#blueprint

1 messages · Page 7 of 1

oak fable
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fk i had to delete the old break and make new one why i dont know but seems to work

jolly cipher
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ANyone have any insights?

lofty rapids
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your using the wrong foreach, that's why it's error probably

oak fable
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i fixed all of them thanks buddy
but now i have another error

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i dont know what to connect to it as it has nothing from the begging not connect

lofty rapids
oak fable
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the error message its there

lofty rapids
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ya it says font 0 is invalid ?

oak fable
lofty rapids
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hmm, how is your structure look ?

oak fable
lofty rapids
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I never used an enum, i have no idea about that, but 0 as byte should be ok seems to work without error

oak fable
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its okay thanks alot for your help will keep trying with it

lofty rapids
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i'm still learning and am new to unreal i'll get to it eventually when i need it

oak fable
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i believe it this switch on enum issue

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he read both foots as new enumerator 0

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and i can't find that switch on enum when i search on it

lunar sleet
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Idk how to explain this to you further. You can increase it by any amount you want, I just gave you an example, didn’t say copy it verbatim

lofty rapids
oak fable
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finally no errors here
thanks alot
now lets fix the animation blueprint 13345

spring rain
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I'm using the default third person template. I'm trying to add a Hit animation that does damage when a person presses a button.

  1. I created a new Input Action(IA_Hit)
  2. I updated the IMC_Default to use IA_Hit
  3. I now when into my Character Blueprint's event graph and added EnhancedInputAction IA_Hit But I'm not sure what to do here and how to hook it up to my Animation Blueprint?
faint pasture
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Presumably play an animation/montage)

spring rain
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You're saying to just play an animation directly in the Character Blueprint? @faint pasture

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As opposed to using the Animation Blueprint?

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I created a Play Animation node on my triggered and now my character won't return to the idle animation set in my animation blueprint

whole timber
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Anyone know of good tutorials, that guide you through making abilities without coding i.e. mostly using BP's? I just wanna play around in a 3rd person template.

Or is there a better channel to post the question in

lofty rapids
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i would try montage

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i had a problem with the animations on hit reaction as well, i noticed some games just leave them out and have particle effects or something

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also someone mentioned to me about blending animations, i tried it didn't work

spring rain
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Okay good to know. I'll try a montage!

mellow folio
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You're on the right track

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Data driven would be something like a data table which is a giant list of structs, and your game objects look up their properties on the data table

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The alternative to that would be object driven, where each object has the values plugged into it before the game starts, which sounds a lot worse, but can actually be better

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But in regards to taking damage, you almost definitely wouldn't want your health variable to be inside of a struct that would be annoying. The purpose of a struct would be to load or pass information in chunks

tawdry surge
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@whole timber Bp is still coding. There are plugins on the marketplace to eliminate most of the c++ but it doesn't require much to begin with

narrow surge
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how do i get a reference to a Behavior Tree Task Blueprint?

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neither google, people in call, and chatbots seem to have 0 info on how I can successfully compile this "is task executing node"

mellow folio
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Dispatches would be more convenient for you but interfaces work just fine as well both approaches are acceptable

sick fable
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Hey can someone help Me I am trying to get the variable zippolit

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into a different blueprint

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but I am not sure how to properly cast it

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I want when the Zippoislit

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I can then light the campfire

lofty rapids
# sick fable

probably reverse sequence one and two or put them on the same execution after the first true

sick fable
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reversing it fixed it

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thx

feral parrot
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Does anyone know how to make the camera rotating only in Z axis when I get close to a collision? Now it zooms in to the character when I'm close to a wall. In my game I can freely rotate the camera in Yaw direction only, and when I get close I want the camera to change its position that I kinda look from the top

frigid swallow
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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?

rain magnet
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i imported a pile of texture images, and in the process, unreal decided to group/pack/etc.. them in groups (presumably according to filename) such that i have 1 texture with around 10 source images. how do i access these images from this single texture in my material blueprint?

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yeah wtf, when importing a single image, unreal decides to go hunting in the same directory and automatically pulls other images around it with similar filenames

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does this obnoxious behavior have a name so i can go turn it off?

lofty rapids
rain magnet
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i fixed it by moving the image into its own directory and then dragging it into unreal from there (to hide the other images from unreal's grabby behavior)

fleet lichen
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Anyone know why it dosn't work?
The healt float is set to 10

lofty rapids
fleet lichen
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yep...

sonic crest
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Try get player character

thin panther
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the best way to map your health onto a progress bar btw is to do current health / max health

fleet lichen
thin panther
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that will always map it to a 0 - 1 range

fleet lichen
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thx for the advice

thin panther
fleet lichen
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Well, spawning the widget look like this.

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What difference is between Get Player Controller and Get Player Pawn?

thin panther
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well one returns the player controller, the thing that routes input and possesses a player pawn

fleet lichen
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oh

fleet lichen
thin panther
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I'm assuming you have a max health value too?

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Somewhere

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Otherwise you wouldn't know the maximum to heal to etc.

fleet lichen
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i have a calmp set to 100 and branch

thin panther
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Well you need a max health value. So make one real quick. Then you can replace the 100 with it

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And then in your progress bar just set its output in the bind to health / max health

fleet lichen
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so just create structure with curret healt and max health

thin panther
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No struct needed

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I didn't say struct

fleet lichen
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Woudln't structure work better?

wicked marten
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sorry to disturb,, is it possible to make a append ui on UMG

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that you can add pin in game?

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like a expandable item box.

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and i can write on it

fleet lichen
thin panther
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Ah we've all been there :P

fleet lichen
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but yee, thank it's work now

thin panther
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Np

tall lion
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Not sure if this is a basic solution, but anyone here know how to get a gamepad to use On Click events for the UMG? I have my controller joystick axis moving the mouse, but I need to have the Gamepad Face Bottom to click a button. If there is a way, can someone guide me please?

loud tree
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Has anyone here used the pelengami dash vfx pack and found a good solution for clipping through walls

real field
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So, when i know i need to use a PlayerController and when to use the input setup on the player bp ?

radiant cape
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controllers sit above pawns, just imagine if a pawn didn't have a brain, like a zombie... it can still be damaged and die, but it won't do anything because the controller (brain) isnt doing anything... the brain can be you the player pressing buttons or an ai behaviour tree

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stats like health keep on pawn

real field
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so unless i have different pawns controlled by one player, is good to put it on the player controller
I ask that bc most of the tutorials follow the Unreal Template, where they but it on the Pawn BP not the controller, and i saw some people saying that was a bad practice from unreal

crimson saddle
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I am struggling with another dumb math problem...
I am trying to set the extents of a box to a size in multiples of 100 units, but I can't figure out what the math needs to be. I am very tired

radiant cape
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blueprint's can get messy quickly, it's good to keep things like spawning huds in the HUD class, brains in the controllers, attributes in the pawns...
if you start doing multiplayer or split screen you'll need to do it this way as well...
if you want to use pawn possession nodes you'll want the inputs to follow the controller into any pawns it may possess...
you miss out on being able to child your players pawn class for your npc's to build off of and will be forced to write code twice

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i'm new game to programming, so there's probably tonnes of other reasons, those are just some i've run into

remote meteor
crimson saddle
remote meteor
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and z is always 100?

crimson saddle
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I think I needed to do R*50+50 to offset my box by the first 100 units of size

remote meteor
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or you can always make sure your radius has a minimum of 1

rapid helm
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hey y'all rn i'm having trouble finding nodes that basically makes an actor look at where the cursor is pointing at, but the only solution i could find on google is just get hit result under cursor by channel (which will reset the actor's rotation if you look at the sky) so i was wondering is there any other way to do it?

lunar sleet
rapid helm
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Hold on lemme show you what i meant

lunar sleet
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This is top down I imagine?

rapid helm
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For get hit result under cursor by channel, yes it's (better) for top down

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But i'm using the third person template

lunar sleet
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Why

rapid helm
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Because i'm not making a top down game?

