#blueprint

1 messages · Page 9 of 1

thin panther
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Or even use a timeline

blissful grail
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You can even gate tick

gentle urchin
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Like... it serves a purpose.

blissful grail
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By changing how frequently it is called

thin panther
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If you need tick based behaviour for a defined length of time, timelines are great

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Especially for curving and easing

gentle urchin
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With a "was recently rendered"

blissful grail
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But if you have something you want to execute once a second...just use the timer. The value in question is when you want to do an abnormally low number, IE - 0.01

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Any changing of that value is simply not paying attention to the issue at hand

loud cipher
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Ok thanks

blissful grail
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We're not advocating against timers

loud cipher
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That makes sense thanks

fiery swallow
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What's important is understanding why something is bad, again in programming. There's always going to be a better way to do something. If it's not a bottleneck, it's not an issue. That's specially important when it comes to learning, that's my opinion. As they get better they will pick up better ways to do things. I don't know what the riot is about though

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I respectfully asked for your reasoning, didn't need 10 others to chime in

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Yikes, stack overflow all over again

thin panther
fiery swallow
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I didn't give any advice

thin panther
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Especially when the thing in question has unintended behaviour by executing multiple times a frame to catch up

fiery swallow
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I simply asked him what he reasoning was lol

fiery swallow
blissful grail
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There isn't much to disagree on though? You're just flat out wrong.

fiery swallow
blissful grail
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I get it - you don't want to improve. I've made a note of that.

thin panther
fiery swallow
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Yeah i seriously don't know what all that was, I only asked for him to explain lol

fiery swallow
lunar sleet
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I’m curious as to why that would be, can you show the video you mentioned ?

gentle urchin
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Think its pretty old

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And lacks context iirc

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A statement like that needs good context

lunar sleet
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Which one

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I saw a bunch of devil advocate statements lol

fiery swallow
gentle urchin
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Getter marked with blueprintAuthority ?

loud cipher
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Quick question guys, whats more efficent? Casting each time you want to lean or casting once in the anim bp and then referencing that each time the bp updates?

lunar sleet
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Eh

loud cipher
lunar sleet
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I mean if you can cast just once and keep the code clean just do it

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Casting is not that expensive but it’s ok to be efficient

gentle urchin
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Epic has a video i think? About Unreal insights

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Avoid other classes directly manipulating your data

versed sun
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Getting back to this, Is it correct that Method A is better?

gentle urchin
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Depends on tickrate and framerate

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To make the point stand more out, make a heavy function iterating and doing some math on all actors in the world

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Framelimit yourself to 30 fps

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And compare the two

stone field
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Timer has advantage of one less variable to keep track of : )

lunar sleet
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Also depends on the use case, you cant really stop tick (afaik😅), but you can always pause or cancel timers

lunar sleet
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I mean aside from that bool check

zealous moth
gentle urchin
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The lower you go the worse it gets, for that specific scenario

lunar sleet
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Dynamically ?

gentle urchin
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Yes

versed sun
gentle urchin
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Set tick enabled

lunar sleet
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Oh I knew you could check it there didn’t realize there’s a node 😅

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Click the magnifying glass

gentle urchin
zealous moth
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accessed none = nullptr

gentle urchin
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15 fps - lets see it !

lunar sleet
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Wrong reply ?

zealous moth
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@gentle urchin quickly, double down

gentle urchin
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On the phone lol

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Otherwise id roll

lunar sleet
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lol good save

gentle urchin
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But yes, wrong reply 😂

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Mb

lunar sleet
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All good 😀

gentle urchin
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Was for @versed sun

versed sun
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Im a little brain fried or id test it 🙂

gentle urchin
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The results are horrible :p

lunar sleet
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Soooo

gentle urchin
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Timer will lose by far , when the framerate is low (high ms) And the timer interval is verysmall

lunar sleet
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No, it points at Set Local Health, it says right next to it

zealous moth
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yeah it doesn't know what that is

lunar sleet
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The target of Set Local Health is pointing at Africa

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Whatever the target is was not set so fix that

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Hard to tell from your screenshots but it’s prly the output of get ground ref that’s returning None at the time the code runs, so if this’ll run again later you can bypasss with an isValid check (fixes symptom)

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Otherwise, you need to fix the actual cause

versed sun
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Shift+Win+S to Cut a screenshot with dragging your mouse, and you can Ctrl+V in the chat bar to Paste it

zealous moth
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load game from slot, cast to save gave, get data

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to save

thin panther
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yeah saving an actor ref only works if it was placed in the level afaik
what you need to do is go through the various info you want to save from the actor, then load it into the actor, or spawn it depending on circumstance

zealous moth
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load game from slot, cast to save game, set data, save game to slot

versed sun
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Are you saving Ref to Actors ?

thin panther
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c++ makes this slightly more fun with serializing in bulk, and saving all properties

zealous moth
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use a GUID

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and check for actors of GUID

thin panther
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that works unless they were spawned dynamically

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(though you can save actor references of placed unchanging actors)

