#blueprint

1 messages · Page 5 of 1

fluid wraith
#

Apply damage is an interface message, it doesnt really care

slender quest
#

So I made a print string on Triggered and then one on Completed, and you can see that it did a bunch of them in pairs > Triggered, then completed, etc, until the last one where it triggered but then did not print the Completed string

slender quest
#

yeah! what the heck??

#

in the tooltip for Completed output pin it says this :

lunar sleet
#

Well

slender quest
#

could it be that it's not firing due to this situation of "trigger reporting Ongoing" on the same frame?

lunar sleet
#

Is it firing the cancelled though

slender quest
#

the cancelled is routed through the same nodes, so it should have fired the Completed print string too if it had happened

lunar sleet
slender quest
#

Alright, I'll set up a print string for that and see what happens

meager spade
#

I'm not the sharpest rn but depending on what they mean wouldn't a node that does nothing hooked up to the ongoing solve the completed firing all the time?

lunar sleet
slender quest
lunar sleet
narrow surge
#

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

lunar sleet
slender quest
#

or maybe im double tapping it fast

lunar sleet
#

Can always test on a different button

lunar sleet
#

Ongoing usually fires when the threshold has not yet been hit but still actuating

#

I’d lower that threshold as well

thick flame
#

ok so. If I wanted my enemy and player to die when health hit zero, what would be the best way to do so? I have a death animation that works great, but I want to prevent movement, attacking, etc. Should I do branches and a "IsLiving" variable? or is there a prebuilt state for this?

slender quest
#

I think there might be some kind of interaction happening as well between other actions i'm doing, because If i just wander around and aim and release i can't replicate this, but if i start dashing and attacking while also aiming and shooting sometimes, i can more reliably replicate it

lunar sleet
slender quest
#

i kind of want to take a video of the gameplay to see if i can find a pattern in what im doing that makes this happen, it happens way too quick for me to see

thick flame
#

ohhhh

lunar sleet
slender quest
#

ill try testing on another button first and playing with the actuation threshold

thick flame
lunar sleet
#

Ok, maybe just replace it with a dead version

slender quest
# lunar sleet Your actuation threshold is half a second

So with the "down" trigger, the actuation threshold appears to represent the amount that the button is pressed down, if i put it to 1.0, i have to pull the trigger all the way down, and with 0, it activates as soon as i pull it a little bit

thick flame
#

time to figure out how that works JKLFSD

lunar sleet
#

😀

slender quest
#

thinking about it this way, do i really need Down, maybe i can just switch it to Pressed and get the same result i'm looking for, gonna try that

#

scratch that, I do need Down

slender quest
lunar sleet
sleek elbow
warped lodge
#

Hello, I have some questions about tile movement in ue5 involving a frictionless ice mechanic. I wasn't sure which channel I should ask for help in, and didn't want to be rude with an "all" call, but if anyone could help me with the functionality I would be forever grateful!

devout oak
kind estuary
#

Im spanning factions on a map. How do i make sure they are far away from each other uniformly? So like how age of empires 2 does it. When the game starts all players are more or less apart from each other.

#

i tried generating a grid. and assign players to its own space, but sometimes players get too close

versed sun
#

Make a random Location A
In a random Direction, extend out X Distance to find Location B

#

How many players?

cunning vapor
#

Got it working with this; thanks for the push in the right direction; a small follow on question; how do i set the actorbeginoverlap to work with different/multiple boxes

lunar sleet
#

Boxes on the same actor?

#

It’ll stack

cunning vapor
lunar sleet
#

Just gotta make sure you have the right collision settings

lunar sleet
cunning vapor
#

was thinking of "if this close - play this anim" , "if closer -- play this anim"

lunar sleet
#

You want to check how close you are to another actor?

lunar sleet
#

Use GetDistanceTo

cunning vapor
#

tyvm!

devout oak
#

just not sure how to implement the pseudocode into it

foggy otter
#

where can i change the parameters of the default physics volume of the world?

slender quest
# lunar sleet Usually yeah

I finally figured out the main issue, which is when i dash and aim at the same time, it seems to cut the aim action out instead of completing or cancelling it

slender quest
#

to be even more specitic, if i aim, and then dash, and then let go of aim while in the middle of the dash, it does not cancel

#

BECAUSE, during my dash, i disable input...

#

😅

lunar sleet
#

You can Add and remove mapping contexts if you want to stop it from reacting to movement while dashing

celest tangle
#

How can I return something from calling a custom event set to replicate on owning client?
I start in a function that is run on the server --> need to access the UI (client event) --> UI data sent back to the same (calling) server function.

foggy otter
celest tangle
#

kk ty

gritty tartan
#

I'm using a random stream and setting it in the game instance. When I pull the variable from game instance in a widget, the random stream always returns 0 instead of the actual random stream variable (I'm setting text to update what the random stream numbers are, so I can verify what it's supposed to be). Not sure why it's doing that.

light summit
#

is it possible to make a console command that puts the player in a free cam and despawns the possessed pawn?

slender quest
#

I was just using the disable input node because it seemed to get me the effect I wanted at the time, but i see how it's limited

#

The mapping context sounds like an important concept for me to learn

lunar sleet
#

Yes it’ll go a long way

slender quest
#

or i guess i could just remove mapping context and then add it back after the dash completes

lunar sleet
#

You can also break the options pin to force it immediately and so on

#

But if that’s not smooth enough, you can always use a bool check isDashing? on the movement and look IAs, not elegant but it’ll work

wicked marten
#

hey guys.. just wanna ask how to screenshot in game including UI...

lunar sleet
# wicked marten hey guys.. just wanna ask how to screenshot in game including UI...
wicked marten
#

done that but screenshot shows blank

#

ill send u pic of my BP and output

lunar sleet
#

Did you use the last response in that thread ?

wicked marten
#

wait

#

THIS ONE?

lunar sleet
wicked marten
#

ill do it now

wicked marten
lunar sleet
#

I’m not sure if that’s sarcasm but 🤷‍♂️

wicked marten
#

nah realy i was going crazy for 3 days

#

finding this

#

my only problem is the filename

#

i transfered from unity

#

impracticing here

slender quest
wicked marten
lunar sleet
#

There’s a couple of options in there

#

Play with those on both the add and remove

devout oak
wicked marten
#

dm or pm

lunar sleet
lunar sleet
#

Just pay it forward when the time comes

devout oak
#

same for "FindLowest"

lunar sleet
devout oak
#

just named diff

wicked marten
#

gee big thanks

devout oak
#

im just not sure how to implement the pseudocode into the bp

#

or where to

lunar sleet
devout oak
#

is it not just a simplified language?

#

for programming

ionic cypress
#

It is not a language. Just for you to write down your logic

lunar sleet
#

Not really a language,
More like a description of the logic 🥈

#

Is this a class assignment or something?

wicked marten
#

simplified logic

#

of the program

devout oak
#

yeah but ive never translated something like that into a bp

lunar sleet
#

Logic in layman’s terms as they say

devout oak
#

so im just unsure of where to even start

lunar sleet
#

Have you done any normal coding?

devout oak
#

nope

wicked marten
#

YOUR DRAFT

lunar sleet
#

Ok, it usually helps to understand programming basics, were you told to just do all of this stuff in Unreal blueprints with nothing to go on?

devout oak
#

the only thing i have to go off of is the photo that i had sent

#

we were told to attempt to figure it out

#

but thats it

ionic cypress
# devout oak nope

Probably you'd better to check some blueprint tutorial first. There're a bunch of videos online.

