#blueprint

1 messages Ā· Page 6 of 1

surreal peak
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You can also give that a parameter

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In case you want to pass the Json stuff to whoever bound to it

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Just delete the folders and package again?

steady night
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same thing

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a new build builds with an other v inside

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super strange

modern radish
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Ahhh, BindEvent?

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or Assign?

surreal peak
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It's the same. Assign just spawns an event on top. Just do Bind

modern radish
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does that seem right?

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I think it works, but just to be sure

surreal peak
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Yeah the Create event node alles for a wireless bind

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If you connect that to the red pin it will change a bit

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There is then a dropdown you can select matching events and functions from

modern radish
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Okay I see now

surreal peak
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Yap

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Then you don't need the red wire to the custom event and you can put that somewhere else

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Or put stuff into a function

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I would also just call that function on True

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Instead of connecting the wires twice

modern radish
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Okay yeah that makes sense.. then I would rename my boolean

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is that what you mean?

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do I need the Branch at all?

surreal peak
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Yeah

solid mesa
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Hello

Have anyone created a health regenation system in BP without using Delay?
Forme its health reg per second, one health point every second.

marble tusk
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Timer

solid mesa
worldly tartan
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hello everyone, i am trying to play the video in media player at specific time using blueprint in which i can speicify the start time and stop time of the video to play and stop but i donno how to do so ?
Can anyone help me out in this?
(i am using a single walkthroug video and i have multiple screen on which i want to play that video but according to that specific screen it starts from that specific time that i would set up in blueprint and my screens are in widget bp)

worldly tartan
spark steppe
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have you tried to call play before or after seeking!?

worldly tartan
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after seeking i tried but still didnt work

spark steppe
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there's also play and seek

worldly tartan
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i tried that tooo

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but nothing works

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i am not sure what i am doing wrong?

quasi nacelle
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Hi guys.

Is there any way to mark functions from BlueprintFunctionLibrary as UObject safe?
I found a way to use them in UObject (just drag and drop them) but they show warning about unsafe usage (i know i have to pass world context to use tem in safe way).
But i would like to use them just like cpp version of static functions from cpp BlueprintFunctionLibs (i can add them to uObjects from context menu).

Is there any way to do that? Or i have to rewrite them to cpp?

remote meteor
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then you can use BPFL normally in them

quasi nacelle
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THX

rare bloom
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new guy here, using the tutorials.
what now?

upper badger
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there has to be a more elegant way of showing collisions in the editor, right? because this was all i found...

ionic palm
zealous scaffold
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Hey guys, has anyone worked with custom movement modes for the character movement component? I'm trying to implement one but i can't make the character move while in custom mode. add movement input is ignored both on standalone and client server

ionic palm
ionic palm
upper badger
ionic palm
upper badger
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thanks :))

zealous scaffold
ionic palm
versed sun
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Compile

finite flax
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Can someone please tell me how can I call a reference bp in easy step? The 2 pics below indicates what I want to achieve

mental trellis
feral parrot
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Does anyone know is there a setting of the spring arm when the player’s camera slides along the collision of a building when you get close to it?

zealous moth
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that's actually perfect since I need blocks of time

ionic palm
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Hi guys I am trying to figure out a way to stop weird physics when jumping or leaving the ground at all on my sailing ship.

You can see what I mean in the clip;
https://streamable.com/2ey1a0

My issue is basically the ship and characters velocities are combining and the ship is moving beneath them when airborne.

I had an idea to subtract the ships velocity from my characters overall as you see in my screen but I am unsure how to hook this up or where to look for similar examples.

south lintel
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Hi, I’m a complete beginner to game development and Unreal Engine in general. I’m making a game where the camera can either face the left, right and front of the office the player is inside, I made the left and right click buttons move the camera to sides with ā€œrinterp to constantā€ and event tick but this method is extremely basic and awful since it adds controller yaw input and instead of looking at three specific sides, it just continuously rotates either left or right. The idea is similar as how the attic night works in TJOC Story Mode but instead of rotating the camera to look behind, it does the same thing by looking at the sides (linking a gameplay of TJOC later in the message), how can I implement such mechanic, while also making it interpolate between the positions like in that game? Thanks!

https://youtu.be/07NcqTpaoNs?si=POZbzzDxuFwgZ6uj

The Joy Of Creation: Story Mode Walkthrough Gameplay Part 5 - Night 5: Attic (No Commentary Playthrough Let's Play) (FNAF Fan Made Indie Horror Game 2017)

This full game complete walkthrough will include all nights, all cutscenes game movie cinematics, all jumpscares and scary moments, all secrets and easter eggs, full main story and all ending...

ā–¶ Play video
trim matrix
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Guys what is preferred Validated Get of variable / run Is Valid node?

mental trellis
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You can turn off using controller input for a start

south lintel
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So instead of controller input I’ll just rotate the camera?

mental trellis
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Yeah.

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You have a final transform, no?

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Just lerp to it.

south lintel
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So each button will set the rotation to the specific one and by using lerp the rotation will get interpolated from the original rotation to the final one?

versed sun
tawdry surge
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Validated get is 17% faster, so if you can use that one, you should

south lintel
# mental trellis Just lerp to it.

I've been able to rotate the camera through set world rotation and the keys changing the rotation to the correct ones for each side, but now the lerp instead of interpolating the movement, it just rotates the camera 50% of the distance from the original angle to the final one each click instead of just rotating smoothly, I've probably messed it up or misunderstood the suggestion lol

lunar sleet
quartz stag
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Does anyone know why the inherited won't let me add any interfaces (never used this before)

lunar sleet
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If you’re following some crappy tutorial be aware that in 5.0/5.1 iirc there was a bug where the 2 were accidentally reversed

quartz stag
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So instead of putting the interface into the inherited, it would be the other one I put it into?

lunar sleet
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Yes, now that it’s fixed, it makes logical sense

quartz stag
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Thanks

warped saddle
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idk if this is right text channel but i am creating inventory system and i have 2 indexes, source index and destination index, and like when i drag the item it print strings source index and when it drops it should print destination index but it prints the same index even tho i dropped it somwhere else. The draging and dropping works but i dont understand how is destination index becoming like the new index and how the drop actually works

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it works but i dont know how is the new index becoming new, because when i print it it shows the same value instead of new one

lofty rapids
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hard to tell without code

warped saddle
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first is drag function second is drop and the third is in my inventory system

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in the last picture it should print new index that i dropped in the slot but it print the old one

lofty rapids
# warped saddle

maybe because you have or and the component is != so your indexes could be the same

tight pollen
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hi

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i use WidgetSwitcher, if something is hidden then not Tick?

versed sun
warped saddle
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thanks guys i will try to do those

remote meteor
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i would also give that get node a note that it is a param so not to confuse people šŸ˜†

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unreal probably can improve by make a small visual difference to the get node to differentiate whether its a class variable, local variable or param variable

fallow yarrow
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I'm working with a grid setup with instanced components on the actor, and trying to find a way to identify the components on linetrace, is there any way to attach data/info to a component that you can retrieve and use? For example an ID/Name to use later ?

ionic palm
ionic palm
fallow yarrow
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I don't see how it would work to identify the component that was hit. The problem currently is that the return displayname and objectname is the same for each instance component, not unique. I was going to make an data array with information, however don't have anything unique to identify each components

versed sun
kind willow
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I have capsule trace which activates when player tries to stand up from crouching, but when it looks for collision, it also detects triggers which have their collision set to "overlp" and not "block". How do I change this to make it only detect collision that blocks movement?

versed sun
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Just cant remember which one

fallow yarrow
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Hmm, really? Because I kept getting 0 for them. Gonna do some quick test again

versed sun
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well, 0 would be first index

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IF thats the one your hit

fallow yarrow
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As you can see, the results is always -1 and 0, I think it's more about the what is hit first, starting from 0 as you said.

remote meteor
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StaticMeshcomponent?

