#blueprint

1 messages · Page 4 of 1

sick fable
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why did i randomly lose the ability to walk

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@lofty rapids if you know

lunar sleet
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Sudden onset paralysis ?

sick fable
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lol yes I cannot move my legs but I can move the camera

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wasd

lunar sleet
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Did you possess the camera instead of the char?

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Or is the cam on the char

sick fable
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cam on my guys head

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bone

lunar sleet
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Ok, are the events firing at all?

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Set breakpoints to find out (F9)

junior prairie
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I want to apply an impulse to a ragdoll when it gets hit by a gun and have the impulse push the ragdoll in the direction the bullet was travelling, which one of these do I use for?

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i.e. if I shot the ragdoll in the face, it the head should move back, if I shoot it in the back of the head, the head should move forward

sick fable
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ok it is firing @lunar sleet

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my game paused when i pressed wasd

lunar sleet
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Oh ok

sick fable
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because of the breakpoint no?

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ok

lunar sleet
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Yeah no that’s good I got confused for a sec lol

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Do you rmbr what you did last before it broke?

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Did you mess with the mapping contexts at all

sick fable
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I was messing with looking left and right and also I messed with the inputs

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on the screen I showed you

lunar sleet
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Ah that’s prly why

sick fable
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Yes but I don't know what I did

lunar sleet
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Well for starters

sick fable
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I might have changed some stuff from -1.0 to positive 1

lunar sleet
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The stuff in project settings is the old system

sick fable
lunar sleet
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Yeah that’s the wrong spot

lofty rapids
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those shouldn't effect the enhanced input stuff it's seperate

sick fable
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ple

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oke*

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I never touched enhanced though

lunar sleet
lofty rapids
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well as far as the event that is in the image is enhanced input

lunar sleet
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You prly went from a template

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So get rid of the stuff in project settings

sick fable
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how do I get rid of it?

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I delete

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ok I deleted the action mappings and axis

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in regular input

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I still can't walk

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it messed up after I fixed something here

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@lunar sleet

lunar sleet
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Guessing you don’t have source control?

broken gazelle
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Why would my sphere sometimes block on a wall on some angles and sometimes it just goes through? Why does the same sphere sometimes block on a pawn even though it is set to overlap only? I'm setting linear physics velocity on the sphere

sick fable
lunar sleet
lunar sleet
sick fable
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maybe

lunar sleet
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Like use controller rotation

sick fable
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yes

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I think so

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maybe

sick fable
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maybe in the project settings

lunar sleet
sick fable
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what should I change?

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I can't see it

sick fable
lunar sleet
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You said IA_Move fires for sure?

sick fable
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yes

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W a s d makes it pause

lunar sleet
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You have 2 skeletal meshes ?

sick fable
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no?

lunar sleet
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Your panel says otherwise

sick fable
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should I delete one?

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1 is not used

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charactermesh0

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i never used it

lunar sleet
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You should figure out which one you’re using

sick fable
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it doesn't let me delete the one im not using only the one i am

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ive had it since the start tho

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@lunar sleet

lunar sleet
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Have you changed anything in the mapping context?

dawn gazelle
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Did you recently change game mode or game state?

sick fable
lunar sleet
lofty rapids
lunar sleet
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I’d still get rid of that 2nd skeletal mesh if it’s it in use tbh

sick fable
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ok i just moved the character spawn higher

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and my character just floats

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and doesn't fall

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that isn't normal right

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@lunar sleet

lunar sleet
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None of it is normal 😀

sick fable
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Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Set isfalling? Graph: EventGraph Function: Execute Ubergraph Anim BP Character Blueprint: AnimBP_Character

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I got this error after i restart the engine

lunar sleet
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Ah fudge

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Ik what this is

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Your CMC details panel is blank

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It’s a 5.3 bug

sick fable
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Oh ok how can I unblank it

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lol

sick fable
lunar sleet
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The character movement component

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I think the only way is to recreate the char

sick fable
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oh it does look pretty empty

lunar sleet
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Yeah

sick fable
lunar sleet
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Make a new char bp, copy all your stuff in it

sick fable
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Can I just make a new char bp and drag character movement?

hasty shard
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Hi everyone.

I'm a bit confuse... habitually I never get trouble with Interfaces... but now...

On the BP_Lantern itself, start game event if I refer the function control lanthern that work, but on Third_character when I trigger the right thing, nothing come up...

Any idea?

sick fable
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or no

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so I have to make the variables over again?

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wait how do I make me the new BP Character @lunar sleet

lunar sleet
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Right click content browser, blueprint class, character

sick fable
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yes but how do I make me it and not the old blueprint character

lunar sleet
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It’ll come with a CMC and skeletal mesh

sick fable
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that might sound dumb to you

lunar sleet
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You just change the assets and variables

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Copy the code over

sick fable
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oke so It should just be me when I press play after?

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do I have to delete the old one too

lunar sleet
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You’ll need to delete the old one

sick fable
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ok is there any easy way to copy the variables

lunar sleet
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Might need to set it up as default again too

sick fable
lunar sleet
lunar sleet
sick fable
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ok

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nah none of the variables copied lol

vocal prism
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anyone got an explanation why the one with higher priority doesnt work when in the documentation is noted that higher priorty goes first

lunar sleet
hasty shard
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The mapping work, I tested it with print string

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It just don't call the interface

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That weird

sick fable
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?

lunar sleet
vocal prism
hasty shard
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@lunar sleet I never get any trouble before... but maybe I forget something?

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The ref is inside the asset on left

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Third character blueprint

lunar sleet
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No no you can’t do that

hasty shard
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oh

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How I should get this reference then?

lunar sleet
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You want the instance not the asset

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So if your char interacts with the lantern somehow, overlap or hit, then you drag off that overlapped/hit actor

timber sable
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Is there any best practice about what type of component should be the Sceneroot component of a blueprint? Of can you just use whatever?

hasty shard
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Then, how can I access to the BP_Lanthern function?

sick fable
lunar sleet
hasty shard
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yes, with the input, the lantern is on the caracter... but in the begin, we don't have it

lunar sleet
lunar sleet
vocal prism
hasty shard
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@lunar sleet yes, it's a companant referencing a blueprint

lunar sleet
vocal prism
lunar sleet
lunar sleet
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I told you to go to that channel and watch the pinned tutorials, read the docs, then ask questions if you get stuck, in that channel. After you’ve done all that, preferably

sick fable
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@lunar sleet ok I copied it over how do I change it to default

golden pewter
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how can i detect if a nav modifier volume is hovered or clicked

mental trellis
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In the editor?

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Or during runtime?

hasty shard
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THanks @lunar sleet

short phoenix
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Say I have a Blueprint that calls an interface and I declared a variable for that interface in the Blueprint. Can I assign that variable somewhere in the editor? I want to connect it to blueprint in another actor.

drowsy heron
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where can i learn Blueprints from?

wraith eagle
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The actual unreal website has some good beginning blueprint tutorials.

paper smelt
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Ik this dont belong in this channel but idk where yo ask. Where can i learn how to make Skinned Decal gore so its realistic and sutch bc i dont wana buy something i could learn and make myself

short phoenix
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I can see in the details of the actor that calls the interface that I have the public variable for the interface, but I can't assign it in the details view. Nothing comes up as a target for it despite me having an actor in the scene with a blueprint that implements the interface.

wraith eagle
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Sure, if you have specific questions the folks are are pretty good at helping around!

deft pivot
golden pewter
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how can i detect if a nav modifier volume is hovered or clicked

edgy ginkgo
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I have a simple question. When in a project in unreal and I click into my game anywhere besides my UI elements my mouse cursor disappears

fiery swallow
kind estuary
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what other alternatives are there for fog of war? what if i dont want fog of war? Should i just cull units that are outside of my units range?

