#blueprint

1 messages · Page 1 of 1 (latest)

lofty rapids
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and it will blend smoother for motion

merry dawn
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Agreed, blendspaces are a wonderful thing

frigid swallow
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could you provide a screenshot or something?

merry dawn
frigid swallow
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not really

merry dawn
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Not trying to diss you or anything, but you should look up some tuts on just line trace use, a common thing is for simple interactions. Line traces and related things like on overlap and Get overlap compnent and things like that are all incredibly useful far beyond just setting up an explosion, so you should definitely get familiar with that stuff

quaint fable
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@lofty rapids thank you! The boolean was a simple fix. I'll keep your advice in mind for future reference

merry dawn
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Trust me, once you learn how to handle traces and overlaps, you're gonna use them a lot and be glad you learned about them all the time.

As engage mentioned For Loops are also extremely useful and get used all over. In a gravity system I just set up, my character can check for all gravity volumes that it overlaps. If there are more than one, I can use a for loop to add up all the gravity fields and divide them to produce an average gravity.

frigid swallow
merry dawn
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Ill show you how my gravity check looks, although it definitely wont be a clean fit for your case, it's related

frigid swallow
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k, thx

merry dawn
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here's one part

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thats simply "Is it now overlapping zero grav fields? set the bool accordingly

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simple use but useful use 😄

frigid swallow
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i see

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why is the class filter set to "gravity volume" though?

merry dawn
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Thats a custom class I made, called "Gravity Volume"

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Here's the averager

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that one has a for loop you can see

merry dawn
frigid swallow
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yup, I see

merry dawn
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In that case, its getting all overlapping actors then filtering down to which actors have a gravity volume, which is my component that will have the relevant info to work with

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So if it overlaps an audio object or something, it doesn't try to average the audio's gravity source lol

hidden cape
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wondering why when I package and bp attached to another goes to world origin?

lyric island
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Hi all, does anyone know how to translate what is captured from a SceneCapture2D - a minimap in this case - into in-game locations? For example: I want to be able to click on the player/enemy/an empty space and get its location

frigid swallow
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Right now, it's just targeting "self"

merry dawn
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the target is whats being overlapped

frigid swallow
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Then how come I can't just directly apply impulse to the actor? Shouldn't it know what actors are overlapping?

merry dawn
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self sometimes works if the code is in the right place from the start, but in my examples, I have to select the capsule component more often than not, because "self" woulod mean the entire character blueprint

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do confirm that your actors in question are physics enabled to begin with.

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Simulate physics. Make sure your character can bump them n stuff

merry dawn
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either that or youre gonna have to make a really crazy material/widget where the clickable stuff is coded parts of the widget

sharp nimbus
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No. You can make and call functions in BP so it should be posted here.

I'm wondering whether an event calling function A (which does stuff but doesn't return anything) and then function B will wait for function A to complete before proceeding down the link to call function B

lunar sleet
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Yes, they go in order

sharp nimbus
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void just means it doesn't return anything

lunar sleet
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I’m aware

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Did you add a delay in ? Is that why you’re asking?

sharp nimbus
lunar sleet
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You generally need cpp for multi-thread except for async load nodes maybe

merry dawn
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If you're talking about a function with a void return, then afaik it would just complete straight away and then the next one would go ahead. If you're using the word "void" to mean "invalid", thats a different story, because "void" actually has a definitive meaning in programming

lunar sleet
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Yeah, he meant the regular meaning, just threw me off because you don’t hear native terms in this channel often 😀

sharp nimbus
merry dawn
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In any case, I'm no master of Unreal, but some of the things it does under the hood screw with syncronicity in blueprints, so sometimes delays are the answer when they otherwise wouldn't be in cpp

lunar sleet
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It has to complete in one tick anyway, so nothing to wait on really

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Hence why I asked if you tried to add a delay in a function

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But you obviously know better than that 😀

frigid swallow
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How do I connect Get Overlapping Actors to Add Impulse?

merry dawn
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I literally just solved a major bug today because a stupid event/function pair was able to run all the way through to completion in one frame and then run again in that same frame (it really shouldn't be running twice, but w/e) delay.

lunar sleet
sharp nimbus
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if it fires the func and proceeds without waiting for it to complete it could make problems if the void func has a lot of for loops or other complex stuff that need to finish first before the next func

frigid swallow
merry dawn
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drag off the array type in for loop

lunar sleet
merry dawn
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theres a lot of diff versions of for loops and you might get the wrong pins if you just type it up in open space without the context

frigid swallow
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nothing connects to the target element on Add Impulse

lunar sleet
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In which case I’ve used macros

lunar sleet
merry dawn
frigid swallow
lunar sleet
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Oh

merry dawn
lunar sleet
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For that node

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So that won’t work

maiden wadi
merry dawn
# frigid swallow

the for loop will most likely need to call events , which will be carried out by the actors, with that code being continued on the actors

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ie. the add impulse stage will be on the targets themselves

frigid swallow
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ic

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so do I need do that for every actor?

merry dawn
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Not necessarily. Thats something components can handle

frigid swallow
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btw, what I'm trying to do is create an explosion that knocks back entities within the radius

merry dawn
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also parent actors give their aspects to all child actors

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like If I make a cube actor and tell it how to respond to gravity volume information, then every copy of it that I drag into the scene will already have that component ready to go, and all 500 cubes will know how to repond to a gravity field without any code duplication on my part

merry dawn
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Via a command on the relevant object, a function that tells it what flying backward is and how to do it

frigid swallow
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like 2 weeks ago

lunar sleet
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If you need to use that node you can cast into the actor and get the desired component

merry dawn
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I thought you might be a newbie 🙂
Don't get scared of this stuff, it will all make sense soon enough if you keep at it.
But, trying to do really specific stuff, even seemingly simple stuff, can be prohibitively hard when you havent learned a ton of basics. Don't be afraid to spend some time in significant basics/beginner tutorials. My favorite guy early on was Ryan Laley. He's very good at being super transparent about what he's doing and why

lofty rapids
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using some sort of radial force

merry dawn
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Ah, engage's link looks quite relevant, nice find

maiden wadi
merry dawn
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BTW if you follow that guide, just remember that even if it works well, its only one of many fully valid ways of doing it

frigid swallow
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Ty!

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yup, I always try to redo code I don't understand

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and do it my own way

merry dawn
# frigid swallow Ty!

Cast to won't be a character if you're trying to affect other things or multiple actor classes

maiden wadi
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Usually not much reason to care about that. Things that get moved are usually a character, or simulating physics. Might need an extra condition for things using a PMC.

merry dawn
subtle thorn
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do u guys know how I can pass
FVector CommandMoveLocation
output parameter into " Vector Destination" input in this blueprint function

using this function to call the BP function

{
    UE_LOG(LogTemp, Warning, TEXT("CommandMoveLocation: %s"), *CommandMoveLocation.ToString());
}```
gentle urchin
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Its a delayed forloop, so it works :p delayed internal execution flow

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But if its taking this much time id wonder why... are these classes huge for some weird reason? Memory wise ?

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You basically break the internal flow of the forloop

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Not outside on the loop body (as that wont work)

short phoenix
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I was trying to use Set Actor Relative Location and found it seemed to move by absolute position. Or more specifically, I had something that was not at the origin that was sent to the origin if I set the relative location to 0, 0, 0. I figured it wouldn't have moved at all instead.

faint pasture
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C++ though, if you're in BP only you'll struggle

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it's not the traces that will be slow, but the math and general BP overhead

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Then I just render the triangle data to a render target adn sample it in shaders

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This is the old way I used to do it which is a bit smarter in some ways, only shooting at wall corners. Depends on what your level geometry is and if it's straight lines or not.

broken gazelle
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The last one is in general the effect I'm aiming for but the geometry is more complex (different heights, rugged sillouhets, maybe windows at walls at different heights).
I'm guessing you have rays shooting on some constant z value (floor?)

faint pasture
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it'll be pretty hard to handle elevation changes

broken gazelle
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Thanks for sharing!
This is what you use for the first video right?

faint pasture
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That just shoots the rays, you'll want to get the polygons and draw them to a render target for actual usage

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yeah the 1st / 2nd

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2nd is the latest video, i went from constant angle between rays to constant perimeter

broken gazelle
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Very nice

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The angles are still constant per perimeter right?