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I supposed they should show up as instancedstaticmeshcomponent if they were instanced

fallow yarrow
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InstancedStaticMesh, yeah

gentle urchin
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They're all instances of the same component, right ?

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And not 800 components.......

remote meteor
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Can you show how you spawn the instances?

fallow yarrow
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Yeah, I wanted to avoid making a lot of actors and use instance instead

alpine monolith
remote meteor
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Oh yeah

fallow yarrow
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Oh? I bloody well hope not... but at the same time I do, because it might help haha

lofty rapids
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i was going to ask that because it didn't have hit blocks it looked like

remote meteor
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The hit debug point isnt shpwing up either

fallow yarrow
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Ohhhhh, you right! let me see

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.... ffs

remote meteor
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It happens dw šŸ˜†

fallow yarrow
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Ah thanks a lot. So much testing and trying different things, just for a damn setting not being set right earlier haha. At least learned some new nodes haha

tight pollen
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is it possible to set variables by creating a widget (Child) for Parent?

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do I necessarily need to create new variables in Child Widget and then set them in Parent Widget

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?

fallow yarrow
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And @versed sun , did get the correct index now šŸ™‚

versed sun
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which pin ?

tight pollen
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someone?

remote meteor
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Hit item

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Element i think is for material index

gentle urchin
remote meteor
fallow yarrow
tight pollen
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in the Details panel I can set values ​​for these variables in Child

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but I want to set these variables when creating the widget

remote meteor
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Oh those variable

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You can tick exposed on spawn

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Then should be visible when you do CreateWidget

tight pollen
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how?

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i know, but how do this for child

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all variables is in Parent

remote meteor
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They should be visible as long the variable itself is marked "exposed on spawn" on the details panel of the variable

versed sun
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^Once you compile/refresh

remote meteor
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ah yes..

versed sun
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They will show up

tight pollen
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on Exposed on spawn

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works dietered

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I have no idea why this didn't show up before

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maybe I chose the wrong widget šŸ˜…

remote meteor
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The class selected on the createwidget is important

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It bases of that

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If its a variable, it depends on the variable type

sick fable
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LOL

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My character movement component

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Just wiped itself

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Again

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Bruv

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wt

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f

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Anyone know how to fix?

sick fable
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actually everything in my character wiped

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what

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now my character is just a floating camera

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with all blank details

lofty rapids
sick fable
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bro how do I set up backups

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because this happened 2 days ago

sick fable
lofty rapids
remote meteor
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did unreal editor crash or something

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šŸ¤”

sick fable
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nope

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just happened

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I pressed play once and everything was fuced

lofty rapids
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i saw somewhere around here thats a bug

ionic palm
sick fable
ionic palm
lofty rapids
ionic palm
ionic palm
ionic palm
alpine monolith
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Greetings! I have a custom C++ AActor with a few components. When I look at the BP version of that class, in the Class Default details panel, there seems to me quite a mess, every property from every component visible and shown (image1). It that normal behaviour? When I create BP-only Actor and add some components through BPs, the Class Defaults seems clean as it should be (for example no transforms for every component) (image2).

I dont think that this is the proper behaviour, as the BP-only version just behaves differently with the Class Default properties shown. Anyone have any experience with this?

tawdry surge
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No, that's normal

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works the same when making a static mesh actor bp or character bp.
Anything declared in c++ shows in the defaults, anything added in bp doesn't

alpine monolith
stone dirge
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can ayone help me with fps weapon switching like I don't know how to do it. The only thing i can think of to keep the position of the weapon meshes is just having a lot of arms but thats inefficient so any better ideas? I'm pretty new so Id need a decent amount of health. Also this system had dual revolvers so right now i just have two identical skeletal meshes which are child two the respective hands of their arms.

fleet lichen
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Hi, am new to Unreal Engine, and am trying to make a light that will turn off or on when the player is near them. But it doesn't work. Anyone knows why?

lofty rapids
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whats with the branch to just true ?

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quick way to switch between them maybe ?

lofty rapids
fleet lichen
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it is, i think

thin panther
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Yeah that would turn on. Your issue is you're never evaluating a condition to turn off

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That branch will always execute true because you've told it to

fleet lichen
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oohhh

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this one right?

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so i need something that will say player is not near and turn it of

lofty rapids
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you want it to turn off if not overlapping ?

fleet lichen
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yep

lofty rapids
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there is an end overlap where you can set player is near to false, and run that event again

fleet lichen
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can i just connect "on componet end overlap" there?

lofty rapids
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i mean technically you could plug it into the set player is near to false

fleet lichen
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ohh i think i get it now

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give my a min

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this could work?

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YES IT DOSE

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Thx for help guys

thin panther
fleet lichen
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oh, true. thanks again

thin panther
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No problem :)

tight pollen
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I need to get the absolute position of a widget located inside another widget. How can I do this?

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someone can help?

lofty rapids
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I mean can you get the outer top left, then add the inner relative ?

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or maybe there is a node for that idk

cyan bone
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get local top left is the position of the widget

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do this to the parent and then do this to the child

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then get the relative position

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but im not sure. maybe someone knows this better

lofty rapids
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is it #umg ? maybe might know

drowsy steppe
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Hey guys, noob in need of help here!
I'm trying do make a mesh rotate when i press the letter A, and I got it working with this logic, but I wish to do it in a way where when i keep pressing the letter A the mesh keep rotating and in a smooth way, since right now it's not smooth at all. Any suggestions? Should be quite easy but can't figure out how to do it

cyan bone
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and the tick event

drowsy steppe
lofty rapids
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you can still use it, just put it at the end

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or make a sequence

sick fable
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just finished fixing my character by making a new one and changing everything to match it

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Where you the one that told me about something about source code

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so I can have project backups

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for if this shit happens

lofty rapids
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probably not, i never used source control, i could have suggested it idk

flint wind
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Hey guys. I have a very extensive question, I basically need some guidance. Is it okay for me to post the entire thing here? Thanks!

frigid swallow
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I have this issue where whenever I move my mouse, it just turns the camera without moving the player character at all. Any help?

lofty rapids
sick fable
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Just duplicate the project file?

lofty rapids
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can be a bit confusing but you can also rename them it's just a hassle

sick fable
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can I see anything cool you have made

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@lofty rapids

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because you seem to know a lot

lofty rapids
versed sun
lofty rapids
drowsy steppe
# versed sun

thanks! I can't find the right "add local rotation" it gives me one with a purple dot and not three green ones like yours

versed sun
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Right ckick the purple dot

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You can do this for i think all structs

drowsy steppe
sick fable
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how can I recalculate my nav mesh

minor dew
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Hey guys,
I've create an inventory system that based on a Map of Int: Uobject.
The system works and everything works great.
I forgot the maps aren't replicated.
Should I rebuilt the system base on arrays or can I continue as is and using server events ?

drowsy steppe
# versed sun

I did it like this, "rotazione" is being called by eventbeginplay, but it is not working, what did i do wrong?

versed sun
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Time

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.01 is smooth

drowsy steppe
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right, dumb me, thank you

versed sun
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and make sure the Delta Z is set to small, like 1

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setting to 1 would rotate 100° a sec

flint wind
# versed sun Whats the general highlights about your question ? Anyone that is around and is ...

