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Crashing Unreal Engine with minimal effort

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I need some help to understand what I'm doing wrong here x_x Here's my step: 1) create a new C++ project with starting content, drop a door in the scene. 2)Add a C++ component to the door called OpenDoor 3)add a variable in the .h and initialize it in the .cpp (code below) When I compile this, the editor crash and any future attempt to open the project won't succede. What mistake did I made? Furthermore, if said mistake is made, is the project lost forever or there is a way to restore it? x_x Cause if wathever silly mistake I've made, if it's all it takes to corrupt and lose an entire project, then I'm done with Unreal Editor... x_x OpenDoor.h: // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "OpenDoor.generated.h" UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class BUILDINGESCAPE_API UOpenDoor : public UActorComponent { GENERATED_BODY() public: // Sets default values for this component's properties UOpenDoor(); protected: // Called when the game starts virtual void BeginPlay() override; public: // Called every frame virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; private: float DoorYaw; }; OpenDoor.cpp: // Fill out your copyright notice in the Description page of Project Settings. #include "OpenDoor.h" #include "GameFramework/Actor.h" // Sets default values for this component's properties UOpenDoor::UOpenDoor() :DoorYaw{GetOwner()->GetActorRotation().Yaw} { // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features // off to improve performance if you don't need them. PrimaryComponentTick.bCanEverTick = true; // ... } // Called when the game starts void UOpenDoor::BeginPlay() { Super::BeginPlay(); // ... } // Called every frame void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); // ... }

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