#

It is not that a magic but need to spend time in it.

wicked marten
#

go tutorial

#

@lunar sleet is possible to open OS File browser in game?

frosty heron
#

Yes

lunar sleet
#

Whether you should is another story

frosty heron
#

I used it to find paths to movie and image file

wicked marten
#

only image

#

open OS file browser > select image> Display Image on screen > screenshot it again. simple as that

#

i have a project game, a 2d game like tradewinds

#

im practicing the basics

frosty heron
#

I don't know a way to serialise it tho, so basically you are just getting the path to the image file. You will need to load the image everytime you start the game again.

So what I mean is , if your user delete the image then it goes bye2

thick flame
#

oh man.... so, i got everything working between my player and one enemy, but when i place more of my BC it doesnt work. They will swing at the player if they are close enough, but they wont path to them and cant be killed by the player

frosty heron
#

Opening file browser requires cpp, I wouldn't have a clue my self and use a plugin

lunar sleet
thick flame
#

placing

#

should I use a spawn system isntead?

lunar sleet
#

No, just wondering

#

You said those instances wont path to your player, did you check they’re on the navmesh and not in or above it?

thick flame
#

they dont seem to be clipping the mesh

lunar sleet
#

If your attack happens onSuccess and your move fails, they will be invincible

wicked marten
lunar sleet
frosty heron
wicked marten
#

but that will be later on

#

i dont know if thats absurd

frosty heron
#

Well it's not a good thing for user to be able to delete stuff from inside the game

thick flame
frosty heron
#

Anyway the plugin is called file browser if you want the OS file browser

lunar sleet
frosty heron
wicked marten
#

cuz thereis none

frosty heron
wicked marten
#

custom bp right?

#

aaaaaaaaaaah

#

wait

frosty heron
#

It ain't free haha

#

Afaik

wicked marten
#

nah. thats not a problem

#

ahhahahah

#

i have budget

frosty heron
#

Not expensive tho

thick flame
frosty heron
#

Just hope it support your ue version

thick flame
#

so its a nav mesh issue?

wicked marten
lunar sleet
#

If not, you’ll need to use Visual Logger to debug

wicked marten
frosty heron
#

No

wicked marten
#

i think i saw a bp tutorial at YT

frosty heron
#

The one I used expose the actual OS browser

wicked marten
frosty heron
thick flame
frosty heron
#

5.2 Max I think

wicked marten
#

shiet i have 5.3

#

planning to do 5.4 if released thats why im practicing

frosty heron
#

I haven't finished watching your tutorial but it seems he hard code the paths

#

Kinda lame to ask users to type in the path instead letting them pick the file from the browser

wicked marten
#

pick is better than typing the whole shiet

frosty heron
#

What feature are u using in 5.3 anyway? I'm just glad I didn't upgrade atm given the bugs

wicked marten
#

i thought the preview version is the buggy one

frosty heron
#

Yeah preview and 5.3

wicked marten
#

ahh i know

frosty heron
#

I'm using 5.1 dunnoe about 5.2

wicked marten
#

the auto ai generated environtment

frosty heron
#

But I didn't hear a lot of complain for 5.1 or 5.2

wicked marten
#

thats the feature im planning to use

#

im using archviz back 2020 - 2022

frosty heron
#

Hmm I think you can still use the plugin if you have the source build. I'm not sure, might want to ask around

wicked marten
#

i work at a school back then creating architecture mock ups of thier buildings

#

i did not need to do heavy blueprint pro gaming

#

programming

wicked marten
#

then ask if my powers cant do this shit

#

about scroll list, i want show the contents of the first coluomn

lunar sleet
thick flame
#

ok

wicked marten
#

do i need to put it manually or can i import in inside

frosty heron
#

You can use node in bp to extract the name into the box

wicked marten
#

this one?

#

do i need a loop for the list?

frosty heron
#

Yeah get data table row names

wicked marten
#

while loop?

frosty heron
#

Not while loop

wicked marten
#

just the 2nd coloumn

frosty heron
#

Get data table row names. For each loop (name)

#

Out struct , just grab the name

wicked marten
#

wer struct?

#

i dont know how for each works

lunar sleet
#

But that will only have one row

#

So one element

wicked marten
#

i mean how it works in bp

#

do i have to convert the row to coloumn?

wicked marten
#

ill go to uncle google and understand how it works first

lunar sleet
#

Yeah I haven’t tried that before, but I’m sure it’s doable

wicked marten
#

and ill ask help if i cannot understand it. so i will not waste anyones time

#

ill be back

dawn gazelle
#

In order for something to happen smoothly over time, it has to be triggered every frame, not just on the click.

Instead, try using a variable for "Target". On click, set the target to what you desire. Move the Set Relative Transform Angle to run on Tick. Also make sure your interp speed is not too high otherwise it may happen too fast.

dawn gazelle
#

I think there's an "Ease" type interp to node.

gentle urchin
#

Doesnt regular interp ease?

#

I think it does

frosty heron
#

it's easing at the start too tho, not sure if that's what you want

#

Slow in Slow out is the term in animation

ionic cypress
#

regular one is linear I think?

deep void
#

How can i get a HUD user widget to communicate a bool with an actor component BP?

I've tried;

  • exposing the HUD variable and doing a object reference to the HUD (never changes the bool in the component bp)

  • exposing the component variable and doing a object reference to the component (never changes the bool in the component bp)

  • Casting to the component (read none error)

  • Casting to the HUD (HUD does not inherit from user widget error (it is a user widget))

I simply want the actor object (with actor component attached) to behave differently depending on which UI button is pressed.

frosty heron
#

User Widget is not equal/inherit/share the same base class with HUD, your casting will always fail

deep void
frosty heron
#

So you need to check what your Hud Ref is

#

hover over the blue pin and you will see the Variable type of HudRef

#

from what I see, there is probably no casting required here. You simply have not set HudRef

#

casting is just a type check

deep void
frosty heron
#

then you don't need to cast

#

you are trying to get TFHUDWidget anyway

#

if you get access none then you simply have not SET HudRef

#

you are trying to access an instance that doesn't exist in memory

deep void
#

fair enough, then why won't this work?
I am changing testbool in the HUD, yet it doesnt change in this bp

frosty heron
#

because you have not SET HUDRef

#

for the 4th time 😄

#

It needs to point at something that exist

#

You can create a variable of MyPlayer in a bp. It will point at nothing until you tell the engine to, Hey Point the variable to this MyPlayer that just step into my trigger (for example)

#

Refer to your error here

deep void
# frosty heron because you have not SET HUDRef

i thought we just established that i had set it, to an object reference. You then said that i don't need to cast.

If im not setting HUDref to an object reference of the HUD BP, then what would i set it too?

I get the logic of your sentence, but how do i "point" a reference in blueprints?

frosty heron
#

We never established that you had set it

#

hence the error

#

This is example

#

Using the variable as is without setting(pointing) will result in runtime erro , Green is SET. Now MyActor points at the Actor that I spawned

#

if I get MyActor->DestroyActor
It will destroy the character that I spawned

deep void
edgy ginkgo
#

is there any way to allow a player to use the foliage brush in game in unreal?

