unreal engine 4 open level (by name) does not work? - game-development

Hi, I am new in unreal engine platform. Now, I am studying a first person shooter project. I did everything but I could not make work start button. I tried a lot of thing to start button work. Firstly, I fixed the name of map because the name of map should be same. Secondly, I have entered the map files to the packages in the project settings. But I could not find any other thing to fix the mistake. There are no error except building color errors. İs it related to it or are there any other thing to fix it? Also, İt works for other maps. However, it does not work for first person shooter map. What should I do. I really worked hard to do this project and I was too excited.

Make sure capitalization is correct, if not try opening level by string instead of object reference. Also try putting a print string after your button is clicked to make sure the program is actually running. If the program is not running than make sure that the z order is at like 10 in the add to viewport block. As a last resort, add the open level to your player character, if that dosen't work, consider making a new project, verifying the engine (epic games launcher only) or install a later engine version (i.e 4.27 or 4.26) if you are on an older one (though I think open level by object reference is only in 4.27)
here are some opening levels with widget examples:
Opening level by object reference
Open level by name
Edit: Click the blue text (hyperlinks) to open the imgur website with the images (idk why there isnt a preview)

I never thought I should try to not use the name,
My issue was in UE5, but it also has the open level by Object reference
this solved my issue.
speaking of long names, there is something in the editor settings > Enable support for long paths ( >260 characters) - even in 4.27

Related

Only the UWP project is running

It doesn't work if I try to add multiple pages to UNO SOLUTION. There are a lot of mistakes coming out. Only the UWP project is running. One of the mistakes.
LIST
First create a Page (Uno Platform UWP) then copy the body.
I also fixed the error in the same way.
To fix InitializeComponent error in Uno, you could refer to the following steps that are from the official document.
You could build your project once, close the solution and reopen it. It is also important to note that Uno uses a multi-project structure, for which each project has to be build individually for errors to disapear from the Error List window (notice the Project column values).
In order to clear the Error List window, build the whole solution completely once. Thereafter, build a specific project and prefer the use of the Output tool window (in the menu View -> Output), taking build messages by order of appearance.

Texmaker: Is there a way to compile main.tex eventhough some child-texfile is opened in the editor?

The main.tex file in my project is the one to be opened in editor view in order to successfully compile the pdf-document. It has several child-files like e.g. content.tex where I write the actual thesis text.
Every time I want to compile the document in order to view the changes I have to change the editor-file to main.tex. Otherwise the process ends with errors.
I already tried the Ctrl+0 base file setting, but it did not show any changes.
The LaTeX project is based on a template provided by my university and though has to stay untouched in regards of the project structure itself (why so ever...).
I managed to do as I strived to. Don't know whether I'd just been too clumsy or if it relates to the problems I faced during the \input{...} integration, but if anyone wonders how to do so too:
It in fact has been the way I already tried - set the main-document to master-document.
Nevertheless I switched to use TexStudio meanwhile.
Thank you for your response #Gowachin

Make MonoDevelop respect smcs.rsp

It's possible to create global defines, by placing them in smcs.rsp, and when you hit play - you'll notice those parts of the code are hit and everything is acting as if it should.
However when editing the source in MonoDevelop, it does not recognize the constants that are set in that file.
Leaving you with text that looks like this:
This makes it hard to keep track of what the current constant values are and requires mentally tracking what is turned on and off despite the editor constantly telling you otherwise.
Is it possible to get monodevelop to respect that file?
The method of using smcs.rsp is pretty old and is not needed after unity3d 4.x. Before 4.0 there is not way of doing it without smcs.rsp file but things have changed, the constants can be added from game itslef.
Go to Edit->Project Settings->Player and in the inspector, choose other settings and u will see configuration title, in the box below specify your symbols one by one followed by ;

Save Aptana Studio 3 project explorer state on close

I'm sure there is a simple option for this but I have as yet been unable to find it. Every time I close and reopen Aptana Studio 3 it collapses all the folders in the project explorer and I have to reopen them all, is there a way to get it to leave them open and save the project explorer's state when I close the program?
Thanks.
I cannot find any way to keep the state of the Project Explorer. However, using the App Explorer, the state of your open folder will be preserved. You can also try the "Navigator" which looks just like the Project Explorer, but appears to keep state. I will add the proviso to that: It kept state when I restarted aptana, but it also developed a GUI glitch where it appears to be scrolled to the right so I only see the right half of all of my file names and I cannot fix it, so this may not be a good option if you get the same glitch.
There is also a method which does not do quite what you ask, but may be a good fix for you anyway. If you click "Link with Editor" picture (two yellow arrows) in the Project Editor, it will automatically expand your project hierarchy to match whichever open file you have active. Since your files stay open when you close Aptana, this would keep the Project Explorer expanded to whatever you are looking at even on restart. See this question
You can also set up working sets for various parts of your code that are buried in the hierarchy and use the Project Explorer to show those working sets instead of you projects. This does not save state, but it does give you easy access to common parts of your code that may be deeply buried.
Hope one of these helps you.

