x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Graph is linked to private object(s) in an external package

Howdy and good day everyone,

I get this error when trying to save or package a BP that has a C++ Child actor. The child actor is the

MyCharacter.h MyCharacter.cpp

Found in this project.

I am not sure what changes to make to fix this, as I want the code to be used as a C++ derived BP.

If anyone has any feedback that would be greatly appreciated, thank you and take care.


Can't save C:/../FirstPersonCharacter.uasset: Graph is linked to private object(s) in an external package. External Object(s): SoundWaveProcedural_4


Try to find the chain of references to that object (may take some time)?

https://github.com/mrG7/MyProject

Original tutorial followed: https://www.youtube.com/watch?v=nMNou_FEBx0 by @Ascentroid

Product Version: Not Selected
Tags:
more ▼

asked Sep 11 '17 at 06:24 PM in C++ Programming

avatar image

mrg7_
56 1 4 12

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Not an answer, but a follow up. The problem appears to be in the engine source code. Although, perhaps it's not a problem. The USoundWaveProcedural class inherits from USoundWave. Looking at the tutorial in question, the following code (from tutorial) used to set the sound wave parameters is setting them as though they are public member variables. However, in the USoundWave.h where these are defined, they are not under a class access modifier (public, private, etc). It's my understanding that if no access modifier is specified, the class members/methods are by default private. Could this be the problem?

 VoiceCaptureSoundWaveProcedural = NewObject<USoundWaveProcedural>();
     VoiceCaptureSoundWaveProcedural->SampleRate = 22050;
     //VoiceCaptureSoundWaveProcedural->SampleRate = 16000;
     VoiceCaptureSoundWaveProcedural->NumChannels = 1;
     VoiceCaptureSoundWaveProcedural->Duration = INDEFINITELY_LOOPING_DURATION;
     VoiceCaptureSoundWaveProcedural->SoundGroup = SOUNDGROUP_Voice;
     VoiceCaptureSoundWaveProcedural->bLooping = false;
     VoiceCaptureSoundWaveProcedural->bProcedural = true;
     VoiceCaptureSoundWaveProcedural->Pitch = 0.85f;
     VoiceCaptureSoundWaveProcedural->Volume = 5.f;


Sample of relevant code from USoundWave.h showing no access modifier:

 UCLASS(hidecategories=Object, editinlinenew, BlueprintType)
 class ENGINE_API USoundWave : public USoundBase
 {
     GENERATED_UCLASS_BODY()
 
     /** Platform agnostic compression quality. 1..100 with 1 being best compression and 100 being best quality. */
     UPROPERTY(EditAnywhere, Category=Compression, meta=(ClampMin = "1", ClampMax = "100"), AssetRegistrySearchable)
     int32 CompressionQuality;
 
     /** If set, when played directly (not through a sound cue) the wave will be played looping. */
     UPROPERTY(EditAnywhere, Category=SoundWave, AssetRegistrySearchable)
     uint32 bLooping:1;
 
     /** Whether this sound can be streamed to avoid increased memory usage */
     UPROPERTY(EditAnywhere, Category=Streaming)
     uint32 bStreaming:1;
 
     /** Priority of this sound when streaming (lower priority streams may not always play) */
     UPROPERTY(EditAnywhere, Category=Streaming, meta=(ClampMin=0))
     int32 StreamingPriority;
 
     /** Set to true for programmatically-generated, streamed audio. */
     uint32 bProcedural:1;
 
     /** Set to true for procedural waves that can be processed asynchronously. */
     uint32 bCanProcessAsync:1;
 
     /** Whether to free the resource data after it has been uploaded to the hardware */
     uint32 bDynamicResource:1;


more ▼

answered Sep 12 '17 at 03:26 AM

avatar image

nzavaglia
6 1 2

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question