Devlog 1: Adam Mashaw


Problem: Issues with Spawning Actors

It being a while since I have worked with Unreal's coding things, being more used to Unity's, I had gotten lost when it came to spawning the actors using code.  I had made a testing project prior to getting revision control set up. I had created it to make a prototype of a grid system. I had made this in a blueprint version of the game. Once we had transitioned over to the real project that we were going to be working on for the next couple of months, I had to translate everything from my testing project to the real one. There are a lot of things in their blueprint side of things that 'just work' when it comes to spawning actors, that I had forgotten about, or not known fully. 

Once I had actually gotten movement for the player set up, I started work on the grid system, translating the things that i had in the previous project. I looked in my previous school works to see if that would help me, but I didn't find much purchase. I spent a number of hours trying to debug why both my grid system and the actors that spawned weren't showing up. I eventually got the math down for the grid manager itself, realizing that I was casting to something incorrectly, I still couldn't figure out a way to spawn the actor. 

Solution:
 

The solution for the grid manager not placing the grid down properly was simply because I had my math wrong. I had forgotten to cast something to account for an offset, making the whole thing integer math, truncating important data, but after casting what I needed to into a float, the whole thing ran as intended.

As for actually spawning and displaying an actor, that took me a bit longer to figure out the solution. In short when using the 'GetWorld()->SpawnActor<AGridCell>(Location, FRotator(), SpawnParams);' I forgot to add the TSubclassOf within the function, just giving me the base class of AGridCell, which didn't have any actual visual data applied to it. after realizing my mistake, I learned what exactly the TSubclassOf thing actually did, and applied that to my SpawnActor function.

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