#blueprint

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radiant imp
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but that doesn't change anything

thin panther
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yes it does

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PIE sticks to a selected viewport normally

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so your second viewport isnt in game

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its editor time

lunar sleet
thin panther
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stick to one viewport

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press simulate instead of play

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do the meshes appear

radiant imp
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Omg yess! Thank you so much. I'm sorry for the dumb questions

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It's my first week using unreal

true yew
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there is an "eject" button you can press to "leave" the pawn and turn a viewport back into a normal controllable editor viewport during PIE, i think it is also F8

radiant imp
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Thanks you so much everyone. I was really bothered by this ๐Ÿ˜…

thin panther
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you can also shift + f1 and click the eject button if for whatever reason the hotkey fails you

radiant imp
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nice

plain cobalt
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Quick Q, I want to use the math constant "e" in a function somewhere

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How to do that

lunar sleet
plain cobalt
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I cant use it in blueprints?

lunar sleet
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I don't think there's a node for it?

plain cobalt
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I suppose it isnt possible in math expressions either then :(

lunar sleet
lunar sleet
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nvm that's exponential

plain cobalt
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Yeah that aint it

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I mean specifically eulers number

plain cobalt
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thats the thing, i want to use it in float calculation and those nodes do something thats not just giving me that value

lofty rapids
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considering it's a constant, can't you just create your own ?

plain cobalt
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its an irrational number so i could but it wouldnt be exact

lofty rapids
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well with floats you won't get exact anyway

plain cobalt
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i suppose thats true.. i could make a variable thats close to it and use it

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Im just not that hot on maths, I dont want weird cases where my calcs suddenly return negative values or stuff like that and go haywire lol

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But ill try it out

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Ty for the insight people

lofty rapids
plain cobalt
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Yeah youre very right :D so itll prob be fine

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i was just going to use smt like this (where 150 and 152 are variables) to make a weighted function so i was wondering if itd be possible

maiden wadi
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Yeah. ๐Ÿ˜„ I feel that. I actually started avoiding the controller class though and started putting stuff in actor components on the controller. I kinda treat them like a HUD class. Still belongs to the controller, but feels kinda better not muddying the controller itself.

lunar sleet
plain cobalt
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am i correct in assuming i just scrap all the calcs and replace it with this node lol

maiden wadi
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Pretty much.

plain cobalt
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My eyes thank your validation

pure jolt
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A PUBG template with multiplayer, inventory, ALS, zone/airdrop etc system, and many more

  • ALL ASSETS INCLUDED (characters, weapons, ammo, armor, bags etc)
    DM me for more details
plain cobalt
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Not sure if this is the place

maiden wadi
fleet cedar
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https://www.youtube.com/watch?v=7QjF5rXv5L4

Anyone know how the dismemberment and combat was made in this? X_X

Author: https://www.youtube.com/channel/UC0IwCgmyHLpLkWwcBZmkqTg I added this Two Handed Sword and Oh god what have I done gamedev gamedevelopment in #gamedevelopment #indiedev #indiegamedev #UnrealEngine5 #ue5 #unrealengine #sword #kekinian
SUBSCRIBE to the channel so as not to miss new videos https://www.youtube.com/channel/...

โ–ถ Play video
misty badger
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editor utility: is it possible to iterate over components of selected assets?

raw orbit
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is there perhaps a guide on how to make a map menu where you open a world map and navigate it by holding right click not too unlike how you navigate the blueprint graph?

leaden sandal
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when i press E so fast it bugs, how do i fix this (it happens when the B in the flip flop has its turn)

twin epoch
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So, my collision system for bullets only works on actors

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Should I just make my entire map an actor

tawdry surge
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It already is

deft pivot
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If i increase the Jump counter to 2 here, how do i get the character to play the same jumping sound it does when the first jump starts?

trim matrix
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is this the right location for asking about a loading screen? i cant seem to find any good youtube sources for unreal 5 for a loading screen that arent crap

carmine apex
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I'm watching a tutorial about sliding and crouching and I am unable to uncrouch but in the tutorial he can. I have gone through everything and it still doesn't work

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Any help is much MUCH appreciated! Thank you!

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(I think it has something to do with the event tick)

lofty rapids
novel silo
loud cipher
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Hey all i am struggling on how to implement a camera shake that plays when the player is hit. This is for multiplayer btw. I had a camera shake play on owning client inside the player character when any damage is called, but then when an AI shoots another AI it causes it to play camera shake on the player even though he wasnt hit

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How should i go about handling something like this

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Never mind

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solved it by overriding the function inside the AI class

limber parcel
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wait whats an Actions Component?

thin panther
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What's this in?

deft pivot
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can someone tell me how i can make this more realistic? also not play the jumping sound when getting launched in the air? as you can see, i used the most basic and easiest bp there ๐Ÿ˜„ if some1 could show me a better BP on "https://blueprintue.com/" i'd much appreciate it.

thin panther
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Because it ain't a standard part of the engine

loud cipher
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Hey all quick question, i want to play a sound at location, currently i have play sound at location and will plug it into the location, but how can i get the impact points rotation to plug into the rotation to play the sound at

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Thanks

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I was thinking maybe it could be get rotation x vector frm impact normal but not sure

carmine apex
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I'm watching a tutorial about sliding and crouching and I am unable to uncrouch but in the tutorial he can. I have gone through everything and it still doesn't work. I took screenshots this time so it is easier to read. I tried to get anything that might be relavant but I'm almost positive it has something to do with the event tick as it didnt work for him either until he made it, but it still doesnt work for me. Any help is much appreciated

sonic kraken
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DO any one know how to play full body montages in this setup as when i try to play montage my legs stay thier and upper body animation blend even when im standing

chrome pumice
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i feel like im dooing really dumb stuff here

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isnt that gonna murder my performance?

zealous moth
# chrome pumice i feel like im dooing really dumb stuff here

kinda but it looks dumb as well.
What you should do instead is either have an array that stores all the allies as soon as they spawn or get destroyed and each one of them should have their own event that looks for the nearest enemy withing a radius. This would save you headaches

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alternatively, you can spawn allies and make the subscribe to a "look for enemy" event dispatcher

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and when called, each will respond accordingly

chrome pumice
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Ohh i never used dispatchers seems like its wort to look at it

zealous moth
chrome pumice
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So the simple solution would be add ally to array when they spawn and remove from array when die

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but yea thanks @zealous moth !

zealous moth
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lemme show you dispatches

chrome pumice
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Uhm sure

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u send a video or what do you mean?

zealous moth
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an example

chrome pumice
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Ahh perfect

zealous moth
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here you create it and call it something

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this is my BP enemy, i am tying the death event with an achievement event

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here i bind the event to the dispatcher

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on begin play, if my slayer III achievement was not obtained, bind the event

wild moat
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hello i'm trying to set up dashing and sprinting to be on the same button, i want sprinting to be active while left shift is held down, but i want dashing to work if left shift is held and released within X seconds:

zealous moth
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slayer plus will add +1 to the count

chrome pumice
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So the dispatcher calls the one that its connected to?

wild moat
zealous moth
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On my "on hit" event, it checks health. If <=0, then the enemy dies

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see here? I call that dispatch

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You can also call dispatch by casting to classes

chrome pumice
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Ohh okay

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thanks allot !

zealous moth
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in one of my cases, I have a "leech" ability

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so I bind the "heal" from my player to the "death" event dispatch

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stuff of the sorts

chrome pumice
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Yea i see

wild moat
zealous moth
zealous moth
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@sonic kraken here:

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upper body only uses specific bones and default uses all body

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by putting it like this, you will get your upper body montages first checked and afterwards, the default slot

indigo haven
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Can anyone help me with my vechicle in ue5?

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please^

graceful forum
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Is it possible to get component default values set from the details panel using an actor class?

graceful forum
lean radish
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Question
I have the BP_Cube that represents enemy. It has Actor Component AC_Health and it has Widget W_Health. I want the widget to be self efficient and to reuse it on different Actors, such as static objects that would be destroyed and player.

