8ac602168de027f3aa3ed28c0c9ca9c3ae805e76
ConnectBlueprintPins called SourcePin->MakeLinkTo(TargetPin) but never notified either node of the new connection, so wildcard-typed pins (MacroInstance nodes like ForEachLoop, and by extension any wildcard array/map library call) never resolved their type -- compilation failed with "type ... is undetermined" regardless of how many times you recompiled. The real graph editor triggers this via the schema's TryCreateConnection; MakeLinkTo alone doesn't. Fix: call NodeConnectionListChanged() on both nodes after linking, matching what the schema does. Verified against the exact ForEachLoop scenario that failed twice before the fix -- the Array pin now resolves to a concrete type and the graph compiles. Rebuilt via full offline Build.bat (UnrealEditor target) rather than Live Coding -- Live Coding's patch-link step hit a persistent "Could not spawn process UbaCli.exe (Error 267)" in this environment, unrelated to the code change itself (the .cpp compiled cleanly both times; only the hot-patch link step failed).
SpaceGame
A multiplayer space survival game built in Unreal Engine 5: build and maintain a ship, explore a galaxy, land on planets, and establish a space station and planetary bases as a shared base of operations.
Docs
- Vision — pitch, reference games, scope reality check
- Requirements — functional requirements by system (MVP/Core/Stretch)
- Tech Stack — engine, networking, backend, tooling
- Roadmap — phased build plan
Status
Pre-Phase 0 — planning complete, Unreal project not yet created.
Description
Languages
Python
76.5%
C++
23%
C
0.3%
C#
0.2%