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just go through each one and save the bool then

versed sun
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Yah , it woundn't be the SAME one

thin panther
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you dont need to save the whole item.
just save an array of boolean properties

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tie it to a guid

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or some anything else you like

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many ways of identifying them

zealous moth
thin panther
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well you tell it when to generate

thin panther
lunar sleet
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What do you mean, I told you what the issue is lol

lunar sleet
thin panther
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it si done by you, as i said. you tell it when to generate. as to where to find or set it, you make a guid variable on the actor

zealous moth
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@thin panther

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there

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better

thin panther
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even better

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yep that would work

zealous moth
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Gonna keep this one for the future as well

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gosh, i love this channel

thin panther
gentle urchin
dawn gazelle
gentle urchin
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If you dont know how timers work, but want an event triggered as often as reasonably possible, use tick

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Less frrquent can be a slowed down tick or a timet

versed sun
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You can automate that if you Call in Editor

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Plop it in any actor in the level

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if it is in the world you can do it

thin panther
versed sun
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they have it 🙂

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Blutulity

gentle urchin
fiery swallow
thin panther
versed sun
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If i ever do anything once, i make a way to automate it
or , if its worth doing once , its worth automating

gentle urchin
thin panther
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sometimes whenever i think "why would i ever need this?" I end up running across a hyperspecific usecase for it :P

gentle urchin
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I try to make a habit of disabling bp tick by default in new projects

thin panther
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its definitely a good habit

gentle urchin
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That way its atleast one extra deliberate step to get it going

fiery swallow
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Anyway now that that's all calmed down and I stepped out for aminute, Apologies if I came off the wrong way @thin panther . I could have clarified better

thin panther
thin panther
gentle urchin
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How civil of you

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Now dont stir up again 😂

thin panther
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things can have a bad habit of devolving into chaos because it's so damn hard to gauge the tone of text :P

gentle urchin
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And 100 ppl chime in

versed sun
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I'm sorry , they are called Editor Utility Widget

thin panther
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that too

fiery swallow
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I got E-jumped

thin panther
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gets harder and harder to track the more people come in

gentle urchin
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And it gets intense for the one being ganged up upon

lunar sleet
thin panther
gentle urchin
lunar sleet
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Found new target, Squize, let’s jump him lol

gentle urchin
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Im always a target

versed sun
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Oooo, look at me

gentle urchin
lunar sleet
gentle urchin
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Im a fanboy, leave me alone lol

thin panther
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you should know better than to like something on the Internet!

lunar sleet
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A mistake

gentle urchin
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First one i made, i swear

versed sun
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@fallow needle You can make super complex EUWs
here is a whole world generator one i made

thin panther
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jk dont do anything in slate

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keep your sanity

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i like the little dice icon :D

versed sun
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Anything worth doing is worth overdoing and scrapping

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And the dice are on a .01 sec timer 🙂

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Transform, Stats ID# yup

thin panther
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ok. serialize them in c++

versed sun
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Convert to JSON and upload to server to save

viscid root
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Can anyone help me with doing the correct math for my ai targeting. I am trying to get the offset of the nearest Point of the boxbound (local) and set it to the Offset Vector(variable)

trim matrix
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So I have a blueprint from a youtube tutorial, really good tutorial on making dynamic snow, but I was wondering if it would be possible to adapt to landscapes, rather than only meshs

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Imma post the relevant pieces real quick...

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Basically, it seems to reject going into Raycast Mesh Actors, any reason why?

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I have no clue how a landscape differs from a regular mesh, other than size, so that would be a good place to start

hidden cedar
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Does anyone know how to make a wall jump system? I found a tutorial online that I can use for my 2d pixel game, but the first step with inputaxis moveright got me stumped already lol I'm guessing it's been switched out for something new in UE 5?

red berry
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Why is it that if you run the game, in the level editor's outliner > details tab, if you add an ActorComponent to an Actor (during beginplay), you don't see it under that actor? I can see the player's normal components (movement, custom ones I added), but it won't work for other Actors in game.
Basically if you call "AddComponentByClass", it won't show under the Actor in the Details tab in the editor.

If you had changes to actors in unity, you would see the changes in runtime in the editor.

fiery swallow
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Also when you add a component through code you can click on that node to directly change its runtime details

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It's pretty much the same thing at that point

trim matrix
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hi does anyone have any tips on how i can get this sorted? im trying to get the text rendered text locked to display as unlocked when answer is correct

sharp steppe
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Does any one know why when I line trace my screen goes completely black and only shows the trace and nothing else?

(I’m worried I might have accidentally toggle something in the console command. If so, I have no idea what the command is to undo it)

plucky nexus
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Can anyone help me figure out why my root isn't running through to my selector?

zealous moth
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are intermediate folders needed or can i nuke them?

zealous moth
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I recommend using print strings or add a node check on the event and track it

zealous moth
trim matrix
zealous moth
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hit an object??