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fog of war looks ugly

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i dont want a black shadow everywhere in my game

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or some weird clouds :/

kind estuary
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the purpose of that is performance, right?

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my problem is not necessarily performance but more like aesthetics

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and also gameplay mechanic

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maybe it isn't that bad to have the whole map visible?

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thats how total war does actually

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and stronghold it seems

lunar sleet
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So make it all visible and use LODs/nanite

kind estuary
jagged cipher
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How can i set "can fly" bool in the character movement component in run time?

woven nest
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Can anyone help me, that why I am getting error of
"pure virtual function being called while application was running (gisrunning == 1)."
when I open any level in my game?

nimble flower
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what would be the ideal way to set up a system where, once every enemy in a room dies, a bunch of new enemies spawn in set locations?

short phoenix
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Is there a way to connect a blueprint that implements an interface to a blueprint that needs an instance of an interface in the editor before the game starts? I guess exposing a variable for it only works at run time.

short phoenix
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Well it looks like I can pass an actor to the blueprint, not an instance of an interface.

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So I cast it to the interface, cast that to an object, and set it as the target of a call to the interface. I did test prints on the initial case to an interface: Cast Failed doesn't print but the other event (I assume for success) does print. However, I don't get any affect on the other actor.

opaque blade
opaque blade
short phoenix
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I tried to declare an interface instance editable and I can't assign it from the editor. It was the first thought I had. I've been told it just doesn't work that way.

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In the Blueprint, the actor version is instance editable.

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And both sides (the thing taking the actor and calling the interface, and the actor that has a blueprint that implements the interface) are doing everything in blueprints.

steady night
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how can i make the "text Field to keep all the text inside the frame ?

gentle urchin
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Set wrap rules

steady night
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auto wrap text ?

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yeah that did it ty!

crude marlin
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How should logic be in event tick, this is from my friends enemy logic , its just lots of nodes with branches everywhere, so when i am about to add something after , i need to figgure out their branch logic aswell. So that my foley sounds wont get interupted.

thin panther
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You would use an input axis with enhanced input. If your y axis is positive and greater than 0, you are moving the mouse up

native ferry
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And all of this is running on tick?

dark drum
crude marlin
crude marlin
# native ferry And all of this is running on tick?

But how would you make it if not run on tick,
Its kind hard to understand were to put things , dont like nodes. I mean if just coding in C# you just use the methods when needed.

And behaviour trees for ai harder to get the logic there or whats the difference ?

@dark drum @native ferry

dark drum
# crude marlin But how would you make it if not run on tick, Its kind hard to understand were ...

Behavior trees aren't to bad once you understand the basics. Spending a day or two learning them should be enough to create some nice AI behavior. They have a lot of features that work with other elements in the engine. Any AI controller can run a behavior tree.

I personally prefer state trees but as it's still an experiment feature so doesn't have as much support but they do offer a lot more flexibility regarding moving to and from different states an AI might have.

If you're not wanting to use the built in AI tools, you might need to look at making your own system. This would normally require the use of UObjects that would serve as tasks/actions (similar to behavior trees) and then you would create a manager of sorts (Actor component) that would then check what actions it should be performing. (Not recommended for beginners)

As it doesn't seem like you have much experience with AI, I would however recommend just using behavior trees. This would allow you to separate your AI behavior into separate tasks and the tree will be used to control what tasks are performed.

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Does anyone know why this would return none even if the action index is 0 or 1? These are gameplay tags.

dark drum
crude marlin
crude marlin
steady night
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is it possible to change Text color in a format text ?

nimble flower
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if my spawn system uses "get all actors of class" to spawn enemies when an event occurs, how would I adjust that so I don't have to make a new class for each subsequent grouping of enemies?

manic hamlet
steady night
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hmm dose it have to be a rich text style then ?

manic hamlet
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Havent done it myself just when I saw your question thats what came to mind first 😄 was just a suggestion,no clue if its doable this way at all 🙂

sick fable
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Can someone help me

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my character movement component wiped itself for no reason

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And I don't know how to fix it

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I tried making a new one and copying everything over but it seemed like it would break everything

dark drum
steady night
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yy thats what im doing now

frosty heron
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you want to avoid get all actor of class unless you are trying to get all actor of the class.
People that just start, over used it because they don't know how to establish communication between blueprints

frosty heron
dark drum
sick fable
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yes I restarted I am currently trying to copy everything over and fix it all but if this doesn't work my project is basically ruined because I don't know much of what im doing

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I am changing all the refrences to the old character to the new one

nimble flower
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my condition is when the player enters a trigger volume (though I also want to add something that spawns after enemies are killed), and when this happens, the trigger takes the location of every "spawnpoint" blueprint and spawns an enemy at each one before destroying itself and the spawnpoints

frosty heron
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store the relevant information to bp_spawner such as the relevant enemies and spawn point, the rest would just be applying the logic

nimble flower
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hmm, I def need an overarching manager, but Im wondering what it needs to do

frosty heron
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it does what it should do

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Spawning enemies

nimble flower
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but how will it know where to spawn enemies if it cant use all actors of class?

frosty heron
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Depend on how you create the spawn points

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is it pre-placed on the map, or created at run time

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If it's created at run time then you want to add it to the array of Spawn points in the Bp_spawner everytime you spawn the spawn points

nimble flower
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rn Im planning on pre-placing them

frosty heron
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if it's pre-placed in the editor, which isn't ideal imo. Then you can get all actor of class at the start

dark drum
frosty heron
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really depends on the scope of the game, if it's a replayable game with generated spawn points for example, You don't really want to pre-placed it
Instead

Begin Game -> Spawn 5 Points at Random Location -> Add each to the SpawnPoint Array

nimble flower
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I want specific pawn points for a linear game atm

manic hamlet
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is there a "default" variable with all the objects that are in "ActorBeginOverlap"?

frosty heron
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Then you can get all actor of class at event begin play. It's an ok node when not used incorrectly

nimble flower
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wouldnt that just bring me back to square one though?

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like I dont want to spawn enemies at literally all the actors of the spawn point class

frosty heron
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then don't?

