I'm working on a rollercoaster and I have the rollercoaster working in the viewport and standalone games but when I package the project I am getting the message "Couldn't spawn player: Failed to spawn player controller". I am using UE 4.3 and v1 of your plugin. ...
other_actor=walker continue if player is not None: spectator=world.get_spectator() actor_list.append(spectator) actor_list.append(player) collision_bp = blueprint_library.find('sensor.other.collision') sensor_collision = world.spawn_actor(collision_bp, carla.Transform(),attach_to=player) sensor...
Loaded plugin SpawnConfigV2 v1.0.0 by Kaidoz Loaded plugin SpeedQuest v0.0.7 by Vladimir.Kzi Loaded plugin StackSizeController v0.0.5 by Vladimir.Kzi Loaded plugin Steam Groups v0.4.1 by Wulf/lukespragg Loaded plugin Switch Gear v0.0.5 by Mr. Blue ...
init: Failed to spawn readahead-collector main process: unable to execute: no such file or directoryinit: Failed to spawn rcS main process: unable to execute: No such file or directoryinit: Failed to spawn readahead main process: unable to execute: No such file or directory[...
Hi, I have tried using this plugin to import some GLTF files (which I exported from Blender) that contain an armature, mesh, materials, and animations on the armature. I tried using the 2.0.7 version found on itch.io first, but I still g...
01/22 10:12:00 [Server] SV: Sending server info to client 'tobykl' at loopback:0 01/22 10:12:00 [Server] SV: WriteInitialSpawnGroups sending 1 groups 01/22 10:12:00 [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Remaining queue depth: 2059 (was 6189) ...
I've seen the error message "Failed to initialize Vulkan. Please make sure your driver and GPU support Vulkan." around this website a few times, mainly with old 730s and other Fermi cards, and the issue appears to almost always be that t...
{spawn} = require('child_process'); const {spawn} = require('child_process'); const appPath = path.join(__dirname, 'main.js'); const args = [appPath].concat(process.argv.slice(2)); const proc = spawn(electron, args, {stdio: 'inherit'}); proc.on('close', (code) => process...
Also note that the NetworkManager has the Connection Approval property set to true: The test allows you to spawn either a default player prefab or to override it with the PlayerCube prefab via the ConnectionApprovalComponent that is assigned to the ConnectionApprovalObject: ...