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I learned from [this page](https://wiki.unrealengine.com/How_To_Prevent_Crashes_Due_To_Dangling_Actor_Pointers) that I was segfaulting in UnrealMovementComponent::Update() because storing raw pointers to UObjects is treacherous. I converted everything in UnrealMovementComponentManager to use Shared and Weak pointers for Actors and Characters. This seemed all fine and dandy, but now I'm running into an infuriating ensure assert where ACharacter can't be constructed because it's already registered. What is perplexing about this is that I can construct the AgentCharacters just fine in GalavantUnrealMain::Tick(), but as soon as I do it in UnrealMovementComponent::Update() with the same exact parameters everything goes to shit. I'm at a loss as to what is broken as it seems impossible that my changes could've broken things the way they've been broken.
|6 years ago|
|GalavantUnreal||6 years ago|
|.gitignore||6 years ago|
|LICENSE||7 years ago|
|README.md||6 years ago|
A Galavant front-end using Unreal Engine 4
This will be a really messy project doing various testing/experimentation.
This project depends on
- Galavant, which should be cloned into galavant-unreal/GalavantUnreal/ThirdParty/galavant (or use a symlink) (MIT License)
- PolyVox, which should be cloned into galavant-unreal/GalavantUnreal/ThirdParty/polyvox (pseudo-public domain)
This section is WIP.
Unreal Engine Code Modifications
Galavant requires some modifications to the UE4 code. These can be found in Source/UnrealEnginePatches and can be applied using git. (TODO: Make this process convenient)