I asked a question on the unreal engine forums

It still needs to be approved but here’s my question:

My test action tied to input ‘t’ works, but my escape action tied to input ‘escape’ doesn’t work. it does exit the scene game play view but my callback isn’t called. I’m printing out a log in each action and the test action is called but escape action isn’t called. Is it something special in unreal already that i need to turn off or override it?

I’ll update this post when it’s approved.

https://forums.unrealengine.com

update: I found this: https://forums.unrealengine.com/t/is-it-possible-to-handle-esc-key-in-the-logic-with-ue5-3-2-rather-than-hijacked-by-the-editor/1776989

update: I am just using ‘p’ to pause instead of escape.

I fixed the rotation so the character is facing the way he is moving.

I used Visual Studio Code to open up the Unreal Engine project directory, Asked CodyAI to help me. Then saved the files; Switched to Visual Studio 2022, Build and Debug, opening Unreal Engine to play the scene.

I also used Visual Studio Code to open up an Xcode project to add features using CodyAI for my job. There are no Xcode AI extensions. I wonder if Apple would approve and list one on their store? They should have to, to avoid anti trust anti monopoly laws.

In my Tick function of the character class:

FRotator CurrentRotation = GetActorRotation();

FRotator NewRotation = FRotator(CurrentRotation.Pitch, Forward.Rotation().Yaw - 90.0f, CurrentRotation.Roll);

// Set the actor's rotation
SetActorRotation(NewRotation);

The mixamo model fbx file I used required me to rotate the Y axis 90 degrees counter clockwise to look in the right direction.

Problem with character floating above ground – how to create a plane.

I couldn’t figure out how to keep my character grounded. It was floating, and if I turned on gravity, z decreasing rapidly. I tried setting it in code, but it wouldn’t work. I think I need a plane. Otherwise, without gravity, the walk animation was showing, character positioned correctly, and navigating randomly inside the nav mesh I defined (outside the house I generated with infinigen for now)

Will this answer work from 2015? I hope so.

https://forums.unrealengine.com/t/how-to-create-a-plane-object/329794/2

Wrote some spooky C++ today for Halloween

Github copilot is terrible.

Cody doesnt Work in Visual Studio 2022.

I couldn’t get all the building working with Unreal Engine using Visual Studio Code as the editor. It wouldn’t open the whole project, just a few files. Unreal is built for Visual Studio, not VS Code

So I got this code working like a neanderthal using copy and paste in Claude into Visual Studio 2022. Can’t wait for Cody for that.

This uses a nav mesh area I defined in UE to randomly walk the aninated walking man character around the area defined.

Haven’t written code this ugly since Objective-C before converting to Swift. But that was without AI.

Can AI write this game?

I looked up a RAG AI solution because concatenating all the project files into one string and sending it in to Ollama failed. It doesn’t work with a query that big. I found this Youtube video on how to do it, all open source. Store code/docs in a vector Postgresql database. Then use the Postgresql ai extension to find entries related to your query. It would be nice if it were all one open source app allowing me to point to a folder of docs/code and able to run the sql update/insert commands. I have watched the video and started setting it up. I tried cursor IDE but asking it a general question about the code base results in the app saying it doesn’t have access to the whole code base.

Another option:

It looks like Cody from SourceGraph has a free self hosted version where your code you put in is private. However, the client app is not all open source.

https://sourcegraph.com/cody

I switched to unreal engine

Because of my problem with unity project file sizes, I heard you can make a prefab and it will store out of the binary scene project file. Instead of that, I already switched to unreal engine, and the Infinigen indoor scene usd and animated walking fbx from Mixamo is in the project, and I was able to store it in source control. None of the files were over 100 mb. I am familiar with git-lfs, but I didn’t want to have to use it for a project file that would change a lot. If anyone would like access to my Github source code for this project, let me know. Here’s a screenshot of the imported walking man (he walks if it were a video) and the Infinigen indoor scene I decimated. I shared the decimate script in a gist cause someone emailed me they wanted it.

https://gist.github.com/andytriboletti/4053fbdae8612523d320cf27615cd9bf

I have a new question – my Unity project file size is so huge now. What to do?

After loading a 30 meg usd file, my unity project file is over 5 Gigs. How do I manage that with git source control?

https://stackoverflow.com/questions/79083986/after-loading-a-30-meg-usd-file-my-unity-project-file-is-over-5-gigs-how-do-i

I also posted on Unity forums:

https://discussions.unity.com/t/new-openusd-packages-now-available/935041/46