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</o:shapelayout></xml><![endif]--></head><body lang=DE link="#0563C1" vlink="#954F72"><div class=WordSection1><p class=MsoNormal><span lang=EN-US>Hey guys,<br><br>if you have problems using the category-property try this. I fixed the get-started code. It should work fine now.<br><br>Regards, Johannes<o:p></o:p></span></p><p class=MsoNormal><span lang=EN-US><o:p> </o:p></span></p><p class=MsoNormal><span lang=EN-US style='font-size:12.0pt;font-family:Consolas;mso-fareast-language:DE'><br><span style='color:#009695'>using</span><span style='color:#333333'> System;</span><br><span style='color:#009695'>using</span><span style='color:#333333'> UnrealEngine.Runtime;</span><br><span style='color:#009695'>using</span><span style='color:#333333'> UnrealEngine.Engine;</span><br><br><br><span style='color:#009695'>namespace</span><span style='color:#333333'> MonoProject1Mono</span><br><span style='color:#333333'>{</span><br><span style='color:#333333'>    </span><span style='color:#009695'>public</span><span style='color:#333333'> </span><span style='color:#009695'>class</span><span style='color:#333333'> </span><span style='color:#3364A4'>RotatorTest</span><span style='color:#333333'> : </span><span style='color:#3364A4'>Actor</span><br><span style='color:#333333'>    {</span><br><span style='color:#333333'>        [</span><span style='color:#3364A4'>UProperty</span><span style='color:#333333'>][</span><span style='color:#3364A4'>EditorVisible</span><span style='color:#333333'>][</span><span style='color:#3364A4'>Category</span><span style='color:#333333'>(</span><span style='color:#F57D00'>"Test"</span><span style='color:#333333'>)]</span><br><span style='color:#333333'>        </span><span style='color:#009695'>public</span><span style='color:#333333'> </span><span style='color:#3364A4'>Subobject</span><span style='color:#333333'><</span><span style='color:#3364A4'>StaticMeshComponent</span><span style='color:#333333'>> MeshComponent { </span><span style='color:#009695'>get</span><span style='color:#333333'>; </span><span style='color:#009695'>set</span><span style='color:#333333'>; }</span><br><br><span style='color:#333333'>        [</span><span style='color:#3364A4'>UProperty</span><span style='color:#333333'>][</span><span style='color:#3364A4'>EditorVisible</span><span style='color:#333333'>][</span><span style='color:#3364A4'>Category</span><span style='color:#333333'>(</span><span style='color:#F57D00'>"Test"</span><span style='color:#333333'>)]</span><br><span style='color:#333333'>        </span><span style='color:#009695'>public</span><span style='color:#333333'> </span><span style='color:#009695'>float</span><span style='color:#333333'> RotationRate { </span><span style='color:#009695'>get</span><span style='color:#333333'>; </span><span style='color:#009695'>set</span><span style='color:#333333'>; }</span><br><br><span style='color:#333333'>        [</span><span style='color:#3364A4'>UProperty</span><span style='color:#333333'>][</span><span style='color:#3364A4'>EditorVisible</span><span style='color:#333333'>][</span><span style='color:#3364A4'>Category</span><span style='color:#333333'>(</span><span style='color:#F57D00'>"Test"</span><span style='color:#333333'>)]</span><br><span style='color:#333333'>        </span><span style='color:#009695'>public</span><span style='color:#333333'> </span><span style='color:#009695'>bool</span><span style='color:#333333'> RotateClockwise { </span><span style='color:#009695'>get</span><span style='color:#333333'>; </span><span style='color:#009695'>set</span><span style='color:#333333'>; }</span><br><br><span style='color:#333333'>        [</span><span style='color:#3364A4'>UProperty</span><span style='color:#333333'>][</span><span style='color:#3364A4'>EditorVisible</span><span style='color:#333333'>][</span><span style='color:#3364A4'>Category</span><span style='color:#333333'>(</span><span style='color:#F57D00'>"Test"</span><span style='color:#333333'>)]</span><br><span style='color:#333333'>        </span><span style='color:#009695'>public</span><span style='color:#333333'> </span><span style='color:#009695'>float</span><span style='color:#333333'> Velocity { </span><span style='color:#009695'>get</span><span style='color:#333333'>; </span><span