#blueprint

1 messages · Page 10 of 1

gentle urchin
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An element is a value at an index

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Element can be a singular int

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Or it can be a massive struct of hundred values

plain cobalt
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I get it now

gentle urchin
#

Internally the array knows the size of the element

plain cobalt
#

Thanks for teaching me the tongue

gentle urchin
#

And index is just the offset memory location

graceful holly
#

i need a little help with some math i can't get my head aroud. I am making a system where i check with a ui image if the player is on that part of the screen. if it triggers i do X. to make so i use the "is point in box" node. but for some reason i cant get it to work, the debug prints tell me that the player and the image are in 2 completely different places. The alignment of the image widget is 0.5 0.5 so it's origin is at the center of it. I have no idea what's going wrong

gentle urchin
#

So to fetch the memory area with the actual element it just does Index *SizeOf(Element)

versed sun
#

This is an Array, Each Page is a Element, the order is the Index

gentle urchin
#

I probably just add confusion 😂

plain cobalt
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I get all the logic but the lingo isnt there yet

gentle urchin
#

Its less messy if you play around with some array of another type

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any other type really

plain cobalt
#

Yeh ive used float arrays and structs a great deal already

gentle urchin
#

Right

plain cobalt
#

just using int array now cause its important i find out which element of an existing array to use for another calculation

gentle urchin
#

Yeah I get that^^

plain cobalt
#

so i think im set now with the example Ryck provided :D

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Oh but for final clarification, should I initialize a "temp max list" array in order to reflect the amount of elements in the list im comparing it to? or does that happen automatically during the add node here

gentle urchin
#

If its a local variable its by default empty when you enter the function

plain cobalt
#

Yeh alright but the temp max list array in this function would only have two elements right?

versed sun
#

It add elements as needed, how ever many matching Max Values there are will be the number of elements in the Return array

plain cobalt
#

But lets say there are two matching max values, will the index numbers then be 0 and 1? Or will they match the index numbers from the Array you pulled the max values from?

versed sun
#

Array in {2,4,5,1,1,1,5}
Indexes are 0,1,2,3,4,5,6
Max Value is 5
As it loops, it grabs index 2 and 6 (Because their Element is 5)
It adds to Temp Array the 2 (Index0) and 6(Index1)
The return array has 2 elements(2 and 6), 2 index(0 and 1)

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Again, super hard explaining an array of index refs 😛

steady night
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haha

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i dont get it why do ppl spam nude stuff in 2023

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like ppl dont know where to get it ?

red berry
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Why does "GetComponentsByClass" give me null? It never returns anything. If I have an Actor, and create an ActorComponent for it in blueprint (not in editor), and I try to retrive that component using the method above, it doesn't work

versed sun
#

Show how you are useing it

red berry
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I cant show it its complicated. Even if I showed it, it would be hard to understand

frosty heron
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adding actor component isn't complicated?

lunar sleet
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Then we can’t really help lol

red berry
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I have an ItemActor. Some of them I will create "AC_Storage" for it, some don't have it. I will create that component in the blueprint (BeginPlay) if the DataAsset says it has an inventory.
But if I get that same actor, and try to call "GetComponentsByClass", given type "AC_Storage", it will give me null.
If I prevent adding AC_Storage to the ItemActor, and call "GetComponentsByClass", it works fine, it gives me an empty array.

lunar sleet
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Still haven’t rly answered the question of how you’re “creating” this component

red berry
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I create the component via "AddComponentByClass" in the BeginPlay. Target is self (ItemActor), class is "AC_Storage"

versed sun
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Are you adding the component on begin plan and immediately checking for it ?

worthy tendon
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why use GetComponentsByClass? you can add a variable to your blueprint, store a reference of that component in the variable and access it directly.

versed sun
#

might have to wait a tick

lunar sleet
red berry
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The component is added in begin play, but I have to manually pick up an item with a keybind to try and add it to my inventory. By then it takes a few seconds

red berry
lunar sleet
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You said the ref is saved when added, why not just check if your var is not empty (isValid)

red berry
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Ironically, isValid is the first thing I tried, and it still fails. Doesn't work with null values somehow. My code runs fine without errors, but it runs as if the variable is null, when I know its not null. And if I close the game, it gives me errors, saying that GetComponentsByClass is null.
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Node: Print String Graph: TryAddItem Function: Try Add Item Blueprint: AC_StorageHandler

lunar sleet
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Huh

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IsValid is the whole point of checking if null or not, it’ll never throw that error. You’re doing something wrong and we can’t see your code

red berry
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Well the matter of fact is, GetComponentsByClass is returning null when it shouldn't. The code that follows can't work or breaks because of that

versed sun
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do you only have one ? can you Get Component (singular) ?

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But , when you spawn it , just save the ref

rancid moat
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how do I rotate an item around a specified axis? It's seems trivial tho Relative and World rotation both absolutly don't do that

red berry
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I have one, I tried using the singular version, but it doesn't imply it will allow childs/subclass of that class.

worthy tendon
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did my solution work?

red berry
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Haven't tried it yet but will try it tomorrow since im about to go to bed. I hope it works

gentle urchin
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Which is normally a good

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Avoid hard coupling

lunar sleet
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Wut?

worthy tendon
lunar sleet
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Get component by class + isValid checks if it’s on the actor, afaik.

wild ginkgo
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Hey guys, I did this tutorial to animate mesh along spline https://www.youtube.com/watch?v=iAay5SGeN80
It all works, except for when i animate keyframes of the blueprint position and the animation won't show in sequencer

This video will show you how you can create a spline based animation rig (like in Cinema 4D) inside of Unreal Engine. We will cover the basic setup of the spline and how to create an empty object that you can attach level actors to, for quick animation.

Shout out to Ares9323 on the Unreal Engine forums, for the help figuring out the final step...

▶ Play video
gentle urchin
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And the tying of classes together still happens , even if the object were gced

red berry
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@worthy tendon I'm not getting errors with your solution, so its working, thanks! Its so dumb that I have to save an array of Components, instead of iterating them from the Actors. I still got other bugs to solve

gentle urchin
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Youd want your systems to work with as little specification as you need to avoid relying on stuff you may or may not have later on

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If you accept generic actor, it will work on any actor having this componemt

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Compared to just the one type you cast to

worthy tendon
gentle urchin
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Tying classes together always matter..

red berry
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Actually, Kazem I went back on your solution. I finally figured out the bug as to why GetComponentsByClass wasn't working. I was iterating from an Actor Set which I turned into an array. For some reason, I'd always get no components when calling that method.
I turned the set into an array, and GetComponentsByClass actually works now. For some reason using a set of Actors, or getting an array from that set, removes the ActorComponents from its copy? The original would still have it, I'd imagine.
Sets don't place nicely I think. In the future if I want a "set" of unique entries, no duplicates, then I'll just stick to an array, and use AddUnique instead.
Thanks everyone for the help!

gentle urchin
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Another thing to keep in mind is that get componets .. iterates a very small list of components and has no significant cost at all

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~~Only possible issue this way is if you have multiple matching components ~~

worthy tendon
lunar sleet
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Realistically, the cost of built-in functions is not gonna be an issue for most of the people here

red berry
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Yeah you don't want to use a variable to hold components, since then you'll have to always update that variable, and if its outdated, things will go wrong. I think its better to always get components via GetComponentsByClass

red berry
gentle urchin
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As long as you know theres only one comp, its totally fine

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If theres several you'd need some additional logic

gentle urchin
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But if it works 🥳

dark drum
manic hamlet
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Hey guys,
question related to SaveGames:
I do have a Zone(ill call it "BuildingZone") that when you enter you can build buildings (Like a farm, a blacksmith, a windmill etc) this data obviously needs to be saved so the BuildingZone has a variable with the SaveGame-Object I made. (Name of the Building, Vector for the position, Inventory for the building etc)

Once a building is placed I go to the BuildingZone and get the SaveGame variable and get the structArray inside of it and add a new one to it.