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I've seen a method where you initially start with a bigger angle, and then between each 2 rays you shoot a middle one until you find the sillouhets and other objects in between, and iterate for a maximum number of iterations

faint pasture
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The white dots are the target point

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It's easier to just slam some density of lines instead of trying to be smart about it

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BTW with the render target thing, you can do spooky stuff like this

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Since you'll want a copy/blur anyway, if you just decay the copy between frames you get this ghostly effect

broken gazelle
faint pasture
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Would it still be logically 2d or can you have 2 floor Z levels at a given x,y?

broken gazelle
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I would say even more, it may not even be directly on x,y plane. Think character going down/up stairs

faint pasture
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yeah that's going to be super hard

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I did a gpu version of this once but it would have to be for visuals only and not have any data available for gameplay

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basically compare pixel distance from viewpoint to scene depth as viewed from viewpoint

broken gazelle
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I wonder if these can be done via shadow map / volume technic

faint pasture
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I guess it was just a shitty shadow map what I did

broken gazelle
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If let's say we take the first person camera, it shows visible parts

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If it works it's not shitty 🙂

faint pasture
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I don't have a video any more but this is a still of the distance vs depth comparison test

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idk if you'd be able to mask on it tho

broken gazelle
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Why not

dark drum
faint pasture
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I mean just the sheer amount of nodes

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I went from 8ms/frame to 0.05ms/frame just by moving the math around the traces to C++

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Looks like you can mask on depth

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idk how to handle the shadows tho

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unless you want shadow ppl

dark drum
short phoenix
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I am trying to do component scripting for the first time and I don't think the component hierarchy actually has a notion of location in it. So when I set relative location, it is relative to the origin. I don't see a transform with a location in it. So how would I properly add one so I can have the blueprint move the object around?

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I think I figured out my problem. I was trying to set the relative location to the actor when I needed to target my scene component.

dark drum
short phoenix
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Yeah the YouTube video I first saw on the whole thing was talking about having stuff moving relative to each other inside its little subspace and I realized things were a bit more vast than I expected.

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Like "<rips from bong> What even is a location, man!"

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Which would I want to use then if I was trying to lerp a timeline-affected vector? I am trying set relative location and it's using the full vector value. If I use add relative location, it just goes nuts with the math as it just adds more and more of the vector's affect each tick (kind of expected that)

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Do I have to capture the original location and work off of that instead or something?

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Well, I got it to got that way. Even figured out how to promote to a variable and do the math myself. I'm only 99% clueless now! 😄

dark drum
faint pasture
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Relative location is location relative to attach parent

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if you don't have an attach parent it's the world

delicate sphinx
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You will want to get the initial location when using a timeline, yems.

stuck python
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so i have a camera, that onstart turns on hmd mode

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why isnt hmd turning on?

pulsar pulsar
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do child BPS of a BP parent inherit tags?

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nvm, it seems they do

hoary summit
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can anyone explain how animation notifiers work? ive followed the documentation, added a skeleton notifier in my animation, but it's not showing in my anim graph

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documentation seems to suggest that you just add the skeleton notifier and it should automatically show up as an event that you can add to an event graph?

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this bit isnt happening for me...

frosty heron
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Show how you are playing the animation

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And how u call the notify

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Iirc anim notify only pick up from anim instance

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So if you use the play anim node it's not gonna get picked up

opaque mauve
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hello guys, im currently trying to create aim offset for different types of weapon, i started with the 2d aim offset, but i have to make aim offset for each of the weapom
which lead me to changing the up and down using transform modifying bone so that i can move each spine

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but the problem is, the character is not looking at the camera

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and the character look up and down way faster than the camera

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its not looking directly at the center

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anyone know how to fix this?

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its just a simple one

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does anyone have any suggestion?

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should i stick with different aim offset for each gun?

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can anybody halp pls >,<

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how do i set the spine so that it moves accordingly to the center of the camera

grizzled swallow
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I was looking on My GPU profile. And the most instensive to compute is 'Nanite::VisBuffer'. What can do to optimize that? Or is this supposed to be like that?

pulsar pulsar
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So I'm having this issue where I'm not able to open my child door and my guess is it's coming down to this custom event in the parent and then it's being called on Self inside the Interact Function of the parent, evidently making it not work with any child object of the door parent. This was all working fine and dandy when it was just for one specific door. I realized having a parent would be better so I wouldn't have to redo the code for several doors. Though I'm stuck on this little issue. I hope my amazing Paint masterpiece makes somewhat sense here

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If anyone has an alternative solution than to use a custom event like this or if there's any way I can use the event to work for parent and children

hoary summit
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added this parry notifier

graceful peak
hoary summit
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have no idea how to call it

hoary summit
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so bascially as im playing the anim montage, not activating it through my anim BP, the notifier doesnt work?

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what i want to do off that notify is have my enemy react to the parry

pulsar pulsar
graceful peak
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The way you're doing it, and the way you're describing it is on the right track

pulsar pulsar
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and I'm not able to think of any other way to try it either. I tried with some trickery using bools but to no avail. My brain is limited lol

graceful peak
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Targetting self shouldn't matter

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Oh wait, you're calling those events in the parent

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How are you trying to call the open and closed events

pulsar pulsar
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oh yea this is how it looks like in the child class

pulsar pulsar
graceful peak
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Ok, do this for me, on begin play in the child, call "open door" and tell me if it runs

pulsar pulsar
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yup it did ^^ yea that negates my theory then

graceful peak
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It should 100% be working on the child as well

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Put a print string in the childs interact function

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keep the call to parent

pulsar pulsar
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yea i did two prints in the child function. before and after the function. None of them shows.

graceful peak
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So something is stopping your interact function from running

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How are you calling that function

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is it an interface function or are you casting

pulsar pulsar
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Inside the character blueprint

graceful peak
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Does it have the tag you specified? I wouldn't use a tag, you don't have to for interfaces. If you want to be sure a class implments an interface you can use "implements interface" instead. Realistically though, you don't have to. It wont return an error if it doesn't it just simply wont do anything

pulsar pulsar
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I had a Does Implement Userface before using the tag but it was returning false on it, I only switched to tag because I thought it was due to the Parent implementing the interface and the child inheriting interface and the For Loop gets the child door that only has the inheritence

graceful peak
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Dumb question, but you properly implemented the interface right? Like in the parent, you went to class settings, interface, and set the interface?

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Again, if the interface is in the parent, the child should also have it

pulsar pulsar
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Yea, although I expected it to still stay inside the details tab. This is in the parent

graceful peak
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There's no interface implemented

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If that's the details pannel for the parent, thats why its not working

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Interact is just a normal function, and you don't have the interface set

pulsar pulsar
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yea which is weird because I remember creating it

graceful peak
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Set the interface, and then make sure to click on the interact function in the "interfaces" dropdown on the left, and not the regular "interact" function you have. Then put all your logic in there

pulsar pulsar
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ahhh no way...

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it makes sense now

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well i fucked it up somewhere along the line yesterday I guess 😂

graceful peak
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Glad you got it fixed, remember to go back and remove that tag check, it's not necessary and will just create problems for you later on

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Also, just a bit of advice, in your child, on the left in the my blueprint pannel, if you click the cog wheel, you can show inherited variables. Which will show you everything the child gets from the parent.

pulsar pulsar
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Ahh yes it works now 😄

graceful peak
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Awesome

pulsar pulsar
graceful peak
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No problem!

molten vessel
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Hello everyone, I'm new to Unreal Engine. I'm encountering an error like when I restart the editor, my C++ actor component class variable is removed from the blueprint components. I've tried disabling live coding, but I still get this error. How can I fix this?

graceful peak
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That component is added via c++? If you click on the class settings for that class, what is it's parent

leaden sandal
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someone please help me door keeps spinning

molten vessel
leaden sandal
graceful peak
leaden sandal
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tysm

graceful peak
molten vessel
graceful peak
leaden sandal
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one of them is 0 - 0 , other one is 1.5 - 1

graceful peak
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can i see the components pannel in the blueprint

leaden sandal
graceful peak
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Interesting, i doubt this will fix it but what happens if you use the door in your code instead of default scene root

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Also how are you calling "Open Door"

leaden sandal
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open door works

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its just spinnig

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yeah

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it works

graceful peak
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? What works? You got it fixed?

leaden sandal
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no

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i cant see it coming thru the code

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weird

graceful peak
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Im sorry, what do you mean? Can't see what coming through the code

leaden sandal
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well

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@graceful peakstill doesnt work for me

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@graceful peak please help me

leaden sandal
meager spade
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Haven't worked with BP Interfaces in ages, is there no way to create event dispatchers in them?

versed sun
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I dont think so

meager spade
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Shame, I'll do it in cpp then

lunar sleet
lunar sleet
lunar sleet
# leaden sandal

Instead of rotating the scene component try setting the actual actor rotation, see if that fixes it

leaden sandal
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which one

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can u label it

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@lunar sleet

lunar sleet
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The door

leaden sandal
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you mean like the static mesh

lunar sleet
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No, like the whole actor

leaden sandal
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i cant drag it

wispy olive
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UE5

Hi, I am trying to add a "drifting" function to the Vehicle Sample game.

