some people might be wondering why the Raven Shield headers in the Raven Shield SDK aren't "full". the reason why they aren't "full" is because even though the unreal engine in unreal engine based games are very similiar, game developers can come up with their own "unreal" types. some of you may have looked inside EngineClasses.h and seen variables of types that aren't defined in any of the headers at all. such as:
FRegion GreenMenuRegion;
FSoundZoneAudibleZones m_SoundZoneAudibleZones[64];
these are types that need to be manually defined. rvs has an unrealscript class called LevelInfo. the c++ name of LevelInfo is ALevelInfo. if you look inside the ALevelInfo definition inside EngineClasses.h you will find the GreenMenuRegion declaration that is shown above. The problem is that FRegion itself is not defined. How do you define it? Well, by looking at the unrealscript version. Open LevelInfo.uc which is in the Engine folder inside the rvs sdk. inside this you will find the following definition:
struct Region
{
var int Red;
var int Green;
};
this is the unrealscript version of FRegion. how do you tell? structs in unrealscript have "F" appended to their name in c++. now that you've found the unrealscript version of the FRegion, it's time to define it inside of EngineClasses.h. so it would be:
struct ENGINE_API FRegion
{
int Red;
int Green;
};
this is to help those who are wanting to complete their rvs headers. this is just an example of a certain type. also, some types that you define manually will have data members of types that are types that you had to define manually. for example, some other classes or structs have data members that are of type FRegion. happy coding
.



. for example, some other classes or structs have data members that are of type FRegion. happy coding
.
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