lunar sleet
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Then why do you need it to look at the cursor itself

rapid helm
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i'm trying to make the arrow look at where the cursor is pointing at cuz it's supposed to shoot something out of there

foggy escarp
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this would basically be the setup for thirdperson aiming. It allows the aiming to still point realistically.

rapid helm
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Wonderful, thanks dude

foggy escarp
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I just realized you mean the cursor position not the camera forward vector. But the concept is the same. Instead, you would use the node: "GetHitResultUnderCursor" via the player controller.

rapid helm
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Ah oops sorry if my explanation wasn't clear enough

velvet turret
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But the damn black background is still there..

sour cliff
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I have a post process inside my blueprint and i want to control its bloom based on a variable , how to do such thing? It cant find bloom node for the bloom settings out of it

fiery swan
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Hm, so anybody any insights on issues with world partitioning and attached actors - or more specifically "Attach Actor to Component" not working at all neither in construct nor begin play?
Since converting our map to use world partitioning (we used file per actor from the start) all attached actors that are attached this way stopped actually being attached to their parent actors.
Also tried shoving in a delay to see if its a loading order issue, which it doesnt seen to be.

edgy ingot
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I would just create a custom bp actor that has a pp volume

frank viper
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Hi quick 911 question 🙂
I have one Savegame object and I am saving two different material slots out.
Problem is one material slot is over writing the other one.
So which ever material is written out last over writes the first one.
I cant seem to write it twice once to one material slot and then to another.
Both my material slot names are different and are correct.

My save game txt file looks like this:
BoolProperty ¸B<«ãPAJ¢ic¹uW/ Section_6_Part_3_customs_save_1_Savegameobject  ObjectProperty J #“ tüž‘CšÊz"x%òF /Game/Materials/WQStation/M_Stationlight_3_Inst.M_Stationlight_3_Inst  6_Part_3_chosen_saved
BoolProperty ¬úŒoB¶£X’¶¬ None

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So when I load this saved version back into the game, both material slots are filled with one material

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Do I have to create a 2nd savegame object?

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Or is there a way to seperate the two material slots?

sour cliff
edgy ingot
sour cliff
frosty heron
sour cliff
frosty heron
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Show a picture on how you try to access the pp setting, and show the pp setting you are trying to change

frank viper
frosty heron
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What's stopping you from using 1 save game object

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Might as well just create another variable for the other material instead doing the whole savegame object

frank viper
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I have 2 different variables.

steady night
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het guys i have an image where the edges is transparent

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im using it as a UI image

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but when displayed on the UI there transparent part is gone

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its fully visible

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how do i make it show the "transparecny"

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like this is how its shown in the ui

raw orbit
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if i want my grid slot panel to be of particular proportions based on a FVector2D how do i calculate the rows?

i can calculate columns with % but im not sure what to use for rows

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tried this with x being 10 and y being y

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i get a checker board effect

dawn gazelle
# raw orbit if i want my grid slot panel to be of particular proportions based on a FVector2...

Loop within a loop is probably easiest.
First loop Set last index to: X-1
Second loop Set last index to: Y-1
Connect the first For Loop's Loop Body to the input of the second For Loop.
Connect your widget creation to the second For Loop's Loop Body.
Connect Your "In Row" on the "Add Child to Grid" to the Index of the first For Loop.
Connect your "In Column" on the "Add Child to Grid" to the Index of the second For loop.

So if you have X = 5 and Y = 3 You'd end up with 5 rows of 3 columns.

raw orbit
raw orbit
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how did it take me so long

gentle urchin
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Index % RowLength = ColumnIndex
Index / RowLength = RowIndex

raw orbit
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yeh ive done that too but it doesnt offer the same amount of control over how many rows you want

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unless i was doing it wrong

real garnet
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Hello everyone, I am trying to do root motion movement, but the screen is flickering on the client, can you help me?

high ocean
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Any idea on how to approach generalizing this?
Context: I will have an "infinite" number of npcs that should use this code - montages are exposed as vars, they will be retrieved from DT. The problem here is I could have any number of notifies and adding n pins to the switch isn't the best idea. Any idea on how to better pass functionality no matter what the montage notify name is?

echo storm
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What is the best way to create functionality for children of Button Blueprints? I have a parent class, "BP_Button" and want to create children of that class with different functionalities but what is the best way to continue the code after the button press? Do I just create an event in the parent class that I listen to in the child Blueprints or should I use an interface for it or how else could I do that?

high ocean
spice shell
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Hey folks, has anyone set up an Analytics solution using a blueprint-only project?

tawdry surge
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@high ocean iirc common conversation buttons already do that as part of the on clicked dispatcher

high ocean
tawdry surge
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Sorry meant Common ui* plugin is the next step up from basic umg. Similar to how enhance input is then next step above the legacy input

north lynx
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Hi guys!
I have a question, has anyone here idea, why my code can't handle the cast to 3rd person character node?
Like, the code going well to string "1"

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I have no idea why this code don't work properly

brisk badger
faint pasture
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Your cast there is just checking if ObjectREF is a BP_ThirdPersonCharacter

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If it isn't, it'll fail

north lynx
faint pasture
north lynx
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Actor

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Blueprint Class Actor, more specificly

frosty heron
# north lynx Actor

Print string on cast failed. Then check if there is error in your output log

north lynx
frosty heron
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Check your object ref variable type

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You can probably use actor for the variable type

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On cast failed print string the value of object ref

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Casting is a type check

north lynx
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I heard somewhere that creating variable that's type is object will always work with casts

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And most of the times it worked, but not today

random solar
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I also have a casting issue for some reason
My object reference is wrong as a user widget object reference (I know that much) but I didn't create an individual reference for the widget to be created and I used another blueprint to host all widgets on one blueprint and those blueprints are created with the picture on the right so I'm not sure how to get the correct reference

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I'm also able to jump in a call since no one has been able to help me with this issue yet

random solar
north lynx
random solar
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Pin it into the object pin

north lynx
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Yeah! It worked
Idk what's the differance, but it worked
Thanks 🧡

random solar
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You're grabbing the exact instance of the possessed character you need and there is a reference to it through that

thin panther
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while this is a bandaid fix to your problem, watch the blueprint communication video pinnedd here. You have a fundamental lack of understanding on how a cast works and what a reference is.

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You first solution was not working because your Object REF waas unset

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this means the while it was a type able to be casted, it did not have any reference contained within it

random solar
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True

random solar
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Ironic that I can help with others casting issues and not my own 🥲

thin panther
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You can think of the Object REF var like a box, that only allows certain things in it.

You said "Make me a box that only allows Objects in", but didn't put anything in that box.
What a cast does is check if the thing in the box is of a more specific type. If it is, it gives you a reference of that type. I.e. is this object in the box a food item, if it is let me eat it.

What happened with you, since the variable was empty, is the cast looked inside the box, found nothing, so failed.

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@frosty heron ^

frosty heron
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Internet caught up and I realised I don't add to anything 🤣

gentle urchin
random solar
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Anyone can help with my issue? haha

frosty heron
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What's Ur issue? If cast failed just print the value of the variable

floral stump
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what is alternative of Engine Rotation Speed in chaos vehicle component?

random solar
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Well the thing is, the widget exists and displays in game. Does this mean that a reference has been made? If so then I don't know where it is

thin panther
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If you need the widget ref like you say, get the reference of that other blueprint, (it should be the HUD that controls it if you've followed good practice), then get the ref from there

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then from the parent widget, you can access the refs to child widgets

random solar
thin panther
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yes

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with the ref to MainHUD you can get a ref to Stamina and Fatigue

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personally, I would make a function on mainhud that does what ever in stamina and fatigue so you don't mess around with ref hell

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Just MainHUD->MyAmazingFuncThatModifiesStaminaAndFatigue()

north lynx
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How can I add physics to my Actor? So the actor will fall on ground when I start the game?

random solar
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Although it does still fail to cast 😦

thin panther
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show the updated code, im not surprised your intial exmaple fails

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all you should need, is no cast really, and just get teh mainhud ref from the controller

random solar
thin panther
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(I would consider handling your player facing ui in the HUD class btw)

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is that screenshot in your player controller?

