@JoelMonterrey8 @deathsentence2u@Nerozii_Gaming@NoMansSky When you make it to the center of the starting galaxy (Euclid), it sends you to the next galaxy, etc. The random seed is different so the procedurally-generated content is different. Additionally, only user-generated content from that galaxy exists there.
TWO PIECE [PROD. ME]
DROPPING NEXT FRIDAY β€οΈβπ₯
PLS REPOST THIS ON YOUR STORY AND TELL A FRIEND TO TELL A FRIEND π£
PRE SAVE LINK IN BIO π
@jakerandall Thanks so much for all of your time and effort, dood. I just got an XSX because of your work, including this video. I hope that you're feeling better, and have a great day. β€οΈ
@M4H4X Gotcha. Well, the easiest way to do what you're wanting to do is FProperty::ContainerPtrToValuePtr(). So you don't need to cast to anything, just do
float* ptr = Property->ContainerPtrToValuePtr<float>(Object);
or
FVector* ptr = Property->ContainerPtrToValuePtr<FVector>(Object);
@M4H4X It's probably an FStructProperty, as FVector is a UStruct. FStructProperty has a Struct field, which should have FFloatProperties 'X', 'Y', and 'Z'.
Out of curiousity, why are you setting Blueprint properties from code? Why not create a native class?
@UNTDrew @elyasism If you reveal your new loot (including cosmetics) after an expedition, then immediately start a new expedition (without returning to Fort Tarsis), then open the Forge, can you equip that loot at that point?
@yousuck2020 This is incredibly inspiring. Thank you so much for doing this for all of us. I wish you the best of luck and I cannot wait to see what amazing things your #dearMoon project will create.
@mkristensen Is it possible to create a Project -> Add New Item dialog category for my own item templates? It looks like the Graphics category does it somehow, but I can't find documentation on how to do it myself. =)