Question: how to get access to progress bar from my widget's event-graph. AC_Health has an event OnHealthChanged that I need to listen to refresh progress bar just when it happened.

deft pivot
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if i pick up a key and open a locked door, how can i make the key visible and inside the lock?

dark drum
lean radish
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@frosty heron I see, Get Owner is available in BP_Cube's blueprint. My goal is to make reusable W_Health widget that I can add to any actor and it should work out of the box. Is it a way to do that? Maybe should I create a dedicated actor for that?

dark drum
lean radish
lean radish
dark drum
# lean radish Correct

Ok, what I would do is have the health actor component add the widget component to its owner.

As part of this, you'll need to create the actual widget at runtime and assign it to the widget component. You'll then be able to bind an event to the on health updated event as it's created.

deft pivot
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any idea how to do something like this? press button or give a key item and make vegeation grow

lean radish
dark drum
lean radish
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@dark drum would it be easier to make in C++ instead of blueprint? because in Blueprints it looks like overcomplication

dark drum
lean radish
dark drum
# lean radish Appreaciate it so much, yes please

Something like this.

The 'OnHealthChanged' event dispatcher is on the health component and the 'UpdateHealth' function is on the widget.

This would make the health component create the widget it needs and add it to its owner.

lean radish
dark drum
# lean radish Thank you! I still have many question about this. 1. Part of what this blueprint...

This is inside the health actor component.

Unbinding shouldn't make a difference in this case as the health bar will only update when the 'OnHealthUpdate' event dispatcher is called. (You would call it after making any changes to the health value)

They're reroute nodes. You can pull from a var input and search for it or double click on one of the lines to create one where you double click.

lean radish
dark drum
lean radish
dark drum
# lean radish Is it any difference between: a: to create a Widget Instance in Blueprint by usi...

A Widget Component and a Widget are two seperate things. A widget component is just a container for displaying a widget in the world. If you manually add a widget component in the editor, it will automatically create the widget. (If you set the widget type)

Adding one like I did above will just spawn a blank/empty container so you would need to create the widget first and then add it to the widget component.

Having the actor component create the widget and the widget component for you means you don't need to manually add it to each character that uses the health actor component making it more reusable.

steady night
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hmm tips on how to locate ?

lean radish
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@dark drum how to set value into ProgressBar in Blueprint of W_Health (Widget Component) ? I don't see a way to get access to a widget element (Progress Bar).

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I want to create a similar function UpdateHealth like you did

dark drum
lean radish
dark drum
late kraken
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Hello!

Looks like it is not possible to set a variable (not a local one) inside or Anim Notify/Anim Notify State in Blueprint, or am I wrong ? Is it possible in CPP?

dark drum
late kraken
dark drum
late kraken
tough atlas
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I'm trying to create an ESC menu widget for my multiplayer game that can be shown and hidden upon ESC key down. The first "set input mode UI only" make it so I cant use a simple flip flop, so I tried making a onkeydown input function within the widget, but even that doesn't work. Any ideas/suggestions?

frosty heron
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in other word, not allowed to set variable

gentle urchin
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Invoke function

late kraken
frosty heron
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Like Squize said you can invoke function

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eg Calling function in the owner of the bp where you call the notify

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a setter for what ever you are spawning

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Begin Notify -> Get owner -> Cast to Bp_X -> Call Setter function

late kraken
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Ah so basically make a custom actor Blueprint with my Niagara effect then change the variable there ?

frosty heron
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I have no comment with niagara stuff

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don't have a clue how to approach it since I don't use niagara yet

late kraken
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Okok thanks!
When the Anim Notify State end (NotifyEnd), if I want to affect that same actor I set at the begin Notify, how can I do that ?

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Since I cannot set that actor as a variable in my ANS

late kraken
late kraken
gentle urchin
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Track it in the owning actor

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sounds a bit shady to spawn an actor on anim notify begin but who am i to judge

late kraken
gentle urchin
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That's probably fine

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i'd probably have the niagara system exist already and just activate/deactivate it during the notify

late kraken
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I see. I thought that's how Epic did ir with the AnimNotify that spawn Niagara System

gentle urchin
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Could be, im not sure

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I just imagine a very limited lifespan of that actor thats spawned it

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Might be fine

haughty egret
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Yo yo, is there a way to find what is referencing something inside a blueprint?
I can see one thing in the reference viewer but have no idea what inside that is actually holding the reference ๐Ÿคท

mental trellis
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Variables, cast nodes, node input values, etc.

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Have you tried searching for the asset name with ctrl+f? That might work

haughty egret
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Yea I searched every variation I could think of to show something up. In the end I think it's a deleted variable from cpp that might still be holding the referenc in the BP.

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I think I might just have to revert the file

tawdry kestrel
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Hello, I'm using the PhysicsHandle to pickup/move objects and was wondering if anyone had a good solution to stop the player from being able to launch themselves by slamming the carried object into themselves. I don't want to turn off collision, being able to move objects under you while jumping is part of the game, just don't want to launch the character from the impact.

limber parcel
tawdry kestrel
limber parcel
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๐Ÿคทโ€โ™‚๏ธ

narrow pendant
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question about recursion and the maximum loop count:

I am recursively calling line traces to find a path without intersecting meshes here:

First I find the positions at the bottom of the image: this function calls itself a total number of three times in this case.

then I find the locations on the tree in the upper part of the image, this time that function calls itself 10 times.
If it calls itself more than 10 times, I get an infinite loop error. that maximum count is set to some ridiculously high number though, so how does this get counted?

cunning vapor
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Hi guys, I have an aim function setup (aim at cursor) for a top down game; my question is how do I get the aim to use height so I can shoot at higher / lower points, thanks in advance

Similar to the game "foxhole"

limber parcel
narrow pendant
# limber parcel an infinite loop is an infinite loop, u probably made some mistake in your code

impossible!

right, yeah gonna have to thonk about this again then. was just wondering since I read somewhere that different nodes had different cost towards that count (foreach more expensive than for loop which is more expensive than do N times) so I thought maybe one function call might actually cost more than 1 towards that loop count. increasing the number doesn't change the result though so very likely I did make a mistake

limber parcel
dark drum
narrow pendant
dark drum
narrow pendant
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it's a lot of nodes but sure!

heavy lion
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Afternoon all. I am trying to come up with a method of doing something. But I cant think what its called to even begin researching it. I am probably being slow.
I need to run a function continuously while a button is held.
When the button is released there should be a delay, then another function continuously runs until it is interrupted.

The delay can be reset again at any point by the first function.

What would be the best way to implement something like this in blueprints?

dark drum
heavy lion
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@dark drum Can I trigger timers inside a BP Component from say the player character?

dark drum
heavy lion
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Cool.

narrow pendant
heavy lion
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What I am trying to do is make my current stamina system event driven. At the minute, it continuously checks the player speed (if on ground) and calculates stamina based on that.
But it has no delays or events that can be interrupted.

heavy lion
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So I want to drain stamina while performing certain actions, once that is completed, it should say "Stopped draining stamina" and then after a delay, "start regenerating stamina"
Start regenerating stamina should be interupted by draining stamina event.

maiden wadi
gentle urchin
narrow pendant
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hm okay, interesting

analog kayak
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I'm new to blueprints and trying to implement audio responses to gameplay messages. I have this basic setup and it works fine for one message type, but I'd like to play responses to several other messages too. Is there a way I can do that all in the same blueprint?

dark drum
narrow pendant
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that should be the other way around, right? I get the return from the trace and on false I return and don't call again. on true I call it again

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so currently I am calling it if it does hit something, not if it doesn't like you said

maiden wadi
cyan bone
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https://www.youtube.com/watch?v=plysKLwqv3E&ab_channel=LastIberianLynxGameDev

Been really confused on what looks better, orthogonal or perspective camera... I've been working all the time with perspective, but it seems orthogonal camera is better.
So i made it up to the player to switch camera to their liking.
However it seems the sky starts bleeding in the bottom into land in orthogonal camera. Anyone knows how to fix this? Should i limit the zoom of the orthogonal view? Also what do you think, is orthogonal better than perspective in this context?

narrow pendant
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probably should have called the bool HitSomething, you can blame my poor grammar ๐Ÿ˜‰

echo storm
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Can I toggle a material switch parameter in a blueprint like I can change a vector/scalar parameter?

narrow pendant
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a bit of superficial knowledge here but I picked up that material switches are for compile time only or sth, so I would guess not. correct me if I'm wrong please

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you could probably get the same result with an If node though

echo storm
lunar sleet
cyan bone
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it boggles my mind

lunar sleet
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First oneโ€™s better imo

cyan bone
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ahhh okay well, most people are saying that the isometric looks better

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maybe this video isn't the best

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its just showing the issue of the sky bleeeding

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below

lunar sleet
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Yeah I saw that, not sure what thatโ€™s about

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But if you get rid of orthographic, problem solved ๐Ÿ˜…

cyan bone
# lunar sleet Yeah I saw that, not sure what thatโ€™s about

https://www.youtube.com/watch?v=ldfQ8Nl2Dw4

here it shows the orthogonal vs perspective better

Isn't the isometric Camera looking better? Or its just my impression? Perhaps its my nostalgy for old games?
Why the Isometric Camera is better for performance:

1- It shows less units at the time.
2- It doesnt need the zoom. So it needs less LODs, and less detail on the units.
3- It doesnt require the sky, horizon mountains etc...
4- Can make ...