In SportsCar_Pawn blueprint, there is an input action called handbraking, which is called when the user presses the "Space Bar".

The SportsCar_Pawn is using the ChaosVehicles.WheeledVehiclePawn parent class.

The SportsCar_WheelsRear is using the ChaosVehicles.ChaosVehicleWheel parent class.

What I would like to make is When I press the space bar/Using the Handbrake Input Option,
3 Values should be changed:
Cornering stiffness and Wheel Load Ratio in SportsCar_WheelsRear and the car's mass: Mass in SportsCar_Pawn

I have tried the "Cast To" command but it does not work.

How could I do it?

In short: when a keyboard button is pressed, the program have to change another blueprint variable's value, but this blueprint has not the same parent class as the first blueprint

lunar sleet
lunar sleet
frosty heron
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Didn't the doc you follow show thay

opaque mauve
hard peak
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how do I set these variables before spawning an actor so constructor/begin play code doesn't fail

hard peak
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"Item Data" is a data asset which has a static mesh variable, I need to set the spawned items mesh in the constructor depending on the variable

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if that makes sense

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in a nutshell, im using a data asset to select the mesh

calm sandal
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How do I get the actor closest to my forward vector (the red line)?

lofty rapids
maiden wadi
marsh pilot
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I'm having a puzzling issue where I have a reference to the Main HUD in my pawn controller, but when I try to access it from the Game state, it returns as null. But its parent, the controller, returns as valid. What could be the cause of that? Here the Camera Pawn Event Graph follows by it's functions Reference Casts and HUD Creator, then the Game State at the end
https://blueprintue.com/blueprint/bmueelpm/
https://blueprintue.com/blueprint/0delk3kv/
https://blueprintue.com/blueprint/mak9r0k_/
https://blueprintue.com/blueprint/sepc_hn7/

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Also here's some custom logging I made with the result of variable validity checks

grizzled swallow
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Ey yo as soon as i move out of the attenuation radius the On Audio finished event starts to fire more often

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Is it supposed to be like that?

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Cuz my light also gets weird cuz of that i want to play sound wait a bit and play it again and switch the light on and off

maiden wadi
# marsh pilot I'm having a puzzling issue where I have a reference to the Main HUD in my pawn ...

Two notes. For starts, don't do != blank pointer. It might work, but an IsValid check is more secure.

Second, the reason you're having this issue is probably due to beginplay orders. You cannot rely on beginplay orders. Some beginplays will almost always run before others, but there's no promise. You can test this by putting a 0 second delay in your GameState. You'll probably see the HUD as valid. Not good practice, but good to understand.

On a tangent to this, I'm not sure what you're doing, but don't. UI should have basically no coupling to gameplay classes. Your GameState should not care about this widget. You gamestate should do it's own thing, and have braodcasts or variables set for it's own stuff. The UI widget should be able to GetGameState->CastToMyGameStateType, and then bind events or get variables to affect itself.

mild ibex
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I have mutli line enabled on my text in a struct but when it's stored it isn't multi line?

I'm storing a bit of data in a string array then using join string with a delimter thats
+

So that it has the shift+enter and some character that I can use to split it.

marsh pilot
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What you're referencing in your tangent, I mean

lunar sleet
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Official Epic ones, MatWadstein, maybe Ryan Laley, those are usually the only ones that know what they’re doing

maiden wadi
# marsh pilot Ah okay, I was going off of a youtube tutorial and did that verbatim

Fair. 😄 Youtube, or really any tutorials tend to cut corners to keep view retention. But as a general note, the least amount of interaction between gameplay and UI classes, the better. You never want your UI to affect how your gameplay classes logic runs, without direct explicit input from like a button press. UI is for display and input. So you tend to create UI as a layer on top of everything else that binds to gameplay classes and pulls/inputs to them. It makes development a lot faster, and a lot easier to iterate on. Gameplay programmer doesn't have to go looking through widgets. UI also has a habit of getting reiterated on a lot in projects. It's not uncommon to entirely ditch a whole widget in favor of rebuilding it, and that really sucks if you interconnect it with gameplay classes because you end up having to do a lot of work for what should have just been a basic class swap.

fervent breach
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question, how can I convey a bunch of information through the Apply Damage event?
like I need an attack to say if it can be blocked (a boolean), and what element it is (an enum). I know about Damage Types, but don't know how to change their variables on the fly from object to object - and I don't think the solution would just be "make a Damage Type for every possible combination"

lunar sleet
frigid swallow
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I'm trying to make an explosion that deals knockback to anything within it's radius. This bit od code kinda does that, however, it only launches my character and only upwards. how do I fix this?

lunar sleet
remote meteor
fervent breach
# lunar sleet There’s a damage type class selector on that very node. And how many possible ki...

well, I was hoping to just have 1 damage type with an enum and some booleans that I can select and change on the fly - like if a player uses a normal attack, it can be blocked, but if they perform a heavy attack then it can't - would I need 2 separate damage types for this? I have about 8 elements in my game and several other booleans I wanted checked, making a specific damage type for each possible combination doesn't exactly sound right, so I feel like I am just missing something

lunar sleet
lunar sleet
frigid swallow
lunar sleet
lunar sleet
cinder bone
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Gonna start working on weapons, what blueprint parent class should I use??

#

Maybe actor component?

maiden wadi
# fervent breach well, I was hoping to just have 1 damage type with an enum and some booleans tha...

This isn't uncommon. The Damagetypes are just passed as a class, like a template with some basic data that damage handling code can use for reference. It's entirely up to your code to use these templates and their static data along with the other data passed from the damage node to handle damage calculations. For example you can make a Melee damage type, then add whether it's a light, medium or heavy attack, etc. You can make a basic ElementalDamage subclass of damagetype, and specify some variables like arrays and such. Like default effects to add when damage type occurs. Subclass that and make Fire that automatically applies a burning, subclass Ice that automatically applies a freezing, but you only have to cast to the ElementalDamage type.

It can get complex easily, and it can be tempting to just hardcode some stuff. But it's generally better to make an asset driven system. You'll spend less time modifying the code, and more time configuring assets for gameplay balance like it should be.

That said I definitely agree with Neo about using GAS. If you have even a vague C++ ability and some time to spend learning it, it can save you a lot of hassle.

fervent breach
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for some reason, when I enabled GAS, I can't open my game anymore - it says I have to try rebuilding it from source manually.... ;-;

tulip lintel
#

Anyone here possibly able to help me with a Save Game issue i'm having?

lunar sleet
tulip lintel
# lunar sleet maybe, explain the issue

Currently, My save works correctly other than on a fresh install where no save previously exists. When creating this save and saving values to it on this install no data gets saved. I am unsure why. After this first save all data is saved correctly

tulip lintel
#

Code is a bit of a scramble but I do have a does save exist set up before hand

frigid swallow
tulip lintel
# lunar sleet show code

I get an attempted to assign none error on this first load only. Appears to occur when any of the "SaveGame" events fire

lunar sleet
tulip lintel
lunar sleet
#

i c

#

are you using bp structs?

tulip lintel
#

Yes I am

frigid swallow
lunar sleet
#

ok, for starters, when you click on the magnifying glass in that log, does it take you to this? And also, do you have "As Fruit Save Game Ref" showing anywhere or is it just talking about your return value @tulip lintel

lunar sleet
lunar sleet
frigid swallow
#

here's the whole blueprint

tulip lintel
lunar sleet
lunar sleet
frigid swallow
#

BP_FirstPersonProjectile

lunar sleet
frigid swallow
#

is it this?

