#blueprint

1 messages · Page 3 of 1

trim matrix
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thank you!

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alright thank youuu

versed sun
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Did it load ? i see // and \

loud timber
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ah i've fixed that but it doesn't load

versed sun
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incheck the is rel to content Dir

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un check

loud timber
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still nothing but im wondering if it has to do with the get string field node being connected before the decode json

floral stump
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solved, it was needed to add these physics channels

versed sun
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But , I saved the json from the plugin so I know the path is right and it is the same format (not sure if different json scripts write differently)

naive bridge
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When I make changes to the skeleton inside a 1D blend space it doesn’t save for some reason any help?

loud timber
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what kind of object is l level json?

versed sun
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yah , different nodes need the VaRest Subsystem node

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L Level JSON is Just a local variable in a function

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I made a BP Function Library for all the missing json setters/getters

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Here is basically a struct being turned into a json

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Once you can get something to load...

loud timber
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oh wow

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this is massive!!

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thank you

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im having trouple getting this array filed connect to the as string

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its just a json with an array of fruits so im trying to print a string for each fruit in the array

lofty rapids
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you just want to print the items in the array ?

loud timber
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loaded from a json yeah

lofty rapids
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well no matter where it's loaded from

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an array is an array

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so you should be able to foreach

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and print string each one

loud timber
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what is the difference between an array field and object array field

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@versed sun i got it connected but does this look like the right setup? doesn't seem to get past the for each loop on my end

dawn gazelle
lofty rapids
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why this scale doesn't effect the movement at all ?

sleek elbow
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can anyone tell where can i learn menu ui

versed sun
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should be able to open in a text editor (Notepad++)

loud timber
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basically just that

lofty rapids
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well that's not valid json for one thing

versed sun
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D{"PL":[{"U":["Floor",-2,0,0,2],"P":[]},
My array is ["Floor",-2,0,0,2]

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try saving a .json from the plugin first so you know the format is the same

lofty rapids
loud timber
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does the array need a name as well

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or can the json just be a single array

lofty rapids
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idk because normally just D{ <-- this is invalid so i'm not sure whats going on there

versed sun
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Donst need it , but it can help if your looking for it

loud timber
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so could the json litterally just be [ 'yes','no','yes!' ]

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or

lofty rapids
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use "

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not '

versed sun
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Im clueless on syntax, i just did the plugin end

lofty rapids
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[ "one", "two", "three" ]
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an array of strings ^

lofty rapids
# loud timber

this is also a very common structure with the key and the array as the value instead of just an array, i wouldn't be surprised if the thing enforced that

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especially if you have to get fields by name or something

loud timber
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yeah cause changing the json to that ^ weirdly causes it to not load

lofty rapids
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well did you change the single quotes to double quotes ?

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json requires it to be double

loud timber
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yeah i changed it to double

lofty rapids
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ok did you try with the key/value like was suggested ?

lofty rapids
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{"Body": ["yes","no","Yes!"]}
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then when you get, try to get Body

loud timber
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sweet trying that

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making progress but still not printing anything

lofty rapids
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not sure if it's case sensitive

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Body

loud timber
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yeah i changed it to lowercase in the json as well

lofty rapids
# loud timber

first thing is just get the array field using the field name

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i've never used this plugin

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but i know json

loud timber
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for sure i apprecaite the help at least

lofty rapids
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what plugin are you using ?

loud timber
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vaREST

versed sun
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I can help plugin side once syntax is set

loud timber
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ah snap i just got it to print the first thing in the array

lofty rapids
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well it looks like your doing it wrong, you probably don't want to get field twice

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just get the array

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and log it's value

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the forEach should loop over the array where you can just plug the output into the print string

versed sun
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Remove the 2nd Get array field

loud timber
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OMG

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THAT DID IT

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you two are my dang heroes

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thank you @versed sun @lofty rapids @dawn gazelle you all just made my day

versed sun
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Save the SS from above for future ref

versed sun
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and , is there a Max Move speed ?

lofty rapids
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i'm not using the character but maybe there is max move speed

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logging the multiplied value shows that is the right number

dawn gazelle
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Are you using the CMC at all?

lofty rapids
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it's just a pawn with floating movement

lofty rapids
hollow cove
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how do i open a blueprint without compiling it

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i have a node in there that seems to take an infinite amount of time to compile, if i could just open it and delete it itd fix it

versed sun
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sometimes they compile if you wait just a little bit longer.....

marble tusk
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Or use source control to revert back to the version before it broke

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Or if you don't have source control, then it's possible there's an auto save of it before it was added assuming the node in question was added recently

hollow cove
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i have source control but i didnt push to it for like 2 hours

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it was the last node i added

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i might have thought of a way to make it break so itll open

craggy flicker
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I have a really weird bug when trying to line trace the forward vector of my plane pawn, for some reason it's tracing to where the pawn spawned and not directly in front of the pawn. I move the pawn via an Add Force when holding LMB and rotate the pawn via Add Rotation. It seems like the pawns vectors arent moving??

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however my logic for adding force to the plane to move forward via LMB is using forward vector and it's working fine

hollow cove
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i did it by breaking a reference pepe_cheer

craggy flicker
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even though that's not where the forward vector is suppose to be

craggy flicker
marble tusk
versed sun
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would mean the trace you mentioned didnt hit and is defaulted to 0,0,0

sterile trench
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Kinda like this

violet quartz
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Does anybody know why Create Event doesn't prompt me to select a function to make the event out of?

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Delegate type for RuleWithPredicateCondition is like this:
DECLARE_DYNAMIC_DELEGATE_TwoParams(FLibantRulePredicate, int, state, bool&, out);

marble tusk
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Also, multiplying it by 10 will only make it 10 centimeters long

versed sun
craggy flicker
violet quartz
silk heath
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Is anyone familiar with VA rest or can give an example of how decode json or decode json value works?

dawn gazelle
# silk heath Is anyone familiar with VA rest or can give an example of how decode json or de...

Decode JSON will populate a "Va Rest Json Object Object" reference with the input JSON. So you'd create a variable of that type, and connect it into the target of the node and feed in the JSON you want.
Decode JSON Value requires you to feed in the Va Rest Subsystem into the target, the output is then a JSON Value Object, which is like a field in a JSON object, but its field name is not defined, it's just a value.

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Here's a better example of what to do with the Decode value...

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Basically allowing you to input whatever type of JSON object, and then set it into a field without having to worry about a type.

silk heath
dawn gazelle
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This example would make it so the JSON object then contains:

{"SomeData": {"Field1": "test", "Field2": 5, "Field3": true}}
golden pewter
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how can i detect mouse hover or clicking of nav modifier volume
cant find anything on it

gentle urchin
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Is there a way to listen for any enhanced input action, and get its name or something ?

