#blueprint

1 messages Ā· Page 8 of 1

gentle urchin
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Health and maxhealth driven by other stats

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Keeping them all in one comp keeps you sane.

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So youd have functions for GetMaxHealth

steady night
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well im way to deep into it now x)

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oh so instead of setting the max health to a value i will call for the function each time instead ?

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thats complied the max halth ?

gentle urchin
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Which simply returns

(Level * HealthLevelScaling) + 
(Strength * StrengthHealthScaling)```
steady night
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yeah i guess thats a better way

gentle urchin
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Keeps you sane and consistent

dark drum
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move the flashlight comp onto the scene root and it should give you an option to make root.

steady night
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yeah easy to adjust also

gentle urchin
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Yepp

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And less shit to replicate

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As max health is simply a product of the other stats

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Basehealth and scaling values are static (presumably)

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So you only need to replicate current level and the related stat(s) value

steady night
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yeah

north lynx
pulsar pulsar
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So I'm having the issue where Trace Actor is being set to Null (ultimately giving me "Accessed None trying to read property" error) when i'm not looking at a object inherited from the required class for Trace Actor to be set. I kinda want it to be this way because Trace Actor should be null when I'm not looking at the specific object but I want to get rid of the error aswell and I'm not sure what I should do

north lynx
# dark drum sure

I must to know which item set to invisible for player, and of course I need it to be a var that I can update

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I need here to get this var to set the visibility to off, when the item is dropped

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I tried to do something like this, but I get an error

pulsar pulsar
north lynx
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I don't want to set the visibility for all the items without any purpose

pulsar pulsar
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nvm, fixed it lol. I should have payed full attention to the message log šŸ˜…

graceful forum
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Is it normal that if I set my widget visibility to Collapsed, my WidgetComponent's tick also stops working?

supple osprey
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I want to extend an Event which is inherited, so far so good, but in the overwridden event I want to add an input pin (in the given example fading curve)... Do you know how or if this is even possible?

versed sun
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You can Right click the Parent: Apply Effect and "Expand Node"

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Then make any changes as needed

ember hazel
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How can I make it so that the actors are destroyed with a delay from the one before it.

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Right now they all destroy at once

thin panther
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Use a looping timer

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Cache that array in a variable, then each iteration of the timer check if the index is valid access the index, delete it, increment the index.

If the index is invalid, clear and invalidate the timer handle

gentle urchin
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Or

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Set lifespan

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Done

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Set it to the value of the index

vague birch
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Looking for someone to have a talk/chat and discuss some blueprint design for something I'm working on. Essentially feedback and pointers šŸ™‚

slender torrent
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https://forums.unrealengine.com/t/hide-active-widget-if-left-mouse-is-clicked/134657/6
Can someone help me on this topic? I want to achieve this.

Epic Developer Community Forums

Thanks for all the help but I“m not really good with blueprints, as you might have seen by the way I construct mine. And all the technical details you mention I“ve got no idea how to implement them and where. I did try to create the widget onClick as you mention but doesn“t work, if I replaced the BeginPlay with the onClick it just doesn“t show ...

tropic bison
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When I disable the spring arm's "Use pawn control rotation", my camera wildly spins right or left depending on where the mouse is, I don't think I have anything in my code to act like that, or am I tripping?

Intention is to have camera zoom in and out, but I want to use offset for spring arm, and cant tick "use pawn control rotation" if I want to achieve that.

Edit: Answered

willow gate
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Hey all. I'm working on an inventory and it's functioning fine. I am, however, getting runtime errors saying that "Accessed None trying to read property CallFunc_Array_Get_Item" in my FindEmptySlot function:

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Any ideas?

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The "Items" variable is an array of data assets btw.

fleet lichen
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Hi, I am trying to practice using blueprints but am out of ideas about what to do. So I want to ask if there is some website or something with challenges to make with blueprints.

willow gate
# willow gate Any ideas?

I think I know why it's happening I just don't know how to fix it. The array it's pulling from is empty to begin with. They are just blank placeholder primary data assets and no specific asset is assigned. The size of the array just determines the player inventory size. So when it's trying to get the array element, it's not finding anything.

gentle urchin
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If branch true -> return current index

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Makes the code look clean šŸ˜„

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Early return is nice

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Also. Check that the elemnt is valid before pulling data

spice shell
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Anyone know what Blutility function I could use to trigger a 'Play in Editor' function?

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I want to create a custom 'Play from Here' context menu action, but there doesn't seem to be anything to trigger game mode

tawdry surge
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Why?

spice shell
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Because my default game logic doesn't support the existing one

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It uses a specific player spawning system, so the default Play from Here doesn't work.

tawdry surge
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At the risk of sounding repetitive, why?

trim matrix
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Hi guys am i doing something wrong, ? I want the character to be able to use the animation only he is on the ground but when i jump and press on 1 it plays it

versed sun
spice shell
tawdry surge
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Its just a weird thing to do

spice shell
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I understand

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If it's possible I'd really appreciate knowing what nodes I might achieve it with

willow gate
spice shell
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I don't think the specific architecture of my player spawning is relevant, sorry to be blunt

trim matrix
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Found it !

tawdry surge
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You wanna reinvent the wheel, be my guest

spice shell
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So yeah, if anyone knows the node, much appreciated

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This seems to be the inverse of what I want, but there's no pairing to Start Play, weirdly

lunar sleet
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This is more #umg ā€˜s shtick but generally you want to use create widget and add to viewport nodes

gentle urchin
keen flicker
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Hey guys I have been having an issue after following the unreal engine documentation to implementing character switching in my project I made a forum post on it. If anyone can assist it would be greatly appreciated https://forums.unrealengine.com/t/pawn-controllers-get-messed-up-after-switching/1327834

lunar sleet
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Are you following some tutorial or where did you get this stuff from

keen flicker
lunar sleet
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Ah ofc, forgot they left the level bp in that possess doc

keen flicker
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Yeah I saw somewhere in the post similar to my issue that I linked in my post someone said the Issue lies with the Enhanced Input mapping feature in 5.1. I tried what they suggested that worked for them of reassigning it on possess but that does not seem to fix it sadly.

lunar sleet
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For the speed, have you tried setting it dynamically on begin play?

lunar sleet
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I think you might be telling the controller to try possessing both at the same time

keen flicker
lunar sleet
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Ok, so try Unpossessing the current controlled pawn (get controlled pawn) before Possessing the new one

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See if that helps

lofty rapids
terse trout
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does anybody know if it's possible to encrypt .ini files in a packaged game?

thin panther
thin panther
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The point of ini files is to be unencrypted

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If you're storing sensitive info in an ini you're doing it wrong

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This is not even something AAA does

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If you crash on boot due to a setting and cant even remove it from the ini, you're gonna have a lot of pissed off customers

keen flicker
terse trout
keen flicker
thin panther
lunar sleet
keen flicker
lunar sleet
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Plug previous char into it^

thin panther
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I'd go as far to say if removing fog is a massive advantage, then poor design is at play, and you have far too much open space, that you're artificially hiding

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At the very most removing fog should be a minor advantage at most

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There should be more visibility breakers that aren't fog

terse trout
gentle urchin
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Lower fps / higher ping is another

lunar sleet
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Level the playing field

thin panther
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If it is just a very minor one, just leave it in.

It's literally how AAA deal with it. Like I said, most leagues play on low for those advantages.

Hell some games like pubg low settings remove grass entirely, which is a big advantage people just deal with

gentle urchin
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If you know you know

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If not, then its on youšŸ˜…

lunar sleet
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If not, your ass is grass

thin panther
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Anyone who really wants to remove fog doesn't need an ini to do it either.
It's client side, so can be removed and be undetectable.

