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Posted

Well i've seen the coe for loading a scene in C++ or C#, but the command don't load the entities and lights !

So i don't see the interest of placing lights and entities in the editor if you don't have them at loading.

It can be loosing time :

- you place the entitie you want in scene editor

- you laod the level by code

- in main function : you laod position and other attributes, and place the same entity or light by code ?

- you can acess by code to your entitie

 

Why not :

-You place the light or entitie in the world editor where you want

- by code with the loading command :it load the world , and the entities and lights

- you can access by code to your entitie

 

I find that's doing two time the same thing and a waste of easyness :

-placing the entitie in the editor

-placing it another time by code

 

Loading a world should be loading all stuff you have placed no ? like a good bucnh of other 3D engines ?

It's just an idea to perhaps improve the engine !

Stop toying and make games

Posted

Thanks macklebee :

So i must follow this thread tutorial in fact ?

Perhaps it should be standard on the SDK no ?

Because like i have seen in another tutorial scene loading command only loads static and not entities and ligths ?

Or perhaps i'm cofused ? or it was an old tutorial ?

Stop toying and make games

Posted

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Posted

the key to loading the standard scripted entities like the lights and atmosphere objects with a scene in c++ is this:

//Set Lua variable
BP L=GetLuaState();
lua_pushobject(L,framework);
lua_setglobal(L,"fw");
lua_pop(L,1);

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Posted

Thanks macklebee :

In fact this is the lines that pushes to load all entities at same time as the world so.

Once again i didn't talked only in my interest, i just wanted to show that not all things where so clear for a newbbie here :)

Stop toying and make games

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