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what's the setup? i thought this was more of an UI thing

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are you doing blueprint communication?

trim matrix
zealous moth
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show what you got

trim matrix
# zealous moth show what you got

so this is how it goes, the text "displays a math equation" the answer of the math equation will display on one of the gold coins -> when user hits correct answer object... i want the door to display Unlocked and the red to turn to green

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gold coin blueprint is called "answer" the locked is called "open-close"

zealous moth
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and you got multiples i guess?

trim matrix
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of the coins? yea

zealous moth
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i meant this setup

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i see other rooms

trim matrix
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oh those are untouched right now haha

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just trying to get this one to work

zealous moth
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@trim matrix so let me get this straight:
you got a BP for the coin answers
you got a BP for the equation
you got a BP for that locked thing, right?

Your best bet in that case is a blueprint interface.
Create a BPI with a single event, add the interface to the equation and the locked thing.
In the coin BP you can give it a wildcard public actor variable. Once set in the world, you can set that variable to be either the equation or the locked.
In your example, it would probably be a simple coin -> locked

trim matrix
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too

zealous moth
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hold on, it's 1 blueprint?

trim matrix
zealous moth
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what's the hierarchy?

trim matrix
zealous moth
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ohhhhhhhhhhhh you don't need communication then

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I thought all 3 things were separate

trim matrix
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yea so i was thinking it could be created here?

zealous moth
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well based on what you've shown you have 0 interaction with your coins

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how do you hit them? jump or touch them?

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or walk into them?

trim matrix
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ohhhh

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lemme

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walk into them

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lemme get that for you

zealous moth
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i see they have collision boxes

trim matrix
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everything works besides the locked spot

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this is thje coin one

zealous moth
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ah, so it is separate

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ahhh as child actors

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kk gotcha

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here's what you can do

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in the coin

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get parent -> cast to the class -> trigger event

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alternatively, in the child, have a variable to refer to the parent and set that in the parent itself

trim matrix
zealous moth
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in your overlap event, when you overlap the coin, it tells its parent that it was overlapped. then the parent decides if the answer was good

trim matrix
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so basically do i get equation and then cast the equation to the class and then do something to change the text

trim matrix
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ohhh

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so i should integrate the "open-close" into this somehows

fast escarp
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Is their some quick way to make an array of things in BP? For example in situations like this, I can't see any obvious method other than dragging one-by-one

frosty heron
fast escarp
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they're specially arranged

frosty heron
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in what way?

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show visual of it

fast escarp
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nda

frosty heron
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well can't comment further then

fast escarp
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I'm specifically asking about how to make them an array as is

frosty heron
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afaik you can do array for things that you spawn

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if they are arranged in a way that is mathemathical way and not random then you can do that easily by getting the node to offset or to place them in row/collumn

astral orchid
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Does anyone have an idea on how the Match States in GameMode works?

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(Not GameModeBase)

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Please ping me if you have an answer

merry wraith
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Hey im new to unreal and im struggling to figure out this code i dont know how the got the min max brightness all i have is minev100 maxev100 and im not to sure how to get the set node

frosty heron
merry wraith
frosty heron
frosty heron
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UE5 might have changed the name /method, I also can't find min/max brightness

merry wraith
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i just have that post to go off

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Epic Developer Community Forums

Hi, I’m working on the settings menu of my game and I can’t find documentation or any info on how to change the brightness with a slider. I have also seen some games have a gamma option and I would like to add it too. Can anyone help? Also someone told me to try this Auto Settings in Code Plugins - UE Marketplace but I don’t know how it works s...

frosty heron
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I know min and max brightness exist in UE4, so I think it's not the same in UE5

merry wraith
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im on 5... i cant find anything on how to make a brightness setting slider that explains it

frosty heron
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see what setting actually change the brightness

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then you can set it from BP afterward

sterile coral
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hey guys

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is there any solution for this?

wicked marten
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may a ask anyone can help me input csv coloumn to scroll list ? or is it possible to do??

frosty heron
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just add the value to the scroll list as child

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Scrollbox->Horizontal/Verticalbox

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Get Value from CSV -> Create widget (Text box or w/e), set it to the value of the csv -> Add it as child to the Horizontal/vertical box

wicked marten
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do i need to make a struct?

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ill update you

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i want it vertical

frosty heron
wicked marten
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i need only a single coloumnd

frosty heron
#

you just want a text for every collumn?

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then just use vertical box

wicked marten
frosty heron
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Just try this right now, you don't have to worry about csv yet

wicked marten
wicked marten
frosty heron
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Create a widget that has a text box then

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Call it wbp_list

wicked marten
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can i search in it?

frosty heron
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that's a weird question

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you can do w/e given the right approach

wicked marten
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okay,, heres what i want to do

frosty heron
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i am aware of what you want to do

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but asking can i search in it is kinda ambigious

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You can clear the list and filter yeah

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just figure out the logic

wicked marten
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ill try

frosty heron
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It should be easy

wicked marten
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ill try to make it appear first

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in the scroll box

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i already have this ready

frosty heron
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Function ApplyFilterOnMyVerticalBox

OntextValueChanged -> Clear all children from Vertical box -> Get input -> If Input contain text value -> Add to child otherwise do nothing

wicked marten
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can i ask what is a children?

frosty heron
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everything highlighted in red is a child of the vertical box

wicked marten
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aaaah yeah.x forgot the name

frosty heron
#

So you are doing the same thing except you are spawning the widget at run time

wicked marten
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should i put vertical box as a children in scroll box?