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because you have 2 different variables there
the one in your player controller is called PlayerHUDref not PlayerHUDRef

random solar
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Damn, literal naming convention hell

frosty heron
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Casting a type to it self?

random solar
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Nah this is hosted in top down character

frosty heron
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That's what the note is saying I bet

random solar
frosty heron
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You are most likely casting a bp main HUD type to bp main hud

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So it's useless casting

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Yeah read what it says

random solar
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Hmm, so how do I get a reference to my stam bar then?

frosty heron
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By getting your stamina bar

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Finish blueprint live communication video pinned in the channel if you havent

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Gives u a good start

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The ammount of time you spend figuring out why things don't work probably more than the hour needed to understand how to cast and how to get reference from the video

thin panther
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then from there you can access the child widgets

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a cast is unneeded if the var type is "MainHUD"

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might want to do a validity check beforehand

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or even better rather than messing with the child widget, just makea function in MainHUD that does what you need

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also like i said

random solar
lunar mulch
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I made an event that starts an Animation everytime the character fell from a certain Height. But for some reason, whenever i fall off a height that starts the event, after that, every time i jump and lands it also performs the animation. It's like it's still thinking its falling from the minimum specified height i set, eventho it isnt.

lunar mulch
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What could be causing the "Height-check" not to reset every time i enter the falling state?

random solar
lunar mulch
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sorry for the mess

faint pasture
lunar mulch
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Hmm, is there way i could easily reset those?

frigid swallow
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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?

lunar mulch
lunar mulch
versed sun
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set it to false(Or whatever default state it is)

lunar mulch
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Im not sure i entirely follow, i have set the Landing to false after the animation is played. Is this what you mean|?

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if i lower the delay on the check speed, it seems to be less of an issue. Would this be a performance issue down the line? (having the delay set to 0.01 for example)

manic vessel
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Im lerp transforming an actor to a an actors component location then setting a constraint, But When My actor is moving its causing the constraint to not sit at the correct position , whats the best method to solve this?

random solar
thin panther
ebon olive
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hi guys. Sorry but i need help abit for understanding, so in this blueprint, when i activate my anim sequence "Throw", my set "Is attacking" is true but if i didnt use it, my set "is attacking" is false? sorry im kinda dumb but please help to understand. did i get it right? 😅

random solar
thin panther
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you shouldnt need to cast

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you have a reference in the player controller, it would be non sensical if it wasnt already a MainHUD type

random solar
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You want me to call it in the player controller instead?

faint pasture
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Does Unity have some sort of newbie bugbear like Unreal does with tick and cast?

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If I go to a Unity server what's the thing that all the beginners are hung up on?

random solar
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I don't remember having issues with Unity since there was descriptive documentation everywhere and almost a tutorial for anything you wanted to do

ebon olive
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its complicated and its buggy at times

green mortar
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Hi folk, I am having some troubles with blueprint structs

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I am trying to update a variable inside a struct, but it doesn't update it

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so I basically have a Effects Struct and Effect Struct, Effects Struct has a list of Effect with their names. I want to update those structs variables inside a foreach loop, but the way I am trying (which you can see from the image) doesnt work

thin panther
# random solar You want me to call it in the player controller instead?

No.
You said you had a reference in the player controller to the main hud. You showed it.
You're gonna need it to call that function you made, so, where you were doing the failing cast, replace it with getting the hud ref from the player controller, and calling the function you made with that ref

green mortar
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I made these structs for the purpose of regeneration/effects over time in a kind of generic way

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for example currently I am using it for Stamina and Health regeneration, I just push an Effect named staminaRegen by 5 amount of ticks and 1 power to the list, and it just regenerates 1 stamina for 5 seconds

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BUT the problem is, it doesnt reduce the ticks

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so it goes forever

sly pike
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Hello guys! Need some help, a VFX partner wants to have almost all objects in the scene static, but we need to adjust the orientation and position of all objects when the scene loads just once... Have any sense to change from movable to static during runtime? Is that even possible?

honest ember
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Hi guys. How could I spawn the same component from a blueprint multiple times?

barren dove
honest ember
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I have a plane with a texture on it and I would want to spawn 2 or 3 of them in the same area (not position ) to create the effect of distant rain

barren dove
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Anyways, I also had a question!
I was looking for a way of doing a handful of timer events in a logical way that isn't going to be real bogged down, I came across this: https://forums.unrealengine.com/t/executing-every-second/18789
I'm a little confused because they didnt show an example.

I'm thinking that on game tic he's counting up an integer (from lets say 0 to 10000) , when it reaches 10,000 reset it back to zero, then any other event that runs on a timer looks at that and says "okay every int1000, this event fires) or whatever, does that sound right?

tawdry surge
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Looping timeline with event tracks

barren dove
dark drum
barren dove
# dark drum is there any reason you can't just use timers?

As far as I understand, if you use a loop with delays, it waits until the loop is completed to go to next tic, i'm just trying to build this right the first time because more or less everything will feed off of these timers and I dont want to rebuild the whole system if I implement it wrong

dark drum
honest ember
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I was thinking maybe of a sequence?

barren dove
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There's a "random integer" node you can use
just take that, multiply it by like .1 and then add it to the first location, boom, new coordinates right near the original 🙂

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you can even retain the original Z so the rainclouds are all at the same height if you like

honest ember
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this is the current set up I have (second ss is the relocate node)

barren dove
# dark drum

Yeah I can try it that way, I read that using those timers on a loop may be iffy but maybe thats only if its firing very quickly, I can have a ton of objects reference the same event so they aren't all running individual timers

random solar
barren dove
dark drum
honest ember
barren dove
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oh in that case you could just cut and paste your spawn event stuff a couple times and modify the location, its kind of a chunky way of oding it though

unreal wind
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Hi guys, i need some help with a project that i'm doing, i'm doing a building project but its an augmented reality project, i've used the handheld base and it's working, but i want to create an bp to make a light switcher, like turn the HDR off and turn the lights of the building on

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Idk if this is too hard, but i would like some tips or a tutorial that i can follow to create this

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i was trying to recreate the buttons with a event function but i honestly don't know what i'm doing

green mortar
barren dove
# dark drum I'm not sure why starting a timer on a loop would be iffy. It's not something I'...

well as an example, right now I have a 1000x1000 grid where I spawn tiles and designed a system where it despawns and spawns tiles based on where the camera is so it isn't rendering a million grid actors all the time.

now next step is mob spawns, example: if I have 1000 mobs on fire, I dont really want 1000 timers running, I feel like I could set a world timer to fire every second and apply fire damage to everyone with the "on fire" flag in one pass
More or less I'm just trying to build each system so that I'm not limited by scale if possible, lol

random solar
thin panther
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your issue lies in the reduce stamina bar size

random solar
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What I did was move the whole function over to MainHUD so what I'm going to do now is only have this part in the mainhud area and the rest of the system back to topdowncharacter

lofty rapids
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well your missing the execution

random solar
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I probably should have print screened before I took it apart

dark drum
random solar
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Ah well it works now, But it absolutely demoloshes the bar in a split second haha

barren dove
random solar
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True, its definitley down to mechanics of the system over the functionality now

barren dove
# dark drum Yea, you could just have a manager of sorts that has a function that's called ev...

Yeah I've played way too many games where the whole thing breaks down when things get active, I'm just trying to have a solid foundation because I'm "sure" i'm going to be dumb stuff later

another question, is there a better way of doing projectiles than checking for overlap events? I was thinking since each mob will be roughly cylinderical I could just check x/y distance instead and that may be more lightweight

tawdry surge
#

Collision detection is pretty optimized. You're not gonna beat it in Bp

desert quarry
#

Is there any way of modifying the editor so I can press a button on the controller and start running my game and also focus into the game?

lunar sleet
#

Are you gonna code using a controller ? 😀

slender torrent
#

Hello everyone, I am a beginner in UE5 and I am asking for some help.
I need to when looking at a mesh to highlight it and when looking somewhere else to stop highlighting it. I achieved this using this tutorial https://www.youtube.com/watch?v=NOLgy-evbEw.
Now what I need is to create a widget and only show when I left click on highlighted mesh and stop showing it when I click somewhere else in the scene. I would be thankful for any suggestions about any tutorial, or any other suggestion from someone that can help. Thanks in advance.