#

if not would there be any way to simulate it?

frosty heron
#

You have not set your HudRef hence accessed none. I can't tell you more than what I've told you already

deep void
frosty heron
frosty heron
#

If you have trouble with that, try to watch blueprint live communication video in this channel. That will help you understand

deep void
edgy ginkgo
#

if only I knew enough c++ to help

frosty heron
#

You need to set the hudref to an instance of hudref that you want to access. I give up at this point if you still don't get it. Refer to blueprint live communication video to brush up on the basic

gentle urchin
#

So its a pointer to your hud type

#

But its a nullreference by default

#

It knows what type of object instance it can point to

#

But doesnt actually point to anything yet

#

Hud is accessible from playercontroller

#

If the owning actor is pawn you can set the hud rer like this:
Get owner -> cast to pawn -> get controller -> cast to playercontroller -> get hud -> cast to myhud

#

Then you set your hud reference to the output object of that cast

#

When that is done, you can access the hud directly from that varoable, assuming all casts succeed

deep void
deep void
gentle urchin
#

Where are you creating this widget, and storing a reference to it ?

deep void
gentle urchin
#

Right

#

So you wanna cast to main hud bp

frosty heron
#

UserWidget is not your HUD,
Go to your world setting , check the HUD that you use

#

cast it to that, then get MainHudWidgetRef

gentle urchin
#

And not the widget direvtly, as thats not a valid type conversion

edgy ginkgo
#

is there a blueprint to adjust cursor speed?

frosty heron
#

Don't think you can do anything with hardware stuff with BP. the most you can do is adding sensitivity for Aiming your weapon and the likes

#

but mouse speed in widget is OS dependent afaik

deep void
gentle urchin
#

Well

#

Who is the owner ?

#

A random actor?

#

Owner being whoever "holds" this component

deep void
gentle urchin
#

Actor bp...

frosty heron
#

when in doubt, print it

gentle urchin
#

So owner is not player

#

Or player pawn

frosty heron
#

Get Player Controller -> Get Hud probably works

gentle urchin
#

This logic feels like its way off

#

Whats it supposed to do ?

fading plank
deep void
fading plank
gentle urchin
#

You cant set a replicated value from a client

#

Not the reason it doesnt work, but another issue

tame pecan
#

😄

gentle urchin
#

Yeah :p

#

It only works locally

deep void
# gentle urchin Whats it supposed to do ?

its working without the cast to pawn, thanks heaps for your help.

Its for a building simulator style game, with placeable objects, objects that can be selected (logic in the actor component bp)

However i noticed when you're placing objects on the grid, you can sometimes accidently click and highlight / select objects.

So ive made a 'select' button on my hud user widget, I just havent been able to get it to change a bool in the component bp that says "yes you can click"

fading plank
dim flume
#

Hello! I took some a project that was using the Angelscript version of UE (the one from Hazelight) and I wanted to convert all my Angelscript classes to C++. I did that with no issues but then the blueprints that had those classes as parents have lost the parent and are showing None as the parent. I thought I would just reparent them to their new C++ type but all of those classes are not shown in the filter when reparenting... and that's weird as they are all derived from either APawn of AActor. I though I would give a try with CoreRedirects and point the old classes to the new one there but nothing to do there either. Do you have any suggestions?

frosty heron
#

try to click on the drop down arrow and see your options

gentle urchin
#

Selection, currently selected etc should live in the pawn or playercontroller

#

Id go with pc

frosty heron
deep void
# gentle urchin Id go with pc

ill see about moving it there, i was just adding to the existing logic from a yt tutorial, which is all in the component bp on each placeable actor

gentle urchin
#

Ugh... tuts

fading plank
gentle urchin
#

Check out cropout

#

Didnt they also have building selection

deep void
edgy ginkgo
#

okay now I am facing a bit of a complex issue. In my game players click and drag on the map to spawn trees this fully works in the level however when the level is loaded from the main level the cursor is still visible but is no longer able to click and make line traces

#

though the cursor is visible the cursor appears as a cross

versed sun
#

across from what ?

spark steppe
#

you'll probably have to set the game input mode to game or game and UI

edgy ginkgo
#

I have not

spark steppe
#

try those on beginplay in your level blueprint

#

or in your player blueprint if it is a character

edgy ginkgo
#

thanks for the help

#

it almost works!

#

so the click works now

#

but now regardless of the setting for that node the mouse cursor locks when clicking

#

ah I fixed it

#

thanks for you help

rancid moat
#

Anybody able to explain clearly what the different value in the Linear Motor option of a physical Constraint are? Because I can't find anything clear, and try and error isn't really giving me anything solid either

trim matrix
#

OnPaint function isn't being executed any tip?

keen hedge
#

Is there a way to add an actor component via construction script and have it visible in the actor component hierarchy?

gentle urchin
#

doubt it

restive rose
#

PackagingResults: Error: [AssetLog] D:\UnrealProjects\IWALS (Version 3.0) UE5\Content\AdvancedLocomotionV4\Blueprints\CharacterLogic\ALS_Player_Controller.uasset: [Compiler] Spawn node Create Widget must have a class specified. from Source: /Game/AdvancedLocomotionV4/Blueprints/CharacterLogic/ALS_Player_Controller.ALS_Player_Controller

I have errors like this, when i packaging project, blueprints compile success but package throws error like this, how to solve it?

versed sun
#

Looks like you have one of these in your ALS_Player Controller that doesn't have a Class pugged in right

maiden wadi
random solar
#

Need some help, currently trying to increase a sizebar called Stamina Bar Reducer that will shorten the green bar before the end of the total bar but as you can see in the video there is an issue where it's not working. Is there anyone around that can help?

versed sun
random solar
#

It's still doing the same issue

#

I am doing a cast to where it's made but I'm having it be hosted in another BP if that helps

maiden wadi
random solar
#

Yes, adding 15 to the width overide works fine

maiden wadi
#

Is your cast successful? Is that a valid reference?

random solar
#

Hmm, it comes out as failed actually

maiden wadi
#

Did you set the property that you're trying to cast from?

random solar
#

I'm pretty sure I did user widget object reference for the variable

#

If that's what you were asking about anyway

maiden wadi
#

What blueprint is this logic in?

random solar
#

It's in my top down character

maiden wadi
#

One consideration would be, why does your character care about this widget? The widget can get your character much easier.

random solar
#

This widget is the stamina bar. The stamina bar is affected by a few mechanics such as movement states (How fast it's moving) and how much stamina is consumed by the character

maiden wadi
#

The widget can get all of that state as well. But that's maybe a topic for another time. Usually you don't make a gameplay class care about your UI like this.

#

My original question was just if you set the pointer. I assume since it's failing, that it's a blank pointer of a type. You need to get the widget somehow and set it in that pointer.

vernal pelican
#

why is my cast not working

maiden wadi
vernal pelican
#

how do i set it to a specific actor

lunar sleet
#

Through an overlap event for example

silent ledge
#

Hey people, I am currently having an issue with Unreal, when working in my current project, sometimes when I close the game to continue editting blueprints, the engine freezes and crashes quickly after, the Crash Reporter keeps giving me the following:

Assertion failed: Index>=0 && Index<NumBits [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\BitArray.h] [Line: 1265]

UnrealEditor_Core

UnrealEditor_Core

UnrealEditor_Core

UnrealEditor_RenderCore

VCRUNTIME140

ntdll

ntdll

ntdll

I am unsure what is causing it. Does anyone know anything that could help me?