Well, I'm creating a "dynamic and flexible house building system", and with the first two words I mean that I'm not using a grid or modular assets so what I'm trying to create is indeed very complex. The main obstacle are walls. I want them to have variable height, inclination and curvature. In many scenarios, I need to accurately move individual vertices of these walls, which as of right now I only know how to do by using Procedural Meshes or Skeletal Meshes with a bone in each vertex (which is very resource wasting), and for windows and such, I thought of using the Geometry Script Plugin or slicing the wall to create some sort of frame. As I said, I don't really know how to explain this without writing too much. Thanks a lot in any case!

drowsy steppe
versed sun
drowsy steppe
versed sun
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and pressing A fires if you add a print on the A?

drowsy steppe
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yes

lofty rapids
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You changed your time from 0.0 ?

drowsy steppe
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i have to go now unfortunately, i greatly appreciate your help kind man

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i will try to fix it later

versed sun
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What value?
Setting Visibility has a built in check for all children

flint wind
cyan bone
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Im trying to do map boundaries on my game.
From the videos i have seen thats done using box collisions on the 4 edges of the map.
But my map is not exactly a square.
Its more like a sphere shaped map, with mountains around.
Should i just brute force some box collisions inside the circular map?
Or there's some other way?

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Maybe do something like this though it feels like such a waste of space

desert quarry
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What's the best way to stop my character from moving during an interaction?

ebon olive
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I cant delete a certain link that is connecting the two nodes. Anyone know why? 😦

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its so weird. this is from state machine. I cant delete it off. Like i press Alt then click like how you normally do but it wont remove. I press delete even but it wont go away

lofty rapids
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you can click the circles and hit delete if it's one of those

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if it's one comming out of stunned or out, right click and hit break this link

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hopefully that works, i tried in an anim bp and that seemed to work

short phoenix
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I thought in the Blueprint Communications demo that there was a demo of a button that has an instance of a specific class as a variable, and it's able to call functions on it that become events inside the other class' blueprint code. Is this actually a thing?

fleet lichen
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How can i connect custom event to two nodes?

lofty rapids
fleet lichen
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i need to connect the event to the two down timelines but idk how.

lofty rapids
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you can run a custom event

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just type it's name in and you can just plug that into exec to run it

fleet lichen
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i need it to be the one up there

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SEQUENCE

lofty rapids
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wdym sequence ?

fleet lichen
frigid swallow
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I have this issue where whenever I move my mouse, it just turns the camera without moving the player character at all. Any help?

fleet lichen
lofty rapids
fleet lichen
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i need to run the bottom one as well but at same time

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if i plug them after the first timeline then it get delayd

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Ok, there needs to be a better way to do it.

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Am trying to do auto-opening garage doors but it look...not good

zealous moth
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@faint pasture @lunar sleet in the end for a timer, even following your discussion, I put this on an interface binding:

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as long as a starting time in seconds exists, you can subtract the current to get the delta seconds and extrapolate time

zealous moth
zealous moth
cyan bone
zealous moth
zealous moth
frigid swallow
lunar sleet
fleet lichen
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2 are for cloasing (rotation) and the other two are for positioning the doors

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but its ok now, i realized i have bad pivot point

cyan bone
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like a inversed sphere collision

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like this

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or like

spark steppe
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you just need a large cylinder without ends

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unless you have flying units

cyan bone
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or like this

cyan bone
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ahh

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i know what i can do

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it doest need to be a circle

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it can be a octagon

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so like 8 box collisions

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so something like this is not bad

gentle urchin
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Hexagon that is

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Octa - 8 - has 8 sides

north lynx
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Hello!
I have a some sort of stupid question, I remeber that I can make movement of the player camera using timeline, but I completly forgot how to get X Y Z camera referances (those green outputs in timeline)

fleet lichen
north lynx
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Oh yeah!
I remember now, thanks 🧔
Sometimes I have goldfish memory...

fleet lichen
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Me too, don't worry

spark steppe
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just use a cylinder with collision set to complex as simple

fleet lichen
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Does anyone know why it's happening?

limber parcel
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is there any way to display custom data in details window when using uobjects?

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kinda hard to debug without seeing what the items actually are lol

lunar sleet
fleet lichen
lunar sleet
fleet lichen
#

Sorry, English is not my main language.

fleet lichen
# lunar sleet why is it happening

When I go inside the collision box, I trigger a "on component begin overlap", and that starts the opening of the doors, but when I leave the collision box, that triggers "on component end overlap" and that will start the closing of the doors. If I do both too fast, then it don't know what to do first.

feral parrot
#

Why is the camera not following the spring arm direction?

lunar sleet
lunar sleet
feral parrot
lunar sleet
#

if your camera is attached to your spring arm it'll rotate with it tho

feral parrot
feral parrot
feral parrot
feral parrot
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I can't set it 45 angle

lunar sleet
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It shouldn’t be affecting rotation, sec

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Oh right it does, I forgot

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It says it’s because it maintains its position relative to parent

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Why do you need it enabled?

feral parrot
lunar sleet
feral parrot
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and i should see the character mostly from the top view rather than 45 angle

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automaticly in the play

lunar sleet
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there's a top down template if you want

fleet lichen
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I just want to close my door. 🄹

lunar sleet
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maybe even remove the close from the end overlap

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just close it automatically if x seconds passed and the character is no longer overlapping (use getOverlappedActors + for each loop + cast to check)

fleet lichen
lunar sleet
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do what I said above

fleet lichen
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...

lunar sleet
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Now you know šŸ™‚

fleet lichen
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Now just figure out how to use it

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XD

pseudo anchor
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guys is there a way to get forward vector of an rotation in world space? or a way to convert it to world space

fleet lichen
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...ups

cyan bone
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? or am i missing something

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just like you cant just make a cube

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you must make 4 boxes to define the cube

red berry
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How do you call the constructor or begin play from a simple blueprint that extends Object?

tawdry surge
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Pretty sure objects don't have a begin play function

red berry
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Then what about a constructor? I know UObject has one, but the blueprint version doesn't? In every other language, every object/class has a constructor, but somehow in unreal it doesn't

thin panther
#

it does, its just not exposed to you iirc

lunar sleet
# fleet lichen ...ups

Drag from the array element and cast to your character. Also watch the pinned blueprint communications video in this channel

red berry
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I'm trying to setup a grid based inventory system like tarkov. A BackpackComponent might have multiple groups, e.g. 1x1, 2x1, etc. I'm trying to use the Object class for each of these groups, so the backpack will have an instance of "BP_StorageTiles" setup with a 1x1 array, and another one with a 2x1 array.
If I don't have access to the constructor for the BP_storageTiles, then how do I setup the size of the array? It makes no sense that I would do it in the BackpackComponent because all it does is manage and look over the groups.
And I've read that maybe Actor is better for serialization or multiplayer stuff than Object? But I don't need a 3d transform for inventory objects

frigid swallow
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How would I cast an object (lets say gun) to a character's arm?

