#blueprint
1 messages · Page 5 of 1
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
That’s very weird.
Well
could it be that it's not firing due to this situation of "trigger reporting Ongoing" on the same frame?
Is it firing the cancelled though
the cancelled is routed through the same nodes, so it should have fired the Completed print string too if it had happened
Maybe, you can check if it fires ongoing then
Alright, I'll set up a print string for that and see what happens
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?
Is this on RMB or what key aims
I'm using left trigger on my controller right now for testing
Maybe, TBD what actually happens tho
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?
I wonder if it’s actuating twice very fast
ah hmm hardware trouble?
or maybe im double tapping it fast
🤷♂️ perhaps, tho I’d expect it to complete and retrigger but idk
Can always test on a different button
Your actuation threshold is half a second
Ongoing usually fires when the threshold has not yet been hit but still actuating
I’d lower that threshold as well
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?
seems like Ongoing is never firing from my current test
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
Generally if you enable physics that stops it from doing stuff I think, you can also destroy it and replace it with a dead actor, etc
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
ohhhh
Could be, maybe it’s hanging somewhere
ill try testing on another button first and playing with the actuation threshold
the enemy just attacks and comes back to life, its health going into the negatives so it cant be killed again
Ok, maybe just replace it with a dead version
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
ok
Oh interesting
time to figure out how that works JKLFSD
😀
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
tried out left bumper button and it does happen again. I'm gonna have to take a video and slow it down to see what actions im taking that makes this occur and then go from there
Usually yeah
Can anyone tell me how to fix this
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!
How would i code this as a bp https://i.imgur.com/nFCk308.png
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
Make a random Location A
In a random Direction, extend out X Distance to find Location B
How many players?
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
Wdym
Boxes on the same actor?
It’ll stack
Is there a way around this ?
Just gotta make sure you have the right collision settings
Around what, do you want collision or no collision
was thinking of "if this close - play this anim" , "if closer -- play this anim"
You want to check how close you are to another actor?
yes
Use GetDistanceTo
tyvm!
anyone know how i would throw this into a bp
https://i.imgur.com/HOA4HvQ.png this is what I currently have
just not sure how to implement the pseudocode into it
where can i change the parameters of the default physics volume of the world?
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
Nice
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...
😅
You disable input during input?
You can Add and remove mapping contexts if you want to stop it from reacting to movement while dashing
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.
afaik you generally cant. split the functionality into separate events.
kk ty
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.
is it possible to make a console command that puts the player in a free cam and despawns the possessed pawn?
oooh, i didn't know about this, i should learn some more about that
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
Yes it’ll go a long way
So I can just swap the mapping context using something like this whenever the Dash is active, so that there's no movement input included, ill try to exclude the aim too
or i guess i could just remove mapping context and then add it back after the dash completes
Yeah have everything you want not to be able to use in one context and the dash with other stuff you want to still be able to use in the other. Then remove the corresponding mapping context while dashing and add it back at the end of it
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
hey guys.. just wanna ask how to screenshot in game including UI...
Use the “Shot” console command. The screen shot will show up in the Saved/Screenshots directory in PIE, or user appdata folder if installed. You can also pass in a custom name in the HighResShot command: Or, if you want to specify resolution and filename/path, use HighResShot with filename=:
Did you use the last response in that thread ?
Yes
Gee thanks
I’m not sure if that’s sarcasm but 🤷♂️
nah realy i was going crazy for 3 days
finding this
my only problem is the filename
i transfered from unity
impracticing here
It fixes the aim issue, but now i'm getting something weird happening with the dash-attack and the shooting, which seems to be firing twice for some reason, but I will investigate this further. Thanks for the input mapping context concept, a good thing to learn
naah, i appreciate the help
Break that options struct
There’s a couple of options in there
Play with those on both the add and remove
Hey neo would you be able to help me with this?
I see functions being called but not inside them
Nah, advice here is free
Just pay it forward when the time comes
Oh ok so empty
just named diff
gee big thanks
Do you know what pseudocode means?
It is not a language. Just for you to write down your logic
Not really a language,
More like a description of the logic 🥈
Is this a class assignment or something?
yeah but ive never translated something like that into a bp
Logic in layman’s terms as they say
so im just unsure of where to even start
Have you done any normal coding?
nope
YOUR DRAFT
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?
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
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.