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where is get input?

gentle urchin
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Text input

wicked marten
#

this one?

gentle urchin
#

Yee

wicked marten
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should i make another one?

wicked marten
gentle urchin
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Before displaying the matching ones, you wanna apply a filter to the original items array

wicked marten
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should i put it first or after everything else

gentle urchin
#

So its like

OnTextChanged()->ApplyFilterToMyVB->UpdateDisplayedItems

wicked marten
#

like that?

gentle urchin
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Yepp

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Id have a text input field in the function but i guess either works

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And output would be an array of the actually found rows thah match the tect to some degree

wicked marten
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should i make another function for UpdateDisplayedItems

gentle urchin
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Id do that

wicked marten
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but first what should i put inside here

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what next?

gentle urchin
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Text input

wicked marten
#

wait

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here?

gentle urchin
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Like, create a text input for the function

wicked marten
#

this one?

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oh my i feel so dumb

gentle urchin
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The other function "applyfilter...."

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UpdateDisplayedItems would have an array input i guess.. unsure of type yet

wicked marten
gentle urchin
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Prob the struct your DT is made from

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Perfecto

wicked marten
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whats a DT

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where do i bind this

frosty heron
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DT = data table

wicked marten
#

aaaaaaaah

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does adding functions before this highlited ones doesnt break it?

gentle urchin
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Did your existing logic work?

wicked marten
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yap

gentle urchin
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What did it do

wicked marten
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works very fine

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wait ill show you

frosty heron
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you will need an exact data table row name

gentle urchin
#

^

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It works on exact match but nothing else

wicked marten
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i can make another data table

frosty heron
wicked marten
gentle urchin
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Row names cant have spaces etc

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So for a user friendly search youd need to compare strings

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Assuming theres spaces and partial hits in general

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If you had the names as strings yoi could simply do "contains substring"

wicked marten
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always the first row removes the spaces

gentle urchin
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First row is row name

wicked marten
#

yappp

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can i compare the last row to the input text?

gentle urchin
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Not directly

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Youd need to iterate all rows

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Break their structs

wicked marten
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yeah thats what i meant

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iterate the rows

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i dont know how

gentle urchin
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How big is the DT

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Nvm partial match

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Nvm me

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So get all row names

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Then foreachloop

wicked marten
#

6000+ rows

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7 coloumns

gentle urchin
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Id probably store the actual names (not row names) in a array var in the widget

wicked marten
#

all first rows are unique

gentle urchin
#

Perhaps multiple depending on how it performs

wicked marten
#

wiat

gentle urchin
#

Array of type string

wicked marten
#

shout i use the same scroll box and VB child?

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this one?

gentle urchin
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Yepp

wicked marten
gentle urchin
#

On construct of the widget

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Get row names of the DT

wicked marten
#

what kind of construct

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event?

gentle urchin
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Event Construct -> GetRowNames -> Foreachloop -> find row by name -> break struct -> get name -> to string -> add to MyStringArray

wicked marten
gentle urchin
wicked marten
#

for each loop without break or with breaK?

gentle urchin
#

Without

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As you wanna loop all of em

wicked marten
#

i dont know where to connect this

gentle urchin
#

Get row names first

wicked marten
#

ill find where i can get row names

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should i make a variable?

gentle urchin
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No need

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Its a node

wicked marten
gentle urchin
#

Just search for row names

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Yepp

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That one

wicked marten
gentle urchin
#

Plug the row names into the foreach

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Perfect

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Then get datatable row

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In the foreachloop

wicked marten
gentle urchin
#

With the array element as the row name

wicked marten
fervent zenith
#

Hey i have a small problem so basicly i want to make a acharacter selection the players are already standing on the map and if the player hoover over the character it should change the name from the player that hovered. The problem is that the client cant call Server Select Character its a custom event that run server

gentle urchin
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Now break the found struct

wicked marten
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how to put break?

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this one?

gentle urchin
#

Yepp

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Plug into out row

wicked marten
gentle urchin
#

Assuming this is the correct struct

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Now grab the name

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And Add it to the String Array we made earlier

wicked marten
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that is what i use

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i named it "SearchedName"

gentle urchin
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Alright

wicked marten
gentle urchin
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Add

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Not set

wicked marten
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i dont know how to add

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that is the string array we made earlier

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this one?

gentle urchin
#

Nip

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Nop

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Try again

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Grab the array variable

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Search for add

wicked marten
gentle urchin
#

Nop

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They're similar but for tmaps and sets ^^

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You want the array version

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Noop

wicked marten
thin panther
#

Array
Add

wicked marten
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is that right?