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Encrypting an ini inconveniences everyone and doesn't solve the problem

ionic palm
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The wind direction is a variable of the ocean shader the wind direction is controlled by the ocean manager. I assumed that the wind direction is 100% accurate to the waves as tweaking the value directly affects the wave direction

keen flicker
# lunar sleet Between previous character and possess

Similar issue, I also just tried to using the Legacy input/axis mapping in project setting as well and same issue occurs as the video. This issue also occurs with the Base UE 5.1 template 3rd Person template. The weird thing is that if I swap back to a character really fast it fixes all the issues. Any gusess why that is?

tight pollen
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hi, how can I get the current size of the widget after scaling?

versed sun
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Maybe?

lunar sleet
keen flicker
# lunar sleet Not really tbh, but it’s clearly not enhanced input related

Yeah, thanks for the assistances thus far though. Is there away to like flush input when switching pawns? It my guess that might be the issue of taking the input context of pawn and putting it on another. Like resetting it where the input on the other character does not carry over. My goal it make a system similar to the Ultimate Alliance and Lego games for a Christian Superhero comic I got the author permission to use the IP and this really is the only hurdle I a have atm.

lunar sleet
versed sun
terse trout
ionic palm
versed sun
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The Ship in your world dosnt have the red spring arm line, try removing the ship and re-adding it from content browser

thin panther
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its unfathomable

versed sun
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I think sometimes BP in the world don't update when you change the BP

thin panther
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people will just remove fog client side anyway. your ini change doesn't do a thing

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the literal only way to prevent it would be to use something like pixel streaming, where you are solely responsible for running the game and merely transmit it to clients, like how stadia and such worked

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you're actually screwing people over more by encrypting the ini files

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because then you have to download external software to match someone who was playing on essentially low settings

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it's like how low fps can be a disadvantage, so would you cap everyone to 5 fps to make it even?
some people have faster input devices so would you delay all inputs by 5 seconds?

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of course not

lunar sleet
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  • by world delta 😈
thin panther
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The reality of competitive games is that there will always be advantages and disadvantages. You really should only focus your time on catching the people that use cheats like aimbot, or wall hacks.

trim matrix
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https://www.youtube.com/watch?v=hb8z-V4nMto&t Any tip or documentation to create a movement similar? Seems like using physics. Which approach do I need to use? physics or custom values for animations

In this episode we talk about Movement; what's good? What sucks? Most importantly, what's fun and feels great?

Hopefully my top-down approach to movement and animation can give you some fresh ideas (starting with turning, leaning, IK and other systems before implementing the actual animations as a layer underneath)

Enjoy!

  • Charlie :)

Discord...

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astral orchid
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Quick Question

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Whats the difference between GameMode and GameModeBase?

stark patio
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Does anyone know of a good way to setup an optimized status effect system?
Im trying to make a system where the different status effects can have their parameters changed on the fly and different status effects combining leads to different things. (the effects will be applied to lots of enemies and not the player)
All the tutorials i find either dont include basic functionality i need or would just be very performance intensive for my project.

stark patio
astral orchid
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whats the difference between those 2

versed sun
astral orchid
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Maybe a better question is to ask, what does GameMode have to offer?

versed sun
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more multiplayer stuffs

astral orchid
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I mean, that doesn't really tell much.

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Do you mind expanding on that?

versed sun
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is your game multiplayer? does it use spawn points ?

astral orchid
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yee

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multiplayer

versed sun
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ok, use GameMode
GameModeBase is the bare bones , GameMode has a little extra stuff in it

astral orchid
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What kind of stuff specifically?

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OTHER than the Match State stuff

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because that brings up a whole other set of questions

stark patio
astral orchid
astral orchid
versed sun
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Looks just like a few variables
No clue in the c++ side

lunar sleet
north lynx
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Did anyone here knew the simplest way to create Hot Bar inventory? I don't want it to be displayed, but I need to create 3 slots where the player can choose by clicking 1,2,3 which slot they want to use right now
I can't find any tutorial about that, and can't handle it alone

manic vessel
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After some playtesting, I have discovered that If my actual character is moving when I try to attach another actor to his hand either by setting the transform then a constraint OR just attach to component with snap to, My characters movement is causing the attached actor to not position where it should be . Like If Im moving forwards, the actor is attaching infront of the Hand position. and its the same for any direction Like its overshooting the target location\attach point by the direction I'm moving . Any one got any idea whats happening here? and how to solve it. Im wondering if this is a tick group issue

faint pasture
native ferry
ionic palm
versed sun
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bummer

ionic palm
# versed sun bummer

Everything online is just saying it should be a matter of putting update rotation on your spring arm without even touching the event graph but it doesn't seem to be the case for me it is an issue on my end I just have no idea where I have went wrong in this like 2 step process haha

lunar sleet
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They had checked use control rotation and that stopped it from acting as a pivot

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Fricken autocorrect I swear lol

versed sun
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When the game starts , are you viewing from the Character , then changing to Ship Cam ?

loud tree
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I think I'm horribly misunderstanding something here. Have a multi sphere trace going out to set an aoe effect.
When I use a string to check the length of the array on the output I see all hits registered.
When I check what's being hit from either the break hit or the pawn hit, it only displays one (guessing the first) hit/display name then only applies the effect to that one.

lunar sleet
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Where is this print

versed sun
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The Return Node is going to stop the Loop

loud tree
# lunar sleet Where is this print

Rn it's outside the function attached to the 3ppball
But I had tried it attached to the cast, break hit, and splitting the loop instead of break hit.

loud tree
lunar sleet
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If you don’t return anything what will print ?

loud tree
lofty rapids
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it looks like you apply the effect on the return value ? you probably want to do the line trace outside the function and run the function forEach, or make the return value an array you can use

lunar sleet
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I said return not hit

loud tree
ionic palm
# lunar sleet I’ve seen someone with this issue

I fixed it!

My issue was I had inherit yaw and pitch unticked as it was not ideal when the camera was static bobbing with the ship but I thought I would be able to rotate around the ship without inheriting the motion but apparently not without any BP or code at least.

https://streamable.com/9fzhwt

I have another small issue that you can see here.

Basically when my character is socketed onto the ship when steering they have collisions removed in this process as it caused weird physics. My issue now is that the anim montage that plays the wheel animation plays once and then the character thinks they are falling as there is no collision,

I just had a though while typing maybe if I set his movement type to flying he won't think he is falling but would love any suggestions if that doesn't work

lofty rapids
lunar sleet
loud tree
lofty rapids
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then foreach through them and apply the effect instead of just applying to the single

lunar sleet
ionic palm
lofty rapids
ionic palm
lofty cloak
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how can I "bias" this random float I have so that fewer actors have a higher Emissive value?

trim matrix
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Hey can somebody help me. Im on rx 7600 and keep getting crashes saying something like d3d. In particular when editing blueprint

ionic palm
trim matrix
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Nope, the screen just turns black randomly and it crashes

loud tree
lofty rapids
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whatever works

lunar sleet
sick fable
lunar sleet
tight pollen
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in Data Asset can i have Array with widgets?

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(references)

lunar sleet
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Afaik, DAs are created before runtime so you can’t really have refs to instances in them

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Because they don’t exist yet

loud tree
lunar sleet
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Corrected for accuracy šŸ˜…

loud tree
lunar sleet
# loud tree Makes sense. Thank you again! Not just for the help but making sure I was actual...

Forgot to add, if you want to say cast to something and filter the array that way, then run your return node off the completed pin, so it only exists once it’s iterated over the entire array. You’d have to feed that specific result into the output value. Again, this is for singular output. Else you’d have to make a new array from the results and feed that out, etc. šŸ™‚

undone sequoia
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Anyone here ran in issue when he had Pawn sensing on some actor? (gun) and that gun was attached to another actor and pawn sensing then stopped to work?

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my case rn I have "turret" with pawn sensing

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it is working when alone on plane not

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Idk how to make it work

hollow cove
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how do you use multiple post process materials or how would you go about it? i have multiple instances of the outline and want different ones depending on conditions

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i assumed it would be custom depth stencil value thinkhmm

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hmm or should i be altering the little amounts here on the array

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stencil value does nothing though

versed sun
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there's a bit of setup and materials involved
Lots of YT videos for that tho

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Welcome to our Outline Material tutorial. This is a similar material used in our current project Button pop. If you are interested in the game, check out our developer logs!
If you guys have any feedback or ideas for future tutorials, leave a comment down below!
I hope you enjoy.

Check out Button Pop on Steam now! :
https://store.steampowered....

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stuck sentinel
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how do i make it so each one is a bit far away from the other because i cant change it in the widget blueprint since its not there before begin play i pick it up

ashen gazelle
frigid cradle
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I know it's important to the engine but what exactly is the point of blueprint? I've felt like I've been bashing my head in a wall trying to learn it. I've known how to code for a few years now and despite not being an expert or anything (just average) it's still throwing me for a loop. Is there any reason at all to use BP instead of C++? I'm a solo dev so it's not like I've got designers I've got to send these things to.

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I've even done other visual scripting things before in college classes and I tried Unity's (terrible) version of it

thin panther
desert quarry
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What's the name of the sky sphere that makes stars? Is that still in unreal 5?

thin panther
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You can expect your primary workflow to be making a core base class in c++ and subclassing it in BP to set up asset references and overriding various functions/implementing events

frigid cradle
thin panther
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Something like that yeah

frigid cradle
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Thanks

desert quarry
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I generally make the logic in C++ and then use BP for instances of things.

