Thursday, March 9, 2017

Dissonance Blog Week 8

This week was actually coding the sequence puzzle base code. The way this is implemented is different than the way I said last post. The way that it is programmed now is when a button object is pressed. The button calls a custom function in the blueprints. That function calls updateButtonSequence(int index). In the update function, the index parameter is checked to see if it matches the m_sequenceAnswers[m_sequenceIncrement]. If they don't match then the m_sequenceIncrement becomes 0 and the sequence will reset itself.



















This week we also encountered a weird bug in Unreal. In the game, the editor would crash every time a player would touch the radio. In the radio custom blueprint, there were two nodes that wouldn't compile. This is because it connected a FName variable into node that needed a FString. Somehow a conversion node was deleted but the two nodes were still connected. All the programmers had no idea how it happened because the engine shouldn't have allowed it.