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what next

coral star
#

When I use gltf runtime exporter which is provided by epic in packaged game, it only exports the mesh.. Does anyone know how to export textures as well...??
Textures are exported very well when PIE or editor mode

thin panther
wicked marten
#

@gentle urchin

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can i ask you for help mr @thin panther

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i just need it to return the value to the scroll box

thin panther
#

There is not much I can help with past here without reading the whole context, and I do not currently have the time for that

wicked marten
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oh sorry

thin panther
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No it's ok! If I get time and see ya struggling still I'll be more than willing

wicked marten
#

thank you

gentle urchin
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Now you got a list of all the names

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Their indexes

wicked marten
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should i create a function to return the value back to the Vb?

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or filter it

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first

gentle urchin
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This is the original array

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Its indexes matches the row names 1 to 1

atomic salmon
#

@wicked martenrandomly tagging people to get help is against the #rules

gentle urchin
#

So now you can start working on the filtering function

atomic salmon
#

@wicked martenplease post your issue with all elements, if someone is able to help and has time for it they will answer

wicked marten
coral star
wicked marten
gentle urchin
#

The filtering function basically llops the string array , looks for a substring and puts the indexnin a local int array

wicked marten
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the string array i made earlier?

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ill try this

gentle urchin
wicked marten
#

if youre tired we can continue tomorrow

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its 3am here

gentle urchin
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Had to drive kid to kindergarden

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Its morning here

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Son

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If substring return true

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You want a branch

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And on true, add current index to a new array og integers

wicked marten
#

where should i drag if substring?

gentle urchin
#

The return value from your "Contains"

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Should be plugged into a branch

wicked marten
#

like that?

gentle urchin
#

Ye

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If true

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Add to a new array of integerd

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Integers*

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A local variable

wicked marten
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should i create new variable?

gentle urchin
#

If you dont already have it, im not sure what your options would be :p

wicked marten
#

i dont still have it

gentle urchin
#

Add current index to that array

#

On loop complete, return the array

queen heron
#

I wanna make the camera follow the target's X location and having an offset value where it'll flip depending on the Level Side variable
but I don't know how to do that
using the current setup and putting a really high offset value makes the camera behave really weird

wicked marten
queen heron
#

I could use an Add operator, but that'll make the camera only offset into the positive direction

wicked marten
edgy ingot
#

And on completed , return output array to get relevant index

wicked marten
#

oh this one

edgy ingot
#

Try to understand what you are doing here

wicked marten
edgy ingot
#

Thats not how tou add

#

U dont want set there

#

Get output array drag it to empty space

wicked marten
edgy ingot
#

Then on the pin, drag and type add

#

You are trying to populate an array with index of elements that contain the string that you given

gentle urchin
#

Like before

#

You want "Add"

#

Not set..

wicked marten
#

aaaaaaaaaah

#

sorry

gentle urchin
#

No worries, i meditate regularly

wicked marten
edgy ingot
#

Plug your outputarray variable to the add

#

And connect that on true branch

wicked marten
edgy ingot
#

Nope

#

Try to watch unreal tutorials after this

#

Ideally the one that covers array

#

U dont need the set node here at all. On empty space type GET output array

#

Thats whag u want to connect

wicked marten
edgy ingot
#

Connect the square to the add square

wicked marten
edgy ingot
#

And connect the exec on true branch

#

Then on completed you want to return that outputarray variable

wicked marten
#

return to vertical Box?

edgy ingot
#

No you need output in your function

wicked marten
wicked marten
gentle urchin
#

Grab a return node

#

Grab your output array

#

Drag from array to return nodeb

wicked marten
gentle urchin
#

It should create the pin itself

#

Get

wicked marten
edgy ingot
wicked marten
gentle urchin
civic tree
#

I have this plan for example, where i want the root to be colliding with the player (pawns) whereas the second bigger sphere should only block visibility for ai sensing. is there a way to differentiate between different collision volumes per actor?

edgy ingot
gentle urchin
wicked marten
gentle urchin
#

A bit below

edgy ingot
#

Drag a lil further

gentle urchin
#

A notch

edgy ingot
#

Dont drag around the exec pin

wicked marten
#

Finally

gentle urchin
#

Perfect

#

Array complete into the return

#

And you're done

wicked marten
edgy ingot
#

Noooooo

gentle urchin
#

Move it down to complete

wicked marten
#

still not done

gentle urchin
#

😂

#

Close

wicked marten
#

im sorry for being so dumb. its almost 4 here and i dotn want to rest til this thing is done

gentle urchin
#

Just one more step

queen heron
#

simply get the completed execution input into the Return Node

wicked marten
gentle urchin
#

......