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in parallel with how the regular input work

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Usecase being a quest system, where i want to listen for a specific input (preferably by tag)

supple sparrow
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Hello, please I need help. Under "Create Advanced Asset" I cannot find a "Sounds" option!! I wanted to create a sound submix. This is Unreal engine 5.3..

gentle urchin
carmine scaffold
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is there a better way in organizing this

golden pewter
supple sparrow
wild moat
gentle urchin
golden pewter
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i tried getting nav modifier volume class from actor output of get hit result under cursor

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@gentle urchin

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but it prints false if click on it everytime

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fuggit imgoin to bed

wild moat
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oh! also i'm trying to do this calculation for velocity based leaning, but i think my math is wrong somewhere, because when my character is falling it does this:

gentle urchin
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You can opt out of leaning while jumping

wild moat
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also it does a weird roll when going backwards

gentle urchin
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Ah

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i'd split it up

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and focus on one lean direction at the time

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and combine it when they're working individually

wild moat
gentle urchin
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Draw debug arrow

wild moat
fervent steeple
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for some reason my material will not stay assigned to it when I re open the project. I think it has to do with something with my blueprint setup

woeful yoke
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I am very new to Blueprint. Mainly Youtube. However I have seen some reddit posts saying that : Casting, Spawning and Ticks are bad practices (and the first two I learned from YT). What are the alternatives for these? Why are these so bad? I am currently learning Unreal as an 3D artist for employment purposes, but may explore game dev in future. So really don't want to waste my time learning bad practices!

jade lintel
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it makes the code a little longer but it's cleaner and doesnt require a billion append nodes for brackets

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and then use varest for http requests

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Here's an example

earnest fog
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I’m now at the level where I take great interest in those efficiency gains, but I never would’ve gotten to this point if I hadn’t been free to just use the simple solutions that work

jade lintel
earnest fog
jade lintel
# woeful yoke I am very new to Blueprint. Mainly Youtube. However I have seen some reddit post...

Casting: "They create something called a hard reference, when an asset is dependent on another asset, This means whenever that asset is loaded, all assets with hard references to that asset are loaded into memory. All in all, cast nodes create hard references which means increased memory consumption. If the chain of references becomes long enough, it will start to cause performance issues."

Spawning: I dont think its bad but if i had to guess then spawning an actor may sometimes cause lagspikes

Tick: Its code which runs every frame, and most of the times you dont need to run it every frame so timers work fine

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in a nutshell you dont have to worry its not that bad

earnest fog
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Hey so I had a quick question. If on frame 5 you add to a pawn’s location, it will have a new location on that same frame. Whereas, if you use Add Movement Input, the pawn’s location will update the following frame. Why is this? Is this because Add Movement Input needs a frame to check for collision? If so, couldn’t you just enable Sweep on the Add Actor Location node?

woeful yoke
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@earnest fog Thanks a lot! Blueprint in itself is scary, and to think what I am learning is ultimately bad practices is very demotivating. But posting here was a lot of help to relieve my anxiety haha 😄

woeful yoke
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I got the Hard ref things from some googling, but never got the answer to why spawning is bad, that's why I came here

jade lintel
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no problem :P

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yeah i dont really get it either

earnest fog
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Honestly I found Blueprint to be way easier than any other form of programming. It’s still programming but it’s pretty beginner-friendly all things considered.

jade lintel
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maybe they meant spawning a lot of actors at once

earnest fog
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Yeah I haven’t heard about spawning being bad. Also, I still don’t understand how soft references work lol

woeful yoke
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I know some programming, mainly python, and a long lost java knowledge. C++ will take some high confidence from my part

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but I have head that its also object oriented, so hopefully I can repurpose some knowledges

jade lintel
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hard reference on the other hand doenst make the engine look for it, it completely loads the actor to the memory

earnest fog
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Ahh ok

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I have a short list of some Blueprint tips, maybe you'll find some of them useful:

  • The equivalent of an "if" statement in Blueprints is called "Branch"
  • If you ever need to have a delay in your blueprints, use "Delay" -- super, super useful
  • If you ever have several things you want to code which come from the same forcibly-unique event (like Every Tick or Begin Play), use "Sequence"
  • For math functions in Blueprints, you must call them according to their variable types. "Multiply" will not give you something useful, but "Float * Float" is more likely what you're after. I use these math nodes all the time.
  • The "Cast To" node is extremely useful in Blueprints. Let's say your character touches an object, so we get that object as an output pin of that event. Is it a power-up? We don’t know — maybe we hit another character. So we use "Cast To BP_PowerUp" Basically, this node is saying "hey, object, are you a BP_PowerUp?" If true (top pin) you get to access the object output pin as the BP_PowerUp type, which now gives you access to its variables and functions.
  • Do you want to set up a series of options to choose between? (like Attack Strength: light / medium / strong) You could use an integer and then process that integer back into a label, but that sucks. You know what’s a million times better? Enums. It functions like an integer but looks like a string. You create them in the content browser just like a blueprint actor or anything else.
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The only modification I would make to this is that math operations may not necessarily use this exact terminology anymore in UE5 since often times they can change type, but if you poke around you'll figure them out.

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(also, technically speaking, Enums function like bytes, not ints, but whatever. I've learned a lot since creating this list 😆 )

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I've never used a SaveGame system. But it sounds to me like you're having an issue where something is happening multiple times during play and should only happen once. But then you changed it in such a way that it only happens once, ever, even between sessions. Sounds like the boolean you're using to control this is being saved into your SaveGame. It should probably just live in one of your Blueprints without being saved, since it's only relevant within a session and has no purpose in being saved.

frosty heron
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Loading data shouldn't be equivalent to spawning anyway. I would even go as far as load the data right off the menu when the level isn't opened yet.

I felt like what you are doing is just applying band-aid and over complicating it. Simply load the savefile in main menu (eg from load game) then when the map is open, spawn the saved actors

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you can use Guid to Uniquely Indentify each actors too instead of FName

feral parrot
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Can I somehow define what objects are inside of a collision box on the “event begin play”?

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Is it even possible to detect what already is inside a box collision on begin play?

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I need to get an array of objects

surreal peak
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@feral parrot you can get the current overlaps of the collision component, yes

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It's theoretically even needed cause overlaps on spawn don't trigger the BeginOverlap iirc

feral parrot
surreal peak
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Is the collision set up properly?

feral parrot
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By default , didn’t change anything

surreal peak
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Yeah but you have two things that are supposed to react to each other. The collision box and something else

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And the question is are they set up properly to overlap each other's type and generate overlap events

feral parrot
feral parrot
surreal peak
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You wil want to get the "OverlappingActors/Components" from the CollisionComponent on BeginPlay and iterate them by hand

feral parrot
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Would you show me what you mean?

surreal peak
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In the BP where you have the BeginOverlap node and the Collision Box Component

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On BeginPlay, you take the Collision Box Component variable and call GetOverlappingActors on that

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And loop over that

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I usually have a function called (e.g.) HandleOverlap that takes an Actor Pin. And I call that from the BeginOverlap and from the loop to have the same code run for both

feral parrot
surreal peak
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Why are you making an array out of each iteration

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If you just want the length then do this

short phoenix
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I have an event dispatcher in one blueprint that I call in it to fire an event. I want to connect it to a blueprint in a different actor. I don't know how to make that connection between two specific actors in my level. How do I connect this? (also, I assume I'm using "actor" correctly here...)

feral parrot
surreal peak
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An Index being -1 means it's invalid

surreal peak
short phoenix
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Wow. 2.5 hours.

