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Re: Converting FPS Template to have uniform movement speed

An easier way to do this is to normalize the velocity. This will look like this: void CPlayerComponent::UpdateMovementRequest(const float frametime) const { Vec3 velocity = ZERO; const float moveSpeed = (g_CVars.m_playerMoveSpeed > 0.f) ? g_CVars.m_playerMoveSpeed : 20.f; if (m_inputFlags & stat...

Re: [5.4] IDE Support?

I installed this extension but I get this error when I try to debug my CS project: Currently the Mono Debugger can only attach to the engine if Mono is started suspended. This functionality has only been added recently to the engine, so it's currently not possible with CRYENGINE 5.4. Once the exten...

Re: [5.4] IDE Support?

We are currently working on an extension for Visual Studio that would add debugging support to C# projects. You can take a sneak peak at the extension here https://github.com/CRYTEK/CRYENGINE/tree/main/Code/Tools/VisualStudioExtensions/CryEngineMonoDebugger/source . It is currently being developed f...

Re: Please Help Me

This most likely happens when you try to package a project that runs on a version before CRYENGINE 5.4. Packaging builds is only supported since the release of CRYENGINE 5.4. You can however package your build manually by following the instructions in this post by Cry-Flare. The topic you're most li...

Re: How to apply changes which was done in C++ code of a simple project?

Did you build your code so it replaces the default game.dll? To make changes to the code you have to follow these steps: ⋅ Go to the folder where you've saved your project. ⋅ Right-click the Game.cryproject file and select "Generate Solution". ⋅ Select the ver...

Re: Pathfinder component

At the moment it's not possible to use the C++ default components in C#. That means that you can add the default components to entities in your C# project, but you won't be able to interact with them directly from your C# code (this is something we're researching to possibly add in the future). So f...

Re: Package Build does not include terrain resources

You're right that having the pak files in there is not nice for source control. The reason why dds files are not copied by default though, is because the Resource Compiler cannot assume that the dds files are compiled for the right platform (for example pc, linux, xbox etc.). But if you don't have t...

Re: Package Build does not include terrain resources

Ah ok, I think I understand what's going wrong. When you package a build, the Resource Compiler goes through your assets and grabs all the source files it needs to compile. But .dds files are already compiled files so it ignores those. From the RC's perspective this is intended behaviour, but I'm no...

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