Andreas G.

Results 32 comments of Andreas G.

> I'm willing to accept this as a feature. Could you take a look at the spacing used in the Characters module, though? It seems a bit tighter there and...

> If you wish to use ROS2 with this plugin, you will need to use my [foxy branch of rosbridge_suite](https://github.com/tsender/rosbridge_suite/tree/foxy) and my [feature/specify_ros_version branch of ROSIntegration](https://github.com/tsender/ROSIntegration/tree/feature/specify_ros_version). Note, that in my...

No, the character position is not enough to determine the current floor. Floors are arbitrarily indexed. Note that this topic/discussion is several years old and was throughtly gone over in...

I got it to work in a little test C++ project created with Visual Studio 2012. The project where it doesn't work was created with Embarcadero XE2.

I understand the future proofing. I didn't think of moves that forces a tem to swap out. Regarding reusing the targets list I don't think the moves targets' enums apply...

Chiming in. I wondered why that is empty. Good luck with your thesis.

Awesome. Good job! EDIT: On win64: Entrypoint 'r_cons_gprintf' in core_r2ghidra.dll not found via iaito.

+1 Same here. It compiles nicely but trying to place a CaptureManager or inherit from it crashes my editor. Here's a proper stacktrace with debug symbols enabled: ``` Unhandled Exception:...

``` UnrealEditor_unreal_minirov_patch_0!ACaptureManager::CaptureNonBlocking() [I:\Repositories\MARUM\unreal-minirov\Source\unreal_minirov\Private\CaptureManager.cpp:61] UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455] UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1118] UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3084] UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1188] UnrealEditor_CoreUObject!ProcessScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1018] UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1258] UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1188] UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1285] UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455] UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2116] UnrealEditor_Engine!AActor::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1055] UnrealEditor_Engine!AActor::ReceiveTick() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\UHT\Actor.gen.cpp:2161] UnrealEditor_Engine!AActor::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1430] UnrealEditor_Engine!AActor::TickActor()...

> Okay, I can think of two things of the top of my head: > > 1. as mentioned above - if this is executed very early in the game/simulation...