lunar sleet
manic vessel
#

I have a actor that Has child actors at locations where you can grab it. These child actors are queried from an array to find the nearest one All working perfectly. But I am attatching another actor to this actor and that actor also has a child actor on where to grab it, Im also adding that one the the array on the main actor and its being detected correctly My Problem is I am moving constrain to these locations But Im having a really hard time getting the constraint to move to the attatched actors child actor location relative to the main actor. Hope this one makes sense., Anyone see any issue here ?

jaunty saffron
#

Hey all, is it possible to unposses pawn to prevent destroy when player close the session? for now Im just spawning new vehicle actor with the same params, but I hope to find better solution.

tulip lintel
#

Maybe i'll have to add a create game button here

tulip lintel
#

I am

#

Same errors

frigid swallow
lunar sleet
lunar sleet
frigid swallow
tulip lintel
lunar sleet
trim matrix
#

Hi all

#

I have this and I'm trying to get it to MPH

lunar sleet
trim matrix
#

its not really working for me. I know the maths is wrong but any ideas what I need to alter. I am rubbish at maths going to be honest

frigid swallow
tulip lintel
lunar sleet
lunar sleet
tulip lintel
#

Idk how cpp structs work

lunar sleet
lunar sleet
tulip lintel
#

Ahh

#

I don't know any

#

rip

lunar sleet
frigid swallow
#

but radial force/radial impulse doesn't do anything

tulip lintel
#

Is it possible to make a main menu appear only once, Lets say on a fresh install. As soon as the player hits play it will never load that level again?

frosty heron
#

A simple bool there will do the trick

coarse wasp
# frigid swallow I'm just getting this error, did I do something wrong?

in my char_BP, I'm trying to cast to weapon_componentBP to call an event which sets a RepNotify variable. I was trying to simply have weapon_component have the variable and linetrace function
1: wth do i place in the object box? 2: please point me any links which will help me learn this so i dont have these moments?
i'm reading and watching everything possible, but casting i still dont quite understand.

tulip lintel
lunar sleet
frosty heron
coarse wasp
frigid swallow
# frigid swallow well, impulse works

Apparently impulse doesn't work. I switched radial force to add impulse, and now I'm getting the error saying that my player capsule needs to have simulate physics enabled.

#

but fi I enable simulate physics, i can't move

#

also, this didn't happen the last time I tried to use add impulse on my player character, so idk why it's doing that now.

frosty heron
#

Just show the error log

coarse wasp
#

this was exactly wat i was asking for. perfect answer neo. ty

tulip lintel
frosty heron
#

Thus the error

lunar sleet
lunar sleet
frosty heron
#

U still haven't show the error log btw

lunar sleet
#

I asked you if you had that anywhere and you said no

#

bruh

tulip lintel
lunar sleet
#

tf, making me question my existence when his isValid check is not doing anything because he's looking at the wrong thing lol

frigid swallow
#

btw, nothing takes knockback, no matter if they have simulate physics off or on

lunar sleet
tulip lintel
frigid swallow
tulip lintel
#

Am lost here

lunar sleet
lunar sleet
frigid swallow
#

the issue is, add impulse isn't working either

#

it requires simulate physics on the player model, but if I enable that I can't move around

lunar sleet
cobalt gulch
#

How can I record a scene in unreal in the unlit lighting mode?

frosty heron
frigid swallow
frosty heron
lunar sleet
lunar sleet
tulip lintel
frigid swallow
#

so how do I deal impulse to my player?

lunar sleet
tulip lintel
lunar sleet
#

what's likely happening is you're trying to access that before you have set the variable

#

so at the time of the initial save it's pointing to null

lunar sleet
frigid swallow
#

k thx

tulip lintel
lunar sleet
#

According to the error log anyway

edgy ingot
#

Create save game object, draf the return value . Promote as variable

chrome pumice
#

guys im keep getting this window when im trying to save? what is causing this?

edgy ingot
#

Dont try to load or access before setting the savegameobject

edgy ingot
chrome pumice
#

OHHH

#

Yea it indeed opend twice

#

thanks !

edgy ingot
#

Nw

tulip lintel
#

So would I still have this setup wrong? Should I move the "Create Save Game Object" to be beofre the Set Ref or just move that to be after. I still get the errors :Z

frosty heron
#

Ofc u get the error. You are setting a variable to it self

#

Since its pointing at nothing aka null ptr. Then it still point at nothing

maiden wadi
#

Damn I'm happy I don't have to manually serialize structs like this anymore.

tulip lintel
frigid swallow
lunar sleet
frosty heron
frigid swallow
#

I think I did, but couldn't figure out how to break doen it's vectors

worldly spoke
#

Any help on this issue would be appreciated:
I was just changing up the skeletal mesh for my blueprint that was already in-place and working fine. I got the entire chase mechanic working, but ever since I changed the mesh and restarted my unreal editor, I go back in and click on the mesh component but the details pane is just empty and the actual skeletal mesh can't be attached anymore because of that. I don't know what happened:

tulip lintel
#

Oh I got it thanks guys

chrome pumice
#

Guys for some reason im keep having a red msg telling me texture streaming budget smth and my quality of everything goes down very extreme, is there a way to fix this?

#

it makes everything look super bad

elfin lagoon
#

sorry for a stupid question, but i'm a little lost here
i get a Team of a Pawn (Name type var.)
and i want to make a branches here, T1 true/T2 false
how can i do it here?

grim sand
#

Just wondering if there is a cleaner way to reference certain things. Like in the example below there is quite a chain of references where the system could fail (assuming I don't use isValid nodes).

tawdry surge
#

Why are you getting an array of units from the ui?

grim sand
grim sand
devout wave
#

Hey guys, I am currently working on a prototype where there is a hub world that evolves as you collect items in dungeons. My current thought on how to do this is have the "evolving element" set up in a hub level blueprint that triggers them to repair once a varible or object is collected from the dungeon - is this a good way to do it or is there a simpler way?

elfin lagoon
frigid swallow
#

does anyone know how I can apply "character launch" tp am actpr?

grim sand
pseudo anchor
#

hey guys if i am using add impulse and i want to know the current speed of the character how do i do that

frigid swallow
#

what should I connect to the target

pseudo anchor
#

ive tried using velocity but it returns values that are way less than what i plugged into the impulse

frosty heron
grim sand
chrome pumice
#

Alright, thanks ^^

pseudo anchor
#

nvm im just gonna set the velocity instead of useing add impulse

frigid swallow
pseudo anchor
#

is that okay or are there negative results for that? if i just set velocity instead of use add impulse?

grim sand
#

Or alternatively, multiply the vector you put into the impulse by 10 000

frigid swallow
#

I can push it sideways

#

but it won't go up

grim sand
frigid swallow
grim sand
frigid swallow
#

I don't know how to fix this though

jaunty saffron
#

How prevent possesed vehicle from being destroyed on player disconnect?

frigid swallow
#

Not sure where to put this, but how would I make an objevt's model animated? Like a spinning disk for example

versed sun
#

it can be done in the material

lavish flax
#

Im really bad with Unreal, I have a question about widgets, I cant get the details tab to show me the event cues

#

like I cant assign events to the buttons in my widget

hoary summit
#

Hoping someone can help me out, currently have a parry mechanic set up but enemy enters execute state as soon as button is pressed, I have an animation notifier set up in my animation but no idea how to reference it and create a 'perfect parry timing' mechanic...

zenith scarab
#

U would have to do that in the Anim BP. There you can have Events getting fired and you can then continue as you wish

chrome pumice
#

Guys i have problems with cloth painting, in wich channel should i ask for help?

zenith scarab
#

If you have an anim notify called parry enter you would have an event called Event Notify Parry Enter or sth like that

#

@hoary summit

hoary summit
#

yeah i dont

#

i added this parry notifier and have saved

#

and cant see an event parry anywhere

#

where can i find the event? in the anim bp only?

#

Ok, just found it

#

thanks bro

#

so this is in my anim BP, how can i link it to an action in my character BP

hoary summit
#

had the idea to cast to the blueprint and get the boolean is perfect parry, but have no object to link up

#

anyone know how i can better reference that?

bronze quiver
#

super easy question. how do I make a conditional statement using two conditions? like an "and" statement?
im trying to see if a value is between 0 and 3, > if true do a thing.

