Unreal plug-in production bug resolution record

1. When adding debugging InputComponent->BindKey, it cannot be compiled and viewed in the Build.cs of the module where it is located.

    PrivateDependencyModuleNames.AddRange(new string[] { "Core", "Slate", "InputCore", });

Maybe when one of them is added but the compilation fails to resolve.

2.
···
InputComponent->BindKey(FKey(“I”), IE_Pressed, this, &AKDXStereHMDController::AddFocusPlaneDis);
InputComponent->BindKey(FKey(“I”), IE_Repeat, this, &AKDXStereHMDController::AddFocusPlaneDis);
···

3.. Macro definition under the editor

#if WITH_EDITOR
#endif

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