#blueprint

1 messages ยท Page 13 of 1

pulsar pulsar
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but i'm still confused as to why i should do this when using Add just adds a Unknown Class item into the array anyway?

frosty heron
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You can use set array element

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If going by this route

pulsar pulsar
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oh

frosty heron
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Make sure to fix this

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Set array element after the is not valid check

pulsar pulsar
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yea

frosty heron
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Preferably create a function that return valid slot index

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You can always call it when you need a check

pulsar pulsar
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nvm

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dont mind that lol

gentle urchin
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None of those were involved ๐Ÿ˜…

frosty heron
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๐Ÿ˜ญ

gentle urchin
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I simply applied an offset to all widgets

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Proof of concept so all widgets were always updated etc

frosty heron
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Can I do offset on the main canvas panel then?

gentle urchin
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So in the main canvas i started with a local offset 0 0,0.0

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Yes

frosty heron
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๐Ÿค—

gentle urchin
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Then i just lerped this offset towards a target offset

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When a node got clicked it reported back its position

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And set that as a new target relative offset

frosty heron
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๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘tysm I will try that later

pulsar pulsar
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it worked

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it doesn't give me unknown class anymore either

wild crater
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Yes?

dark drum
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I would imagine you'd set the widget location within the canvas. Using the interp node, you can get it to move to a desired location smoothly. It's been a while but I did something where you have a container that is larger than it's view window (clipping) where clicking and holding the mouse button allowed you to move it around. You can do something similar with moving the whole container. It would just be getting the screen position of a node and moving the container it's in until it gets to a desired location.

wooden leaf
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Anyone knows how to call this set hidden in game when OnActorBeginOverlap begins?

frosty heron
frosty heron
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You need to get a ref of the actor to call the relevant function

wooden leaf
frosty heron
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You can also right click on empty space and turn off context sensitive and drop the function but it would be a waste of time since you need an actor as the target anyway

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See your example? Text message is an actor type, that's why it have access to set hidden in game node

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Are you perhaps trying to execute a custom function or event from another bp? Assuming you don't explain what you want correctly

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Yea I think that's what u want

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Beside set actor hidden in game. Create a custom event. Right click create custom even. Name it hideTextMessage or w.e name that make sense

wooden leaf
frosty heron
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Read what I wrote about custom event

wooden leaf
frosty heron
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Yup

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Now on your overlap make sure u cast to the bp that have say message

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From there you can pull the function from the blue pin

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I believed it's not bp player but bp red character npc

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If this msg function is shared with every other character , then move it to your base class and cast to your base class

frosty heron
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Say message is in bo red character npc not bp red King so no

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U need to connect other actor to the object cast

wooden leaf
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oh yeah sorry

frosty heron
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Make sure u connect the target from what u cast too

wooden leaf
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switched them up

frosty heron
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So as bp red character npc blue pin. Drag it and type say msg

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Ye I knew this would happend

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Read what I said above

wooden leaf
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what about the object in first cast?

frosty heron
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It's a type check. What are u checking in this case?

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It's either the other actor or the overlapped actor

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Try the other actor , connect it to the object

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Basically it's saying. When object overlap and the other actor is bp redking, run function say message in bp red king

wooden leaf
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neither one worked and witht this cast nodes behinde dont work

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should it be in sequence then?

frosty heron
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Sequence has nothing to do

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Do a print string for a start on other actor and overlapped actor

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Also try to make sure that the object is not already overlapped in editor

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Because if that's the case they have to get out first then go in

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It's on BEGIN overlap

wooden leaf
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it only says 1

frosty heron
frosty heron
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You should watch blueprint communication by unreal, this will save you hours

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Do another print string for other actor

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Then play the game and overlap with the box

wooden leaf
frosty heron
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Bp player 0 is not bp red King. So the cast will fail

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Who's meant to run say message? If it's bp red King, why are u using your player to overlap with the box?

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If the function is meant for your bp player, move the entire say msg logic to bp player.

Then cast to bp player on overlap and call say msg

wooden leaf
frosty heron
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Watch blueprint communication video

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If you don't know how to get reference to bp red King, then you should watch the video I suggested

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One way to do it is to create a blueprint manager that tracks the enemies and player

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Then from any bp I can just get the manager and get the enemy

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But helping you with that will be a hand holding session for hours if you haven't understand the basic so I suggest to watch the video

wooden leaf
frosty heron
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There are plenty of way I just describe one of the way

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It's actually quiet basic

wooden leaf
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so i need to do it with bluprint manager?

frosty heron
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Watch the video I suggested , hopefully it will give you enlignment

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Manager is just an actor u place in the world

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Just a term that is used because it's purpose is to track gameplay objects in the world

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It should be where you hold spawning logic too

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So whenever you spawn an enemy you can store its reference for any blueprint to access

wooden leaf
frosty heron
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Just ask, I don't know what your problem is. I prob know 6% of what's inside unreal

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Btw bp red King is placed in the world?

wooden leaf
wooden leaf
dark drum
frosty heron
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So I'm gonna give u idea but not gonna walk you through it. My train nearly arrived at its destination and I got readings to do.