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I guess that'll have to be background noise a few times until I glean the part.

narrow pendant
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is it not possible to call a custom event in a GeneratedDynamicMeshActor class BP?

nimble flower
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how hard would it be to make a system that spawns enemies at set points either when the player reaches a certain point in a level or when all the enemies in a room are killed?

nimble flower
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how would it work?

faint pasture
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Many ways but simplest would be 3 actors.

Spawn point
Trigger
Enemy pawn

Put the logic in the trigger actor.
Give it an event to spawn enemies at all the spawn points in the world.
Call that event when player pawn overlaps trigger.
When enemy dies, notify the spawner so it can check how many are left and call event if none are left.

GetAllActorsOfClass will do it, if a bit dirty

rancid moat
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I've been looking but can't find anything, is there no BP function to take a location (or any vector) and rebase it into another coordinate system ?

nimble flower
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for the logic, would I just check if overlapping with player?

faint pasture
snow rapids
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Good morning you beautiful people! I hope you are having an amazing day.
I have a question. I have a level bp with some variables. I have a PCG graph on the same level. I would like to use values of those variables form level bp in the pcg graph. Do you know how to make them talk to each other?

faint pasture
nimble flower
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oh that makes sense, I'll try that ty

rancid moat
maiden wadi
woeful gull
plain cobalt
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Heya all, im working on something that I want to use to calculate a (decent estimate) of the space the player is currently in. Right now I have a circular linetrace and a vertical linetrace going that provide me with information on distance. The frequency of the traces is scalable, and I intend to store it in an array to be able to read a full rotation of the azimuth plane of traces to provide me with a good estimate of the shape within the last x frames.

However Im not sure as to how to convert that data to a shape best. Ideally for demonstration purposes I want to create a UI element that shows the current estimated shape, and I need those measurements for my reverb system anyway (volume + rough dimensions of the thing).
TL;DR does anyone know how to translate linetrace distance info to the dimensions of a shape?

plain cobalt
woeful gull
faint pasture
plain cobalt
plain cobalt
faint pasture
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What is the actual deliverable from this code that gets fed into the reverb algorithm?

tawdry surge
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To be fair, it is an experimental feature.. idk who updates docs every time they make a change during active development

plain cobalt
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Since I want to display the actual shape in a UI element, I care about that. Vague inputs for a reverb system dont work as well for portfolio purposes as something more tangible

dark drum
faint pasture
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Basically shoot lines at points on the latitude lines of a sphere

woeful gull
faint pasture
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You can estimate volume based on average length

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And you can make a mesh based on the positions. Basically deforming a sphere or cylinder

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I'd do like 32 per line of latitude

plain cobalt
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That sounds kinda expensive if you run it often

faint pasture
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I run 1500 traces per tick no problem

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In BP it might be bad but you're outside of BP land for this kinda work.

plain cobalt
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Alright, fair enough. What about the box option?

dark drum
plain cobalt
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Because what you described is probably a little bit out of my scope for now to be fair

dark drum
faint pasture
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For the box just shoot the 6 traces.

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Or 14 for box + corners

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I'd do the amortized latitude lines tho

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You can do it over time like a 3d scanner

plain cobalt
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Yeah that part I can work on and edit

faint pasture
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Start with like 16 per frame and move the circle up every frame

plain cobalt
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But Im struggling a bit with translating it to a box

faint pasture
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I thought you just said you want the actual shape, which one do you actually want?

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For the volume you just average the length of the traces.

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And do some math on it, each trace basically represents a cone

plain cobalt
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Well, as I said calculating the shape based on what you said is a bit tough to wrap my head around

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So if I start with a box I can maybe work my way up from there

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Im not that deep into ue yet x)

faint pasture
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Imagine shrinking all those vertices towards the listening position

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To the trace hit point

dark drum
plain cobalt
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Still not sure how youre going to get the dimensions of the box

somber haven
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Hello everyone, I wold like to launch the character towards the nearest enemy and once it lands, i want the attak animation montage to play. I´m stuck, between the two things. I can launch the character and i can execute the montage, but i´m not finding a way to "listen" for overlaps after i launch the character while reaching the anemy You Know what i mean?

edgy ginkgo
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Hi there!

I am currently making a game with a character creator and I am running into an issue where my character changes will not stay consistent from the character select menu and the game level. I will go over how it is currently set up and will attach pictures bellow. currently this set up sets the skeletal mesh to nothing and makes the character disappear

How It Is Set Up: In my character customization level I have a button. when the button is pressed it casts to player character and gets the head called "mesh" and the body called "Feet_0" and the material of it. It then sets these materials as variables in the game instance and opens up the next level. Then upon event beginplay in the character blueprint it changes each of variables to the variables within game instance. Both pictures are attached

Any help would be appreciated
https://imgur.com/a/2swH7qM

faint pasture
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You just said you want to capture arbitrary shapes

plain cobalt
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Im still learning so if I can do a box and make it work, I can improve the system later

dark drum
dark drum
edgy ginkgo
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I have set the correct game instance,

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I am getting this error on loading the level

dark drum
# edgy ginkgo

it looks like it might not be setting for some reason. Do you get any errors on selection screen before it switches the level?

edgy ginkgo
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there are no errors that occur besides that which is the strange part

dark drum
edgy ginkgo
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I will try that..

mighty orbit
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An update on this is that it does work on the default open-world map, which leads me to believe it's some kind of conflict with the NavMesh I'm using on my level. I'll do some more investigation. 🙂

edgy ginkgo
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I found the solution

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I was plugging in skeletal mesh when what was needed was skeletal mesh asset

nimble flower
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if I have a spawn trigger blueprint and a spawn location blueprint, how can I set it up so that I can link certain triggers and locations instead of having to make a new blueprint for each spawner

dark drum
nimble flower
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like, when a player enters a trigger volume, I have it set up so that it’ll call the “spawn” event for every spawner, but I was wondering if there was a way to designate triggers and spawners so specific triggers will interact will specific spawners, because right now the trigger activates every spawner

dark drum
narrow pendant
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is it possible to have multi colored string prints in BP? I want to timestamp my log function with a different color but on the same line ideally

nimble flower
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oooh okay, I’ll try that then thank you

void hemlock
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So I am trying to take screenshots via blueprints, but take high resolution screenshot only works in editor, not in a standalone project. Is there a take screenshot node that does work after a project is exported?

cunning vapor
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Has anyone made a " Line of Sight Vision System" or a "Fog of war" system before ?

I.E.
Cone of vision infront of the player

Have found this but thought i'd ask as well:
https://www.youtube.com/watch?v=BezQiFCGkq4

A tutorial that shows how to create and implement a third person Line of Sight vision system. Project starts with just a standard TwinStick start project.

The example mask used here can be found on my written documentation page of this tutorial: https://okaricraft.art.blog/blog/projects/los-vision-system/

Note: I did realize after recording t...

