From 6b7360e9b541e519bbe496d9dc04739c128cf6f0 Mon Sep 17 00:00:00 2001 From: Michael Delva Date: Fri, 9 May 2025 14:55:49 +0200 Subject: [PATCH] Removed default experience in the settings --- .../Private/GameFramework/GBFGameMode.cpp | 7 +++++-- .../Public/GameBaseFrameworkDeveloperSettings.h | 3 --- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Source/GameBaseFramework/Private/GameFramework/GBFGameMode.cpp b/Source/GameBaseFramework/Private/GameFramework/GBFGameMode.cpp index 7e8b438b..8387ecad 100644 --- a/Source/GameBaseFramework/Private/GameFramework/GBFGameMode.cpp +++ b/Source/GameBaseFramework/Private/GameFramework/GBFGameMode.cpp @@ -486,8 +486,11 @@ void AGBFGameMode::HandleMatchAssignmentIfNotExpectingOne() return; } - experience_id = GetDefault< UGameBaseFrameworkDeveloperSettings >()->DefaultExperience; - experience_id_source = TEXT( "Default" ); + // There's a todo in lyra that says: Pull this from a config setting or something + // Do we want that? Shouldn't all maps have an experience defined? + /*experience_id = FPrimaryAssetId( FPrimaryAssetType( "LyraExperienceDefinition" ), FName( "B_LyraDefaultExperience" ) ); + experience_id_source = TEXT( "Default" );*/ + return; } OnExperienceDefined( experience_id, experience_id_source ); diff --git a/Source/GameBaseFramework/Public/GameBaseFrameworkDeveloperSettings.h b/Source/GameBaseFramework/Public/GameBaseFrameworkDeveloperSettings.h index 62c85682..3a2e7c67 100644 --- a/Source/GameBaseFramework/Public/GameBaseFrameworkDeveloperSettings.h +++ b/Source/GameBaseFramework/Public/GameBaseFrameworkDeveloperSettings.h @@ -31,9 +31,6 @@ class UGameBaseFrameworkDeveloperSettings : public UDeveloperSettings UPROPERTY( config, EditAnywhere, Category = "Cheats" ) TArray< FGBFCheatToRun > CheatsToRun; - UPROPERTY( EditDefaultsOnly, BlueprintReadOnly, config, Category = "Experience", meta = ( AllowedTypes = "ExperienceDefinition" ) ) - FPrimaryAssetId DefaultExperience; - // The experience override to use for Play in Editor (if not set, the default for the world settings of the open map will be used) UPROPERTY( EditDefaultsOnly, BlueprintReadOnly, config, Category = "Experience", meta = ( AllowedTypes = "ExperienceDefinition" ) ) FPrimaryAssetId ExperienceOverride;