#

Thanks in advance!

slender quest
# lunar sleet Play with those on both the add and remove

I played around with a bunch of the options but it didn't really fix the double input, though one configuration brought back the original issue. I'm not sure i totally understand what the options are doing. However, I did fix the problem by adding in the attack and shoot buttons to the new mapping context, so that they get "carried over" so it doesn't trigger them twice anymore. Thanks for all your help!

snow rapids
#

Hello you lovely people! I can not figure out how to move an actor to a point from pcg. Can you help?

faint pasture
mental trellis
fallow dune
#

Hi! Does anyone know how I can set on which display my game is on? Thanks!

mental trellis
#

Does it happen every time you stop your game?

silent ledge
#

not everytime, about once every half hour so I would say 1/20 times, but there doesnt seem to be a pattern for whats causing it

lunar sleet
#

What engine version

fallow dune
#

altough for me it seems to freeze permanently

fallow dune
silent ledge
#

same here

fallow dune
#

yeah

lunar sleet
#

Try updating

fallow dune
#

it didn't happen before

fallow dune
#

do i need to get it off github?

silent ledge
# lunar sleet Try updating

thing is I dont think its my version, Ive been using 5.3 for about 1.5 months now and it only started happening earlier this week

lunar sleet
#

No, you should see Update

#

For 5.3.1

silent ledge
#

but I will have a look anyways

fallow dune
lunar sleet
#

Weird, no clue tbh

fallow dune
#

yeah, i've seen they fixed a couple of bugs that i've been running into with the new version

#

so i'd be worth updating

gentle urchin
#

Update launcher

keen hedge
#

Is there a way to get a viewport in a SceneComponent subclass?

fallow dune
gentle urchin
lunar sleet
keen hedge
lunar sleet
keen hedge
#

Not sure why this isn't possible for scene components themselves

#

I mean I guess it is possible by manually creating and attaching other scene components - but why doesn't the Editor just give you a viewport to do that ugh

lunar sleet
keen hedge
#

Well yes which is exactly what I want to do in my SceneComponent subclass 🙂

lunar sleet
#

A component cannot contain a component. The attachment relationship is merely platonic, it’s only there to affect transforms and give you access options

keen hedge
#

Dunno why epic didnt just implement "components containing components" by components NOT containing components and instead having whatever actor the main component is added to be the owner of other components, while allowing you to actually use the editor to create these relationships/attachments. Of course I'm talking about scene components specifically here
Oh well

lunar sleet
#

You can attach actors to actors if you want to

#

Dynamically

keen hedge
#

Yes but my point is I cannot create a reusable scene component that will have other components attached to it other than doing so manually at runtime

lunar sleet
#

Just make a base class

#

And extend from that every time

#

Use inheritance

keen hedge
#

Yes that is exactly what I want to avoid

#

Instead of having composability as a choice, you're FORCED into inheritence like its 1999

lunar sleet
#

Lol

keen hedge
#

And OOP is the shiny new thing 😄

lunar sleet
#

Rule #1: don’t fight the engine

#

Inheritance is OOP

keen hedge
#

Ok rant over, sry for that

maiden wadi
#

Nothing wrong with inheritance. Also nothing wrong with composition. But if you want a decent project you really need both and to not choose one over the other. Like any other tool they have their uses.

golden pewter
#

if i were to make something to detect when im placing an item in my level to match the direction of a wall, would i use a widget or an actor in my level
some sort of panel that detects mouse hover and changes the rotation of the item accordingly

#

wall is just a background image

faint pasture
#

@keen hedge you're doing modular building right?

#

You want to have a thing which contains things which contain components

keen hedge
#

Yes, ideally that's what I'd want

#

I guess I'll settle with child actor components that (al least so far) seem to be working better than in 4.27

faint pasture
#

Yeah CAC will do the job but I don't use them, it's all just actors in my project. Can't visualize a thing made up of the actors at editor time but there's ways around that for me

#

For context I'm doing modular vehicles

keen hedge
#

Well I know that Tom Looman, in one of his talks, as a workaround decided to create his elaborate actor as an entire Map/Level

#

So he can visually see what he is doing when creating elaborate setups

#

He just parents everything under the main actor BP in the level hierarchy and then streams the "level" in when he needs to load and use the actor

faint pasture
#

Yeah that's an approach

#

My game centers around a vehicle editor so I just use that to make the pre-built vehicles

keen hedge
#

Just seems kinda overkill

keen hedge
faint pasture
#

My game revolves around player built designs so I just use the vehicle editor I already have. The entire vehicle is baked down to a "recipe" struct which is used to spawn it.

#

Basically my editor is in the game.

desert briar
#

is it a bad idea to have a blueprint variable that is an array with 300 960x540px textures?

faint pasture
#

it's not really an array of textures

#

it's an array of references to textures

desert briar
#

awesome, that saves my ass

faint pasture
#

I gotta ask, wtf are you actually doing tho

desert briar
#

😂 i think you're nice for not asking this the very first thing

faint pasture
#

flipbook animation?

desert briar
#

i'm adding tutorial videos, to be displayed in UMG. the built in mediaplayer stutters on looping. the electra plugin crashed on me after playing for 10 minutes (and i got no idea how to debug it, so f that). flipbook animations can't be used on images in UMG

=> i've written an own flipbook player in umg. dynamic material with a texture parameter - update texture index with delta time and swap out the texture

#

turns out my own flipbook thing uses 100mb less ram than the electra player

maiden wadi
#

Default Meda Player in Unreal is really bad. If you want a media player, enable the Bink plugin and use that. It's infinitely better. Less runtime resources, better compression for file sizes, and also runs on most all platforms.

desert briar
maiden wadi
#

Also not sure I'd use it for flipbook stuff though. Maybe. Depends on the context I guess.

desert briar
#

This flip book thing is only a workaround because the video players sucked. Would have been so much better to just throw my video in there

maiden wadi
#

Ah. If it's for a real video than 100% the bink player. The only real downside is that you have to open media via a relative path to the project root. And you have to run your media through their converter to "bink" it. But neither of which is really painful to work with for the benefits.

worldly oar
#

im trying to highlight a button in the widget blueprint (in ue5) and added an animation to it. The animation is the opacity goes to zero and an outlined box appears on clicked and then i want it to return to its original state. I used event on clicked for the highlight and on released to reverse the animation. The blueprints i used were the event to play animation with the ref to the animation in play animation. any ideas how i can return the button to its original state when clicked again?

maiden wadi
#

Sounds kinda like you'd just play the animation in reverse?

worldly oar
#

yes i changed that in the play animation node

#

but you mean create another animation in reverse

maiden wadi
#

No. You can play the same animation in reverse. You've already played it forward, so that's where the state is, so if you play it in reverse, it will go backwards to where it started.

worldly oar
#

yes thats how the nodes are

#

but when its clicked again

#

it doesnt reverse the animation

lofty rapids
#

you probably want a boolean or flip flop

lofty rapids
worldly oar
#

hmm ok

#

doesnt work

#

was thinking might be the released node that needs to be switched

lofty rapids
#

I'm not understanding, on released doesn't "reverse the animation" ?

worldly oar
lofty rapids
#

"On Pressed happens the moment you click on the widget. On Clicked, on the other hand, triggers when you release the mouse button."

maiden wadi
#

Yeah.

