResponseParam = FCollisionResponseParams::DefaultResponseParam) const [2016.01.28-16.52.55:265][ 0] ^ [2016.01.28-16.52.55:369][ 0]/Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SWeapon.cpp:446:26: warning: 'PlaySoundAttached' is deprecated: PlaySoundAttached has been renamed SpawnSoundAttached Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations] [2016.01.28-16.52.55:369][ 0] AC = UGameplayStatics::PlaySoundAttached(SoundToPlay, MyPawn->GetRootComponent()); [2016.01.28-16.52.55:369][ 0] ^ [2016.01.28-16.52.55:369][ 0]/Users/Shared/UnrealEngine/4.9/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h:382:32: note: 'PlaySoundAttached' has been explicitly marked deprecated here [2016.01.28-16.52.55:369][ 0] static class UAudioComponent* PlaySoundAttached(class USoundBase* Sound, class USceneComponent* AttachToComponent, FName AttachPointName = NAME_None, FVector Location = FVector(ForceInit), EAttachLocation::Type LocationType = EAttachLocation::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed = false, float VolumeMultiplier = 1.f, float PitchMultiplier = 1.f, float StartTime = 0.f, class USoundAttenuation* AttenuationSettings = NULL) [2016.01.28-16.52.55:369][ 0] ^ [2016.01.28-16.52.55:369][ 0]/Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SCharacter.cpp:558:14: warning: 'bNoCollisionFail' is deprecated: bNoCollisionFail is deprecated. Use SpawnCollisionHandlingOverride to override the actor class's spawn collision handling setting. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations] [2016.01.28-16.52.55:369][ 0] SpawnInfo.bNoCollisionFail = true; [2016.01.28-16.52.55:369][ 0] ^ [2016.01.28-16.52.55:369][ 0]/Users/Shared/UnrealEngine/4.9/Engine/Source/Runtime/Engine/Classes/Engine/World.h:458:9: note: 'bNoCollisionFail' has been explicitly marked deprecated here [2016.01.28-16.52.55:369][ 0] uint16 bNoCollisionFail:1; [2016.01.28-16.52.55:369][ 0] ^ [2016.01.28-16.52.55:370][ 0]/Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SWeaponPickup.cpp:29:14: warning: 'bNoCollisionFail' is deprecated: bNoCollisionFail is deprecated. Use SpawnCollisionHandlingOverride to override the actor class's spawn collision handling setting. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations] [2016.01.28-16.52.55:370][ 0] SpawnInfo.bNoCollisionFail = true; [2016.01.28-16.52.55:370][ 0] ^ [2016.01.28-16.52.55:370][ 0]/Users/Shared/UnrealEngine/4.9/Engine/Source/Runtime/Engine/Classes/Engine/World.h:458:9: note: 'bNoCollisionFail' has been explicitly marked deprecated here [2016.01.28-16.52.55:370][ 0] uint16 bNoCollisionFail:1; [2016.01.28-16.52.55:370][ 0] ^ [2016.01.28-16.52.55:370][ 0]/Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SCharacter.cpp:783:13: warning: 'bNoCollisionFail' is deprecated: bNoCollisionFail is deprecated. Use SpawnCollisionHandlingOverride to override the actor class's spawn collision handling setting. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations] [2016.01.28-16.52.55:370][ 0] SpawnInfo.bNoCollisionFail = true; [2016.01.28-16.52.55:370][ 0] ^ [2016.01.28-16.52.55:370][ 0]/Users/Shared/UnrealEngine/4.9/Engine/Source/Runtime/Engine/Classes/Engine/World.h:458:9: note: 'bNoCollisionFail' has been explicitly marked deprecated here [2016.01.28-16.52.55:370][ 0] uint16 bNoCollisionFail:1; [2016.01.28-16.52.55:370][ 0] ^ [2016.01.28-16.52.55:472][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SZombieCharacter.cpp:5: [2016.01.28-16.52.55:472][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SZombieAIController.h:6: [2016.01.28-16.52.55:472][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.52.55:472][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.52.55:472][ 0] ^~~~~~~~ [2016.01.28-16.52.55:472][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SZombieAIController.cpp:4: [2016.01.28-16.52.55:472][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SZombieAIController.h:6: [2016.01.28-16.52.55:472][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.52.55:472][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.52.55:472][ 0] ^~~~~~~~ [2016.01.28-16.52.55:674][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.cpp:9: [2016.01.28-16.52.55:674][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.dep.h:21: [2016.01.28-16.52.55:674][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.52.55:674][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.52.55:674][ 0] ^~~~~~~~ [2016.01.28-16.52.55:674][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.cpp:9: [2016.01.28-16.52.55:674][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.dep.h:36: [2016.01.28-16.52.55:674][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SGameMode.h:22:18: error: 'ASGameMode::InitNewPlayer' hides overloaded virtual function [-Werror,-Woverloaded-virtual] [2016.01.28-16.52.55:674][ 0] virtual FString InitNewPlayer(class APlayerController* NewPlayerController, const TSharedPtr<FUniqueNetId>& UniqueId, const FString& Options, const FString& Portal /* = TEXT("") */); [2016.01.28-16.52.55:674][ 0] ^ [2016.01.28-16.52.55:674][ 0]Runtime/Engine/Classes/GameFramework/GameMode.h:691:18: note: hidden overloaded virtual function 'AGameMode::InitNewPlayer' declared here: type mismatch at 2nd parameter ('const TSharedPtr<const FUniqueNetId> &' vs 'const TSharedPtr<FUniqueNetId> &') [2016.01.28-16.52.55:674][ 0] virtual FString InitNewPlayer(class APlayerController* NewPlayerController, const TSharedPtr<const FUniqueNetId>& UniqueId, const FString& Options, const FString& Portal = TEXT("")); [2016.01.28-16.52.55:674][ 0] ^ [2016.01.28-16.52.55:775][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.cpp:9: [2016.01.28-16.52.55:775][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.dep.h:48: [2016.01.28-16.52.55:775][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/Editor/SoundNodeLocalPlayer.h:28:18: error: virtual function 'GetInputPinName' has a different return type ('FString') than the function it overrides (which has return type 'FText') [2016.01.28-16.52.55:775][ 0] virtual FString GetInputPinName(int32 PinIndex) const override; [2016.01.28-16.52.55:775][ 0] ~~~~~~~ ^ [2016.01.28-16.52.55:775][ 0]Runtime/Engine/Classes/Sound/SoundNode.h:144:16: note: overridden virtual function is here [2016.01.28-16.52.55:775][ 0] virtual FText GetInputPinName(int32 PinIndex) const { return FText::GetEmpty(); } [2016.01.28-16.52.55:775][ 0] ~~~~~ ^ [2016.01.28-16.52.55:775][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/BTTask_FindPatrolLocation.cpp:6: [2016.01.28-16.52.55:775][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SZombieAIController.h:6: [2016.01.28-16.52.55:775][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.52.55:775][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.52.55:775][ 0] ^~~~~~~~ [2016.01.28-16.52.55:775][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/BTTask_FindBotWaypoint.cpp:6: [2016.01.28-16.52.55:776][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SZombieAIController.h:6: [2016.01.28-16.52.55:776][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.52.55:776][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.52.55:776][ 0] ^~~~~~~~ [2016.01.28-16.52.56:080][ 0]/Users/user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.cpp:490:30: error: use of undeclared identifier 'FindExistingEnumIfHotReload' [2016.01.28-16.52.56:080][ 0] static UEnum* ReturnEnum = FindExistingEnumIfHotReload(Outer, TEXT("EBotBehaviorType"), 0, Get_Z_Construct_UEnum_SurvivalGame_EBotBehaviorType_CRC()); [2016.01.28-16.52.56:080][ 0] ^ [2016.01.28-16.52.56:081][ 0]/Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/BTTask_FindPatrolLocation.cpp:30:42: warning: 'GetRandomPointInRadius' is deprecated: GetRandomPointInRadius is deprecated. Use either GetRandomReachablePointInRadius or GetRandomPointInNavigableRadius Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations] [2016.01.28-16.52.56:082][ 0] const FVector Loc = UNavigationSystem::GetRandomPointInRadius(MyController, SearchOrigin, SearchRadius); [2016.01.28-16.52.56:082][ 0] ^ [2016.01.28-16.52.56:082][ 0]Runtime/Engine/Classes/AI/Navigation/NavigationSystem.h:969:17: note: 'GetRandomPointInRadius' has been explicitly marked deprecated here [2016.01.28-16.52.56:083][ 0] static FVector GetRandomPointInRadius(UObject* WorldContext, const FVector& Origin, float Radius, ANavigationData* NavData = NULL, TSubclassOf<UNavigationQueryFilter> FilterClass = NULL); [2016.01.28-16.52.56:083][ 0] ^ [2016.01.28-16.52.56:292][ 0]/Users/user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.cpp:513:30: error: use of undeclared identifier 'FindExistingEnumIfHotReload' [2016.01.28-16.52.56:292][ 0] static UEnum* ReturnEnum = FindExistingEnumIfHotReload(Outer, TEXT("EInventorySlot"), 0, Get_Z_Construct_UEnum_SurvivalGame_EInventorySlot_CRC()); [2016.01.28-16.52.56:292][ 0] ^ [2016.01.28-16.52.56:395][ 0]/Users/user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.cpp:538:40: error: use of undeclared identifier 'FindExistingStructIfHotReload' [2016.01.28-16.52.56:395][ 0] static UScriptStruct* ReturnStruct = FindExistingStructIfHotReload(Outer, TEXT("TakeHitInfo"), sizeof(FTakeHitInfo), Get_Z_Construct_UScriptStruct_FTakeHitInfo_CRC()); [2016.01.28-16.52.56:396][ 0] ^ [2016.01.28-16.52.56:597][ 0]/Users/user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.cpp:2132:30: error: use of undeclared identifier 'FindExistingEnumIfHotReload' [2016.01.28-16.52.56:597][ 0] static UEnum* ReturnEnum = FindExistingEnumIfHotReload(Outer, TEXT("EWeaponState"), 0, Get_Z_Construct_UEnum_SurvivalGame_EWeaponState_CRC()); [2016.01.28-16.52.56:597][ 0] ^ [2016.01.28-16.52.56:597][ 0]/Users/user/Development/Project-Hatshepsut/Intermediate/Build/Mac/UE4Editor/Inc/SurvivalGame/SurvivalGame.generated.cpp:2624:19: error: no member named 'SetPackageFlags' in 'UPackage' [2016.01.28-16.52.56:598][ 0] ReturnPackage->SetPackageFlags(PKG_CompiledIn | 0x00000000); [2016.01.28-16.52.56:598][ 0] ~~~~~~~~~~~~~ ^ [2016.01.28-16.52.58:539][ 0]2 warnings and 1 error generated. [2016.01.28-16.52.58:539][ 0]3 warnings and 1 error generated. [2016.01.28-16.52.58:641][ 0]1 warning and 1 error generated. [2016.01.28-16.52.58:654][ 0][9/19] Compile SWeaponInstant.cpp [2016.01.28-16.52.58:654][ 0][10/19] Compile SHUD.cpp [2016.01.28-16.52.58:755][ 0]1 error generated. [2016.01.28-16.52.58:755][ 0][11/19] Compile SGameMode.cpp [2016.01.28-16.52.58:858][ 0][12/19] Compile SConsumableActor.cpp [2016.01.28-16.52.59:469][ 0]1 error generated. [2016.01.28-16.52.59:469][ 0]1 error generated. [2016.01.28-16.52.59:469][ 0]1 warning and 1 error generated. [2016.01.28-16.52.59:573][ 0][13/19] Compile SFlashlight.cpp [2016.01.28-16.52.59:677][ 0][14/19] Compile SoundNodeLocalPlayer.cpp [2016.01.28-16.52.59:678][ 0][15/19] Compile SCharacterMovementComponent.cpp [2016.01.28-16.53.00:082][ 0]8 errors generated. [2016.01.28-16.53.00:288][ 0][16/19] Compile SPlayerCameraManager.cpp [2016.01.28-16.53.02:223][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SHUD.cpp:5: [2016.01.28-16.53.02:223][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.53.02:223][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.53.02:223][ 0] ^~~~~~~~ [2016.01.28-16.53.02:328][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SGameMode.cpp:4: [2016.01.28-16.53.02:329][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SGameMode.h:22:18: error: 'ASGameMode::InitNewPlayer' hides overloaded virtual function [-Werror,-Woverloaded-virtual] [2016.01.28-16.53.02:329][ 0] virtual FString InitNewPlayer(class APlayerController* NewPlayerController, const TSharedPtr<FUniqueNetId>& UniqueId, const FString& Options, const FString& Portal /* = TEXT("") */); [2016.01.28-16.53.02:329][ 0] ^ [2016.01.28-16.53.02:329][ 0]Runtime/Engine/Classes/GameFramework/GameMode.h:691:18: note: hidden overloaded virtual function 'AGameMode::InitNewPlayer' declared here: type mismatch at 2nd parameter ('const TSharedPtr<const FUniqueNetId> &' vs 'const TSharedPtr<FUniqueNetId> &') [2016.01.28-16.53.02:329][ 0] virtual FString InitNewPlayer(class APlayerController* NewPlayerController, const TSharedPtr<const FUniqueNetId>& UniqueId, const FString& Options, const FString& Portal = TEXT("")); [2016.01.28-16.53.02:329][ 0] ^ [2016.01.28-16.53.02:329][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SWeaponInstant.cpp:4: [2016.01.28-16.53.02:329][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SWeaponInstant.h:5: [2016.01.28-16.53.02:330][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SWeapon.h:6: [2016.01.28-16.53.02:330][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.53.02:330][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.53.02:330][ 0] ^~~~~~~~ [2016.01.28-16.53.02:430][ 0]/Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SWeaponInstant.cpp:220:45: warning: 'SpawnActorDeferred<ASImpactEffect>' is deprecated: This version of SpawnActorDeferred is deprecated. Please use the version that takes an FTransform and ESpawnActorCollisionHandlingMethod. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations] [2016.01.28-16.53.02:430][ 0] ASImpactEffect* EffectActor = GetWorld()->SpawnActorDeferred<ASImpactEffect>(ImpactTemplate, Impact.ImpactPoint, Impact.ImpactPoint.Rotation()); [2016.01.28-16.53.02:430][ 0] ^ [2016.01.28-16.53.02:430][ 0]/Users/Shared/UnrealEngine/4.9/Engine/Source/Runtime/Engine/Classes/Engine/World.h:2883:5: note: 'SpawnActorDeferred<ASImpactEffect>' has been explicitly marked deprecated here [2016.01.28-16.53.02:430][ 0] T* SpawnActorDeferred( [2016.01.28-16.53.02:430][ 0] ^ [2016.01.28-16.53.02:532][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SConsumableActor.cpp:5: [2016.01.28-16.53.02:532][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.53.02:532][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.53.02:532][ 0] ^~~~~~~~ [2016.01.28-16.53.03:148][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SFlashlight.cpp:4: [2016.01.28-16.53.03:148][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SFlashlight.h:5: [2016.01.28-16.53.03:148][ 0]In file included from ../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SWeapon.h:6: [2016.01.28-16.53.03:148][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.53.03:148][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.53.03:148][ 0] ^~~~~~~~ [2016.01.28-16.53.03:357][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SCharacterMovementComponent.cpp:5: [2016.01.28-16.53.03:357][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.53.03:357][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.53.03:357][ 0] ^~~~~~~~ [2016.01.28-16.53.03:461][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/Editor/SoundNodeLocalPlayer.cpp:5: [2016.01.28-16.53.03:461][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/Editor/SoundNodeLocalPlayer.h:28:18: error: virtual function 'GetInputPinName' has a different return type ('FString') than the function it overrides (which has return type 'FText') [2016.01.28-16.53.03:461][ 0] virtual FString GetInputPinName(int32 PinIndex) const override; [2016.01.28-16.53.03:461][ 0] ~~~~~~~ ^ [2016.01.28-16.53.03:461][ 0]Runtime/Engine/Classes/Sound/SoundNode.h:144:16: note: overridden virtual function is here [2016.01.28-16.53.03:461][ 0] virtual FText GetInputPinName(int32 PinIndex) const { return FText::GetEmpty(); } [2016.01.28-16.53.03:461][ 0] ~~~~~ ^ [2016.01.28-16.53.03:868][ 0]In file included from /Users/user/Development/Project-Hatshepsut/Source/SurvivalGame/Private/SPlayerCameraManager.cpp:5: [2016.01.28-16.53.03:868][ 0]../../../../../user/Development/Project-Hatshepsut/Source/SurvivalGame/Public/SCharacter.h:93:39: error: only virtual member functions can be marked 'override' [2016.01.28-16.53.03:868][ 0] void OnLanded(const FHitResult& Hit) override; [2016.01.28-16.53.03:868][ 0] ^~~~~~~~ [2016.01.28-16.53.05:195][ 0]1 error generated. [2016.01.28-16.53.05:401][ 0][17/19] Compile SBaseCharacter.cpp [2016.01.28-16.53.05:401][ 0]1 error generated. [2016.01.28-16.53.05:402][ 0]1 warning and 1 error generated. [2016.01.28-16.53.06:024][ 0]1 error generated. [2016.01.28-16.53.06:129][ 0]1 error generated. [2016.01.28-16.53.06:129][ 0]1 error generated. [2016.01.28-16.53.06:233][ 0]1 error generated. [2016.01.28-16.53.06:443][ 0]1 error generated.