#

I know I can just put another conditional after but is there a cleaner way?

tawdry surge
#

"And" is a node

lunar sleet
hoary summit
#

if true then execute

lunar sleet
hoary summit
hoary summit
lunar sleet
hoary summit
#

that's the name of my animation blueprint

lunar sleet
#

Oh

hoary summit
#

its being used to get a reference to my parry timing anim notifier

#

cant find another way to bring it into my character BP

lunar sleet
#

Yeah, I getcha

hoary summit
#

but it's not working anyways lol

lunar sleet
#

Afaik you need to go from anim initialization into the char not the other way around

#

You should just be calling play animation and then run things off the initialize event in there iirc

hoary summit
#

okay cool

#

will give it a go, watching this bp comms vid now ty for the heads up

dapper kiln
#

Does anyone have the algorith for gamepad acceleration? So when you turn your camera left and right when aiming in a first person game, the acceleration builds up the longer you hold it. That way holding left on the joystick will make you spin fast, but tapping left will not give you full acceleration turning speed.

lunar sleet
#

Or hold trigger and set the slow turn off the cancelled pin

#

Few ways to do this

dapper kiln
#

I never thought of that. Would that be smooth though? Also I needs to be held in a somewhat same direction. So if you just spin your joystick in a circle, you won't go full aim speed, but if you hold it in the same direction, say "left" then it would eventually build up to full speed. Call of duty for example does it that way

#

Like this, If I spin the stick, my aim is still tight

#

but I can spin fast

#

🤣

lunar sleet
frigid swallow
#

How would I play a sound on a moving object?

tame dawn
#

Hi!

Is there any variable type that represents a curve? I'm trying to control one of my component's variables with a curve.

dapper kiln
#

Spawn sound attached, or add the sound to the object inside its blueprint if it's a blueprint actor

#

@lunar sleet So this does work like you said, but I'm new to enhanced input so is "action value" something I can get or do I have to calculate the direction myself. I never know with this new system what is already done for me and what I have to create myself. There's not a lot of info on gamepad stuff besides basic sensitivity

lunar sleet
dapper kiln
#

It'll spit out values from -1:1

lunar sleet
dapper kiln
#

I get what you're saying but I'm still confused. Because the numbers are going to be all over the map when spinning the joystick like you would when aiming or spinning the joystick.

#

Here's the X

#

IDK how to compare this lol. I mean I could take the magnitude of X and Y which would give me a value from 0:1

#

but even then my value would probably be 1 when fully presing the joystick all the time in a circle idk

lunar sleet
#

The point is to check if you’re holding down in one direction, I thought?

dapper kiln
#

Well it is, but it's also like the .Gif above of call of duty. Where your aim is "tight" until you hold the joystick in a direction.

#

IDK if i'm making any sense. It's hard to explain

lunar sleet
#

So lower sensitivity?

dapper kiln
#

I have sensitivity lol. It's some sort of acceleration. Think in terms of say a car, If I'm going 10mph, then want to reverse, It takes it a few seconds to slow down and then go backwards. Well the joystick feel the same way on games like Call of Duty. It's not just a hard set linear sensitivity. There is some acceleration feel to it

lunar sleet
#

Yes, you can make that too

dapper kiln
#

That's what I didn't know how to calculate

lunar sleet
#

None of this is super simple

#

You’d just lerp between 2 floats

dapper kiln
#

I know lol I couldn't find any info anywhere

lunar sleet
#

So it would go from say speed 10 to speed 25

#

Gradually

dapper kiln
#

Yes, but how 🤣 I didn't know how to wright the calculation. How to get directions etc. Do I have to break out the cos, sig, tangent?

lunar sleet
#

There’s near equal

#

Which has a tolerance

#

I’d prly cache the x and y on started and then on trigger check if the incoming action values are near equal to them. But it would need some testing, especially because you could start by going in one direction and then rotate while holding and then hold

#

So yeah, maybe do some research on the topic

dapper kiln
#

Thanks. I'll keep at it. It's frustrating how there insn't much about it anywhere. Most people just tell me to use keyboad and mouse and get lost lol, but it's not for me, I just want an enjoyable experience for gamepad users as well

lunar sleet
dapper kiln
#

I never noticed it until a friend of mine who only plays on gamepad told me my game felt off. Then I plugged in an xbox controller and sure enough it's hard to aim lol. So i've been researching ever since and trying out games. Turns out it's a common issue with lots of AAA games too. But COD seemed like it did a good job from the games I've been testing

lofty rapids
#

how would i sort an array of numbers ?

mental trellis
#

Isn't there a sort method?

lunar sleet
#

It might be in cpp only

mental trellis
#

Other than that, write your own quicksort algorithm.

lunar sleet
#

There’s a TArray::Sort but not a bp one I don’t think

mental trellis
#

Implement this or learn how to write a bpfl in c++ 😛

frigid swallow
#

is unreal editor's multi-user editing plugin actually useful?

frigid swallow
#

what should I use instead

thin panther
#

just regular old source control

mental trellis
#

Isn't multi-user nothing like source control?

thin panther
#

no one needs to work in real time like that. In fact it's kind of a disservice to.

thin panther
mental trellis
#

Oh my.

thin panther
#

it just allows you to visualise the other uses changes as well

frigid swallow
#

but it work's well?

thin panther
#

so its the regular file locking and such

mental trellis
#

I saw some people using it to have unreal open on multiple pcs to work on stuff sdie by side.

thin panther
#

its only good for lan only, and it's main use was before one file per actor and such, to edit the same level at the same time.
(no one used it for that)

Now with one file per actor and such there's literally no reason to use it. It's experimental, and completely unnecessary :P

#

Regular old source control with file locking and a bit of communication will be just fine

thin panther
mental trellis
#

It was at a virtual production studio where they had shit tons of hardware and wanted the virtual set they were using to be edited by multiple people.

frigid swallow
#

so I should just use source control if everyone's remote?

mental trellis
#

And the fuckers had like a 100gb/s internet connection. Tested it on a speed checker for me lol.

thin panther
thin panther
mental trellis
#

I was more surprised that the speed checker could handle their speed.

mental trellis
mild ibex
#

Multi User is used heavily in virtual production

#

But that's pretty much the only place I see it

frigid swallow
thin panther
#

git and github are not interchangable. Github is not a good host

#

Git is good source control, Azure DevOps is your best host

#

If you truly want the best experience for unreal engine, and have the funds to pay for it, Perforce is absolutely best no contest

mental trellis
#

(as bad as it is)

thin panther
#

but you will need to pay for your own host, and depending on team size, the software itself

frigid swallow
#

I'm sticking with git rn, as I have a bit of experience with it, is that ok?

thin panther
#

yeah, perforce is miserable to learn, and unfun to use. but you can't beat its tools with binary assets and such

#

it will be, just be prepared for lesser tools and such.

#

git is absolutely fine and used extensively

#

studios normally use perforce though, so it may be a consideration at some point, again, money dependent .

slow flint
#

Hello im using the set view target blend function i would like to know if there s a way tok now then the animation has finished like a "is finished " or something

twin epoch
#

Does event begin overlap only work between actors?

zealous moth
#

@twin epoch yes, what else?

thin panther
#

I'd struggle to think how it would work with anything else

#

an actor is something in the world

#

an object doesn't have a world representation to overlap with anything

zealous moth
#

and overlap uses the world...

frigid swallow
#

Does github have a storage limit for projects?

pallid minnow
#

I have a 8 directional moving character with the animations set up, how do i add "start/stop animations" with the "constant animations" in the middle?

#

do i increse the grid layout or

thin panther
#

thats why i said dont use github

frigid swallow
#

azure devops is free, right?

thin panther
#

yes

frigid swallow
#

and it doesn't have a stoarge limit?

thin panther
#

its a soft limit

#

250GB

frigid swallow
#

dang

thin panther
#

though you can go above it

pallid minnow
#

damn

thin panther
#

with unlimited LFS

#

if your project is above 250GB with your uassets in LFS you are doing something insanely wrong

frigid swallow
#

yup

pallid minnow
#

aint nobody playing that shit about 250 gbs

frigid swallow
#

well, I guess I'll go learn azure then

pallid minnow
#

above

frigid swallow
#

it does require a card information tho, right?

thin panther
thin panther
frigid swallow
#

hmm

pallid minnow
#

anyone on know anything about animation blueprints/blendspace

sweet imp
#

Hey guys, does anyone know why this simple fInterp code I made to smoothly transition between vignette off and on isn't working? It is just printing the same value of .01667 every time it is called. Thanks in advance for the help!

