Akkyen
(Akkyen)
1
Like I already said I want to get rid of the target or maybe a workaround
//UPDATE:
I want to use it in a player controller for now.
Sorry for my bad english
My header File:
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyLibrary.generated.h"
/**
*
*/
UCLASS()
class GAMENAME_API UMyLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category = "MyLibrary")
bool SameNameAs(AActor *actor, UBoxComponent *b);
};
My cpp File:
#include "GameName.h"
#include "MyLibrary.h"
bool UMyLibrary::SameNameAs(AActor* actor, UBoxComponent* b)
{
if (actor->GetName().Equals(b->GetName()))
{
return true;
}
return false;
}
Picture(If the picture isn’t being shown do a right click on it and press “Open in new tab”):
Try changing:
UFUNCTION(BlueprintPure, Category = "MyLibrary")
bool SameNameAs(AActor *actor, UBoxComponent *b);
to
UFUNCTION(BlueprintCallable, Category = "MyLibrary")
bool SameNameAs(AActor *actor, UBoxComponent *b);
Akkyen
(Akkyen)
3
Didn’t solved it just made it so that I would need an additional exec now.
UFUNCTION(BlueprintPure, Category = “MyLibrary”, meta = (HidePin = “Target”, DefaultToSelf = “Target”))
What about that?
Akkyen
(Akkyen)
6
I just though maybe I should set it to static because static methodes are accessable from everywhere and it worked!
From this:
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyLibrary.generated.h"
/**
*
*/
UCLASS()
class GAMENAME_API UMyLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category = "MyLibrary")
bool SameNameAs(AActor *actor, UBoxComponent *b);
};
To this:
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyLibrary.generated.h"
/**
*
*/
UCLASS()
class GAMENAME_API UMyLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category = "MyLibrary")
static bool SameNameAs(AActor *actor, UBoxComponent *b);
};
//EDIT: And a big Thank you to
Glad to see you got it working! Sorry I couldn’t be of too much help.