DanM
May 12, 2019, 7:01pm
21
I checked out the repo for you and this is the output of the script
===================================================================================
./Source\ArchitectureExplorer\VRCharacter.cpp
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8: #include "AI/Navigation/NavigationSystem.h" -> #include "NavigationSystem.h"
58: bool bOnNavMesh = GetWorld()->GetNavigationSystem()->ProjectPointToNavigation(HitResult.Location, NavLocation, TeleportProjectionExtent); -> bool bOnNavMesh = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld())->ProjectPointToNavigation(HitResult.Location, NavLocation, TeleportProjectionExtent);
Old -> New
Thank you for the effort. I am new to the forums and must first orient myself. Now a few mistakes have been added.
DanM
May 12, 2019, 7:42pm
23
The contents of your .Build.cs file?
Joi
December 28, 2019, 4:51pm
24
This solution worked for me, I’m using Unreal 4.24.1
c++, unreal-engine4
OscarVR
December 29, 2020, 2:13pm
25
Hi Everyone, after changing the build.cs file and the #include as explained in the video, this is how i believe the code for the function is supposed to be: (UE 4.25.4) – It runs ofc lol
(this is before the refactoring that starts on video time 14:18)
void AVRCharacter::UpdateDestinationMarker()
{
FVector Start = Camera->GetComponentLocation();
FVector End = Start + Camera->GetForwardVector() * MaxTeleportDistance;;
FHitResult HitResult;
bool bHit = GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Visibility);
FNavLocation NavLocation;
bool bOnNavMesh = UNavigationSystemV1::GetCurrent(GetWorld())->ProjectPointToNavigation(HitResult.Location, NavLocation, TeleportProjectionExtent);
if (bOnNavMesh && bHit)
{
DestinationMarker->SetVisibility(true);
DestinationMarker->SetWorldLocation(NavLocation.Location);
}
else
{
DestinationMarker->SetVisibility(false);
}
}
1 Like
concerning UE 5.3 issue. I didn’t find solution here. but due to helpful comments I managed my code to get working. here the link How to use C++ functions correctly in Unreal Engine? - Stack Overflow . but guy made one mistake.
UNavigationSystemV1* navSystem = NavigationSystem::GetCurrent
```TRUE is
UNavigationSystemV1* navSystem = FNavigationSystem::GetCurrent