Yes
Whether you should is another story
I used it to find paths to movie and image file
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
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
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
Opening file browser requires cpp, I wouldn't have a clue my self and use a plugin
You’re placing more actors of that class into the world or spawning
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?
they dont seem to be clipping the mesh
If your attack happens onSuccess and your move fails, they will be invincible
the purpose of the screenshot is, it will be the save file. the image
Put a print string on the move failed
Ye you can do w.e you want with it. The image will be saved in your .sav folder tho which is editable and accessible by user (delete or edit in photoshop)
thats the point ahhahahah
but that will be later on
i dont know if thats absurd
Well it's not a good thing for user to be able to delete stuff from inside the game
would that be reutrn value here? or do i need to code something to check for a miss
Anyway the plugin is called file browser if you want the OS file browser
No, that’s a trace, talking about the AIMoveTo
ue5 .3?
ohhh
No idea. I used it in my old project 4.25
cuz thereis none
Marketplace
Not expensive tho
its failing every tick lol
Just hope it support your ue version
so its a nav mesh issue?
i hope so
Maybe. Try rebuilding the nav, adjusting the positions of the actors on the landscape, see if that works
If not, you’ll need to use Visual Logger to debug
this one?
No
i think i saw a bp tutorial at YT
The one I used expose the actual OS browser
i need is not the actual OS browser
a simple browser like this
Full Plugin: https://www.unrealengine.com/marketplace/en-US/product/074bb96d3dac4b70a16943022d335401
Basic Version: https://gum.co/OwCcK
Source: https://github.com/anhuntz/fileman
Join the fun: https://discord.gg/32qgNwm
i cant find any doc on vislog
5.2 Max I think
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
yapp...
pick is better than typing the whole shiet
What feature are u using in 5.3 anyway? I'm just glad I didn't upgrade atm given the bugs
i dont know yet.... im still practicing yknow
i thought the preview version is the buggy one
Yeah preview and 5.3
ahh i know
I'm using 5.1 dunnoe about 5.2
the auto ai generated environtment
But I didn't hear a lot of complain for 5.1 or 5.2
Hmm I think you can still use the plugin if you have the source build. I'm not sure, might want to ask around
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
ill try doing tutorials first
then ask if my powers cant do this shit
about scroll list, i want show the contents of the first coluomn
This is an #gameplay-ai issue now, but go to Tools -> Debug -> Visual Logger. Record and then run the game. From there you can click on each frame and see what the log says
ok
do i need to put it manually or can i import in inside
You can use node in bp to extract the name into the box
Yeah get data table row names
while loop?
Not while loop
just the 2nd coloumn
It just iterates over each element in the array
But that will only have one row
So one element
is there any way to automatically put this in scroll list?
ill go to uncle google and understand how it works first
Yeah I haven’t tried that before, but I’m sure it’s doable
and ill ask help if i cannot understand it. so i will not waste anyones time
ill be back
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.
I think there's an "Ease" type interp to node.
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
regular one is linear I think?
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.
Name is just a name, what you want to do when casting is to check for the object type
User Widget is not equal/inherit/share the same base class with HUD, your casting will always fail
I don't really understand this part of casting, so what would be the object type for this to work?
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
i have set it to an object reference of my hud
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
fair enough, then why won't this work?
I am changing testbool in the HUD, yet it doesnt change in this bp
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
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?
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
i understand getting and setting an actor, int, bool etc for the purpose you mentioned.
But that's not really what i want to do, or at least i don't see the connection.
I am setting a bool in my HUD, i want an actor component to be able to read that bool.
The bool in the actor component BP never changes
Even when it is changed in the HUD
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?
You are making it really hard to help you. You can forget about setting or getting member variable when the variable it self is not set yet. Hence the error
You have not set your HudRef hence accessed none. I can't tell you more than what I've told you already
But how do i set a variable to a blueprint, in your example you're linkning spawn actor into the set. All im asking is what do i link into my set
With c++ anything is possible
I've given example, in your case you need to set the hudref to the hudref that exist within the world and that you want to use/access
If you have trouble with that, try to watch blueprint live communication video in this channel. That will help you understand
that's what I'm trying to do, i get you're saying i need to set hudref to my HUD or ill get the error.
But what im asking is how do i set it to my HUD? What goes into the set pin?
