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Whitaker: Be careful when moving to cpp! 04/14/2023

Party Panic!
A downloadable game for Windows

When your blueprints just feel like they are getting over crowded with simple branch statements and playing animations it only seems natural to want to move some of that functionality over to C++; However, this can bring in a lot of bug if you have other classes reading from your over crowded blueprint! Especially when all your variables are in Blueprint initially. This is the issue I ran into just moments ago.

As I was transferring the tick logic on my Mash mini game character over to cpp I noticed all my variables I was checking against needed to transfer over too. Simple enough right? Wrong! after simple transferring all the variables and removing the ones I originally had in blueprint I noticed that now some other blueprints were not compiling! Rough, but not a difficult fix. 

After adjusting my other blueprints to now call the cpp variables from my character class I could not get the game to go into the game over state and I could not figure out why! Turns out I missed one little check box that was buried in my game mode and took me just a little too long to find. Getting that sorted out and now I am cruising in that C++ style!

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