Welcome to our Highlight and Pickup Effect/System tutorial!

We cover the process of highlighting objects by adding them into a custom depth pass, using the player controller to determine if an object can be picked up/ outlined and spawning/ removing objects in the world when necessary.
Outline material Tutorial:
https://youtu.be/m7DpYnWQbKI

...

▶ Play video
slender torrent
lofty rapids
#

to remove it i think it's, "remove from parent"

lofty rapids
sick fable
#

Does someone know a more efficient way to check a variable from another blueprint which isn't the character

#

I want the zippo lit variable from another blueprint

#

without casting to it

slender torrent
sick fable
#

Also I can get an error when the bp_zippo doesn't exist yet and I am trying to get the variable

trim matrix
#

Help please im going to die

#

im so confusef

lofty rapids
#

yikes

#

you'll most likely make it

sick fable
lofty rapids
lofty rapids
#

maybe get actor of class

#

ig not

#

lol

sick fable
#

lol

thin panther
#

if this object isnt guaranteed to be valid, just is valid it.

sick fable
#

I did but is valid before it but still got the error

thin panther
#

though you have slightly larger issues if you're always casting to an invalid class

sick fable
#

I put it inbetween cast to bp firstperson and cast to bp zippo

sick fable
#

ok

thin panther
#

oh wait nvm, it checks out why thats happening

sick fable
thin panther
#

if your is valid fails, you continue on to the next sequence where you access the var anyway

#

this shouldn't be a sequence

sick fable
#

ah

#

but also Is there a more effiecent way to get the variable than casting

lunar sleet
sick fable
#

i forget h

trim matrix
thin panther
thin panther
#

there is still something wrong though

#

when that cast fails, a bp zippo is permanently in memory, meshes, textures, and all

#

you want to avoid this, as it can easily blow up the memory needs of your game

sick fable
thin panther
#

so make a base class, which only has the variables, no asset refs or anything

graceful holly
#

can someone help understand how to perform a line trace from the mouse position? this doesn't work i think i'm missiong some math, i'm not hitting the red cube currently

unreal wind
#

i'm doing this blueprint to try a light switcher in my a.r project, idk what i'm doing wrong, i want to turn off the skylight hdr map with a button, can anybody help?

thin panther
# sick fable

tbh you can remove that sequence and is valid most likely

sick fable
gentle urchin
#

Its a long road

gentle urchin
#

Few hours usually

#

Theres a 2 hour vid about it

#

Bp comms

thin panther
#

only at a high level. it is just making an actor class that is a bp zippo without the assets. then your bp zippo inherits from the base

lunar sleet
#

You’re binding an onClicked event to on vis changed for starters @unreal wind

gentle urchin
#

Inheritance is a keyword

#

But general bp communication aswell

thin panther
#

it just ensures that when that cast fails, the only thing being loaded is a few kilobytes of variables, and not megabytes of textures

sick fable
#

ok

wooden wagon
#

Any idea how i can make an event that only happens if i look away from 1 object: For example i want to spawn 1 enemy or move 1 enemy if i look away and don't look at it?

sick fable
thin panther
#

other way around

wooden wagon
lunar sleet
wooden wagon
#

thx

ebon olive
#

hi guys. Sorry but i need help abit for understanding, so in this blueprint, when i activate my anim sequence "Throw", my set "Is attacking" is true but if i didnt use it, my set "is attacking" is false? sorry im kinda dumb but please help to understand. did i get it right? 😅

lunar sleet
# wooden wagon oh ok

Worth googling but basically it helps you check if the direction you’re facing is the same or opposite of the one the other actor is facing, from which you can infer when you’re facing away, tho you might need to add a check to make sure you’re not looking at its back

sick fable
#

does this matter

wooden wagon
#

by ue

graceful holly
lunar sleet
lofty rapids
graceful holly
desert quarry
manic hamlet
#

Is there a way to get the "RowName" from a DataTable ?

mental trellis
#

Do you want the row name of a specific row? Or the row that is associated with a specific name?

manic hamlet
#

my brain cant comprehend, sec 😄

#

maybe me explaining the issue makes it more obvious 😄

lunar sleet
#

Alt+P is default

desert quarry
#

Oh, I might look at that.

#

Alt-P, click on window and then pick up controller. 😦

lunar sleet
desert quarry
#

I'll try it in a moment.

lunar sleet
#

Set input to game mode only , immediately followed by game mode and UI if you’re having window out of focus issue

manic hamlet
#

I got a data table based on a struct.

Now i get multiple rows via a name (GetDataTableRowNAME)
This gives me an array of said struct.

Now I save this struct to a save game.

Now I change,lets say the icon, in the data table according to the 2nd item in the data table. If I load the savegame it still has the old icon for it, so I somehow need the RowName now of object 2 to update this data

hope this makes sense 😄

#

I need "this name" (red underlining)

#

my idea would be to add RowNameName (as a string to the struct)or something like it and just copy paste it each time,but that seems stupid 😄

lunar sleet
#

I don’t think you can update DTs at runtime, but I could be wrong. As for editing struct, you’ll need to use cpp, bp structs are not reliable

manic hamlet
#

I am not trying to update DTs at runtime

#

I am trying to "update" the struct in the savegame with the new data from the Data Table

#

and i cant do that if the struct "Farm" for example knows its own RowName

#

It would work for most building in my screenshot,but at CowHerder - Cow Herder we would have an issue.

#

I am basically just asking... if i do this:
does the OUTROW have a variable that I am not aware of that says "Chicken Coop"(its ROW NAME)?

lunar sleet
mental trellis
manic hamlet
mental trellis
#

Why do you have 2 sources for data where one is authoritative and one isn't?

manic hamlet
lunar sleet
gentle urchin
manic hamlet
mental trellis
gentle urchin
#

I mixed 3 or 4 dts to make this as fluid as possible

#

So a building only has a base row ref and an integer for its upgraded stage

remote meteor
#

i suppose he is looking to saving runtime data related to a building

manic hamlet
gentle urchin
#

Yes

thin panther
#

them models better be soft refs

gentle urchin
#

I got that

remote meteor
#

having a map or array to with the row name as keys should be enough

#

you dont need to save the whole row struct 🤔

manic hamlet
gentle urchin
#

Like

#

A building changing texture

#

From what?

#

An upgrade right?

thin panther
remote meteor
#

if that struct is a FBuilding i probably would make a FBuildingSaveData with a few array or maps that saves the state of the building

gentle urchin
#

So upgrades should be its own table

#

With a new mesh, texture, and production values or whatever

manic hamlet
gentle urchin
#

Its the same woll

manic hamlet
#

you click in a building menu the icon of the building.

gentle urchin
#

So why would an icon change ?

#

Is it not from upgrades?

manic hamlet
#

and right now I have PLACEHOLDER icon...... now lets say my graphics guy comes and replaces this... this means i have to delete the entire savegame

manic hamlet
gentle urchin
#

Your setup should be fixed ..

#

Dt row is static data

manic hamlet
#

i know

gentle urchin
#

You should have a ref to the row for static data, and icon swaps would never be an issue

#

It would always read the latest and greatest

manic hamlet
#

that "ref" would be RowName

#

thats why i am asking if i can get that

#

id take the ID of the row too if possible

gentle urchin
#

Data table row handle

#

Is the easiest imo

mental trellis
#

Only save the dynamic stuff.

lunar sleet
#

Yeah like if you change the icon in editor, it’ll change when you run the game anyway no?

random solar
#

I guess I'm back to answering questions again, What could be the reason why the function at the end is triggered instantly instead of waiting for the condition in the branch to be met first?

gentle urchin
manic hamlet
gentle urchin
#

Then the save will have whatever was there at the time of saving

lofty rapids
lunar sleet
#

You shouldn’t be saving stuff that the players can’t change imo

gentle urchin
#

Thats what we're all kinda saying

mental trellis
manic hamlet
lunar sleet
#

Eyyy

gentle urchin
#

And what they really are asking

thin panther
#

however that will evaluate nearly instantaneously, so it's likely youre incrementing very quickly

gentle urchin
mental trellis
#

Oh, sorry. I responded to the wrong person!

