TryLoad๋ฅผ ์‚ฌ์šฉํ•˜์—ฌ TSoftObjectPtr์„ Loadํ•˜๋Š” ๊ฒฝ์šฐ
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๐Ÿงญ Devlog/์˜ค๋‹ต๋…ธํŠธ
์ž˜๋ชป๋œ ๋ถ€๋ถ„FSoftObjectPath SkeletalMeshPath(Mesh.ToSoftObjectPath());USkeletalMesh* SkeletalMesh = Cast(SkeletalMeshPath.TryLoad());if (SkeletalMesh != nullptr){ MeshesToMerge.Add(SkeletalMesh);}์ˆ˜์ •๋œ ๋ถ€๋ถ„TSoftObjectPtr MeshPtr = MeshArray.Get(Index);if (!MeshPtr.IsNull()){ USkeletalMesh* SkeletalMesh = MeshPtr.LoadSynchronous(); if (ensureAlways(SkeletalMesh)) { MeshesToMerge.Add(SkeletalMesh); }}๋ฌด์—‡์ด ์ž˜..
[Unreal]Get() ์‚ฌ์šฉํ•˜์—ฌ TSoftObjectPtr ๋ฐ์ดํ„ฐ๋ฅผ Loadํ•˜๋Š” ๊ฒฝ์šฐ
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๐Ÿงญ Devlog/์˜ค๋‹ต๋…ธํŠธ
์ž˜๋ชป๋œ ๋ถ€๋ถ„MergedMesh = SkeletalMeshMergeData.GetDefaultSkeletalMesh().Get();์ˆ˜์ •๋œ ๋ถ€๋ถ„TSoftObjectPtr DafualtSkeletalMesh = SkeletalMeshMergeData.GetDefaultSkeletalMesh();MergedMesh = DafualtSkeletalMesh.LoadSynchronous();TSoftObjectPtr์˜ Get() ํ•จ์ˆ˜๋Š” Editor์—์„œ ์‚ฌ์šฉ๋˜๋Š” Editor ์ „์šฉ ํ•จ์ˆ˜์ด๋‹ค.#if WITH_EDITOR /** Overridden to deal with PIE lookups */ FORCEINLINE UObject* Get() const { if (GPlayInEditorID != INDEX_NONE) ..
๐Ÿ“ 2025-06-08 TIL
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๐Ÿงญ Devlog/TIL
์˜ค๋Š˜ ํ•œ ์ผWeaponBase ๋ฆฌํŒฉํ† ๋งGetFireStart() / GetFireDirection()ํ”Œ๋ ˆ์ด์–ด → ์นด๋ฉ”๋ผ ๊ธฐ์ค€AI → Muzzle ์†Œ์ผ“ ๊ธฐ์ค€ApplyRecoil() ๋กœ์ง ๋ถ„๋ฆฌ์นด๋ฉ”๋ผ ํ”๋“ค๋ฆผ(๋ฆฌ์ฝ”์ผ) ↔ Direction ํผ์ง(Spread) ์Šคํƒ ๋ถ„๋ฆฌDoFire() ํ๋ฆ„: Start → Dir (Spread) → LineTrace → PlayMuzzleEffect()๋ฐœ์‚ฌ ์ดํŽ™ํŠธUNiagaraSystem* MuzzleFX + USoundBase* FireSoundSpawnSystemAttached() / SpawnSoundAttached() ํ•œ๊บผ๋ฒˆ์— ์ฒ˜๋ฆฌNiagara MuzzleFlash ์„ธํŒ…Emitter 2๊ฐœ (Flame 0.1 s + Smoke 1 s)Spawn Burst Instantane..
