gallonmate
gallonmate
Considering they never replied in the last 6 months, I hope/assume they figured it out. š The problem was likely that they only imported/copied the plugin to their own project...
That makes sense to keep exceptions for XML loading. Expanding on your idea. I noticed logging is configurable to different levels. So what if exceptions are made configurable to different...
> Maybe I'm misunderstanding your point but we are already doing that, at least for some methods of the Python classes: C++ exceptions are converted to Python's. My thoughts were...
Thanks for doing the work to update/switch to Enhanced Input! Which engine version did you do the update with? I'm not sure it's time yet to update the base project...
After another brief look, the beta version of Enhanced Input that comes with UE5.0 might be compatible with UE5.5. It could be missing some settings but it probably works fine....
Updating the project and specific the blueprints to a higher engine version completely ends compatibility for prior versions. At this time there is no technical reason to break compatibility. You...
To clarify, if jdcrayme, or another dev, wishes to update the Enhanced Input starting by using engine version UE5.0-UE5.3, then I support that. Otherwise I support we simply add a...
> I dont see how it impacts the plugin (Plugins/JSBSimFlightDynamicsModel). I'm referring to this entire Unreal Engine sample project. Yes the actual plugin code within the project is not affected...
> Fair enough. I suggest we keep this PR open until it is deemed that we no longer need to support UE5.3. Or one find a way to make it...