#

I meant TUG there.

random solar
gentle urchin
#

No probs , i got that ^^

manic hamlet
#

Okay, so we found out im doing it wrong fundamentally, back to the basic question 😄

manic hamlet
manic hamlet
lofty rapids
#

or maybe you change it for some reason

manic hamlet
#

Basically when I do a :

#

I need the RowName as variable now

random solar
manic hamlet
#

so that i can save that into the save game and next time the game loads it loads it from that

mental trellis
#

You should have 2 lists. 1) static data that doesn't change. This is loaded from your libraries/code/whatever. It is identified by a name "Farm" or whatever. 2) Dynamic user data that is dependent on your game/player/whatever. In that, you might have an array of owned buildings, in which there might be the name "Farm" along with other dynamic data, like if they gave it a custom name or colour.

remote meteor
#

are you currently hard selecting the rows for each of the building?

mental trellis
#

And that name "Farm" links the 2 lists.

thin panther
lofty rapids
#

i think you have it flipped

remote meteor
#

if you make it a variable, and store it on the building, then when you save, you can know the row handle

lunar sleet
#

She, the variable

random solar
remote meteor
random solar
#

Yeah thanks for help haha

manic hamlet
#

but thats the question, i dont get it as a variabale in the first place 😄

thin panther
#

np :D

manic hamlet
#

I need the RowName as variable,no?

#

to use it in here:

remote meteor
#

a DataTableRowHandle consist of the Data Table reference and a Row Name, so instead of hard selecting on the bp, you can make it into a variable

#

when its time to save, you can use this variable as the "identifier"

random solar
#

Mechanic works as intended now, Now I will spend hours and hours in the tutorial section to never leave again! I've reached a milestone in development, Next part of development involves using character physics so will probably go to c++ for that one

manic hamlet
#

Lets go through this step by step:
I do the screenshot above
Then I have a struct
now i save this struct
now i load the savegame
The Input Pin of "RowName" in "GetDataTableRowNAME" needs a variable now

.....one sec, i think thats the answer from @remote meteor that he just posted... the DataTableRowName

#

brb testing... this is new to me(the handle thing) but from what i can see its the variable im looking for

random solar
#

Unless blueprints would be better for physics based coding?

#

Haven't done the research yet eitherway, will probably do so over next few days

remote meteor
#

sometimes im confuse about the phrase "physics code", are we talking about simulating physics or..? 😅

manic hamlet
gentle urchin
#

Selected in the building defaults

random solar
gentle urchin
#

Added and implemented in your bp_master_building, parent of all buildings

manic hamlet
remote meteor
spiral kite
#

I want to destroy actor_BP from thirdpersoncharacter event graph

#

how can I it

manic hamlet
#

@gentle urchin@mental trellis@lunar sleet@remote meteor Thanks to you all 🙂 we figured it out, now i gotta fix a lot but thats fine 😄 The "DataTableRowHandle" is the variable I was looking for and didnt know how to describe 😄

remote meteor
#

fortnite does have melee weapons, and the way of handling this doesnt have much of a difference between a sword or a gun

random solar
#

I meant flicking your mouse in a certain direction will cause the melee weapon to go in that direction too

barren dove
spiral kite
#

I want to destroy gun part when this triggered

dark drum
remote meteor
#

actually, if its a projectile based, please do, when anything moves, the overlaps and hit can fire very quickly

barren dove
#

Yeah, I'm looking into how overlap events work to see if I should reduce the scope before checking or anything

#

I figured its better to put as much into the projectile as possible because there will be a lot less of them than actors... probably XD

remote meteor
#

depends on how the projectile behaves

#

does it bounce? pierces? destroy on projectile stop?

barren dove
#

Yeah, all sorts of stuff like that will be added later
Right now I'm just looking into handling 1000+ actors and shooting them as effeciently as possible

lofty rapids
pallid minnow
#

how do you fix the issue with when using mouse to control the characters camera, after like 10 seconds or so the mouse no longer controlls it and you have to re click on the screen?

#

controls*

lunar sleet
pallid minnow
lunar sleet
#

Set input to game mode only is a node, I’m asking if you’re using that anywhere

pallid minnow
#

do i need enhanced inputs for even something this simple?

#

yeah i tried that

#

and than changed it back since it didnt work

lunar sleet
#

That could cause your window to lose focus is what I meant

#

Tho generally only when you start the game

pallid minnow
#

you mean "set input mode to game only" right? thats what i tried a few mins ago

#

i can try again and show if need be

lunar sleet
#

well no, if that’s not it it’s something else

pallid minnow
lunar sleet
#

I would make sure you didn’t accidentally put it somewhere else as well

pallid minnow
#

i dont, this is just a test world so its very limited. Its only on the left/right camera view i can still use movement and stuff when it happens and i dont have to reclick the screen sorry, instead i just have to move my finger off the left to right on my mouse and do it again

#

maybe change the mouse sensitivity?

lunar sleet
#

Doubt that’ll do anything but 🤷‍♂️

pallid minnow
#

same idk

stuck sentinel
#

please help

#

these two are not working

#

its just resolution settings why is it not working

#

its very simple

lofty rapids
#

are the button clicks working ?

#

the events are firing ?

stuck sentinel
#

i click and nothing happens

#

im not sure if anything happens but i cant see it happening

#

i tried standalone game but i still cant see a change

#

is there any mistake though in the code?

lofty rapids
#

just try one

#

maybe for some reason it's not clicking

keen hedge
#

Is there a way to get a Select node to stop throwing errors when encountering null references on the branch that DOESN'T get executed? Other than switching to Branch

remote meteor
#

select node WILL execute both paths regardless

#

switching to branch is your only option

unreal wind
#

Hi guys, still trying to make this work, i want to create a bp where i can turn the skylight off and then turn all the rec lights on

#

can someone pleeease help me

lofty rapids
frosty heron
keen hedge
unreal wind
lofty rapids
keen hedge
#

And there's no way to make a local macro or collapse the node graph and add an exec node to its input/output? Oh a collapsed graph can have exec nodes, nice

frosty heron
thin panther
lofty rapids
#

read the errors/warnings

frosty heron
thin panther
#

absolutely

light glen
#

hello, i am trying to

const FGameplayTag Tag = FGameplayTag::RequestGameplayTag(Attribute.Attribute);

how can i do this in blueprint 🙂 thank you (i searched and failed)

lunar sleet
#

You’re trying to add a new gameplay tag ?

opal pulsar
#

hey guys, its me again
ive set up a way to move an object in the same direction as the player's velocity, but what im looking to do is more as to move it like you were pushing on a specific part of it, meaning to also include rotation
this might be difficult to explain, but if any of you would have any ideas or input to give me id appreciate it

light glen
#

its basically a currency.gold currency.silver etc

lofty rapids
#

what is Attribute.Attribute ?

light glen
#

its an FName

#

if i don't have that tag, then it will return null

#

well none

lofty rapids
#

not sure it's helpfull but there is this

light glen
#

so i've saved the tag by converting it to an fname, now i want to turn it back into a tag

#

i was doing it via that c++ code

surreal peak
#

I don't think that exists in BPs

#

You might just want to expose a static function for it

light glen
#

ah thanks

summer lily
#

Hey i seem to be running into a issue with player controller animations, i set up my blendspace with 8 way directional movement, and sprint, and the input are working and the animation i choose seem to all have root motion on, but for some reason when i walk the seem to still snap back to like some origin every few seconds

winged pier
gentle urchin
#

If its always in memory, its practically free

summer lily
#

what event would you reccommend? @winged pier

winged pier
#

I mean there's still no need though, you can cache it in a variable on begin play

gentle urchin
#

True that

dawn gazelle
#

In animation blueprint it's Initialize or something like that?

echo salmon
#

Any idea why in WidgetBlueprint i cant see the button click events on details panel ?

winged pier
echo salmon
#

@winged pier ty so much

north lynx
sonic meadow
#

Using the VR template UE5; I was trying to follow this today, but for some reason I am not successful, perhaps I am not doing the target point right in my project
Can someone please help me on who to add in the menu, a specific button where we click and teleport to a specific location?

north lynx
# north lynx Hi

Can anyone explain to me, why I can't find the "ThrowObjREF" from spawn actor?

lunar sleet
#

Cause it’s a static mesh?