I thought setting hudref to an object reference of my hud was doing this, but i guess it isnt, so how do i set it, how do get my HUD onto the BP so i can plug it into set
if only I knew enough c++ to help
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
This is just defining its type
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
I dont know how else to say this, again i get it has to be linked, I understand the logic, all I was asking is how, as in what node goes on the blueprint for this to work. I'm checking out the video, cheers for the link
Thank you so much for explaining it clearly and providing instructions, its greatly appreciated 🙂
casts mostly worked, only problem being is that all my logic is handled on a user widget on my HUD. There doesnt seem to be a get user widget node available from HUD
Where are you creating this widget, and storing a reference to it ?
on my main hud bp, and it has a reference there.
(I'm pretty new to this and followed a tutorial for this hud set up)
UserWidget is not your HUD,
Go to your world setting , check the HUD that you use
cast it to that, then get MainHudWidgetRef
And not the widget direvtly, as thats not a valid type conversion
is there a blueprint to adjust cursor speed?
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
cast to pawn is failing
Well
Who is the owner ?
A random actor?
Owner being whoever "holds" this component
its a component bp on an actor bp, so i assumed target self is fine
Actor bp...
when in doubt, print it
Get Player Controller -> Get Hud probably works
this worked, thank you
For some reason the timeline just wont reverse when the button is released, it stays at the max value. What am I doing wrong?
You cant set a replicated value from a client
Not the reason it doesnt work, but another issue
you can, just wont work as you expect
😄
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"
Tsk. I'll need to figure that out some other time. Right now I'm more worried about the timeline not reversing
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?
I Don't use enhanced input but im pretty sure cancelled is not what you want
try to click on the drop down arrow and see your options
This sounds very backwards
Selection, currently selected etc should live in the pawn or playercontroller
Id go with pc
maybe completed?
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
Ugh... tuts
That did it!
will do, thank you so much 😁
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
across from what ?
have you changed the input mode in the main menu?
you'll probably have to set the game input mode to game or game and UI
I have not
try those on beginplay in your level blueprint
or in your player blueprint if it is a character
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
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
OnPaint function isn't being executed any tip?
Is there a way to add an actor component via construction script and have it visible in the actor component hierarchy?
doubt it
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?
Looks like you have one of these in your ALS_Player Controller that doesn't have a Class pugged in right
Not really. It doesn't really make sense to edit a component added from the construction script. The moment you edit it, the script will run again and rebuild the component. The point is to edit them from the script itself. If you want extra components that you can edit on an instance in a level but not make it part of the defaults, just add it to the instance.
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?
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
If you increase the sizebox's size in the designer, this works fine, right?
Yes, adding 15 to the width overide works fine
Is your cast successful? Is that a valid reference?
Hmm, it comes out as failed actually
Did you set the property that you're trying to cast from?
I'm pretty sure I did user widget object reference for the variable
If that's what you were asking about anyway
What blueprint is this logic in?
It's in my top down character
One consideration would be, why does your character care about this widget? The widget can get your character much easier.
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
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.
why is my cast not working
In the widget, I have this
Because Actor is either not set to a specific actor, or that specific actor is not a DOOR.
how do i set it to a specific actor
Get a reference to that actor
Through an overlap event for example
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!
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!
Hello you lovely people! I can not figure out how to move an actor to a point from pcg. Can you help?
However you want. How do you WANT this code to choose which actor it cares about?
You'd have to install the editor debug symbols to glean anything from taht - they're 80gb and probably won't help, though.
Hi! Does anyone know how I can set on which display my game is on? Thanks!
hmmm okay, thanks!
Does it happen every time you stop your game?
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
im having the same issue
What engine version
altough for me it seems to freeze permanently
ue 5.3
same here
yeah
Try updating
it didn't happen before
I can't see the new engine version in the launcher
do i need to get it off github?
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
but I will have a look anyways
I did a while back, but nothing changed
Weird, no clue tbh
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
Update launcher
Is there a way to get a viewport in a SceneComponent subclass?
where?
Settings/options
A viewport? What are you trying to do ?
Create a actor component (scene component) w/ its own actor component hierarchy, so w/ a mesh etc etc
Components can’t have components, they can however be roots for other components. Not sure what this has to do with viewports
Yeah, that is unfortunate. The viewport I was asking for would be an attach-relationship, like how you attach scene components to other scene components in an Actor
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
If you meant the viewport tab that’s specifically there to see and fiddle with the mesh
Well yes which is exactly what I want to do in my SceneComponent subclass 🙂
A component cannot contain a component. The attachment relationship is merely platonic, it’s only there to affect transforms and give you access options
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
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
Yes that is exactly what I want to avoid
Instead of having composability as a choice, you're FORCED into inheritence like its 1999
Lol
And OOP is the shiny new thing 😄
Yes, and it was shiny in 1999 (well more like in 1979 but still)
Ok rant over, sry for that
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.