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Also bp is great for testing things.

zealous moth
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how do you get an AI controller?

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when i get controller and cast to ai controller, i get nothing

carmine apex
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I'm making a game about a frog and I want this frog not to be able to jump sideways. Which means I would have to have this frog only jump in the direction that it's facing not the camera or user input. How would I do that?
I also want this frog to be able to rotate sideways so it is easier to navigate the world since I would only be able to jump in one direction.
Any help on this as well?

civic cliff
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Hey I wanna know if my code is correct or not .. I want to play a sound effect when my character collects all the coins , but my code isn’t working šŸ™(it’s not playing the sound effect after collecting all the coins ) what should I do ?? (Sorry for my English, it’s not my native language)

spark steppe
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so when hitting jump you apply a velocity, which could be the (scaled) forward vector + some zOffset

carmine apex
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How would I put that into blueprints

iron prawn
civic cliff
iron prawn
steady night
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How Would i Check if all actors in array equal to dead do this<8>?

civic cliff
ashen gazelle
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this seems like something basic but im drawing a blank. how to i make a shape like this with a box to act as an out of bounds/damaging box for my ue5 game https://youtu.be/5Xdnx3wPNLo?si=auYRTwO7jFdWH-od&t=480

Hey guys, in today's video I'm going to be showing you how to set up a system in which we can damage and heal our player within our game. This works with our health bar we created in the previous video.

How To Create A Health Bar In Unreal Engine 5: https://youtu.be/PVgMkUwhtoM

Damage 1 SFX: https://freesound.org/people/Deathscyp/sounds/404109...

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grave relic
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Could anyone help me with a character-swapping issue? So I want the player to be able to swap into objects, I have the logic for that down and I'm able to swap. But I want the player's collision to be disabled and use the object they turn intos collision. I tried setting the capsule collider to the same size as the can in the image. But that did not work as the offset is wrong, and if the player turns into a box, this also won't work.

jolly cipher
#

Hello!

I am trying to create a mount system. Im recreating something like World of Warcarft, when you hit a button, Spawns your mount, Attach Actor to Actor.
So far I have gotten this far and got this part to work in my multiplayer game.

Since my game is a multiplayer shooter game, I was wondering how to go about the next step.
This is new for me, so If I posses my mount, my understanding is that you swtich to your mount blueprint and you loose all the logic you put in your main character BP,
So I dont get any damage anymore as the logic was on my main character,
So I have to recreate my movement inputs and logics on my mount too?

I am wondering if this is the right approach,
I want my character to be able to shoot while riding and still keep all the blueprint logic I added,
So I think my question here ... Is there a way to control a mount without possesing it ?

Been stuck on this for a few days and strangely it seems to be very difficult to find a clear tutorial for my setup.
Does anyone know how to go about this?

trim matrix
#

does anyone know of some good sources for stopping this material from stretching?

iron prawn
# civic cliff **IT WORKED ,THANKS !!**

Nice! Just one small thing though, you are setting the remaining variable after decrementing it, but this isn’t necessary as decrement int automatically sets the variable for you.

trim matrix
carmine apex
#

I'm making a game about a frog and I want this frog not to be able to jump sideways. Which means I would have to have this frog only jump in the direction that it's facing not the camera or user input. How would I do that?
I also want this frog to be able to rotate sideways so it is easier to navigate the world since I would only be able to jump in one direction.
Any help on this as well?

brisk badger
#

id recommend just learning the basics of unreal instead of jumping straight into asking how to do something specific from the get go

ashen gazelle
#

this seems like something basic but im drawing a blank. how to i make a shape like this with a box to act as an out of bounds/damaging box for my ue5 game https://youtu.be/5Xdnx3wPNLo?si=auYRTwO7jFdWH-od&t=480

Hey guys, in today's video I'm going to be showing you how to set up a system in which we can damage and heal our player within our game. This works with our health bar we created in the previous video.

How To Create A Health Bar In Unreal Engine 5: https://youtu.be/PVgMkUwhtoM

Damage 1 SFX: https://freesound.org/people/Deathscyp/sounds/404109...

ā–¶ Play video
trim matrix
#

~~hmm, I have setup anim class, but it doesn't seem to be spawning.
The mesh is in TPose and the ABP doesn't have an instance from the world. Any ideas?

When I set the anim class to default manny, it works, but not this one :/~~

NVM: my stupid ass used wrong skeletal

lunar sleet
trim matrix
lunar sleet
ashen gazelle
#

okay ty

grave relic
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Could anyone help me with a character-swapping issue? So I want the player to be able to swap into objects, I have the logic for that down and I'm able to swap. But I want the player's collision to be disabled and use the object they turn intos collision. I tried setting the capsule collider to the same size as the can in the image. But that did not work as the offset is wrong, and if the player turns into a box, this also won't work. šŸ˜„

carmine apex
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Right now I'm stuck on the character only jumping in one direction (characters facing)

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Any help on this?

lunar sleet
#

Prly the simplest way would be to set a Boolean to True while strafing and only let the jump run if that is false

opal pulsar
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does anybody know how to properly rotate an object with the mouse with a physicshandle component?
basically the Z axis is fine since its globally up
but other axes just seem to be relative to the object
what im trying to do is use the Y axis of the mouse to rotate the object on the player camera's Y axis

trim matrix
#

is there a way to make my tile adjust as i scale it automatically?

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say no matter what way or size i scale it? that it stays the same tiled size

versed sun
#

yes

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In this video I go over how to setup a world aligned material in Unreal Engine 5. This is useful in a variety of ways when texturing a scene, whether it be because your UVs are having issues being aligned, you want to scale your assets randomly, or you just want two different meshes to blend seamlessly.

Hope this is helpful and let me know dow...

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versed sun
trim matrix
manic adder
#

in a bp that is constructing InstancedStaticMeshes, enabling physics is greyed out.
the mesh has a box collision applied. what other causes need i look at ?

versed sun
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I don't think ISM can have physics

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Alternative would be replace that instance with a regular static mesh with physics enabled

manic adder
#

in this case, will i be able to work material variations, such as with PerInstanceRandom ?

versed sun
#

yes, with Custom something something.... once sec

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By combining the nodes PerInstanceCustomData, VertexInterpolator and the SetCustomDataValue function, we are able to have different Scalar Parameters on Instanced Static Mesh Component.

All Assets ā–ŗ https://www.patreon.com/posts/all-assets-how-1-64351706?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=jo...

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manic adder
#

but this applies to instances

versed sun
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Did you want ISM with different materials per ?

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maybe i read wrong

jolly cipher
manic adder
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but i need to apply physics at the same time

carmine apex
#

How would I make my character jump forward instead of straight up

spark steppe
#

i told you half a day ago

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use the forward vector of your character

fiery swallow
#

he's probably referring to the node he will need, which is "launch character"

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@carmine apex

hollow cove
#

im brain farting on how to do this, if i have four booleans and an enum, if bool 1 is true then enum should be 0, if bool 2 is true then enum should be 1 etc. what's a way to do this without tons of branches

fiery swallow
hollow cove
#

i have a bunch of conditions to figure out why someone cant place a building e.g. blocked or too steep land

#

want to put it in an enum so i can just switch or select for a message or whatever

lunar sleet
hollow cove
#

prioritizing by the order of booleans that are true

#

if boolean 1 is true then set the enum to that instead of 2 which is also true

#

i guess a for loop with a break could do it

fiery swallow
#

an enum would be fine, you would prioritize the error message by prioritize what's the most important from what's the least important

hollow cove
#

mhm it was about how to convert the bools to an enum in a way without tons of nodes

fiery swallow
#

If that makes sense, If you feel like wood for example is more important then collision, you'd check if they had enough wood first, and if they didn't then that's the error

#

oh

hollow cove
#

could just throw them in an array and loop to set an enum and break tho

fiery swallow
#

you could just replace the select bool with a select enum

#

but this code seems very unstable and/or hard to follow :/

#

and you'd have more then one select

lunar sleet
#

Would switch on enum work here?

vapid patio
#

ah ok thanks. I swear the more I learn about unreal and all its amazingness, I also learn how limiting blueprints really are. I tried creating a c++ class but everything was broken. It opened wioth a ton of red lines and I had no idea how to move forward. Hardplace and a rock

fiery swallow
hollow cove
# hollow cove

i would be setting the enum from the bools here not using an enum

lunar sleet
fiery swallow
#

yeah you can select an enum from the bools

#

if you'd show some more code I can give you an example

gentle urchin
#

Does the avtual blocking bool matter ?