Now when I interact with the building I need to access(and ultimatively change) those variables inside of it. how would I go about this so that the building knows, for example, that it is index 4 in the StructArray(Within the SaveGame) to change its variables?

plush hornet
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Hi all hope your well🤗 Really basic question, how would I get an Ai charecter to move to a specific location? The picture is my setup and the actor isnt moving at all. Any helps appreciated. Thanks

dark drum
plush hornet
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Yes cos I have some AI actors randomly walking around

dark drum
plush hornet
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Yes I checked by placing a secondary actor where i wanted it to move to

lunar sleet
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Try onPossess

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You might not have an AICon yet on BeginPlay

dark drum
plush hornet
manic hamlet
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oh wait no, you mean this:

steady night
#

Hey

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the "target [Self]

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i want - 200

manic hamlet
steady night
#

tips on how

manic hamlet
steady night
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hehe

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ofc

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this is my life now 0)

manic hamlet
manic hamlet
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ffs

steady night
#

y=

manic hamlet
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now the copy paste worked 😄

steady night
#

¨ha

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well thats what i did before but that dont work

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that just reduces the distance between the targets

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i want the self "starting" point to start 200 units away from the self

frosty heron
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do u guys emulate lag when doing multiplayer

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it's not multiplayer proof until you add some lag

steady night
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@manic hamlet the right one is what im aftert

frosty heron
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as in if lag compensation is not done, then some function can be useless

steady night
#

doing 200- from that node give pic 1 result

frosty heron
steady night
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my force is to weak for that answer atm

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need to grow with the mp force abit more

manic hamlet
frosty heron
steady night
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same kinda

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mine is turn based

frosty heron
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try to add 50 ms at least

manic hamlet
manic hamlet
frosty heron
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u guys should introduce some lag even if it's tiny bit

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ask in #multiplayer , just trying to save you guys some hours

dark drum
steady night
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Cold Summer how would we add some lag ?

manic hamlet
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once my prototype is done ill consider that advice,thx 🙂

frosty heron
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Net emulation, wait

frosty heron
steady night
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ah

frosty heron
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you will find a lot of stuff that was working in a lag free world suddely don't work

plush hornet
frosty heron
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like movement being jittery and stuff

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straight up unplayable

steady night
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hmm so should u add it to the server only or all ?

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what a good like default setting ?

manic hamlet
frosty heron
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but that's too much even for real world

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good value for test however

steady night
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should the target be server only or all *

frosty heron
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listen server have 0 lag anyway

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actually Im not sure, ask in MP

steady night
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hm ok ill do it

manic hamlet
frosty heron
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well it's really up to you if you want to do it or not, but I would at least ask the wise ppl in #multiplayer if you should add lag or not when developing mp game

plain cobalt
gentle urchin
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Most is state replication and thus can be done on clients without much worry about being remotely in sync

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Games like Civilization can be played over e-mail

frosty heron
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Agree with turn based being an easier mode in mp, but take stuff like character rotating or throwing an axe, wouldn't you need to interpolate for the clients, movement wise

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in a lag free world you wouldn't need to

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but when testing in packaged mode suddently they jitter and stuff

gentle urchin
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The lerp would be local

frosty heron
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Yeah

gentle urchin
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The server only sends the delta

frosty heron
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how would one know when to interp when they are in a lag free world tho. Would be nice to emulate real situation to at least see the problem imo
but yeah maybe it's not needed and im wrong. Haven't actually done much any mp to preach

gentle urchin
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You recieve the delta package, apply it locally

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This ofc assumes local gamestate is equal to the one of the server

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Which can be a bit dangerous if its competitive, so one can take measures to avoid any... fixing.. of local data

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Think of it like chess

ancient basalt
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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!

coarse agate
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Is it possible to build in delays (e.g. 200ms)?

frosty heron
coarse agate
frosty heron
coarse agate
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yes

frosty heron
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i mean use the delay node

spiral kite
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I want to make skill for one of The players in my game. He must see other players trough walls. How can I do it

frosty heron
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First find a way to see through walls

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i would imagine post process and stencil would be involved

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the rest is just applying the ability to toggle the see through

lunar sleet
# plush hornet How would I set this up? Im still in my learning phase😵‍💫

Try not to double ping. There’s an event onPossess you can call from the AI controller and check if the controlled pawn is the one you want before running the command on it. You can always add like a 1 second delay on your pawn’s begin play before calling the move, to see if that’s what the problem is. Otherwise, double check your pawn’s default settings to make sure the AICon is auto-possessing it right , and if all else fails there’s Visual Logger. There’s an #gameplay-ai channel btw

plush hornet
echo storm
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When should I use a function and when should I use a custom event?

frosty heron
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You should use function if you keep doing the same thing multiple times

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when chosing between custom event or function. Consider if you have output. Custom event can't have output

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Function on other hand can't have latent action. Eg. Timeline

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that's pretty much it imo, kinda easy to know which one to use

echo storm
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Oh okay thank you

gentle urchin
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Personally i prefer functions over events even without returns

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Hate cluttering the event graph 😄

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And im not a fan of collapses

frosty heron
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Me: (silently) hide my collapsed nodes

gentle urchin
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Good thing Im not gonna chevk your code 😂

frosty heron
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I don't think you want to, even I get lost once I left the project for a week

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I'm like the only one that "codes' in the team. Had to scream in caps and red color to my self just to remind me on how to not f up

lunar sleet
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You need to learn BTs

plush hornet
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It serves its purpose

lunar sleet
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lol

plush hornet
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Its just for background ambience

lunar sleet
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You have a delay on tick

plush hornet
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It works the way i want it to i dont see what the problem is

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No need to be patronising

frosty heron
lunar sleet
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I wasn’t trying to be patronizing, trying to teach you how to do things properly, but it seems like you’re not interested, so that’s fine

plush hornet
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I'm not making an enemy btw

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Just a random NPC

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I already know how to set up movement for AI

frosty heron
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Putting delay on ticks doesn't work the way you think it does

frosty heron
plush hornet
frosty heron
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Most youtube videos don't really teach anything proper and can be harmful in many case. That's just my personal opinion and I am not patronizing or trying to be suprieor. I consider my self bottom feeder beginner

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To make NPC that move around every X seconds, I would use BT

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and there is no use to tell the A.I to move every frame.