#

It doesn’t say spawn mesh now 😀

north lynx
#

Yeah, but the tutorial that I'm currently watching do excacly this, and works perfectly

lunar sleet
#

I find that hard to believe but if you insist: if you’re watching a tutorial and it works for them but not for you, watch it again, you likely missed something

north lynx
lunar sleet
#

Ah You’re trying to get the mesh from the actor, not spawn the mesh

#

That was confusing for a sec

north lynx
#

Yeah, something like that

#

I have a sphere that is my point where the "rock" must start the throw moment

lunar sleet
#

Your throw ref is in the Third Person Character bp

#

The former is a component on the latter, which is the actor

north lynx
#

Oh, maybe i understand, I must to check one thing

#

Yeah I get it
That's the problem with names, the tutorial same "sphere" is not the sphere I thought about, everything works just fine

lunar sleet
#

You’re trying to find the rock’s throw point on the flashlight as far as I can tell

#

Yeah, most tutorials are crap

#

Official learning portal or MatWadstein, maybe some Ryan Laley are solid, the rest is a throw of the dice

north lynx
#

Not all of them, but for begginers they can be confusing sometimes

north lynx
#

Matt Aspland is good too

#

Anyways, thank you for your time and help 🧡

tawdry raft
#

Hello, I'm having an issue with trying to make a perform light attack blueprint within my player BP. It won't play any of the animation montages I have it set to. I'm new to using blueprints and have been following a tutorial, but somehow this won't work

wispy pumice
#

So Macros by default will only let you pass a copy of a variable? How did I never realize that before? Lol

#

I guess I'll have to make this a function then....I'm wondering if the same thing happens when you collapse a function into a Node? I'm wondering that because I've tried to do that in the past and remember sometimes having issues with it suddenly not working and not knowing why. I'm thinking it wasn't a bug as I thought at the time but simply that it was passing a copy of something I was trying to modify

gentle urchin
#

Isnt all bp refs just woodoo anyways

#

Bunch of copying going on no matter what?

lofty rapids
#

or is it printing Attack Montage Not Valid ?

north lynx
#

Did anyone know how to properly save "Primitive Component" data into variable to set it outside the Blueprint?

tawdry raft
cunning vapor
#

Is it possible to set a niagara decal through a damage_type?

north lynx
wispy pumice
mental trellis
#

References and Blueprints don't mix very well.

#

Just assume it's by value. Cry a little. And plan accordingly.

surreal peak
#

They got an answer in #cpp

hasty shard
#

I never understood how the input key system should help me with interact with my lanthern.

lofty rapids
#

"input key system" ?

lunar sleet
quaint nova
#

Hey. I got this problem where the class reference array has to be connected into the blue array socket (marked with ERROR!), but I couldn't find any way to do it. I need the array to be an object reference for the next step which is "Find Nearest Actor". The reason why I couldn't just make the array an object reference from the beginning, was because I got "Editing this value in a Class Default Object not allowed"

quaint nova
lunar sleet
#

That system is deprecated

quaint nova
#

oh

#

lol

lunar sleet
#

It still works but should learn EIS asap

quaint nova
#

and EIS stands for...?

blissful grail
#

It's still fine to use for quick debugging stuff

quaint nova
#

oh

#

🤦‍♂️

hasty shard
#

No I mean, I have a Lanthern Actor BLurprint into my third character blueprint. I want to control it by the interaction key E, I set the input etc... but not able to control it

lunar sleet
#

You can’t Set that Array and feed it nothing

opal pulsar
#

why is the PhysicsHandle's Set Target Rotation half worldspace and half localspace?
the Z is always the same and the object rotates fine, but the X and Y rotate along with the object
im losing my mind

lunar sleet
lofty rapids
quaint nova
lofty rapids
#

loop through the classes, get all actors of class, loop through, add to array ?

#

i would make a function

#

or ig you can just collapse it but i like functions

ionic palm
lofty rapids
meager spade
#

Sounds like he wants an array of already placed actor instances

meager spade
radiant imp
#

I'm trying to add a mapping context to several local players, it work's when I run this code from the pawn class:

#

But doesn't work when I run this from the player controller directly:

#

I get this error:

meager spade
#

@lofty rapids It didn't come out the way I meant to, no harm meant

radiant imp
# radiant imp

How can I add the mapping context to the player controller instead of to the pawn?

lofty rapids
#

idk what soft object pointers are anyway, i'll have to look into it

radiant imp
lofty rapids
radiant imp
#

Is it not possible to add a mapping context to a player controller?

meager spade
desert juniper
lofty rapids
meager spade
desert juniper
#

Make them derive from one class

#

Make one actor that’s of class A and then child B and child C derive from type A

spark fjord
#

i was setting up my wall jumping for my pretty standard third persona character and started with just touching the wall and sliding

but idk why but this does not work
do you know any reason why?

desert juniper
#

Then when you want to store a reference, you just specify that it has to be of type A. And then any object/class that is of type A or and child of A can be stored in that variable. Welcome to OOP

meager spade
#

It's totally fine to not be specific, you only need to be as specific as your needs. If you only care if it's an actor you can store it as one

radiant imp
#

Ok this is really weird:

#

Adding a delay unit next tick works, when adding a mapping context to a player controller

#

When using a pawn, it works immediatly :/

manic adder
#

can i expect a material containing a "per instance random" to vary if i create meshes with "add mesh component" or do i need to use "add instanced static mesh" for my meshes to be actual instances that can vary said property ?

sick fable
#

Can someone show me how to sync up a third person player model to a firstperson camera with the arms perfectly syncing up with camera movement without the camera being attached to the head? is this possible

#

I dont want that spine to move at all

#

Is this possible

hasty shard
#

you just remove the attach parent from your mesh

sick fable
#

ok but that doesn't sync the arms with the camera tho

#

like first person

hasty shard
#

you want to sync the camera with the head?

sick fable
#

no the arms

#

but when I look down my character does this

#

lol

faint pasture
pallid minnow
#

anyone know why this (negitiveSpeed) bool i have set up wont work? I've been trying to set the X vector to when it turns -1 it plays my backwards animation

edgy axle
hasty shard
#

Any idea on how I can trigger something in another blueprint?

I mean, this lanthern is a blueprint outside of the third character, with his own code and we don't have it in the being, so that why it's outside. I will want to open and close the light, with F key. Input is already settup with the new system.

edgy axle
pallid minnow
flat raft
edgy axle
meager spade
hasty shard
hasty shard
meager spade
pallid minnow
hasty shard
#

@meager spade yes

meager spade
edgy axle
hasty shard
#

I had a function, deleted since it isn't worked

pallid minnow
flat raft
# hasty shard GetChildActor?

drag BP_Lantern (ChildActor) into the Event Graph, Make a GetChildActor node, then Cast to BP_Lantern. This will give your access to the BP_Lantern functions

edgy axle
#

do you know how the forward vector works?

#

it pretty much gets the location of a point 1 unit in front of the player

#

so it's not always 1, 0, 0

pallid minnow
#

oh okay okay makes way more sense

hasty shard
#

@flat raft I heard about to cast is nnot really a good idea... better to use interface... no?

meager spade
#

Don't create a interface if you don't need it for multiple classes

#

Unecessary overhead imo

#

Only reason I would have an interface for a single class is if I really need it to be used from a base class

hasty shard
#

you mean, by acample, lot of item can be gatherable, now you use an interface

#

example

meager spade
#

Yes

hasty shard
#

or door etc

meager spade
#

Casting is mostly only bad when used as a crutch where another approach would have been simpler or when you do it a lot on tick

#

But it's not something you need to avoid at all costs

hasty shard
#

'BP Lantern' does not inherit from 'Scene Component' ( Cast To BP_Lantern would always fail).

flat raft
#

show ur graph

lunar sleet
#

Eh, event tick casting can be ok, depending on the situation, tho there’s often a better way

hasty shard
meager spade
#

Remove the get child component

flat raft
#

get child actor

hasty shard
#

that work!