▶ Play video
narrow pendant
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if you're wanting to use this with AI, look into EQS

cunning vapor
cunning vapor
feral parrot
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Does anyone know how to check and make sure all the actors inside of the box collision have got in to the array? It's kind of random thing, from type to tipe i hit play it returns me a diferent number. Delay doesn't help.

lean flax
spark steppe
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does anyone know why we can't use Blueprint Function Library methods in Blueprint UObjects?

dark drum
feral parrot
spark steppe
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yea your explanation sounds reasonable enough, i can workaround that

maiden wadi
spark steppe
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also i barely remember that under some circumstances they would expose the world context pin

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idk why this wont work anymore tho

maiden wadi
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Likely attempts at stopping undesired effects. Similar to the fact you can no longer put SpawnActor in a function and call that from the ConstructionScript.

versed sun
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Or having a negative light intensity... that looked awesome

tulip plover
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Does this node not perform as expected, it doesn't matter what I input as start time, it always inserts the notify at the end of my montage

trim matrix
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I want to do an interaction system based on context (multiples interaction types), but I don't know how to implement a way to select the desired option

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Any tip?

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My actual approach is use an enum but i don't know if is the best option

versed sun
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Like a door could be interacted with a Key, Enter Pin, Power Switch?

trim matrix
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More like a door can be used, removed...

versed sun
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So interacting with E would open , Q would remove door ?

vernal snow
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Hello there, i was wondering if anyone could help me with Blueprints and Timelines:
So i'm attempting to make a crouch mechanic in a single player little demo and i thought the easiest way is to simply set the relative scale and cut it in half.
Than i wanted to add a timeline and make it take time to immerse the player a bit more.

After a bit of debugging i kinda got there but there is a obvious "snap" or delay when reversing the operation.
Just wondering if anyone could throw a bone to help me out

spice shell
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Hi folks, does anyone have a handy macro for searching a specified string for any subset of another string? E.g. 'Does the string 'Hello' contain any combination of 'H', 'He', 'Hel', etc.

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Rather than Contains() which only works with the entire string and is basically an Equals in this case.

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I fear I may have to use regex 😦

versed sun
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Why doesn't Contains() work

spice shell
versed sun
spice shell
# versed sun

Right but the Make Array inputs there could be anything, I will have dozens of different potential strings, each could be 10-20 characters

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I'm looking for someone who has had to do this before and has made a macro basically 😄

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Otherwise I'll have to write a big loop function to break down every string dynamically into every combination

versed sun
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ok, I guess im not sure what your substrings are going to be

spice shell
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Doesn't matter, could be anything

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Your nodes above are spot on and will work, it's just the gathering of the substrings from any potential string that's the bit I'd really like to not have to do!

versed sun
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are you generating the list of substrings?

spice shell
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Breaking every string into an array of n-length and iterating it

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No, that's the bit I want 😄

versed sun
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Do you want to break a string into random substrings?

spice shell
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Not random, in-order, but every combination of substrings

#

So Hello needs to become H, He, Hel, el, ell, llo

#

etc

versed sun
#

ok, all combos of 1 letter , 2 letters , 3.. etc?

spice shell
#

Exactly

dark drum
#

is their a way to disable collision so something doesn't collide with other objects but can still be picked up in traces? I would have though setting it to 'Probe Only' would have done the trick but I get some weird issues when I do that haha.

lofty rapids
versed sun
#

Make a new trace channel Default to Ignore

spice shell
tough atlas
#

Does anyone know how to stop TAB navigation within the game, I'm using TAB as my inventory open and close, and if you left click while inventory is open, TAB will no longer close but will start navigating the widgets
I'm working with blueprints btw

thin umbra
#

Hello, can someone help me resolve the CameraActor that gets spawned when I first start the game?

#

Why does my controller possess it and it leads to it seeing its pov instead of waiting for the character to spawn and possess it

silk heath
void hemlock
#

Is there any way to make a blueprint sequence wait for it's contents to finish before moving onto the next item in the sequence? For reference I am trying to take screenshots with different settings, and use 2 sequences to go through each of these settings but it appears to not wait for the BP node to take a screenshot, instead skipping(?) taking a screenshot until it's the very last screenshot in the sequence.

dark drum
# versed sun I just do this

It's more for runtime. I have some held items that have their collision disabled (on the actor) when picked up.

spice shell
versed sun
spice shell
#

Thanks for that! Will test it out

versed sun
lofty rapids
versed sun
#

Its the Electric Nodes Plugin

lofty rapids
#

ya i looked at that, i kind of like the curves i'm getting used to it

versed sun
#

Makes it 🤌

spiral plinth
#

Does anyone know a way to control a volumes size in Blueprints? I really don't want to have my engineers to write a component for it

versed sun
spice shell
#

Also yeah electric nodes and darker nodes are must-have plugins haha

lofty rapids
#

sometimes, idk about unreal but programming in general as long as the arrays stay the same you can use seperate arrays and the index to keep multiple values of a single thing

#

so items[item], and weight[item]

spice shell
#

yeah you can do the same with maps in BP

versed sun
#

maps... such a nice idea that never works...

spice shell
#

It does make me sad we can't get proper arrays in BP

#

I came from Lua so was used to tables for years

#

tough transition!

dark drum
# versed sun If its in run time you can do things like this

I was thinking about something like that but it would start getting messy when an actor has multiple meshes etc or different default collision presets. I think i'll just trace for the player and check if there holding something that would be applicable.

lime cairn
#

Blergh, I've got an animation blueprint that crashes everytime I open it due to an array out of bounds error

#

Any way I can open it and fix it? I think it happens because of something linked to the UpdateAnimation event node

lofty rapids
#

i'm linetracing the mouse to the landscape, then getting the closest grid cell here.
I'm looping through all the actors and getting closest based on the closest distance.
What would be a more efficient way to do that ?

#

obviously if i have a gigantic grid i don't don't want to loop through them all on tick

#

or atleast i would want it to be a bit more efficient

versed sun
#

Instead of ALL actor, Overlap Sphere Actors

lofty rapids
#

well i actually have them in an array

#

so i'm only looping through those actors

lunar sleet
lime cairn
#

The only chaos is my blueprint layout

lunar sleet
#

It happens often with chaos but not necessarily

lime cairn
#

Yeah, I figure the issue is I;m making a call to a non existent array

lunar sleet
#

Probably not

#

It can be any number of things

lime cairn
#

But because the UpdateAnimation event is always running when you open the animation blueprint, it crashes

lunar sleet
#

You could try restoring it to earlier version if you have source control

lime cairn
#

Yeah, the other chaos is my revision history and my idiocy

#

I guess I'll have to delete it and start from scratch

#

Luckily it wasn't too bad

#

Remember kids, commit often!

tawdry surge
#

@lofty rapids you could use the mouse position to determine which part of the grid you are in and only have to check tiles near by

lofty rapids
#

Probably would be much more performant

tawdry surge
#

Depends how big the grid is, but yeah..
If the mouse hits around 400 on x and y (and rows are 100x100) then at most you need to check 3 columns of 3 rows. 3,4,5

supple dome
#
Actor = Grid[index]```
tough atlas
#

https://forums.unrealengine.com/t/annoying-bugs-with-umg-focus-with-is-focusable-on-all-widgets-false/60280

Anyone got an idea how to do this in blueprints, umg navigation is annoying

Epic Developer Community Forums

There are two annoying bugs I am having associated with UMG: Focusing TextEdit Input sometimes stops character movement When I press Enter, I focus my chat window TextEdit input control. If I am just moving with WASD, I can focus the control and it doesn’t interrupt my W key from running me forward (this is as InputModeGameAndUI). I have a mo...

tough atlas
#

What?

