iPad not all screen recognising touches - objective-c

So my current app project is a camera based app and all is going well so far but I have run in to a weird little issue and don't know if there's something basic i'm missing or if it's something more complex.
When I run my app on the iPad in landscape mode (right hand home button), the right end of the screen doesn't recognise touch down events, though if an item is spread across the border (half recognising touches, half not) and you press on the good half and drag, it still recognises the touch and also recognises the touch up event when you let go. Through testing, I worked out that it works fine up to pixel 768 so this makes me think that one of the views thinks that the application is still running in portrait. But then when I run it in portrait, the bottom section (same portion) doesn't work either.
I have looked at another couple of posts on SO:
Article 1
Article 2
I have tried the fixes they say, but have had no luck as of yet. It may be something to do with the fact I have various different views created both programatically and in the interface builder and somewhere along the way, something isn't being initialised correctly but I have tried changing them all, I may have missed some though.
If anybody can shed any light on my situation, that would be greatly appreciated.
Thanks,
Matt

I think the problem has something to do with autoresizing mask. Have you set this? Try to set the background color of all views to see where they are.

Related

Unreal Engine 5.1 Retargeted Animation From Manny to Mixamo Model Causes Single Animation Sequence To Rotate 90*

I apologize if this has been asked before. I tried searching for this first and nothing is coming up. I'm pretty new to Unreal Engine 5.1 so this might be something I'm doing as well.
I've been exploring animation retargeting in unreal and have tried following the steps we learned in class using one of the models from mixamo.com. Everything appears to work fine at the start and I can get the actual IK and IKR objects working just fine. However when I try to export the animations either from the IKR object or by right clicking the ABP object for the source mesh one and only one of the animation sequences rotates 90*. It is always the same animation (the Land animation sequence) and I'm not sure how to go about fixing it.
Also tried looking on google and turned up nothing.
I'm hoping this is some stupid newb mistake that is easy to fix or maybe there's something I'm overlooking. Any help is greatly appreciated and I will continue trying to fix the problem myself as well and will post if I fix it
Tried retargeting using the following steps
Create an IK_Object for the model you wish to project your animations on with chains for each. Mine looked like the following
IK_Remy
Repeat step 1 for the model you wish to source animations from. Mine looked like the following
IK_Manny
Create an IKR_Object Linking the two together, here's what mine looked like
IKR_Remy
Find the ABP for your source model, right click, and select "Retarget Animation Assets->Duplicate and Retarget Animation Assets". Here's what I'm selecting for that
Retarget Dialog
When I do the following most of the animation sequences for "Manny" export just fine. However the "Land" animation flips for some reason (see image below)
Exported Animation Images
Even stranger, when I preview the MM_Land animation in my IKR object it looks fine i.e. not rotated. However, if I try to export the animation from the IKR object the same thing happens i.e. it rotates 90*. I would expect this to be a case of WYSIWYG where if it's working in the preview it would export correctly. However that apparently is not the case
Also I tried modifying the animation sequence manually but it won't let me. If I try to rotate the model in the animation sequence and save it, once I close the sequence it's re-rotated and the changes do not persist.
I can export the sequence as a new sequence, modify it, and save it, and then rename it as my exported "Land" animation to hard force it and it at least looks normal. However when I actually play the game and jump, when the land animation it still flips sideways and in addition causes the character to scale and warp for a second which makes me think there's something going on here that I don't know enough to fix. Really hoping someone with more experience in Unreal Engine can help.
EDIT: Fixed Image Descriptions
I can confirm that this is an issue - I'm seeing the same behaviour. I haven't managed to fix it yet, but my suspicion is that it's due to scaling - in my instance, I have had to scale up my custom character by around 2.5 times to replicate the scale of the default mannequin. Did you scale your custom character at all?

In a basic project, as soon as I move I am teleported below my landscape. What is going on?