#

A big thank you 🙂

flat raft
#

Also, casting is not bad. don't believe the youtubers lol

dapper hazel
#

hi, does anyone know why this isn't working? Sound goes off but the actor does not spawn (starts off not valid)

pallid minnow
meager spade
dapper hazel
meager spade
meager spade
flat raft
dapper hazel
gray lantern
#

Any BP people know if there's a way in BP's to access and list ALL user parameters want to print them out an copy them setting up some automation stuff
can't seem to find any function for it though

tropic trail
#

I could use some help understanding chaos destruction. Currently I have a GeometryCollection object inside my enemy character blueprint; I enable physics on it as soon as bullets overlap with the bullet actor *(so it doesn't break on its own or fall from the actual mesh) * but I get some unintended behaviors.
For one, it seems random whether the bullet actually fragments the GeometryCollection or if it just makes it fall to the ground where it explodes on its own. The pieces on the floor are also unaffected by the bullets.
I also don't want it to fragment entirely on bullet hit, just chip some pieces away until it runs out of HP and then break entirely. What blueprint functions can I use to achieve more deliberate/intentional destruction?

#

All I've got so far

flat raft
#

Unreal Engine 4 - How To Get Object Properties With C++ And Python

────────────────────────────────────────────────────
GitHub ► https://github.com/AlexQuevillon/UnrealPythonLibrary
────────────────────────────────────────────────────
Python API ► https://api.unrealengine.com/INT/PythonAPI/
────────────────────────────────────────────────────
F...

▶ Play video
gray lantern
#

I can't even figure it out in BP hahahahaha 😅

#

I don't even know how to set up C++ and Python

hasty shard
#

I don't know if any of you has occur this trouble?

Once I play the game, it's look weird

#

the original landscape is no more there... that what I don't understand

knotty latch
#

so I have events I'm registering. at first, I wanted to do them in level BP but I've decided to create a traditional actor BP_Actions and register all my events there so I can simply move that BP when I need it somewhere else and just change a few things around.

However, I have found now that even when I'm calling events from sequencer, the order of event registration on actors is not good and my desired events are not registered before they can be called. I should have known this would have been the case and at first my hunch was to register all events in the level blueprint as it is most likely the first one to be registered.

So basically I have 2 questions.

  1. What's the best practice and where is the best place to register events happening in the scene (level BP, gamemode or actor BPs like I did). For example, I have a door that need to open on key press, then turn on monitors at a certain moment. I want to also trigger these from sequencer as well.

  2. Is there a way to specify the order/priority of BP execution per actor if this is in fact one of the ways to do it?

fast osprey
meager spade
#

Answer for 2. You would have to create a Pre event and a regular/post event in order to achieve priority in a good way

#

Pre as in you just name it pre and call that before the other

knotty latch
knotty latch
meager spade
#

It's a tedious approach but what I've had to do in a lot of these casses is check if something exists/is ready to be used, otherwise subscribe to a delegate and wait. It makes you have a lot of events but at least it's stable and not reliant on delays

knotty latch
#

@meager spade any downsides just registering events in the level BP?

tight pollen
#

What should I watch out for when using DataAsset? and, to save this data and load it after restarting, do I need to create a SaveGameObject? does DataAsset save data itself?

meager spade
knotty latch
meager spade
#

Depending on the chain of events and if you know c++ you could use AsyncTask to get some functionality to run a little later

knotty latch
#

this is really one level cinematic project.. so I don't think it will hurt if i just put stuff in BP Level and be done with it.. but it was a question for future projects really so I can understant event registration and propagation better

meager spade
#

I believe the reason you shouldn't use level BP is if the levels change or something like that

#

I have no idea since I've never used it personally

knotty latch
#

yup.. I read about that..

knotty latch
meager spade
meager spade
mental trellis
# tight pollen someone?

You shouldn't be using data assets as "save games" - you should use save games. If you edit the asset in the editor, just save the asset. Don't edit them at runtime.

tight pollen
mental trellis
#

You... could. But why use a data asset for that purpose?

#

You could use it as the defaults, but not for live data.

tight pollen
#

I don't know, it seems simple to me, e.g. I have several widgets in which I need to get this variable, I can simply get all variables from DataAsset

#

easy to control

frosty heron
knotty latch
#

@meager spade just FYI.. for stuff we talked about you really don't even want to use Level BP because it's difficult to get the reference to it from any actor. Game Mode BP though would probably be a better place as it can be referenced from everywhere else for binds.

meager spade
pseudo anchor
#

hey guys the properties for my components for my actor just dissappeared suddenly
any ideas why

nimble flower
#

how would I make a checkpoint system that gets reset whenever I leave the level?

#

I wanna reload the level whenever I die (but spawning me at the current checkpoint), but when I leave the level entirely, none of that will be saved

wild moat
#

when i toggle my freelook, i'm noticing there's a jitter in the forward vector, like it's constantly trying to correct itself:

#

i have no idea what's causing this

frosty heron
limber parcel
#

and i think also game state?

oak fable
#

hey there
im trying to calculate the current character rotation and the direction
and check if the character rotation is more or less then 120 it should reduce the running speed
but in this code i made if i change the direction it goes back to running
any idea why is that ?

nimble flower
frosty heron
#

If you want to debug just have some key that reset the checkpoint before you hit the stop button

oak fable
nimble flower
loud cipher
#

Does anyone know how to create a replicated crouch system that smoothly sets the capsule height instead of snapping like the native crouch function does

#

When i use the inbuilt crouch function from character class, in first person it causes the camera to snap down to the new crouched height, i know you can fix it with camera lag but that affects other aspects of my camera controller for FPS

wild moat
#

alright getting somewhere, how do i make this rotate back after

#

rotating/leaning back only when there is velocity, otherwise it should return to it's upright position

#

currently it just continues to add rotation

loud cipher
#

Current is target

wild moat
loud cipher
#

that looks weird lol

frosty heron
#

That shouldn't do anything?

loud cipher
#

Do that r interp where ever you are checking if player is not moving anymore

#

But i meant make the current be the saved result of your first rinterp

#

and the target be the resting rotation of the character

#

so that it interps from rotated to not rotated

wild moat
#

oh thanks! i'll try that

oak fable
#

hey there
im trying to calculate the current character rotation and the direction
and check if the character rotation is more or less then 120 it should reduce the running speed
but in this code i made if i change the direction it goes back to running
any idea why is that ?
if any one have a better idea on how to achieve that please let me know

wild moat
lusty hedge
#

I have list of structs called item. is there a way i can have item display different info based on the Type

#

like I want Type: Food. and only food. to displaya
"calories" variable

wild moat
pine idol
#

I have a Project that I use to develop shared assets for other projects, such as inventory, interaction components, notifications, etc. Any time I want to start a new project, I can just migrate the assets I want to use to the new project. How can I make changes to the original assets in the Shared Asset project, into other projects when I make updates to various resources? I already tried migrating. Said it was succesful, but I think it did nothing. lol

oak fable
#

can someone help me please
i need to calculate the character forward direction and the view direction and check if the character forward direction is 90 degree from the view direction then i can set a condition

loud cipher
#

is it possible to replicate a ragdoll so that both clients see the exact same ragdoll

#

and not a slightly varied version

lunar sleet
oak fable
#

I did that but not working

lunar sleet
#

which part

oak fable
#

All of it
It gives a value but when I try to check the character direction it does nothing

#

Like when I rotate to 90 degree
Nothing happens

lunar sleet
#

show code

oak fable
oak fable
# lunar sleet show code

But here if i move the mouse the it won't work until I make it back to it's original direction

lunar sleet
#

Hard to tell so when you’re back home, show the code and ask the question in chat again, someone will be able to help

oak fable
#

Sure I will ❤️

nimble flower
#

how do I make a sphere sprite into an oval for the niagra burst?

jaunty pond
#

Hello, does anyone how to make the player swim on the surface level. Currently my character can swim up and down, but when the character reaches the water surface it kinda bumps up and down.

frank viper
#

Hi everyone is there a "blueprint meter" or test one can do to see if a single blueprint is too big? (too many nodes on it).

pine idol
#

I doubt it. I've seen some pretty massive blueprints

frank viper
#

One of mine is getting pretty big and its starting to get sluggish but its still working great

frosty heron
#

Break it down to components

pine idol
#

Yeah, split it up.

frank viper
#

Its a save game BP

frosty heron
#

When you clump everything into one bp, it gets really hard to read

frank viper
#

No components

pine idol
#

Can still split it up

frosty heron
#

Savegame object?