#

Seems like all of them are just to ensure invalid location

#

And if so... anding them together is all that makes sense

ember hazel
#

I have multiple items that need to play a sound and effect at the same time but in different places how can i make it so that they dont just play at one of them.

lunar sleet
hollow cove
fiery swallow
#

I mean that's... better, but you don't need the break there, you can just dirrectly connect the braanch to the return value

#

the loop will stop on it's own

hollow cove
#

oh true, it's a return kek

versed sun
#

I would do this

lunar sleet
#

I believe the goal was to avoid that many branches

hollow cove
# versed sun

i would connect the false of the last branch to the start just incase a cosmic ray causes bit flip

lunar sleet
#

So infinite loop?

hollow cove
#

absolutely, only way to be safe

lunar sleet
#

Confirmed inf. loops verified as valid cosmic radiation protection

fiery swallow
#

I whipped this up quickly, this is how I would do it

hollow cove
#

hmm, it is cleaner but it has more nodes, and a lot of the bool checks i have are pure

fiery swallow
#

I'm not sure why the second part matters

gentle urchin
#

But... do you use the outputs ?

#

Like. All of them, for different things?

hollow cove
#

the enum is just to notify the person why they can't build in that location

gentle urchin
#

Right

fiery swallow
#

Well, the method you had in your previous image works too, although I think this is a more proper way to do it. You can come back to this in a year and quickly understand what's going on and make the changes you need efficiently

#

but either way I think you've got it

gentle urchin
#

I prefer unreadable code

#

Combine all bools to an int

#

And decipher the meaning in a year without documentation

fiery swallow
gentle urchin
#

Nah id let it be single bool output and probably a text to describe the issue

#

But far cleaner with branches

#

Along with very clear prio

fiery swallow
#

can't forget the string cheese code where one variable on the blueprint board is connected to 50 different things left and right

gentle urchin
#

Ah ye šŸ˜…

fiery swallow
#

best part is the comments are so helpful

#

I remember a contract job I did a while back I seen a comment in the blueprint graph for a huge function like this. Inside of the function the comment wrapped the whole thing and it said "does stuff"

gentle urchin
#

And good naming of var

fiery swallow
#

lmao

lunar sleet
sand slate
#

Hey guys, I have a simple question. Is there a way to connect an enum value with an other value or ref (like in this case texture). or is it always done like this?

I try to change the tumbnail picure to the selected map. with a switch. I use this technique alot but maybe there is a more easy way.

hollow cove
fiery swallow
gentle urchin
#

Select indeed

hollow cove
#

oh true, select if you're only doing it once

fiery swallow
#

a map wasn't wrong though, but more work for no gain šŸ˜…

hollow cove
#

maps are annoying af with the default value not being allowed while adding more to it

spark steppe
#

FInterpTo Constant... interp speed 1, will blend from 0 - 1 in 1 second, right?

sand slate
#

Perfect, select node looks good. Thanks guys!

hollow cove
lunar sleet
#

You’ll have to plug in delta seconds prly and from what I was playing with on FInterp, that’ll make it spit out weird values

#

Tbh idk how to use FInterps properly, thought I did but nope

spark steppe
#

yea just checked with print string, sometimes my brain doesn't come up with the easy solution...

#

for the constant interp it's pretty much interp speed * delta time

#

so whatever interp speed is will happen within a second

#

0 - 10 with interp speed 1 will take 10 seconds

carmine apex
#

I made this blueprint attempting to make the character jump forward in the direction it's facing but it isn't launching me in the forward direction, instead it's launching me to the left...

lunar sleet
#

Finterp works diff I guess. I was trying 0-10 and it never reached 10

carmine apex
#

Wrong one my bad

spark steppe
carmine apex
#

I made this blueprint attempting to make the character jump forward in the direction it's facing but it isn't launching me in the forward direction, instead it's launching me to the left...

spark steppe
#

i think for normal interp it's a fraction of the delta between initial and current value

lunar sleet
#

It kept oscillating back and forth

lunar sleet
#

Self should do it here

spark steppe
#

your mesh is probably rotated by 90deg

#

there's a get actor forward vector node

#

his current node is for scene components, so self on it might not work

lunar sleet
#

Yeah true there is, I forgot there’s more than 1

faint pasture
ashen gazelle
#

Getting this error, trying to create a respawn system when you fall out of bounds

lunar sleet
ashen gazelle
#

my level, it has a trigger box that i want to respawn the player when they hit it

#

@lunar sleet

#

not sure still, cant prod this one out

hollow cove
#

is there a select or switch node for materials using index

#

doing a custom stencil and if nodes are annoying

sleek coyote
#

Hello,

I'm still relatively new to coding in Blueprint, but I've been trying to search and see if there's a way to create a simple box (for collision) that encompasses a linear spline point loop. I can do collision boxes along the loop very easy, but that doesn't solve the problem of having collision along the top of the box (say, the player drops into it, or flies near it).

lunar sleet
plain cobalt
#

This returns 0 when I print it, while i tested my array elements. They do have proper values. Am I just being totally oblivious to as why this doesnt work or am I missing something

#

When I print the sum I should clarify *

lofty rapids
#

you print it on completed ?

plain cobalt
#

yeah thats the node im not showing

lofty rapids
#

how did you "test" you array element ? try a print string out of the loop body see if there are elements in array and it's running

plain cobalt
#

Thats what I did, I printed string out of loop body with the value and index number of each array element

#

Okay soo nevermind somethings goin horribly wrong

#

..Im an absolute idiot.. i think

#

Yep lmao it had nothing to do with that piece of code, I used a similarly named obsolete array that I forgot to delete 🄲

jolly cipher
#

Just curios, has anyone ever had issues turning / moving camera after attaching my main actor to a horse mount?
Seems like my input are generating values n my horse mount for my controller Yaw and Pitch.
Been going trough all my settings but not seeing anythinig obvious.

#

Seems like once I attach my Actor to my Horse Actor I just loose the ability to move my mouse around.

hollow cove
#

hmm why isnt fmod working, seem to be getting 0, 2, 2, 0, 2, 2 as i increment the value

#

tried doing, floor, ceiling and round and same results

lunar sleet
#

Hard to tell, does a material bp even let you print ?

lofty rapids
blazing wasp
#

if i have a camera shake actor that's a child of a camera, and it auto plays, is there any reason why i should expect the camera not to shake when i hit begin play?

#

(this does not shake the camera at all)

native ferry
#

hey is there a way to reduce the on paint function frequency in a widget? I have this on paint function that runs every tick and i'm afraid it will reduce performance due to the amount of math there is

#

or i don't have to worry about that?

native ferry
#

using cpu profiling i see that it takes 1ms of cpu time, is this a lot for just this?

sterile quest
#

How do I change the collision preset from within the event graph? Currently I have it set for a mesh to "No Collision" but I want to be able to change the collision preset via BP.

#

I tried searching for relevant BP nodes but came up empty-handed.

#

Basically want I am trying to do is change a morphtargets value and then enable a collision mesh (that's invisible) after the morphtarget value has been changed.

#

I'd also have to disable the other collision mesh after the morph target is changed.

#

Some help with this would be appreciated.

red berry
#

Is it possible to do nested actor components or not? I know you can add an ActorComponent to an Actor, but what about ActorComponent to another ActorComponent?
The AddComponentByClass's target only allows Actors, but I don't see the option to allow an ActorComponent

jolly cipher
lunar sleet
lunar sleet
#

You can add multiple components and attach component to component if you’re talking attach

red berry
# lunar sleet Depends what you mean by nesting

I want an ActorComponent to have some additional data/objects with it, so if I move the AC to another actor, it will bring them with it.
I do this so that the single ActorComponent is modular and has its code split up. I don't want 2 or more functionality in the same blueprint. Seems like I have to do this in C++ by allowing UObject which can be replicated.

lunar sleet
red berry
lunar sleet
#

Maybe, that’s a bit beyond me, I’d ask the crew in #cpp if that’ll work

red berry
#

Oh well its a problem I'll deal with in the future

dawn gazelle
#

If your component needs other components to work, then that's a sign it's not designed correctly. The component should have everything it needs to act mostly indepedently. It can still make sense if the actor that will be owning the component has to make calls into the component, but otherwise you're losing the benefit of even using a component if that component is reliant upon the actor having other components.