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Simply feed the A.I Target location when the timer is up

gentle urchin
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Then i improve on getting into a project again

frosty heron
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at least you don't have fish brain, I forget things rather quickly

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Btw anyone have artifact when scaling up? I am setting my skeletal mesh component back to 1,1,1 but there is this one frame where the skeletal mesh appear taller

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Don't know what else I could try

plush hornet
frosty heron
frosty heron
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I hard coded Specific location in the past, it work just fine on my end

lunar sleet
# frosty heron

🤔 maybe try smoothing it out instead? It’s too choppy like that anyways

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But nice art

lunar sleet
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Yeah

frosty heron
#

Will try that, thank you 🙇‍♂️

remote meteor
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now hear me out that you can make an interp component for size and rotation and then everything else can set the desired rotation/scale to the component and the component will interp to it

lilac storm
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hey there is there a way to put kind of a notifys in timelines ? i got 3 sec curve and when it reachec 2.2 secs i want want my player to play some animation , how can i achieve this ?

remote meteor
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timeline has a thing call Event curve (or something similar i forgot the name)

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you can add that there, in the selection list where you usually will create float/color curve

frosty heron
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I saw someone using it a while ago

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like custom exec pin

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@lunar sleet Interp removes the artifact 👍

subtle wyvern
#

How can I do so that if a line trace hits the first person character that it actually recognizes the it? The first person character doesn't really have a mesh so I don't know how to do it...

frosty heron
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When the collision happends (eg hits the capsule component) it will return the actor of the component it collide with

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look for hitactor when you break the hit result

lunar sleet
#

Drag from that hit actor and cast to your FP char bp. If cast succeeds, it means it hit the correct class

subtle wyvern
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So, I tried that but even though that it does hit the first person character it doesn't seem to work. I enabled simulation generates hit events on the capsule component too

oak fable
#

any clue why im getting this error

frank sundial
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Does anybody know how I would make a makeshift grapple hook? My idea is send a rope object where you are pointing. Then pull the player into that rope against the wall or whatever the player grappled too but idk how to do that

oak fable
frosty heron
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or there is attempt to access it when it's not set

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I suggest doing it on blueprint init instead of begin play

oak fable
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hmm okay one sec

frosty heron
oak fable
#

same thing

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fixed it

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needed to use the get owning actor

frosty heron
subtle wyvern
lunar sleet
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Did your cast succeed ?

gusty dragon
gentle urchin
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Sounds like an out of date pin

hollow cove
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if im making a game that's pretty much identical in single player and multiplayer, does it make sense to only allow client/server play rather than client/server and standalone?

gusty dragon
gentle urchin
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Server is listenserver?

jagged parrot
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How would I communicate between a User Interface and the Level Blueprint? I tried using a BPI, but the level blueprint never seemed to recieve the call

hollow cove
#

well theres a bunch of logic that changes if you're in standalone vs client/server. im thinking itll simplify a lot if even in single player there's a server open

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the server is hosted by the client. idk if im under a misunderstanding in how unreal works.

jagged parrot
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I don't know where else to use tbh

lunar sleet
#

What are you doing ?

jagged parrot
#

I need a button on the user interface to interact with the world itself; Setting water height, etc

lunar sleet
#

Oh

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Can you access those from game mode or GI?

jagged parrot
#

Unfortunately not; the gamemode and playercharacter are both C++ Classes, not BPs

lunar sleet
#

Like… you made your own cpp extensions not blueprint editable or wdym

jagged parrot
#

I'm doing this for a school project; I had to use one of their templates, the gamemode and character are both C++ classes, everything else is BP

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Its really annoying, because so many of my issues would be gone if gamemode was a BP class

lunar sleet
#

Fair enough

hollow cove
meager spade
fringe junco
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I have a function here that takes a hit result, and then returns the result

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the problem is that the function is returning false, while also returning the name of the object i want in this following code

jagged parrot
fringe junco
#

ah, what would you use then?

lunar sleet
#

Cast to the right bp

faint pasture
#

Press button -> get actor of class EnvironmentActor -> do the thing

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you can of course cache a ref to it at startup but it makes zero difference for something like this

meager spade
hollow cove
#

is chat gpt right on this one thinkhmm

jagged parrot
faint pasture
meager spade
faint pasture
#

level BP is a bit of a trap, nobody really uses it

jagged parrot
plush hornet
jagged parrot
plush hornet
#

through

hollow cove
sand slate
#

Hey, I have a question (maybe a stupid one). To what blueprint should I load my savegames in my main menu for ui. So i can see in what level the player is.

faint pasture
frosty heron
faint pasture
lunar sleet
#

There is not

lunar sleet
#

You need to have the capsule on the ground at the very least

faint pasture
#

how flying is this thing? Like flying units in Starcraft or actually flying in 3d?

frosty heron
dark drum
lunar sleet
#

My hacky af solution was to change the relative location of the unit mesh but not saying you should do that 😅

plush hornet
lunar sleet
#

You can always use move directly toward

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That doesn’t use the navmesh

faint pasture
dark drum
lunar sleet
#

Then you are f-ed 😀

lunar sleet
jagged parrot
#

That scream is concerning x_x

frosty heron
#

well I just don;t like the use of Get Actor of class

lunar sleet
#

More of a gasp

frosty heron
#

some people are okay with it, but I rather avoid it alltogether

jagged parrot
#

I've never attempted to do a collision without directly referencing it so

lunar sleet
#

As long as you’ll never have more than one of those

frosty heron
#

Yeah but the moment you want to expand, you will have to go back to the code

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have it too many and you might go through many bps

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nightmare scenario for me

lunar sleet
#

That node will just pick the first one it gets hehe

jagged parrot
#

Yeah, there are a few. I'm basically making a rising-water system

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How would I get it to reference a specific one?

frosty heron
#

Don't like being tied to a promise that I can only have one of the object in the world

frosty heron
#

as it will get random water from the world

faint pasture
trim matrix
frosty heron
#

Expensive is kinda irreleavant probably wont cost u a frame imo

lunar sleet
#

You could do get actors of class and for each loop but uh, it’s not that much better

jagged parrot
#

You wanted me to do the collision by getting the actors right'?

faint pasture
#

Why would environment actor have a collision?

jagged parrot
#

It doesn't, which is why i was asking why i was moving it into the enviro actor xD

faint pasture
#

IN SOME TRIGGER:
Overlap -> get environmentactor -> tell it to do somethin

IN YOUR UI:
Button Press -> get environmentactor -> tell it to do something

ENVIRONMENTACTOR:
Got told to do something -> do the thing (raise water or whatever)

jagged parrot
#

LMFAO

#

I'll give that a shot xD

faint pasture
#

telling it to do something would be a custom event

jagged parrot
#

HOWEVER; I need to reference specific actors in the level

faint pasture
#

that's fine, the environment actor can do that

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it's the orchestrator

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it's the thing you tell stuff to, and it directs the water and sun and weather and whatever else

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I would have it actually contain the water but that's up to you

vernal snow
#

Hello there, looking for some help if anyone can give it:

So, Got a Player character with a Actor component.
Got some Enums that sets weapon range and with that sets a weapon damage.

But got some error code when doing some debugging stuff.

Image 1: The code.
Image 2: The cube that is taking Damage from the Player.
Image 3: The Actor Component Code that is called when the player presses Left Mouse Button.
Image 4: the event being called.

For image 3, the last branch, i found that when it is false - for debugging purposes - it does call the string, but gives the error.
On True, nothing works.

jagged parrot
faint pasture
jagged parrot
lunar sleet
#

Casting doesn’t get stuff, it checks if a ref you gave it is the right bp and lets you access it

#

It is for communication

faint pasture
jagged parrot
#

However; every time i've tried to use a BPI its calls are never recieved

faint pasture
#

you cast to go from general to specific

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If you have an actor, and want to do environmentactor stuff, you'd cast

jagged parrot
lunar sleet
faint pasture
#

I've only said it like 12 times

#

You say "hey i want to get a ref to an actor in the world of class EnvironmentActor"
and it looks around and gives you one if one of those exists.

#

get ALL actors of class will give you all of them, not just the first one it finds, but you shouldn't have multiple environment actors anyway

#

and if you didnt put one in your level it won't give you one as there's nothing to give

frosty heron
jagged parrot
#

The get actor of class is actually so useful, I didnt even consider it

lunar sleet
#

Does get actor let you immediately access the bp’s innards then?

faint pasture
#

Trigger:
Overlap -> cast otheractor to yourcharacterclass to check if it was one of those -> succeed -> get actor of class environmentactor -> call MakeWaterGoUp on it

UI:
Button press -> get actor of class environmentactor -> call MakeWaterGoUp on it

EnvironmentActor:
MakeWaterGoUp -> do the actual water going up logic

#

SomeOtherTrigger:
Overlap -> cast otheractor to yourcharacterclass to check if it was one of those -> succeed -> get actor of class environmentactor -> call MakeWaterGoDown on it

jagged parrot
faint pasture
#

it can do the orchestrating

jagged parrot
#

Its basically a series of inter-connected puzzle rooms that flood.

