Hey guys,
I’m not sure where to post this and if this is not appropriate please help me move this (there is also no C++ tag).
I havent been in C++ for awhile and also unfamiliar with unreal in general and looking the code has left me stuck at some place I am not sure how to find out about.
Basically I’ve traced the SpeckleConverters in the speckle-unreal connector to the
UObject* UAggregateConverter::ConvertToNativeInternal(const UBase* Object, UWorld* World)
function (AggregateConverter.cpp, Line 49), in which it returns Execute_ConvertToNative(Converter, Object, World, MainConverter)
I am not sure where this leads as it seems to refer to the SpeckleConverter.generated files. Visual Studio also stops at ISpeckleConverter
’s GENERATED_BODY()
line.
My question is if there is a way for me to understand how you are achieving this, and a way for me to trace past this point, because I do not see the actual declaration for the function anywhere? is there a function type that prepends “Execute_” and its recognised by Unreal? I’m quite lost as to where to start looking, and a few pointers in the right direction would be very much welcome.
I was actually looking to see if i could add some stuff if i could get familiar enough with the code base.
At this instance possibly just a quick-fix to add simple collision box to the environment to be able to interact with (mostly the floor and walls) the model. A hint on the general area where this could be achieved would be appreciated as well.
And since I’m here i was wondering if that’s on the roadmap anywhere for the unreal connector.
I hope this is okay and thanks for always being a great help.