GUI does not work correctly

Hello, I'm trying to make a smaller drone port, with small drone that can carry less items. The small drones seems to work between regular stations. I can also set up the drones destination between my small ports, and it works, but only in the gui of the regular stations. But, when I open my small drone port, the UI is completly broken. In Unreal, I just duplicated the Build_DroneStation blueprint, and made some modification to some settings, and to the mesh. Any idea how I can get this UI to work ?
No description
Solution:
new summary: - inherit child of the drone station building instead of copying it - copy and modify the Deco_DroneStation it uses to eal with the floating fog planes and sign snap points - set mSkipBuildEffect to false and ForceLegacyBuildEffect to true (this might no longer be needed once future updates fix some vanilla bugs with the build effect animation)...
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39 Replies
D4rk
D4rk•2mo ago
Make a child of Build_DroneStation instead of copying it. The BP's in the editor are placeholders only and most of the logic is missing, therefore your copy is missing logic. Also, the UI expects the interactobject to be a Build_DroneStation and yours is not. Making a child instead of a copy should fix this problem.
HS | Antonin
HS | AntoninOP•2mo ago
That's what I did first, but I could not delete some objects that were in the blueprint Like the ladder Or the mesh
D4rk
D4rk•2mo ago
Inherited components can't be deleted in the editor, but you can destroy them in the construction script, although this can cause a crash if they are referenced in the code somewhere. It's best to keep them around but out of the way. Mesh components you don't need can be left empty, and you can give the ladder components 0 extents and tuck them away somewhere inside the mesh.
HS | Antonin
HS | AntoninOP•2mo ago
Ok, I'll do that, thank you Hum, now unreal crash when I place the building
D4rk
D4rk•2mo ago
post the crash log please
HS | Antonin
HS | AntoninOP•2mo ago
Version: 368883, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Standalone, IsUsingMods: Yes, IsSaveGameEdited: No

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000030

FactoryGameSteam_FactoryGame_Win64_Shipping!AFGBuildEffectActor::ResolveMaterial() [C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGBuildEffectActor.cpp:742]
FactoryGameSteam_FactoryGame_Win64_Shipping!AFGBuildEffectActor::CreateVisuals() [C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGBuildEffectActor.cpp:591]
FactoryGameSteam_FactoryGame_Win64_Shipping!AFGBuildEffectActor::Start() [C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGBuildEffectActor.cpp:1075]
FactoryGameSteam_Engine_Win64_Shipping!FTimerManager::Tick() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Engine\Private\TimerManager.cpp:930]
FactoryGameSteam_Engine_Win64_Shipping!UWorld::Tick() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1590]
FactoryGameSteam_Engine_Win64_Shipping!UGameEngine::Tick() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1796]
FactoryGameSteam_FactoryGame_Win64_Shipping!UFGGameEngine::Tick()
Version: 368883, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Standalone, IsUsingMods: Yes, IsSaveGameEdited: No