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Example of spawning 5 enemies at random point between many spawn points
For Loop (5 times)
{
Get Random element of Spawn Point -> Spawn Enemy at the Spawn point
}

nimble flower
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that makes sense, tho rn I want to use every single spawn point, just not all at once

frosty heron
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If you are not fammiliar with array, how to shuffle elements, or to randomise it. Maybe you can start with that

nimble flower
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like each room will have a set layout(s) of enemies that'll spawn in once I enter it (and occasionally a second/third wave after killing every enemy)

frosty heron
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it's all about feeding the data. Add relevant spawn points to an array, use that array to spawn the enemy.

nimble flower
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I rlly need to figure out how arrays work in unreal then

dreamy mountain
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Hey, anyone know why AI MoveTo is being annoying? It keeps failing

frosty heron
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for sure, you can't really survive game making w/o knowing how array works imo

dreamy mountain
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Earlier, it gave an error of 'movement not allowed'

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I'm trying to make this barrel asset follow the player

frosty heron
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print the movement result just below the exec

nimble flower
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rn I have a rlly convoluted idea tho

frosty heron
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you can't make any complex stuff without knowing how array works. especially for something that takes in X number of objects

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just start with that and take it slow

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start simple, improvise later

nimble flower
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oh not complex, just convoluted as in dumb

frosty heron
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Chances are you are going to scrap your entire system anyway once u have better way to do things

dreamy mountain
frosty heron
#

print screen please

dreamy mountain
frosty heron
#

why the tilted camera

dreamy mountain
#

Sorry for the pics, I don't have discord on the PCs

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I'm in college lol

frosty heron
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hook it from the OnFail exec

nimble flower
#

I was gonna give the spawn triggers and the spawn points variables, so like if I go in trigger 3, then enemies will spawn at all points with the variable 3

dreamy mountain
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It just spams 3

frosty heron
dreamy mountain
#

I have

frosty heron
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that's not what I see

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you shouldn't get number

dreamy mountain
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Unless I'm just dense (probably is)

frosty heron
#

anyway my grandmother is dead, Im gonna pray with my family. Gl on the debug.
Last I checked it's Aborted. there could be number of reason why

dreamy mountain
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Yeah, I get aborted

maiden wadi
pulsar pulsar
#

any reason why it would go through both True and False in the branch? 🤔 i'm stumped and confused lmao

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dont mind the mess, I was just trying to narrow it down lol

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wait, I might just know why now.

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I'm trying to save some corrupt blueprints and I think the old is still being somehow used in memory.

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how tf do I delete old corrupt blueprints 😂 the editor crashes when I try to delete them

stable mantle
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So, I have a question, in my character class I calculated 3 vaulting positions used for my motion warp. Then After getting those I am setting my "bCharIsVaulting" public value to true. ( it does work, debugged as much )

But now I want to do something out of this true state in my blue print, so in my character Event Graph I added this graph but it never triggers looking at the absence of log, any idea what I should change?

nimble flower
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whats the universal way to call a blueprint within a different blueprint?

sick fable
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Can someone help me

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my wasd isn't working properly

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W is making me go right S is making me go left

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A is making me go backwards

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D is Making me go Forwards

versed sun
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swap the X and Y

peak wigeon
stone field
sick fable
#

but left and right is still inverted

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after I did that

nimble flower
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just like, if I have the 1st blueprint with one variable, and I want to set the 2nd blueprint's variable to match the 1st, what would I do?

versed sun
nimble flower
#

ohno it long ty

stone field
#

I am personally a big fan of Interfaces

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But it depends a lot on the use case

nimble flower
#

that makes sense

thin panther
#

You tend to cast when inheritance makes sense. And use interfaces when interaction needs to be class agnostic. I.e. interaction can happen across many base classes, so should be an interface. Shooting is only going to happen with weapons, so doesn't need an interface

#

The blueprint communication video is pinned here too if you prefer video format

nimble flower
#

damn there's so much

echo storm
#

Hello, I have this blueprint class and want to create child blueprint classes of it where I can edit the RGB values in the timeline to have a custom colour for each child when the interface function triggers, how can I do that?

echo storm
lunar sleet
nimble flower
#

how would I change the variable for every object in a class, or cast to an entire class at once?

lunar sleet
nimble flower
#

im lookin bruh

echo storm
lunar sleet
#

Not sure that’ll work for RGB values tho 😅

echo storm
#

Hmm okay thank you

#

It feels inefficient to create a new timeline when the parent already has the timeline

versed sun
#

You can have the track control the alpha, and outside the timeline you can lerp colors

echo storm
#

So I can switch from one colour to another

#

Oh wait no I can just have a vector lerp to do it all in one node

versed sun
echo storm
nimble flower
#

how could I get the blueprint to not interact with a blueprint, but a specific object in the scene without the two overlapping

lunar sleet
nimble flower
#

and someone said the video is pinned?

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did they mean the live training?

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damn 2 hours okay

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well it does seem important

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rn I found a workaround for my specific issue (switched to using gamemode bc that has rlly easy referencing), but I'll def watch this later this week, ty

echo storm
nimble flower
#

its so weird rn bc i've been super comfortable with anything that involves the player or collisions, but now that I'm reaching something that has neither i *was at a wall

echo storm
#

This page has a quick-to-read overview of how you could communicate with other Blueprint Classes

nimble flower
#

is there a way to have a blueprint check when a variable reaches a certain amount, but not when its steady at that amount?

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like if I reduce something to 0, it'd only trigger once and not for every frame that it's at 0

jade lintel
#

do once?

echo storm
#

You could dispatch it as an event when it reaches 0

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(I don't know if that would be the most efficient way though, so someone correct me)

nimble flower
#

oh ig I could use events yeah

cunning vapor
#

I've done the tut - run into some problems I can't seem to fix -- but thanks for the link on it ! 😛

nimble flower
#

do once seems neat as well but I want to do it more than once

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cause Im tracking how many enemies are left, and when that number reaches 0 I wanna check if another wave of enemies is scheduled

versed sun
#

Hold N and click on graph

nimble flower
#

wth this looks cool

random solar
#

Okay I'm going to do it this way but instead of adding a black box i'm just going to add a sizebox and increase padding for every 1000. Question is should I use a for loop or should I just do
if stam consumed == 1000
{
set padding for sizebox += 7
max stamina -= 5
stam consumed = 0
}

tight pollen
#

someone can help?

versed sun
#

I wouldn't do padding, just Set Width Override on the Sizebox
then keep track of stamina consumed, and update as needed
I dont see a use for a For Loop

tight pollen
versed sun
#

nope...

random solar
#

would it just be what I wrote which is if stam consumed == 1000 then reset to 0 after?

versed sun
#

not reset to 0, Remove 1000
What if you are at 999, and spend 200?

random solar
#

That's what I meant, my bad for how I phrased it but yeah its more like
if stam consumed => 1000

#

stam consumed - 1000

versed sun
#

Not tested or anything

#

ballpark idea of code

tight pollen
#

if a connection to other actors already exists, I don't want to execute the function for that connection. e.g. the key (actor1) is connected to: actor2, actor3, actor4 and if the next key (actor2) has actor1 in its values, it will ignore it and go to the next values ​​for this key

#

someone can help

#

?