thin panther
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you have a fundamental misunderstanding of what a cast is

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it's type conversion. checking if a general type is a more specific thing, i.e. "Is this Actor a Gun, if so let me shoot it"

lunar sleet
fleet lichen
#

So now i just connect it to the end of opening the doors?

devout oak
lofty rapids
slender quest
#

general question about best practices for Timers, is this really the best and right way to do this? Just type in the name of the function I am trying to call?

devout oak
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I have multiple orbs with a range of value from 0>1000 and im trying to have it where it shows the highest value above the orb when holding down the "1" key to find the highest

lofty rapids
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so they all have a variable cost ? or where is this value ?

devout oak
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so this is the bp for the orb

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this is the bp for the sidescroll character

lofty rapids
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ok so a float cost

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and that array your looping, it is of all the orbs ? actors ?

devout oak
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correct

lofty rapids
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so foreach and out of array items try to get cost

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see if that works

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just drag out of the array element, and type get cost

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hopefully you don't have to cast

lofty rapids
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then you loop through checking cost, if it's the higher/lower set that variable to the array element in the loop

devout oak
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I have a local variable CurHighest set to the BP_Item

lofty rapids
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ok

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so that foreach loop is looping through and you are getting the cost

#

so you want to check that against the highest

#

drag out from cost and type >

#

to get the greater than node

devout oak
#

okay

lofty rapids
#

you need another variable

#

that is the currentHighest

#

a float

#

so you can check against the cost

devout oak
#

Would it be another local variable or a regular variable

lofty rapids
#

you can use local

#

because it strictly for this function

warped saddle
#

Guys, In widget blueprint, i have description for an item and when i hover over the item i want to display item describtion but i want to dispaly it in some kind of a background, like border or vertical box or whatever, do you now how to do it

#

?

devout oak
#

so like that

lofty rapids
sonic crest
#

Isn't there a node that already does that?

devout oak
lofty rapids
#

out of the true set the HighestCost to the cost value

sonic crest
#

But why not do it in cpp tho?

lofty rapids
#

why would you want to break

frigid swallow
# thin panther you wouldn't

Thanks for the clear-up. I guess what I meant to say was, how would I get the gun sprite to be attacked the a character’s hand?

meager spade
sonic crest
#

My bad

devout oak
#

Well the value varries so I dont have a set value on each item

lofty rapids
#

you want to set that local variable HighestCost

#

to the variable you got out of that array element, cost's value

devout oak
#

so like this

meager spade
#

And set Cur Highest to the loop element

#

When it's true

devout oak
#

so i need a 2nd Set CurHighest?

lofty rapids
#

now move that set at the beginning to the end and plug in the array element

lofty rapids
sonic crest
devout oak
#

So get rid of the current set CurHighest and move it to the end?

lofty rapids
#

then on completed return it

meager spade
lofty rapids
#

and plug in the array element

devout oak
#

Ive gotten lost somewhere

#

what do i connect my output on the Set HighestCost to

lofty rapids
devout oak
lofty rapids
#

drag out of completed

#

and return there

#

or just plug in the exec from complete in the return node

sonic crest
#

Return on complete

lofty rapids
#

or atleast the first true

devout oak
lofty rapids
#

now you just need to do one more thing

devout oak
#

well its not dragging from the Set CurHighest to the return node

thin panther
devout oak
#

@lofty rapids im not sure what the one thing i need to do is

lofty rapids
#

get the ref, and plug it into your output variable

devout oak
#

so use a get node?

lofty rapids
devout oak
#

so like that?

lofty rapids
#

looks legit, give it a go

devout oak
#

doesnt work

lofty rapids
#

or how are you running it ?

devout oak
#

i pushed play

#

and held the 1 key

lofty rapids
#

so when you push the 1 key it runs this function ?

devout oak
#

oh just kidding

#

it working

#

so I would basically do the same thing but instead of the > i would use < for the lowest correct?

lofty rapids
#

yep

#

make sure you default the lowest to something rediculous high

#

so that when it runs the first time it's not something like < 0

devout oak
#

So I have the same code for the lowest

#

changed the variables that I needed but its not showing the lowest

lofty rapids
#

what does it look like ?

devout oak
lofty rapids
#

what is your LowestCost default value ?

devout oak
#

0.0

lofty rapids
#

theres the problem

devout oak
#

so would i need to change that to 0.01

lofty rapids
#

No change it to something that would be higher than the highest cost value

devout oak
#

so I would want it higher than the max value?

lofty rapids
#

right, think about it if your looping through and checking if the cost is < 0.0

#

it will never be true

#

you want the default to be higher than max so that any value works

devout oak
#

okay

#

i set it to 1000

#

and that worked

#

so I just set it to the max value

#

Ty so much for the help

frigid swallow
floral stump
#

what are these yellow color interfaces?

#

when I double click them nothng happened šŸ˜„

limber parcel
#

yeah because ure using outdated engine version šŸ¤¦ā€ā™‚ļø

edgy ginkgo
#

I am trying to have a game over camera that rotates around the level on a spline so I followed a tutorial but the camera does not move position

#

anyone have advice?

zealous moth
#

and vice versa

#

you can get that location

#

and increment it

edgy ginkgo
#

what would that node be called?

#

@zealous moth I am having trouble finding that node, is it in 4.3?

weary imp
#

likely this

weary imp
edgy ginkgo
#

I guess I am still slightly unsure how to go about that from this number

weary imp
#

basically you could use it to "keyframe" your camera animation if you know the total length of your spline, if im understanding it correctly. however that doesnt necessaryily explain why your camera isnt moving at all with your current setup. let me take another look

weary imp
edgy ginkgo
#

no they are two different points

#

I am using these since it seems simpler but they are not moving still

weary imp
#

i think it needs to be on the tick event if you do it this way, im new myself so take it with a grain of salt

edgy ginkgo
#

it is on a tick

weary imp
#

and the end game boolean is staying true?

edgy ginkgo
#

I made sure that is happening and the game tells me it is

#

currently nothing else is happening on game end

weary imp
edgy ginkgo
#

I did one after the branch which works

#

and I did one after the set world location which works

#

so it is seting the location on tick it's just not a new location

weary imp
#

just for curiosity's sake, what happens when you set interp speed to 0

edgy ginkgo
#

it does not change how things work it spawns the camera at the correct initial point on the spline but does not move

#

I cranked it up as well with no results

weary imp
#

0 should teleport it straight away, so that helps narrow it down a little

edgy ginkgo
#

is it a camera or spring arm setting I am missing?

weary imp
#

this may not be the overall problem, but i think you need to loop the distance var on the "get location at distance along spline" node and increment it

edgy ginkgo
#

how do I do that? confused by the meaning of that sorry

weary imp
#

otherwise its just always using the beginning of the spline as the current point

#

lets try this:

#

so you spawn your camera, get its world location run that to the "current" pin of the vinterp to node

#

then we just use a single get location along spline node at your desired distance, in this case that would be the length of the spline i think

edgy ginkgo
#

I tried using the spline length as the distance to get the zero to full length but this doesn't fix it

weary imp
#

i think your "current" pin on the vinterp to node is the issue

#

because youre telling it your cameras current position is always the start point of the spline