  1. Create a blueprint actor, call it bp manager.
  2. Place bp manager in the world where bp red King reside.
  3. In your bp manager create a variable called Redking of type bp red King. In the detail panel of the variable make it instance editable and expose on spawn.
    4.Go to the level, select the bp manager you have in the scene. Look for bp red King, select the drop down or use the eye dropper tool to pick the bp red King.
  4. In the bp where you do the overlap. Go to event begin play , get actor of class (bp manager) and promote it to variable. Name it bp manager.
  5. In the same bp where you do the overlap. Go to your overlap event. Cast other actor to bp player. On succsedd find empty space, right click and type get bp manager. Then drag the blueprint from bp manager and type get red King.
    From the red King you get, drag the blue pin again and type say message to get the function
wooden leaf
frosty heron
# wooden leaf not sure what that is

In your text box detail, look for wrap. I think you have to check the auto wrap tick box. This will place a new line for the text when it reached certain treshold

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Warp*

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Or wrap dunnoe

frosty heron
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Yea tick auto wrap text

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Then maybe you need to adjust wrap text at

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Type something to test

wooden leaf
frosty heron
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Justification

wooden leaf
wooden leaf
frosty heron
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I don't c any different

wooden leaf
frosty heron
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Well I'm out of time gl, read what I said about creating an object to track gameplay element

timid widget
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I've got a problem if someone doesn't mind being nice enough to help me
My RTS camera was working fine yesterday and moving left/right/up/down and today I am being bombed with errors around the "Set target Arm length"
Image
The camera now moves either northwest and down
Not left or right whatsoever
Feel free to ask if you need the camera moving left nodes ๐Ÿ™‚

manic vessel
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Got an arrow thats attached to a weapon. Im trying to read the position of the hand along the local arrow direction But its only working when the gun faces world X .

dark drum
timid widget
dark drum
manic vessel
dark drum
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Why do you have 4 different functions? You should be able to do this with just one function. Also how are these functions called?

edgy ingot
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Whats the goal there? You just want to slide the gun slide?

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Just do local offsets

tight pollen
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hi

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For example after hover widget with InvalidationBox, i need set Can Cache again?

manic vessel
edgy ingot
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It will slide as intended regardless of the gun or hand angle

tight pollen
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" invalidate layout and volatility" how it works?

true zealot
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Am I supposed to actually see this watched value somewhere?

gentle urchin
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in the watch window

true zealot
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Where is that located or how do I open it?

gentle urchin
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trying to find it

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cleverly hidden again

versed sun
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this watch window ?

true zealot
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I can't find it either... I guess I think I see in the documentation where it's supposed to be but it looks like that's on UE4 and it seems almost missing in UE5

gentle urchin
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in the bp class

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BlueprintDEbugger

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im now watching the return of this function

true zealot
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it's literally right here OMEGALUL

gentle urchin
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yeah but im used to clean watchlists x)

true zealot
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is this supposed to update in real time? I feel like mine is frozen... or my code is broken elsewhere ๐Ÿ˜ฑ

gentle urchin
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i would think broken

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but i cant say for sure ๐Ÿ˜„

true zealot
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it updates here when actively debugging, but not in that actual watch list

gentle urchin
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same here

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That's messed up x)

true zealot
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I guess this is better than nothing though... and at least I know I'm not completely insane!

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so ty ๐Ÿ˜„

gentle urchin
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but wth... watch window that's not updated

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now thats unusefull

ancient dome
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Hey, any ideas of a good way to draw decals from sword slashes? I'd like to adjust the length based on how far the sword contacted another player. Obvious problems are just sheer inaccuracy. Because my traces have gaps and I am thinking whether there is a better way, since for example swords could contact which would throw it off (starts hitting the other player in the arm, collides with the sword which throws it off and makes the decal too long). Obviously I could solve this issue no problemo, but I am thinking there might be a better approach based on math rather than checking previous actor against current actor and impact points?

neon pebble
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hey i got a slight issue and im struggling to figure it out so basically i have my game controlled from a UI (i know the game controller exists but i chose to have it go through the UI for ease of use) pretty much i have a event where if the player overlaps it will increment a variable in this Widget by 1 however im struggling to cast to this UI because of the Object wildcard i havent really casted to a UI before i did try and get widgets from class but it wouldnt let me put it in the wildcard object area

untold oak
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Does anyone know if it's possible to change FoliageType properties through blueprint?

versed sun
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Found widgets> Get 0

neon pebble
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got another problem ive had for quite a while (sorry about the quality) i only get the error during play but not during compiling its basically there to remove a Ui from a vehicle and add another one on

gentle urchin
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Validate the element before accessing it

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Its invalid.

neon pebble
versed sun
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Pull off the blue Get pin, type is valis, use the ? one

neon pebble
versed sun
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yup, now , if its Valid , then remove old one and make new one
If not valid, don't remove old one (because it doesn't exist) , and create new one

neon pebble
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did i make a mistake putting the pin in remove from parent?