How would I specify which water to raise without the levelBP's specific actor references

faint pasture
#

You're putting the cart way ahead of the horse

#

How many waters are there that can raise independently?

jagged parrot
#

At the minute; 4

faint pasture
#

And on what condition do they raise?

jagged parrot
#

Bool: "Is Rising"

faint pasture
#

I mean what's the trigger

gentle urchin
#

Id have them subscribe to enviro manager, singular

faint pasture
#

What happens in the game to make them raise

gentle urchin
#

And provide all the fantastic controls in the manager

jagged parrot
#

Collision Box -> Collided=yes->Set Water rising for Water2[Persistent Level]

faint pasture
#

Then you probably don't want a global manager

#

just make a Trigger and Water actor

#

Trigger has a Water ref

gentle urchin
#

Oh wait. Yepp ignore me

faint pasture
#

you can set it in the level

#

each trigger tells its water to go up

#

or just make 1 actor which contains the trigger and the water

#

I'd probably do that tbh

jagged parrot
#

See, everything already works as I want it to; water will rise when you enter a space. I'm trying to make a checkpoint system, so I need the water to reset back to its original positions after an event is called

frosty heron
jagged parrot
subtle wyvern
#

It goes right through the player

lunar sleet
#

Check your collision

frosty heron
faint pasture
frosty heron
#

you already said it looked correct, but I bet it's not

vernal snow
# frosty heron Damage victim is not set (Null pointer) hence the error

Oh thank you, donig a quick refit that did work!

By chance could you help me again, it seems the Damage INT - which is set on the weapon - doesnt change from the default value.
Which im a bit confused at since Change Weapon Range works, and changes the variables - so it is indeed called from what i know.
Apologies if its a bother, and if you need other images i can provide.

First image being Setting the weapon range.

Set weapon damage is the second image.

faint pasture
#

3 total actors
GoUpTrigger:
Overlap -> tell MyWaterActor to go up

GoDownTrigger:
Overlap -> get all actors of class WaterActor -> tell them to go down

WaterActor:
do the going up and down

gentle urchin
jagged parrot
faint pasture
faint pasture
#

get all actors of class water -> tell them go down

gentle urchin
faint pasture
#

to link a SPECIFIC trigger with a water, you'd just have a variable on the trigger MyWater and set it in the editor once the trigger and water are in the level

vernal snow
subtle wyvern
frosty heron
frosty heron
vernal snow
frosty heron
#

if u are trying to check againts capsule component, select your actor -> select capsule component then show picture of it's collision setting.
Also show the trace channel

vernal snow
frosty heron
gentle urchin
#

Char simply tells gun to start fire

#

Gun knows range and damage and spread and whatnot

frosty heron
#

you should have a weapon component that takes in all sort of weapon. Each weapon will have their own information including damage

short ivy
#

how do i cast to a pawn bp inside a anim bp?

frosty heron
jagged parrot
frosty heron
gentle urchin
#

So it actually makes sense

frosty heron
#

I piggy back Dynamic Combat System far too long, I don't even know anything about setting up my own Combat system

short ivy
gentle urchin
#

Try get pawn owner

frosty heron
alpine monolith
#

Greetings! I have a more of a "design" question. In my core functionality, player can construct buildings. When interacted, some buildings can offer crafting. I am using DataAssets for storing informations. For example, i have a BuildingDataAsset for every building type (with information like size, name, cost etc). I also have RecipeDataAsset for each recipe that can exist. I also have a ActorCraftingComponent that I attach to Buildings that offer crafting.

So, my question is: Where should I define which Recipes is the Building with Crafting system is using? Should it be a:

  • Property array on the CraftingComponent? (Array of RecipeDataAssets)
  • Make a UCraftingBuildingDataAsset and make the DataAsset from that class, wchich will have a bonus RecipeDataAssets property?
  • ???

Ideally, I would like to define which recipes is the building using in the building data asset, but then again I dont want to have a property with recipes there for all buildings (which may not use crafting). My fear is - if I (for example, by mistake) delete the CraftingComponent from that building, all my defined Recipes for that building will be lost and I have to manually pick them again. What would be your approach?

jagged parrot
short ivy
#

okay now the problem here is every 7 IS VALID comes one IS NOT VALID

vernal snow
# gentle urchin Gun knows range and damage and spread and whatnot

So i suppose on that train of thought, how would you set the weapon in it self.

If it was done by a Weapon handling its own logic, since my current set up is:
1 = fist
2 = Pistol and so on so forth.
Would it be custom events that do a boolean instead?

Since i was imagining Enums would be used to state which or what weapon is selected.
Being a bit new im a bit unsure how to visualise what you mean at times, apologies for that.

short ivy
frosty heron
#

dont do it every frame

short ivy
frosty heron
#

You set once, then you can just grab it on every frame

short ivy
#

this is not setting, it's getting. It is only set in initialize

frosty heron
#

oh right

#

2Am

short ivy
#

yea no worries fam

frosty heron
#

For a start debugging in anim bp is like... lots of issue afaik

frank sundial
#

Yo anyone know how to use the base 1st person movement and add a sliding feature to it? I cant find a good tutoiral for it for 1st person

frosty heron
#

Try to play in PIE

#

see if you get NO

frosty heron
short ivy
#

Look. I have a vehicle which has a roof skeletal mesh component. This roof should close or open on button press. If it didn't finish yet but pressed again it just reverses at the point it was. How can i achieve that

zealous moth
#

is there a way to get the next row in a datatable?

frosty heron
#

@frank sundial https://www.youtube.com/watch?v=-iaw-ifiUok&list=PLXJlkahwiwPmeABEhjwIALvxRSZkzoQpk&index=5&ab_channel=delgoodie
what I would look at for my need but might be overkill for you since it's done for multiplayer

https://discord.gg/uQjhcJSsRG
https://github.com/delgoodie/Zippy
In this video I create the slide mechanic in a custom character movement component. I also demonstrate how to create your own custom movement mode and give you the tools to extend movement beyond just sliding.

0:00 Intro
01:24 Overview
03:30 Setup
05:57 Slide Implementation
29:09 ...

▶ Play video
frosty heron
zealous moth
#

yeah working with that

frosty heron
short ivy
frosty heron
#

once it's set, it should never be invalid, unless the vehicle is destroyed or the ref was set to something else

short ivy
short ivy
frosty heron
#

well then I am out of idea, that never happend to me

faint pasture
#

you're just getting the first one there

short ivy
#

i would love to know that cause I literally don't need the anim bp for anything else really besides the basic set up for this vehicle

faint pasture
#

it's an array

gentle urchin
#

All of them would have the same event "TryFire", which checks if the weapon got ammo in the mag, and whatever else that would block it from firing

If all checks pass -> FireWeapon

frosty heron
frank sundial
#

animtations are my weakness

frosty heron
#

dont u already have the animation

short ivy
#

I do, yes

frosty heron
#

you will just play montage on button pressed

short ivy
#

and how to reverse

frosty heron
#

have another montage that play the anim in reverse

short ivy
#

also the roof should stay at the state after the animation was finished

frosty heron
#

and set the start position of the montage to the current playing montage

short ivy
#

so if i opened the roof it should stay open

#

not go back to it's default pose

frank sundial
frosty heron
frank sundial
#

oh mb

frosty heron
#

So you need 2 montages. The reverse montage would be the same anim but set the playrate to -1 that will play it in reverse

frank sundial
#

I was watching this one but it has the animations and evertthing in it so idk if it would effect anything https://www.youtube.com/watch?v=unOExKGUMTw

You can purchase the completed project files here: https://ue4tutorials.gumroad.com/l/realisticslidingsystem

Mixamo to Unreal Converter tool: https://terribilisstudio.fr/?section=MC

This is the start of my parkour tutorial series. The first video will be a realistic sliding system. This shows how to do sliding with more functionality and reali...