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000030

FactoryGameSteam_FactoryGame_Win64_Shipping!AFGBuildEffectActor::ResolveMaterial() [C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGBuildEffectActor.cpp:742]
FactoryGameSteam_FactoryGame_Win64_Shipping!AFGBuildEffectActor::CreateVisuals() [C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGBuildEffectActor.cpp:591]
FactoryGameSteam_FactoryGame_Win64_Shipping!AFGBuildEffectActor::Start() [C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGBuildEffectActor.cpp:1075]
FactoryGameSteam_Engine_Win64_Shipping!FTimerManager::Tick() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Engine\Private\TimerManager.cpp:930]
FactoryGameSteam_Engine_Win64_Shipping!UWorld::Tick() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1590]
FactoryGameSteam_Engine_Win64_Shipping!UGameEngine::Tick() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1796]
FactoryGameSteam_FactoryGame_Win64_Shipping!UFGGameEngine::Tick()
[C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameSteam_Win64_Shipping!FEngineLoop::Tick() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameSteam_Win64_Shipping!GuardedMain() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameSteam_Win64_Shipping!GuardedMainWrapper() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameSteam_Win64_Shipping!LaunchWindowsStartup() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameSteam_Win64_Shipping!WinMain() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
FactoryGameSteam_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
[C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameSteam_Win64_Shipping!FEngineLoop::Tick() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameSteam_Win64_Shipping!GuardedMain() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameSteam_Win64_Shipping!GuardedMainWrapper() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameSteam_Win64_Shipping!LaunchWindowsStartup() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameSteam_Win64_Shipping!WinMain() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
FactoryGameSteam_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
D4rk
D4rk•2mo ago
Did you clear out the mesh component like I said, that might be causing it. 😅 Check mSkipBuildEffect in the builder and see if you still get a crash.
HS | Antonin
HS | AntoninOP•2mo ago
Everything seems to work, thanks a lot !
D4rk
D4rk•2mo ago
I guess the new build effect will crash if there are null mesh references in the builder, the old one would ignore it. If you want the build effect back you set mSkipBuldEffect to false and set ForceLegacyBuildEffect the true. I'd be interested if it still crashes.
HS | Antonin
HS | AntoninOP•2mo ago
It does not crash when I do that What is the diffrence between the legacy builder effect and the new one ?
D4rk
D4rk•2mo ago
I'm not sure exactly, the new one was introduced in 1.0 and I haven't studied it yet.
Robb
Robb•2mo ago
@HS | Antonin @D4rk so, to summarize, the fix was: - inherit child of the drone station building instead of copying it - have the child building delete the portions you didn't want any more (like the ladder) - set mSkipBuildEffect to false and ForceLegacyBuildEffect to true for it to be fine with null mesh references?
D4rk
D4rk•2mo ago
I don't know if they deleted the extra components, I recommended not to do that.
HS | Antonin
HS | AntoninOP•2mo ago
I did not deleted, I just cleared the mesh
HS | Antonin
HS | AntoninOP•2mo ago
there is still one small issue though, I cant set there black square to be in the correct position. They are at the position they would be if it was the regular drone port
No description
HS | Antonin
HS | AntoninOP•2mo ago
Should I create a new forum post ?
D4rk
D4rk•2mo ago
Those are the input fog planes
HS | Antonin
HS | AntoninOP•2mo ago
Yep
D4rk
D4rk•2mo ago
hmm, i'm not sure what to do about that, let me look around a bit
HS | Antonin
HS | AntoninOP•2mo ago
And I dont have any component at these coordinates in my blueprint
D4rk
D4rk•2mo ago
Which mesh did you clear? The proxy or the skeletal mesh?
HS | Antonin
HS | AntoninOP•2mo ago
both
D4rk
D4rk•2mo ago
I think the fog planes are coming from these input/output meshes
No description
D4rk
D4rk•2mo ago
did you move those to the correct location
HS | Antonin
HS | AntoninOP•2mo ago
They are currently at the coordinate 0 0 0 So their location in unreal does not seem to affect the position of the fog planes
D4rk
D4rk•2mo ago
what about the actual connection components?
HS | Antonin
HS | AntoninOP•2mo ago
They are where they should be on my mesh
Rex
Rex•2mo ago
Is the buildable using a deco class?
HS | Antonin
HS | AntoninOP•2mo ago
The conveyor connect in the right place Yes, it still have the Deco_DroneStation Should I delete it ?
D4rk
D4rk•2mo ago
No, copy it and modify it for your buildable it is kind of a pain to do because youll have to figure out coordinates without visualation, but the deco class holds the fog planes and the snap points for signs
HS | Antonin
HS | AntoninOP•2mo ago
Ok I see
D4rk
D4rk•2mo ago
good call, I forgot about that.
HS | Antonin
HS | AntoninOP•2mo ago
Thank you ^^
HS | Antonin
HS | AntoninOP•2mo ago
it worked
No description
HS | Antonin
HS | AntoninOP•2mo ago
first try on the position x) It's a bit weird that they did not make it so it would have the same location avec the connector
Solution
Robb
Robb•2mo ago
new summary: - inherit child of the drone station building instead of copying it - copy and modify the Deco_DroneStation it uses to eal with the floating fog planes and sign snap points - set mSkipBuildEffect to false and ForceLegacyBuildEffect to true (this might no longer be needed once future updates fix some vanilla bugs with the build effect animation)
Robb
Robb•2mo ago
did I miss anything?
HS | Antonin
HS | AntoninOP•2mo ago
That and what you said in your previous message
set mSkipBuildEffect to false and ForceLegacyBuildEffect to true for it to be fine with null mesh references?
set mSkipBuildEffect to false and ForceLegacyBuildEffect to true for it to be fine with null mesh references?
To fix the crash when I try to place the building caused by the new build effect
D4rk
D4rk•2mo ago
I believe they did this to remove components from the builder. Less UObjects.
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