4.21 incompatible

hi tomlooman,
can you upgrade your game to 4.21 please my friend because i like this game to play and i cant use it in ue 4.21

EpicSurvivalGameSeries requested changes on the UE4 Engine/Editor that may create a dependency on my project even if I giveup on EpicSurvivalGameSeries?

I mean: EpicSurvivalGameSeries recompiled UE4 engine and editor (#83)
I saw many new files at UE engine/editor path too.

I was creating a project based only on a compilation of vanilla UE4.26.2.

Does EpicSurvivalGameSeries requests changes on UE engine/editor that depend on EpicSurvivalGameSeries?

Or these requested changes are UE4 engine/editor options that were disabled?

And If I open my project on this newly compiled UE4 engine/editor, will it always require these changes to be applied/compiled even if I dont use these new features on my project? like in case I giveup on using EpicSurvivalGameSeries before trying to use it on my project, or by removing it from my project if possible?

These requested engine/editor changes are well supported or may be removed one day?

Are these requested engine/editor changes present on UE5? to when I finally migrate to it.

Obs.: My main target is android (32bits for now, until I move to UE5 one day).

Update Wiki links to use legacy site

I've noticed the links to the wiki are all redirecting to the forum post about the community wiki being shut down. The old content is all hosted here: http://ue4community.wiki/legacy
If you want, we could update the links to reference that URL instead, might want to update the links within the wiki as well (if contributions are still welcome there), and also update your web page.

how to let it work on UE4.26.2 ?

Running the UE4Editor and trying to open this project gives this message:
"The project could not be compiled. Would you like to open it in Null Source Code Access?"
...
"Please rebuild from an IDE instead."

Accepting the above gives this:
"Engine modules are out of date, and cannot be compiled while the engine is running. Please build through your IDE."

Well.. thru my IDE? I just went to the path (/MyDevRoot/Projects/EpicSurvivalGameSeries/SurvivalGame) where Makefile was created and ran make.
But now, it is re-compiling the whole editor/engine (at /MyDevRoot/Tools/UE4/UE4.26.2-shallow) as it "depends on chaos physics?" (and may be because of other things like UMG too?).