If you have similar code in multiple actor components but have some code that you only want in a certain component, then that's a sign you probably want to subclass your component.

desert juniper
#

And then lyra steps in with 20 (hyperbole) nested components

red berry
#

Is there a point in checking pass by reference? I know about programming, so passing by reference typically means a bit more better performance. Does this actually do anything? Im thinking of checking it true, if I'm simply getting variables from the argument.
But I think it can backfire because if you pass by reference an argument and accidentally edit it, you would be editing the original unintentionally. But if you don't pass by reference, you're making a copy of the object which is slower and takes up more memory

hardy fable
#

for structs, yeah

#

you cant copy UObjects like that. the checkbox changes the UObject* into a UObject*&. Except that this is the BPVM so it probably does nothing at all, to be honest

#

except I guess, you could reassign a new object to the variable that was passed into the function

red berry
hardy fable
#

yeah, there is barely any point to using that for objects. for structs and other PoD, use it if you need to modify the original.

#

also, keep in mind you are working with "virtual memory" here. BPVM will happily make copies of stuff you tell it to pass by reference, so the "savings" you'd get by doing that for large structs is . . . questionable anyway

desert juniper
fringe junco
#

how would i use the new enhanced input system? i have my input actions, the input action context, but my little tid bit of blueprint returns 0.0 and doesn't add anything to pawn input as a result

crude pecan
#

Thanks, I guess that makes sense. It's still useful outside click drag if it's only a single click action

minor wolf
#

What sort of code goes in construction script vs begin play? I'm looking to make an inventory component and want to add in an inventory size. For most defaults this will be a static number entered in the defaults panel per blueprint but I'd like to have an item that has an inventory size of max int32. Since I can't access such variables in the details panel I was thinking it probably goes on construction script or begin play

subtle wyvern
#

How can I trigger an animation blueprint using blueprints? I have a lipsync animation, so when the player collides with the metahuman the lipsync animation plays - but when it's done I want it to go back to it's original animation

dawn gazelle
# minor wolf What sort of code goes in construction script vs begin play? I'm looking to make...

Construction Script can happen before runtime, for example, when you place an actor into the scene or move it around in the level editor then its construction script will run. It's also run when the actor is being spawned too, and should be happening before begin play.

For an inventory, it technically wouldn't matter whether it is in begin play or construction script, but begin play would make more sense on account that you don't necessarily want to have the inventory resizing itself every time you may move it around in the scene.

minor wolf
#

Ideally I'd like it to be part of the cdo.. I think. I could just manually enter in the number manually I guess

frosty heron
drowsy anvil
#

Hello, how do I make this projectile shoot in rapid fire, while I hold the button down?

tame pecan
#

when you hold down the button

gentle urchin
#

Timer event i guess

drowsy anvil
#

I did this for rapid fire, but they keep still firing after I die

drowsy anvil
tame pecan
#

set timer with event makes this all into 2 nodes

astral orchid
#

How does the Match State machine work in GameMode (not GameModeBase)? How do you change the state, or call states to activate functions?

#

Ping me if you have an answer

radiant imp
#

How can I get the player state from the player controller?

#

I don't know how to get the Player State Index of the current player

serene crater
#

How do I check if a property is a nullptr in BP? IsValid() doesn't seem to do it

tame pecan
unreal vector
#

Hello people, I'm coming in!
I would like to know if there's a way to save sets of nodes, like presets, so I can quickly reuse combinations of nodes without having to recreate them constantly?
I'm mainly asking for metasounds.

sweet silo
#

hi there i don't understand when packaging the game modes i set as default by levels are reseted to the basic game mode.. any idea? thanks

serene crater
tame pecan
#

the only case it doesn't work, is a dangling pointer

serene crater
#

What do you mean by dangling pointer?

serene crater
#

Surely if it's dangling then it's not valid

tame pecan
#

That's the only reason a IsValid would point to a "valid" object when it's not valid

serene crater
#

Any ideas how to go about fixing it?

tame pecan
#

is the object pointing to an address?

dark drum
tame pecan
dark drum
unreal vector
dark drum
# tame pecan It's calling IsValid()

Chances are they've probably just created a var of a specific type but don't actually set it. I've never once had any issues with dangling pointers using BP.

dark drum
unreal vector
#

okay thanks šŸ™‚

dark drum
fringe junco
#

hmm any thoughts on how i can do a proper camera rotate? this seems to spin the camera at mega speed

dark drum
# fringe junco

You don't have delta time connected which would affect it. Get Delta world seconds. What are you trying to do? Just rotate the camera based on player input?

dark drum
# fringe junco yeah

There's an example in the first/third person templates for rotating the camera. Are these not what you're wanting?

fringe junco
#

ill take a look, thank you

#

oh wowza it was a simple

feral ice
#

hello guys! Is it possible to spawn a landscape in level blueprint in ue5? Like during runtime

dark drum
fringe junco
#

maybe look at the cropout sample projecy

#

i think they do something in BP similar to what you are asking

feral ice
#

or is there a landscape actor i can spawn in in class

dark drum
feral ice
#

cause my purpose is to create a number of randomly generated landscapes

feral ice
dark drum
# feral ice this

are you wanting the player to be able to walk around them or just in the distance? You could use a custom mesh component and build a tesselated plane. This might not be the most effiecent method though.

feral ice
#

yeah i want the player to be able to walk on the landscape. Cause i want to add landscape material on the landscapes

drowsy rapids
#

Hello, can anyone teach me how to access asset details/properties/info/data (not sure what it's called) from BP? For example, how would I get the imported dimensions of this power of two padded texture in BP? GetSizeX/Y will only give me the final padded texture dimensions (32768).

tight pollen
#

how to use it?

thin barn
#

where is the decreement operator in widget bp? i cant find it

tight pollen
#

I have one main widget with several variables that I want to be present in all widgets. Variables are saved and loaded, there are several widgets in which I want to have other variables and also save them, and I don't know whether to put these variables in the main widget (Parent Class) and when loading variables, those that will be applied only to specific widgets, will they simply be empty in those widgets that do not use them, or is there any other way? anyone advise?

edgy ingot
thin barn
red berry
#

Is there a way to transfer an ActorComponent from one actor (its owner/parent) to another?

versed sun
lunar sleet
#

Why transfer ?

red berry
# versed sun

Thats for scene component, the 3d stuff. I need Actor component, for abstract stuff

lunar sleet
#

Why are you trying to xfer a component around

red berry
# lunar sleet Why transfer ?

I have a backpack that has an ActorComponent inventory. If the player equips it, the ActorComponent should still exist, but be transferred to the player. The "AC_Inventory" handles the backpack's storage, so it should always exist, whether its in the world, or on the player's back. The 3d mesh however doesn't always need to exist

lunar sleet
red berry
# lunar sleet The simplest way would be to hide the mesh.

Bruh unreal engine seems so inefficient. Logically I would keep the data, but delete the 3d mesh when necessary, and recreate it, when necessary. You can't even transfer an ActorComponent from one Actor to another, it seems. You can't even subclass actor components to split them up either.

lunar sleet
#

There’s absolutely no reason for you to xfer actor components around

#

If you want to store an inventory system in an actor component do so

#

It should always be on the character itself. Idk what you’re trying to do by passing it around like it’s a real backpack in a school yard. If you need to pass the items to another char you would do that, not try to remove a component from one actor and add the same instance of it to another actor

#

Having said that, you can do anything with cpp if you put your mind to it, so if you want to go down that rabbit hole give ā€˜er

red berry
#

@lunar sleet I have an inventory grid based system. The player can't equip items unless they have a backpack on. If they take off that backpack, the items stay with the backpack and they can re-equip it again and see the items again.

loud cipher
#

Hey all i have a simple linetrace that casts and checks for an actor hit, and if it hits an actor it unhides a widget on that hit actor that shows F to interact. But the problem is, if the player then looks away hit actor becomes invalid and it is impossible to then hide the widget that shows interact

lunar sleet
lunar sleet
loud cipher
red berry
# lunar sleet Doesn’t mean you actually need to remove it. Only obfuscate it from the player’s...