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
@keen hedge you're doing modular building right?
You want to have a thing which contains things which contain components
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
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
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
Yeah that's an approach
My game centers around a vehicle editor so I just use that to make the pre-built vehicles
Just seems kinda overkill
Curious, what are your "ways around that" 🙂 ?
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.
is it a bad idea to have a blueprint variable that is an array with 300 960x540px textures?
Nah go for it
it's not really an array of textures
it's an array of references to textures
awesome, that saves my ass
I gotta ask, wtf are you actually doing tho
😂 i think you're nice for not asking this the very first thing
flipbook animation?
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

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.
Thanks so much! I’ll try that next time
Also not sure I'd use it for flipbook stuff though. Maybe. Depends on the context I guess.
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
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.
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?
Sounds kinda like you'd just play the animation in reverse?
yes i changed that in the play animation node
but you mean create another animation in reverse
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.
yes thats how the nodes are
but when its clicked again
it doesnt reverse the animation
you probably want a boolean or flip flop
"on released to reverse the animation" <-- this didn't work ?
hmm ok
doesnt work
was thinking might be the released node that needs to be switched
I'm not understanding, on released doesn't "reverse the animation" ?
"On Pressed happens the moment you click on the widget. On Clicked, on the other hand, triggers when you release the mouse button."
Yeah.
Swap Clicked for Pressed. You only used Clicked when you want a specific Down and Up press event.
thank you!
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?
Is your Pawn a character?
Yes.
It needs to be in Flying MovementMode for this to affect it like that.
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
Perfect! Thank you.
is there a way to detect if an actor is no longer 100% overlapping a collision? 
there's ActorEndOverlap - but that only triggers if it's completely outside
i need something that triggers when it's only just poking out
And, if I wanted to create a custom pawn controller to do this? (aka, one without a character movement controller)
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?
Apologies, I meant 'character movement component'
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.
I think that has given me enough to google to move some steps forward. Thank you very much for answering the basic questions, it means a lot.
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.
Why videos?
Why not just sequencer
Any best practices that I need to know for doing global project constants? (Actually, I'm using .ini files)
because it's 1000 times easier
Using UDeveloperSettings is generally decent
@onyx token no you would need to use multiple detectors inside and out.
What's the use case?
i figured it out, i decided to use multiple detectors 
Hah nice
I wanted to make a detector that won't let me build a building outside of my countries border in a lil strategy game
That's pretty hard to do
well-
What are the shapes, arbitrary?
i decided to always make them rectangles, add lil collision bodies to each corner and work with OnActorEndOverlap 
fug it
that ones basically arbitrary, made of a bunch of capsule colliders
(if you build an outpost, it increases your borders by a smaller radius than the town center, etc.)
ye
can someone link me a video the basics of blueprints It was like an hour long someone linked it before but I forgot
yeah you can do distance checks
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
Blueprint live communication by epic
thank
i wanna use the colliders 
unless it actually does kill fps
which it might

but i hope it wont
how would i use a BP struct efficiently
since if u make the slightest change in it it resets all vars related to it -.-'
be happy it doesn't brick your project anymore.
Which it did.
In the past.

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
you know anything about programming ?
ok so this is a real long one i have not been through it all myself
but I have no idea about construction scipts and stuff
I will watch this whole video for 11 hours straight if its good
cuz I got nothing better to do
ok
but it helped a bunch
You just dont
Use cpp struct. It's easy to declare
you save everything before you modify the struct, then you modify the struct and save it, then you quit unreal and when it asks you to save anything else you DONT save that
then restart the editor
Let's say he saved it by accident tho
If he used the struct in 40 bps. He has to recompile all those 40 bps
and they are most likely broken
I would use cpp struct any day over going thru that
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
If an actor is launched (Launch Character node) and hits another actor; is there a way of transfering some of that velocity/launch ?
How would i specify that exact collision and not any others ?
Get the collision component that overlap with the other actor?