#

or maybe there is a better way, instead of using a Map variable

dark drum
tight pollen
#

I simply store the references of actors that have been linked to a given actor and check their position on an ongoing basis and at any time these actors can be removed from the value

#

I just want to not execute a function if it has already been executed in previous actors

lunar sleet
tight pollen
#

all is stored in gamemode

#

in Map variable

lunar sleet
#

I mean how are you getting them

sick fable
#

How can I make the delay only after it has been triggered

#

So it gets triggered and it can be next triggered in 60 seconds

lunar sleet
sick fable
#

yes for an ai

#

After It gets hit it is mean't to run away but I don't want it to repeat the running away event every hit because It will make it look jitery

lunar sleet
#

Set a bool to false until the run is complete and check for that bool before running every time the function is called

tight pollen
#

sorry 😄

tight pollen
sick fable
#

wait why is this not changing it after I shoot

#

It should change it to true until it is done running ?

random solar
# versed sun

I'm not quite sure how to use set width overide so thought it might be better to just increase padding instead. I'm not sure how to link it to the size box though

sick fable
#

@lunar sleet

lunar sleet
sick fable
#

not on the boolean

#

it doesn't break on the is fleeing

tight pollen
sick fable
#

but I put it on both to check

lunar sleet
tight pollen
#

and the player connects them together by clicking on them

lunar sleet
nimble flower
#

right now I have a system so when you die you return to your last checkpoint, but I was wondering if there would be a way to just reset the scene entirely, with the only change being the player's new position?

tawdry surge
#

Game mode has a reset level function and all actors have a reset event (which fires when reset level is called) that you can override

tight pollen
#

I want something like this

#

I just don't want the connections to be repeated

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(this is Map with Array)

random solar
#

Got an issue where I'm trying to reduce the stamina bar width but doesn't seem to work, In the video you can see the stamina value does a jump but doesnt have the bar itself move. The issue might be because I am using another blueprint to host all of my widgets so the width overide might not be following through but the stamina bar value is

nimble flower
#

what event would be death plane? like if I wanna reset the level when I hit the kill Z, how would I do that?

tawdry surge
#

I just override the end play event of the character and use that to tell the gamemode to spawn default pawn at transform and reset level

tight pollen
#

i made this

#

there cannot be an identical connection

nimble flower
#

where do I find the end play event of the character?

tight pollen
#

Can anyone recommend a better solution?

tawdry surge
#

It's a dispatcher you can bind to which is called when an actor is destroyed

nimble flower
#

would it count as being destroyed if I'm using the "open level" function?

tawdry surge
#

No.. the gamemode dies then too. You'd have to use a save game object or the game instance and grab the info on construction or begin play

nimble flower
#

oh weird

frosty heron
#

<@&213101288538374145>

nimble flower
#

so now the checkpoints work, but the player starts at the default checkpoint value instead of the player start value which is kinda weird

tawdry surge
#

I have a check to see if the checkpoint value is 0,0,0 and if it is, then use player start otherwise use the checkpoint.

#

Could also use player starts and give them name/tag, then you can use that to pick which one they go to as well

nimble flower
#

how do you do that?

#

wait im dumb

pulsar pulsar
lofty rapids
pulsar pulsar
#

I have prints after True and False. Both prints gets printed upon passing the branch

lofty rapids
pulsar pulsar
#

I just removed my Does Implement Interface check and manually set it too true and false. Prints for both when the condition is true and on False only the false print gets printed.

pulsar pulsar
lofty rapids
#

Well theres pretty much no way it would go through both

#

a boolean is either true of false

#

it most likely because it's in a loop and your seeing two different looped values

pulsar pulsar
#

Actually, I get double prints if I manually set the condition to false. So maybe there is something with the forloop as you said. although.. In my old (now corrupted) blueprint where I first had this function, I didn't have this problem.

lofty rapids
#

so if there is more than one actor overlapping it will run for all of them

#

idk much about interfaces, but your looping over all overlapping actors so if there is more than one you will run it that many times

pulsar pulsar
#

it's just the door and the character currently

lunar sleet
#

Print your array elements

patent wasp
#

I have a widget on the screen and it goes to this when my character dies. Telling it to add again to viewport doesn't put it back, how can I fix this?

pulsar pulsar
lunar sleet
pulsar pulsar
kind estuary
#

So we use this to get a data table. How do we do the same to get a specific data asset?

maiden wadi
#

Make a variable of the asset's type, and populate it.

#

Can also make static library functions as getters too.

lofty rapids
pulsar pulsar
#

followed by the door name

lofty rapids
#

is it not interacting ?

pulsar pulsar
#

It's fully functional, it's just bugging me lol. I guess it's not the end of the world but as I had it not double printing before it was just annoying me.

lofty rapids
#

so it also prints failed to interact ?

pulsar pulsar
#

yesss

lofty rapids
#

probably because there is another thing overlapping it

nimble flower
#

is there a solution to ai breaking?

pulsar pulsar
#

wellll

#

could be the landscape component? surely not

lofty rapids
# pulsar pulsar

i wouldn't worry about failed to interact, that's just because you have something overlapping that does not implement interface

#

not sure what it could be, but that's why you do the loop and check to only interact with the things that use that interface

pulsar pulsar
#

yeaaa I guess. Cheers tho! It's working atleast 👍

kind estuary
#

i have a hard time understanding the difference between data tables and data assets

#

they seem to be the same in terms of use

#

except data tables are more useful

maiden wadi
#

Why is having a variable a concern?

#

And they're really not. Data Assets are a lot more useful. Datatable is just a list of the same data repeated for different keys. A data asset is like one row of a datatable, except that it's a lot more dynamic. It doesn't require a predefined struct to hold data, it can hold anything you want. It can also contain functions to manage that data. You can also use a data asset similar to a datatable by just putting a Map of Key/Struct in it.

#

Datatables have their uses, but they are not more useful.

kind estuary
#

well but, it does need a struct

kind estuary
#

or i can use an array in it

#

and put all my character names in it

dark drum
# pulsar pulsar yeaaa I guess. Cheers tho! It's working atleast 👍

Using overlaps for determining interactings can be troublesome at times. If you every decide to switch to a trace based system, this tutorial will set you up. There's even follow up tutorials for different types of doors. 🙂

https://youtu.be/yvRZVX_HD3E

Welcome to this tutorial on how to create an interaction system in Unreal Engine 5! In this video, we'll go over a different approach to making an interaction system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to add a modular interaction syst...

▶ Play video
pulsar pulsar
dark drum
pulsar pulsar
dark drum
pulsar pulsar
remote meteor
#

i would make an InteractComponent to handle sorting of those "few close together" to select which one exactly to interact, but then, i was making a top-down game

dark drum
kind estuary
remote meteor
wild moth
#

the way you get the object to interact with doesn't interfer with that

#

if you use a trace, you can trace at specific intervals

#

to find the current object the player is looking at

#

and display information from it with UI

remote meteor
#

well, in the end i use overlaps and traces to check they are behind an obstacle

nimble flower
#

if the nav mesh is just f*cked up and you have no idea why what do you do

pulsar pulsar
remote meteor
#

for increased responsiveness, you would have to trace at small intervals anyway

maiden wadi
#

@kind estuary To give you a kind of idea of how you might implement both. Just depends on your needs.

I have a bunch of items. Weapons, crafting items etc like coal or iron ore. Right? These are all individual DataAssets. Cause weapons need a lot more data in them than a Coal item. Coal is largely just a mesh, an icon, some association tags, descriptions. Weapons need all of that, plus defaults for their stats, associated abilities, etc etc. The amount of data differs wildly and putting all of that in a struct would be a great waste of space for a lot of smaller crafting items.

