Basically I need to play about 20-30+ sounds in the game from one AmbientSound node in the game
So I figured I'll make an array of sounds and then loop through it as required and invoke PlaySound. But so far it has not worked for me.
For example I am not sure how to initialize the sounds. It seems that I can add AmbientSound to the EventGraph and then I need to invoke SetSound to initialize it, but I can only set one sound to AmbientSound node.
So the question is, how do I dynamically SetSound on one AmbientSound node?
Naturally I wanted to add a bunch of sounds to the array and then loop through it calling play sound as required, but I am not that this is possible.
Found the solution:
I just made a an array of SoundWave objects and everytime on the event I need I just set the AmbientSound node to the object at the index array and then play. Works like a dream.
Here is my part of the network that does it:
Related
I am currently working on a Character Customization System where a HUDLayout dynamically create Widgets based on a set of Skins available for the Character Selected. A Skin is represented as a Struct called MaterialInstanceContainer and holds a TArray. Player can mix and match their selection according to the Body Parts they select. In order to achieve the final result, I want to create a TMap<string, MaterialInstanceContainer> so that I can map each BodyParts available for selection with the individual material instance targeting the same BodyPart.
ISSUE: My issue is as follow, when I try to foreach over my collection of Material Instances inside my Container, I do a string comparison and if the output is valid, I can then break my struct to access the Material Instance Array and ADD to it however, at the very end of the process, the length of the array inside Material Container is still at zero.
How can I add a new entry in the array that my Material Container Struct hold?
Thanks!
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The issue here is actually pretty straight forward: in Blueprints when you 'Find' a member of Map you are not getting it by-reference, instead you get the copy.
This is exactly what happens at the end of your nested loop: You get a copy, you add item to it, and when another iteration kicks-in the copy gets terminated.
And here on my side it returns exactly the same result as expected:
The fix for that would be easy:
After editing a Copy, you can overwrite the Map member by its copy (via 'Add' node).
But in your case it will be more tricky. You cannot just plug the same BreakStruct/Array node that you just used because it would call whole Find sequence again which creates another copy. Look
If you are confused. This code actually looks like this for Unreal's point of view.
So you have to store the the Struct in local variable first, then perform any operations on it and after everything is done - overwrite the Map member by its locally stored copy. And the result is
Map member gets overwritten every time and everything is as it should be.
Well, almost... For some reason your code is stored in Macro. I think you have to change it to a Function to be able to create local struct variable. But it shouldn't be a problem in this specific case because in your code there is no logic that needs to be done in macro.
Hope, it helps
I'm taking a class in data structures and was given the assignment to find the shortest path through a maze using C and implementing the queue data structure. However, I can't really wrap my head around how to use a queue here.
I know the idea is to count every possible move from the start position, and when you hit the target, you're supposed to trace back to the initial position. This is what I don't understand. Because if I use a queue and delete all the moves that leads up to the target, I have no data to use to do the trace back, and if I don't delete the moves that lead to the target (i.e. saving all the possible moves and deleting them when I actually do the trace back), I might as well be using a stack.
I know there's something I don't quite get, but I can't figure out what it is. How would I utilize the queue data structure in this case?
What your professor is trying to get you to use is called "breadth-first search". The queue comes in for deciding which spaces to explore next. When you are looking at the possible paths to take, you enqueue all the paths you have yet to explore. Instead of continuing down the path you're on (which would be "depth-first search"), you dequeue the next spot you need to check, which will take you back to one of the positions you were considering earlier.
The actual implementation is up to you, I'd recommend looking for examples of breadth-first search online.
this is the problematic:
I got a master array, it's an array that have all the entities in the game.
When an entity (unit, building, etc) dies, I remove that entity from the array.
Now, I got other several arrays that are "subgroups" from that array. Like, enemyEntities, alliedEntities, movingEntities, etc. Everytime I create a new entity I add it to the corresponding array.
Everything works ok, but, when I remove one element from the master array, I'd like to somehow automatically remove it from the other arrays, let say, in an elegant way.
Any ideas?
Have a remove-method which takes care of it all. Make it first remove it from the master array, and then from each sub arrays (if the object is found). A nicer way of doing it might be to put all arrays in a another array, and do that to each of them in a loop.
I am working with an older and undocumented set of ActionScript (AS2) and I have found that an array, when looping through it the second time, does not give the proper results. It has been a while since I used ActionScript - does the array need to be reset before the second time through another for loop?
For instance PHP has reset() which returns the array's pointer back to the first item in the array.
There's is no such thing as pointers in ActionScript.
You can target each and every item in an Array by simply targeting it with myArray[index], and no pointer needs to be reset to be able to re-read it.
If your two loops produce different results, I would suggest looking into code that could change anything in it between the two loops or in the first one.
Maybe you could post it here ?
Can we randomly access a point in a CvSeq object? We can traverse it, so I imagine it's possible in a simple manner. How is this accomplished?
I have found it. There is a method called cvGetSeqElem, which takes in the sequence and the index. Thanks for the help though. This might just follow the linked list linearly, but it's simpler than manually coding the search.
Looking at the OpenCV API (http://opencv.willowgarage.com/documentation/dynamic_structures.html) it doesn't sound possible. Looks to be some form of linked list implementation, which means that the only way to access an element part way though is to follow the links.
cvSeq is a linked list - you have to follow the chain of links, you have no idea where the next entry is stored in memory.