#

Yes but

#

Clean this mess up 😄

edgy ingot
#

Bolognese

gentle urchin
#

Linguini

edgy ingot
#

You got the electric node but manage to do zig zag sweeney_activate

wicked marten
#

how do i display it back to the Vb

edgy ingot
#

Where do you call the function, i will take a look

wicked marten
edgy ingot
#

I cant see anything with just 2 nodes

wicked marten
#

wrong pic tho

edgy ingot
#

What trigger this? Move a little bit left

wicked marten
#

even construct

edgy ingot
#

K you should have a function to display and refresh the vertical box

#

So i take it u havent add any text to the vb yet?

wicked marten
#

i havent add. should i bind or just put a text?

edgy ingot
#

You should make a widget first to hold the text

wicked marten
#

should i connect this first?

edgy ingot
#

Call it wbp_list

wicked marten
edgy ingot
edgy ingot
wicked marten
#

wait

queen heron
#

sheesh finally
it was this simple
no need for help anymore 😅

wicked marten
edgy ingot
wicked marten
#

i should i separate it

edgy ingot
#

Call it wbp_list or make some relevant name

wicked marten
#

ok wait

edgy ingot
#

In that widget have a text , turn it into variable

wicked marten
#

make another canvas panel?

edgy ingot
#

Prob not necessary

#

Just drop a text and make it a variable

wicked marten
#

andd

#

bind?

edgy ingot
#

Now make a function in the widget with vertical box. Call it display rowname

wicked marten
#

this is in the wbp_list widget

edgy ingot
#

Whats inside?

wicked marten
edgy ingot
#

You dont need logic or function in wbp list

#

The function should be placed in the widget with vertical box

wicked marten
edgy ingot
#

Also get rid of that veritcal box in wbp_list

wicked marten
#

i did get rid of it

edgy ingot
#

Then go back to the other widget where the vb is and create a function

#

Im kinda re iterating multiple times kappa . Most ppl here are happy to help but we cant hold hands for hour.

wicked marten
edgy ingot
#

First thing to do is probably to clear the children of the vb

#

So u dont add on top of existing one if its already populated

#

Make the vb a variable

#

Go to your function, get the vb , clear all children

edgy ingot
#

Show picture

wicked marten
#

done

wicked marten
edgy ingot
#

Now just need to add to the vb

wicked marten
edgy ingot
#

Show the search function again

wicked marten
#

this one?

gentle urchin
#

On text changed -> filter search name -> foreachloop the output array -> get row names -> get name by index -> get datatable row ->

gentle urchin
#

Yep

edgy ingot
#

Yes for the ontext changed

wicked marten
#

yap

edgy ingot
#

You can do it like this to display all name. I wouldnt butt in if squize have time to tell you tho cuz im sure he knows a better way

wicked marten
#

wait

edgy ingot
#

So for displayrowname do the same except no need to add to array. We will create widget instead

wicked marten
#

i copied it tho

gentle urchin
#

You only wanna get the rows whos indexed in the filter outout tho

gentle urchin
#

Read and do step by step

#

See if you get it

#

Abandon your existing logic for now

wicked marten
#

yap

gentle urchin
#

Stash it aside

wicked marten
#

all this logic?

old beacon
#

is anyone know about this? I'm trying to control the mass value of all physics bodies in a Physics Asset . I have to do it in BP. So, is there a node or any ways to approach the Mass value of Physics Body in Blue Print?

wicked marten
#

the output array is the integer one or the string one

edgy ingot
#

Integer

#

There is no string one?

#

You just need the index

wicked marten
#

there is string one

edgy ingot
#

From filtersearchname function

wicked marten
edgy ingot
#

Thats not part of the output, look at the function when you call it

#

Just do what squize says step by step

wicked marten
edgy ingot
#

First drop the set filter name next to on texr changed

wicked marten
#

okay

#

wait

edgy ingot
#

Hook the text to the stringDT

wicked marten
#

this one is incompatible

gentle urchin
#

Ditch the existing logic for now

#

Stash it aside.

#

Follow my step by step tutorial

#

One node at the time

wicked marten
#

wait

wicked marten
#

there is no "get name by index" or im just blind

gentle urchin
#

Perfect

#

Swap foreachloop and getrownames

wicked marten
#

done

gentle urchin
#

Then connect the output array from the filter function into the foreachloop

#

(Connect the execs of the nodes)

wicked marten
gentle urchin
#

And plug the text from the EVENT into the StringDT input in the filter function

#

So we actually search for something....

#

Dont remoove the getrownames node

frosty heron
gentle urchin
#

Keep it in the middle there

wicked marten
gentle urchin
#

Connect it in the chain

wicked marten
gentle urchin
#

Otherwise it dont work..

frosty heron
#

ye im back to my pc now

wicked marten
gentle urchin
#

Jk

wicked marten
#

ahahahah.. cant screenshot

gentle urchin
#

You did something on your own

#

I didnt say you should connect row names to the foreachloop

wicked marten
wicked marten
#

i kept it in the middle tho

gentle urchin
#

Yeah but you changed the foreachloop

#

We want to loop the found indexes

#

Not the row names

frosty heron
#

@gentle urchin this?