#

the boolean isn't the problem, as I see the print strings when the code should be going

dawn gazelle
sweet imp
#

oh, so how should I do this if I want to have the vignette intensity just go from 0 to 1 over an amount of time? I can't use a timeline because i am doing this in an actor component

deft pivot
#

When adding a doublejump to my character, would you guys suggest to just increase the jump counter or rather setup blueprints that check if you still have a jump available and set that to 0 when you did 2 already?

sweet imp
errant snow
sweet imp
noble ledge
#

if I add a sphere collision to my mesh will it prevent me from going into walls or do I have to use overlaps to prevent that?

kind vessel
#

anyone got a suggestion better than world widgets for how to do a computer screen? the text gets torn to pieces by anti-aliasing and increasing render resolution+decreasing scale gets absurd after a point

pallid minnow
#

is there a good level sample to use for full locomotion animation set ups, like "ValleyOfTheAncient" that isnt 100 gbs

bright frigate
#

Hi guys, should a wheel or a part of a vehicle best suit a scene component (parented to say a static mesh component so a mesh can be added), or as an actor? I can't make up my mind or understand fully the scope of things when thinking of future functionality. For example, swapping a part out, like a wheel, will swap out not just functionality but also its mesh

golden pewter
#

why does left click print but right click doesnt

pseudo anchor
#

can you add an angular impulse or force to a character movement?

rotund kettle
lunar sleet
carmine apex
#

Hi! I followed a tutorial about sliding and I set up running first and a bunch of setting stuff up. I am having problems with my running speed being set to my crouch speed after I unrun.

#

This should be all the info and images needed to fix the problem if anyone is willing to help. Thank you!!

iron prawn
lunar sleet
iron prawn
marble tusk
opal snow
#

Does the teleport node not work if there's multiple attached actors?

#

I notice it works if there's only one attached actor it'll work, but not if there's more than 1

lunar sleet
#

Could be a collision issue

spark steppe
#

all free assets from the last years are "in" my project :>

#

aint no body got time for that migration nonsense

gentle urchin
#

Luxury

grizzled cave
spark steppe
#

i doubt that their project is

#

project size != cooked build size

remote meteor
#

git will grow fast with binaries like uassets and umap

#

lfs doesnt really exactly solve it, you still need to store the full copy

#

though now with One Actor Per File

#

it should be more forgiving for changeing stuff in maps, so it doesnt need to update the whole binary

#

😅

sharp fox
#

why it prints "vegan burger" but says it's length is 3, the same thing with the other burger

graceful peak
sharp fox
graceful peak
#

You're trying to get the index of the vegan burger it sounds like, not the length of the array its in

#

That array contains 3 burgers, so it's length is 3

grizzled swallow
#

Hey guys how do i create a local variable in a BP?

#

that is only in memory after a node and not all time

#

like in C++ a scope

sharp fox
graceful peak
#

Ohhh I apologise, I saw your third screenshot and thought those were the burgers

#

So you're trying to print out the number of ingredients for a given burger, and although your setting the "correct order" variable to "vegan burger" it's still printing 3?

versed sun
#

The Random node will pick a random Name for Row Name , and a different random for the append

graceful peak
#

Didn't even see that

versed sun
#

yes, try saving the Random to a variable, and useing the new variable for Row name and append

alpine hinge
#

Can someone help me with the crouch and sprint system for 1st person template with an animation with no locomotion

grizzled swallow
#

i can try to help you

#

accept DM

#

Guys another thing. When i change r.VolumetricFog.GridPrixelSize to some value it resets back to 16 after i restart

#

how do i save that?

thin panther
marble tusk
# sharp fox really?

That's how pure nodes work. Pure nodes being the ones without execution pins. They don't cache their results, so every time they're needed they're re-ran which could provide different results. For example, if their input values have changed between executions, or there's some kind of randomized functionality to them.

#

This is something to be aware of with the default For Each Loop engine macro. If you double click on it to view the macro you'll see the Array input is never cached and is plugged directly into a pure Length and Less Than node before finally finishing the chain at a Branch which gets called on each loop. This means if you connect any pure nodes to the Array input it'll be re-evaluated for each loop body execution. That's also why there's a warning not to change the input array's length or order in a comment in there.

pulsar pulsar
#

whats the best way to "do something" when the player is looking at a specific object?

thin panther
#

Line trace on tick, send an interface to whatever you're looking at. Normally when a button is pressed. Thing implements the interface and does whatever

pulsar pulsar
#

Ahh fair enough. That's what I'm already doing was just checking if anyone would suggest something else. On the right track then atleast 🫡

pulsar pulsar
#

But how would I compare Hit Actor to children of a parent class? 🤔

digital nova
#

does someone know how I can keep the canvas panel from the parent class, and still put other elements in this child without making the canvas panel from the parent class to disappear?

molten knoll
#

I have a weird problem with UI.
After using the Inventory I have to double click everytime I want to shoot in the game, that's with Input Mode set to Game and Viewport Mouse to No Capture, if I set it to Capture Permanently It works with only once click but then I cant move the mouse while clicking...
Any Ideas?

rare forge
#

Anyone here knows about debugging cooked project?
I'm geetting a Fatal Error crash on Open Level and i have no idea why and i can't find the reason
Crash report just shows it might be soemthing to do with particle being deleted but which one?
how do i find out ?

hallow compass
#

is there a way to set a dynamic material parameter on 1 instance of an instanced static mesh? I would like to change the color of some instanced static mesh procedurally, but i cant figure out how to access an individual element from the ISM

hallow compass
sharp rapids
#

Hello,
I am generating a simple mesh Procedurally and the generation works.
The mesh appears as intended
But If i change anything during the gameplay, such as toggling a variable on the actor, the mesh just disappears
Focusing on the actor does nothing. The procedural mesh just vanishes.
How can I fix this?

willow gate
#

Ok... I've been beating my head against the wall for a couple of days on this so I'd be super grateful for any insight. The idea is that I have a beam weapon. When the player holds down the fire button, a beam particle comes out of the the weapon which uses a line trace to calculate its end point and applies damage, using a timer rather than tick, and it can start fires based on the physics material it hits. Right now I'm just spawning decals every time a line trace hits but what I'd like to do instead, using a counter I already set up to "skip" x amount of line traces, is set a spline point and then add spline mesh components to create the illusion that the beam has melted a line along where the beam hit. I'm open to alternate ways to accomplish this rather than using a spline comp.

grizzled swallow
tulip lintel
#

Is it possible to do this random?

grizzled swallow
#

you want to play a random sound out of 3?

tulip lintel
#

I wanted to play 3 sounds but make them play one after another

willow gate
#

Hey guys. Ok so I finally got the spline system working somewhat on my beam weapon. I'm now running into an interesting issue where the mesh between the first and second point seems to be causing issues and I'm not sure why. The pipe mesh is just a placeholder. I'm making a "melted line" mesh once I get this working right. Here is a video of what's going on:

https://youtu.be/QN3h4UrIoik

Here is the code for the function being called by my line trace in order to update the actor that has the spline component in it every time I create a new spline point.

https://blueprintue.com/blueprint/1o0idr1t/

gentle urchin
#

It spawns with 2 initial points

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Also...