supple dome
#

yes

lofty rapids
misty sonnet
#

Hi guys. This is probably a simple issue but I was wondering how I'd go about playing an animation on the character when he picks up gun. So I have the gun attach logic all done but he just holds it in his hand. How would I transition to a walk forward iron sights animation once he has the gun in hand?

supple dome
supple dome
lofty rapids
#

also i have to change a few things so i was already planning on doing it like that but i was hoping for some sort of magic solution

supple dome
#

the easiest way is iterate over the grid, but as you mentioned its slower

#

make your choice

lavish dawn
#

Okay, I'm scratching my head on this one. So I'm trying to set up a jog and sprint system. I already set up the animation states. 0-120 is walk, 121-375 is jog, 376-625 is sprint. I'm trying to do it so that once you tap the left shift the max speed will increase to the jog max speed and when you hold down shift it'll switch to the sprint max speed. What I'm having trouble with is what would be the target for the two thresold sets I have? Originally I thought it was would be character movement but it said it can't connect that way. I'm a bit lost on what to try next as all of my guesses has turned out wrong.

lofty rapids
#

for one thing your exec is not connected

lavish dawn
#

If you're talking about the bottom one then that's just because I haven't got to it yet, I'm not done with the blueprint. I was testing out the top part first.

queen heron
#

I'm tryna spawn the floating actors with offset animation timeline depending on the current index from the for loop
but they all spawn in the same motion

#

so when they spawn, I want them to float like a waving ocean

lunar sleet
versed sun
lavish dawn
queen heron
#

right.... 😅

lunar sleet
versed sun
queen heron
#

oh! forgot about that trick!

spice shell
#

@versed sun Got everything working beautifully, many thanks for your help earlier ❤️

lunar sleet
unique rapids
versed sun
#

ahhhhhhh thats what you wanted it for

spice shell
#

Yup!

#

When talking here I'm never sure how specific to be about the exact use-case because sometimes people get overzealous and lose track of the actual functionality 😅

#

So I try to detach the problem from the specific use-case mostly

#

Unless it's really directly relevant, anyway

versed sun
#

Now you need to add some way to read typos 🙂

misty sonnet
versed sun
#

so "lo" makes both pop up?

spice shell
#

Yup

#

but los removes glowstick, and low removes explosives

#

and because it tracks every character it should nicely filter things as the user types, which is a key feature I wanted

#

Rather than having to either type the whole word, or god forbid, hit enter before you get filtering 😷

#

It feels quite nice to use, need to test it with more entries!

supple dome
autumn plover
#

I just finished making a dedicated server. What are best practices that I can use to have the host change levels, player slots, password and other server settings when launching the dedicated server .exe?

swift kiln
#

Hey. I posted this on #multiplayer , but since no one is responding there and its blueprint related Ill post it here aswell. So I have a function to spawn player. I want to do some kind of among ug logic. Lets say when there is less than 5 players connected, I want to spawn 1 impostor (character blueprint) and 4 normal players (another character blueprint). I tried it like shown in the image, but when for example 2 players connect, each one of them is "impostor" and then it spawns 2 "normals". Is there a thing how I can cast spawn actor multiple times? Does anyone have any suggestions?

lunar sleet
#

You can bump your post in there every now and then

versed sun
#

Multiplayer is a little above us
We are busy printing "Hello world" and opening doors

lunar sleet
swift kiln
lunar sleet
alpine hinge
#

hellow there, im having a problem with the menu widget that doesnt dissappear after i click a host button

native ferry
#

add remove from parent after host

lunar sleet
lofty rapids
alpine hinge
lunar sleet
native ferry
#

i beleive the widget is self in this case

#

believe

swift kiln
lunar sleet
#

#umg would know better but I think you’re supposed to add and remove widgets from the PC or the HUD , not inside themselves

versed sun
lofty rapids
#

well is 5-numberofplayers the amount of imposters you want to spawn ?

lunar sleet
lofty rapids
swift kiln
#

I plan to do it when there is more than 5 players, there would be 2 "impostors"

lunar sleet
#

You’d have to maybe add each player controller to an array and check its length -1

#

The #multiplayer crew would know better, there’s prly something less hacky

#

There’s a player state array iirc

sick fable
#

Can someone help me I'm trying to make my animal ragdoll after reaching 0 hp I have line trace setup but for somereason when I shoot the animal nothing affects it like if I changed the output to destroy actor still nothing happens

#

this is my line trace

#

can anyone help

gentle urchin
#

Else regular

#

If you want to randomize it, you shuffle the array before start

versed sun
#

Print Deer Health on the False of this

sick fable
#

I can't see

lunar sleet
#

You know you can just turn on physics for this right? 🙂

sick fable
#

if you know then say because I want the Ai to ragdoll after dying

#

I switched it back to ragdoll instead of animation because I was trying to test it

lunar sleet
#

You put the print on the false pin

#

So if true it’ll never print

sick fable
lunar sleet
# sick fable

Yeah, but if it doesn’t work put the print after the True

sick fable
#

ok

versed sun
sick fable
lunar sleet
#

Do you have an onTakeAnyDamage calling this event?

versed sun
#

i think you want to Override the Function

sick fable
sick fable
lunar sleet
#

No

#

See what Ryck said

sick fable
#

im sorry man

#

i don't know what u mean

#

by overriding it

versed sun
#

on your function on the side , you see a hidden Override by the (+)

#

gotta hover for it to pop up

sick fable
#

ok

#

im trying to simulate the physics to make it ragdoll

versed sun
#

Im a little foggy on the damage system, but I think that your problem was the Custom Event wasnt getting called

sick fable
#

i don't know if thats right

lofty rapids
sick fable
lofty rapids
sick fable
#

yes where does it print to

lofty rapids
#

does that show up in the top left at all ?

#

in the top left of the screen

versed sun
#

If you are calling Apply Damage , then you need Apply Damage , not Take any damage

lunar sleet
#

That part should be done on the bullet

#

And then you override take any damage on the deer

versed sun
#

yes , also print on the False

sick fable
#

nothing prints

lofty rapids
lofty rapids
#

so i would check the line trace

lunar sleet
#

That’s a fake apply damage, it’s a custom event

#

What’s calling it

lofty rapids
#

but before you get to do any apply damage you want to make sure your hitting the thing, you can also press f8, look for green or where it's hitting

sick fable
#

I changed it back to any

lunar sleet
#

Ok

#

Pause a sec

lunar sleet
#

You have a projectile bp?