▶ Play video
frosty heron
#

animation is just cherry on top

#

it's something you can apply after you get the system working

#

unless you have collision in your skeletal mesh and there is something on the way

#

if you need prototype animation anyway just go to mixamo

frank sundial
#

Ok so this is what my nodes look like for it (not done yet had to go eat) but in the video he has all sorts of nodes for the animations. How would i avoid adding those until i get the system working?

#

or do i just not add them in

frosty heron
vernal snow
frosty heron
#

because the animation side (visually at least) is handled in anim bp

frosty heron
remote meteor
#

i dont know if its just me, i rarely find use of enum these days, now that we have gameplaytag

gentle urchin
#

Its a design that works pretty well imo.
Encapsulates logic into the owning classes

frank sundial
frosty heron
#

I'm gameplaytag virgin 😭

frank sundial
gentle urchin
#

It's rough to begin with but then...

frosty heron
#

the actual sliding part prob just change the capsule height limit

#

and do some stuff to make the capsule slide along surface

remote meteor
#

when it gets loose

versed sun
frosty heron
#

I shall follow the footstep of my lord and savior @remote meteor

vernal snow
#

I see i see, well i can give GameplayTag an attempt.
Thank you.

remote meteor
#

just another pleb struggling with creating a generic effect actor that i can use for both projectile and explosions

lunar sleet
#

You don’t need cpp for gameplay tags really

gentle urchin
#

My quest system

lunar sleet
#

Some for exposing the interface for AI but that’s it

frosty heron
gentle urchin
#

Has channels, which is just gameplaytags

frosty heron
#

imagine a system where you can just add weapon by adding a new row in data table

gentle urchin
#

So integrating other systems to it is super easy

remote meteor
#

the most i have used out of a gameplay tag is when im doing POI on a map

#

god damn it saves so much thinking

vernal snow
frosty heron
#

GameplayTags will be useful for abilities maybe, there must be ways you can utilize it , no comment on that part from me

vernal snow
gentle urchin
#

Adding weapon as a row in a dt is limiting

#

Its far more flexible having it as a separate class, child of AWeapon

remote meteor
#

imagine a system where you can just add weapon by adding a new row in data table
i did achieve this in my first game, it works well if your weapons are kinda like the same weapon but with different parameters

#

having child classes will expand the flexiblity part alot

#

can do alot more custom stuff specific weapons

frosty heron
#

@vernal snow And then I discover better ways

cunning vapor
#

Trying to optimize my game with culling, my questions are:
Will culling effect multiplayer?
Will culling effect ai pathing / cull the enemy ai / enemy spawn points?

Are there any better ways of doing this?

remote meteor
#

change certain behavior, without needing to squeeze all of them in the base bp

frosty heron
#

listen to the wise people and do seperate classes

remote meteor
#

in the end i use both

#

😅

frosty heron
#

now I have to go in the corner, cry, then go back and re-think if I should re-do my system

remote meteor
frosty heron
#

Thank god I'm not touching the combat part yet. I just remember my old project using Dynamic combat system uses classes for weapon...

gentle urchin
#

Dont look back

frosty heron
#

Gonna look into that, it's nice cuz we can have our own custom logic one each weapon

vernal snow
#

I see, so similar to how i presume a Master Interact would work for child classes but changed for weapons

faint pasture
frosty heron
gentle urchin
#

If you do it in a dt youd wanna provide a template actor the weapon type aswell

cunning vapor
gentle urchin
#

So you get the flex... but then you end up separating parameters and classes for little reason

faint pasture
#

A nice simple system is a struct and class.
Struct is what's stored and provides the stats and some data

#

Weapon class is what interprets the data and is what is spawned in the world

remote meteor
cunning vapor
vernal snow
cunning vapor
faint pasture
vernal snow
#

Alrighty, thanks anyway 🙂

remote meteor
#

those culling are done by default, for rendering it is
i have seen some practice like increasing tick intervals for actors that are far away from you, but personally i think thats a lot of work to do

stiff holly
#

After backreading I'm thinking of revamping my weapons system

faint pasture
#

I don't really do videos, just know the basics and it'll be fairly obvious

remote meteor
#

reminds me of back then when i start unreal, the first thing i did was indeed inventory system

carmine bobcat
#

hey adriel how is your car project going

gentle urchin
#

Some tutorial for unreal 4.7

remote meteor
#

somehow it lasted for the whole project until release

#

🤣

#

i started from 4.19 i think

stiff holly
gentle urchin
#

Weapon classes is the way to go then imo

remote meteor
#

refactoring my firearm system from delay based to timer based was also a thing

gentle urchin
#

Lyra probably does this ?

stuck sentinel
#

why is my flashlight not working

#

answer me please

remote meteor
#

uhh if we consider GA as weapon class yeah i suppose

frosty heron
#

Why do you connect is not valid?

remote meteor
#

the weapon system in lyra is waay too modular 😅

gentle urchin
stuck sentinel
remote meteor
#

now that i dont remember..

frosty heron
#

If the flashlight is not valid then you can't do anything to it

stuck sentinel
frosty heron
#

setting something on something that doesn't exist will result in nothing

stuck sentinel
#

this works completely fine

#

oh

#

now it works

#

tysm

#

you were right

stuck sentinel
remote meteor
#

i knew it, widgets

trim matrix
#

does anyone know how i can add in these characters to replace third person default character?

frosty heron
stuck sentinel
frosty heron
#

While for your flashlight logic you went.
If my flashlight not valid, set flashlight intensity to X

remote meteor
#

something along the line of

if it already exists, use it instead of recreating it

trim matrix
frosty heron
remote meteor
#

game mode changes a pawn class, however if you just have SKM, and need some animation, you might need to do a new ABP for that cute creature

trim matrix
#

which one would i switch it to? the top one? or default pawn?

#

oh its not showing.. D:

jagged parrot
faint pasture
gentle urchin
manic vessel
#

not sure why but this select node just keeps picking RED

gentle urchin
#

Is yours child of pawn?

faint pasture
#

why did you chop off the one part of that window that says what is what

trim matrix
#

yea i cant find the character in the pawn selection

faint pasture
#

Those are just meshes

#

you didn't make a character class

remote meteor
#

haven't*

faint pasture
#

you can just swap out the mesh in the default 3rd person character BP

remote meteor
#

😆

trim matrix
#

oh alright!