Why does dragging an objective-C header or code file from one folder to another make it turn red in Xcode 4.6?

I have an Xcode 4 objective-C project which contains about 150 .m and .h files in it.
The code underlying the project does not always correspond in underlying disk structure to the folders shown in the Xcode project. I get that part.
What I don't get is why Xcode won't tell me anything about why I can create new project groups and move items to them, with no problems, but certain existing project folders will cause the project to become broken, and the code will no longer build once I move certain .m files or .h files into a different group. When its broken it just shows the file in red. This is frustrating and confusing.
In the screenshot below, the left side of image before shows state before, when all is good, right side shows red (missing) file after moving into a group. Given that groups don't represent a folder on disk, I would not expect moving from one group to another to break things. Sometimes it does, and sometimes it does not. This particular XCode issue upsets me a lot.
In the good old days of Friendly Mac User-Interfaces, you could hit ⌘+I and get some information about the properties of objects, or right click and get to the properties of something via its context menu. Groups (folder icons) in XCode projects have no properties item in their context (right click menu) and yet these groups all clearly NOT all alike. What's up with these identical looking groups?
Secondly, how does a person learn how to reorganize both the on-disk-folder-organization and the visual group organization, in a way that does not leave you bloodied and beaten? (XCode 4 is the most difficult IDE version I have ever used, for this, I'm sure I've missed some important documentation on dealing with folders and files and so on.)
Update: The File Inspector (Identity Inspector in Utilities menu) is the key to this mystery, but exactly how a new user is to discover this (other than by painful experience) is still unknown to me. I also don't really understand what all this is about, with various choices available in the Path drop-down, and the blank or non blank value that has no description or help, just a cryptic icon and either a name of some real on-disk-folder or else a gray text field saying None:
This sort of thing doesn't just happen out of the blue. In this case, what has happened is that a user has opened an .xcodeproj and is unaware of the difference between the various relative or absolute Path options that a Group can be a part of. A Group in XCode is always shown with exactly the same manilla color folder-icon inside your XCode project, no matter what modes or properties it has defined inside of it.
By default the simplest case is that you create a new folder Group object in XCode and it's purely a cosmetic organizational tool that has no disk location information stored in it.
This is not the ONLY thing that these groups do, and not the only "mode" that these groups can be used in. These groups can also be used to point at some folder and say "things that are in this virtual folder are really somewhere else, either underneath this project's main folder in a subdirectory, or even up somewhere else on your hard-drive, either stored in relative path, or absolute path format". When used like this, these things remind me of a Windows "Shortcut" object on the desktop, or a Mac "Alias" object in the finder.
Dragging a file from one group to another does not move it to a different folder on the disk. It simply moves a reference to a file with a certain name, to another group, which might mean that after you drag a file, you haven't really moved it, or copied, or relocated it in any way, you've just moved an alias from a place where it could resolve properly to a real file, to a place where it can't. Thus XCode helpfully turns it red for you, without any helpful error message about what happened.
How do you fix it? In this case, go to the Identity inspector pane in the Utilities menu, and either decide to clear out the bogus value in the place where I have shown in the picture in the original question where I had "Classes". Clearing out a value that is invalid is not exactly easy to do because XCode requires that you basically find the root folder of your project and select that, and that will 'clear" the relative or absolute path property on your folder-group.
Alternatively, you can leave the folder alone, and just don't drag files from group A to group B without first checking what relative or absolute path they reference.
What still seems horrible to me is that XCode tutorials tell you to "use XCode to manage your project's contents, don't just drag files around in the finder inside an XCode project directory", and that's good advice, but it leads me to assume that XCode provides full and intuitive physical (and virtual) group-folder organization tools. It does not. As an example, imagine you inherit a project that has .m and .h files scattered through four physical folders underneath the main XCode project folder and you want to move those files around. You have to do a combination of tricky things inside XCode, and either in Terminal or in the Finder, in order to reorganize your folder. With the complications involved in moving items around in your version control tool of choice added upon the top of that, and XCode's very limited support for only Git and Subversion, you have a really tricky mess.