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Id reconsider the entire logic there ifnim reading it correctly

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Guess i read some of it wrong

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I still think it could just be one mesh

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Also the spline has 2 initial points

tulip lintel
#

Howdy,
How can I go about stopping a song with a button. I currently do this with sound effects, but when trying to do this with a background song the audio doesn't mute / change volume. I presume it would after it ends but I would want it to pause straight away?

native ferry
maiden wadi
#

Probably need an AudioComponent on the HUD or similar to play 2D sound for music. Then reference that for control. Not sure if there are better ways to handle that, but at least default and FMOD do most everything through components.

cunning vapor
#

I've made a "SpawnActor" and "AttachActor" for siwthcing between weapons (keyboard numbers 1-3) this works well BUT I keep spawning multiple actors if pressed multiple times; is there a way to replace / only spawn one

Thanks in advance x

trim matrix
#

im really confused what's going on but I made an item pickup using attach to actor, when it has no code, the child works fine and behaves normally but if i add any node inside it the game comes back with errors and doesnt work

I added a print string with begin play and it worked weird

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bone attaches normally

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(please dont make fun of it, its a bone)

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adding this print

lunar sleet
trim matrix
cunning vapor
trim matrix
maiden wadi
trim matrix
#

inside the parent

#

the parent has this and the actual child has nothing inside

#

addinbg the print breaks it tho

maiden wadi
#

Any reason you don't just add a "User" parameter to your Interact? Make it Actor,, or Pawn or Character, or something. When the character interacts with something, pass self through. Doing these gets and save references on beginplay is tedious and error prone for a lot of reasons.

trim matrix
#

oki

maiden wadi
#

For starts, if you suddenly decide to kill off your pawn and spawn a new one, suddenly nothing has a valid reference.

trim matrix
#

that works

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thank you!

maiden wadi
#

Another reason is that you cannot control the order of beginplays. There's a good chance a lot of thing's beginplays can run before your character even exists. Even if it's in the level it may not be possessed yet so GetPlayerCharacter won't return it.

trim matrix
#

i added cast to interaction rather than begin play 😄

willow gate
# gentle urchin Also the spline has 2 initial points

Hmmm.. ok so every spline comp starts with two initial points? So in order to make this work correctly, when I create the spline, I should move the point at index 1 to my hit location before creating additional points?

gentle urchin
#

I ended up deleting the first (second) pointn

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So i only started with one

willow gate
cunning vapor
lunar sleet
#

Show the pistol code

cunning vapor
lunar sleet
# cunning vapor

Can’t tell from this. Use breakpoints and step through the code to see what happens when you do that

cunning vapor
lunar sleet
#

Select a node, press F9, run the game

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When that node it reached, it’ll pause the game

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You can then use the arrows at the top to go through the code one node at a time

shadow holly
#

Hey not sure if this is the right place to ask, but I'm trying to get cloud saves on steam sorted for my game. Does anyone know how I can find out where Unreal Engine stores save games on different platforms? Thanks

shadow holly
digital palm
#

I'm using GetAllAcorsofClasswithTag. I have actors with MyObject_1. I would like to find actors that contains MyObject_, I tried to add MyObject_ to GetAllAcorsofClasswithTag but not working, any idea?

lunar sleet
cunning vapor
trim matrix
#

When is recommended use GameplayTags instead of enums for some status?

hollow cove
#

any ideas on how to deal with this translucency on faces that aren't receiving direct light thinkhmm

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apart from adding emissive light

gentle urchin
#

enums are exclusive,

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while a tag container is inclusive 😄

hollow cove
#

do you think this looks okay for a crystal material

wild moat
wild moat
hollow cove
#

oo true, i completely spaced on the normals

wild moat
#

hello i'm trying to create unlockables with a datatable, i have my character colors set up:

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problem is i don't know how write to the data table to make it update after an item has been picked up:

tawdry surge
#

Data tables are read only

wild moat
#

i have most my systems set up with data tables 🥲

wild moat
gentle urchin
#

you can use a datatable for the definitions of the unlockable

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but to unlock something you'd wanna put some Identifier in some container that you can save

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Row Name into an Array for example

stuck sentinel
#

i made a light trigger button everything is working but when i changed the point light variable to array it doesnt attatch to toggle visibility anymore, i need more than one light to turn on an off in the same button do i make more one variable for each orwhat do i do

sick sky
#

What would be a good answer to:
What is the difference between sets and arrays ?
There are different operations possible depending on the type.
Also, any examples on what is handy in a specific case ?

maiden wadi
# trim matrix When is recommended use GameplayTags instead of enums for some status?

Enums are fine for things that need to define simple state. But avoid it at all costs on anything that needs to be saved to disk. A good use case is something like the Widget's visibility stats. It has a few states that are easy to edit in a project agnostic way without needing to have the tags specified for it.

But as stated, Enums are really bad for anything that needs to get saved to disk. Lets say you derpily write this enum with SomeState, SomeOtherState, AThirdState, EvenMoreState. You release the game, people are saving this to disk. And then suddenly you realize that you need an invalid state. You can add it to the fifth slot, but it'll look kinda derpy. But if you put it where it should have been at the first slot, you'll reorder everything else by one slot and break people's saves.

Gameplay tags don't have that issue because they're not defined in a list like enums. So there is no order to mess up. Plus even if you decide you hate their hierarchy and decide to entirely change it, there are tag redirectors that can point the old tag to the new one.

But aside from this, they're but just keys. They both largely reduce down to an integer. Enums are named integers. GameplayTags are wrapped FNames, and FNames are compared via an internal integers. So there's little to no real speed difference. You can mark functions to use specific tag hierarchies so as to not see all tags in the project and only the intended ones. So in the end there's almost no reason to use enums that much anymore.

maiden wadi
stiff holly
#

@lunar sleet hey man, here's those collision ss (NoCollision is the gun body, and the OverlapAllDynamic is the sphere collision)

trim matrix
sick sky
#

Is a foreach in a SET faster than a in an array ?

lunar sleet
maiden wadi
# sick sky Is a foreach in a SET faster than a in an array ?

Not likely. I'd assume they're slower since adding uniquely means you need to check all existing entries first.

Removing should largely be the same. Unsure if they might internally do an assumption that the first remove is a valid place to stop since there can't be any extra entries of the type where a normal array would finish checking all elements. I'm doubtful. But either way probably not that big of a difference in performance unless you're adding and removing mass amounts of things every frame.

For iterating, I'm not sure. It might be identical in C++. In BP I think you have to get the array from the set don't you? Which might be slower depending on how it acts.

Realistically they're pointless questions. You probably won't see any difference in runtime performance between the two without a massive, constantly changing data structure. And at that point you're probably fighting allocation issues anyhow which both will be victim too. You either need a Set or you don't. If you don't, you use an array. If you absolutely need to force unique entries, you use a Set.

lunar sleet
#

Capsule is prly enough if that’s the root

stiff holly
sick sky
stiff holly
#

It's just the default FPS character

sick sky
#

Yeah probably pointless, sometimes i think "should i use a SET instead of an ARRAY" ?

lunar sleet
stiff holly
lunar sleet
#

What about the pawn itself?

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I can check it in a bit myself

stiff holly
#

I haven't edited the character/pawn except adding the fire weapon code

lunar sleet
stiff holly
#

Yes

maiden wadi
stiff holly
#

I also made sure to include the AnimBP reference in the weapon pickup

lunar sleet
stiff holly
#

It's strange, I've been pondering it for days, and the only real thing I can think of is that my mesh collection is overriding the weapon pickup collision at runtime

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But like you said, it should be set during runtime alongside the other settings such as attaching to a socket on the character

pallid minnow
#

Is there any good tutorial that anyone used for start/stop animations with a 8 way directional character? setting the animations up is easy but the start/stop ones are killing me

lunar sleet
stiff holly
radiant imp
#

New to Unreal and I'm a bit confused:
I spawn Actors with attached meshes in the *MyClass::BeginPlay() * function with GetWorld()->SpawnActor<ActorToSpawn>(blibla). And it works fine in play mode, however when looking at the map while the game is running I can't see them in the editor. How can I look at the current state of the level with the procedurally spawned meshes while the game is running?

stiff holly
lunar sleet
pallid minnow
# stiff holly Root Motion tutorials are great

i have root motion turned off and only "force root lock, and use normalized root motion scale" activated, to avoid my character not lining up with the animations. How will that come into play?

stiff holly
#

I could more than likely merge most of my SM components, but I need some separate, so it doesn't solve the issue entirely without a loop. I still don't know why I can't get collision disabled on the entire actor

radiant imp
#

I can focus the BP_HexTile0 but there is no mesh showing up

pallid minnow
stiff holly
#

Though it's all a development quality pov

pallid minnow
stiff holly
pallid minnow
#

Ahh yeah i didnt design the animations another guy in the group did. Thats probably what it was

lunar sleet
radiant imp
#

hmmm ok thx, at least I know now that it should be possible to see tem 😅

lunar sleet
#

Yeah, not sure what’s happening exactly

stiff holly
#

I think I figured out a way to really disable this collision at runtime 🤔

lunar sleet
#

TBD if that’s the actual issue

stiff holly
#

Man this is driving me mad. I'm gonna have to work on another feature in the meantime