But crafting can take any item. Maybe I need a recipe for an Iron ingot. Or maybe I need three recipes for an iron ingot. Maybe I have three different forges and each processes iron a little more efficiently, so I make a table for each forge to house their own craftable recipes. Those tables can reference the items like coal and iron ore with amounts required and output their results. This data is ALL the same. Regardless of how you structure it. You have an array of input items, and an array of output items and some description data thus it's easier to put it in a datatable. Though you could also put these in a dataasset with an array of structs.

wild moth
#

Datatables are easier to add/edit/manipulate and pull data from

#

if for example you need to list all recipes/all entries in that table/etc

maiden wadi
#

Right, but as structured above, it depends on the data set you're working with. If the data is all the same, structured into a struct, datatables are great. If you need a more dynamic set of data while identifying something, it's not so great.

sonic crest
#

rookie question, how can I grey out the Code Required String??

remote meteor
#

grey out as in make it non editable?

maiden wadi
#

Easy in C++. Can't remember if you can do that in BP only.

remote meteor
#

i dont think you can do that in bp 🤔 except hiding it in advance menu or something

lofty rapids
#

weird they are both the same name

dark drum
true igloo
#

This Timeline works fine, it animates the UI elements as needed. But, I want to stagger the animations. If there a way to delay each element of the array. I don't see a way to adjust the float curve evaluation of a timeline. I could do something super convoluted like switch statement the index with a buncha different curves, and if that is what I need so be it, but maybe there is a better way?

wild moth
#

There's an entire system for animating UI, you don't need to use a timeline

maiden wadi
#

I'm sort of concerned about seeing a Timeline controlling UI. Why aren't you using a UMG Animation track?

lunar sleet
true igloo
sonic crest
maiden wadi
# true igloo Honestly, cause unreal is a vastly complex engine and often times I unknowingly ...

UMG Animations are basically the same as a sequencer. You can get and affect everything internal to that widget. You can also make tracks that evaluate every frame to run an event that you can do stuff on to use for more dynamic animations.

If your Inner widget there is all the same class it can be fairly easy to put an animation track on it with like a 1s start gap. I did that with some vertical boxes housing buttons. The buttons held the animation track, animating themselves. When the widget was brought up, it just ForEach loops over all of the children in the VBox, and based on the ForEach loop index, multiplies that to start the animation track closer to the 1s gap mark. So you get a ForEach loop that instantly runs to start a lot of animations. But each animation plays starting from a different start point on the anim track. Makes it look like they're delayed but without the hassle of actually doing that.

kind estuary
# maiden wadi <@711946020858101790> To give you a kind of idea of how you might implement both...

thanks. though its quite confusing. So let me see if i understood it.
So having a data table for units for example can be innefficient. Because the simple basic melee units require less data. Whereas if you have archers, and knights they will differ with their properties. So to have them all in one data table, all the basic melee units must also have information about the archer and knight type, even if they have no arrows, they must have a reference for the arrow mesh.
Thats correcT? And that means its a waste of space.
But then i lost it on the recipes. So you would create a data table for each different unit class ? Or you would create a data table that can have a reference to each different unit class?

You have an array of input items, and an array of output items and some description data thus it's easier to put it in a datatable. Though you could also put these in a dataasset with an array of structs.

And here im GG too. Where do you put the input items? An array of input items? In the data asset? Or the data table?

maiden wadi
# kind estuary thanks. though its quite confusing. So let me see if i understood it. So having ...

Here. This might help a little better to actually see it. I made a few assets. The DataAssets are made out of PrimaryAssetLabel types, but I personally would make these out of a PrimaryDataAsset from a C++ base and set them correctly in the asset manager. But for a BP only this will work okay.

There's two structs. One has two arrays of the other. Thes represent entries and the counts. For requirements this is how much of the item you require. For output this is how much of the item you would get for the recipe.

Then there are two datatables. I would give these two my forges so they can look up what data they need for their own crafting. The first datatable only has an iron ingot recipe. It's a bad forge, takes a lot of resources to make one ingot.

The second table has a better iron ingot recipe, and a sword recipe where you can craft a sword from the ingots you've made.

#

In this particular case, these crafters would need to interact with some form of inventory to get their requirements and output the results.

In the case of units. It would be much the same to create unit types out of a data asset. Specify their meshes, skins, abilities, actor class, etc in an asset.

Then make a table where you can create these units from a barracks or other buildings. Maybe you upgrade your buildings for cheaper unit costs. Can just make a table for each building tier that costs less and less per unit.

wild moth
#

This is a great modular way of handling it, just an addition depending on usecases you could set these as classes/inheritence (BPs) instead of data classes

wild moth
vernal snow
#

Howdy there, i'm attempting to create a little slide mechanic and using some blueprint to try and make it a automatic stand up if there is nothing above:
Now the issue currently i find is that i cant get it to "slide" (Add velocity) to the direction the camera is facing, i've messed around with the Forward Vector to the Velocity node a bit but it doesn't yield the intended result (IE Add velocity to where the player is looking) and was wondering if anyone could throw a bone or maybe help.
Thanks for the time.

lofty rapids
vernal snow
drowsy steppe
#

hey guys, where can i ask for someone to help me?

kind estuary
lofty rapids
drowsy steppe
#

well I'm trying to use an interface but I'm unable to, can i ask here?

lofty rapids
drowsy steppe
#

yes

lofty rapids
#

then probably it would make sense, i usually just pick the closest and ask you would probably be redirected to the right place if it's not correct ig

true igloo
#

What is the best practice for animating Camera Modifiers. Basically I want a reusable animated camera modifier. in the modifier I can animate it with a Timer that ticks up from the provided delta time. But that Timer value does not reset and the value isn't accessible from what I can tell. Is there way to do this with the nodes inside the modifier so it animates the values then resets?

drowsy steppe
#

So guys here's my problem (I'm quite new at this).
I did a system with line traces and an interface to interact with objects and i added a widget (the letter E) that shows up whenever I can interact with an object that is interactable. Everything works properly and it is set like in the screenshot.
Now I want to add a feature where if you enable the option on an item whenever you pick it up it shows up in front of the camera and you can inspect it and rotate it.
I created a new function in the interface (with an output as a static mesh) I'm already using (second screenshot) and I tried adding the message in the thirdpersoncharacter blueprint where when the object in the scene gets hit from the line trace and after interacting it should set the mesh i put in front of the camera as the mesh of the object i picked up, but it is doing nothing, someone knows why? I hope I was clear enough and I appreciate anyone trying to help me

lofty rapids
#

Is it printing hello ? @drowsy steppe

manic vessel
#

Im Not sure why My Items are not being removed from this actor component inventory's Array, What did I do Wrong?

drowsy steppe
lofty rapids
drowsy steppe
#

yeah i mean the reasoning behing the logic I'm trying to apply

versed sun
lofty rapids
manic vessel
drowsy steppe
lofty rapids
lofty rapids
versed sun
drowsy steppe
lofty rapids
versed sun
drowsy steppe
#

i don't understand, it doesn't print even if i put print string before the interact event which is working because i can interact with my items

versed sun
#

and , you aren't deleting the item before removing it from array ?

manic vessel
lofty rapids
#

its obviously not going to show right off the bat if it's on a click action or something

drowsy steppe
#

what am i missing?

manic vessel
#

a separate spawner is adding the item to the actor component array when the player overlaps it. then I cycle the array and spawn a actor in the players hand . when I drop it thats when I need to remove it from the array

drowsy steppe
lofty rapids
drowsy steppe
versed sun
drowsy steppe
drowsy steppe
lofty rapids
drowsy steppe
manic vessel
versed sun
#

alright, getting somewhere
See if it is valid before adding it to array

#

ohh...

