I don't get how this video isn't more popular, this is the proper way to make it and i think that Epic Games should do documentation to explain this kind of things.
If anyone else's settings are still returning none in blueprints despite seemingly entering the correct line in DefaultEngine, you can choose the class manually by going into Project Settings -> Engine -> General Settings and changing Game User Settings Class manually. Great tutorial!
Thanks! That helped a lot. I have added the functions to the LyraSettingsLocal class of the Lyra sample project and it works like a charm! :) I was a bit confused why they don't have ObjectInitializer behind the constructor, but it seems you don't need this anymore in newer versions of Unreal Engine. Visual Studio did also throw an error for me there.
I just looked around, and it appears `FObjectInitializer` is a proxy your CDO can use when creating its subobjects, instead of calling `NewObject()` manually. Then any child classes of your object can configure the `FObjectInitializer` before sending it into your constructor, to change what subobjects are created.
I did everything as it is said in video but I am getting this error Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBetterConfigSettings_ReturnValue". Node: Branch Graph: Control Speed Function: Control Speed Blueprint: BP_Car
Did you add your settings class to DefaultEngine.ini config file? Have you tried to remove that node from blueprints, close the UE project then recompile it from Visual Studio and then open project again?
@@ContinueBreak I have tried, but i actually don't know how to define the "Enhanced input key mapping" variable(that also should be an array). Any ideas?
right now i cant get it to work. I have a new float i added and i am putting it in a print string and it just gives me this Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBetterGameUserSettings_ReturnValue". Node: Print String Graph: EventGraph Function: Execute Ubergraph Fps Character 1 Blueprint: Fps_Character1 Do you know what i might have done wrong? I have tried the right way and the lazy way and neither work.
Did you change the default settings class in the DefaultEngine.ini config file? Did you remove the U prefix from your class name in there? Did you write your project name correctly in there?
@@ContinueBreak Hi. sorry i figured it out 30 min after i posted that and forgot to take it down. i named it the wrong thing. i named after an old project by mistake. But thanks anyway! this was a great tutorial!
I'm a bit confused. So say I got all of this done correctly. Does this mean like for enabling vsync I can theoretically do it from the new GetBetterGameUserSettings? Because if I can, I seem to not be able to get it to save the new settings atm. Edit: Nvm. Found the issue. Thanks for the video. Solved the issue I've been dealing with for a few days now. Subbed.
The narrator is Text To Speech. Actually, I should have used AI when I couldn't formulate my thoughts on how to explain something. It might have actually helped me write this script faster.
I don't get how this video isn't more popular, this is the proper way to make it and i think that Epic Games should do documentation to explain this kind of things.
If anyone else's settings are still returning none in blueprints despite seemingly entering the correct line in DefaultEngine, you can choose the class manually by going into Project Settings -> Engine -> General Settings and changing Game User Settings Class manually.
Great tutorial!
Thank you, bro!!! I had this error
Switching from BP-only dev, I'm constantly being amazed how much C++ has to offer
Learn it, it is really powerful!
Thanks for the tutorial, it was really handy!
great video, and straight to the point!
also, I loved the constructor values you set for the properties lmao
Thanks! That helped a lot.
I have added the functions to the LyraSettingsLocal class of the Lyra sample project and it works like a charm! :)
I was a bit confused why they don't have ObjectInitializer behind the constructor, but it seems you don't need this anymore in newer versions of Unreal Engine. Visual Studio did also throw an error for me there.
I just looked around, and it appears `FObjectInitializer` is a proxy your CDO can use when creating its subobjects, instead of calling `NewObject()` manually. Then any child classes of your object can configure the `FObjectInitializer` before sending it into your constructor, to change what subobjects are created.
haven't seen good code on the youtube for long time but this video is god dn made good
Thanks a lot man. That's exactly what I was trying to do and this helped me.
Thanks for the tutorial, it is exactly what I was searching how to do.
The image you posted of the blueprint variable names and then the c++ syntax is very helpful, where can I find more 'cheatsheets' like that?
Thank you, very helpful.
This was very helpful and nicely put together, thank you!
This was a nice tutorial, thanks.
just a note for any UE4 devs. You can leave GENERATED_BODY() as is. It will compile.
I did everything as it is said in video but I am getting this error
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBetterConfigSettings_ReturnValue". Node: Branch Graph: Control Speed Function: Control Speed Blueprint: BP_Car
Did you add your settings class to DefaultEngine.ini config file? Have you tried to remove that node from blueprints, close the UE project then recompile it from Visual Studio and then open project again?
3:11 most common blueprint types
mans revived after 3 months, wheeee
Thanks for the great video you got my sub
legend
#include "--.generated.h" has an error cannot open source file "-.generated.h"
Can't tell much from your error. Did you close the Unreal Engine when you tried to build from Visual Studio?
@@ContinueBreak yes
Спасибо! Отличный урок!
Hi, does this work to save Enhanced input key mappings?
I don't know. I have never tried to use it with enhanced input.
@@ContinueBreak I have tried, but i actually don't know how to define the "Enhanced input key mapping" variable(that also should be an array). Any ideas?
right now i cant get it to work. I have a new float i added and i am putting it in a print string and it just gives me this
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBetterGameUserSettings_ReturnValue". Node: Print String Graph: EventGraph Function: Execute Ubergraph Fps Character 1 Blueprint: Fps_Character1
Do you know what i might have done wrong?
I have tried the right way and the lazy way and neither work.
Did you change the default settings class in the DefaultEngine.ini config file? Did you remove the U prefix from your class name in there? Did you write your project name correctly in there?
@@ContinueBreak Hi. sorry i figured it out 30 min after i posted that and forgot to take it down. i named it the wrong thing. i named after an old project by mistake. But thanks anyway! this was a great tutorial!
I'm a bit confused. So say I got all of this done correctly. Does this mean like for enabling vsync I can theoretically do it from the new GetBetterGameUserSettings? Because if I can, I seem to not be able to get it to save the new settings atm.
Edit: Nvm. Found the issue. Thanks for the video. Solved the issue I've been dealing with for a few days now. Subbed.
yeah its not saving mine either. how did you fix it?
the narrator sounds like AI, as does the script
The narrator is Text To Speech. Actually, I should have used AI when I couldn't formulate my thoughts on how to explain something. It might have actually helped me write this script faster.