#

which you wouldnt want to be the case as soon as your camera moves, so that pin should be the actual world position of your camera

edgy ginkgo
#

I see that makes sense

#

let me try that

weary imp
#

good luck!

edgy ginkgo
#

now it does move!

weary imp
#

lets goooo

edgy ginkgo
#

but it only goes one way and stops

weary imp
#

well we're getting somewhere

edgy ginkgo
#

thats huge though

weary imp
#

the next thing is incrementing your distance

#

because right now youre just sending it to the send

#

to the end*

#

so some "x" amount of time you need to give the "get location at distance along spline" node a new distance

#

so youre basically plotting points along the line, rather than just telling it where the end is

#

because right now your setworldlocation node doesnt care about your spline at all. youre just telling it where the end of the spline is so its sending the camera over there

#

the distance variables plots points along the curve and youll interp to those

white veldt
#

is there a fsr3 plugin for ue5? (not mobile)

remote meteor
#

Not yet

#

Public it is

dawn gazelle
#

Whatever your Get Inventory Manager function is returning is not a valid reference.

radiant cape
#

if i need my ai/player controller to know when OnDamage/PawnSee happened to its controlled pawn... would i use an interface to message to the current controller?

#

if so, is it practical to send a message from the pawn, to the player controller, and then to the HUD class in that order?

#

because i need my UI to also know the stats of the currently controlled pawn

dark drum
radiant cape
#

best to keep with this listener approach for the controoler/pawns?

dark drum
radiant cape
#

my player camera pawn is just an rts camera, all pawns can be the player or ai so this sounds perfect tbh

pulsar pulsar
#

So i made a fade in effect for my respawn widget but for some reason it keeps applying to the alpha even when it reaches 1,0. I'm confuuuuused.

#

Sorry, First pic was bad.

#

Floaty Alpga was just for seeing the value on screen. It does stop on 1,0 but still continues to add to it

velvet turret
#

How to do that?

agile prism
# velvet turret How to do that?

Ah I can't quite remember now, but the way most people do it is create another widget bp and then have that display as a dropdown

dark drum
agile prism
#

That way you can edit the particular selection boxes within the drop down if you link it to a individual widget bp

modern radish
surreal peak
#
  • Instead of connecting the Event directly, use CreateEvent
  • Instead of connecting the TRUE Pin of the BRANCH to the FOR EACH loop, simply call "JsonIngested"
#

And fwiw, you can also make that Array an Param of the EventDispacher

#

And pass that along when Calling it

#

Then your JsonIngested Event already gets the Array

pulsar pulsar
surreal peak
#

May I ask why you use a Timeline if you are already in a Widget?

pulsar pulsar
pulsar pulsar
surreal peak
#

Given a Timeline is a Component, that also means you are driving it from outside the Widget

pulsar pulsar
#

oh

surreal peak
#

You can literally make an Anim where you set the Opacity or whatever over time

pulsar pulsar
#

i will have to look into that

#

cheers

surreal peak
#

Once you made your Anim, you can find the Anim as a Variable in the BP Tab of the Widget under Animation Category of the Varibles List.
You can then drag that out like a normal variable and call Play Animation on it

modern radish
surreal peak
#

Gimme a minute, I'm gonna wire it

#

Takes less time

modern radish
#

Sorry man, really appreciate it, It's confusing to me

surreal peak
#

That's also with the Array being part of the event

modern radish
#

cool, in my case it's a struct, but I can just swap it

#

should I pass as reference?

surreal peak
#

Yeah that part was offscreen on your screenshot

#

When you click on the Event Dispatcher in the GameInstance, you can add Inputs with the + at the top right

#

I used a random Struct type, so just ignore that.

modern radish
#

sure, yeah. I got that working.. but what is confusing to me is thy does it look like it's an Input when I call it on the second BP? I would have expected it to be on the right side, coming out as output?

#

here is my logic in the Game Instance BP, where I parse the JSON

#

(will rename things later)

surreal peak
#

Not sure what you mean with the question. Where do you expect it to be an Output?

modern radish
#

ahh okay, I think I understand now, it appears as output in the Custom Event

surreal peak
#

You sure?

#

There are no outputs involved here

#

@modern radish

modern radish
#

I just thought when you told me I could pass my data with the Event Dispatcher, I thought it would look different, but I think I understand now

versed fulcrum
#

Does anyone knows why i can't delete the StaticMesh inside a Blueprint?

surreal peak
# modern radish I just thought when you told me I could pass my data with the Event Dispatcher, ...

EventDispatchers/Delegates are Lists/Arrays of who to notify when Calling/Broadcasting it.

In C++ the EventDispatcher is just a Variable. The BPs its a bit more fluffed out with custom nodes.

The Variable, internally, has an Array of who to notify and how. E.g.

[0] Object1, MyCoolFunction(Param)
[1] Object2, SomeOtherFunctionName(Param)

With "BindEvent", you add an entry to that List. You can also unbind it if you wish to no longer be notified. Binding multiple times is also possible, so it's wise to unbind after you are done with whatever you had to do.

For you that would be

[0] YourObject, OnJsonIngested(STData JSONDATA)

When Calling/Broadcasting the EventDispatcher/Delegate, it will go over the list and simply call those functions on those objects, passing in the Parameter.

The list of Parameters on the Function you bind has to match the signature (Inputs) of the Delegate. In C++ there are some more options available, but that's the gist of it in BPs.

So your OnJsonIngested function just has an Input. There is no Outputs involved here.

surreal peak
versed fulcrum
#

no work.. what i did is just copied a static mesh from anther actor in the level

#

and pasted into the bp

surreal peak
#

Have you compiled and saved the BP already?

versed fulcrum
#

yeah

surreal peak
#

Hm, can you try restarting the Editor?

versed fulcrum
#

yes, thanks

#

hmm. seems still won't be able to delete. I found this, but these static mesh are just inheriting the StaicMeshActor class, not a BP

edgy ginkgo
#

I have a spawner that is supposed to alternate between two types of trees, only one of them is spawning, even if I just have it spawn the second one it spawns the first one

#

they aren't even in the same class

surreal peak
versed fulcrum
#

OK,thx man

surreal peak
edgy ginkgo
#

that's true I suppose I am confused where

#

oh Im dumb

#

nvm found it

dark drum
#

what advantages do data assets have over just using a uobject?

remote meteor
#

Asset registry

#

I think

dark drum
#

i'm doing a bit of work on my dialogue system to add audio and montage support and currently debating on making the selections their own object of sorts for the data. (Dialogue, Audio, Montage and ResponseOptions) Not sure if I should even bother and if I do, if I should just use a uobject (I can just get the default values from the class) or use a data asset for it.

cursive cloud
#

When I kill the NPC he ragdolls and dies (good) but an invisble version of him appears and will follow me when im in radius and attacks me:
Im not sure what im doing wrong

#

when I shoot at him I see the blood particles as well but it doesn't die its an invisble god

dark drum
remote meteor
#

a data asset is also an uobject

#

what you could do with an uobject you also can do the same on data asset

dark drum
#

Yea, im not sure if there's much point the more i think about it. If a conversation has 7 pieces of dialogue, then that would be 7 uobjects/dataassets that would need to be created. If there's 100 different conversations, that could be around 700 uobjects/dataassets that would need to be created. Just thinking about naming them gives me a headache haha.