#

there is a Contain node for arrays

versed sun
drowsy steppe
manic vessel
#

On cycle array in player BP im destroying any valid helf actor and spawning a new one from this array. and setting it as the held item. but that is the same thing I am telling the array to remove when I drop it. the cycling of items in the hand is actuall working ok but they are just not being removed 😦

versed sun
#

ahhhhh, so its not the same exact item, its a copy ?

manic vessel
#

Contains was not true 😦 Must be adding items as a different actor

versed sun
#

You might want to switch the array to a Class Ref

manic vessel
#

yeah. I will try that

versed sun
#

yes, that should do it

manic vessel
#

just incase child actor issue?

versed sun
#

not child actor

manic vessel
#

instance

versed sun
#

the array hold a list of EXACT actor, once you destroy the actor in your cycle , its ref in the array is not valid/ gets destroyed or somehting

manic vessel
versed sun
#

You should change your array to keep track to what Class the actor is, not what actor it was
Change that variable type to Class ref like this

#

dosnt have to be "Actor", use whatever your blueprint is

manic vessel
lunar sleet
abstract oar
#

Is it normal that OnBeginOverlap events don´t fire all the time, even if it should?

manic vessel
versed sun
lunar sleet
#

Use getOverlappedActors and iterate

faint pasture
#

Begin Play?

abstract oar
abstract oar
lunar sleet
#

You should use begin overlap if it’s a projectile travelling through something

faint pasture
#

Yeah I'm not sure what happens with the stock ProjectileMovementComponent, it's pretty ass IMO

lunar sleet
#

If it doesn’t fire check your collision, if you’re doing like a sphere or similar shape it can have weird effects

abstract oar
lunar sleet
#

Are you blocking (hit) or overlapping

abstract oar
abstract oar
lunar sleet
#

On the collision settings I mean

#

Not the event

#

Like check settings on both objects, the bullet and the target

abstract oar
lunar sleet
#

Need to see the drop-down (all the checkboxes)

abstract oar
#

Bullet

lunar sleet
#

What object type is your bullet

abstract oar
#

Target

abstract oar
lunar sleet
#

No no I meant collision wise

#

Looks like you set it to vehicle tho

abstract oar
lunar sleet
#

Check ✅ the generate overlap events on the target

manic vessel
lunar sleet
abstract oar
versed sun
lunar sleet
manic vessel
#

CCD=Constant collision detection on the collision settings I have no idea if that will help its a shot in the dark

faint pasture
faint pasture
#

I'd just lose the projectile movement component and do your own

lunar sleet
faint pasture
#

just line trace on tick

#

I like it a lot better

lunar sleet
#

Like cpp code my own PMC ?

faint pasture
#

you can do it in BP.

Tick -> update Velocity (mostly gravity but homing too) -> calculate NextPosition -> trace from CurrentPosition to NextPosition -> process hits

lunar sleet
#

Oh neat

versed sun
faint pasture
#

no collision on anything in the projectile. It's just a thing that moves through space tracing every frame. Cool thing is it will devolve into a line trace if you turn up the initial velocity high enough

#

You don't even need projectile actors for this, projectiles can just be structs in a subsystem or gamestate or whatever

#

depends on your needs

lunar sleet
faint pasture
lunar sleet
versed sun
#

I was thinking on this

lunar sleet
lunar sleet
#

I set it to X:500 by default, which becomes Y in local space at runtime but either way

#

Dropping it to 400 made the event hit work at 60fps, but 30fps and it’s gone

#

At 500 only 120fps registers it

#

Maybe my disc is moving through frames like Neo 😅

manic vessel
#

Normally When Using actor I can use reference to self, Here with the Actor class how would I do the same, as this actor is removing itself from the player

versed sun
#

Quick Inventory>Get WeaponRH>Get Class

lunar sleet
#

Get class

manic vessel
#

this ? method

lunar sleet
#

That should work no?

manic vessel
#

I think is should. I will test

versed sun
#

yes on the class, but instead of self you want the weapon ref?

#

ahh, it is self

#

nm

lunar sleet
#

I’d tell you to remove that medal but it’s a Super:: so I’ll allow it 🙃

versed sun
#

haha

manic vessel
#

works Great

versed sun
#

was doing it as you said it

lunar sleet
#

Noo

#

Don’t remove supers, you don’t get them back

mental trellis
#

What?

eternal fable
#

Guys I had some strange issue while attaching NPCs to vehicle mesh. They seem to attach to the actor but not the mesh.
I wrote about it here. Please help !

#
lunar sleet
mental trellis
#

Oh.

kind estuary
maiden wadi
#

The recipes are a struct with two arrays of a second struct. The second struct holds IDs to the assets.

#

You might be familiar with how people identify items via keys? Like Enums, GameplayTags, FNames, or Integers? Instead of those, I identify an item by the asset it holds.

#

No point abstracting it out to a key when you can just directly use the asset that specifies the item's defaults and descriptions.

short phoenix
#

If I declare an interface as an instance editable variable, is there any way to assign to that in the editor before play starts? It looks like I can't do anything with it that way, and I instead have to assign the actor containing the interface and extract the implementation out from it. It's just a bit more brittle that I would have expected.

versed sun
#

not sure what "declare an interface as an instance editable variable" is , but you can Bind things in construction script

manic vessel
#

Im pretty much done here with My Quick Inventory, But when I cycle through the 3 weapons with each press. Im hitting an area where 2 of them are nothing, Can Anyone see an issue here

maiden wadi
short phoenix
#

I was trying to use it to notify something had been activated. I've been trying with events too and have been trying to weigh them all. So all I needed was the function to call when something was activated through the rules of the interface.

manic vessel
#

cycle through the item array one index at a time and when it reached the last is goes back to the first item

barren kestrel
#

Hi guys any idea of how to convert an (automation editor task object refrence/output of a screen shot) into an image

lofty rapids
#

so ig technically you could check if the currentIndex is valid, it may be at the last one, then when you ++ and try to get it's out of bounds or something just a guess

versed sun
manic vessel
#

change to this lol, think it makes more sense ?

broken gazelle
#

You can use modulo node

#

++
Then modulo the number of items

lofty rapids
#

then do the ++ on true

#

i mean you are setting it back to zero on false

#

so ig that's fine

manic vessel
#

Yeah I Like how I have a index with no actor so I can select nothing

#

Think Im done with this, Got the end result I wanted, Thanks EVERYONE now I will add some polish

broken gazelle
maiden wadi
#

They kinda do. It's by reference.

broken gazelle
#

What do you mean

plush swallow
#

if i accidently created an infinite loop in the construction script how can i open the blueprint to undo it?

broken gazelle
#

Woah shooting yourself in the leg, just like C++

lofty rapids
#

but they reset it so it didn't go out of bounds

maiden wadi
# broken gazelle What do you mean

I mean the left pin on the ++ is a diamond, meaning it's by reference. Usually if something is passed this way there's an intention to edit it.

broken gazelle
#

Ah

lunar sleet
gentle urchin
#

Cant you disable constructionscript from property matrix?

