ProjectWorldToScreen always returns true.
User states:
"This probably comes from that line of code :
bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelative);
(In the definition of ProjectWorldToScreen in UnrealEngine/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp)
Because that function is defined that way :
bool APlayerController::PostProcessWorldToScreen(FVector WorldLocation, FVector2D& ScreenLocation, bool bPlayerViewportRelative) const
{ return true; }(In UnrealEngine/Engine/Source/Runtime/Engine/Private/PlayerController.cpp)"
1. Use ProjectWorldToScreen node in a 4.19 project (Image of my setup attached)
2. PIE and look around (0,0,0 location will be projected to x,y of screen)
3. When looking away from 0,0,0 "true" will still be output (Would change to false in 4.18)
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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An error occurred while trying to generate project files !?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-57273 in the post.
4 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.19 |
Target Fix | 4.20 |
Created | Apr 4, 2018 |
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Resolved | May 8, 2018 |
Updated | May 31, 2018 |
4635 - projectgheist |