Hmmm...

remote meteor
#

oh definitely not an object for each sentence

#

šŸ˜…

#

i would do an object for each conversation..

dark drum
remote meteor
#

until the day epic decides to finish up CommonConversation into a more robust backbone 🫠

tawny summit
#

Just a question, is there a cloak spell effect equivalent in eu5's blueprints like how the creation kit has one. What I mean by this is can you put a cloak effect on an actor (the effect can be anything) that would cause an effect on other npcs or the player if they get too close to its radius?

dark drum
#

If there was a way to have the function update the number of output pins based on the inputted uobject/dataasset, that would be pretty cool.

thin panther
tawdry surge
#

@remote meteor more robust? Last I looked it doesn't even function

minor dew
#

I've set a default player pawn in the project settings, and the player controller that I created.
When I start the game, the controller doesn't set the view target to the camera of the player pawn, instead it put a camera in the mesh location.
What's the problem here? šŸ¤”

undone sequoia
#

guys when I have output from pitch lets say -180 min and max 180 degrees and I want make from it min -45 max + 45 so output will be between these range what to use ? i tried clamp and put there -45 and 45 but its not working its giving me always 45 lol

remote meteor
#

i somehow manage to get it "working", its very particular of needing the game feature plugin for its content...

#

i just liked the behavior tree alike editing

#

the other things,, not so much..

tawdry surge
#

I looked at the c++ for it a few months ago, and you couldn't do anything beyond assign a speaker and feed it a line. Most of the nodes didn't actually do anything and it didn't implement any of data arguments for dynamic conversations.
Didn't look like they touched in in months either.
Was just gonna steal the graph and roll my own

random solar
#

Got an issue I need help understanding, I'm trying to cast to a widget from the character blueprint. The issue is that the cast is failing when I create a user widget object reference when I put it in the object pin.

#

The only blueprints for the actual widget is me making a reference to the character from the widget.

dark drum
random solar
dark drum
random solar
#

My bad, didn't press compile but issue still applies

dark drum
random solar
#

That's what I'm trying to find out. All the widgets are host on another blueprint called MainHUD. MainHUD is created in playercontroller and calls the HUD with all it's widgets in the second picture

#

So I don't think I have created a reference to the widget individually

#

If you think what ive explained is false then I will continue to look for it

edgy ginkgo
#

for some reason this is not adding +1 to the interger

trim matrix
#

hello guys, I have a problem with my blueprint.

everything works visually fine with 5s delay, but if I clicked twice sounds keep playing after 5s and giving this error

north lynx
#

Hi!
I have a question
I'm currently working on picking and dropping system, but I hit the wall
Using Interact Interface and the trail from players view idk how to know, which item to show the player
Every tutorial uses the collisions to pick the items, but I don't want another system for only picking and dropping items.
Idk what to do...

modern radish
north lynx
dark drum
golden pewter
#

how can i prevent a widget from blocking an actor in my level?

dark drum
# trim matrix yes it didn't work /:

This issue is your stop audio node. It's pulling an input from a different execution line (which you should avoid). When you add an audio component, store it in a ref and when you go to stop, use the ref.

trim matrix
#

you're right, thank you. how can I add ref here to stop it

dark drum
trim matrix
#

didn't work 😦

dark drum
dark drum
trim matrix
edgy ginkgo
#

I am so confused by this variable

#

for some reason it would add the plus 1

dark drum
# trim matrix

whats the issue? If there's an error, you need to show it.

trim matrix
dark drum
edgy ginkgo
#

nvm for my issue

dark drum
trim matrix
dark drum
trim matrix
#

just promote variable, didn't name it

dark drum
trim matrix
#

system sound didn't recorded but after second click sounds keep playing

dark drum
#

your not setting the var thats connected to the stop node. You should set this to the audio component you create when you create it.

thin panther
split sleet
#

Hi, I've been trying to create a seesaw that trying to stay horizontal like in Fall Guys and for some reason Angular Motor stops at some point as shown in video (34-35 second). All I did was:

  1. Create Actor Blueprint and add Cube
  2. Set scale of the Cube to 4,25 on X and 0,5 on Z
  3. Set the Cube to simulate physics
  4. Add a Physics Constraint to the Cube
  5. Set the Component Name 1 in the Physics Constraint to "Cube"
  6. Lock Swing 1 Motion and Twist Motion, limit Swing 2 Motion to 70
  7. Change Angular Drive Mode to Twist and Swing and check Swing in Drives and set Strength to 1

I tried:

  • changing limit angle, component names and blueprint hierarchy attaching physics constraint to root component instead of cube;
  • delete and add constraints again;
  • reopen project; create new blueprint;
  • use swing 1 motion and twist motion;
  • change stiffness and damping;
  • change angular motor strength;

I've noticed that it mostly happens when one side is slowly going upwards

dark drum
trim matrix
dark drum
trim matrix
#

now I disconnect play

#

but still coming sound after 5 second when I click twice

civic citrus
#

I wanted to create a very simple actor for representing cover (basically a mesh, collider, a variable indicating whether it's weak/low or strong/high cover, and a variable representing its durability). It's easy to toss these together in a blueprint, but apparently then I can't access the cover level and durability from C++ code? Is there a way to get around that? If not, what's the proper way to handle this situation?

dark drum
surreal peak
dark drum
surreal peak
#

Pretty sure yeah

dark drum
trim matrix
#

how did you add play audio there ?

dark drum
trim matrix
#

now sound is always playing from start :/

#

I unchecked the auto activate, so now not starting on itself but it playing when I clicked

#

not after 5 sec

frigid swallow
#

How would I attach an actor to my player character’s arms using blueprints?

lofty rapids
#

is it falling at all? or are you just destroy actor it looks like it disappears

thin panther
random solar
thin panther
#

how could we possibly know? you havent shown us anything other than a video?

split sleet
split sleet
pulsar pulsar
#

Ah, it's happening without the animation aswell. So the issue lies somewhere where the sun doesn't shine it seems.

#

ah

#

i know now i think

#

The widget creation is being called each tick

#

yup that was it

frigid swallow
#

So I changed the mesh for the player character that's referenced here, and now I can't figure out what to put for "Parent" and "Rocket Name".

near tundra
#

How do I make it where a projectile will not collide with itself but still collides with other objects?

lofty rapids
#

if your handling it yourself then just cast and do nothing, run the code on fail

manic hamlet
#

How do you guys tell your UI elements(i take Crafting menu as example) what the player is ? do you always "Get player character->Cast to PlayerCharacter"? or do you have a variable called like "PlayerCharacter" in your CraftingMenu ? is there a "best practice" for this?

near tundra
#

i figured it out

#

I had generate overlap events on the arrow itself

#

-facepalm-

lunar sleet
#

If you want to block only a specific type of object

lunar sleet
zealous moth
cold junco
#

hello ,noob here , i have build a pressure plate , and put a cube on it , when i move it with my character on the plate , it does not stay in the state open (end overlap for the cube ) , i have try "is overlapping" to tell the pressure plate that i m still here , don't know what to do for the door to stay open if my character stay on the plate .

manic hamlet
# lunar sleet You can cache and reuse a ref just don’t start doing actual logic in your widget...