#

will give that a go

faint pasture
#

or make a copy of it and swap the mesh

trim matrix
#

alright, now its in, now i gotta figure out how to have this monster moving lol

faint pasture
#

start by looking at the animation setup for the template character

remote meteor
#

if you want to use Manny/Quinn's animation, then you can look into retargeting

#

or if you have your own animation, then you have to look into creating the ABP for it, also can reference from ABP_Manny

#

ABP as in Animaton Blueprint

trim matrix
#

nope i dont have ny own animations, maya etc are too hard for me rn haha, willl focus on those later date

remote meteor
#

well you just shown your own animation though 😆

trim matrix
faint pasture
#

Start with just a blend space from Idle to Run

trim matrix
#

is is any of these specificially?

frosty heron
#

@trim matrix Right click your cute monster skeletal mesh. Create Animation blueprint

remote meteor
#

or this!

trim matrix
#

im quiet new to this character setting up, so i have started with idle, is there any quick tips for me that can set me up? and do i need to do all these in one blueprint or in multiple? e.g: walk, run bps

faint pasture
trim matrix
remote meteor
#

now we use this

trim matrix
#

it looks like they use multiple

trim matrix
#

oh nvm found the bp

faint pasture
#

Your first draft of the anim bp should just have a locomtion blend space feeding into the final pose

#

that blend space would blend from idle to run based on speed

trim matrix
#

oh golly is there any good videos on this? im a visual learner i struggle to learn off just words

#

videos - that you can recommend

trim matrix
#

how do i get the locomtion?

faint pasture
#

uh

#

You'd make a locomotion blend space

#

Those are blend spaces

#

make one of those for your little dude

trim matrix
#

alright 🙂

#

thank you for taking the time to help me!

#

do i right click on the skeletal mesh again too?

#

nvm i figured it out

trim matrix
oak fable
#

hey there im trying to blend the upper and the lower buddy
but its not blending and when the anim montage play the lower part isn't doing the movement and just plays the anim montage for all the buddy

faint pasture
#

you're telling it to play the montage over the entire body so that's what it's doing

faint pasture
#

so it can play only on upper body

oak fable
#

its on the spine not the pelvis

faint pasture
#

you'll want 2 montage players if you want full body montages

#

This overwrites everything

oak fable
#

so i change it to the spine ?

faint pasture
#

change what?

#

you need a blend AFTER the montage player

oak fable
#

oh wait

trim matrix
#

managed to make it, not sure where to go next

faint pasture
#

look at the example blend spaces

oak fable
#

thanks for the help

trim matrix
#

arent these the animations?

marsh oak
#

Are there any good references on applying world coords to spline points?

faint pasture
#

drag idle and run into the blend space

trim matrix
faint pasture
#

blend space blends between animations based on numbers

#

you want to blend from idle to run based on speed

trim matrix
#

are those links still relevant if its a older version?

faint pasture
#

sure

trim matrix
#

im using 5.1

faint pasture
#

they didn't redo the entire engine, the concepts are the same

trim matrix
#

oh alright

#

how do i import this animation so i can test it?

faint pasture
#

wat

#

or do you mean put the blend space in your anim BP

#

Animations go in your BlendSpace1D which goes in your AnimBP

trim matrix
#

ohhhh and then how do i have them be working in game?

faint pasture
#

except yours will be a 1d one not a 2d one

#

have the example anim BP up for reference

trim matrix
#

alright

faint pasture
#

This looks like it goes over it ok

trim matrix
trim matrix
#

hey @faint pasture i have successfullly added in my character etc from that tutorial, it is successfully able to be in idle, but when i move it doesnt run or anything it just stays in idle, not sure what i did wrong here

fiery swallow
#

show your code~

fiery swallow
trim matrix
#

but the original default was 100

fiery swallow
#

you should try breakpointing that speed variable and see if it's properly being hit

blissful grail
#

Should get in the habit of doing print strings when casts fail as well. Just a tip.

#

Print out the value of the speed as well. I'd wager it isn't going to the value you think it is

trim matrix
#

oh printing? yea i can do that

#

let me see

lunar sleet
#

Breakpoint = select node press F9

trim matrix
#

oh theres this error

#

i also changed the speed to 100

#

just now

fossil crystal
#

In the sample project CropOut. When you select a player and move the curser to move them, what is it called when it shows the visible pathfinding?

trim matrix
#

this is my first time doing this importing, animation blueprinting for a new character

#

and this is also my second unreal engine game so im still learning

lunar sleet
trim matrix
lunar sleet
fossil crystal
#

yea its using niagara

#

just curious of what a good term to search youtube for so i can better learn about it

#

im guessing 'visual pathfinding'

blissful grail
#

It's probably just a trail to be honest

#

Haven't seen it though, so idk

lunar sleet
fossil crystal
#

wish i could take a snagit but cant while playing in the engine lol

fossil crystal
#

theres a boatload of BP to sort through, havnt found it yet

#

you're right thought i should just dig through the project

lunar sleet
fossil crystal
#

hmm? ive only seen a 5 min video

#

ok guessing im missing a crucial piece

lunar sleet
#

Oh lol

#

Hang on

lunar sleet
# fossil crystal ok guessing im missing a crucial piece

Cropout is a top-down Casual RTS game sample project for Unreal Engine 5 that demonstrates best practices for building a title designed for cross-platform release. Find out more and download at unrealengine.com/cropout.

In this video, Cropout's creator Arran Langmead, Senior Content Developer at Epic Games, walks you through every aspect of how...

▶ Play video
fossil crystal
#

that might be the video i was looking for haha

#

thank you

lunar sleet
lunar sleet
trim matrix
#

okay i figured it out haha

#

i was using the wrong character i had a duplicate

#

lol

#

thank you to those who helped ❤️

fossil crystal
#

yea definitely guided me in the right direction

#

they refer to it as 'line target pathfinding'

lunar sleet
modern frigate
#

Hey guys, quick Q, I've seen some UE plugin for blueprints looking a lot more cleaner + the lines being a bit sharper around the nodes

#

Does anyone know the names of the plugin or something similar ?

oak fable
#

flat nodes

modern frigate
#

Amazing, thanks

frosty heron
#

Electric nodes?

#

I don't use it so I dunnoe

modern frigate
#

I'll try the free one and see if I need to spend 6 quid

frosty heron
#

You don't need to. I get by without using any of them

faint pasture
#

Looks cool, way less readable IMO

steady night
#

Hey Guys how dose "On notify Begin Work" ? how do iset it up

#

ive added notify´s in the annimation Called "Attack"

#

how do i do return when passing that notify

frosty heron
#

Wdym by return or passing notify?

faint pasture
#

idk if notifies have the concept of a duration but if they do that's how I'd expect them to work

steady night
#

yeah i just found that u can add a "montage Notify" on the Annimation

#

so scratch my question .p

quick field
#

Hoping someone can help with some array math, I have an array of 0-4 items (dynamic materials), and I want to tie the array to my pllayer's health (1-5) I can get the icons on the screen to disappear when decrementing, (health -1 =4, so based on current health i grab array item 4 and do the fade), but going back up it skips the next slot in the array. so if health is 1 +1 it grabs array item 2 instead of one. I can't wrap my head around it to think of maybe a better way or figure out the math

frosty heron
#

You can also create your own custom notify or notify states

faint pasture
#

From what it sounds like, you want CurrentArrayIndex to be HP - 1

#

since arrays start at 0

quick field
#

yeah, on the way down that works, but on the way up, if I increment health it goes health plus 1, so instead of grabbing the index item I just faded out, it grabs index +1 and fades that in. The effect is a health bar where there's blocks of health that disappear on hit, and when I heal, they reappear. And I'm doing it thru an array of dynamic materials in the HUD

faint pasture
#

why does it go to hp + 1?

