[Mono-ue] float test

Duane Wandless duane at wandless.net
Tue Dec 2 13:10:49 UTC 2014


Please do not click the link. I do not trust the provider.
On Dec 2, 2014 7:32 AM, "Duane Wandless" <duane at wandless.net> wrote:

> With preview 4 (and 3) I have been unable to have a method like this:
>
> [UFunction, BlueprintCallable]
> public float FloatTest(float invalue)
> {
>    Console.WriteLine ("invalue = {0}", invalue);
>    return invalue * 2.5f;
> }
>
> And then try to call that method from a BP (screenshot
> <http://postimg.org/image/rr82371c9/>).  Note that the invalue should be
> 2.5, but the output is:
> LogMono: invalue = 6.586103E-44
>
> And I receive a stack like this:
> > UE4Editor-CoreUObject.dll!UObject::execLocalVariable(FFrame & Stack,
> void * const Result) Line 919 C++
>   UE4Editor-CoreUObject.dll!UObject::ProcessInternal(FFrame & Stack, void
> * const Result) Line 577 C++
>   UE4Editor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void *
> const Result, UFunction * Function) Line 495 C++
>   UE4Editor-CoreUObject.dll!UObject::ProcessInternal(FFrame & Stack, void
> * const Result) Line 577 C++
>   UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame &
> Stack, void * const Result) Line 3608 C++
>   UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function,
> void * Parms) Line 888 C++
>   UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void *
> Parameters) Line 621 C++
>   UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 126 C++
>   UE4Editor-Engine.dll!AGameMode::HandleMatchHasStarted() Line 576 C++
>   UE4Editor-Engine.dll!AGameMode::SetMatchState(FName NewState) Line 685
> C++
>   UE4Editor-Engine.dll!UGameInstance::StartPIEGameInstance(ULocalPlayer *
> LocalPlayer, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool
> bStartInSpectatorMode) Line 214 C++
>   UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int
> PIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool
> bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 2489
> C++
>   UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld,
> bool bInSimulateInEditor) Line 1904 C++
>   UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line
> 839 C++
>   UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool
> bIdleMode) Line 1103 C++
>   UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool
> bIdleMode) Line 252 C++
>   UE4Editor.exe!FEngineLoop::Tick() Line 2097 C++
>   UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ *
> hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 133 C++
>   UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ *
> hPrevInstance, char * __formal, int nCmdShow) Line 190 C++
>
>
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