can't change Skeletal Mesh in UE4 - c++

Actually, I was trying to change the skeletal mesh of car in UE4, in the wheeled vehicle demo project which comes in ue4 c++ API.
Firstly I inherited blueprint from ue4 wheeled vehicle c++ class.
Then I opened blueprint editor and replaced default skeletal mesh to my skeletal mesh.
I assigned bone names correctly.
Then everything was in its place(according to me)
Then I recompiled.
Then I placed blueprint in level and possess it. But when I clicked W,A,S,D keys it doesn't work. And the car doesn't move at all.
If I am doing any mistake, please guide me through steps and how can I resolve it.

The animation blueprint is also tied to a specific Skeleton. If your new skeletal mesh uses a different skeleton than the one currently assigned to your skeletal mesh component, then you will need to create a new corresponding animation blueprint to use with it.

Related

How to have the player camera manager's camera attach to a spring arm of a character?

I have a character blueprint with a spring arm. The blueprint does not have a camera. It's my understanding that the player camera manager brings its own camera and will use it, which I do see happening when I run the project. The camera is attaching at the origin, though, and not on the spring arm.
Is there a way to tell the player camera manager to attach to the spring arm, instead?
To get the attachment you want, you’ll likely just want to use a UCameraComponent instead, and make sure it’s a child of the SpringArm in the attachment hierarchy.

Blueprint doesn't affect its parent - Unreal Engine

I have C++ Character class called VRCharacter with the attributes programmed in C++ as follow:
VRRoot = CreateDefaultSubobject<USceneComponent>(TEXT("VRRoot"));
VRRoot->SetupAttachment(GetRootComponent());
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(VRRoot);
DestinationMarker = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DestinationMarker"));
DestinationMarker->SetupAttachment(GetRootComponent());
And I have created a blueprint with the VRCharacter as its parent and when I open the blueprint, i can see all the attributes I declared in the code as shown below:
And I can see on the top right written that the parent is VRCharacter
But when I play the game and navigate to the VRCharacter in the scene, I don't see all the attributes, I can only see the Mesh and the DestinationMarker as shown in the picture below:
And when I apply some changes to the DestinationMarker from the blueprint such as changing the Static Mesh, it doesn't get applied to the VRCharacter in play mode.
Why my blueprint doesn't affect its parent? is there anything I might be doing wrong?
It looks like you added the C++ class to the scene instead of your blueprint 'subclass'. Try dragging your BP_VRCharacter into the scene, and the world outliner should display 'BP_VRCharacter' as type instead of 'VRCharacter'

Manage touch events to draw lines in cocos2d-x

I am coding a game with cocos2d-x in c++.
In my game scene i will place some instances of my class CircleSprite (Which is an extension of Layer where i create multiple items and set them like child of CircleSprite.
In my scene the user should touch one circle and connect it to another one by moving the finger until another circle is reached. While doing this a line (sprite or draw it dosen't matter) should appear and follow the finger until reach the choosen circle.
I'm new with cocos2d programming and i'm not a c++ expert...i don't know how to manage the events.
Check this official tutorial
http://www.cocos2d-x.org/wiki/User_Tutorials-Dragging_a_Sprite_Around_the_Screen
Also check the version of cocos2dx for which this tutorial was written. If yours is a lower version then v2.3, then you just need to override onTouchesBegin and onTouchesEnded onTouchesMoved functions of the layer, the are already registered with the touch events.

Combine different parts of sprites to form a single sprite in cocos2d-x in ios game using c++

I am starter in cocos2d-x.I have multiple sprites of arms legs eyes etc.i want to create a single sprite ,suppose a human out of it who has arms,legs,eyes,head,body etc.How to do it..As i have to animate them and make the human walking and also i have to kill it on touch.Any one here please tell me the logic in cocos2d-x using c++
CocosBuilder can be used for assembling the body parts. By laying down each sprite to its own layer, you can also animate them, create different animations for walking, dying.
Tutorials :
http://www.raywenderlich.com/23996/introduction-to-cocosbuilder
http://www.plungeinteractive.com/blog/2012/10/29/using-cocosbuilder-on-cocos2d-x-games/
There is another way of using it.We can use cocostudio also and export the file as JSON
Refer to this link
http://upyun.cocimg.com/CocoStudio/helpdoc/v1.0.0.0/en/index.html

LevelHelper Universal Project Not Done

I have created Universal project in cocos2d Level Helper and create body of object in Sprite Helper but when I run the project in XCode simulator the physics simulation is not working.
I tried to check but the LHSprite.body is Null.
Help me to how I make Universal project in Level Helper.
You mentioned about Universal project, does your project currently work on ipad or iphone?
Make sure your physics objects are not all static. you can change it in spritehelper or levelhelper
Do remember setup Physic Boundaries and Game World Size in Levelhelper properly.
Actually, I think the most possible reason could be Physic Boundaries:-)