#

what exactly are you trying to do

#

Your hp is 3, which array index should it choose? Is it always just one of them or does it depend on if you went UP to 3 or DOWN to 3?

quick field
#

it depends on which way I'm going. Trying to get a code snippet to show, one sec, sorry

faint pasture
#

Then you need more array indices

#

show a video of what you actually want to have happen because this makes zero sense.

quick field
faint pasture
#

yeah your math is borked

#

how does your HP work, just in numbers

#

you get hit, it goes down

#

how does it go back up?

quick field
#

right now I'm just doing key presses +1 and -1 , I think i got it solved though. I'm basing the going up or down on the modifier, and then branching, so if going up I think I just minus 1, but I don't think that'll work if the modifier is bigger than 1

faint pasture
#

Is the flashing on purpose?

quick field
#

yes and no I can fix that later, I got it to work with this, but if you have a better way i'm all ears

faint pasture
#

I mean it should just be as simple as foreaching over the array and setting the material based on if index < CurrentHP or not

#

Event UpdateHPView -> for each entry in HPBarsArray -> select material instance based on if Index < CurrentHP

#

literally like 5 nodes

quick field
#

i'll give it a shot

faint pasture
#

You can also have the concept of time since last hit so you can choose to flicker those empty bars based on if it's about to regen

#

Hit -> modify HP -> set bIsRegenning = false -> call UpdateHPView
on regen delay timer -> set bIsRegenning = true -> call UpdateHPView
On regen complete -> set bIsRegenning = false -> call UpdateHPView
BeginPlay -> call UpdateHPView

UpdateHPView -> for each entry, select material based on index, HP, and bIsRegenning

quick field
#

did I make it too complicated? lol

#

it works

faint pasture
#

have fun

steady night
#

Anyone Got any tip on how to do a simple "make Terrain(trees etc) Transparent when obscuring cameraÄ

faint pasture
#

or you can do it in camera/clip space with depth and such

fossil crystal
#

i dont know much about the logic tree but id probably do something similar to if the camera is at 35 degree angle or greater then increase transparanecy on specific materials?

steady night
#

hmm

faint pasture
#
steady night
#

ill look at it ty!

trim matrix
#

alright so this is my next one i require some pointers on, so basically i have the coin blueprint (answers) as a child of the equation blueprint, so the equation blueprint is a parent of both "answers" & "open-closed" blueprints. the open closed is the text render displayed as "locked" that i want to display as unlocked when the correct answer is hit, does anyone have any pointers on this? someone had previously mentioned get parent -> cast to the class -> trigger event but i am unsure on how to start it 🙂

fossil crystal
#

nice find saving that for later

steady night
#

also

#

added a Plugging tested it out then i removed the pluggin

#

i removed all visible nodes etc to it before

#

but now i cant build says its still here :/ ?

fossil crystal
lunar sleet
trim matrix
lunar sleet
fossil crystal
#

target branch true false

lunar sleet
#

And is that text widget on the door ?

fossil crystal
#

im going to say your answer is in here
https://www.youtube.com/watch?v=29--ieorX7Q

Hey guys, in today's video, I'm going to be showing you how to open a locked door using a key. The door will be locked by default and you will need to pick up a key to open it. This will also include sound effects.

Key Model: https://www.cgtrader.com/free-3d-models/various/various-models/old-key-stylized-lowpoly
Locked Door SFX: https://freesou...

▶ Play video
#

replace key with correctAnswer

trim matrix
lunar sleet
#

Are you going to have more than one door in your level?

trim matrix
lunar sleet
trim matrix
#

yep in this map theres multiple levels within it

lunar sleet
#

Do you just teleport the door to the next “level” each time ?

trim matrix
#

the equation blueprint when duplicated will create a completely different equation etc

trim matrix
#

you just walk through it over a bridge

lunar sleet
#

Ok so you’ll have more than one instance of this door I imagine

trim matrix
#

yea the open-close blueprint is inside the equation blueprint

#

its a child

lunar sleet
#

It’s not on the door?

trim matrix
#

im yet to figure out how to even add it in, i have been having issues with adding the actual red part to it

lunar sleet
#

🤔 you might be using inheritance instead of a function

trim matrix
#

im not sure, my class mate was helping to walk me through it but was alot to process so cant remember everything haha

sonic crest
#

this sets it as true??

#

my struct is in cpp

#

idk if I should do a cpp that can set this as true. because this way doesn't work, it remains as default + if I created a reference variable from the ref struct out, same thing

cerulean cloud
#

How would I go about making the camera rotate with an actor but still be able to free look?

I have an actor moving across a spline but when it turns the camera does not turn it.

I know I have to turn off "Use Pawn Control Rotation" to make it properly stick to the object but I want to let the player still have limited free look to say - the entire right of the object.

If anyone is familiar with the AC130 MW2 mission the camera is exactly like that.

thin panther
modern frigate
#

hey guys, I'm following some old tutorials on a melee combo system with queueing attacks - I'm assuming that this is much easier in the new Enhanced Input system, does anyone have a good tutorial for queueing inputs?

sonic crest
#

how can I set that member as true or change it's value?

#

without creating a copy

#

can you walk me through it?

thin panther
sonic crest
#

oh man.

thin panther
#

Just gotta make a setter for that struct

sonic crest
#

alright, thanks

#

in cpp right?

thin panther
#

Yeah

sonic crest
#

thanks

gritty plover
#

Hey, is there any way to cast to a post-process volume and set its Post Process Materials on beginplay in the Level Blueprint?

sonic crest
#

it worked, thanks

gritty plover
#

I just need to change the material in the first index based on a variable. Any other methods for doing that are also very much welcome.

red berry
#

Is there no way to resize an array inside a struct? I try to use the resize node, but it does nothing. Some other person had the same problem https://forums.unrealengine.com/t/problem-resizing-an-array-within-a-struct/303488/2 and the only solution seems to be making a temp array, but surely there's another way? My attempts at making temp array won't even work.

I tried adding some empty elements in the struct's array, and it does nothing to resize it

#

If I print the length for each iteration, you'd think you'd get, 0,1,2,3, etc. I keep getting 0, 0, 0, 0, 0

vast lion
#

Is there a way to subtract rotators?

versed sun
#

Delta ?

red berry
lunar sleet
# red berry Yes

They’re broken, especially when it comes to updating them live. Cpp structs might fix the issue

red berry
#

Thats dumb. I guess I'll be porting some of my code over to cpp

short ivy
#

why is this giving me "cast failed" when playing multiplayer? That's in the pawn bp

lunar sleet
short ivy
#

oh yea mb

fringe junco
#

is there a channel for the Environment Query System?

lunar sleet
oak fable
#

how can i disable the layered blend per bone when i perform attacks or anything else ?

astral orchid
#

Because if so, I recommend you check out Unreal Tutorials and Blueprints of Paragon stuff

#

they perform attack animations on parts of the body, yet the lower half still performs the walking animation

oak fable
#

i have done this part to control lower and upper buddy
but the issue is when i do try to perform another anim montages like the attacking it stops the lower buddy for it so i need to find a way to disable the blending when i play them

#

im trying to do it this way and i know its not the best but works for now

sonic kraken
fringe junco
#

does anyone know how this "Find Local Navigation Grid Path" node is used?

native ferry
red berry
vast lion
#

Anyone else not having splines show up in 5.3?

#

Mine just straight up are invisible somehow...

lusty hedge
#

why does this tutorial say i need to promote the element

dawn gazelle
# red berry Is there no way to resize an array inside a struct? I try to use the resize node...

The issue is that the array is returned as a copy from the struct, not a reference, so trying to "Add" to the array or resize it, or any other manipulations doesn't work as it's a copy rather than a reference to the array that is stored in the structure. The only way around this through blueprints is to promote the array from the structure to a variable, make your manipulations to that variable, and then reinsert the array into the structure.

dawn gazelle
lusty hedge
#

beacuase he does in fact use the array element more

#

im just wondering if its needed

dawn gazelle
#

I can't speak for why the tutorial may have got you to do it. All I can say is that it isn't required for you to promote an array element in a loop to a variable.

lusty hedge
#

But i believe you answered that so thank you

lusty hedge
#

he adds this after

#

but even if i didnt promote i could drag the pins and it would all be the same

#

?

dawn gazelle
#

Yep.

lusty hedge
#

thanks a lot

#

when i Cast To x, am i simply holding a reference to x

red berry
#

@native ferry @Datura Thanks for the motivation. I think I managed to fix the bug. For some reason, the forEach loop gave me a copy of the object, and somehow I couldn't do any changes to it. My new way to do it is to just use a manual for loop, and get the struct I want to edit directly from that. The array of Structs.Get() is Get (a ref), so I could edit the Struct's array directly.
I tried porting this over to c++ but I learned you couldn't reference blueprints as types in C++. I'd have to port almost everything over to C++ and I don't like how slow it is to compile and prototype, so I'm glad I gave this blueprint another attempt.