I created a blank template and added a landscape.
When I simulate the project, I can look around with the mouse, but as soon as I move with WASD, I am instantly below the landscape. It doesn't fall, so it doesn't appear to be a gravity-related issue, I'm just down there all of a sudden.
Does anyone have any idea what I could have done wrong?
I've not altered any blueprints as far as I'm aware.
Without watching the code is hard to understand what is wrong,but check this:
In the code/blueprint check that when you press input the position is correctly Set (should be like current position + offset based on direction)
Check if your input event is used somewhere else (maybe some uknown behaviour is executed)
I am a numpty. I didn't realise I was working on a map where I'd added a sphere as my sky box, and the collision was turned on, so any movement instantly jumped me down below the bounds of the sphere. Thanks.

Xcode trouble with constraints for buttons

I am creating a painting/drawing app. I am trying to make everything fit in the view on a 3.5 inch device (so far I have created it to fit a 4 inch device). I have 35 buttons in one of my views for the user to choose the stroke color and size. I understand that the buttons will need to be resized. What is the best way to do this? Everything in the view was inserted through the interface builder. This is what I am working with (the whitespace at the top is an iAd banner):
https://drive.google.com/#folders/0BxjZ6v5AeGPpVktWNmQ5ZmZjQ28
I have been playing about with constraints for some time now but I cannot manage to get the buttons to resize. I feel I may have been close at some points but never completely successful. I was hoping for some help from someone who understands them a little better! So to clarify, I am simply trying to get everything to fit on the screen when the user is on a 3.5 inch device.
Thanks in advance!
I used Autoresizing and it worked well. You need to play around with them a bit. If you explain what exactly your buttons are doing, maybe you will get clearer answers.

Unknown Issue when trying to add core location

I'm working on an app where I have a subclass of a UIView that contains seven subviews with orientations arranged such that they form a 7-sided shape. Each of these subviews has additional subviews in front of them that are oriented the same way as the main view.
Fine so far. Then I tried adding some code to tap into core location services. I used the basic procedure outlined at this tutorial. Using the code as it is presented there, I successfully got the heading to display in the debugger window.
Next step was to tie it into my app. To make sure I was on the right track, I simply added this code:
float radianHeading = newHeading.trueHeading * M_PI / 180;
CGAffineTransform transformTrollCalendar = CGAffineTransformMakeRotation(radianHeading);
[self setTransform:transformTrollCalendar];
There are two issues. The first is that the view is not visibly rotated. I was prepared for that, because I probably have to trigger something to redraw the view. However, I get another problem that has me worried.
When I get a bunch of updates from the compass, the connection between my mac and my iPad gets lost, as evidenced by the stop button turning grey. Moments later, the iPad makes the sound that you get when you connect the cable to the Mac or power. Then I get the slider that you get when you first power up the iPad. I figure this means I'm doing something majorly wrong. However, the app still appears to be running on the iPad, and it is not generating any crash logs.
I resolved my own problem. Apparently, the problem was the result of my putting the code into the wrong method. I don't remember anymore which wrong method I placed the code into, but when I placed it in the correct method, it worked just fine.
I would have updated this sooner, when it was still fresh on my mind, but I've had a trip to Guatemala in the interim that has caused my memories of this problem to fade.

Display something on the screen everytime action made

I have a problem not sure how to solve this. Hmm I am developing a game, a multi touch game, I already can make everything working fine, except a small issue that I want to show messages on the playing screen, each time the player makes actions. like his finger moves right the message says : "this finger moving right" nicely at the bottom of the screen, then if the finger move left, then it says the his finger moves left... something like that, can anyone show me how. I am using Cocos2D , it shall be much easier in Cocoa.
Thanks a alot for any help.
You'll probably need to be more specific with your question, but for now, here's a general answer:
Handling touch events on the iPhone and Handling touch ("trackpad") events on the Mac.
You'll receive and process the events per the above, then you'll display the results somehow. For testing, you'll probably just want to log the results to the console. For the final version, you might have a label or even a custom view that draws the "instruction" in some fancier way. If the latter is the case, you'll want to read up on custom views and drawing for whichever platform you're using (or both).