I can't find the component tabs anymore. It shows here that the component tab is opening but actually it isn't. I've cleared all the window but this tick of components tab still exists. Now my code is broken and I can't link the new tank barrel to the Tank_BP blueprint class. What should I do? Try resetting layout and even reinstall Unreal but it still didn't work. Any help will be appreciated!
Screenshot
Are all actor blueprint editor view all the same as you described? Did the log report some errors about that?
I think maybe there is something wrong with your editor, several ways to solve youre problem:
+ If you are using the installed version(which is installed from Epic Games Launcher),just try to use verify to repair your editor.
verify entry
If you are using the compiled version, just try to debug the blueprint editor module.
Related
Every once in a while, some of the blueprints in my UE4 project will stop working. When I try to open them, I get this screen:
Image
I have found no way to fix this except remaking the blueprint from scratch. Is this a bug or am I doing something wrong?
I'm not sure why this problem happens, but it might be just a Mac problem.
The solution is clicking
Window -> Class Defaults -> Open Full Blueprint Editor.
(On the top menu bar)
Hope this helped. I got the answer from Epic Game's Forums
I can't type in the Unity inspector or rename any object. I tried clicking in many different areas recommended from the web. Note that this is not an error, but something I simply can't do. Is there any settings I need to turn on or off?
There are two ways to fix this:
Solution A
Go to layout then set the layout to default, it's like resetting the unity.
Solution B
Restart unity, just Close the Unity editor and open the project again.
Hopefully, one of these helps you.
I've got a problem that is seemingly impossible to debug. My project originally started using 2019.2 and upgraded to 2019.3 without any problems. I then installed the preview package for the new input system.
This "disabled" all the buttons in that they are visible in the editor and during run time but they are impossible to click on or interact with.
To reproduce this issue I tried:
Creating a new empty 2D project
Installing and switching to the new Input System
Importing their demo scene from the package manager
At this point I tried running each scene. All of them worked except "SimpleDemo_UsingActions.unity".
I added a button to the "SimpleDemo_UsingPlayerInput.unity" and added a script to the button. With a function:
public void Button()
{
Debug.Log("Button Pressed");
}
I ran this scene and it worked! I could move around shoot the cubes that is built into the script and I could click on the button and it showed in the log.
For this reason I am stumped. I do not know how to debug this issue.
Can I have some advice? Has anyone had a similar issue or know how I would go about debugging this?
I managed to find the answer. For some reason using the new input system's "InputSystemUIInputModule" breaks all the UI and just does not work.
I fixed it by just deleting my EventSystem and creating a new one in the scene.
Do not. and I repeat. Do Not use the new input system's manager for the event system.
I write answer because it's first result in google.
To get rid of this, select EventSystem in hierarchy, then in inspector you should see warning and button to replace old input system with new.
Unity ver. 2019.4.1
Input System ver. 1.0.0
I'm still currently testing but I manage to get something by duplicating the defaultInputActions.inputactions file from the Packages >> Input System >> InputSystem >> Plugins >> PlayerInput.
I realized that that .inputactions has a UI Action Maps. I added more Action Maps and did some testing, the added action maps works and buttons are somewhat reacting as well.
Just sharing this now so that more developers can test this with me and hopefully find a way to work around this major issue.
Had the same issue. Make sure that the input system package, does not have any devices inside... It worked for me after migrating from the Previous Input System
I use an older plugin called Veloeclipse for editing Velocity templates in Eclipse. There's been no development on this since 2009, which isn't a problem because it's mainly just for syntax highlighting and format validation. The really annoying thing about it, however, is that when I try to do Show In to view the current Velocity template within my Package Explorer or Project Explorer, the only available option is Properties. That's not really useful. I really need to be able to get to the file in one of the regular explorer views.
So I have sort of two questions:
Is there a way to configure this without having to monkey with any code? A configuration file or something? I've grepped through my Eclipse installation and haven't seen anything, but I'm hoping that there's something I'm missing.
So assuming that the answer to my first question is no, how do I go about modifying the plugin code so that it will show more than the Properties view in the Show In menu? Most of what I found on the plugin development wiki comes from the other direction: how to make your view or perspective appear in the Show In menu.
Any help with this would be hugely appreciated!
Try to check the plugin source code. it might do something different than other editors. What I mean is that the show in menu item that you have there is not the usual extension point but a hard coded context menu option.
I need to disable the "Exceptions" window that pops when you encounter an IDE error in Netbeans - I always report when I can but is driving me crazy right now.
Don't get me wrong, I love the application, but I'm getting tired of the errors on my screen, sometimes needing to delete a file and create him again to enable me to continue.
I can drag it to the side but my mouse loses focus.
I'm using Windows 7 and latest version of Java (netbeans PHP ide)
Is this possible?
You need to modify <netbeans-install-dir>/etc/netbeans.conf
Add
-J-Dnetbeans.exception.alert.min.level=99999 -J-Dnetbeans.exception.report.min.level=99999
to the netbeans_default_options entry.
You have to set some properties when launching Netbeans. Modify your application configuration in "nbproject/platform.properties" by finding a line run.args.extra=... and adding at the end:
-J-Dnetbeans.exception.alert.min.level=99999 -J-Dnetbeans.exception.report.min.level=99999
You'll find the details in Netbeans' wiki.
I would recommend using -J-Dnetbeans.exception.report.min.level=99999 but not the other one. This means the error icon will still appear when there is a problem, and you can report the error if you have a moment, but no dialog will pop up without your asking it to.