Sventozz Posted March 18, 2020 Share Posted March 18, 2020 Tell me please. By what method can I open my additional content. I can’t add anything to a static function. https://developer.vive.com/resources/documentation/viveport-sdk/apis/drm-api/sample-code/unreal/ @MariosBikos_HTC Link to comment Share on other sites More sharing options...
Sventozz Posted March 19, 2020 Author Share Posted March 19, 2020 https://answers.unrealengine.com/questions/950325/view.html Link to comment Share on other sites More sharing options...
MariosBikos Posted March 19, 2020 Share Posted March 19, 2020 Hey @Sventozz, can you elaborate a bit more on what you are trying to achieve? Have you added the bInit variable and now you can't access it within the OnSuccess function? Is your bInit inside a class? Link to comment Share on other sites More sharing options...
Sventozz Posted March 19, 2020 Author Share Posted March 19, 2020 Hi @MariosBikos_HTC, I combine the already written logic in a blueprint game with c ++ code. Variable bInit I control access to additional content DLS. To do this, I need to Set bInit in the true. I would be grateful for any advice on how best to implement this. Thank you for your help. Link to comment Share on other sites More sharing options...
Sventozz Posted March 19, 2020 Author Share Posted March 19, 2020 Yas, bInit inside the class ViveportApiDemo. bInit declared in the header ViveportApiDemo.h. Link to comment Share on other sites More sharing options...
MariosBikos Posted March 20, 2020 Share Posted March 20, 2020 Ok this sounds more like a post for the Unreal Engine forum and I can see you already posted it there (so good thinking there). If the bInit is indeed declared as a data member of the ViveportApiDemo then you can access the bInit variable from any function of the ViveportApiDemo class and change its value if you wish to. Make sure the variable is declared as a data member of the class and not as a global variable! Based on my experience with Unreal Engine here is what you can do to communicate between Blueprint and C++. - You can call a function in C++ that has a UFUNCTION(BlueprintImplementable) specifier in which case you can call the function from C++ but define what the function will do in Blueprints. - You can use a UFUNCTION(BlueprintNative) specifier in which case it's like the case above but they can also have a C++ implementation. I hope this helped. The Unreal engine forum may be better for similar questions unless you have a question speficially about the viveport API. 1 Link to comment Share on other sites More sharing options...
Sventozz Posted March 20, 2020 Author Share Posted March 20, 2020 The result that I got. It seems to me that something static needs to be called into the function body. ViveportApiDemo.cpp void UViveportApiDemo::MyLicenseChecker::OnSuccess(long long issue_time, long long expiration_time, int latest_version, bool update_required) { // something static ? } Thank you for helping to figure it out) Error: illegal call of non-static member function @MariosBikos_HTC Link to comment Share on other sites More sharing options...
MariosBikos Posted March 24, 2020 Share Posted March 24, 2020 Shouldn't the declaration of the function be SetLicenseChecker instead of SetetLicenseChecker? @Sveni.412 Link to comment Share on other sites More sharing options...
Sventozz Posted March 25, 2020 Author Share Posted March 25, 2020 (edited) Hi, @MariosBikos_HTC I completely agree with you that there are different names in the functions. This leads to some errors that are already fixed. Never mind. There is another decision to the above mentioned problem, which is works. Below is shown in the screenshots. There is another task. How to check ID DLC License? Always returns False. Initialization is successful. Thank you for helping me. I appreciate it! Edited March 25, 2020 by Sventozz Link to comment Share on other sites More sharing options...
Sventozz Posted March 25, 2020 Author Share Posted March 25, 2020 Added a component of the DLC to check the initialization of the DLC. Which is successful. It is being tested for DLC Ready - True. Index zero is not in range. License Check - verification fails. Available does not pass. Link to comment Share on other sites More sharing options...
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