@OutoftheboxP https://t.co/DFRT5Pmn9I nothing too special but it felt pretty cool when I tried launcher 5.6 for the first time after it and I instinctively used the functionality I had been using on my custom build and realized it was in fact in the official release π
@operagxofficial Apotheosis and I was born for this from Journey
All of Everybody's gone to the rapture
All of So Let Us Melt
All of Warlords of Draenor
Enchanters from Dragon Age Inquisition
@QuodSoler You don't need to if you use the SetTimer that take a UObject
Those create a UObject delegate which doesn't require UFUNCTION
In fact, any delegate that you create like so:
FMyDelegate::CreateUObject() will not require UFUNCTION, and will keep a reference to the object
@kiaran_ritchie@QuodSoler I have been using Diversion a bit recently too, but I find myself REALLY missing perforce's changelists
I love changelists and shelves, and I love being able to group files before submitting, especially inside the editor with cl validation
@GregorGullwi@QuodSoler The order will be preserved
But do remember that the order of reliable RPCs is only reliable within the same actor channel
So basically only RPCs run on the same actor are executed in order
If you do ActorA->RPC ActorB->RPC, the order will not be the same if A's RPC is delayed
@GregorGullwi The comment for this task is this :D
recently also had to write my own implementation, actually triggering for overlaps, allowing to choose a component, and providing some filtering options based on affiliation for example
@delaigrodela This is basically the same as doing MoveTo in a BT, or using any of the MoveTo tasks in BP (MoveToLocationOrActor for example)
If you're fine with a grounded pawn, those are fine and will work, without you having to write any logic to move the pawn
@QuodSoler That being said, some information from the legacy showdebug is missing, such as the mods on attributes
Other cool things to debug GAS are AbilitySystem.DebugAttribute <attributename> and AbilitySystem.DebugAbilityTags
@jkelly206@seiko_dev @_benui I've never had a crash related to this
If you use the Create Event or Add Custom Event functions after dragging from the pin, you will always get the correct signature
@games_inu Not sure what you mean exactly, but doesn't ShowInnerProperties help? I've used it with a base class pointer, and children can expand inline as expected