#

Like a bullet

sick fable
#

Its inside my character bp

lunar sleet
#

You just want to damage it when the trace hits?

sick fable
#

yes

lunar sleet
#

Ok

sick fable
#

and then after health reaches below 0 for it to ragdoll

#

I thought I knew how but it didn't work

lunar sleet
#

Go to your character, on your line trace grab the other actor, cast to the deer bp, then drag off the return value and plug it into the built-in apply damage event

sick fable
#

how can I make sure it is printing to the screen

lunar sleet
#

Nvm the printing for now

#

Let’s do this right

#

None of this hacky shit lol

sick fable
#

ok

lunar sleet
#

And make sure you actually give it a damage value so it’s not 0 (on the apply damage node). Show a screenshot of that when you’re done

sick fable
#

is this what you meant

lofty rapids
#

hmm

sick fable
#

sorry if im being dumb

lunar sleet
#

Remove the second apply damage node, move the cast before the first apply damage node

sick fable
#

the damage node is 35

lunar sleet
#

What you’re doing is checking you’ve hit a deer

sick fable
#

and deer health is 150

lunar sleet
#

That’s ok but do what I said

#

Basically plug other actor into the object pin on the cast

#

And then from that, do the apply damage

sick fable
#

where is the other actor your talking about

lunar sleet
#

It’s not strictly necessary here but you might not want to damage every actor

#

Hit actor mb

lofty rapids
#

well for one thing you need execution to that node

lunar sleet
#

Get rid of the branch and replace it with that cast

sick fable
lunar sleet
#

The branch is not necessary but that’s fine for now

#

Now go to the deer bp

sick fable
#

ok

lunar sleet
#

Assuming you have the event any damage on there like you showed last, it should work now

sick fable
#

is set simulate physics

#

with ragdoll option

#

the wrong thing to do

#

to make it ragdoll

lunar sleet
#

Nope

#

Did it work?

sick fable
#

i shot him loads with green lines

#

nothing happened

#

is it because it is a skeletal mesh idk

#

or an option i didn't enable

lunar sleet
#

Print the health variable make sure it’s changing

sick fable
#

if i tick

#

simulate physics he falls over

lunar sleet
#

Don’t tick it

#

Just check the health

sick fable
lunar sleet
#

Top left in blue when playing the game

#

Or in the output log if you really want to

sick fable
#

is that correct

#

put print at the end

lunar sleet
#

Yep that’s fine

sick fable
#

ok in the output log and on top of screen

lunar sleet
#

Well

sick fable
#

nothing is showing

lunar sleet
#

Not really because it won’t print if true

#

Move the print string before the branch

sick fable
#

ok i did false aswell

lunar sleet
#

Or that

sick fable
#

bro idk what im doing wrong

#

im sorry

lofty rapids
#

the print on the false should show every time you hit the dear

#

untill the health is lower than zero

sick fable
#

no print either

lofty rapids
#

then that event probably isn't firing

sick fable
#

ok

#

what is stopping that

#

why my linetrace not applying any damage

#

shouldn't I have put apply damage before?

lofty rapids
#

well for one thing check your blocking hit if it's true or false on the line trace

sick fable
lunar sleet
#

Print the hit actor too

sick fable
#

I do see the deer getting hit

lofty rapids
#

thats a good sign ig

sick fable
#

like green lines past it

#

can my deer not count as an actor so it isn't applying damage

#

its just stopping because it is hitting collision idk

lunar sleet
#

Is it printing the deer on hit actor?

#

Hit means red squares

sick fable
#

yes red squares when I shoot it

#

And green lines behind the red squares

lunar sleet
#

And the print hit actor what does that say

sick fable
#

I can't plug it in

#

to print

lunar sleet
#

Double click the line to make a redirect node and drag from that

lofty rapids
#

well i wouldn't put the print there

sick fable
#

actor object reference is not compatible with exec

#

it says

stuck sentinel
#

please i dont understand what do i do?? i made this e to interact widget bp and i dont know how to make it visible when on box collision

lunar sleet
lofty rapids
#

well if it fails you won't see anything

lunar sleet
sick fable
#

well it means the exec on the print text

lunar sleet
#

Guy

sick fable
#

basically I can't plug it into print text I put it after apply damage

lofty rapids
#

see where it says in text ?

lunar sleet
#

🤦 drag from print actor into in text lol

lofty rapids
# sick fable

you would probably benefit from looking at node execution flow and what the pins mean/do

lunar sleet
#

Actually

#

I just realized

#

Your print will never fire

#

If the cast fails

lofty rapids
lunar sleet
sick fable
#

there we go

#

it is printing -1

lunar sleet
#

Show updated code

sick fable
#

when ever i hit it

lunar sleet
#

Hit actor

#

Actor

sick fable
#

BRO

#

It wont let me

lunar sleet
#

You seem familiar

lofty rapids
#

you probably need to get class name

sick fable
#

It wont let me print hit actor into the in text slot

grim sand
#

hit actor > get display name > drag into text slot

lunar sleet
wild moth
#

Just do PrintString

grim sand
wild moth
#

not print text

sick fable
grim sand
lunar sleet
sick fable
#

it says landscape streaming proxy

wild moth
#

😂

grim sand
lunar sleet
#

Try disabling trace complex

wild moth
#

also he could literally add a breakpoint and follow variable values

sick fable
#

yes but why is it not hitting the deer lol

lunar sleet
wild moth
#

true

lunar sleet
#

Shouldn’t show red squares on it then but maybe 🤷‍♂️

lofty rapids
#

you could have no collision set also

sick fable
lunar sleet
#

You should be blocking visibility

sick fable
#

ok bp deer

grim sand
#

In the mean time, quick question: We cannot save an array of arrays right? I have a group of actors I want to be able to save based on users creating them with their actions, meaning they could potentially save many of them, meaning I can't just pre-make a bunch of arrays and fill them

sick fable
#

is getting hit now

#

all i did was turn on collide with environtment and collision preset to charactermesh

#

or is it because i changed the trace channel to camera

#

thanks for helping anyway it must be frustrating to help someone new

#

lol

#

@lunar sleet

lunar sleet
#

Is it working?

sick fable
#

yes it is showing bp_deer as hit

lunar sleet
#

The damage I mean

lunar sleet
sick fable
#

ok my deer now falls over

#

when I shoot it

#

Thanks so much @lunar sleet and @lofty rapids

grim sand
grim sand
# lunar sleet Cpp structs preferably

because of optimization I presume? I cannot program in cpp (at the moment, its on the list to learn), but would love to know the benefits beyond optimization

lunar sleet
#

You get errors, lose data, etc

grim sand
# lunar sleet You get errors, lose data, etc

Right that is good to know. I will try to add some data validation measures in that case for now, as this is just for a learning project, and only a minor part of the overal objective. But in the future I will be able to do it in cpp, thanks!

distant bison
#

Hi there!

What's the best workaround (in a 100% blueprint project) to call global functions from UObjects?

I'd like to create somethig like a function library that I can use in UObjects (function libraries unfortunately require world context and UObjects just don't have access to that).

Thought about creating some kind of actor that acts as a global library and to pass a reference of that actor to constructed UObjects but this feels weird and messy 😦

I'm thankful for any suggestion! 🙂

potent sorrel
grim sand
dawn gazelle
# distant bison Hi there! What's the best workaround (in a 100% blueprint project) to call glob...

You have to use a blueprint function library to make global functions accessible anywhere, otherwise you'd have to use inheritance and create functions in a parent object class and make child classes of that object for any other objects that you want to be able to use those functions.

If your concern is with the world context object, pass some form of actor reference into the UObject (either through the outer, or use an exposed variable) and use that as the world context object. Some functions won't necessarily need the world context to operate correctly, only if the nodes you're using within them are asking for a world context themselves.

wild moth
#

He sais 100% Blueprint project, he doesn't need to care about the world context object

#

Just create a Blueprint function library for static/global functions

lunar sleet
#

I find it odd when someone says 100% bp and then mentions UObject

wild moth
#

true 😂

#

maybe he's used to c++

modern radish
#

hi all! I'm trying to Set Static Mesh component dynamically on a blueprint I have and that works.

modern radish
distant hazel
#

How can I change the material of a static mesh Actor (Pic1) to a debug one by having a switch in the settings of the actor ? (pic2)

lofty rapids
#

a switch like a variable ?

