3:25pm - It's provincial election day in Ontario! Did you vote? I sure did!
Now I'm at the McDonalds to work on my projects. First thing first, figuring out the State pattern in context for my FSM.
4:21pm - I think I'm starting to grok it again. I'm trying to implement it now. But I want to rename my classes and that's harder than it sounds in UE4.
5:11pm - Well I was able to remove and remake my classes with new names; I just had to restart the UE4 IDE to do it. There's probably an easier way but I couldn't find it. ^.^;;
Now I'm having a problem with the GENERATED_BODY() macro throwing an error. I don't know what to do so I've asked about it on my usual coding help places.
6:15pm - I'm still having all sorts of problems. I guess I'm a little rustier with the old C++ than I thought.
6:50pm - I had to re-learn forward declaration to fix my stuff but it compiles fine now.
7:23pm - Okay so I'm trying to copy the FSM from the code I'm using as reference, and it's just not making sense. Near as I can figure it somehow sets up its interface class as a delegate definition? I don't know. The important thing is I don't think I can replicate it the way it's coded. So I'm going to go back to the State pattern described in Game Design Patterns and see if I can use that in place of it.
7:35pm - I've been working on the assumption that both the State class and the FSM class should be UObjects referenced to in an AActor... But what if the FSM was a Component or whatever they're called in UE4? Then it would know the AActor it's attached to. That would make this code make a lot more sense. Or I could just have it take the AActor it's attached to as a parameter in its constructor, but it makes more sense I think for the FSM to be a component.
I'm getting a bit worn down though. I've been working for over four hours, and while it's easy to work at McDonalds it's hard to take a break, oddly enough.
7:40pm - Yeah I thought about it, and not only am I going to make the FSM a component of sorts, I'm going to do it next time. I'm heading home for an extended break now.
Toodleoodleoodleoo!
Now I'm at the McDonalds to work on my projects. First thing first, figuring out the State pattern in context for my FSM.
4:21pm - I think I'm starting to grok it again. I'm trying to implement it now. But I want to rename my classes and that's harder than it sounds in UE4.
5:11pm - Well I was able to remove and remake my classes with new names; I just had to restart the UE4 IDE to do it. There's probably an easier way but I couldn't find it. ^.^;;
Now I'm having a problem with the GENERATED_BODY() macro throwing an error. I don't know what to do so I've asked about it on my usual coding help places.
6:15pm - I'm still having all sorts of problems. I guess I'm a little rustier with the old C++ than I thought.
6:50pm - I had to re-learn forward declaration to fix my stuff but it compiles fine now.
7:23pm - Okay so I'm trying to copy the FSM from the code I'm using as reference, and it's just not making sense. Near as I can figure it somehow sets up its interface class as a delegate definition? I don't know. The important thing is I don't think I can replicate it the way it's coded. So I'm going to go back to the State pattern described in Game Design Patterns and see if I can use that in place of it.
7:35pm - I've been working on the assumption that both the State class and the FSM class should be UObjects referenced to in an AActor... But what if the FSM was a Component or whatever they're called in UE4? Then it would know the AActor it's attached to. That would make this code make a lot more sense. Or I could just have it take the AActor it's attached to as a parameter in its constructor, but it makes more sense I think for the FSM to be a component.
I'm getting a bit worn down though. I've been working for over four hours, and while it's easy to work at McDonalds it's hard to take a break, oddly enough.
7:40pm - Yeah I thought about it, and not only am I going to make the FSM a component of sorts, I'm going to do it next time. I'm heading home for an extended break now.
Toodleoodleoodleoo!