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 ?
Solution:Jump to 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)...
39 Replies
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.That's what I did first, but I could not delete some objects that were in the blueprint
Like the ladder
Or the mesh
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.
Ok, I'll do that, thank you
Hum, now unreal crash when I place the building
post the crash log please
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.
Everything seems to work, thanks a lot !
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.
It does not crash when I do that
What is the diffrence between the legacy builder effect and the new one ?
I'm not sure exactly, the new one was introduced in 1.0 and I haven't studied it yet.
@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?
I don't know if they deleted the extra components, I recommended not to do that.
I did not deleted, I just cleared the mesh
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
Should I create a new forum post ?
Those are the input fog planes
Yep
hmm, i'm not sure what to do about that, let me look around a bit
And I dont have any component at these coordinates in my blueprint
Which mesh did you clear? The proxy or the skeletal mesh?
both
I think the fog planes are coming from these input/output meshes
did you move those to the correct location
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
what about the actual connection components?
They are where they should be on my mesh
Is the buildable using a deco class?
The conveyor connect in the right place
Yes, it still have the Deco_DroneStation
Should I delete it ?
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
Ok I see
good call, I forgot about that.
Thank you ^^
it worked
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
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)
did I miss anything?
That and what you said in your previous message
To fix the crash when I try to place the building caused by the new build effect
I believe they did this to remove components from the builder. Less UObjects.