Here is a public collection of my Unreal 4/5 notes.
If you want to suppress it, the command "Log LogAkAudio None" will get rid of it for a session (and everything else from the LogAkAudio channel)
In case you want it gone forevermore: add a [Core.Log] section into DefaultEngine.ini, with a line "LogAkAudio=None" in there.
BaseEngine.ini has an example, line 957
https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/UMG/HowTo/CreatingWidgets/
- Lyra makes heavy use of GAS
- Lyra is ~90/10 code/bp
- https://docs.unrealengine.com/5.0/en-US/abilities-in-lyra-in-unreal-engine/
- GASDocumentation: https://github.com/tranek/GASDocumentation/blob/master/README.md
- Widgets are W_ . See: W_RespawnTimer, W_ShooterHUDLayout,
- Widgets are being added as a "GameFeatureAction", part of LyraExperienceActionSet. See GameFeatureAction_AddWidget.cpp/h
- LAS_ShooterGame_StandardHUD = Lyra Experience Action Set = Data Asset
- W_Healthbar is contained within W_ShooterHUDLayout.
- W_ShooterHUDLayout. What caused this to become invoked? Probably LAS_ShooterGame_StandardHUD.
- How did LAS_ShooterGame_StandardHUD become invoked? Referencde by a few others and B_TestInventoryExperience... referenced by L_InventoryTestMap
- https://docs.unrealengine.com/5.0/en-US/lyra-sample-game-settings-in-unreal-engine/
- Lyra features a GameSettings plugin that is used to simplify the process of creating a User Interface (UI) and its underlying data.
auto music_create(int seed)->std::shared_ptr<music_t>;
is equal to
std::shared_ptr<music_t> music_create(int seed);
https://blog.petrzemek.net/2017/01/17/pros-and-cons-of-alternative-function-syntax-in-cpp/