emoose
emoose
Sorry for the late reply, only just saw the notification for this I admit I didn't really give it much testing, just wrote the proxy, tested with some savegames and...
E: changed it to use hardcoded paths to known DQXIS documents folders instead, much less hacky this way. Old method is detailed below: --- a49622d now lets us read DQXIS-SDK.ini...
I'd guess the player Actor/Character class probably has coordinates for it somewhere, if there's a way to find that for player char then maybe could do a setup where a...
E: interpolation should be fixed now, but no doubt this fix probably breaks something else, gonna try testing it out some more later. E2: hmm, talking to an NPC in...
>I believe the OG version didn't have this limitation, so perhaps some further examination is warranted. Hmm, which limitation do you mean here? Did OG first-person allow inputs fine? I...
IIRC that might happen if you have `ScreenPercentage` in your Engine.ini or other INI file, code there should be handling it really but guess there's still some issues with it.
Only Arise-SDK 0.1.4 skips it atm, unfortunately skipping it had side effect of stopping voice language selection from working properly (and I think skipped something sign-in related), so I had...
Seems the KismetSystemLibrary::QuitGame func uses the 'quit' / 'quit background' console commands internally, as can be seen in `UnrealEngine-4.18\Engine\Source\Runtime\Engine\Private\KismetSystemLibrary.cpp`, doesn't look like either of those commands bring up the message...
Good stuff, merged it and cleaned up a few things. I think it might be worth keeping this issue open for now though - would still be nice if we...
E: found a workaround for below by using UGameEngine::Exec("quit") directly, a little messy since we also had to patch FOutputDevice::Log so that it won't matter if we use nullptr as...