#

you could have a boolean instance editable

distant hazel
#

yeah like a box i can tick so it automatically applies the material I want

#

and reverts when unticked

lofty rapids
#

and maybe on beginplay if the boolean is true so it would change in game when run

#

idkk about in editor live check box

distant hazel
#

yeah i need it in editor not play mode :/

vapid ginkgo
#

Hey everyone! I'm pretty new to Unreal Engine, and I've been diving into Blueprints. Recently, I whipped up a Blueprint for a dialogue system. Now, I'm curious about turning it into a master Blueprint that all NPCs can use. I want to pass their dialogues and avatar images to it, but I'm a bit stumped on how to do it efficiently. My first thought was to make copies of it, but I'm not sure if that's the best move. Any ideas or advice? Thanks a bunch

I'm using UE 5.3 btw 🙂

lunar sleet
vapid ginkgo
vapid patio
#

Anyone know how to check if the game is trying to close? I have a function that runs async and I need to terminate it if the game is trying to close weither that be in the editor or in a build

lunar sleet
# vapid ginkgo It's a BP Class with Parent Class - Character

If there’s just a dialogue system in it and not an actual character, you could just use a regular actor, but not sure if that’s the right way to do a dialogue system or not. Having said that, afaik there’s free dialogue plug-ins you can use

vapid ginkgo
lunar sleet
#

I haven’t had to download any myself, but saw people mention it. Maybe try googling free dialogue plugin UE5

lunar sleet
sharp fox
#

why is it always saying aborted when i try to move

feral parrot
#

any ideas on how to make the SceneCaptureComponent2D not collide with everything in the scene? when I enter a building it jumps down because of the roof.

lunar sleet
lunar sleet
vapid ginkgo
vapid ginkgo
lunar sleet
feral parrot
faint pasture
#

Whether or not that's what you meant to do is up to you

#

Move it into an ActorComponent if you want to be able to put it on anything

vapid ginkgo
faint pasture
#

Like a manager?

vapid ginkgo
faint pasture
#

Yes but the way you're talking makes me think you're trying to make a manager object

vapid ginkgo
faint pasture
#

What does this thing do, what sort of data and functions does it have?

vapid ginkgo
faint pasture
#

Yes that'd be a component

vapid ginkgo
#

I want to be able to use that same functionality for N NPCs and since copying and pasting that BP and just changing dialogues, avatar and mesh sounds like resources havy, i thought I could create a master BP and just pass parameters

faint pasture
#

Press E -> get overlapping actors -> Iterate over them, choosing one with the component you want -> ???? -> profit

vapid ginkgo
#

I'll probably read about manager objects in UE

faint pasture
#

They still want a dialogue component which has events and data

#

you can either make the display of the dialogue its own component on PlayerController or just roll it all into the one component and switch on LocallyControlled or whatever

vapid ginkgo
#

Attach to the NPCS*

faint pasture
#

The dialogue mechanics can either live inside the dialogue component itself or be its own thing

#

Either way works

#

Event StartTalking -> if locallycontrolled -> true -> add widget to see the talking //you know you're the dialogue component on the player pawn
-> false //you know you're the dialogue component on the NPC

#

It all depends really, I'd start out with it all in 1 component

vapid ginkgo
vapid ginkgo
opal pulsar
#

hello, is there a way to get the PhysicsHandle component to act more like a push and pull on an object instead of just snapping it to itself regardless of weight?

faint pasture
vapid ginkgo
opal pulsar
#

cause even with 0 stiffness i can just lift up a 200 Kg object like a feather xD

faint pasture
#

Show your code

opal pulsar
vapid ginkgo
# faint pasture ActorComponent

But this is for the npcs right? to report the event and pass text and image right? what's the class for the dialogue system?

mild ibex
#

is there a decent way to adjust material parameter collections in blueprint without having to reset them to "default" with tons of nodes.

For example, I have an MPC with like wind intensity for megascans grass, and using the Set Scalar Parameter node to change it, but for different settings I need the grass at different intensities, and when nothing else is happening it should be default. The problem is that i have like 7 different nodes for other things that I have to run through and reset before switching to a different setting

maiden wadi
mild ibex
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thats brilliant actually, hadnt thought of data assets to do this

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thankyou!

faint pasture
#

just architect it such that DialogueComponent can enter a conversation with another DialogueComponent

vapid ginkgo
vapid patio
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Help! Anyone know how to get object reference in a thread safe function?

faint pasture
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what function is this

vapid patio
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No this is a thread safe function

faint pasture
#

What function is it?

vapid patio
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patience I was sending image

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thank you for helping tho

faint pasture
#

This is the PCG system right?

vapid patio
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this function is making geo for a chunk block thing

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PCG?

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um yes

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maybe

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im using the "Create Mesh Section"

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node

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each block has a reference to its neighbors so that custom calculations that I have are more optimized

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and it worked in another function I had early, but that was running on the main thread and now I have it on a side thread so that generation doesn't slow down the game

#

also I never new about PCG, I dont have those plugins installed, is that how I should do it instead?

faint pasture
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So you're calling a function marked thread safe from some code NOT in the main thread

vapid patio
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yes

faint pasture
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therefore it isn't thread safe

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it might be safe to that specific thread but Unreal doesn't know that, the state of those objects is shared with game thread right?

vapid patio
#

yeah, oh so should it not be check as thread safe?

faint pasture
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It's not safe at all, it's not on main thread

vapid patio
#

wait doesn't that say its callable on non game threads

#

meaning you check it if using on non game threads

faint pasture
#

If you uncheck ThreadSafe does the warning go away?

#

I think it's just warning you that you're violating the thread safety you indicated with the checkmark.

vapid patio
#

im confused on the purpose of thread safety, I read that its used if you want your code to run on another thread

faint pasture
#

It looks like that checkbox is just INDICATING that the function is meant to be thread-safe

#

and for BP function libraries only anyway

#

it's like const or pure

#

it's not really a thing, just a promise

vapid patio
#

hmm ok, yeah I turned it off for all the chain of functions and it seems to work. The result is not the same as before tho but that might just be an issue with the code itself. Thanks ill do some test

faint pasture
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How are you spinning off that side thread anyway

vapid patio
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I am using a plugin from the epic games market

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ill send it in a sec

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this one

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cant seem to get a link to it tho'

#

ideally I would want to use a compute shader to do this calculation stuff but unreal seems to not have that in the slightest. At least I haven't been able to find any info about it online for the past few years

faint pasture
#

Multithreading in BP, seems spicy

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What are you actually doing, WFC?

lunar sleet
opal pulsar
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you can actually make stuff run asynchronously by making your own While loop macros with delays in them

opal pulsar
lunar sleet
#

So basically shit programming = interesting stuff

modern radish
#

Hi all, when I Add Instanced Static Mesh Component dynamically to my actor at run time, and I inspect it in the World Outliner, I don't see any components under DefaultSceneRoot// Am I doing something wrong?

vapid patio
faint pasture
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WaveFunction Collapse

vapid patio
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oh nooo

faint pasture
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but probbaly not

vapid patio
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yeah no not that, I have in the past tho

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but this is just for a minecraft like thing

opal pulsar
vapid patio
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2D

faint pasture
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I got my 100 x 100 down to under 1 frame to run

vapid patio
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ooooooo

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dang thats fast

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how you do that?

faint pasture
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Each tile is just 1 byte and it's all just a super hot C++ loop

lunar sleet
faint pasture
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no actors or anything involved, just inputs -> ????? -> Output

vapid patio
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ahhh yeah, while I use unreal for my job and for fun, and have for a long time now, I have not touched c++

faint pasture
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The BP version took like 2 minutes amortized

vapid patio
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yeah my game right now is just using objects, no actors besides the ones I need. So blocks, chunks, and the world istealf are all objects, not actors

modern radish
lunar sleet
vapid patio
# faint pasture Why not just structs?