โ–ถ Play video
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imo the isometric wins here ^

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but maybe im with tunnel vision

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or nostalgic for old games

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something about the isometric view feels better

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maybe its because everything is more readable

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its also better in performance

lunar sleet
cyan bone
cyan bone
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thanks a lot for your opinion

lunar sleet
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Np

graceful holly
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does anyone have 5 minutes to help me with a possesion/unpossesion bug?

lunar sleet
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Just ask the question, people will help if they can

graceful holly
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this works

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this doesn't, and i don't get why and i'll keep tormenting myself until i understand it, can't do otherwise

lunar sleet
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Why are you possessing stuff in a widget

graceful holly
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in short i have a ui menu that i navigate with a UI player controller i made myself. when i press one button i spawn the pawn i wanna use and its controller, then i posses it. but for some reason it doesn't work the way it should. i should plug both references in the posses node and call it a day, but if i plug the reference of the pawn in it doesn't work

echo storm
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Why can I only trigger the timeline once? I thought this would make me able to trigger the timeline every time I pressed the PushButton input?

graceful holly
echo storm
dark drum
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is there a way to have physics objects play sounds when they hit something without having to make a BP and use the on hit event?

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What can't you do in C++ ๐Ÿ˜›

lunar sleet
echo storm
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Can I somehow remove the curve handle after the key? I don't want it to go up after reaching the key

dark drum
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I have a level populated with static meshes with physics enabled so having to go through and convert them to blueprints would be a pain. :/

lunar sleet
graceful holly
echo storm
lunar sleet
lunar sleet
graceful holly
echo storm
lunar sleet
echo storm
lunar sleet
lunar sleet
echo storm
lunar sleet
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At the same height

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Move the other one to the right 0.25 as well

graceful holly
echo storm
narrow pendant
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@maiden wadi @gentle urchin @dark drum I un-bloated my functions (removed debugs and everything else that wasn't necessary) and I can now call it 100+ times instead of 10x which should be more than good enough ๐Ÿ™‚ thanks for the help!

gentle urchin
honest ember
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Hi,
I am trying to do a dynamic weather system using volumetric clouds. What I want to achieve is to be able to change some parameters of the MI that my volumetric cloud actor is using. The problem I have is that I can't get the reference to that material in my blueprint. I have tried with "Create Dynamic Material Instance" but it doesn't work.
Does anyone know a method or has some tips? Any advice is appreciated.
Cheers.

lunar sleet
graceful holly
lunar sleet
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Where is the widget located btw?

pseudo fulcrum
#

Objective
On map load event to change the view to use the CineCameraActor0 object instead of a fixed camera at the 0,0,0 axis.

Attempt
SetTargetViewpoint may be misunderstood by me, but doesn't appear to support the actor object.

Any pointers or suggestions would be welcome.

lunar sleet
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Work with normal cameras at least

lunar sleet
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Missing the right most part

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Whatโ€™s after the set vector parameter

honest ember
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A chain of other set vector or scalar parameters that I want to change to get the desire look

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Nothing more after that.

pseudo fulcrum
lunar sleet
pseudo fulcrum
pseudo fulcrum
# lunar sleet Get player controller

Thank you; I think my previous attempt involved the CheatManager for some reason rather than the one outside of it. Works as intended, very much appreciated.

toxic badger
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Hello can anyone tell me why the widget won't get removed or the new won't appear

untold fossil
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is there a way to get the screen position of a widget?

lunar sleet
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#umg is best for all widget questions

lunar sleet
cunning vapor
remote meteor
remote meteor
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using find look at rotation from 2 points should be find

rancid moat
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Heyo ! Any idea how to ignore a certain object with a camera ? Other than "Owner no See"

remote meteor
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or singleplayer?

cunning vapor
remote meteor
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you could just hide the actor if its a single player ๐Ÿค”

rancid moat
rancid moat
remote meteor
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ah

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captures can specify who to hide

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other than that, if you are thinking to hide something from a UCameraComponent, your only choices are Owner No See and Only Owner See i think

rancid moat
rancid moat
maiden wadi
rancid moat
lunar sleet
toxic badger
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I would like to have if that button is pressed the other widget should appear

maiden wadi
toxic badger
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This happens afterwards

maiden wadi
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And if you click on the RemoveFromParent, and press F9 to set a breakpoint, the click triggers the breakpoint?

toxic badger
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It works

maiden wadi
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Kinda weird. Nothing really stands out as to why it shouldn't work.

lunar sleet
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Where is this code

toxic badger
lunar sleet
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You create widgets and remove from parent outside the widget not in it

toxic badger
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Ok but how should i create a button and let it press out of the widget?

lunar sleet
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That creates and adds to viewport

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#umg is better at this stuff tho

toxic badger
lunar sleet
# toxic badger Don't works

Youโ€™re still doing this in the widget and you prly shouldnโ€™t start with remove from parent, that should be last

toxic badger
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after create widget?

lofty rapids
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all the other stuff is working ?

toxic badger
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i am not sure

lunar sleet
toxic badger
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dont still works

teal nexus
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how can I make a mesh component to be locked, rotationally, to an axis (for example, its Z axis) and rotate around it to face the camera ?

lofty rapids
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are your buttons being pressed ? you can check with a print string

lofty rapids
toxic badger
lofty rapids
lofty rapids
# toxic badger yes

so narrowing it a bit to only one play or new game, just to test what does start look like ?

toxic badger
lofty rapids
toxic badger
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No

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Thats the issiue

lofty rapids
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see if it fires

toxic badger
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did already

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that works

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But my mouse courser dissapears

lofty rapids
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well your setting show mouse cursor to false

toxic badger
lofty rapids
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so start is firing ? your sure of that ?

toxic badger
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yes

lofty rapids
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hmm

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i would start with some less code, just try to remove all widgets

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so when you run start it should remove all widgets

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if it doesn't then i would start with figuring out why that is

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and go on from there

toxic badger
lofty rapids
toxic badger
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no

lofty rapids
toxic badger
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yes my main menu

lofty rapids
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you took out the other code ?

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as far as just get rid of the execution line unplug the pin

lofty rapids
toxic badger
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no

lofty rapids
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how did you create the widgets that you have on the screen ?

stuck sentinel
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please help, I made a widget blueprint that says E to interact, how do i cast it or to the object i want, what i am trying to do is get it to show when i am in the box collision.

lofty rapids
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as far as the interact, you can get other actor, that's the one that triggered it i believe

#

So you would set a reference to the actor on begin overlap, and invalidate it on end overlap, then use the reference to cast to your bp. when you press e, maybe have some sort of variable that says what kind it is

#

or just fire a function from the actor, like "interact" or something

#

i'm still new to unreal but i think that's how you would do it basically maybe with some tweaks

random solar
#

Got a question but wonโ€™t be able to test it now, how do I cap the maximum stamina and have it show on my progress bar? If I took 10 away from the max stamina then the progress bar would show a full bar but max stamina would just be 90? Not sure if Iโ€™m overthinking at all.

lofty rapids
#

where you do some maths and set the percentage

random solar
#

Iโ€™ve got that, current % max to get progress bar

native ferry
#

use the map range clamped node

#

value is the current value, in range a b is the min and max and out range the actual value you want to display eg 0 to 100

random solar
#

I have a slight idea, Iโ€™m doing everything in my head. Will do more research when I get back. Basically going to have a value that takes away 5 max stamina for every 1000 units of stamina consumed so thatโ€™s why I ask how to do it

sharp fox
#

When i print something before wait until it's printing 2 times but after wait until it's printing only once (it should 2 times because i have 2 actors that fire "add order" event) whyy

undone sequoia
#

hello guys I used Poseable mesh for my actor but I found it has no collision I set there block all but its not working idk what happened in skeletal mesh and static mesh i was able to edit collision and it was working, but here idk any tips?

faint pasture
#

If your max stamina gets cut in half, should the bar get shorter or not?

versed sun
shrewd ridge
#

Hello all, I am trying to have Unreal connect to the Quest Pro eye-tracker through OpenXR plugin in PC VR mode (using Air link) but it does not seem to detect the eye-tracker (I got constant zero) so I am wondering if anyone has experience with it. It is really hard to find Quest Pro eye-tracker resources...... (using 5.3.1)
Also wondering if I did anything wrong, I could not set up Oculus Developer Hub (I think it is for standalone app not PCVR?) but I have the "eye tracking over Oculus Link" enabled.