#

Swap Clicked for Pressed. You only used Clicked when you want a specific Down and Up press event.

worldly oar
#

thank you!

night trench
#

I saw in tutorials that this should work to add upward movement to a ThirdPersonCharacter, but it's doing nothing but control how intense the forward movement along the ground is, can anyone help?

maiden wadi
#

Is your Pawn a character?

night trench
#

Yes.

maiden wadi
#

It needs to be in Flying MovementMode for this to affect it like that.

golden pewter
#

what actor can i use to detect mouse hover in my level
and in relation to this topic i cant get nav modifier volume to detect my mouse
hover or click

onyx token
#

is there a way to detect if an actor is no longer 100% overlapping a collision? Thonk
there's ActorEndOverlap - but that only triggers if it's completely outside
i need something that triggers when it's only just poking out

night trench
maiden wadi
#

What do you mean by "Controller" in this sense? The Controller technically doesn't have much to do with movement. I assume you mean the CharacterMovementComponent?

night trench
maiden wadi
#

In that case it depends on your movement component. Normally the usual go to is the FloatingMovementComponent, which will basically act the same as the CharacterMovementComponent in flying mode. The ProjectileMovementComponent isn't really meant for being controlled so much outside of maybe affecting it's direction for like a guided rocket.

#

If you created your own custom MovementComponent, then that would be entirely up to you, based on how you choose to interpret the input direction and scale.

night trench
maiden wadi
#

Generally speaking, if anything is network related, it's usually best to hack up the CMC in some way.

#

Singleplayer? Doesn't really matter as long as it moves how you want it to.

faint pasture
#

Why not just sequencer

trim matrix
#

Any best practices that I need to know for doing global project constants? (Actually, I'm using .ini files)

desert briar
#

because it's 1000 times easier

thin panther
zealous moth
#

@onyx token no you would need to use multiple detectors inside and out.
What's the use case?

onyx token
#

i figured it out, i decided to use multiple detectors rescVVV

zealous moth
#

Hah nice

onyx token
#

I wanted to make a detector that won't let me build a building outside of my countries border in a lil strategy game

onyx token
#

well-

faint pasture
#

What are the shapes, arbitrary?

onyx token
#

i decided to always make them rectangles, add lil collision bodies to each corner and work with OnActorEndOverlap rescVVV

#

fug it

zealous moth
#

Oh nice

#

You can do dx/dy

#

Might kill your cpu on tick

faint pasture
#

What shape is the outer collider?

#

always the same or arbitrary

onyx token
#

(if you build an outpost, it increases your borders by a smaller radius than the town center, etc.)

faint pasture
#

You could just do a distance check

#

is it effectively 2d?

onyx token
#

ye

sick fable
#

can someone link me a video the basics of blueprints It was like an hour long someone linked it before but I forgot

faint pasture
#

yeah you can do distance checks

onyx token
#

but then i would have to distance check every corner of my building, with the nearest object, dependent on their radius.

And if an enemy builds an outpost next to your border, your border gets shifted by the difference between your outpost & their outpost

frosty heron
onyx token
#

and im already getting a headache

sick fable
onyx token
#

i wanna use the colliders rooCry

#

unless it actually does kill fps

#

which it might

#

but i hope it wont

steady night
#

how would i use a BP struct efficiently

#

since if u make the slightest change in it it resets all vars related to it -.-'

onyx token
steady night
#

wdym ?

#

brick?

sick fable
#

actually anyone got a recent link

#

for unreal 5 in depth blueprint

#

tutorial

onyx token
#

if you changed something in a blueprint struct, and it was in use, sometimes (i had it happen once), your project got completely bricked.

#

as in

#

ded.

#

shit stopped working, you better be usin git levels of ded

#

so it turned into a nice, useful brick

lofty rapids
sick fable
#

well I know about about python

#

I have a decent grasp on blueprints

lofty rapids
#

ok so this is a real long one i have not been through it all myself

sick fable
#

but I have no idea about construction scipts and stuff

lofty rapids
#

but after the landscape part he gets into blueprints

sick fable
#

I will watch this whole video for 11 hours straight if its good

#

cuz I got nothing better to do

lofty rapids
#

i been picking at it stopped awhile ago have not gone back

#

i'm like 4 hours in

sick fable
#

ok

lofty rapids
#

but it helped a bunch

sick fable
#

thanks

#

can always rely on you

#

😆

frosty heron
#

Use cpp struct. It's easy to declare

spark steppe
#

then restart the editor

frosty heron
#

If he used the struct in 40 bps. He has to recompile all those 40 bps

spark steppe
#

and they are most likely broken

frosty heron
#

I would use cpp struct any day over going thru that

spark steppe
#

if he can even open them

#

but that's what sourcecontrol is for...

#

commit before such changes which are likely to screw over your whole project

cunning vapor
#

If an actor is launched (Launch Character node) and hits another actor; is there a way of transfering some of that velocity/launch ?

frosty heron
#

In what way?

#

You can just apply the velocity to the other actor upon collision

cunning vapor
frosty heron
#

Get the collision component that overlap with the other actor?

steady night
#

@spark steppe oh that will not reset ?

spark steppe
#

depends on your changes

#

but it's the most safe way to modify a struct

cunning vapor
frosty heron
#

Select the specific collision volume you want to use. Then click on event begin overlap

cunning vapor
lofty rapids
#

most likely yes

#

maybe you can check for amount the zombie is moving if it's above a certain amount then do the hit

barren kestrel
#

Hi guys, I wanted to make a calender for my game that is accurate to the one in real life any idea how i would do that

#

i.e I know about the get now or today nodes i just want a way to convert those digits into the date like Tuesday 12 february 2029

#

so that no matter when the project is viewed the date will be correct

spark steppe
#

and there's a format text node which does more iirc

barren kestrel
barren kestrel
spark steppe
#

eventually you are lucky and theres a plugin on the marketplace which exposes those to BP

barren kestrel
#

@be thanks i will just have to try figure in bp i am not good wit hc++

maiden wadi
#

@barren kestrel Do you have the ability to even make a very basic C++ BlueprintFunctionLibrary?

#

The functions you're looking for already exist in engine. They're just not BP exposed.

