proposed fix seems ok to me:
UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; if (!LocalPlayer) { UE_LOG(LogEnhancedInput, Log, TEXT("Unable to determine an owning Local Player for the given Enhanced Player Input object")); return nullptr; } // If the save game exists, load it. if (UGameplayStatics::DoesSaveGameExist(UE::EnhancedInput::SETTINGS_SLOT_NAME, LocalPlayer->GetLocalPlayerIndex())) { USaveGame* Slot = UGameplayStatics::LoadGameFromSlot(UE::EnhancedInput::SETTINGS_SLOT_NAME, LocalPlayer->GetLocalPlayerIndex()); Settings = Cast<UEnhancedInputUserSettings>(Slot); } // If there is no settings save game object, then we can create on // based on the class type set in the developer settings // <#Engine_Mod> // // Previous code: // if (Settings == nullptr) // { // const UEnhancedInputDeveloperSettings* DevSettings = GetDefault<UEnhancedInputDeveloperSettings>(); // UClass* SettingsClass = DevSettings->UserSettingsClass ? DevSettings->UserSettingsClass.Get() : UEnhancedInputDeveloperSettings::StaticClass(); // // Settings = Cast<UEnhancedInputUserSettings>(UGameplayStatics::CreateSaveGameObject(SettingsClass)); // } const UEnhancedInputDeveloperSettings* DevSettings = GetDefault<UEnhancedInputDeveloperSettings>(); UClass* SettingsClass = DevSettings->UserSettingsClass ? DevSettings->UserSettingsClass.Get() : UEnhancedInputDeveloperSettings::StaticClass(); if (Settings == nullptr || !Settings->IsA(SettingsClass)) { // </#Engine_Mod> Settings = Cast<UEnhancedInputUserSettings>(UGameplayStatics::CreateSaveGameObject(SettingsClass)); } if (ensure(Settings)) { Settings->Initialize(LocalPlayer); Settings->ApplySettings(); } return Settings; }
Result: it fails to load the settings because the class has changed
expected: We gracefully handle the changing of settings classes without forcing people to delete the settings manually out of the saved folder
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
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-216386 in the post.
0 |
Component | UE - Gameplay - Input |
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Affects Versions | 5.3 |
Target Fix | 5.5 |
Fix Commit | 34286832 |
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Created | Jun 3, 2024 |
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Resolved | Jun 11, 2024 |
Updated | Jul 3, 2024 |