#

Or maybe it is relted to Oculus Developer Hub, I will to set it up to see if it works

cunning vapor
#

Is it possible to set a characters rotate (y pitch) without rotating the mesh? (I already have an aim_offset for looking around)
I.E:
so my "projectile spawner" arrow always aims towards my mouse cursor.

connecting the Y (pitch) in this screenshot makes the aiming perfect but rotates my full model and doesnt use the aim_offset

sharp fox
#

the screenshots show everything, it should run 2 times but at the end, it only runs once (before wait until it runs 2 times)

versed sun
#

You can't do a Delay inside a Loop

sharp fox
versed sun
#

It doesn't make errors, the loop has to do everything in 1 tick

sharp fox
#

then how do i wait for the ui to be valid and then add the order to it?

versed sun
#

Use a timer

cunning vapor
sharp fox
feral parrot
#

Does anyone know how to control the distance between objects when spawning them randomly? for instance : it shouldn't be spawned closer than 5 meters.

manic vessel
#

I have a really difficult Problem I can't seem to solve. I have Gun actors that have child actor components called (grip points), each one holds a relative transform of how the Parent actor should be positioned in the skeletal hand. But Im also wanting to attach foregrip actors to the gun actor and grab the gun by the foregrips relative location, and have that also use the relative transform from the grip point of how to position it in the hand , But Im having a nightmare trying to get this Working with the grip points relative transform Can anyone help

summer drift
manic vessel
wild moat
#

trying to scale and rotate my character, but the origin point of the capsule component is in the middle, how can i offset it to be at the bottom or change the origin?

#

i had to scale the mesh instead, scaling the capsule scales from the middle

#

but now the collision doesnt update

worthy tendon
#

also if your character wants to crouch, if you are intending to do a crouch, there is a built in functionality for that. you can specify different height when crouched.

spiral kite
#

I want to trigger custom event every 1 seconds after beginplay how can I do it

#

is it wrong

lunar sleet
#

You want to execute the timer on begin play

#

So it grabs the custom event delegate and runs it

#

Get rid of that event call at the top and move the timer set there instead

lofty rapids
spiral kite
#

I want to spawn 1 item for all spawnpoints but it doesnt work

#

whats wrong about it

#

I get random, store as variable and remove it from array

lofty rapids
cyan bone
#

those rocks are impostors

#

whenever i switch to Ortographic camera they disappear

#

i know that impostors are supposed to check the camera angle

#

but they should at least render

golden pewter
#

this is a chat message widget that gets added to a scrollbox. it sets hidden but doesnt remove from parent cause if another chat message is added, it shows the gap where this one that was set to hidden and removed from parent was

#

it prints after remove parent

#

maybe i can just set the size of it after its hidden to 0?

mild ibex
#

i could be wrong, but arent soft references supposed to work even if the actor is in another level?

lunar sleet
mild ibex
#

I have one actor in persistent that tries to access a variable on another actor in a different sub level than persistent. With the variable exposed I can pick the actor in the SubLevel, but its not working well

lunar sleet
spiral kite
mild ibex
lunar sleet
lunar sleet
mild ibex
#

right, you can convert soft to hard once its gotten tho

#

theres a resolve soft reference node that converts it to a hard ref

#

but even then it seems to fail, i read on the forums there was a bug in 5.1 that was supposedly fixed in 5.1.1 but that doesnt seem to be the case for me

lunar sleet
#

Ah maybe

maiden wadi
mild ibex
lavish dawn
#

I'm attempting to create a blueprint where the character walks normally but when the left shift is tapped he starts jogging and when it's held without being released he starts full-on running.

The problem is that with my blueprint it's set to toggle instead of hold like I intended. Any tips? I have to completely click shift again to get him to stop running instead of just letting go of shift.

maiden wadi
#

Right. But a blueprint in a level is an instance. You don't softref instances.

mild ibex
lunar sleet
mild ibex
#

its not for a game purpose per sey, so there is no "character" its moreso in the realm of environment art

mild ibex
#

for the most part it is pretty basic i think, one bp in one level, one in another, i just want the bp in persistent to access and set a variable in a sub level

#

basic in theory it seems

lunar sleet
#

Is that sub level loaded ?

lofty rapids
#

How can i set this param back to it's default ?

#

on the second one i want it back to default instead of setting the color

undone sequoia
#

I am able to make timer tick every frame? i dont want use event tick and I want have my controls system and speed in timer , or do you think 0.01 is fine?

undone sequoia
#

nah

thin panther
#

This isn't going to change it

random solar
thin panther
#

An timer executing every tick is literally just an event tick with overhead

#

Chances are your replication issues are not a result of event tick

#

But your implementation

random solar
thin panther
#

(most likely due to BP if the issue is stuttering)

undone sequoia
#

๐Ÿ˜–

fleet cedar
#

How can I detect which limb I hit with my character's weapon

#

This is just saying None

fallow pewter
#

Hello, how to select our squares in Modeling Mode when we are at the Top please

paper python
#

Hey all!
I have multiple different actor classes, which can interact via an interface.

Since code reacting to that interface would be same in all of them, I've decided to implement it once in a component, and then simply add that component to all classes. I also tried to add that interface to component itself (not actors) - but it doesn't seem to work as I imagined ๐Ÿ˜…

It feels like I am missing some key thing to make it all work cleanly - what am I missing there?
Am I at least going in the right direction (for decoupling and code organization), or am I doing some rookie mistakes?
Thank you for any insights!

mild ibex
# lunar sleet Is that sub level loaded ?

sadly it was not, i thought it was the whole time, but opening up the sub level that was loaded it didnt have the actors. After loading the correct SL it works as expected. facepalm

lunar sleet
#

Happens

zealous moth
lavish dawn
zealous moth
paper python
# zealous moth why not reparent to a base class instead?

I want to achieve a more flexible (decoupled?) code structure. I've tried having a very "base" class that all other game entities are inherited from, but it always felt a bit too rigid. Not flexible enough.

Like, in my mind, having a HealthDamage component separately could mean that I could at any point make anything damageable - a character, any object, or even a "quest" exclamation mark above player's head. Not that I need to now - but I feel that at some point, I might need this sort of flexibility for experiments.

zealous moth
wild moat
#

whats a good way to get more air control? setting air control to 1 still doesn't make xy momentum cut off any quicker

fleet cedar
#

Anyone know how I could make him fall down when his legs get chopped off? Would I need to use physics control component or something?

distant hazel
#

Hi ! So im struggling a little bit with Overlaps in my logic. There is my main actor wich is only made of two instanced Static meshes (two planes) inside the same actor (pic1). However, im struggling to make it so those two plane are one and only one trigger of overlap. Currently when I step in between the two planes (pic2) It counts as an overlapEnd. How do I make it so the whole black area is one trigger only? (without exporting a custom shaped mesh thats exactly like the room preferably). Im basically having the same problem than this person : https://forums.unrealengine.com/t/one-actor-multiple-colliders/382084/2

wild moat
#

how would i get the mid point between the forward(or backward) vector and the right(or left) vector?