I know about the references šŸ™‚

Lemme explain my scenario:
Every UI usually needs variables or functions from the "root player":

  • Clicking Craft in a crafting Menu needs a reference to the InventoryArray to add whatever is crafted to that variable.
  • Clicking "Increase Stamina by 5points" in a Talent-Tree would also need a reference to the player as the Stamina Variable is there.

My thought was:
Do I give the Crafting menu and the Talent Menu widget both a PlayerCharacterRef variable that these buttons(Craft/IncreaseStamina) then refer to and get the functions from the player that way or do i do this(screenshot) each time I click the Button:

lunar sleet
#

Drag from other actor and cast to the BP you want to check for

#

It’ll give you an execution and a cast failed

manic hamlet
lunar sleet
manic hamlet
lunar sleet
#

Well yeah but they’re all the same blueprint or children of it right?

manic hamlet
#

I think the answer to that question is also yes.
e.g.:
I got a WB_TalentTree
and theres like 50 WB_Talent
in there

lunar sleet
#

That’s fine

#

So you should only need to get the char once and cast into it

#

At which point there’s no need to further save that ref

#

Basically, just get it and cast. I’d only recommend saving the ref if you have to reuse it several times in the WB

sick fable
#

Can I get help I am trying to get this audio to loop while the event is triggered

#

until it end

#

s

lunar sleet
sick fable
#

I am not sure how so I didn't do it

manic hamlet
#

the thing is im trying to figure out if a reference makes sense even if i need it multiple times, as the child (the Craft Button) would need a reference to the parent each time anyway

sick fable
manic hamlet
sick fable
#

I need the sound to end when the even is called

#

oh

#

bru

lunar sleet
#

So you don’t have to add 1 letter šŸ˜€

sick fable
#

do you know how to help me

lunar sleet
sick fable
#

ok

manic hamlet
#

@lunar sleet @zealous moth
1screen: WB_CraftingUI
2screen: WB_CraftingItem

The WB_CraftingUI has a "foreach RecipeYouHaveLearned"(not real names,just making sure you understand what i mean xD) in it.
Now the Craft button doesnt know what the player is, and I have figure out 2 solutions to this problem:

Nr 1. Inside of WB_CraftingItem I do a GetPlayerCharacter->Cast to BP_PlayerCharacter and from there i do stuff like AddItemToInventory

The second solution would be: WB_CraftingUI has a variable of type BP_PlayerCharacter and inside the foreach I give the Child(Wich also has a variable called "Parent", Wich is the WB_CraftingUI, and then once i click the craft button it goes to: Parent->BP_PlayerCharacter->AddItemToInventory

My question basically is(as I am used to avoid "Cast to" wherver I can): Is it better to have that "layering" of variables in Example 2 or is it better to "Cast to BP_PlayerCharacter" EACH TIME a player clicks craft?

manic hamlet
#

No

lunar sleet
#

Show where it’s fired

manic hamlet
lunar sleet
lunar sleet
manic hamlet
lunar sleet
#

You say each time but really you only do this once, right?

#

Like once per widget

manic hamlet
#

Once per click on something UI related that needs player data

#

idk, you know PoE?

lunar sleet
#

Interp will change the value but it won’t call your entire function again, print the output value if you need to understand better

lunar sleet
#

Don’t worry about that. Lot of plebs making YouTube tutorials that have no clue what they’re doing and just saying random shit to get views. The tiny cost of casting is unlikely to ever be an issue in your game

manic hamlet
#

e.g. lets say i got 20 Talent points and all my talents would be:
4Buttons of 5+ Strength
4Buttons of 5+ Stamina
4Buttons of 5+ Dexterity
etc

so each of those buttons would do a "GetPlayerCharacter->Cast to BP_PlayerCharacter->IncreaseStats()

lunar sleet
#

Basically your interp starts but you’re only showing the value in that next tick

#

You’d need a timeline or like @edgy ingot said, on tick or a timer by event

lunar sleet
manic hamlet
lunar sleet
#

Yeah, so make one function

#

That gets the char and casts

#

And then call that function on each onClicked

#

So you don’t have to write it 50 times šŸ˜€

manic hamlet
#

well all these buttons derive from the same parent anyway,so i kinda got that already

lunar sleet
#

Ok good

#

Then no problem ? šŸ™‚

manic hamlet
#

I just,until i realized that this is getting messy and then i came here to ask about it 20mins ago^^, did it the "parent way" as in:
I have a foreach->CreateTalentPointWidget
then each TalentPointWidget has a variable type UI_TalentTree and the TalenTree has the ref to the player so each time a player clicks it goes to the TalentPointWidget->GetParent(now were in UI_TalentTree)->Get Player Ref->IncreaseStats()

#

I was just realizing if i have like 200 talent points in the tree that would mean I have 200 of the same variable attached to them for no reason, wich i can easily solve by just casting to the playerCharacter

lunar sleet
#

Did you plug that into a tick or what

#

Yeah no don’t do that

#

I’ll explain how it works in layman terms

#

Interp changes a value over time

#

If you want to reflect that, you need to check that value several times during that time

#

So

#

try this

#

On clicked, set timer by event, set it to looping

#

Make a new custom event

#

Put your code in it

#

Delegate that event into your timer by event’s event in pin

#

Also add a branch to check if that value has reached the end of your interp

#

When it does, clear and invalidate the timer by handle

lunar sleet
#

...

#

why are you calling the event instead of calling the timer?

#

after this, you need to google set timer by event @odd berry

#

here's a mockup above, might need testing

jolly cipher
#

Hello!

This maybe a noob question, but im trying to add a mount system in this template. ( First time, trying to wrap my head around this ).

I created a separate blueprint for my mount actor. Created a overlap event so when the BP_PlayerCharacter overlaps, the player would attach to the mount and posses it.

After testing a very basic setup, as soon as I posses the mount I start getting spammed that it can no longer find the player's dependencies components.

Is there a way to attach the mount to my character without having to loose all my depencies of my main player?

The only way I would see maybe working would be to create a bool (IsMounted) for my animBP and create a blendspace for my mounted animation but I have no clue how to make my mount move and have it controlled by player or mirror its direction ... Does anyone have any tips or tricks to go around this?

lunar sleet
#

think of a timer by event as your own personal tick with customizable interval and that can be stopped

#

sec, gotta do some actual testing on it

#

this'd be much easier with a timeline but can't use those in widgets apparently

pulsar pulsar
#

so I made my project a C++ project because I thought I would learn C++ but I've kinda changed my mind as C++ is so darn messy to look at lol. I kinda want to change my project into Blueprint again but I'm afraid of what/or if I could lose stuff in the process.

thin panther
#

And still not write any c++ in a c++ project

#

But I have no clue what you mean. Unreal c++ is much cleaner than BP šŸ˜†

pulsar pulsar
#

I figured as much. But I think the basic stuff of the movement code for the ThirdPerson blueprint is all located in C++ form.

thin panther
#

You can still very much use the BP content pack

pulsar pulsar
#

As I'm only familiar with C# since before the Unity disaster, I find C++ to be horrendous for the eyes.

thin panther
#

You'll want to get used to c++. BP can't do everything, and you'll want some c++ in a game you plan to ship

pulsar pulsar
pulsar pulsar
#

because I was following a tutorial on implementing swimming as I had no clue where to start so that's when I noticed my BP being different. So I drew my conclusion it was because of my C++ made project

lunar sleet
#

k, sry that took so long, had to work around not being able to use Timelines in widgets

#

you can adjust the update rate by changing the Time

#

sry I missed a step, sec

#

there, fixed

#

do you see kind of what this does, or do you want me to take you through it

#

so onClicked you set a new timer that "ticks" every <Time> seconds. Every time it "ticks" it calls that CustomEvent. That event lerps between value A and B which would be your start float and target float. If you hover over the Alpha it'll tell you 0% is A and 100% is B. Then from there you can plug that value into your Set Render Scale. Once the value's hit the max amount you give it, you stop the timer by clearing and invalidating its handle

cold junco
lunar sleet
#

Are you having actual perf issues?