On the UE4 engine/editor path now, there is a lot of new files at: ./.vscode/compileCommands_SurvivalGame/ and also these ones (after filtering out a lot of other files):

> ./Engine/Binaries/Linux/libShaderCompileWorker-ImageCore.so
> ./Engine/Binaries/Linux/libShaderCompileWorker-TextureFormatASTC.so
> ./Engine/Binaries/Linux/libShaderCompileWorker-TextureFormatDXT.so
> ./Engine/Binaries/Linux/libShaderCompileWorker-TextureFormatETC2.so
> ./Engine/Binaries/Linux/libShaderCompileWorker-TextureFormatIntelISPCTexComp.so
> ./Engine/Binaries/Linux/libUnrealFrontend-TextureFormatETC2.so

I used these commands to list and filter the files:

find -type f |sort >UE4.26.2-shallow.FILES.txt 
find -type f |sort >UE4.26.2-shallow.bkp.FILES.txt #ran this one at the backup path
diff UE4.26.2-shallow.bkp.FILES.txt UE4.26.2-shallow.FILES.txt |egrep "^(>|<)"|egrep -v "compileCommands_SurvivalGame|compileCommands_Default|[.](old|ini|log|txt|o|h|rsp|bin|sh|psym|d|response|debug|sym|so_nodebug)$"

So I let it fully re-compile the engine and editor. Not that EpicSurvivalGame modified them, just that I think it needed some dependencies that were not compiled on the 1st time I compiled it.

I will keep this closed as is not an issue, just a reference in case someone needs it.

PS.: Ubuntu20.04 here

Try rebuilding from source manually.

When opening the project in version 4.20.1 appears this message: SurvivalGame could not be compiled. Try rebuilding from source manually. What do I do? I'm new to this.

Will you make an open source shooter game too?

Is there any way that you could make a new project with a shooter AI? I mean cover system or something and AI with weapon? Your Survival Game Series is great, but a Shooter Game in third person would be awesome too. Please think about it and reply to this "issue" so I can see that you read it.

Greetings and all the best,
Colin

Native was removed with 4.19

Unfortunately in 4.19 Native was removed and FNativeFuncPtr was introduced. This requires some minor changes in SGameMode.cpp and SGameMode.h

408: Func->SetNativeFunc((Native)&ASGameMode::BeginPlayMutatorHack);

Also UObject* Context was added as first parameter, this needs to be adapted in definition and declaration.

BR

Rebuild The source

Can any one show me how to rebuild the source or fix the problem that it keep saing that cant rebuild Thank

Inconsistent player spawn behaviour

When joining a session from the Main Menu, new players are spawned with the SpectatorPawn class. In contrast, when starting the networked session from one of the playable maps directly, this is not the case.

I've dug almost all Classes (GameMode, GameState, SCoopGameMode, SGameState, the Level Blueprint, SPlayerStart and a bunch more...)

I can't find the code that handles which Pawn is being spawned and possessed by newly joined players. Any pointers for me?

Master branch may not be compiled to work with 4.18.1

I was having difficulty getting the current master branch to work with 4.18.1.

"Could not be compiled. Try rebuilding from source manually."

The 4.17 branch works fine after copying it over and converting it to 4.18.1.

More flexible Prev/Next weapon

While expanding the code I decided to add more slots for items (Meele firs aid etc.). Prev/Next code striked me as kinda strage, and I replaced it with:

ASWeapon* NextWeapon = Inventory[CurrentWeaponIndex + 1 < Inventory.Num() ? CurrentWeaponIndex + 1 : 0];

ASWeapon* PrevWeapon = Inventory[CurrentWeaponIndex - 1 >= 0 ? CurrentWeaponIndex - 1 : Inventory.Num() - 1];

I think it's easier to understand and you don't need to "touch" it in future (previous code had some issues with eg. 3 items in inventory).

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