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Comment History
t2
t2 - - 10 comments @ The Labyrinth Of The Neighborhood

This is a zero size file !

Good karma+1 vote
t2
t2 - - 10 comments @ Hello Neighbor My Custom Story: The full Chapter

I get the following error on part 1 main house:

<ErrorMessage>Assertion failed: LineMaterial != nullptr [File:D:\Build\++UE4\Sync\Engine\Source\Editor\VREditor\VREditorFloatingText.cpp] [Line: 97]</ErrorMessage>

Also get these in log files:
[2019.04.19-16.38.35:347][210]LoadErrors: Error: /Game/Maps/Hello_neighbor_Custom_Story_part_1_Main_House_Full_version_3_ : Can't find file for asset. /Game/Objects/BP_Objects/Apartments/BP_Bath_Door_apartments

Good karma+2 votes
t2
t2 - - 10 comments @ House Designer

When I go to the blueprint editor for button 1 I can see this message:

Spawn node SpawnActor NONE must have a Class specified.

Can you advise what Class I should select?

Good karma+1 vote
t2
t2 - - 10 comments @ House Designer

Hi, When I go to play in editor (unreal engine 4.20.3) I get the following message, how do I resolve these issues?

One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
BuyButton1
BuyButton2
BuyButton3
BuyButton4
BuyButton5

Good karma+1 vote
t2
t2 - - 10 comments @ McNeighbors!

Asset BP_Flour appears to be missing.

Good karma+1 vote
t2
t2 - - 10 comments @ McNeighbors!

[2019.03.27-16.54.50:195][645]LogLoad: Game class is 'BP_GameMode_C'
[2019.03.27-16.55.09:667][645]LogFileCache: Scanning file cache for directory 'D:/HNDev/HelloNeighborModKit/HelloNeighbor/Content/' took 4.30s
[2019.03.27-16.55.09:667][645]LogStats: FPlatformStackWalk::StackWalkAndDump - 18.250 s
[2019.03.27-16.55.09:667][645]LogOutputDevice: Error: === Handled ensure: ===
[2019.03.27-16.55.09:667][645]LogOutputDevice: Error:
[2019.03.27-16.55.09:667][645]LogOutputDevice: Error: Ensure condition failed: false [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1822]
[2019.03.27-16.55.09:667][645]LogOutputDevice: Error: Template Mismatch during attachment. Attaching instanced component to template component. Parent 'StaticMesh' (Owner 'Default__BP_Fridge_C') Self 'ColdZone' (Owner 'BP_Fridge_326').
[2019.03.27-16.55.09:667][645]LogOutputDevice: Error: Stack:
[2019.03.27-16.55.09:667][645]LogOutputDevice: Error: [Callstack] 0x00007ff9a92871f6 UE4Editor-Core.dll!UnknownFunction []

Good karma+1 vote
t2
t2 - - 10 comments @ McNeighbors!

When I try to "Play from Here" on 4.20 I get crash and the following in the log file:

[2019.03.26-21.18.27:517][322]LogScript: Warning: Accessed None trying to read property MillMechanism
BP_Windmill_C /Game/Maps/Modding/UEDPIE_0_ModdingStart.ModdingStart:PersistentLevel.BP_Windmill2
Function /Game/Objects/BP_Objects/BP_Windmill.BP_Windmill_C:ExecuteUbergraph_BP_Windmill:00AA
[2019.03.26-21.18.27:517][322]PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property MillMechanism". Blueprint: BP_Windmill Function: Execute Ubergraph BP Windmill Graph: EventGraph Node: isMechanismClear
[2019.03.26-21.19.26:125][468]LogGarbage: Warning: GC detected illegal reference to PIE object from content [possibly via [todo]]:

Good karma+1 vote
t2
t2 - - 10 comments @ Merry Christmas Neighbour!

Ok - I got the mod working although not sure what I did to make it successful.

Good karma+1 vote
t2
t2 - - 10 comments @ Hello Neighbor

Where can I get the hello neighbor mod kit that has the act3 map in it?

Thanks.

Good karma+3 votes
t2
t2 - - 10 comments @ Merry Christmas Neighbour!

Hi, this crashes out in unreal editor 4.20.3 when I try Play from here on both the "Start" and "Merry Christmas"

There are no debugging symbols and so it is not clear where the error is.

When I do Build I do get some warnings about "Can't find file for assest" and failed to load for Game/Object/Meshes/car2 but is that enough to make the game crash Unreal Editor? Also a message about failed to load train_loop_Cue_train_loop_Cue

Also a message for Play in Editor:
AttachTo: '/Game/Maps/Modding/ModdingStart.ModdingStart:PersistentLevel.BP_Burzhuika_2.StaticMeshComponent' is not static (in blueprint "BP_Burzhuika"), cannot attach '/Game/Maps/Modding/ModdingStart.ModdingStart:PersistentLevel.BP_Burzhuika_2.PointLight' which is static to it. Aborting.

Good karma+1 vote