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Frequently Asked Questions

What’s the deal with all the modules having the same Version/Number?​

The UPlugin files for all modules are automatically updated when the N_VERSION_NUMBER, N_VERSION_MAJOR, N_VERSION_MINOR, and N_VERSION_PATCH are updated inside of NCoreMinimal.h.

Mix & Match Versions

Testing is done against the current state of the repository, not bespoke versions of plugins. This doesn't mean you can't assemble a Frankenstein of plugin versions on your own. We just can't be sure that they will function correctly together.

What does (User) indicate when found at the end of preference category?​

This indicates that these options are saved locally to the developers machine and are not pushed upon other team members. While default values are setup and spread in the project, the local developer overrides them however they please.

What is the deal with the Blueprint functions that DisplayName starts with ?​

These are Blueprint functions that return a bool value, but instead of treating it as a traditional return value, the Blueprint node is modified to have two output pins (true/false). These are often direct clones of an existing function, but with their return context altered.

Why doesn’t NEXUS have <insert feature here>?​

Let’s pivot that question — why haven’t you added that feature to NEXUS?

Is the documentation complete and fully discoverable?​

No. We wish it were, but without the skills of a dedicated technical writing team, we are going to drop the ball. We aim to cover general topics, but developers will need to take some responsibility for discovering additional functionality throughout the framework.

Types vs Editor Types vs Developer Types​

We will often refer to Types, instead of using the definitive Runtime Types. Whereas, we clearly indicate Editor Types to demonstrate something as only available in the Unreal Editor. Callouts for Developer Types indicate that they are restricted to the development environment (Editor/Development builds).