#

Shouldn't even have any logic or bp in it?

frank viper
#

No I have save game object featured on it

#

But its a whole BP on its own

pine idol
#

There's one way you could split it up right there.

#

Make the Save/Load functionality on it's own BP.

frank viper
#

Its just saving out 6 different versions of the game

#

But there is a LOT its saving out

pine idol
#

Something like that I would certainly have in it's own BP.

frank viper
#

Yip

#

I have a save BP and load BP

#

Seperated

pine idol
#

Not sure of the reason for 6 versions, but yeah, start splitting it up. Especially functions that are used in other blueprints that you could transfer to a blueprint library or interface

frank viper
#

Aha

pine idol
#

Personally I'd keep the save and load in the same BP, but your situation may be easier to keep them seperate

frank viper
#

I was just thinking more than one save BP and then the execution just runs from the one over to the other

#

I guess I will just keep adding to the single save BP until it starts to break 🙂

pine idol
#

Function any repeated or reused code, keep functions small when possible, and start disecting a bit. It'll get there.

frank viper
#

Yip I have alreaady gutted 3rd of code

pine idol
#

See the way I do it, is I have a Manager for different systems, that is also responsible for save/load. So inventory has it's functions, plus save/load. Plants and characters have their own as well, etc.

frank viper
#

Its a build and customize game so everything the player chooses has to be saved into a version

pine idol
#

Then a Master Save/Load Manager that has all the others referenced, and it calls the different save and load functions as needed.

frank viper
#

Ok thanks for the input 🙂

pine idol
#

mhmmm. good luck

frank viper
#

I will see when it breaks then break it up.
So far so good.

#

Appreciate the input.

crude pecan
#

Scriptable tools can access current key press modifiers Shift, ALT and CTRL.
Unfortunately the ALT modifier is not really usable for click drag tools - since holding ALT with any click drag will automatically orbit the camera in the active viewport.
It would be nice instead if the click drag tool is active that the camera orbit feature is overridden. ALT is quite a useful modifier for tool shortkeys

tropic bison
#

Newbie question, how do you make the camera face X direction regardless of your character movement?

faint pasture
#

Then you can face it any direction you want however you want.

tropic bison
#

Ah I see, I think I found it, thanks

marble tusk
rancid moat
#

Anybody know if there's a shortcut for inserting a node through an already existing exec connection? I know of CTRL+clic for Left/Right connection, but anything that place it in between? Like, a reverse SHIFT+SUPPR

marble tusk
#

I don't know about a key for it, but if you drag off the previous node's exec pin and add a node it inserts it between them

vapid patio
#

I am sure this is a long asked question but does anyone know how to make a blueprint library such that both actors AND objects can access the functions???

#

The blueprint function library does not seem to work with objects. Even when I turn off context sensitivity

narrow pendant
#

I've got a (geometry) script that I run in my game to build a spline. It works, but in the worst case can take ~8ms to run, it's also a noticeable hit in a shipping build. I'd like to run this over multiple frames now since it's not super important that it finishes right away.

are there any general tips you can give for this? is there a built in way for splitting up computations of a single node over multiple frames?

north lynx
#

Did anyone know how to properly save "Primitive Component" data into variable to set it outside the Blueprint?
I need the primitive component class to use it for physics linear velocity BUT I want it to be a variable that can update itself, what Primitive Component to use

keen hedge
#

Is there a built-in way to get the widget component from a widget blueprint? I could always add it as a property, but I meant something like GetOwner to get an actor from actor component, but with widget blueprint instead

dark drum
#

Do anyone know how to get the player character to move to a location on the nav mesh? As they are player controlled, they don't have an AI controller. :/

I have some instances where when the player interacts with something I need them to move to a spot (mainly for the animation). I have something basic that pretty much moves them in a straight line (simulating player input) but causes issues when there's an obstacle.

dark drum
dark drum
steady night
#

is there a way to only get a copy of variable ?

north lynx
dark drum
# vapid patio I am sure this is a long asked question but does anyone know how to make a bluep...

You can't in blueprints alone. Function libraries require world context for the functions to work. As you can't get a ref to the world from a uobject, accessing them in BP is disabled. If you make the UObject as a C++ class, you can override the get world function (something like that) which can give you access to the function libraries. (and much more)

It's not something I've done myself but when I've looked at it in the passed, there are a few forum posts that go over how to do it.

steady night
#

i mean in this case each time i update i will increasse by itself also

dark drum
north lynx
dark drum
dark drum
dark drum
# steady night

Create a getter function that just returns the value. (pass by ref unticked) Im assuming you don't want direct access to the var.

steady night
#

hmm

north lynx
dark drum
north lynx
#

Yep, immediately after picking the item
Then the variables are used to throw the exact item

steady night
#

@dark drum

#

u mean like this ?

dark drum
# north lynx

I think your issue is the 'Destroy Actor' node you have. Destroying an actors destroys all it's components.

steady night
north lynx
dark drum
north lynx
#

Maybe I don't understand and it shouldn't be Primitive Component?

north lynx
#

Yeah, that's make sense, but causes a lot of problems for me now...

dark drum
# steady night

In a way yea, it'll just give you the value, (with some modifications in this case).

dark drum
steady night
#

yeah but since im getting the "heal max in the function if i run this twice it still will increase by itself

#

right

north lynx
#

Seems logic to me

dark drum
gentle urchin
steady night
#

@gentle urchin i just divided them easier to keep them seperated no reason really

north lynx
# dark drum Yea that makes sense, why are you need to reference the flash light primitive?

Long story short
I want to make the simplest eq system where you can pick one item, and throw it
But, I don't know a way, to check what item the player is picking without 78 boolans (overstatement)
So my idea was to after picking item, set all needed var and then make the code as universal as possible
I'm self-learning, and can't find any tutorial about that, so I'm struggling to do smth my way

steady night
#

yeah so this dont work its increassing by its itself

dark drum
# north lynx That's the code so far

In terms of throwing an item, when you spawn said item back into the world, you would get it's prim from the newly spawned actors and apply a force to that.

north lynx
#

If I managed to do the var settable, my code would be so much smaller that it can be

dark drum
steady night
#

basicly strength,con gives max health

#

so im trying too add that to the max health value

north lynx
#

Every time the actor has other names

#

Flashlight1, Flashlight2 and so

dark drum
# north lynx Yeah, but how can I get that from newly spawned actor?

On the spawned actor, you have the return value. That is the BP you've spawned into the world. Either you can create a base class that all items derive from which you can cast too to get the base mesh or you can use the 'get component by class' node and get the static mesh.

north lynx
north lynx
#

Ok I set it like that and it worked, idk what the heck I'm doing

dark drum
dark drum
# north lynx Like this, right?

Yea. This will get the first static mesh it finds and apply velocity to it.

As any FYI, if your using physics, you should probably remove the scene component from the actor as this can cause issues. With your current setup, your static mesh will move inside the actor meaning it's root will stay where it is.

If you do this, you could probably just get the root component (which would then be your static mesh).

north lynx
dark drum
steady night
#

any ideas :/ ?

gentle urchin
#

Id have rhem all in one comp for starters

north lynx
gentle urchin
#

Especially considering how connected they are