I have the backpack 3d mesh Actor, with a AC_Inventory component that handles its storage. Am I supposed to just merge them or something? Do I just simply attach the Actor to another Actor (player)? Is that efficient to do so?
It may be a player having 1-3 backpacks, but NPCs will have inventory too. So if we have 100 NPCs, thats 400 actors in the scene. Can Unreal even handle that many actors?

lunar sleet
loud cipher
#

Remove what since i cant access anything from the bp

lunar sleet
loud cipher
#

Okay thanks

red berry
loud cipher
lunar sleet
#

Show current code if you can’t figure it out

lunar sleet
grave relic
#

Does anyone know if it's possible to change the player into a static mesh, and then make the player controller use the mesh collider instead of the capsule collision? I'm trying to do something in the style of a prop hunt, but I want the collisions to be accurate to the objects. So if the player is a box it has that collision, and if it is a can I want it to have that smaller cylindrical collision. I have to logic down of swapping the player's mesh, but I don't know how to change the collisions.

native ferry
#

i think how it's done is that they hide the skeletal mesh and attach the static mesh to the root bone

#

because if you've played fortnite's prophunt for example you can still see the animations playing when you've transformed into a prop

loud cipher
native ferry
#

i don't think you can change the default capsule collision but you can still scale it to the mesh size using the get component bounds node @grave relic

grave relic
#

Currently I have it set up like this:

native ferry
#

as for the box collision taking priority i don't know if it will work, you can try and if it doesn't just scale the capsule collision instead

#

also you can scale down the capsule only to a certain size, if the static mesh is too small you won't be able to do what you suggested

#

but it should be enough

#

the minimum scale is 1 so i don't think that's an issue actually

loud tree
#

Sorry bad phrasing collision is always hidden
Set meshes between hidden/unhidden and active/inactive
And collisions
Only between active/inactive
Always hidden

lone delta
#

hi guys! I'm trying to attach my player to a rope (it's made from bones simulating physics to get attached on any point of the rope), but no idea how to do it correctly.. If I attach the actor it makes it look very wrong when swinging (screenshot) from being attached by the root I guess, and I have no idea how to work on the rotation issue..

keen flicker
grave relic
loud tree
steady night
#

Hey yall

#
<Fade>Fire Resistance:</> <FadeYellow>{fireress}%</>
#

im displaying my fire resistance like this

#

and im getting a float and * by 100 to get %

#

but when i got a negative value i do the same

grave relic
steady night
#

the text is begin displayed like this then

#

the Font im using do have -

supple osprey
#

@versed sun Thank you for your help. šŸ™‚ I think I phrased it wrongly yesterday. I want the inherited function to have additional input pins...do you know if this is possible?

versed sun
neat sinew
#

Is it possible to have a scene component unaffected by parent rotation? I want only the location to be relative to parent

loud tree
brisk badger
neat sinew
#

I tried that but it doesn't do what you'd expect. It will still be positioned relative to character rotation, but the component rotation will match the world location

#

I think ill just do it manually... Ill spawn an actor then add the character velocity to it

brisk badger
supple osprey
#

@versed sun Thank you, I think I will go with that šŸ™‚

sterile quest
brisk badger
lunar sleet
#

It uses a component as target

sterile quest
#

Thank you.

neat sinew
lunar sleet
#

But like, why would it be hardcoded in cpp? Seems counterintuitive

#

Unless you’re saying the default char class forces you to use that

neat sinew
#

yeah default ACharacter sets root to capsule

lunar sleet
#

Oh, I getcha

neat sinew
#

I will try it tho

#

prob gonna mess things up..

brisk badger
neat sinew
#

OH

#

MAGIC

brisk badger
#

yup

willow gate
#

Good morning smart people! I have an issue where I set a bool on an actor component (inventory component) to true when an item is successfully added and false when it can't find an empty slot. I'm running the add function via a server RPC on the component whenever I interact with an equipable actor. I wanted to use that bool so that I can try to place equipable items inside my player's hotbar and if that fails, try to place it into the player's inventory but when I try to get the bool, from the actor being interacted with, it always returns false. Any ideas why that could be happening?

lunar sleet
willow gate
#

hmmm.. good point(s). Hard to post code because of the routing but I'll do my best

lunar mulch
#

Heya, im trying to make an Animation Notify that stops input when the Notify is triggered inside the Animation. Any idea why this code isn't working?:

lunar sleet
lunar mulch
#

Im not sure what im missing, is there anything else i could take into consideration?

lunar sleet
#

You have 2 casts

#

One is pure for some reason

#

Set a breakpoint and check if the code is going as intended

sonic meadow
#

Hi everyone, I am very new, working in the VR template and I want to create a trigger box when the virtual player enters a text and/or image is displayed.
To which I need to create an event? To the widget or to the trigger box? How to link those together please

lunar mulch
#

Hehe yeah your righti t's not casting succesfully from cast to player controller

#

Hmm..

lunar sleet
#

I’ve never seen that get controller from actor, usually it’s get controller or get player controller

#

Are you using enhanced input or the deprecated one?

lunar mulch
#

Enhanced input yeah

lunar sleet
#

You don’t need to disable input you can just remove mapping contexts

#

But get the player controller properly

#

If it’s single player just use get player controller and cast normally

lunar mulch
#

Im trying to make it MP viable, any thoughts on what i could do instead of the Get Controller from actor?

lunar sleet
#

Get controller

#

Then do a normal cast

#

If it fails you’re probably not possessing it properly or it’s an AIcon

lunar mulch
#

Hmm, i tried this : not working either (I thought this was what you meant with a normal cast). I guess im just being a dumbass, can't seem to get it to work

lunar sleet
#

And again I’d just remove the mapping context

#

If you use disable input, do it in the char itself not the controller

lunar mulch
#

Alright ill go ahead and try that, thanks for your patience bud

zealous moth
#

I made an array string sort function in BP however I am stuck on the case where you get

ABC_10
ABC_2
ABC_3```
How would you make 10 go at the end?
gentle urchin
#

Guess you could just sort by generaĆø Ćøength aswell

zealous moth
#

oh... let me see

frosty berry
#

For projectile collision detection, is it better to use the static mesh collsion or use a collider in the blueprint?

zealous moth
#

@gentle urchin I thought I was already doing it at the start when checking for the len of the string

gentle urchin
zealous moth
#

yeah trying to wrap my head around it

potent dome
lunar sleet
#

There’s an FArray:Sort in cpp btw

lunar sleet
zealous moth
lunar sleet
#

This just seemed like more work hehe

zealous moth
#

ironically @lunar sleet the cpp sort does the same thing

#

you will see 1_10 before 1_2

viscid root
#

How would I go about getting the offset of the nearestPoint of a boxbound (local) and set it to an Offset Vector?

Struggling on getting the correct math. This is being used for my targeting for my ai.

grave relic
frosty berry
lunar sleet
lunar sleet
zealous moth
#

it's technically correct but that just breaks the way i named my maps

#

I can always add a 0

#

010
002

#

but i'd rather not redo it all

stuck sentinel
#

Im trying to make my third person character first person by placing the camera inside his head but when i look down or up it either goes into the ground or in the sky can someone help?

lunar sleet
loud tree
stuck sentinel
lunar sleet
faint pasture
#

You can edit the collision for any mesh if you don't like whatever it defaulted to

faint pasture
#

Turn off the collision test

#

Or just lose the boom l

dark drum
lofty rapids
#

or sort based on number instead of string if they are all the same prefix and you can pull out the number

stuck sentinel
dark drum
# grave relic Does anyone know if it's possible to change the player into a static mesh, and t...

You should look at the physics asset that's used for skeletal meshes. You can disable collision on the capsule and enable collision on the skeletal mesh. If a physics asset is setup, it'll use the collision as setup in that. (Make sure to disable physics/gravity on the capsule or it will fall through the floor)

If you want the character to move again, re-enable collision/physics on the capsule and disable on the skeletal mesh.

stark patio
#

Does anyone kow how i could create an optimized system for storing and accessing player stats (not only the player needs to access the stats)

dark drum
frosty berry
lunar sleet
stark patio
dark drum
lofty rapids
#

i just got into components, nice to be able to attach things to actors like that

lunar sleet
#

Modularity

dark drum
frosty berry
grave relic
lunar sleet
lofty rapids
dark drum
dark drum
stark patio
lofty rapids
#

you want global stats or be able to have characters with stats ?

dark drum
stark patio
dark drum
grave relic
dark drum
grave relic
stark patio
dark drum
dark drum
stark patio
jolly cipher
#

Is anyone able to make this make sense?

So I created a mounting system, I basically attached my main character to my mount actor ( attach actor to Actor )
To handle the movement inputs I have forward my main character's wasd inputs to my mount and its working
I just cant seem to get the camera movement to work, as if its locked at 0 all the time.
My mouse movement does register to the mount and data is flowing correctly

Thee only way to get it working is to autoposses my mount to player 0.
BUt then I loose all my character's inputs and logic.

Anyone know why as soon as I attach my character to my mount I loose the ability to move my camera?

dark drum
grave relic
# dark drum You can scale the capsule to fit inside your static mesh.

