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Action RPG sample project converted to Unreal Engine 5.1

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dstcyr/ActionRPG_Sample

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ActionRPG_SampleUE51

Action RPG sample project converted to Unreal Engine 5.1

ActionRPG

To make the project open in Unreal Engine 5.1, I had to make the following changes:

  • Removed SlateRemote from ActionRPG.uproject
  • Replaced IniKeyBlacklist with IniKeyDenylist in DefaultGame.ini
  • Adding IncludeOrderVersion = EngineIncludeOrderVersion.Latest to ActionRPGEditor.target.cs
  • Fixed error : RPGAbilityTask_PlayMontageAndWaitForEvent.cpp(228): [C2678] binary '&&': no operator found which takes a left-hand operand of type 'TWeakObjectPtr<UAbilitySystemComponent,FWeakObjectPtr>' (or there is no acceptable conversion) with : if (AbilitySystemComponent.Get() && Ability)
  • Fixed error : RPGTargetType.cpp(26): [C2440] 'const_cast': cannot convert from 'TObjectPtr<const T>' to 'AActor *' with : OutActors.Add(const_cast<AActor*>(EventData.Target.Get()));
  • Fixed error : RPGAbilityTask_PlayMontageAndWaitForEvent.cpp(180): [C2678] binary '!': no operator found which takes a left-hand operand of type 'TWeakObjectPtr<UAbilitySystemComponent,FWeakObjectPtr>' (or there is no acceptable conversion) with : check(AbilitySystemComponent.Get());
  • Include #include "AbilitySystemLog.h" to use ABILITY_LOG

Improvements :

  • TODO: Convert the inputs to use the enhanced input system.
  • TODO: Make the game work with a gamepad.
  • TODO: Create other levels.

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Action RPG sample project converted to Unreal Engine 5.1

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