#

for/back value and left/right values are derived from the current input, and are either 1,0,-1 depending on the direction held, trying to get diagonal dashes working

tawdry surge
#

Add them together

flat raft
#

This feels weird. What is a better way to get the actor to call interact on?

zealous moth
zealous moth
tawdry surge
#

Or normalize it. But yeah

versed sun
thin panther
#

normally for my interaction I use a line/sphere trace on tick to identify what im looking at, for interact widgets and such, and then store the last looked at thing

#

is the reference isn't null and implements an interact interface, call the interface

flat raft
#

a sphere trace is a good idea!

#

I'll try that. Thanks!

marble tusk
versed sun
#

gah , reinventing wheels

marble tusk
#

I almost did the same thing yesterday with rotators. Was trying to find the middle of two rotators until I remembered lerps existed

crimson saddle
#

Ok I need some help with collision because of course it isn't working as I expect.
I just want to get all the overlapping actors in my box, very simple. but the array returns nothing at all, because unreal collision is just like that sometimes. Can anyone help me figure out what is wrong?

zealous moth
#

@crimson saddle what are you trying to do?

verbal lotus
narrow surge
#

I Added a reload animation to my character animations recently and the aim offset seems to effect where the left hand lines up to slam the magazine, so if i look straight, no issue, if i look down, the hand is off. How fix/ what words can i lookup to research?

eternal cradle
#

you can try to disable the aimoffset while reloading, or restrict it

zealous moth
verbal lotus
#

im not sure if that is faster, as it could be the case that unreal caches overlapping actors as they come and go

#

meaning theres no extra querying

#

not 100% sure but it would make sense

zealous moth
#

At that point, just use a static overlap collider box and whenever something overlaps, add it to a local array

#

however he is going for all actors which makes even less sense

#

like... the ground? foliage? a random tree?

wild moat
narrow surge
zealous moth
zealous moth
#

you can lerp between 100% physical and 100% animated

zealous moth
narrow surge
wild moat
real field
#

So, let me see if i get this right

The Player Controller Blueprint acts as a mid term between what i type on the keyboard/controller and the pawn, and he knows which one should use via the Gamemode BP, which you set the default pawn

And the way Unreal implements the thirdperson character template it's no the best way for multiplayer games (lan/wan), since if nodes should be in a PlayerController BP

I'm asking this bc i'm trying to do a target lock system, i know theres a lot of ways to implement it, i just find curious that some use Player Controller, and since i didn't knew wt* was that and the use of it i got little confused.

(Not gonna ask how he knows which player typed what and how it redirects it for the right pawn since i even search for it yeat)

livid scaffold
#

can anyone help resolve this error?

eternal gate
#

Are you using live coding? sometimes I get that error in my animation blueprints after I do a live coding compile

#

Restarting the engine makes it go away if there isn't anything actually wrong

#

Otherwise, you have a null reference. Maybe a cast you're doing is failing

livid scaffold
#

i am not using live coding

#

let me try restarting the engine\

#

nah man error is still occuring even after restarting the engine

eternal gate
#

show where in the blueprint the error is being thrown

livid scaffold
#

it is throwing me here

eternal gate
#

which node specifically? did it highlight one when you clicked the error?

livid scaffold
#

this one

maiden wadi
#

SportsCar is invalid.

livid scaffold
#

it is sportscar_pawn

eternal gate
#

idk why self would be invalid if the actor itself is calling the function

livid scaffold
#

do you want to see the whole blueprint? i can share my screen with you.

eternal gate
#

nah sry I can't be hopping into a voice chat rn, I was about to be going to bed

livid scaffold
#

oh okay maybe tomorrow

eternal gate
#

for debugging, you may want to throw in some validity checks; maybe get some hints where it might be going wrong

maiden wadi
#

If that is the event calling this. Then what is calling that event?

livid scaffold
#

it is in sportscar_pawn

raw fog
#

Hope its the right place to ask a question, Does anyone know the best way to do a water hose that would interact with the world an limit how far the player could move it, I tried using a cable and attaching it to the players hand but the cable can be dragged through objects even with collision enabled.

keen hedge
#

@raw fog maybe a spline with spline meshes attached to each segment, though I don't think you get physics for that out of the box. There are also plugins on the marketplace (I saw them a while ago but I csnt remember their names)

spark steppe
#

use a physics constraint to constrain the distance

raw fog
spark steppe
#

a plugin for something that an engine feature can do!?

spiral kite
#

what am I do wrong. I want to spawn 1 item for all spawn points

obtuse yoke
#

have you tried looping through the array and spawning through each iteration after setting all the spawn points

spiral kite
#

yes

#

I tried

obtuse yoke
#

can you show me how you tried it

#

cause that's the best way to do it i think

tawdry surge
#

You realize you're getting all actors of class every loop, so removing an element from your array is pointless, since it'll just be re-added on the next loop

spiral kite
#

Ok wait a min

obtuse yoke
#

get your array and plug it into a For Each Loop node

#

Then have it spawn after every iteration

tawdry surge
#

Or atleast do an is valid check on the chosen index

spiral kite
#

oh ok :7 ty

obtuse yoke
#

this should help !

gentle urchin
#

Hidden variables is still an issue in ue5 huh

#

lovely

tight pollen
#

I create widgets dynamically and I would like to save references to others in these widgets, I create a SaveObject and it is probably better not to save references there, only through e.g. ID?

#

someone can help?

thin umbra
#

Hey, I'm looking for help in animations.
I want to know, why in the animation sequence, by default it returns to the start of the animation when it finishes?

Look at this:

#

How can I make it remain at the last pose it naturally reached without this return?
I want to create my anim montage by merging animation sequences, but I get this artifact of the return instead of them simply ending how they do naturally

#

I can edit it in an outside animation software, but wondering if there is a way to resolve it in unreal engine.
this is how it should be:

spiral kite
#

how can I get random item from array element output

#

its array too

marble tusk
spiral kite
marble tusk
#

You're making the array shorter without lowering the possible random integers, so it'll be able to randomly pick invalid array indices. Then on top of that you're not stopping the timer, so once it's done spawning them all it'll keep going trying to get the actor transform from nothing repeatedly

spiral kite
#

I cant translate it

#

my english not enough for it ๐Ÿ˜ฆ

marble tusk
#

With the context that you want each of them once, you could do this

spiral kite
#

now it spawn more than 1 item same time

marble tusk
# spiral kite now it spawn more than 1 item same time

Don't remove anything from the array, so delete that from the end. Then add a delay at the end with the amount of time you want between each spawn. Also remove the timer and instead connect the SET node's white execution wire directly into the SHUFFLE node. Like this, I think this would work

dark drum
spiral kite
#

bro it spawn all of items same time

marble tusk
#

Ah, well I've not used delays like this before to know. I knew there was something about delays in loops, but I forgot what it was

#

okay, back to the timer we go

spiral kite
#

I delete other

#

then, how can I fix it .d

dark drum
spiral kite
#

I want to spawn 1 item in a random point every X second

dark drum
spiral kite
#

ty

dark drum
# spiral kite

This will spawn an item at every spawn point every second. Just for clarity on your previous screenshot. ๐Ÿ™‚

marble tusk
#

I like how there's different solutions to achieve the same result. I was setting up something similar, but plugging a last index into the random integer

spiral kite
dark drum
# spiral kite at every spawn point or at one of the spawn points ?

For the screenshot I replied too (the method that doesn't work), it would spawn an item at every spawn point in a single tick, then a second later (due to the delay) would then spawn an item at all the spawn points again forever. The setup creates a loop that would spawn items ever second until your game grinds to a holt and crashes. ๐Ÿ˜‰

This isn't in regards to the screenshot I shared. ๐Ÿ˜‰

spiral kite
#

oh ok

#

and how can I add back removed index to array

#

if someone picking up item, need to add back

hushed trellis
#

Hi, someone know how I can draw a Spline with a top down camera with the mouse to draw a path?

lunar sleet
#

You on 5.3? @hushed trellis

soft gull
#

Hello! Does anyone know if there's a way of getting a data table within a data table?
I have a data table with rows of other data tables and I want my spawned actors do get 1 data table each to get their data from. But the problem is that if the node "Get Data Table Row" isn't getting a specific data table asset it does not know what to put out in the out row.
Is there another way of doing this perhaps?

tight pollen
#

Can someone tell me if I should create game saves for widgets in GameMode, or can there be a player controller? the save will be created by the server and saved on the server

versed sun
lunar sleet
tight pollen
soft gull
versed sun
#

IF it works , the Datatables have to use the same struct

keen hedge
#

Is LineTraceByChannel w/ draw debug set to One Frame in On Tick really that heavy that it literally completely freezes the game or is it some UE5.3 shenanigans

soft gull
dark drum
keen hedge
#

Yeah something seems to be wrong either with my drivers or something, since even turning on showdebug modes freezes rendering

#

Actually any debug drawing seems to freeze my rendering wtf...

lunar sleet
#

Time to restart that pc

keen hedge
#

Nah, doesn't help

#

Maybe switching to nVidia โ„ข๏ธ STUDIO ยฉ๏ธ DRIVERS might help

spring kite
#

how can I find sideway component of the velocity?

lunar sleet
#

Sry not sure what sideway component of velocity means

spring kite
zealous moth
#

@lunar sleet @spring kite trigonometry

cunning vapor
#

Is there a way to to Ignore "Layered blend per bone" when trying to play an anim montage ?