Yes, but if there are cases like this, then a box that has the capsule collider can fit into spaces that would fit the capsule and not the box itself. If that make sense? šŸ™‚ (red is the capsule collision). I Initially had a system like this, where I take the measurements and then scale the player capsule based on the object's capsule height and radius. But ran into this problem. Sorry that I'm asking so many questions, but this is really bothering me that I cant figure out something that seems so simple šŸ˜›

jolly cipher
frosty berry
dark drum
frosty berry
willow gate
#

Random noob best practices question: I have always been in the habit of having an art assets folder outside of my game content folder and then importing the assets to the project from the outside folder. I recently watched a seminar where someone just dragged and dropped textures and fbx files right into their project content folder, which automatically prompts for import, obviously. I just wanted to know which one of these methods, if any, is the best practice.

frosty berry
#

The ship is set to BlockAllDynamic

brazen yoke
#

As you can see the interface stays the same but the camera view goes black when the character is being moved on the platform. Anyone seen this behaviour before?
When I move the character normally with the controls it does not go black, aka its only when its on a moving platform. Its local coop so nothing to do with servers.

Thank you.

timid tundra
#

how to invoke parent or base version of the overridden function in blueprint?

versed sun
#

Right click node, Add Call to Parent

zealous moth
#

@dark drum it wouldn't matter, the onjly difference is the overall length of the string.

@lunar sleet I found this thread and it has an implementation but my loop stops at the first entry oddly enough
https://forums.unrealengine.com/t/how-to-sort-an-array-alphabetically/350158/7

#

hahahahaha nvm, same issue

timid tundra
#

I want to replicate the following code with blueprint.

AActor* APickerCppGameMode::ChoosePlayerStart_Implementation(AController* Player)
{
    TArray<AActor*> FoundActors;
    UGameplayStatics::GetAllActorsOfClass(GetWorld(), APlayerStart::StaticClass(), FoundActors);

    for (auto Actor : FoundActors)
    {

        if (auto PlayerStart = Cast<APlayerStart>(Actor))
        {
            if (PlayerStart->PlayerStartTag != FName("Used"))
            {
                PlayerStart->PlayerStartTag = FName("Used");
                return PlayerStart;
            }
        }

    }

    return Super::ChoosePlayerStart_Implementation(Player);
}

However, it crashes when the number of PlayerStart actors less than the number of clients. What is wrong?

#

The C++ version works well.

manic vessel
#

Anyone see if Im doing anything stupid here! Im teleporting my character . then teleporting the physical parts and the constrained actors to them . If have a weapon in either hand they teleport correctly , But if the hands are holding the same weapon im running a check to find the primary gripping hand and teleport to that one,( ONLY i have an elastic band of the weapon returning to the constraints from where I teleported from. cant see why if they done match its fine but if they do its not.

thin panther
timid tundra
lunar sleet
#

May want to move this to #umg

thin panther
#

thats the other thing youre missing from the cpp version

timid tundra
#

Well done. Thanks!

thin panther
#

np!

timid tundra
#

It still works even without connecting the Player pin.

thin panther
#

yeah it will, but we are trying to mimic the cpp version exactly are we not?

#

you aren't passing nullptr into that super call

zealous moth
#

@lunar sleet alrighty, i found a solution. Originally I had a datatable with all level informations including the name and it was ordered alphabetically. My string sorting was mainly used so that when you beat a level, you unlock the next and add the level name as a string in a save game array.
The issue is if you go to world 2 while world 1 is incomplete, you get weird "level_1_1, level_2_1, level_1_2" sequences.
The final solution was to use the data table, create an array and if my "saved game array" contains that entry, add it to a transient array and then set that as the new saved game array

loud tree
versed sun
#

Sphere overlap will be 1 sphere
Multi sphere trace will be more of a Capsule shape

#

(a sphere at start , sphere at end, and connect them in the middle)

zealous moth
ancient basalt
#

hello, i would like to ask for help, So the problem is that:
There is an weaponComponent blueprint and in that i have one bullet hit location variable(Vector) and i pased that variable using interface and cast to an human ai controller blueprint for use. But in human ai controller i am getting 0, 0, 0 for x, y and z but it print the location/reads the data in variable in weaponComponent properly.

So if anyone knows the solution for above, Pls help me!

loud tree
twilit jacinth
#

Hello guys I want to implement object pickup system. I already implemented Physics constraint, but it glitches out often and objects teleport around when near walls or the floor. I found a thread on implementing this feature with PhysyicsSringArm. But cant find that component online. Is it just a usual springarm? https://forums.unrealengine.com/t/stop-carriable-objects-from-clipping-through-walls/1325759

lunar sleet
#

Not sure what the diff in how they’re written is, but they usually have very different applications

loud tree
warped saddle
#

Does anyone know how in widgets, make it so that the text in input text box after some length starts a new line instead of going on and on, llike wrapping text

#

I tried this but i does nothing

lunar sleet
loud cipher
#

Hey all Im having a super weird issue where no montages at all are playing on my mesh. I made sure im using the correct slot, default slot and it is included in my animation blueprint. I have made sure that its not an issue with my current weapon being invalid as if i manually plug in a animation and remove the get validated check it still doesnt play.

#

Really unsure at this moment

vital dagger
#

I have written custom c++ function library calls. I want to use them in a BP Func Lib.
Some of them use BlueprintAsyncActionBase

I cant see any of the AsyncActionBase nodes. Are those not accessible from a BP func lib because of the async/different exec structure?

loud cipher
#

This is the case for all of my montages on my character

lunar sleet
#

Did you put a print on the not valid exec

loud cipher
#

I have removed that entirely

#

I have even tried calling play montage on beginplay with just a animation plugged in

#

no luck

lunar sleet
loud cipher
#

No it didnt

#

There is no issue with the is valid

#

I made sure it has a slot and the slot is in the anim bp

lunar sleet
#

Did you use breakpoints to make sure your nodes are even firing at all

loud cipher
lunar sleet
#

And, what happens, doesn’t reach play montage?

desert juniper
#

Is the montage variable populated correctly?

loud cipher
loud cipher
frosty heron
#

Show your anim bp

desert juniper
#

Did you actually select a montage in that variable

blissful grail
loud cipher
frosty heron
#

Make sure MM reload can be played by your mesh

loud cipher
desert juniper
loud cipher
blissful grail
#

The asset is clearly selected

desert juniper
loud cipher
desert juniper
#

Which is why I said variable

loud cipher
#

Funny, it is now working on beginplay

#

But if i try call it through an input key

#

No chance, even using breakpoints and it fires it but doesnt play

#

Thats so weird

frosty heron
#

Which slot your montage is using?

loud cipher
#

Wait sorry

#

Im using Upper body now

#

That worked on beginplay

#

But didnt work where i was calling it on reload input

frosty heron
#

Check your reload function, is it playing the same montage?

loud cipher
#

Btw the same problem is happening anywhere i call a montage to play

#

Sure one sec

desert juniper
#

Is it a multiplayer issue?

loud cipher
#

yep same animation

loud cipher
desert juniper
loud cipher
#

No im launching in standalone

desert juniper
#

Interesting.

loud cipher
#

Weird i put a delay before calling the reload montage and it works

#

But doesnt work without the delay

lunar sleet
frosty heron
#

Looks like multiplayer issue

loud cipher
lunar sleet
#

Yeah that too

loud cipher
#

Same sequence

#

Multiplayer issues can still cause problems in standalone?

frosty heron
#

Gas use repnotify to play montages, I would probably look into it when I get to mp

loud cipher
#

All it is is just a montage being run multicast then run on server

blissful grail
#

If you're running this standalone, multiplayer doesn't matter

frosty heron
#

Don't know what goes in your macro, I would do a print string to check if the play montage node get executed at all

gentle urchin
#

Montage multicast what

frosty heron
#

When you said "work" in begin play but not when you press input make it sounds like mp issue but I can't tell for sure

#

Also not sure what you mean by multicast then run on server. That sound quiet wrong to me

#

It should be server call multicast rpc

#

I would personally play the reload montage locally, then call the server to do multicast rpc but exclude the local controller. (If not going with repnotify route)

gentle urchin
#

^ Sounds reasonable

#

also, avoid hardcoding values šŸ˜„

#

makes it hard to parentclass them and reuse existing logic

frosty heron
#

The delays here and there make it hard to debug too imo

loud cipher
#

Is there a difference between is valid and Validated get

blissful grail
#

No

gentle urchin
#

latter is a fraction of a fraction faster

loud cipher
#

Ok thanks

zealous moth
#

@gentle urchin 17% to be precise

loud cipher
#

17% faster?