#

Maybe not

lunar sleet
#

What’s the property matrix

gentle urchin
#

Erh, the bulk edit option for assets

lunar sleet
#

Oh maybe idk

gentle urchin
#

Right click -> asset actions -> bulk edit via prop matrix

lunar sleet
plush swallow
#

tho i still cant believe epic hasnt fixed this

#

apparently its been since forever and its still present in unreal 5

gentle urchin
#

Not a prio would be my guess

maiden wadi
#

It's not really up to Epic to fix though. Adding in something that would not run the construction script sounds like a nightmare if someone leaves that off on accident on some parent class. If a studio wants to implement that themselves, they're kinda free too, but most people just source control it and eyeroll and revert to the last working class.

That said though, usually if you wait long enough, unless the editor actually crashes, the BP will open.

plush swallow
plush swallow
#

and having no way of editing it

maiden wadi
#

What node was it? O.o

plush swallow
#

it was a function to disable shadows on the meshes on my actor... lol

#

i mean it doesnt matter what node it was

maiden wadi
#

Is it actually crashing, or just hanging for a long time?

plush swallow
#

it was just while building the script i was moving the node around in positions and i accidently forgot to remove one of the exec wires that was connected to a node before it

maiden wadi
#

Could also probably lower the loop limit detector to make it faster if it's just hanging. Wait for the BP to open and disconnect it.

plush swallow
#

i tried setting loop to 100 and even 0 and no fix

gentle urchin
#

You could create your own Actor class where you'd let yourself disable construction script 8-)

lunar sleet
plush swallow
#

by causing a compilation error

gentle urchin
#

deleting related asset would be one method then i guess 😛

lunar sleet
plush swallow
#

yeah u delete somthing the asset references or uses, you open it, fix it save it then u add those assets back and reload

slender quest
#

anybody ever face this problem? Enhanced input action for my character to aim the gun, sometimes the "Completed" exec doesn't go through, neither does the cancelled, to reset the two bools i have there. Why would it not "complete" even though i have released the button?

#

I am also not sure of how to replicate the issue, i am currently trying but it seems kind of random when it occurs

naive falcon
#

I'm having some trouble getting a pinch to zoom gesture to work in UE 5.2. I need to make this work for a windows build that will run on an ELO touchscreen monitor. I have multi touch set up on the ELO. In UE I have enabled 'Enable Gesture Recognizer' and created an axis map that is set to the pinch gesture. However in my blueprint, the pinch event only prints 0.

Since I am not building this as a mobile app, I think unreal is recognizing the touch events from the ELO as regular mouse clicks. Anyone know how I can get this working?

kind estuary
#

damn i just lost myself in my mess of a project. i have an ai pawn being spawned, i dont know where is it being spawned from. how can debug this?

#

how can i see where a pawn is being spawned from?

#

trying to use the reference viewer

#

but cant locate it like that

lofty rapids
#

you can search for spawn in the blueprint

#

idk how you would search through multiple but in a single one you may be able to find spawn

lunar sleet
kind estuary
#

thanks

restive breach
#

would some one please give me ahand on a blue print? its for stamina drain and gain i did this and it works but you have to spam the w insted of it just looping tell you let go of your move button

calm gull
lunar sleet
versed sun
calm gull
#

Yes, exactly, it isn't showing up for me at all

#

[forum in question is ue4 i think]

versed sun
#

are you in a Blueprint? or a widget? player controller ?

calm gull
#

an actor blueprint

versed sun
#

hmm, should show up...

calm gull
#

YES, THANK YOU will circumvent this way (your question was perfect, i was trying to call it from an actor component of the player controller, THANK YOU!!! )

versed sun
#

ahh, yah , cant do in actor component

#

or widgets

calm gull
#

thats okay, will add a function and will just call that, THANK YOU AGAIN

sick fable
#

Can someone help me please

lunar sleet
#

don't ask to ask, just ask

sick fable
#

I want the dog to attack every 1 second while chasing

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but for some reason it can spam continously

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I removed the delay

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from the screenshot while trying to fix it let me put it back

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@lunar sleet Do you get a lot of satisfaction from helping people lol because you helped me a lot

lunar sleet
#

do you know how to use set timer by event?

sick fable
#

nope

#

it attacks me then takes a pause but when I stop moving it can spam attack me really hard

#

like pauses to do the bite animation

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Idk about timer by event

slender quest
lunar sleet
lunar sleet
sick fable
#

I think so

slender quest
# lunar sleet you're saying your completed pin never fires?

It fires most of the time, but on some occasions it does not fire, but i haven't been able to pinpoint what causes it to not fire. I could be walking around and pressing and releasing aim over and over, and it will work 99% of the time when i release it, but 1% of the time it does not go through

sick fable
#

Im not sure but the animation to attack is only like almost a second

lunar sleet
sick fable
#

I want a delay while it chases me till it can do another bite animation

lunar sleet
#

and either way if he's right next to you that'll be instant

sick fable
#

maybe like 2 second delay

#

or 1.5

#

what im doing isn't working

lunar sleet
#

Do this instead: on Success of the Move, Set timer by Event

#

Create a custom event called Bite (or w/e)
drag from the red square (delegate pin) of the bite event and plug it into the timer's Event pin
Set the Timer's Time to whatever you want it to be, set it to looping.
When you want the dog to stop biting, drag from the timer handle (you can also promote to variable), and use clear and invalidate timer by handle to stop it from biting

slender quest
# lunar sleet and how do you know it doesn't go through, are you watching it live, printing, b...

When it does not fire, the char will be stuck in a weird position because the rotation is not turned back on, so then I know it happened, I pause it, and go examine the blueprints and I see that the "IsAiming?" is still set to true, and the "Action Value" coming out of the enhanced input action event is still set to true as well. The only place where "IsAiming?" can be set to false is when it either completes or cancels from here, so my conclusion was that it does not fire

thick flame
# sick fable

I had the same issue, following a tutorial. The issue is that the follow player event is called every tick that vision happens, so the animation can still play despite the delay set up. Move it to set canAttack to true on Play

lunar sleet
thick flame
#

im very new to ue, but i had the same issue so i thought id give my solution

lunar sleet
#

well tbh I haven't played with montages enough, so if that lets you control the timing, good enough

sick fable
#

is this what you meant

lunar sleet
sick fable
#

i did nothing with the event so I was wrong lol

lunar sleet
# sick fable

Almost. The way you have it, you're clearing the timer after the first loop, so that's not gonna bite anymore

#

For starters, remove the clear and invalidate node and move the stuff after it down to the Bite.

thick flame
#

ive got a similar issue atm, my animation works for both my player and enemy, but the damage is no longer working

sick fable
#

@lunar sleet

lunar sleet
#

yeah, I'm trying to account for preventing it from trying to bite while it's chasing the player around, before it reaches it