I have a blend per bone setup for sheathing/unsheathing weapons - but would like to bypass it when my character lands (fall animation)

Thanks in advance

zealous moth
lunar sleet
zealous moth
#

lol

lunar sleet
#

I guess maybe he meant horizontal ๐Ÿคทโ€โ™‚๏ธ

zealous moth
#

i see what you mean

cunning vapor
lost lion
# spiral kite

loop happend in one frame. Adding delay on Loops not gonna work the way you think it does.
What that node will do is spawn X balls after 1 second on sequence at the same time

zealous moth
lost lion
#

use timer to Spawn something every X second

zealous moth
#

@cunning vapor

cunning vapor
#

That worked beautifuly; thanks! x

#

Also; may not seem like it but @lunar sleet; ive got a whole setup showing all my debugging (line traces / hit points) & using the pause (F9) ive been able to debug a lot of my own stuff so thanks again! ๐Ÿ˜›

round tulip
#

When were inputs allowed in actor components?

#

This was not possible in UE4.

lunar sleet
#

Idk, that system is pretty much deprecated now

round tulip
#

Yeah, it's interesting that Epic added this.

versed sun
#

Can Input Action go in Components ?

round tulip
#

It's good that you can add enhanced input action events in components now.

thin panther
#

(thats not an EI input though)

versed sun
#

I think you can only Get IA values , no events

#

in Components

round tulip
#

I am in an actor component.

#

This is how Epic does this for the new first person template for the gun.

lunar sleet
#

In the component ?

#

I donโ€™t rmbr this

round tulip
lunar sleet
#

Nice

#

I guess that makes sense

round tulip
#

It really useful for their whole modularity approach.

lunar sleet
#

@stiff holly ๐Ÿ‘† I guess I was wrong about all of that ๐Ÿ˜…

versed sun
round tulip
cunning vapor
# zealous moth <@264522559561793546>

Small follow up on this; after setting this up (works nicely) if i set "enable root motion" my character goes 90 degress - I have changed the skeleton so it is upright but cant change the ref pose. Any ideas ?

zealous moth
tight pollen
#

can i save map variables in SaveGameObjects?

zealous moth
#

I haevn't touched this in awhile

sharp fox
#

how i can add space before uppercase in a string??

cunning vapor
zealous star
#

Trying to set transform of an object in my scene with a trigger and whenever it teleports it seems to overlap the character's camera(third person) and push the camera in. Any idea how to remedy this

#

It's a solid object that the camera normally must push against so it's a weird catch 22

golden pewter
#

is the only way to make custom nav mesh boundaries making where you dont want the pawn to walk null?

faint pasture
#

Dot(Velocity, Thing.RightVector)

supple dome
#

Or Velocity * Thing.RightVector for the vector

obtuse mulch
#

what is the most convenient way to put in a world camera shake during cinematic? since i think you cant put it in level sequence

maiden wadi
# round tulip I am in an actor component.

@lunar sleet This is pretty commonplace recently. Lyra especially does this because they prefer clean actor classes with modular components added. So it makes more sense to add the inputs on a component on something than to use a whole different actor just for some input changes.

Even without Gameplay Features, I started doing this in personal projects just to keep stuff tidy. The general TLDR is that it doesn't affect anything. You can basically consider those inputs as inputs in the component's owning actor, they'll function identically.

keen hedge
#

Does anyone know why Predict Projectile Path By ObjectType doesn't work for dynamically spawned actors, and how to fix that?
If I place the exact same actor via the editor it works...

golden pewter
#

i have this check to see if i click a nav mesh modifier off a get hit result and even if i click one, it doesnt print true

lunar sleet
stuck sentinel
#

help fast, what do i use if i want code to do two things??? flip flop or branch or what?!?!?!?

#

ping me if you have an answer

lunar sleet
#

Lol

maiden wadi
lunar sleet
maiden wadi
#

Not attached, it has to be owned/registered to that actor.

lunar sleet
#

Oh right it did use get owner

maiden wadi
lunar sleet
#

Or anything else based on that vague description ๐Ÿ˜€

compact vapor
#

how tf do I get a blueprint interface node that does not require execution. like where is the red, non exec equivalent of this node?
everytime i try and reference a bp interface node, they require execution.

any ideas?

trim matrix
#

Hey guys, is there anyone who published android games? Can anyone explain how i need to package and send (AAB) 3gb project to play store? I don't know why my googlepad is not working and obb file it's just not included in aab

lunar sleet
golden pewter
#

how do i detect if i click a nav modifier volume

stiff holly
stuck sentinel
#

am i doing sum wrong

lunar sleet
stuck sentinel
#

in the third person character bp

stiff holly
#

Oh yeah it works now, now I'm just struggling to capacitate my own stupidity ๐Ÿ˜ญ

stiff holly
lunar sleet
stiff holly
#

Any issues that may come up in the future can just be fixed ๐Ÿ˜†

hollow cove
#

how do i deal with mesh overlapping in a blueprint, i want to cut away parts of the mesh that overlap or force a sorting

#

you can see in the second picture the bottom pops into existence

waxen onyx
#

hey! i'm trying to figure out a way to make a process that scans a large library of (around 300 or more) static meshes (AI generated text to 3D objects in the form of .obj, .mtl, and texture .png files arranged in folders) and arranges them in the scene with a random scale, rotation and location.. (they dont need to spawn continuously throughout the game.. they can all be set at the start..)

i watched a couple of different tutorials that all seem to approach it differently.. they mostly demonstrate spawning a small collection of different objects .. while i'd like to make it so that the process scans a directory at every begin play... so that i dont have to manually import all of them... + i want to be able to add to the directory..

hollow cove
#

found the translucency sort priority and solved it

gentle urchin
cunning vapor
#

Me again ๐Ÿ˜›
I'm trying to make a delay on my characters "aim rotate" and "movement rotate" -- I have a rotate towards my cursor setup -- when attaching what i think would work (top right red arrows) I get the smooth aim But I can't aim my character behind where im walking. (hard to explain but have attached pics)

faint pasture
cunning vapor
faint pasture
#

Yeah what was happeneing is it was setting rotation then you were overriding it. But when you're rinterping you don't override it 100% in one frame

hollow cove
#

am i going to have to procedurally slice each mesh to make this overlap work

mighty orbit
#

Hi all, I'm a #UnityRefugee looking for some help with an issue rotating my character. I've set the flag to "Orient Rotation to Movement" on my character Blueprint, but the character does not rotate through 360 degrees. Are there any other places I should check for a constraint to prevent rotation?

stuck sentinel
gentle urchin
stuck sentinel
#

what is the cmc

#

where is the cmc

maiden wadi
stuck sentinel
#

guys i made the player crouch but the actual player isnt crouching why

broken wadi
mighty orbit
lunar sleet
#

Why is that set to 640?

mighty orbit
lunar sleet
#

Oh I thought it was an angle maybe Iโ€™m rmbring it wrong

#

Does changing it up or down help at all?

dark drum
#

When using gameplay tags, is there a way to limit the options that are selectable when using gameplay tags as a var or input?

maiden wadi
#

In the Categories section. Just write the parent tag you want to limit it to.

maiden wadi
maiden wadi
compact vapor
#

anyone have a place I can learn about the "Call back to parent function"

foggy escarp
compact vapor
compact vapor
maiden wadi
#

You mean the orange function you can put next to the red ones?