#

you'd need to do some #profiling probably and maybe simulate it for mobile devices since those usually have less resources

jolly cipher
# jolly cipher Hello! This maybe a noob question, but im trying to add a mount system in this...

Im rethinking my approach. Im trying to see if theres a way to attach my main character to my mount but instead of possessing it have the mount mirror input from main character via Tick.
For example in my mount I would capture the MOveForward, MoveRight and Jump inputs from my MainCharacter. This way I would still be able to maintain my main character inputs and components
Would this make sense to anyone? Not sure if I have the right approach to this.

lunar sleet
#

yep

#

you can make them all floats, change the A and B around, and just change the Alpha to a negative value

#

I just put static values in there but yours can be cached in floats and changed as needed

versed sun
#

Does anyone else get a bug once and a while where you can't delete/cut/copy/paste/duplicate nodes?

#

everything is compiled , saved

lunar sleet
stable crystal
#

Hi,

I recently tried to set up movement for a character but it isn't working. I copied exactly what's on the 3D character demo but it isn't doing anything. The block still won't move.

Custom Character Blueprint Class: https://imgur.com/a/ZnLRrMQ

Custom Game Mode: https://imgur.com/a/mVoBEFV

Custom Mapping: https://imgur.com/a/usAiI9W

InputAction Jump: Set as Digital (bool) InputAction Move: Set as Axis2D (Vector2D) InputAction Look: Set as Axis2D (Vector2D)

I know it's not very helpful to be viewing it all from screenshots but any help is appriciated. It's exactly the same system on the 3rd person baseplate level on the unreal launcher. I just copied stuff over manually

lofty rapids
#

from triggered into the first add movement
also the add movement input at the end of your ia_look isn't necessary i don't think it's even doing anything

versed sun
stable crystal
#

No, nothing currently. It just sits there

stable crystal
lofty rapids
stable crystal
stable crystal
#

Now I just need to see if I can smooth rotation because it's a bit choppy

jolly cipher
#

Hello!

So trying to wrap my head about creating a mounting system. I am currently building a shooter game and wanted to add a simple horse mount where you can still shoot while riding.

After looking at a few tutorials on youtube, i'm understnading the the fundamental system revolves around Attaching my main character to the mount character. I would then posses the Mount character to control it.

If im understanding this correctly, once I posses my mount character, I loose all my Main character's inputs and refs.

I assume I need to re-create all my inputs and rework some of my main character refs as most of my HUD ( Behind Tick events ) were based on Get Owning player. Once I posses the Mount character, my get owning player becomes the Mount and breaks alot of this logic ...

I could copy and paste my widgets over to the mount and rework my logics to swtich owning player base if player is mounted or not but just seems like there should be a better way.

Is there no alternatives to attach my main character to the mount but not posses it and still control the mount somehow? Im super confused lol

stable crystal
#

Actually it's not even rotation. It's moving left/right that's choppy. When I press the key there's about a 0.5 delay which causes it to jump in position. Same with going backwards

frigid swallow
#

How would I change the character’s animation/movement using blueprints? For example, when the player character is holding a gun, instead of running like normal, the arm that’s holding the gun stays still?

oak fable
#

hey there
i just bought this asset pack its the procedural turn in place
im having issue with the turn in place component it has many errors but what i need help with is this Steps structure array
it says Steps no longer exists on node calculate tun in place steps but its there
any clue why ?

#

also inside the function calculate turnInPlaceSteps i see this errors

lofty rapids
#

why does the second add to array have a different setup than the first ?

oak fable
#

i dont really know im trying to fix this asset

stable crystal
stable crystal
#

Yeah. I'll try there. Thank you!

lofty rapids
oak fable
lofty rapids
#

try to "refresh node"

oak fable
#

removed them

lofty rapids
#

your array has structures ?

#

you changed it somehow ?

oak fable
#

its not mine im trying to fegure out how its working and fix it

oak fable
lofty rapids
#

well theres a problem with that array obviously, something with the structure most likely

lofty rapids
#

what happens if you try to drag off the array now and re add the adds ?

#

or just try to drag out make an add see what happens

oak fable
#

for the duration it says float is not compatible with structure

lofty rapids
lofty rapids
oak fable
#

when i drag from duration to add

lofty rapids
#

i mean when you drag out and do an add, it shows up with no error ?

oak fable
#

i can join a voice channel and screen share for you if you want

lofty rapids
#

i just help in here sometimes in dm

oak fable
lofty rapids
oak fable
versed sun
#

Oh, you have to Split the Structs

lofty rapids
lofty rapids
versed sun
#

Copy/Pasting Split structs does that

lofty rapids
# oak fable

well that makes no sense it's still two different adds

#

i mean they have a different setup on each on, is this when you drag a new add node ?

oak fable
lofty rapids
#

drag out from local steps and add a new "add" node, it should be the current setup

oak fable
lofty rapids
#

hmm

#

haven't work much with structs, still new to unreal as well

oak fable
#

also local_steps looks like that in the local variables

lofty rapids
#

weird it just shows the colored dot thing by itself

oak fable
#

i see now it was the local steps issue its bugged i added new one and now got the values

modern radish
#

if I spawn blueprints containing actors at runtime, I see them in the Outliner but I don't see them in editor.. Is there a way to make them visible?

frigid swallow
#

How would I change the character’s animation/movement using blueprints? For example, when the player character is holding a gun, instead of running like normal, the arm that’s holding the gun stays still?

lofty rapids
lunar sleet
#

Well the 0 to 10 was an example

#

You need to plug in your actual values

#

Also

#

Don’t do 0.001 on the Time

#

That’s just how often to update

#

The lowest you should maybe do is 0.1

#

The values in your lerp should literally be your current scale value and the desired scale value (A and B respectively)

#

So 1.5?

#

Did you change A to 1 and B to 1.5?

#

Yeah cause your counter is too small

#

You set your float scale to something ridiculously small like 0.0001

#

It’s going to take forever to reach 1.5

#

Make sure to adjust your >= too as well

oak fable
#

i dont really know what is the issue with this structure
can't we no longer use the break node or let say how can i break this structure
im really stuck here

oak fable
#

yeah it is

#

or i think it is i dont really know im just lost now šŸ™‚

lofty rapids
#

it looks like it

oak fable
#

i can't see any break struct when i drage from the Get node

lunar sleet
#

Prly cause you’re getting a copy, but either way bp structs are bad

oak fable
#

i dont know but here i can't find any break nodes is that normal ?

lofty rapids
oak fable
#

can you sent a screenshot please

modern radish
lofty rapids
lofty rapids
oak fable
lofty rapids
#

what does your array variable details look like ?

lofty rapids
oak fable
#

its there and i used it