Action RPG sample project converted to Unreal Engine 5.1
To make the project open in Unreal Engine 5.1, I had to make the following changes:
- Removed
SlateRemote
fromActionRPG.uproject
- Replaced
IniKeyBlacklist
withIniKeyDenylist
inDefaultGame.ini
- Adding
IncludeOrderVersion = EngineIncludeOrderVersion.Latest
toActionRPGEditor.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.