faint pasture
#

Do you understand the concept of overriding functions?

compact vapor
faint pasture
#

A function or event was declared and defined in a parent class

#

You can OVERRIDE it in child classes to do something else. If you also want to call the original version, you add a call to the parent version.

stuck sentinel
maiden wadi
mighty orbit
lunar sleet
mighty orbit
lunar sleet
#

I meant top down

#

You might have changed something by accident

#

Use a fresh template and check

maiden wadi
#

Doesn't the top down example already do that?

golden pewter
#

how do i detect if i clicked a nav modifier volume

#

or on mouse overlap, cause it doenst have a editable blueprint

compact vapor
# faint pasture You can OVERRIDE it in child classes to do something else. If you also want to c...

my character class implements my interface for putting both hands on a weapon.
I need to change the code a bit so that hands work a little bit differently

I was told that it would be better to go to the parent weapon BP and override the interface function there.

but calling back to parent only works when inside the interface node itself

how does that make any sense?

you can override a functions original usage but it has to be done in the graph where it's original usage is?
why even have a "call back" to anything node, why not just... do what you need to do in the original function?

lunar sleet
#

Did you watch that video?

compact vapor
lunar sleet
#

Yeah, towards the bottom

#

Might help it make sense a bit more

compact vapor
#

?

#

was anything with parent overrides or anything of that sort ever mentioned in the video?
I watched it before hand and it helped but not even in the slightest with overiding things.

maiden wadi
#

On the other hand. I'm not sure what an interface has to do with hand placements. Should be done via IKs using sockets.

lunar sleet
#

Also overriding can be done in a child of the parent class

#

Basically saying donโ€™t do inherited default behaviour

lunar sleet
broken gazelle
#

When you call back to parent you call the same function you're overriding on the parent

golden pewter
#

how do i detect if i clicked a nav modifier volume

broken gazelle
#

An interface has no parent, only children. It also doesn't have an implementation of its own so the functions that implement it (not overriding since overriding means there was something there but interfaces just declare the ins and outs) can't call to parent

old sonnet
#

Why not always use soft reference since it seems to take up less reousces?

dark drum
#

If you set the values in a map (var type) via the editor (defaults panel). If you then get the values at runtime, would they always be in the same order as listed in the defaults panel?

maiden wadi
maiden wadi
#

Also obligatory personal feeling dump: Interfaces suck.

mighty orbit
golden pewter
#

how do i detect if i clicked a nav modifier volume

maiden wadi
# old sonnet Why not always use soft reference since it seems to take up less reousces?

Also just a clarity note on this. SoftRefs don't necessarily take up less resources. They simply let you decide which resources to use. If you have a datatable of 1,317 meshes, and you only need to load up 14 of them, it allows you to do that while still hard referencing the datatable.

Hard references are still good in a lot of cases. Like.. Say you hard ref some specific assets on a class because it will always use them. There's no point to softref them and async load them individually which can become tedious. You can just async load the entire class before spawning an instance which will do the work of loading anything that class hard references.

broken gazelle
maiden wadi
# broken gazelle Inheritance sucks even more ๐Ÿ™‚

Not really. I'll also be the first to agree that deep inheritance trees are bad. But inheritance does it's job well when done right. You should also mix in composition if you feel like your inheritance trees are out of control. Together with some data oriented design and you "almost" never need interfaces. Interfaces are a niche usecase tool that require far too much work for how much people praise them. They do not make things easier, and they are not an alternative to casting.

mental trellis
#

It's about using the right tool for the right job, really.

broken gazelle
#

The fact that I need to cast to a child class amazes me

maiden wadi
#

Cast to a child class? From the parent?

mental trellis
#

You never need to do that, unless you're accessing members of the child class.

maiden wadi
#

I can't come up with a single reason why a parent class would ever need to care about a child class.

mental trellis
#

There are reasons. Bad ones.

broken gazelle
#

Get Player Controller -> as BP My Controller

mental trellis
#

Because the return value of Get Player Controller is predefined as a PlayerController object, not your controller.

#

That's where templates and c++ come to the rescue.

maiden wadi
#

To be fair, that's a terrible use case for me. Because I use components for everything. I never care about my controller classes. I just generically grab components off of them.

broken gazelle
#

Why do I specifically have to cast to it, the dynamic type should be my controller

maiden wadi
#

In fact 5.3 allowed me to even remove a C++ parent class that was fixing a CommonUI bug.

mental trellis
#

That node isn't dynamic.

#

And even if it was it would simply cast to your bp controller internally.

broken gazelle
maiden wadi
#

Epic just didn't make it that way. You could make your own that takes a class input.

dawn gazelle
#

How is the engine to know exactly which player controller is currently being used at runtime in a blueprint at editor time?

maiden wadi
#

Realistically. If you don't like using the Cast node everywhere you use your controller, make a library function that gets your precasted controller. If you have a problem with casting in general, I advise a heavy rethought in that because there's nothing wrong with casting. It's essential. You should just be casting to code only core classes, and letting your logic get to where it needs through composition or inheritance so as never to directly or indirectly reference something with assets specified.

broken gazelle
#

I'm not against casting, only against casting to a class so I could use it's function implementation that I've added on top of the base class in a scenario where I only get the base class type.

cunning vapor
#

Does anyone know how to fix my characters rotation (whilst the anim montage is being played) ?
None of the root motion settings work

broken gazelle
dawn gazelle
maiden wadi
#

Just basic project extension. Just make a library function that casts it and returns the correct pointer level. You're not really doing anything different when you use an interface. You still have to create an interface and implement the function.

lofty rapids
maiden wadi
#

If you built the engine from the ground up, you wouldn't need to extend it so much. But you're using a large predefined set of tools that were designed to be extended. You'll do basic infrastructure on any project you set up.

viral pawn
#

This is a great resource should have joined sooner LOL

broken gazelle
dawn gazelle
#

When you're modifying a blueprint during "editor time" and using something like the "Get Player Controller" node, then you're just getting the basic built-in class "Player Controller" that the engine knows will exist during run time. If you're wanting to somehow have a "dynamic" node that chooses which player controller to get automatically, that would be impossible as the editor wouldn't know exactly which player controller is going to be utilized in the future. The only way around this is to get the player controller the system knows will exist, and then cast that to your desired controller class and if that cast succeeds, well, then you can use it.

broken gazelle
#

Are you referring to the case where the subclass has functions not in the parent?

#

So I cast to the child so I can use these?

#

Otherwise the same function definition exists on any child so the editor shouldn't care

dawn gazelle
#

Yes. If you make a child of player controller, and put functions in that class, the engine doesn't know about those functions with only a "Player Controller" refrence. You need a reference to the appropriate class that has the functions and variables you want to access in order to execute/access them.

broken gazelle
lunar sleet
#

Donโ€™t fight the engine ๐Ÿ™‚

dawn gazelle
#

And yes, any children of that child class when referenced in a parent classed reference (eg. Player Controller > ParentPlayerController > ChildPlayerController, you have a "ChildPlayerController" stored in a "ParentPlayerController" reference) then you can still execute any functions on the ParentPlayerController reference but the ChildPlayerController would execute how it knows how to if you override those functions in the child class.

maiden wadi
#

Whee. New project. Lets see how fast I can finish my default setup. ๐Ÿ˜‚

tacit maple
#

I am idiot. I have blueprint with camera. On BeginPlay I have SetCamera = Camera. but this isn't making the camera active. I have the default free cam which I don't know how to override. Any advice?

maiden wadi
#

Free camera? As in no default pawn specified in the GameMode?

tacit maple
#

Yes!

#

Didnt know you had to specify in gamemode, thx

maiden wadi
#

You have a camera placed in level you want to view, or?