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I'll go insane if I keep spending too much time with this

stiff holly
maiden wadi
#

And you disabled collision on the weapon?

stiff holly
stiff holly
#

Also all the meshes being used on the weapons, the only thing that has collision of a sort is an overlap collision sphere that is immediately destroyed on pickup

maiden wadi
#

Which calls did you use? Also as a test cast to double check the collision, you could offset the weapon like 200 units in front of the character instead of at the intended attach point, should keep the pawn from colliding when moving for enough of a test to know if it's that.

stiff holly
#

I'm starting to agree with Neo and cant think it's collision anymore

stiff holly
maiden wadi
#

I would try offsetting it in front of the character. You should still see it moving with the character like that, but if the issue stops, it's 100% a collision issue.

stiff holly
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I'm using attach actor w/ snap to target, how would I go about offsetting it lmao

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I'm sort of brain fried atm

maiden wadi
#

All good. 😄 uhh.. Maybe a simple AddLocalOffset might work here? Do your normal calls as you are, and then after all of it, do AddLocalOffset with X as 200

#

You'll have to get the root component of the weapon to do that. Forgot that was a component call.

radiant imp
#

This is so damn weird 😬 When I drag the blueprint in, the meshes show normally in the editor but the from c++ spawned actors of the same blueprint class just don't show in the editor

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I can move the transforms in the editor and they move in play mode

stiff holly
#

Yup, that fixed it, looks like it is a collision issue

maiden wadi
#

For starts. Remove that thing you just added, and before calling Attach, do a SetActorCollisionEnabled(false)

stiff holly
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Why didn't it work after attaching tho

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Is it because it wasn't the owner anymore?

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It worked btw

maiden wadi
#

If you do it after attaching, does the movement mess up every frame forever? Or is it just an immediate bump?

slow flint
#

Hello what this is doing is basically remove inputs from a menu then traver to the new menu_page and put user inputcs back on . the problem is that i want to enable said collisions only when the view target with blend is finished animating the movement . because right now im able to click menu button even if the camera still moving and it basically creates a lot of mess with the camera

stiff holly
maiden wadi
#

That I can't speak for. That's an odd one. It shouldn't make a difference if you do it before or after. Technically it shouldn't matter even after for the bump, since the collision will be disabled before the character's next move tick.

stiff holly
#

Hmm, then it's no wonder everyone here was so stumped. Maybe it's a UE bug then? I won't report it in unless I hear someone else have a similar issue, but it's worth noting I guess

maiden wadi
#

You would need to repro it in a few steps in a fresh project to report it. Or they won't even look at it.

stiff holly
#

I definitely know how to reproduce it now lol

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Anyway though, thank you again, that was the bane of my existence for the better part of 2 weeks haha

maiden wadi
#

But yeah, that is odd. 😦 From a logical order standpoint it doesn't make sense. The character doesn't move in the time between attachment and collision disable. Makes even less sense that it would persist.

stiff holly
#

It's odder still that while using an OnOverlap event it persists both when destroying the sphere, and when not. It should be able to read the disable collision node just fine

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I also tried disabling collision at the root parent class level

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So I'm just confused

maiden wadi
#

Unsure. Would need to see screenshots to discern anything else. 😄

stiff holly
#

Ehh it's a whole mess, but it's fixed now, that's what I'm happy about. I just hope it's not what happened last time when Neo and I fixed it 😂

stiff holly
slow flint
hidden cape
#

hey guys quick question. I made a menu for the first time...wondering what the best way to restart my level would be? seems this way it restarts but my mouse is not responding...I have to hold right click to move my head... any help would be great

maiden wadi
#

Sounds like you're missing an InputMode call somewhere.

stiff holly
hidden cape
maiden wadi
stiff holly
maiden wadi
#

You PlayerController's beginplay, or similar place.

#

I wonder if ViewTarget blends have any finished delegates. I've never looked.

stiff holly
#

Woah that looked useful

hidden cape
maiden wadi
#

Just makes it so you don't have to click once when opening a new PIE window before you get control inputs to it.

hidden cape
#

cool thanks

maiden wadi
#

It won't help your issue if you are opening a level and losing control like that though.

hidden cape
#

that always bugged me lol clicking

stiff holly
hidden cape
maiden wadi
#

Do you have a PlayerController class for your game?

stiff holly
#

When you have two ue windows open for stuff

hidden cape
#

its just the mouse movement

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all inputs work except that I have to hold right mouse to look around

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which is strange

maiden wadi
#

Try this in it's beginplay.

hidden cape
#

in the Player controller? or my character BP... thank you

maiden wadi
#

PlayerController, easier to get a reference to the necessary controller.

hidden cape
#

ive never actually looked in player controller

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ill have to find it lol

stiff holly
#

Speaking of references, will I be able to reference my character mesh through the player controller? I'd like to not cast

maiden wadi
#

Maybe. Though I'd question why you need to?

hidden cape
#

hmm its c++ ... I made one, so its just empty?

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or am I suppose to have something in there?

stiff holly
#

Attaching my weapon to my character

hidden cape
#

besides what you sent

maiden wadi
#

It's fine if it's empty. Make sure to also specify it in the GameMode so it's used.

hidden cape
#

awesome thanks!

maiden wadi
# stiff holly Attaching my weapon to my character

I'd question that still due to encapsulation reasons. The controller doesn't need to care about your weapon, and it doesn't really need to know about your Pawn that much either. So the attachment should probably be done on the Pawn. The weapon shouldn't have this because it should be able to be independent of the Pawn entirely. The Pawn has to hold the weapon and it knows it's setup for attaching weapons, like what sockets it needs for the attachment etc. The pawn is also the one overlapping the picked up weapons, etc.

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In general I find the PlayerController a rather useless class for gameplay outside of networking and some control handling functions. But a lot of people tend to use it much like the level blueprint and just true to cram everything into it.

hidden cape
thin panther
#

something spawned by begin play only exists for the play session

radiant imp
#

This was an editor shown while the game was running. The actors show up with the blueprint smybols and I can move them around but the meshes don't show in editor

thin panther
#

show the code

stiff holly
radiant imp
#

This is the actor class

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that gets spawned

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this is how i spawn them

thin panther
#

ok this makes sense. Your content browser version that's subclassed and has the asset refs setup. you're spawning a base class that has no mesh references setup in c++

radiant imp
#

but why would they show up in play mode then, if the references wouldnt be set?

maiden wadi
# stiff holly Okay that makes sense, it was explained fairly similarly to me yesterday in the ...

The controller is a core class. It's basically the player's representation as an actor in the world. It allows the player to use Pawns via possession, and allows the player to make ServerRPCs. And if you read C++ it becomes clear how it handles input by passing it through an array of InputComponents that every actor has when you call EnableInput or Possess a pawn. It's a fairly critical class. But as far as extending it, I've just never personally seen a great use case outside of the networking that needs to be generic and not exist in other actors, or some input handling stuff, like applying Enhanced Input ContextMappings in it's beginplay.

spiral kite
#

I make a trace but I want to ignore owner how can I do it

thin panther
radiant imp
lunar sleet
true yew
# radiant imp

it seems like you're trying to use multiple viewports or something weird... don't, UE's PIE system is funky

thin panther
#

nowhere have you shown AHexTile having a valid mesh reference

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plus you having it in your content browser means you have subclassed it

true yew
#

a viewport that isn't connected to the PIE world will be... weird

radiant imp
true yew
#

(also, please do not cross post in both BP and CPP channels next time, at least wait a while between each)

spiral kite
#

ok but what I need to plug here

thin panther
#

that you've shown

spiral kite
#

I make a FocusedAreaBP and add it to my third person character

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I want to ignore self

lofty rapids
#

the check box didn't work ?

spiral kite
#

no

#

trace start from camera

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focused area collision blocking it

stiff holly
radiant imp
#

I mean the mesh is there right?

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but it doesn't show up in the editor

true yew
#

ignoring me, whatever

thin panther
lunar sleet
radiant imp
#

with a mesh reference

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being there

thin panther
#

and if you possess a character instead of simulating, the meshes are there

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not the weird "click the camera and see what it sees" business

radiant imp
#

yeah no, they are there

thin panther
#

again don't use multiple viewports

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stick to one

radiant imp
thin panther
#

as Hojo said

radiant imp
#

Im for now usually im not

thin panther
#

but dont