I want to allow the blocks to be extendable. The game wont be that large and so I want each block to be able to be made into a subclass and have its own data or functions. Its the slower route but it definitly allows for better game play mechanics. Like the powder game from DanBall

modern radish
faint pasture
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Good luck doing that in BP. Not saying you can't but it seems insane

modern radish
vapid patio
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I know how to write in c++, but im so lost on how to start a c++ project and create custom nodes and all that. Very weird stuff. I just need it to click in my head ONCE and then I got it for lifee

faint pasture
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the > 200x speedup was good motivation, and the upside is even bigger for really hot loops like procgen

vapid patio
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i thought on the ground floor it was blueprints for a long time, then later I saw c++ is a way to make your own custom ones but I still thought blueprints are the core. I guess not then

faint pasture
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Think of C++ as your project foundation and BP as scripting

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C++ is Skyrim, BP is mod writing

vapid patio
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AHHHH thats probably the best way to put it HAHA

tulip plover
# tulip plover Does this node not perform as expected, it doesn't matter what I input as start ...

If anyone runs into this issue, I kind of found out which is the problem. The length of the montage is 0.0 until I open it and manually save it. I create this montage in BP with a tool and populate it with a C++ custom node. So when I try to place my notifiers they're always out of the range of the sequence. The only workaround was to split the process and first create the montage with a scripted asset action and then insert the notify with another scripted action, that was the only way to make it work.

vapid patio
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ok gotcha

faint pasture
tulip plover
wise badger
#

In ue blueprints can you not turn off a nav link?

modern radish
lunar sleet
#

Or is there a perf consideration?

modern radish
#

not really perf reasons, but I use the custom data for the logic of my game

vapid patio
# faint pasture <@213077370557431809> Take a look at this, it's old and probably busted but it's...

wow, yeah thats very cool. Also hard to follow (because my brain is smooth not your code). I think I get the core concepts of your code here but I am confused on the architecture of the files. Like where do I go to know the correct files I need and names I need for something like this. You have header files, c++ files and c# files. The c# has the word build too. Are these things auto created with some tool or do you make the files manually (the file names not the code, I know the code is made manually)

lunar sleet
faint pasture
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you can slam your structs and other datatypes in that same header

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and move your expensive functions there

modern radish
lunar sleet
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I haven’t played with ISMs much

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I’ve seen it talked about there in the past at the very least

modern radish
#

Thanks for the suggestion.. I just thought here would be ideal since it's all BPs 😄

vapid patio
faint pasture
vapid patio
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I am all self taught so there are areas where I know A LOT and areas where I know basically nothing

faint pasture
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I'm making plugins so it's more easily kept separate and portable but you don't need to make a plugin

vapid patio
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gotcha ok will do, thank you!

faint pasture
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idk what yours looks like but just do that and do a function library and go nuts

vapid patio
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thanks man, I knew where that was but thanks for the help!

faint pasture
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Also check out the header preview, it can give you an idea of what the header for the C++ version of a BP class might look like

vapid patio
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gotcha, yeah just found that out a few days ago

vapid patio
faint pasture
#

Here's a shitty work amortization macro for you

vapid patio
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oh interesting thanks. Yeah I will look into that!

opal pulsar
#

hey, im trying to have these buttons inside a TileView change a text but i cant seem to find a way to get a reference to the parent widget to call the custom event to change the text, does anybody know how to do it?

stone field
#

Not sure what the best practice is here, but is certainly a common scenario

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Mirko from Helsinki btw?

opal pulsar
opal pulsar
stone field
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Null ref, odd

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I'm pretty sure I've been able to do that. But yeah, I recommend trying Interfaces for stuff that's not called every frame, and you know there's like 1 thing listening for that certain interface call. Seems pretty clean to me

opal pulsar
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hm, i see

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ill see what i can do, thanks

stone field
#

Oh yeah, VictoryBP plugin has lots of interesting widget get stuff

opal pulsar
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little update, it seems like no variables work in the entry widget

#

passing in any other variable is also null

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and even using a custom event to set it just doesnt work

stone field
#

sounds like there's something sus going on there

opal pulsar
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very much so

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the text just gets set to nothing

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either the Item variable itself is null, or its contents
which also shouldnt be the case

stone field
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debug step through the thing

wicked fable
#

Hi, I was wondering if someone more skilled would be willing to help me with a very annoying minor bug im having involving a Stamina Bar. When I just tap shift, the bar goes down a slight bit but doesnt go back up

opal pulsar
lunar sleet
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Then that is prly why

opal pulsar
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ill try a string for testing then

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string worked

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so it doesnt like object references and structs

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guess ill just decompose the data and send it over one by one then

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nope, still doesnt work

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very odd

stone field
wicked fable
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It does get recalled because as long as i run for more than like half a second it works perfectly

opal pulsar
wicked fable
#

its just a very annoying nitpick

lunar sleet
sick fable
lunar sleet
#

But yeah bp structs are broken, go cpp route if you want reliability

sick fable
#

can I get help with my sensitivity

#

I can't get vertical and horizontal to be the same

opal pulsar
sick fable
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vertical is way faster when both set multiply 0.5

lunar sleet
crude marlin
#

What if i want a Car to be able to drive on any curface physically. What i aiming for is a car that dont loose grip when upside down in loops, tunnels or walls.

Any ideas, tips, or tutorial videos to reccomend ?!?

lunar sleet
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But a struct is not too complicated to define^

sick fable
#

can some1 help me

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nvm fixed it myself

opal pulsar
sick fable
#

well i think it is pretty specific but I had to move the pin connecting into a clamp for my spine animations

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I had the original value going into the pitch below and multiplyed one above

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original^

opal pulsar
#

ah i see

sick fable
#

just incase u have a simular issue idk

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btw quick question to anyone

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why in my project settings some value scales are -1

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-1.0

vocal prism
#

anyone know how to make the third person BP and the template car move in the same scene?

lofty rapids
sick fable
#

ah so backwards i mean't to be -1 then

lofty rapids
#

something like -1 * value

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each one of those things will trigger that event, and it will be the value * scale output

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that's the way i understand it work i used the old way because it was easier

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but you probably want to use enhanced input like it says the other stuff is deprecated

sick fable
#

well Im just here because I have lost the ability to move

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and I don't know why haha