#

Either the LevelBlueprint or the Controller can do it maybe. You'll need to get a reference to the camera actor you've placed in level and SetViewTargetWithBlend from the player's controller.

mental trellis
swift kiln
#

Hey so I have a problem that I cant seem to find a solution for. So lets say I have spawn point blueprint and I have 10 of these spawn points in the scene, each with different tag (numbers from 0 to 9). I also have 10 different player character blueprints. And I want to spawn certain player character blueprint on certain spawn point. So lets say I want player blueprint n.3 to spawn on platform n.5 and so on for each one. You could say I want to assign actor index to blueprint. I tried it like shown in the image, but I dont know what else to add at the end and if it would even work. Im open to any suggestions.

maiden wadi
#

I think there's a GameMode function you can override that will handle this for you.

maiden wadi
#

Rereading GameMode code, sec.

lofty rapids
swift kiln
lofty rapids
swift kiln
maiden wadi
#

Oh. That's neat. Not Blueprintable. But you can pass the player's start point through a level load. ๐Ÿ˜„

lofty rapids
#

your not using the return value of those nodes

swift kiln
#

So do you have any suggestions?

swift kiln
maiden wadi
#

No, I was reading through other playerstart stuff. Just stumbled on a neat little thing.

swift kiln
#

Ohh, my bad

swift kiln
lunar sleet
#

This tends to happen when you cross streams behind nodes, use reroute nodes to keep things organized so you can see whatโ€™s going on in the code

swift kiln
lunar sleet
#

Not to say thatโ€™s the right way to do what you want there but with an array output like that, you would need to use a for each loop to iterate over every index

swift kiln
#

Or did you mean foreach loop for output from get all actors of class with tag?

lunar sleet
#

But I wouldnโ€™t do it this way

#

This is just to explain what array output could connect to

#

In general, if youโ€™re using the same node 10 times, youโ€™re doing something wrong

lofty rapids
#

for each out of the array the element should be each index, unless the sequence isn't working to make that array correctly

swift kiln
lofty rapids
#

your not using the output of that node

swift kiln
# lofty rapids

So what youre telling with this, is how should the for each loop look at the end where I have those arrays connected to Make Array?

#

Like this?

lofty rapids
#

not sure this is going to work anyway because i can't tell exactly what your doing

#

but that is how you would loop through an array

#

with forEach, your just missing the execution

swift kiln
#

So I would connect node from set players array to exec. Players array is basically array of all those character blueprints

#

But as someone already said, those set players nodes are pointless, because I am not using the output from get all actors of class with tag

lofty rapids
lofty rapids
#

it's also a bit odd to have length - 7 etc...

swift kiln
lunar sleet
#

If youโ€™re doing #multiplayer stuff, this is not the way

swift kiln
lofty rapids
swift kiln
swift kiln
#

But still this doesnt change anything

lofty rapids
#

well you can have an array of the numbers and loop through that array and try to spawn based on that to be the tag

#

you'll probably have to get 0, get class name

#

so you can plug it into the spawn

swift kiln
#

Alright well, I guess Ill try that tomorrow. Thanks guys for help and if someone has some solution, feel free to reply to me.

thin panther
#

You also care a lot more with wasted nodes with multiplayer too

#

And there is a hell of a lot of unneeded spaghetti there

versed sun
#

Is there anything "wrong" with storing a variable as a getter function in a BP Function Library?

thin panther
#

Nothing in particular. Other than it being less clear than just using a variable

versed sun
#

I want to have access to a variable from many places, and i dont want to have to get something else first just to get a variable

dusky rain
#

first time I've seen this icon next to Array Element, what is it?

supple dome
#

watch value

lunar sleet
dusky rain
#

i really didnt add a watch though

#

i was fixing some broken nodes (renamed C++ classes) and got those

#

weird

#

(i didnt even know you could watch values, lol)

twin shale
#

Does anyone happen to know the impact of enabling Generate Overlap Events on all meshes in your project? I need to detect if a player swing has hit a wall, and I cannot do that unless everything is generating overlaps. I used to use a sweep test method which worked, but it was not as accurate as I would like.

dusky rain
#

you definetly dont want to do that

#

a sweeping line trace is all you need to detect hits

lunar sleet
#

Right click and stop watching it

twin shale
dusky rain
#

so it must be a bug

lunar sleet
#

Oh weird

dusky rain
twin shale
# dusky rain what do you mean it wasnt as accurate?

I was basically caching socket locations along a weapon and dragging line traces between socket locations from frame to frame. It was expensive and missed loads of hits due to socket locations and animation speed and whatnot. Right now I'm using the physics shape as a collision volume and turning it on/off as needed. It hits 100% of targets and feels way better than the line drag

dusky rain
#

a line trace should be way cheaper than overlaps

twin shale
#

The only issue is that I lost my collision with the visibility channel since I'm no longer doing line traces

dusky rain
#

so you were doing something wrong

#

for a sword hit you should be more than fine using a capsule shape, and doing a sweeping trace

#

something like that

twin shale
#

They aren't just swords is part of the problem. I've tried something like both these methods. There are outlier scenarios where both of these solutions would miss detections like 5% of the time unless I increase the number of traces. I could get it to work if I cranked up the detection. The overlap volume hits 100% of the time so I was trying to figure out how to incorporate it

#

But if I can't detect walls I'm going to have to go hybrid perhaps

dusky rain
#

but did you do a shape trace? or just line traces?

twin shale
#

I've done both

#

The shape traces ate frames pretty bad

dusky rain
#

they shouldn't

#

are you sure it wasnt something else in your bps that was eating up the cpu ?

mental trellis
#

The million iteration for loop to generate the shape?

#

๐Ÿ˜‚

#

(on tick)

twin shale
#

Yeah insights was picking up that function as high ms. It was just a location cache and sweep, but over all the sockets. I'll give the horrizontal capsule a try, I haven't done that yet

dusky rain
#

what do you mean all the sockets ?

twin shale
#

Er, more like intervals down the length of the blade

dusky rain
#

why ?

#

a single capsule should be able to encompass your blade

tranquil hazel
#

hey everyone, from a single event can I trigger one action once (and never again), and another action everytime that event occurs?

twin shale
#

To get the shape. I haven't done a single capsule yet, I was doing something more like the images I sent. Both of them are sweeping at intervals down the length of the blade

twin shale
#

I'll give the single capsule a test now and see if it'll do the trick for me

tranquil hazel
dusky rain
#

branch is called just a branch

#

might want to read up on the basics of programming and blueprints if you are asking that though

tranquil hazel
#

but the branch triggers the 2nd action when the condition is not met, I'd like to trigger two actions at the same time, but with separate flows

#

or am I misunderstanding the branch?

#

maybe with the Sequence node

dusky rain
floral stump
#

placing this actor in the level loses all the sub components of the Root

#

how to fix it if anyone knows?

gray lantern
#

I have 2 cameras in my scene, what's the easiest way to access both of those cameras in blueprints, don't care about optimization I just have a widget blue print an need to omve the cameras around

frigid swallow
#

Does anyone know why my character stops moving in the air if I let go of the move keys? (Using default templates)

gray lantern
#

Sovled get all actors of class is enough

loud timber
#

hi there - is there a go-to plugin for parsing a local JSON file in BP?

versed sun
#

i like VaRest , ill grab link

loud timber
#

i have varest actually i've honestly been struggling a bit with its lacking documentation

versed sun
#

yes i remember learning it was a struggle
What part you struggleing >?

trim matrix
#

does anyone know how i get this part ? is it a variable or something?

loud timber
frosty heron
versed sun
#

That might be an older pic, try ===

frosty heron
#

You are comparing a string with a string

trim matrix
frosty heron
versed sun
#

or its == Case inseitive

trim matrix
#

wait

frosty heron
#

Use gameplay tag imo

trim matrix
#

okay yea im lost

frosty heron
#

For something like level name

versed sun
#

the standard new wildcard == dosnt work on string

trim matrix
lofty rapids
#

doesn't work on strings in 5.2.1, only ===

trim matrix
#

sweet === worked thnak you!!

frosty heron
#

0o I'm on 5.1. Something new I guess or I haven't compare string yet

trim matrix
#

yea it wont connect to the print string tho

frosty heron
#

Show pic

trim matrix
#

the 4.1 one? im trying to do async loading screen plugin and following tutorial, or are you asking for my current one im doing right now

frosty heron
#

U said you can't connect it to the print string

#

What r u trying to connect?

trim matrix
#

the pink

#

up top

#

ignore the circle around teh ===

lunar sleet
#

It is connected

#

You have a redirect node that splits it

trim matrix
#

this is mine

trim matrix
versed sun
loud timber
#

@versed sun

lunar sleet
#

if you need a redirect node double click on the cord

trim matrix
#

OH