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.
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.
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.