@spark steppe oh that will not reset ?
thanks! just trial & erroing what nodes to use now 😛 will let you know once i get it
Select the specific collision volume you want to use. Then click on event begin overlap
sorry; just tried but am a tad confused;
There is a horde of zombies; when one is kicked (player hitbox) they are launched but stop dead in their tracks when they hit another zombie; if i set it to overlap capsule (for the zombie) and do cast to zombie - launch; won't that launch everytime they walk into each other?
most likely yes
maybe you can check for amount the zombie is moving if it's above a certain amount then do the hit
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
if you break the datetime struct it will give you all those data
and there's a format text node which does more iirc
yeah i know that but the problem is it returns integers i wanna convert that into a string i.e 06/10/2023 to friday 6 october 2023
even using that i cannot determine the sting equvalent of date and month
there's some stuff in cpp https://docs.unrealengine.com/4.27/en-US/API/Runtime/Core/Misc/FDateTime/GetDayOfWeek/
eventually you are lucky and theres a plugin on the marketplace which exposes those to BP
@be thanks i will just have to try figure in bp i am not good wit hc++
@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());
}
@maiden wadi thanks never attempted to do it but I should be able with your example thanks
Good step to take. 😄 Even a library will open a lot of doors in the engine for you.
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
What exactly have you tried right now
now have fun figuring out the name of the day
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
Other downside to the BP approach is that you have to relocalize everything. Including the date format.
ok its really reallu stupid but i made just 2 set ups to be changed with boolean, it works on blueprint on its own, i wanted to see if i can make it work with buttons and unfourtinately it didnt
thats for utility
thats for the actual BP
when does the construction script run ?
it...always?
whenevr i click on the boolean itself it works fine
when i bring the utility menue i made, it doesnt work
something here needs to change
is your casting correct
what you eman by that?
Did you create a variable and the assign it as your BP object refrence without casting or do you use a cast to node
without casting
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.
then ithink most likely it is ot valid
i dont think its valid cuz its not working
Chances are you need to set it to something. This is an editor utility, right?
The instance you intend to alter.
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
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.
what @maiden wadi is saying works as well
my knowledge of blueprints is really really low, i genuinely cant fully understand what you mean, do you know any good tutorial to explain these on a beginner level?
Casting in Unreal Engine is often misunderstood. In this video, I do my best to explain and demystify everything regarding casting. We talk about why the object input is needed, what exactly it is, and why casting is needed in general. I also go over some best practices, and mistakes to watch out for when you encounter casting. This is the first...
If i want to ask a complicated question regarding some blueprint code i made, do i just ask it in here?
For example. Replacing your button click code with this.
Probably.
a break would work well to cut down on the iterations if your only using one in that foreach
ok something really weird is happening
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
Construction scripts may not run editing properties this way.
like
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.
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
Right
Do this
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.
you mean to movve this code into custom function?
Right. And call that after changing the boolean and from the construction script.
Er
Sorry, no, not that.
This code in this image.
where does it end up
Can you see the orbs in the video? those are the end locations for each teleport when i press a key
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.
okay do you have a snipet of the math
the videos kind of long, normally if you can shorten things down to the problem area it helps
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
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 ?
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
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
That is what i want
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
if you press w and d the vector is not normalized its wont give perfect 1 on both x and y axis hence when multiplied by 200 it wont give perfect 200 distance
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
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 ?
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
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
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?
They should increase by a vector of length 200
if needed can send a picture as well
nevermind fixed it
had to move it a bit further
did you try using the last location instead of actor location like suggested ?
What do you mean?
@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❤️
Like instead of adding the last vector and then adding the actor location, simply adding the last location?
also are you sure your inputs are comming in correctly ?
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
Don't you just need to add forward, right or left vectors to the last orb location?
Well, what i'm doing is adding forward right or left vectors to the relative position of the last orb, and then adding the location of the player afterwards, which should do the same
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:
What does A W A W look like
With the new code, it looks exactly the same
The new code doesn't care about the previous teleports
You're setting the actor location as the diration sum
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
Maybe triggered isn't the right one
Is there an if statement in blueprint code?
Branch
Then i can just make an if statement, and while inefficient, i could test out if this concept would work
i also added a set last after the spawn
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.
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
I'll try that
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
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
^ this worked
you probably want to set it after the multiply
But then i would also multiply the new values
They would just get enormously big really quickly
idk about the other value your using
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
That was what i did in the beginning
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
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 ?
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
again this way works just fine
well i tried with using the offset like your doing and i'm running into problems
What offset?
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
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
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
If you look at image no. 2 in my last message, you can see that i added the location of the character to the variable
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
Set diration sum after you add the new pos to the array
That shouldn't make a difference, should it?
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?)
It didn't seem to make a difference. The result looks like this:
And the code like this
set the last position after the spawn
get the actor location and set it there
What is the spawn?