style='color:#009695'>set</span><span style='color:#333333'>; }</span><br><br><span style='color:#333333'>        </span><i><span style='color:#888888'>// Constructor called when creating or loading an object</span></i><br><span style='color:#333333'>        </span><span style='color:#009695'>protected</span><span style='color:#333333'> </span><span style='color:#3364A4'>RotatorTest</span><span style='color:#333333'>(</span><span style='color:#3364A4'>PostConstructInitializeProperties</span><span style='color:#333333'> pcip)</span><br><span style='color:#333333'>            : </span><span style='color:#009695'>base</span><span style='color:#333333'>(pcip)</span><br><span style='color:#333333'>        {</span><br><span style='color:#333333'>            MeshComponent = pcip.CreateDefaultSubobject<</span><span style='color:#3364A4'>StaticMeshComponent</span><span style='color:#333333'>>(</span><span style='color:#F57D00'>"StaticMeshComponent0"</span><span style='color:#333333'>);</span><br><span style='color:#333333'>            SetRootComponent(MeshComponent);</span><br><br><span style='color:#333333'>            RotateClockwise = </span><span style='color:#009695'>true</span><span style='color:#333333'>;</span><br><span style='color:#333333'>            RotationRate = </span><span style='color:#F57D00'>20.0f</span><span style='color:#333333'>;</span><br><span style='color:#333333'>        }</span><br><br><span style='color:#333333'>        </span><i><span style='color:#888888'>// Constructor for hot-reloading. UProperties will already be initialized, but any purely managed fields or data</span></i><br><span style='color:#333333'>        </span><i><span style='color:#888888'>// will need to be set up</span></i><br><span style='color:#333333'>        </span><span style='color:#009695'>protected</span><span style='color:#333333'> </span><span style='color:#3364A4'>RotatorTest</span><span style='color:#333333'>(</span><span style='color:#3364A4'>IntPtr</span><span style='color:#333333'> nativeObject)</span><br><span style='color:#333333'>            : </span><span style='color:#009695'>base</span><span style='color:#333333'>(nativeObject)</span><br><span style='color:#333333'>        {</span><br><br><span style='color:#333333'>        }</span><br><br><span style='color:#333333'>        </span><span style='color:#009695'>protected</span><span style='color:#333333'> </span><span style='color:#009695'>override</span><span style='color:#333333'> </span><span style='color:#009695'>void</span><span style='color:#333333'> ReceiveTick(</span><span style='color:#009695'>float</span><span style='color:#333333'> DeltaSeconds)</span><br><span style='color:#333333'>        {</span><br><span style='color:#333333'>            </span><span style='color:#009695'>float</span><span style='color:#333333'> yawDelta = RotationRate * DeltaSeconds;</span><br><span style='color:#333333'>            </span><span style='color:#009695'>if</span><span style='color:#333333'> (!RotateClockwise)</span><br><span style='color:#333333'>                yawDelta *= -</span><span style='color:#F57D00'>1</span><span style='color:#333333'>;</span><br><br><span style='color:#333333'>            </span><span style='color:#3364A4'>Rotator</span><span style='color:#333333'> rotation = GetActorRotation();</span><br><span style='color:#333333'>            rotation.Yaw += yawDelta;</span><br><br><span style='color:#333333'>            OpenTK.</span><span style='color:#3364A4'>Vector3</span><span style='color:#333333'> forwardVec = GetActorForwardVector();</span><br><span style='color:#333333'>            OpenTK.</span><span style='color:#3364A4'>Vector3</span><span style='color:#333333'> location = GetActorLocation();</span><br><span style='color:#333333'>            location += DeltaSeconds * Velocity * forwardVec;</span><br><br><span style='color:#333333'>            SetActorLocationAndRotation(location, rotation, </span><span style='color:#009695'>true</span><span style='color:#333333'>);</span><br><br><span style='color:#333333'>        }</span><br><span style='color:#333333'>    }</span><br><span style='color:#333333'>}</span></span><span lang=EN-US style='font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-language:DE'><o:p></o:p></span></p><p class=MsoNormal><span lang=EN-US><o:p> </o:p></span></p></div></body></html>