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cause it caused a error without

versed sun
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Connect Not Valid to Create Widget

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The next step is removing the Get widgets of class
On return value of Create Widget , Promote to Variable

dark drum
neon pebble
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the widget basically controls a timer that ends the game

versed sun
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Remove the Get Widgets of Class, Get node, and Is Valid
Drag in a Get node for the Widget Ref you just made
Right click the Get node , and Convert to Validate Get

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Plug the Get node back in the same way the Is Valid node is

dark drum
# neon pebble the widget basically controls a timer that ends the game

Well if your removing from parent and creating a new one the old one will eventually get garbage collected. (destroyed) What you've described is bad practice and will result in issues. Widgets should get its data from a more stable source. The player controller could be a good place to put some of the logic you've described.

The widget should bind the the variable in the player controller to update what it displays within the widget.

neon pebble
dark drum
neon pebble
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I am contemplating moving it there its just this project im editing isnt my own exactly

pulsar pulsar
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Hopefully this makes some form of sense but I have a InventorySlot widget, InventoryGrid widget and Inventory Main widget. The Main widget creates the Grid widget and then fills the grid with the Slot widget(s), based on how many inventory slots are defined in the inventory component. I then have the ItemBase class which contains information that are instance editable, used for the child objects etc. Such as the icon, display name, description and max stack size etc. I want to be able to display the icon assigned to the child derived from itembase in my inventoryslot widget once the item has been added to the inventory. I'm not quite sure on how I should attack this ๐Ÿค” I've been trying a few things for a while now without much success, any pointers are greatly appreciated

dark drum
# pulsar pulsar Hopefully this makes some form of sense but I have a InventorySlot widget, Inven...

The way I do mine is pass the whole inventory to the inventory grid for it to use when creating the grid of slots. This way you can pass information about the item to the slot as it's being created. If there's no item in a slot it's creating, it can just create a blank/empty slot. If your using uobjects for your items, you could also potentially have the slot bind to events on the item if the quantity updates.

pulsar pulsar
dark drum
pulsar pulsar
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actually, I'm beginning to think i'm more confused on how its all supposed to be connected ๐Ÿ˜‚

opal apex
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help- i dont understand why this happens (the arm is supposed to bend more, and the shoulders and body are supposed to move more 'together'?

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full body ik

pulsar pulsar
pulsar pulsar
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fair enough, I might have an idea then.

pulsar pulsar
dark drum
pulsar pulsar
dark drum
pulsar pulsar
dark drum
pulsar pulsar
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oh yea

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now i get it

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lol

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im dumb

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yea, idk I was having a brainfart there. I'm not sure what I should check for then ๐Ÿ˜ฎ

dark drum
# pulsar pulsar now i get it

You probably need to just get from the array as opposed to looping through them. If it's a valid index, use the item data, if not create a blank slot.

dark drum
wooden wagon
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i made a simple sanity system with box collision: If i go into the collision a timer goes down slowly but how can i make it that events (for example an enemy spawns) happen based on my sanity height?

versed sun
wooden wagon
pulsar pulsar
wooden wagon
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i am not sure if casting is the best thing to make it work good

wooden wagon
versed sun
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Something like this
Sanity is 0 to 1
the closer to 1, the more chance of true

dark drum
wooden wagon
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<@&213101288538374145>

gentle urchin
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OnSanityChanged delegate if external actors were in the need to know

wooden wagon
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So if i want the system to choose one of my events i need to make an array i guess

wooden wagon
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every event = seperate bp

dark drum
# gentle urchin Event driven is usually more sensible

That would depend. If the sanity updates frequently, having a slower timer can be better.

I would update sanity every second and then have another timer that's every 5-10 seconds.