#

.h

UFUNCTION(BlueprintPure)
static FText DateTimeToTextFull(const FDateTime& InDateTime);```
.cpp
```cpp
FText UAuthaerTextLibrary::DateTimeToTextFull(const FDateTime& InDateTime)
{
    return FText::AsDate(InDateTime, EDateTimeStyle::Full, FText::GetInvariantTimeZone());
}
barren kestrel
maiden wadi
#

Good step to take. 😄 Even a library will open a lot of doors in the engine for you.

trim matrix
#

can someoen hlep me out with the eidtor utility widget? i feel sooo stupid cant make even a simple button to work the way i want to :( if anyone could help me on voice chat or knows a good tutorial i would really appreciate it

(basically i have a blueprint with bunch of objects, cameras and lights in it, and i want to make presets sorta say to work in editor, with a custom menu i make with editor utility widget, so when i click on option 1, everything except cube 1, point light 1 and cmera 1 gets invisible, same goes with option 2 and 3 and etc) on paper it seems easy but i cant seem to figure it out on my own and cant find any proper tutorial on it) an y helps would be highly apreaciated

barren kestrel
spark steppe
#

now have fun figuring out the name of the day

barren kestrel
#

thanks guys It really helped I made the c++ function library as @maiden wadi showed and I also learned there is a AsDateTime node in BP that converts the result from the now/today nodes to text and calculating the day of week from there is easier

maiden wadi
#

Other downside to the BP approach is that you have to relocalize everything. Including the date format.

trim matrix
#

thats for utility

#

thats for the actual BP

lofty rapids
#

when does the construction script run ?

trim matrix
#

it...always?

#

whenevr i click on the boolean itself it works fine

#

when i bring the utility menue i made, it doesnt work

trim matrix
barren kestrel
#

is your casting correct

trim matrix
#

what you eman by that?

barren kestrel
#

Did you create a variable and the assign it as your BP object refrence without casting or do you use a cast to node

trim matrix
#

without casting

maiden wadi
# trim matrix

He means your BPReference in this picture. He's asking if it's valid. If it's setting the boolean correctly on the intended instance.

barren kestrel
trim matrix
maiden wadi
#

Chances are you need to set it to something. This is an editor utility, right?

trim matrix
#

yes

#

like set it to what?

#

you mean inside the BP itself right to set it?

maiden wadi
#

The instance you intend to alter.

barren kestrel
#

Yeah you need to get the parent of the BP when the menu starts then use that to cast to your actual BP and set that as the BP Object Ref

maiden wadi
#

You can usually use these to gather actors in an editor utility for example.

#

The left gets all of them, the right gathers what you have selected. If you loop over them and cast to your BP type, you can affect it that way.

barren kestrel
#

what @maiden wadi is saying works as well

trim matrix
barren kestrel
deep yarrow
#

If i want to ask a complicated question regarding some blueprint code i made, do i just ask it in here?

maiden wadi
lofty rapids
#

a break would work well to cut down on the iterations if your only using one in that foreach

trim matrix
#

in the detail panel of the blueprint i see its working, its getting on and off

#

but nothing is changing to the actual object

#

wish i couls send a video to show it

maiden wadi
#

Construction scripts may not run editing properties this way.

trim matrix
#

like

maiden wadi
#

You could move the code in the script to another function and call it both after setting the bool in the editor utility and from the construction script.

trim matrix
#

this is getting ticke on and off

#

but the actual BP is not changing but when i manually tick it on and off then it changes

maiden wadi
#

Right

deep yarrow
#

Ok. I have a video here where i am showing off the problem i have with my code:
https://youtu.be/GV2GrP3JZF8
I am working on a teleport system for a platformer game, but for some reason, the end location isn't in the correct place. The teleport system works where you can chain teleports while holding down left mouse button and pressing the WASD keys. When you press the keys after each other while holding down the mouse button, it adds the teleport locations to an array and when you let go of the mouse button, it loops through the array and teleports to the locations. The orbs that spawn are the teleport locations. The problem is that, the intended locations would be orthogonal to the player, and would simply be the previous teleport location plus 200 in the new teleport direction, but it doesn't end up in the correct placement.

trim matrix
maiden wadi
#

Right. And call that after changing the boolean and from the construction script.

#

Er

#

Sorry, no, not that.

maiden wadi
deep yarrow
#

It seems to me like the previous location isn't added properly to the new location, but i don't know what to do about it since the math in the blueprint seems correct.

barren kestrel
#

okay do you have a snipet of the math

lofty rapids
#

the videos kind of long, normally if you can shorten things down to the problem area it helps

deep yarrow
#

The first part of the video should just show the problem with the teleports

#

I'll find a snippet of the code, 2 sec

#

The rest of the video just looked through the code and showed some solutions i tried

#

This should be the math part of the code

#

The input vector is just a vector that has either 1 or -1 in one of the coordinates and 0 in the other. The output list is looped through afterwards and then used as coordinates to teleport to

lofty rapids
#

i'm guessing you want them to go straigh in a line when w, then a/d move to the left/right of the one your on and wasd supposed to work like that ?

deep yarrow
#

If i understand you correctly then yes.

#

If you chained W and then D you should end 200 units in front and 200 units to the right of your starting location

#

You end closer to 100 units in front and 200 units to the right

#

The teleport distance variable is 200

barren kestrel
#

then you should add to the last teleport location rather than player location

#

w will give 200 units upfront then d will add 200 units right of w

deep yarrow
#

But it doesn't actually happen for some reason

#

At around 20 seconds in the video you can see the result of pressing w and then a

barren kestrel
deep yarrow
#

I multiply the d vector and the w vector seperetly and add them together afterwards.

#

i first calculate the W vector, which is normalized, then multiply it by 200. That is stoed in a variable. Then next run through, i calculate the D vector in the same way, then multiply it by 200, then add the W vector afterwards

lofty rapids
#

that math is supposed to figure out if you want to go forward/right ?

#

oh i see if it's zero

#

then * 0 should just have it set to zero ?

deep yarrow
#

I don't think i understand what you're asking

#

At first i define a vector depending on the direction i want to go. Then i multiply the different coordinates with the corresponding direction vectors for the players rotation

#

That should just make a unit vector that is foward in terms of the player if i press w, and the other 2 vectors become zero, since i don't move along those axis

#

If that's what you're asking about

barren kestrel
#

none of these increase by 200 even in a straight line thats why i thought the vector might not be perfect 1 to multiply by 200 and give you 200 out

trim matrix
# maiden wadi This code in this image.

thank you so much it works, but for some reason i have to click the buttons twice to make it work properly first time clicking it changes it in details pannel and second time actually changes it, any idea why?

deep yarrow
#

They should increase by a vector of length 200

trim matrix
#

nevermind fixed it

#

had to move it a bit further

lofty rapids
trim matrix
#

@barren kestrel @maiden wadi thank you guys soooooo much, if you guys ever needed help with textures/materials or anything related to environment design ill be more than happy to repay your kindness and help you out❤️

deep yarrow
lofty rapids
#

also are you sure your inputs are comming in correctly ?

deep yarrow
#

Yes, i'm pretty sure, i have tried writing out the inputs and it seemd correct. Also the first teleport is always correct, so that should be right

#

I have also tried something where i instead of adding the last vector and the adding the location, i simply added the player location, and all the teleports went the correct amount in the correct directions. That method just doesn't actually think about where the last teleport ended, so it doesn't work to end up in the correct location

broken gazelle
#

Don't you just need to add forward, right or left vectors to the last orb location?