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if this an #gameplay-ai , BTs with cooldowns might be much better here

thick flame
sick fable
#

It doesn't bite too close to the play it bites when it reaches me

#

but then spams it

lunar sleet
#

with the current code?

sick fable
#

no

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now it doesn't

#

bite

lunar sleet
#

At all?

sick fable
#

not even once

lunar sleet
#

is the Play Montage node firing (breakpoint)?

sick fable
#

no

thick flame
#

playAnimMontage returns a Value- that value is your animation length. You dont need to set a variable called BiteDelay

lunar sleet
#

why did you remove your boolean

#

you moved it up and left it there

sick fable
#

oh

lunar sleet
thick flame
#

you can then use a multiplier to change the time

sick fable
#

still wont bite

#

or trigger bite event

thick flame
#

this is what I got from the tutorial. I can send the tutorial if youd like

lunar sleet
restive breach
#

@lunar sleet how would i fix that if you no how

sick fable
lunar sleet
thick flame
#

set it to true

restive breach
#

ya

lunar sleet
restive breach
#

im loring blue prints

sick fable
#

oh

#

Loool

#

I thought it changes it there to can attack

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if it sees the player

thick flame
# sick fable

im still confused on why you have the custom event here. Is it all for the timer? cuz you can cut a lot of this out

sick fable
#

still wont bite

thick flame
#

oh

#

well, if you look at the code I posted, you can go right out of the second set can attack into the animMontage

lunar sleet
# restive breach <@179343890409717771> how would i fix that if you no how

Reset the Do Once when your initial Drain event is completed, not just when you stop draining, because if you don't let go of W Stop draining is never called as far as I can tell.
Or get rid of Do Once altogether.
Also, if you're following a tutorial and it works for them and not for you, watch it again, prly missed a step

sick fable
#

well now it is biting non stop

#

again

#

/attacking

thick flame
sick fable
thick flame
#

did you do this

sick fable
#

nope

#

lol

#

I keep forgeting to add stuff

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I removed

thick flame
sick fable
#

Sorry I am tired and new

thick flame
#

i would just use the code i posted. I got it from a tutorial

lunar sleet
#

yeah do what works for K2000 rn, realistically this should prly be done in a behaviour tree, but for now duct tape and glue is fine

jagged parrot
#

How can I communicate between blueprints easier? I've been trying to get an collision part to relay that it has been hit to a widget "interface" and im struggling a lot xD

sick fable
#

finally fixed

lunar sleet
lunar sleet
thick flame
#

no, i havent gotten anywhere lol

jagged parrot
lunar sleet
thick flame
#

i tried to swap code between the player and the dummy instead of finding a tutorial

sick fable
#

I can show mine

#

if you want

lunar sleet
thick flame
lunar sleet
sick fable
wicked fable
#

Would anyone know how to fade out a widget after its full (fade out stamina bar when at 100%)

lunar sleet
thick flame
#

i havent connected it yet. my player cant damage the dummy either

wicked fable
#

Oh thanks, i was looking for a ui chat

lunar sleet
# thick flame

did you print out the hit actor to make sure it hits the right thing?

thick flame
#

i tried printing on damage and got nothing

#

ill try somewhere in sword hit manager

lunar sleet
lunar sleet
#

print the value

#

Camera trace channel is a weird pick but who am I to judge? 🤷

thick flame
#

trying this

lunar sleet
#

no no

#

right now your code says: Do A Line Trace, don't care where, then print something, don't care if it hit anything

thick flame
#

ok so it did reat a hit so

#

oh

#

its doing that every time no matter what

lunar sleet
#

break hit result happens before the print anyways, it's just not ordered right on your screen

foggy otter
#

is there any way to disable the air control for the flying movement mode in bp? im trying to make a simple dash, and i want the character movement during the dash to not have gravity and not respond to player input (except rotation), until i decide that the dash has ended. is there any semi-legit way to make this work without writing my own movement mode in c++?

thick flame
lunar sleet
#

obv connect the execution path on your end

thick flame
#

like this?

lunar sleet
#

aye

#

what prints

thick flame
#

nothing

lunar sleet
#

so your line trace is hitting nada

thick flame
#

yeah

lunar sleet
#

try using Visibility channel instead

thick flame
#

ok

lofty rapids
#

a little more complicated than that

thick flame
#

still nothing

lunar sleet
thick flame
#

good question

#

the Trace lines are goiung and the animation is playing, so it should be

thick flame
lunar sleet
thick flame
#

yeah

#

im so dumb

lunar sleet
# thick flame yeah

Test with Trace Complex ticked on. If not, check your collision settings on your target

thick flame
#

of course

lunar sleet
#

🙂

#

collision be that way

thick flame
#

I turned off camera bc it was acting wierd when the enemy swings

#

but i should turn on vis

lunar sleet
#

visibility is usually good to stay on yeah

thick flame
#

overlap would be good yeah? to catch the hit but not affect position?

lunar sleet
thick flame
#

oh

#

IT WORKS

#

LETS GOOOO

#

what a dumb issue LOL

lunar sleet
#

welcome to game dev

#

most issues are silly 🙂

thick flame
#

just gotta figure out how to get the enemy to damage the player

lunar sleet
#

similar fashion, apply damage from one end, receive it on the other

thick flame
#

yeah

#

think i need to rename the event

cunning vapor
#

Does anyone know the best method to making a variable for "is too close"

Ie, is too close to a wall / actor

Trying to make a system where my actor plays an anim montage when too close to an actor/wall/static mesh

Am thinking maybe a collision sphere?

finite flax
#

Help please: On widget drag, how to make an actor material start during drag of widget??! images attached below...

Like in the image below, I'm trying to drag the tower from the widget and place it on the map below, what I want is the second I take the tower from the widget on the left, I want the ACTOR (Circle material shapes) to start/begin, I think I'm close to solve it but need a bit of help, the pictures of the blueprint might help alot!

please tell me the solution with a picture, thank you soo much guys!

imagurLink

thick flame
#

@lunar sleet are you able to answer some more questions?

thick flame
#

could we call so i can stream? I cant stream in these vcs

cunning vapor
lunar sleet
thick flame
#

ok

lofty rapids
#

usually cast have execution, whats up with that not having that ?

cunning vapor
#

was a purecast

lofty rapids
#

Oh i c that, why would you want to do that ?

lunar sleet
#

Actor begin overlap is the node to test for overlaps

#

Well one of them

lofty rapids
thick flame
edgy ginkgo
#

is there a way to allow the player to use the foliage tool in game?

lofty rapids
# thick flame

i think you need to add the end to the start, and plug that into end

thick flame
#

@onyx galleon

lofty rapids
#

i would also check the return value is true before trying to apply damage

thick flame
fluid wraith
lofty rapids
#

well the line trace

#

return value

fluid wraith
#

I thought it doesnt matter for interfaces

thick flame
#

line trace is working, bc i iddnt have things connected :)

fluid wraith
#

;'y

fluid wraith
# lofty rapids

All this gives ya is a bool for whether it got a blocking hit or not

lofty rapids
#

right, good thing to check if it's hitting before you try to apply damage is what i was saying

fluid wraith