zealous moth
#

17

gentle urchin
blissful grail
#

Might only be faster because it's one less execution wire

zealous moth
#

1.17

lunar sleet
#

Seventeen

loud cipher
#

1.17% or 17%

gentle urchin
#

I dont buy it

zealous moth
#

1.17 times or 17%

lunar sleet
gentle urchin
zealous moth
#

prove me wrong, fool! it was Auther who first discovered it

gentle urchin
#

I just did

#

Now, go to bed

#

šŸ˜„

lunar sleet
#

Well if Authaer said it I’ll take it

blissful grail
zealous moth
#

did Auther leave? 😦

lunar sleet
gentle urchin
zealous moth
#

I can't @ him

lunar sleet
#

It would seem so

zealous moth
#

sad... he was so cool

gentle urchin
#

last active 4 days ago

#

keep in mind discord is messing up these days

lunar sleet
#

He might just be taking a break

gentle urchin
#

I took 6 months last time lol

#

it was nice to actually get shit done

#

now im back here

#

xD

zealous moth
#

ew

#

why do anything

#

you got us! join us!

lunar sleet
#

This isn’t Slackers anymore

gentle urchin
#

True

zealous moth
lunar sleet
#

You have to work to stay close to the Source

gentle urchin
#

Struggling with implementing ongoing requirements for my quest system

#

feels troublesome

#

need a custom struct and everything

zealous moth
#

just add another bool to the array

gentle urchin
#

It doesnt fit with my current API

#

which forces me to extend the implementation parts of the system

#

which i dont like šŸ˜•

versed sun
gentle urchin
#

I want to maintain my system as simple as possible to implement ,

versed sun
#

but i also needed JSON for other things...

gentle urchin
#

so if i can stick to the current API , that'd be great !

#

I think i found a way tho

#

atleast, part of it

spiral kite
#

I can set crouched height but I cant set crouched width. how can I set it?

versed sun
#

Isn't it Capsule Radius?

gentle urchin
#

Yep

quartz haven
#

Hi folks! How do you create simple if statements in Blueprint considering the following?

I have integers 1 to 6 as inputs and I want to execute to 6 different outputs depending on the incoming number from 1 to 6. If I get 1, I execute on 1st output, if I get 2, I execute on 2nd output
Thank you so much!!

gentle urchin
#

Usually unchangef

gentle urchin
#

Then implement the ones you got

#

And put a print string in the default

quartz haven
#

And add 6 nodes, right?
LE: Ah. I can add pins. Super!

gentle urchin
#

To throw yourself a bone

quartz haven
#

Nice! Thank you so much!!

gentle urchin
#

Dont forget the bone part

raw orbit
#

is there a way for me to save a reference to a particular struct instead of just making a copy for it? in blueprints

gentle urchin
#

No

raw orbit
#

oh you sure? but it can be done in cpp right

gentle urchin
#

You can wrap it in a uobject and pass it around

#

Closest you get

raw orbit
#

hmm yeah

tall field
#

Is it possible to have functions in blueprint structs?

gentle urchin
#

No

versed sun
#

I think that would be more Data Asset

tall field
alpine kestrel
#

how would one go about making 2D recoil / gun kickback? I am looking for some kind of function or way to move an object in a direction (xy), over a set period of time, possibly with ease in/out transitions.

gentle urchin
#

Lerp

versed sun
gentle urchin
#

Dothing(enum) -> switch on enum -> do many things ()

tall field
#

Ah I see, thank you. Yeah I guess I'd have to go with the switch instead, thank you guys

jolly cipher
radiant citrus
#

what does this error mean?

lunar sleet
radiant citrus
#

I am trying to construct an object from another class, where I store certain values

versed sun
#

I think Neo ment your Disabled Node

radiant citrus
radiant citrus
lunar sleet
#

I’m confused

radiant citrus
#

how do I see what type of class it is

lunar sleet
#

Are you not asking about the construct node?

radiant citrus
#

no I am asking about it

lunar sleet
radiant citrus
#

yea I made it a long time ago but I dont remember

#

let me see if I can find out

lunar sleet
#

Ok well what does it do

radiant citrus
#

save variables

#

arrays

versed sun
#

Are you constructing something and placing Self in it ? is that ok ?

radiant citrus
lunar sleet
#

It’s an actor

#

You don’t construct actors

#

You spawn them

radiant citrus
#

oh

jolly cipher
lunar sleet
radiant citrus
lunar sleet
#

Widgets for example

#

Stuff that doesn’t exist in the world

radiant citrus
#

but when I spawn the actor it asks about collision and stuff, but I only want to use it for storing data

lunar sleet
#

Just leave it on default

radiant citrus
#

okay

jolly cipher
#

Seems like a logic issue, I forgot I had added a branch where if I was mounted to redirect my look up and right input to my mount.
I miss understood the attach actor to actor function, I was under the impression that I had to redirect my movement input and camera inputs,
Turns out my character still has the camera controls, I just ended up removing my branch to redirect all my camera inputs to the mount. Seems like it was not needed lol

short ivy
#

How can i play a skeletal mesh animation on button press and when pressing again reverse it? It's for a skeletal mesh component in a pawn blueprint

loud cipher
#

Is it bad to run a lerp on a timer every 0.01 seconds on the server?

#

Aka are lerps and stuff bad to replicate

thin panther
#

Running a timer every 0.01 seconds is bad

fiery swallow
#

Because I can't really say I agree

short ivy
thin panther
#

Well more that it's pointless. You're having a tick with extra steps at that point.

Not to mention you'll be having it execute multiple times a frame which you probably don't want

#

Timers aren't meant to be running this low

fiery swallow
#

epic has directly stated it's better to use a very short timer over tick for example. i could probably find the video

gentle urchin
versed sun
blissful grail
fiery swallow
#

"Let him get up, let him get up"

versed sun
short ivy
#

but the problem is it's not reversing really, it's just spawning back

#

like in an instant

fiery swallow
short ivy
fiery swallow
#

anyway, I think 0.01 second is fine, You should profile and find your results that way

thin panther
#

You purposefully turned on hot reload

#

....

blissful grail
fiery swallow
#

what is it, live coding or something?

versed sun
blissful grail
#

Hot Reload is dog trash
Live Coding is better

thin panther
#

Live coding is not hot reload

short ivy
blissful grail
fiery swallow
#

They've both been called trash repeteadley

fiery swallow
gentle urchin
#

Plus the double execution when the timing's just right

blissful grail
#

Source control is obviously a solution. A better solution is to not corrupt your assets

thin panther
fiery swallow
#

What I'm saying is you should profile, something like 0.01 seconds ona timer isn't really an issue and will probably never be a bottleneck. But I see some of the points you are making

#

like always, it depends what you do with it

loud cipher
#

Hmm okay that makes sense

thin panther
#

Just because it isn't a bottleneck doesn't mean it isn't bad lol

blissful grail
#

It's not about being a bottleneck though. No one said anything about that part.

thin panther
#

You can get all actors of class everywhere reasonably fine in a lot of situations but it's still not great

gentle urchin
#

You sorta dont know what fps the game will be running at

#

Low timers can make bad performing laptops perform even worse

loud cipher
#

Also guys, lets say for example i have a crouch system, and i want to update the crouch animation. Is it better to check if the player is crouching every update of the animation blueprint, and then promote it to a variable to then use in my animation states, or is it better to directly from the player bp, cast to the anim bp and set the variable to true from inside my player bp

gentle urchin
#

Due to multiple executions within the single frame

fiery swallow
#

He asked if something was bad, 99% of the time, people are coding in a way that is not good. I think there's a serious problem with being so nit picky here

gentle urchin
#

Compared to tick.. which atleast limits to 1

thin panther
#

Not to mention the whole, not discarding calls but instead executing multiple times a frame to catch up

thin panther
blissful grail
fiery swallow
#

Whatever you say

thin panther
#

I mean if you want to make your own bad code writing habits with unintended behaviours you can go ahead but don't fight the people that advise against it

fiery swallow
#

As someone who has been a tutor/mentor for 6 years. I will trust my gut, and focus on helping people release things. Rather then over complicate nothing.

#

It's really not this serious though

loud cipher
#

even if the timer is going to be cleared after a second?

gentle urchin
#

Tick is probably the biggest badboy still said to be bad in general

loud cipher
#

What if you dont want it to be called every single frame and just for a few seconds only

thin panther
gentle urchin
#

Atleast as far as online tuts go