deep yarrow
broken gazelle
#

Is this what X * forward vector is doing?

#

Should it be (x, 0, 0) * forward?

deep yarrow
#

I don't think i understand what you mean.

#

The forward vector is caluclated by doing x * forward vector, where x would be 1 for forward, -1 for backwards or 0 for sideways movement

#

I've now tried to set direction sum to the player postion when left click is first pressed down, and then not adding it to the vector afterwards, but it doesn't work correctly so i might have done it wrong. Now it simply ignores the previous teleport and instead just teleports relative to the player position both for the first and any consecutive teleports

#

The code looks like this now for the math:

#

And instead i added this to where the teleport is initiated:

#

Teleporting with A and then D now gives these 2 positions:

#

Where the ideal would be the left one is in the correct position but the right one would have ended at the player position

#

W then A looks like this:

broken gazelle
#

What does A W A W look like

deep yarrow
#

With the new code, it looks exactly the same

#

The new code doesn't care about the previous teleports

broken gazelle
#

You're setting the actor location as the diration sum

deep yarrow
#

I tried doing it do it only happende when i initially pressed right click

#

I thought that was what the "triggered" part of the block did

#

I don't know where else i could place it

broken gazelle
#

Maybe triggered isn't the right one

deep yarrow
#

Is there an if statement in blueprint code?

broken gazelle
#

Branch

deep yarrow
#

Then i can just make an if statement, and while inefficient, i could test out if this concept would work

lofty rapids
deep yarrow
#

I got it to do it in a way where it only sets the position initially, but now it just works in the same way is it initially did, when i added it to the sum of the vectors from before. W then D now looks like this:

#

So adding the location to the first teleport, and then adding the location of the previous teleport during the next teleports gives the same result as adding the relative location vector of the previous teleport to the new teleport and then adding the player position afterwards.

lofty rapids
#

i would just set the forward and right, add them together, multiply it by the distance you want to go, add that to the last location

deep yarrow
#

I'll try that

lofty rapids
#

in the example i used 0,0,0 as the default to mean it's starting and get the player position

#

so to reset it you just reset back to 0,0,0

#

maybe a better way that was just what worked

deep yarrow
#

So like this instead?

#

And then after a teleport, you just reset Diration sum to (0, 0, 0)?

#

This code just does the excact same result as my code from before

lofty rapids
lofty rapids
deep yarrow
#

But then i would also multiply the new values

#

They would just get enormously big really quickly

lofty rapids
#

idk about the other value your using

deep yarrow
#

What other value?

#

The multiply?

lofty rapids
#

the sum

#

after you add the three together, multiply by the distance and that's your next location

#

set that as your last location

#

and just add the new to the last

deep yarrow
#

That was what i did in the beginning

lofty rapids
#

but you were using actor location each time

#

not the last location

deep yarrow
#

I was adding the relative last location, and then adding the actor location afterwards

#

This one here

#

Or i was just using the last location in this one:

#

They gave the same result, and the same result as the one i do now

lofty rapids
#

any reason you want to use the actor location+relative when you can just set the current, will he be moving during this or something ?

deep yarrow
#

He might be, as this could be happening while he is falling

#

But i did it the other way around before, and it had the same result

#

The way like the last 2 images, where i only get the location once at the beginning

lofty rapids
deep yarrow
#

But doesn't that do the exact same thing as my last one?

#

The message with 2 images

lofty rapids
#

well i tried with using the offset like your doing and i'm running into problems

deep yarrow
#

What offset?

lofty rapids
#

your dilation sum variable

#

what is that supposed to be ?

#

the last location is not the added values, but the location of the last spawned or the total after you add to last location

deep yarrow
#

Well that variable is for the first run through the position of the player, and for the next run through it is the position of the last teleport location

#

The weird thing about my problem is that if i simply print out the vectors, they all look correct, so if you're just printing them out they might look correct, but when i actually spawn the spheres and teleport, it isn't the correct locations

lofty rapids
#

it's not though because you didn't add from actor location

#

set the last location after spawn, or use the character to start off

deep yarrow
#

There is missing a bit in the image but i made a branch so it only triggered when the diration sum is (0, 0, 0)

#

So when i first press down left mouse button, it sets diration sum to the location of the character. Then when i make a teleport, it sets the new diration sum to the old diration sum plus the new teleport vector

broken gazelle
#

Set diration sum after you add the new pos to the array

deep yarrow
#

That shouldn't make a difference, should it?

broken gazelle
#

Not sure but looks like it does

#

Since you first execute the set

#

And then the value changes

#

And the array execution computes it again with the new value

#

(I think?)

deep yarrow
#

It didn't seem to make a difference. The result looks like this:

#

And the code like this

lofty rapids
deep yarrow
#

Spawning the orbs?

lofty rapids
#

i had a problem setting it after the math was complete, so i just set after the spawn

deep yarrow
#

So i should get the location of the orb, and set that as the last location?

lofty rapids
#

yep

#

i would tone down the space a bit so you can test it out make sure it's accurate

deep yarrow
#

What do you mean tone down the space?

lofty rapids
#

i mean the distance between spheres

#

just make it a small amount so you can see it working kind of hard when it's spaced far out

deep yarrow
#

It's just easier to see if the difference is a bit bigger, but i can set it down to 100

#

It seems to be working now, after i started using the orb locations

#

I think this looks right. This was W, W, A, A and then i rotated the camera to look at the distance

#

Those seem about the same distance apart, right?

lofty rapids
#

i mean just test it out a few times, adjust the distance make sure it's all the same

#

you can really see it when you change it, make sure it scales properly

deep yarrow
#

I think the distance you move forward and the distance you move left isnt the same, but it seems like for moving one direction the distance is consistent

lofty rapids
#

well i mean look at your inputs

#

are they correct or changing for left/right up/down ?

#

also what does it look like now ?

deep yarrow
#

The inputs should be correct

#

The code looks like this now:

#

And the output ingame like this:

lofty rapids
#

i mean it looks ok, are you saying it's different left/right ?

deep yarrow
#

No, left/right is correct

#

I'm saying it looks like The amount for W/S is different from the amount for A/D

#

But it doesn't really matter

lofty rapids
#

looks fine to me, i don't notice it

deep yarrow
#

Since now it is actually consistent, this is a really good result

lofty rapids
#

you don't need the check for 0,0,0 if you always set it back to the actor location when you mouse down

#

that was just a way to keep it in function and working off the bat, didn't know you had code running that sort of "sets it up"

deep yarrow
#

I can see that it was probably just perspective, it seems like A/D is the same as W/S

broken gazelle
deep yarrow
lofty rapids
#

whatever works

deep yarrow
#

Yeah

#

It works now, so i'm all happy

#

I was struggling with this for like an hour and a half earlier today with the friend i'm working with on this, where out teacher sat with us for about 15-30 mins of it

#

And we couldn't get it to work

#

So thanks a lot for the help

barren kestrel
deep yarrow
#

But thanks for trying anyways 🙂

pulsar geode
#

Does anyone know how to get when a player is moving diagonally? Specifically diagonally relative to the first person player view.

spark steppe
#

might be dot product of forward vector and velocity

#

close to 0.707 is diagonal

burnt heath
#

Hi everyone, I'm new to unreal and can't find how to make it work:

