Merges IntenSelect 5.3 into dev 5.3
Merge request reports
Activity
assigned to @timon.roemer
added 1 commit
- d81474c5 - Removes closing from Utility Error Message function
requested review from @marcel.krueger
First things:
- Please always name your PRs so the title actually makes sense.
- Use the description box to actually summarize your changes and include a small changelog. Also give your reasoning for some decisions etc, just standard stuff.
- At least try to follow the commit syntax in the development guidelines.
- Unnecessary comments: many of your comments just state the obvious, the idea is to comment why things happen.
This makes sense to us now, but if someone goes back into the PR history to see what was changed when e.g. when debugging, this PR description is nonexistant
Edited by David Gilbert48 48 return 0; 49 49 } 50 50 51 void URWTHVRUtilities::ShowErrorAndQuit(UWorld* WorldContext, const FString& Message) 51 void URWTHVRUtilities::ShowEngineError(const FString& Message) 42 // Set the component active based on the SetActiveOnStart flag 43 SetActive(SetActiveOnStart, false); 84 44 } 85 45 86 46 void UIntenSelectComponent::InitInputBindings() 87 47 { 88 const APawn* Pawn = Cast<APawn>(GetOwner()); 89 if (!Pawn) 90 return; 91 UEnhancedInputComponent* EI = Cast<UEnhancedInputComponent>(Pawn->InputComponent); 48 // Get the player controller 49 const APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0); 50 51 // Get the local player subsystem for enhanced input 52 UEnhancedInputLocalPlayerSubsystem* Subsystem = 53 ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()); 96 UE_LOG(LogTemp, Error, TEXT("%s"), *Message) 64 65 UE_LOG(LogTemp, Error, TEXT("%s"), *Message); 66 // Deactivate 67 68 Super::SetActive(false, true); 97 69 return; 98 70 } 99 71 100 // Bind the actions 101 EI->BindAction(InputClick, ETriggerEvent::Started, this, &UIntenSelectComponent::OnFireDown); 102 EI->BindAction(InputClick, ETriggerEvent::Completed, this, &UIntenSelectComponent::OnFireUp); 72 // Bind the actions for input events 73 PEI->BindAction(InputClick, ETriggerEvent::Started, this, &UIntenSelectComponent::OnFireDown); 74 PEI->BindAction(InputClick, ETriggerEvent::Completed, this, &UIntenSelectComponent::OnFireUp); 103 75 } 115 90 } 116 91 else 117 92 { 93 // Display an error message if the spline component creation fails 118 94 const FString Message = "Error while spawning SplineComponent!"; 119 95 #if WITH_EDITOR 120 96 const FText Title = FText::FromString(FString("ERROR")); 121 97 FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(Message), Title); 122 98 #endif 123 124 99 UE_LOG(LogTemp, Error, TEXT("%s"), *Message) 93 // Display an error message if the spline component creation fails 118 94 const FString Message = "Error while spawning SplineComponent!"; 119 95 #if WITH_EDITOR 120 96 const FText Title = FText::FromString(FString("ERROR")); 121 97 FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(Message), Title); 122 98 #endif 123 124 99 UE_LOG(LogTemp, Error, TEXT("%s"), *Message) 125 100 } 126 101 } 127 102 128 103 void UIntenSelectComponent::InitSplineMeshComponent() 129 104 { 105 // Create a new spline mesh component 130 106 SplineMeshComponent = 131 107 NewObject<USplineMeshComponent>(this, USplineMeshComponent::StaticClass(), TEXT("SplineMeshComponent"));
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