TIL #25.05.29
ยท
๐Ÿงญ Devlog/TIL
์˜ค๋Š˜ ๊ณ„ํšGameLift ๊ฐ•์˜ Section5 ์ „๋ถ€ ๋“ฃ๊ธฐ -> ์„ฑ๊ณต!์˜ค๋Š˜ ํ•œ ์ผGameLift ๊ฐ•์˜ Section5 ์ „๋ถ€ ๋“ฃ๊ณ ,๋ฏธ๋ฃจ๋˜ ๊ฒจ์šธ ์˜ท ์ •๋ฆฌํ•จ์˜ค๋Š˜ ํ•™์ŠตAWS CLI(Command Line Interface)๋กœ Location ์ƒ์„ฑ, Fleet ์ƒ์„ฑ ๋ฐ ์„ค์ •, Auth Token ์ƒ์„ฑ, Game Session ๋ฐ Player Session ์ƒ์„ฑ ๋ฐฉ๋ฒ• ํšŒ๊ณ ๊ฐ•์˜ ๋“ค์€ ๊ฑด ์ข‹์€๋ฐ ๊ฐ•์˜ ๋‚ด์šฉ์„ ์†Œํ™”ํ•  ์‹œ๊ฐ„์ด ์กฐ๊ธˆ ๋ถ€์กฑํ–ˆ๋˜ ๊ฒƒ ๊ฐ™๋‹ค.์‹œ๊ฐ„ ๊ด€๋ฆฌ๋ฅผ ์ž˜ํ•ด์„œ ๊ฐ•์˜๋ฅผ ๋‹ค ๋“ค์€ ํ›„ ์ •๋ฆฌํ•  ์ˆ˜ ์žˆ๋Š” ์‹œ๊ฐ„์„ ๊ผญ ๊ฐ€์ง€์ž.
TIL #25.05.27
ยท
๐Ÿงญ Devlog/TIL
์˜ค๋Š˜ ๊ณ„ํš์•ˆํƒ€๊น๊ฒŒ๋„ ๋”ฑํžˆ ๊ณ„ํš์ด ์—†์—ˆ์Œ. ์˜ค๋Š˜ ํ•œ ์ผAmazom GameLift ๊ด€๋ จ ํฌ์ŠคํŒ… : https://beankong-devlog.tistory.com/187Unreal GameLift Server SDK ํ”Œ๋Ÿฌ๊ทธ์ธ ์ถ”๊ฐ€ํ•˜๊ธฐ ํฌ์ŠคํŒ… : https://beankong-devlog.tistory.com/188GameLift ๊ฐ•์˜ ๋ณด๋ฉด์„œ ๋ชฐ๋ž๋˜ ๊ฐœ๋… ์ •๋ฆฌ ๋ฐ ๋ฌธ์„œ ์ฝ๊ธฐ ์˜ค๋Š˜์˜ ๊ฐœ๋…=> Fleet ์ด ๋ฌด์—‡์ธ์ง€, ๊ทธ๋ฆฌ๊ณ  GameLift Anywhere Fleet VS GameLift managed EC2 Fleet? In AWS, a fleet represents your hosting resources. It’s a set of actual instances of compute resources. Wh..
Unreal GameLift Server SDK ํ”Œ๋Ÿฌ๊ทธ์ธ ์ถ”๊ฐ€ํ•˜๊ธฐ
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๐Ÿงญ Devlog/UE5 GameLift Server Test Project
IntroGameLift Server SDK๋ฅผ ํ™œ์šฉํ•˜์—ฌ Unreal Dedicate Server๋ฅผ ํ…Œ์ŠคํŠธํ•˜๊ธฐ ์œ„ํ•ดGameLift SDK๋ฅผ Unreal ํ”„๋กœ์ ํŠธ์— ์ถ”๊ฐ€ํ•ด ๋ณด์ž! ์ด ๊ธ€์˜ ์ž‘์—… ํ™˜๊ฒฝ์€ Win64์ด๋ฉฐ,๋‹ค์Œ ํŽ˜์ด์ง€๋ฅผ ์ฐธ๊ณ ํ•˜์—ฌ ์ง„ํ–‰ํ–ˆ๋‹ค.https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-engines-setup-unreal.html Integrate Amazon GameLift Servers into an Unreal Engine project - Amazon GameLift ServersYou don't need to rebuild the solution. Instead, build just the project unde..
