Unreal Engine
Published:
Mon, Mar 3, 2025 7:41 pm
How to debug using conditional breakpoints on string classes like FString or FName in Unreal Engine
Conclusion more ...
Conclusion more ...
Published:
Tue, Feb 18, 2025 10:49 pm
Description of changes to class settings in UE5.5 that affect saving and loading config ini file. About Module and Plugin.
Conclusion In the case of the plugin Make a Config folder under the plugin folder, and make Default{PluginName}.ini in there. In plugins, we can use only the name of the plugin as the ini file name. Default{PluginName}.ini can be empty. It doesn’t need any special content. Use the PluginName as the value of the specifier Config in the UClass. In the case of the module To make possible to load You can see the Config folder under your project folder. The Default ini file should exist there. If it does not, create one. To make possible to save The section [SectionsToSave] should exist in the Default ini file. If it does not, add it. Add bCanSaveAllSections=true in the section [SectionsToSave]. There is another way that you can specify explicitly which classes are allowed to be saved. You can use the “known” categories as the file name of ini file. But in this case, you should set the Default ini file to make it possible to save classes that belong to the plugin. more ...
Conclusion In the case of the plugin Make a Config folder under the plugin folder, and make Default{PluginName}.ini in there. In plugins, we can use only the name of the plugin as the ini file name. Default{PluginName}.ini can be empty. It doesn’t need any special content. Use the PluginName as the value of the specifier Config in the UClass. In the case of the module To make possible to load You can see the Config folder under your project folder. The Default ini file should exist there. If it does not, create one. To make possible to save The section [SectionsToSave] should exist in the Default ini file. If it does not, add it. Add bCanSaveAllSections=true in the section [SectionsToSave]. There is another way that you can specify explicitly which classes are allowed to be saved. You can use the “known” categories as the file name of ini file. But in this case, you should set the Default ini file to make it possible to save classes that belong to the plugin. more ...
Published:
Sat, May 25, 2024 3:07 pm
Useful links of posts and notes about adding TFunction to TMap in Unreal Engine
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Published:
Wed, May 22, 2024 5:56 pm
Edited:
Tue, Feb 18, 2025 10:46 pm
Description and workaround for the symptom that the ini file is not saved or is not created when adding the "config" to UCLASS and calling SaveConfig() in Unreal Engine 5.4
There was update about 5.5 Conclusion This symptom occurs in 5.4.1. UCLASS with the config specifier applied is currently failing to create or save ini files in some cases. There are two workarounds: more ...
There was update about 5.5 Conclusion This symptom occurs in 5.4.1. UCLASS with the config specifier applied is currently failing to create or save ini files in some cases. There are two workarounds: more ...
Published:
Thu, May 16, 2024 5:00 am
The identity of the mysterious space above and below a widget in SRichTextBlock is the lineheight.
If we set lineheight of SRichTextBlock greater than 1.0, the space by lineheight will be added to the top or bottom of the widget created inside SRichTextBlock through the decorator. For example, if you set 1.5 for lineheight, an empty space equal to 50% of the widget’s height will be created. more ...
If we set lineheight of SRichTextBlock greater than 1.0, the space by lineheight will be added to the top or bottom of the widget created inside SRichTextBlock through the decorator. For example, if you set 1.5 for lineheight, an empty space equal to 50% of the widget’s height will be created. more ...
Published:
Wed, May 15, 2024 1:52 am
A record of worry about whether to split the case of multiple self-pins into cases that support arrays and cases that do not, in the Blueprint plugin of Unreal.
Based on engine version 5.4 MultipleSelfs is decided by virtual bool AllowMultipleSelfs(bool bInputAsArray) in the UK2Node. The only place where it is actually used is UK2Node_CallFunction::AllowMultipleSelfs. The parameter bInputAsArray is passing whether or not an array is input, but this parameter is not currently used inside the function. more ...
Based on engine version 5.4 MultipleSelfs is decided by virtual bool AllowMultipleSelfs(bool bInputAsArray) in the UK2Node. The only place where it is actually used is UK2Node_CallFunction::AllowMultipleSelfs. The parameter bInputAsArray is passing whether or not an array is input, but this parameter is not currently used inside the function. more ...
Published:
Thu, May 9, 2024 3:48 pm
Recent developments report
The path to making this table was very hard, long, and painful for me. Anyway, I did make it. more ...
The path to making this table was very hard, long, and painful for me. Anyway, I did make it. more ...
Published:
Wed, May 8, 2024 0:09 am
Debugging record about STextBlock::SetTextStyle() not working after construction and the warning that I want to tell myself.
Problem In Unreal Engine 5.4, After contruction of STextBlock widget, if we call STextBlock::SetTextStyle(), it does not work. On the other hand, if SimpleTextMode of STextBlock is set to true, STextBlock::SetTextStyle() works. more ...
Problem In Unreal Engine 5.4, After contruction of STextBlock widget, if we call STextBlock::SetTextStyle(), it does not work. On the other hand, if SimpleTextMode of STextBlock is set to true, STextBlock::SetTextStyle() works. more ...
Published:
Tue, May 7, 2024 3:14 am
Memo about when using Unreal Engine's SRichTextBlock, it does not work properly if there is a linebreak character (
) in the hyperlink.
Workaround: Sets the same hyperlink to the text before and after the linebreak character. But, if I do like this, the mouse hover reaction works separately. Aaaa… more ...
Workaround: Sets the same hyperlink to the text before and after the linebreak character. But, if I do like this, the mouse hover reaction works separately. Aaaa… more ...
Published:
Tue, May 7, 2024 0:31 am
How to apply highly saturated colors at BorderBackgroundColor of SBorder in Unreal Editor
Copy 1 2 3 SNew(SBorder) .BorderImage(FAppStyle::GetBrush("PlainBorder")) .BorderBackgroundColor(SomeColor) I wanted to note these names of brushes. more ...
Copy 1 2 3 SNew(SBorder) .BorderImage(FAppStyle::GetBrush("PlainBorder")) .BorderBackgroundColor(SomeColor) I wanted to note these names of brushes. more ...