So lesson learned: If you have a struct, with an array of object blueprints. If you want to iterate an array of that struct, to edit its array, you have to iterate using a for loop instead of for each loop. Using the returned value of the struct from ForEach won't work if you want to edit it. Especially the array. I couldn't resize the array, it wouldn't work. But if I used a forloop, and used Get (a ref), I can edit the struct's array directly and resize it.

junior prairie
#

For something like combat sliding, how do I lock the character to only moving forward while letting them rotate their camera?

red berry
# junior prairie For something like combat sliding, how do I lock the character to only moving fo...

I haven't gotten far enough in my game to add that, and I'm still new to UE5 too, but I'd imagine I'd do it similar to the jump functionality? I dont know if unreal has built in combat sliding, but I guess I would have a state and while youre in that state, you'd be locked in the animation and be forced to move some distance. Rotating camera shouldn't be any trouble since you can still do it, even while jumping. But if you can't, then you can toggle the camera on during the combat slide state.
This is just high level design. I don't know the actual implementation, e.g. if we use state trees, enums, etc.

junior prairie
#

yeah I'm just wondering if there's a blueprint node or something

edgy axle
#

just disable the movement input while sliding

#

what do you have for sliding right now?

frosty heron
#

<@&213101288538374145>

junior prairie
#

I guess with this current implementation it doesn't force the player to go forward anyway

#

it's kind of a hacky slide lol

untold anchor
foggy escarp
#

a guy deleted his comment but was linking for nudes

untold anchor
#

oh i see, gotcha, yea, i think that got handled already

#

thanks ^_^

edgy axle
#

if you wanted actual sliding then you should change the ground friction

#

then add like a force in the direction at the start of the slide

#

and then disbale movement input until the slide ends

orchid spoke
#

HELLO am new to unreal.. I'm trying to make this simple animation play whenever player presses left mouse button. As you can see it prints hello string fine, but doesnt play the animation and also doesn't print done to console to indicate it finished. I've tried both the character mesh and the first person mesh, as well as several different animations (one of which was specifically for first person as i thought maybe the issue was using third person animation on a first person model) but none of it fixed it. Very confused any help would be much appreciated 👍

orchid spoke
#

oh that's great :) I guess i can just google why there's this specific one.. It now prints ?done which is a step up.. Still doesn't actually play the animation tho :?

#

ya tried it with several animations.. weird how it doesn't play with any of them despite printing the string

junior prairie
orchid spoke
#

does the model used for the animation (as in the one you can see in the preview) need to be the same as the target character model ?

junior prairie
#

right

orchid spoke
#

ok then the issue is clear thanks ^_^

junior prairie
#

np!

orchid spoke
#

goddamn that was not something that should have taken that long XD

edgy ingot
#

Model can be diff as long as they share the same skeleton

steady night
#

Hi Guys Question

#

Im Trying to use the DetourCrowds systemn

#

it works but the glitching part :/ idnnoany tips ?

pulsar pulsar
#

Does anyone know if its possible for lines drawn (Draw Line) to not be rendered always on top? The ZOrder here is 1 for the green rectangle and 0 for the one with grid and still the lines get rendered ontop 🤔

limber citrus
#

I have this custom scripted action function, what I am trying to do is, I want the scripted action to get the game mode associated with each map/level, but it keeps returning an empty string when I used the print display name, also the cast always fails cuz it's returning a null, does anyone have an idea what am I missing? or is there another way to get the game mode?

stuck sentinel
#

im going crazy

#

pleas help

#

i open the chest but then it doesnt close

upper badger
#

I'm trying to implement a basic pickup/drop system though the BP interface (see attached for BP, I hope it's readable + not too spaghetti) but when I pick up an item, my character movement goes out of control (see GIF - I can move normally, but when I pick it up, my character only moves backward, and moves faster than it should). I tried adding breakpoints in the movement nodes but I couldn't find the error (or any useful information, really). Not sure how else I can debug this. Help?

red berry
#

Why can't you get any variables or functions from GetComponentsByClass>Get? If I have a reference to an object, I should have access to ALL of its public variables. I don't care otherwise. But the blueprints is frustrating me and going against whats logical

tame pecan
red berry
tame pecan
#

is it just a ActorComponent or ACStorage

red berry
#

The empty output pin if I hover is "AC_Storage Object reference".

dark drum
red berry
#

@tame pecan I can access the class's functions and variables elsehwre in my code fine. its just if I'm trying to get it from this array like this, it doesn't work

dark drum
red berry
#

My main problem isn't getting the actor component and trying (and failing) to call its function. It works fine under a loop, but not when I manually try to get index 0 and try to call the function from there.

This is just me trying to debug by printing values (not the best practise). My main problem is I'm trying to figure out why my Struct's array of ActorComponent references keeps getting reset to a size of 0 items. I know blueprints don't work well with nested arrays. I know that copying arrays or even trying to access them from loops will get a copy of array, instead of refs, so I've been trying to avoid using copy as much as possible, e.g. get (a copy). I try to use get (a ref) whenever possible.
But somehow, somewhere near the start of my code, even though I can successfully resize the Struct's array and give it multiple "null" entries, the moment I try to access that Struct's array again, all those entries are gone, and I'm just left with 1

dawn gazelle
# stuck sentinel im going crazy

The accessed nones are happening because you're trying to access the "Chest Widget" variable when it isn't valid meaning you're not setting anything into chest widget variable when you're creating it.

dark drum
dark drum
# stuck sentinel im going crazy

You never set your 'ChestWidget' var to the widget you create meaning it will always be invalid. When you create the widget, just set the 'ChestWidget' to the return value on the create widget node.

dark drum
upper badger
dark drum
red berry
# dark drum When is this being called? Is it called in the editor or runtime?

1-2) I have my manual way of doing Struct>Array variable>Resize. It works fine. I have a 2x2 tile grid, which is considered as an empty 4 item array. Everything works up until this point.
3-not shown) I will pickup a backpack with this Storage component
4-not shown) I will try to pickup an item and try to add it to my inventory (actually it will go into the backpack which is attached to the player)
A) The first time we try to access the Struct>Array variable, after initialization. This time I try to print the values, to see if we get an empty 4 item array. But when I print, I only get a 1 item array for some reason.

Extra note: If I set the tile grid to a 0x0 (null), and I try to do a debug print, we get no values as we should. So if we start off with a 0x0 (0 items), and we try to access, we get a 0x0 (0 items). But if we start off with a 2x2 (4 items), we get a 1x1 (1 item).

dark drum
red berry
# dark drum looking through what you've shared, I cant see the array resizing working proper...

The array resize works fine. I print right after the resize node and it prints 4 times. My ItemsWithACStorage is basically tracking the backpack I've equipped so I can reference it (or multiple others). Its irrelevant and is so I can try to add an item in multiple backpacks (incase 1 is full). It works fine.
Its just that StorageTileParts.Get doesn't seem to copy the array properly for some reason. I'll try and debug print if it copied the columns and rows properly

dark drum
upper badger
dark drum
red berry
dark drum
upper badger