[UnrealEngine] VS์—์„œ Ctrl + F5 ๋ˆŒ๋ €์„ ๋•Œ "Unable to start debugging. check your debugger settings by opening project properties ..." ์˜ค๋ฅ˜
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๐Ÿงญ Devlog/์˜ค๋‹ต๋…ธํŠธ
Visual Studio์—์„œ Ctrl+F5๋ฅผ ๋ˆŒ๋Ÿฌ ๋””๋ฒ„๊น…ํ•˜๊ณ  ์–ธ๋ฆฌ์–ผ ์—”์ง„ ์—๋””ํ„ฐ๋ฅผ ํ‚ค๋ ค๊ณ  ํ•  ๋•Œ "Unable to start debugging. Check your debugger settings by opening project properties .... " ์˜ค๋ฅ˜ ๋ฉ”์„ธ์ง€ ์ฐฝ์ด ๋œจ๋ฉด ์•„๋ž˜์™€ ๊ฐ™์ด Solution Explorer์—์„œ ๊ฒŒ์ž„ ํ”„๋กœ์ ํŠธ๋ฅผ ์šฐํด๋ฆญ ํ•œ ๋’ค, Set as Startup Project ์˜ต์…˜์„ ์„ ํƒํ•˜์—ฌ ์‹œ์ž‘ ํ”„๋กœ์ ํŠธ๋กœ ์„ค์ •ํ•˜๋ฉด ํ•ด๊ฒฐ๋œ๋‹ค.
C/C++ ๋งคํฌ๋กœ ์—ฐ์‚ฐ ์˜ค๋ฅ˜ ํ•ด๊ฒฐํ•˜๊ธฐ (E0075, C2100)
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๐Ÿงญ Devlog/์˜ค๋‹ต๋…ธํŠธ
์˜ค๋Š˜๋„ ํ‰ํ™”๋กœ์šด ์ฝ”๋”ฉ ์ค‘ ๊ฐ‘์ž๊ธฐ ์–ด์ด๊ฐ€ ์—†๋Š” ๋ฌธ์ œ๊ฐ€ ๋ฐœ์ƒํ•ฉ๋‹ˆ๋‹ค. [๋ฌธ์ œ ์ƒํ™ฉ] m_vLookAt์€ float ๋ณ€์ˆ˜ 2๊ฐœ๊ฐ€ ๋“ค์–ด์žˆ๋Š” ๊ตฌ์กฐ์ฒด์ž…๋‹ˆ๋‹ค. DS๋Š” float์„ ๋ฐ˜ํ™˜ํ•˜๋Š” ํ•จ์ˆ˜ ๋งคํฌ๋กœ์ž…๋‹ˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  200.f๋Š” floatํƒ€์ž… ๋ฐ์ดํ„ฐ์ž…๋‹ˆ๋‹ค. ์ฆ‰, float += float * float ํ˜•์‹์˜ ์—ฐ์‚ฐ์—์„œ '*' ์—ฐ์‚ฐ์ž๋ฅผ ๊ณฑํ•˜๊ธฐ๊ฐ€ ์•„๋‹Œ ํฌ์ธํ„ฐ ์—ฐ์‚ฐ์ž๋กœ ์ธ์‹ํ•˜๋Š” ๋ฌธ์ œ๊ฐ€ ๋ฐœ์ƒํ•œ ๊ฒƒ์ž…๋‹ˆ๋‹ค. [ํ•ด๊ฒฐ๊ณผ์ •] ๋น„์Šทํ•œ ์ƒํ™ฉ์—์„œ๋„ ๊ฐ™์€ ๋ฌธ์ œ๋“ค์ด ๋ฐœ์ƒํ•˜๋Š”์ง€ ํ™•์ธํ•ด๋ด…์‹œ๋‹ค. - ์ƒํ™ฉ 1 : float += float * float ํ˜•์‹์˜ ์—ฐ์‚ฐ์—์„œ '*' ์—ฐ์‚ฐ์ž๊ฐ€ ๊ณฑํ•˜๊ธฐ ์—ฐ์‚ฐ์ž๋กœ ์ž˜ ์ž‘๋™ํ•˜๋‚˜? ์—ญ์‹œ ๋ฌธ์ œ์—†์ด ์ž˜ ์ž‘๋™ํ•ฉ๋‹ˆ๋‹ค. - ์ƒํ™ฉ 2: m_vLookAt += float * float ํ˜•์‹์˜ ์—ฐ์‚ฐ์—์„œ '*' ์—ฐ์‚ฐ์ž๊ฐ€ ๊ณฑํ•˜๊ธฐ ์—ฐ์‚ฐ์ž..