gentle urchin
#

But you still need to have getrownames connected

#

Yes

#

But get row names outside the loop

wicked marten
gentle urchin
#

So we only get the array conversion once

wicked marten
#

this one?

gentle urchin
#

This s correct, but in the wrong order

wicked marten
#

should i swap the DT row names with for each?

winged zephyr
#

How do I make a child of a widget class?

gentle urchin
#

The ordering

#

Nothing else

gentle urchin
wicked marten
#

like that?

gentle urchin
#

If you want to child an existing widget, select all classes and find your parent. Lass

wicked marten
#

but reconnect the chain?

gentle urchin
#

Correct

#

Could make it cleaner but thats for later 😄

wicked marten
#

those ones only?

wicked marten
winged zephyr
wicked marten
#

like that?

gentle urchin
gentle urchin
winged zephyr
#

Ah alright

edgy ingot
gentle urchin
edgy ingot
#

Its not the same as bp actor where you right click to create child class

wicked marten
#

finally

#

wat nxt

gentle urchin
#

Now you have your filtered list

winged zephyr
#

Thanks @edgy ingot and @gentle urchin

edgy ingot
wicked marten
winged zephyr
wicked marten
#

there is nothing appearing tho

gentle urchin
#

😂

edgy ingot
#

Make sure u feed data table

#

Your tables are empty

gentle urchin
#

Its even throwing error

wicked marten
#

lol

#

i forgor

#

still non

#

theres no error

#

but no more

#

display

#

you are supposed to throw the data to the widget - vertical Vb right?

#

there is nothing inside

edgy ingot
#

You havent create widget and add child to it

#

Anyway gtg driving nephew , will check back kater

#

From the outrow u want to get the name

#

Create widget, add child to vb. Set the text to the nane from the out row

wicked marten
#

take care

ancient dagger
#

Hey Does Anyone Know How Can We Disable Lumen And Virtual Shadow Maps At Runtime???

#

i am working on a multiplayer game but cant seem to find this in documentation

wicked marten
#

i disabled mine back then but it fkd up the graphics

ancient dagger
#

what did you do?

wicked marten
#

i just googled it YT it was version 5.0

ancient dagger
#

because fortnite has this feature

gentle urchin
wicked marten
#

forgot it

#

where can i find on row found

ancient dagger
wicked marten
# ancient dagger i never found somethinng related to disabling lumen at runtime on yt annnd docum...
Uisco

When Unreal Engine 5 released they launched a new feature called Nanite although you may be asking yourself what it is? In this article I am going to cover what you need to know about Nanite, when you should use it, its benefits and it's limitations. Table Of Contents How To Enable Nanite What Is Nanite? What Are The Benefits Of Nanite? What Are...

#

i dont know if i did it right, because everything went acid trip

wicked marten
#

wait wrong one

wicked marten
gentle urchin
#

Search for it

#

Grab the vertical box ref

wicked marten
gentle urchin
#

Thats not grabbing the vertical box ref

wicked marten
#

this one?

gentle urchin
#

If thats the vb you wsnt it added to

#

Yes

wicked marten
gentle urchin
#

Yepp

#

Before the get row names, make sure you clear the vertical box 🙂

wicked marten
#

this one?

wicked marten
#

this vertical box?

gentle urchin
#

Yepp

wicked marten
gentle urchin
#

Yeah but target is the vertical box

wicked marten
#

my pc froze

wicked marten
#

is this right/

#

is this right?

gentle urchin
#

Yepp

#

Lacking the input

#

Searched name

#

No clue why you got an array input

wicked marten
#

is this also right?

gentle urchin
#

Looks fine

wicked marten
gentle urchin
#

Where does it take you?

wicked marten
#

my outputs here are gone also

crude marlin
#

Can someone help out, i have in my Level blueprint, a call for another blueprint overlap. In that blueprint however, There is 2 collider, one box and one capsule(caralarm)

I want the logic ONLY to fire if it hits the capsuel(caralarm)

But seems like it triggers the other one, as that is also in bp_car (the other one ends the game with a sequence)

Pls help

wicked marten
#

is this also good?

gentle urchin
wicked marten
#

i found the problem

#

i disconnected it

tawdry surge
#

@crude marlin don't use the level BP. Just make the overlap logic inside the actor being overlapped and use the component overlap event

edgy ingot
#

It should be wbp_list

wicked marten
#

aaaaaaaaaaaaaaaaaaah

crude marlin
wicked marten
#

damn thats the purpose of the other wp

edgy ingot
#

Add it then set the text to the row name

steady night
#

hey guys whats the easiest way to calculate the trajectory

#

like bow & arrow hit

edgy ingot
#

Break the out row

#

Get the name or w.e value u want to extract

tawdry surge
#

@steady night projectile path

edgy ingot
#

Then set the text to it

steady night
#

@tawdry surge wdym

wicked marten
#

where should i throw the string

tawdry surge
#

@crude marlin level bp is not a good place for anything.
components have an overlap event also. you use the one from the component you want to run the logic

edgy ingot
tawdry surge
#

@steady night there is a node called predict projectile path, or something like that

wicked marten
#

this one

edgy ingot
#

From the return value of the creatw wbp list, drag it and type get textblock

#

Then from that text block drag again and type set text

#

Then connect name to the set text input

wicked marten
edgy ingot
wicked marten
#

this one?