This is the fonction of my UI button and I'm trying to start the fonction "ChangeTexture" that is on a different actor (Sofa). it look like the reference is not working and I'm a little bit lost on how can I make the link between this button and the sofa "change Texture" fonction that is on the sofa actor (each sofa have the InteractMenu Component so I want them to all individually have their own menu)

lofty rapids
burnt heath
#

yea pretty much

lofty rapids
#

the print string is happening ?

burnt heath
#

yea both work

lofty rapids
#

did you get the function from draggin out of the reference ?

burnt heath
lofty rapids
#

does that print happen ?

burnt heath
burnt heath
#

its definetly a reference problem

lofty rapids
burnt heath
#

tbh, I'm not sure a 100%, I was trying 20 different way since I wasn't sure how to do it but right now I think its just a variables created that have the variable type of the blueprint that have the fonction(I know it doesn't make sense)

#

sorry I think i'm not clear: how do we usually create a reference to a other blueprint to have acces to their fonctions (the fonctions would activate on the reference) for exemple here : I have a sofa that have a widget attach to it. I want to when I press that button, the button go on the sofa blueprint and activate the fonction change texture to switch his color

lofty rapids
#

one way may be to get actor of class

burnt heath
#

omg I think I found it

#

I was getting it correctly but I wasn't getting the value

lunar sleet
#

Line trace usually

lunar sleet
burnt heath
lunar sleet
#

If you had another sofa to your game, that functionality will break

burnt heath
#

oh I see

#

if each sofa have their own widget , wouldn't work?

lunar sleet
#

Nope

#

It’ll get the first random sofa in the world

burnt heath
#

ahh I see

lofty rapids
#

maybe find the closest sofa

lunar sleet
#

Yeah

#

So use a line trace from your character and cast to the Sofa

#

This’ll also make sure your sofa is not in Africa

burnt heath
#

sorry I see Cast a lot but I don't understand exactly what it does

lunar sleet
#

And it’ll let you get a ref to that specific instance

lunar sleet
#

It’s a tad long but you’ll understand what cast does and all the other methods

burnt heath
#

oh wow thanks you, I will check that out for sure

#

I feel like finding unreal engine information to do anything is so hard (maybe beceause I'm not used to the vocabulary yet and I'm from unity)

lunar sleet
#

This place is prly the best place to find them. Along with the unreal learning portal

#

And MathewWadstein videos

little pulsar
burnt heath
little pulsar
#

trying to make the arc ok the attack hit the same place evry time so the sword connect to the head everytime

lunar sleet
little pulsar
#

it did not work

little pulsar
#

found the problem and i fix it i think

rancid oriole
#

Is there any way to play a curve asset in timeline?

ionic palm
#

Would anyone have any recommendations on a better way to do this as my character gets punted half the time when exiting the sailing mode?

I think this is an issue with how the character interacts with my boat in general but is there a way to make sure the character is planted on the ground before I swap back from the pawn ship?

devout oak
#

how would i write this in bp

dawn gazelle
#

Actually, probably not what you want, seeing as you likely have a structure of items that have a cost property.

mental trellis
#

That isn't what it's asking, though.

#

That sounds very much like a "I want you to do exactly this so you can show you know how to use loops and variables" type question.

fiery glen
#

looks like a task for a course

zealous moth
#

@dawn gazelle Create a function where using it on itself will return the negative of the original input.
Such that f(f(x)) = -x
E.g.: f(f(3)) = -3
or
f(f(-2)) = 2

#

You can use any programming functions at your disposal 😉

eternal dirge
#

how can i let the set velocity results in movement component to last for a period. Now I set the velocity it only appears for an instant.

zealous moth
#

@eternal dirge what are you setting velocity to? character? object? physics object? a car?

eternal dirge
#

player controlled character

zealous moth
#

if you use the movement component you can set the max walk speed

eternal dirge
zealous moth
#

hm sec i got a way

#

ok, you know your movement input logic?

#

you can add that over a period of time

#

either on tick or a timer with high frequency

#

that mimics that

devout oak
#

Im unsure how to to put this into bp. I think ive gotten the rest of the code correct though
If Element.cost > curHighest.cost
Set curHighest to Element

eternal dirge
#

So, I cannot just set the base velocity for the character movement? But that's surely a way. Thank you, my friend.

tawdry surge
#

You can set velocity directly, but it'll be pushed back down in a few frames by the character movement component

zealous moth
#

yeah hence your best bet is to "add input" over X amount of time using tick or a timer or a timeline

faint pasture
#

Just add force based on velocity vs field velocity (if you're trying to do a conveyer belt thing

dusky rain
#

what could cause a timer to never ever fire, not even once? actor is set to tick, although I'm not even sure that's supposed to matter

#

never mind

lunar sleet
dusky rain
#

yeah i thought so

#

my problem was my input action was repeating the input while holding, re-setting the timer every frame 😄

lunar sleet
#

Triggered pin has its own tick, so you would have to go off Started if you want to use a timer

dusky rain
#

i cant seem to figure out how to bind an action with enhanced input and detect pressed vs released

#

Started is meant to be called when the trigger has been started to evaluate, but not actually triggered yet

#

I read a suggestion about adding both triggers to the action, and then checking the value in the bound method

lunar sleet
#

No no

#

You leave your trigger on Down and run things off Started or Triggered and Completed

dusky rain
#

ok, ill go with that then

#

thanks

zealous moth
#

what's a good way to track time spent that isn't affected by frame rate?

#

Doing a race and I wanna record the time

lunar sleet
dense ingot
#

How can i make it so for everytime the for loop spawn's the actor there is a delay right before so it doesn't all spawn as one big group

jade lintel
#

its pretty simple to make

lunar sleet
#

That is disgusting lol

lunar sleet
jade lintel
#

Too complicated for a simple task

#
  • you can use the macro elsewhere too
remote meteor
#

The macro is okay, but i will suggest making it with a break exec so you can control it atleast.

#

If we are making latent events, being able to control it is a big plus.

remote meteor
#

To record start and end time

#

But pausing the game will have problem as this records real time.

#

Will need some additional calculation to support pausing.

#

But using delta time to calculate time is also fine

modern radish
#

what's the general workflow when I need my Level Blueprint or anyblueprint to wait for some data to be computed on another blueprint, like the GameInstance, for example?

surreal peak
#

Delegate in GameInstance, bind in AnotherBP. Broadcast when done.

modern radish
#

Ohh I think I read about that workflow, but I never implemented it

surreal peak
#

Also called EventDispatcher in BP

modern radish
#

so this will like only trigger once the action is done in the first BP?

surreal peak
#

You still need the reference to the instance that has the dispatcher to be able to bind

surreal peak
#

See it as a newsletter

modern radish
#

Even if the logic is attached to Event BeginPlay in the second BP?

#

I understand the concept, it's exactly what I need 😄 just haven't done it

surreal peak
#

Set the boolean to true when broadcasting

#

Other stuff can then ask if the Boolean is true

#

And if not bind to the delegate

modern radish
#

I have a boolean already, which enables when the logic is done

surreal peak
#

The create event needs to go into the other BP

#

Here you need to create an EventDispatcher

#

Bottom left below your functions and stuff

modern radish
#

ahh okay, missed that

surreal peak
#

Call = Broadcast

modern radish
#

and then in the first BP, what is required>

surreal peak
#

You want to Call the dispatcher

#

In the GameInstance

modern radish
#

Awesome

surreal peak
#

Correct

steady night
#

Hey guys ive got a weird issue when im building my project im getting 2 versions inside the folder a older version and the new version as a sub folder inside the old one ?
the build is succsessull>)
so weird
any advice on how to clean the slate or what to do ?

surreal peak
#

Now on the other side you get the GameInstance, check if the JSONParsed boolean is true or false, and then either call the function that you wanted to bind directly (if true) or bind the function to the dispatcher (if false)