Spawning the orbs?
i had a problem setting it after the math was complete, so i just set after the spawn
So i should get the location of the orb, and set that as the last location?
yep
i would tone down the space a bit so you can test it out make sure it's accurate
What do you mean tone down the space?
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
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?
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
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
well i mean look at your inputs
are they correct or changing for left/right up/down ?
also what does it look like now ?
The inputs should be correct
The code looks like this now:
And the output ingame like this:
i mean it looks ok, are you saying it's different left/right ?
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
looks fine to me, i don't notice it
Since now it is actually consistent, this is a really good result
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"
I can see that it was probably just perspective, it seems like A/D is the same as W/S
I need to set it to (0, 0, 0) since i use that to make sure it only sets it to the actor location when i initially press down left mouse button. Otherwise it just keeps resetting it to actor location as long as i hold down left mouse button
whatever works
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
I made my own version though basically the same in princple end i just finish to find yours working🤣
Damn
But thanks for trying anyways 🙂
Does anyone know how to get when a player is moving diagonally? Specifically diagonally relative to the first person player view.
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)
your trying to run that function and it's not working ?
yea pretty much
the print string is happening ?
yea both work
did you get the function from draggin out of the reference ?
does that print happen ?
I don't think so, thats whats my problem, I don't think I know how to get the correct reference
how did you set the reference ?
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
i'm still new to unreal but i believe there is a couple ways
one way may be to get actor of class
Line trace usually
That’s not always a good idea
If you had another sofa to your game, that functionality will break
ahh I see
maybe find the closest sofa
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
sorry I see Cast a lot but I don't understand exactly what it does
And it’ll let you get a ref to that specific instance
Take the time to watch the bp comms video pinned here
It’s a tad long but you’ll understand what cast does and all the other methods
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)
This place is prly the best place to find them. Along with the unreal learning portal
And MathewWadstein videos
how do make an arc trace be at the same place every time
good to know! will check that youtuber too
Same place?
trying to make the arc ok the attack hit the same place evry time so the sword connect to the head everytime
Could maybe put a collision box on the head and get its location and plug that in your trace, but it’ll need some testing
it did not work
found the problem and i fix it i think
Is there any way to play a curve asset in timeline?
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?
You can see what I mean here
Actually, probably not what you want, seeing as you likely have a structure of items that have a cost property.
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.
looks like a task for a course
@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 😉
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.
@eternal dirge what are you setting velocity to? character? object? physics object? a car?
player controlled character
if you use the movement component you can set the max walk speed
Ummm. I just want to add some velocity to my character. Like in a velocity field, once you walk in to it, your character automatically get some static velocity beyond the movement input.
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
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
So, I cannot just set the base velocity for the character movement? But that's surely a way. Thank you, my friend.
You can set velocity directly, but it'll be pushed back down in a few frames by the character movement component
yeah hence your best bet is to "add input" over X amount of time using tick or a timer or a timeline
CMC responds to force
Just add force based on velocity vs field velocity (if you're trying to do a conveyer belt thing
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
It doesn’t matter, that’s for event tick
yeah i thought so
my problem was my input action was repeating the input while holding, re-setting the timer every frame 😄
Triggered pin has its own tick, so you would have to go off Started if you want to use a timer
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
No no
You leave your trigger on Down and run things off Started or Triggered and Completed
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
There’s 4 ways, one of them being get real time seconds
See this convo: #programmer-hangout message
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
i use a custom for loop macro
its pretty simple to make
That is disgusting lol
Use Set Timer by event, make a custom event, put the spawn in it, then connect it to the timer using its delegate pin. You can set it to looping and increase an int on each loop. When your int reaches the right amount, clear and invalidate the timer by handle
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.
UtcNow()
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
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?
Delegate in GameInstance, bind in AnotherBP. Broadcast when done.
Ohh I think I read about that workflow, but I never implemented it
Also called EventDispatcher in BP
so this will like only trigger once the action is done in the first BP?
You still need the reference to the instance that has the dispatcher to be able to bind
It triggers when you broadcast it
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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
If you can't be sure that the action isn't already done when the other BP binds, add a boolean to the GameInstance
Set the boolean to true when broadcasting
Other stuff can then ask if the Boolean is true
And if not bind to the delegate
The create event needs to go into the other BP
Here you need to create an EventDispatcher
Bottom left below your functions and stuff
Call = Broadcast
and then in the first BP, what is required>
Correct
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 ?
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)