edgy ingot
#

Ye connect name to in text

wicked marten
steady night
#

@tawdry surgehm i mean i wanna spawn a projectile with arc, velocity and arc its path so it hits target

#

is that what its for ?

edgy ingot
#

Also add to child vertical box make sure u connect the return value of the create widget to the content of add child node

#

Gtg again

wicked marten
#

okay

cursive grove
#

Hey guys, trying to make an in-editor widget. I can't seem to get the 3d world position from the mouse position
I want to create a drawing utility but within the editor, not in play mode

#

Is that even possible?

versed sun
#

Look into Editor Utility Widget

cursive grove
#

I am using an editor utility widget. Or are you refering to something else?

crude marlin
versed sun
#

no thats right , not sure if you can dod what you want then

versed sun
gentle urchin
wicked marten
#

im starting to get the idea

crude marlin
wicked marten
#

this is actually the first time i practiced arrays

wicked marten
#

is this right?

versed sun
crude marlin
manic adder
#

having an index issue in a bp where i push boxes off from a procedural box-wall
what im trying to accieve: a light-up reaction of the items when acceleration change is above a treshold (they glow when the jerk is high)
what im stuck with: the item next to my current item remains set to glow indefinetly

steady night
#

@tawdry surge?

tawdry surge
#

You mean you want to predict the path it's going to take based on the physics or you want to adjust the path to force it to hit a particular target?

steady night
#

so im spawning a Projectile (with projectile component)

#

it has velocity & arc

#

need it to be spawned so it hits*

tawdry surge
#

You can use the node i mentioned to visualize the path it will take and it should be fairly easy to work out the angle and force required to make it a given distance

#

Could also just use the homing settings on the projectile component and let that worry about it

steady night
#

oh

#

but the homing wont make it "arc" right ?

versed sun
#

It will arc if you aim higher

steady night
#

whata hell

#

thats just bad homing

versed sun
#

Deer cast Reflect , its super effective!!

steady night
#

classic

#

erhmm i dont get it

#

why is it doing that

versed sun
#

Look like homing to 0,0,0 ?

steady night
#

yeah,

#

im setting it tho

#

and in projectile im applying at construction

#

or dose it need to be in Begin play ?

plain cobalt
#

Hey quick question, what happens if you use the max of int array node and you have multiple indexes with the same max?

frosty heron
#

@wicked marten

versed sun
#

Test it , but probably return the Index of the first Int that is Max

#

Like , an array of {2,4,5,1,1,1,5} would return (2)

#

But , test it

plain cobalt
#

Yeah exactly it does that

#

I guess my question then becomes how to get all the indexes that have max value

#

Would you need to clear the array of the index that had the previously obtained max value and then check again, or is there another solution?

gentle urchin
#

You can store the maxes,

#

And clear if a new max shows itself

#

It would be the first max, by definition

#

Single iteration

versed sun
gentle urchin
#

Thats double iteration

#

But works aswell

versed sun
#

oops, you wantd all indexes

gentle urchin
#

Single iteration would store the temp max in the loop

plain cobalt
#

Its important i keep track of the index numbers that are max value

gentle urchin
#

And if new max comes, clear the existing array and move on 🙂

#

Yeah obv the indexes is key

versed sun
plain cobalt
#

Wrapping my head around your bp one sec :D

versed sun
#

{2,4,5,1,1,1,5} would return {2,6}

plain cobalt
versed sun
#

Find Max value in array
Loop thru array, any value that == Max Value , add that Index to a list , and return

plain cobalt
#

This code assumes "Temp Max List" was initialised somewhere with the same index entries as "Array" right

versed sun
#

no, its a empty Local Var

plain cobalt
#

Or does adding something with an index number automatically bump up the array to that number

#

Oh wait it probably just creates a singular index that has the value you tell it to have, and doesnt care about the usual "logical" layout of it being 0,1,2,3 etc, right?

#

Im still learning how to handle all the logic, excuse me 😅

versed sun
#

yah , Int arrays suck cause all green

steady night
#

erhmm ?? now its finding the target atleast but wtf ?

plain cobalt
#

Alright, thanks a lot then. Think I can get on with my system

gentle urchin
#

Add will add an index to the end of the current array with the specified value

plain cobalt
#

yeah so if i add lets say index 1, element 5 and index 4, element 5

#

the int array containts 1-5 and 4-5 but nothing else

versed sun
#

no

#

Fist item added will be Index 0, Second will be 1

#

But , its confusing because you are calling the value/Element a 'Index" also

gentle urchin
#

An array has an element at a given index

#

Element happen to be an index for another array

#

So it gets a bit messy, gotta keep your tongue straight

plain cobalt
#

An element is the combination of an index and a value then?