Event driven is good for values that don't update frequently.

wooden wagon
versed sun
gentle urchin
dark drum
wooden wagon
dark drum
wooden wagon
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i want to make the whole system random. So you can't see the Connection and make Premonitions

gentle urchin
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So a fixed length corridor would sometimes trigger, and sometimes not depending on the value you had when you entered..

pulsar pulsar
wooden wagon
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does anyone got a yt tutorial for a photo camera system. I actually couldn't find something and don't really know how to make the system make pictures and save them

gentle urchin
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Rendertarget - save to texture?

wooden wagon
gentle urchin
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Along those lines if memory dont fail me^^

gentle urchin
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It will tell you the context it requires below the node title

frosty heron
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@gentle urchin what about repnotify for single player ๐Ÿค”

gentle urchin
frosty heron
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Yeah

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On value change call event or function

gentle urchin
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Theres also the new field notify

frosty heron
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Hmm but then we can't subscribe to it from other bp nvm

lunar sleet
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Youโ€™d have to ask #umg

gentle urchin
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Does that work ๐Ÿค”

frosty heron
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I never heard of field notify

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Gonna look into that

gentle urchin
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Its the weird new icon on the variable in the var overview

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You can then listen for changes

frosty heron
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๐Ÿ‘€

spring kite
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When I tried to rotate my character with Transform Modify Bone in AnimBP at root bone, its only getting initial rotation. When I increase rotation degree in runtime it doesn't effect. Any idea?

gentle urchin
pulsar pulsar
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I dont understand, how can an array have an object set to an element, like i can see its there using breakpoints, and then in the next check with a breakpoint the object is not there anymore? ๐Ÿค”

remote meteor
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field notify is a MVVM thing

pulsar pulsar
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well I did some reading and I now realize by doing what i'm doing, i'm only referencing the object in the world, so once i destroy it, its gone from the world and the array. So I'm guessing a class array might be the way instead

gentle urchin
remote meteor
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supposed to be the future framework for managing game to widget communication

formal flicker
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hey guys is this the chat to ask if i have questions?

atomic coral
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how can I use in a way that it doesn't trigger with stuff that has a certain tag?

remote meteor
atomic coral
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oh I see, thanks

formal flicker
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hey guys, so i have been trying to make a quest mission, where if the player gets 5 boxes in the specific area, an action happens, and when trying to make so that if the boxes collision touch the area collision, it gets counted until a number and if the number is 5, something happens

formal flicker
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oh yeah

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how do i make do that

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as the picture are just a try of mine

lunar sleet
# formal flicker how do i make do that

Prly easiest to increment an int every time a box begins overlapping with the area. Check that int on tick or on a timer and when >= 5, do whatever you want

formal flicker
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im having trouble at the foor each loop

lofty rapids
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for instance if box count is zero, it will always be false

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because 0 + 1 != 3

formal flicker
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and how should i do it then?

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set the box count automatically to 1?

lofty rapids
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well your getting all actos of class, but not the overlapping ones

formal flicker
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and how would i get the overlapping ones?

lofty rapids
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but you probably want to make sure it's the type your looking for as well

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it would be more efficient to just loop through the overlapping and find the ones you want, than cycle through all the actors of class, especially if there is a lot

formal flicker
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and set it to 1 from the beginning

lofty rapids
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so you know it's the type you want

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unless it doesn't matter, and if 5 are overlapping of any actor

loud cipher
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Is it bad to set a material to apply on a mesh inside actor in construction script, or is beginplay fine. Which would be more efficient in performance

oblique frigate
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How to get access to this node from actor?

atomic coral
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with this set up, how can I check if my capsule component is colliding with stuff in the level?

lofty rapids
winged zephyr
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No that is the return value

lofty rapids
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just drag in the box, and check all that's overlapping that

lofty rapids
winged zephyr
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Does it matter if it is executed in a while loop?

formal flicker
gentle urchin
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Dont trust the watches

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Print ๐Ÿ™‚

supple dome
lofty rapids
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so your checking the actors that overlap, what is overlapping your box

winged zephyr
formal flicker
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so i cast to icebox from the specific area, and i check overlapping actors in icebox?

lofty rapids
formal flicker
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yes

lofty rapids
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because you want that 5 is overlapping the box

formal flicker
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yes 5 actors (icebox) overlap the box

lofty rapids
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you have a reference to box on the left ?

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plug that into get overlapping actors

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so your checking on that box, not the other actor

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the other actor, is the one that overlapped the box

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loop through all those overlapping character, cast in the loop body and add if it succeeds

formal flicker
edgy ingot
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When a loop goes for X time, (i think its 1000) by default. Can be changed in project or editor setting. It will throw infinite loop error

winged zephyr
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Yea just removed the while loop and made a loop myself, it is a bit odd though since it just works the same...

edgy ingot
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Dont put delay in a loop too

lofty rapids
# formal flicker

close but you want to drag array element into the object of the cast, and you want to drag box from the top left and plug that into the target of get overlapping actors

edgy ingot
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Doesnt work like u think since loop happend in one frame

lofty rapids
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in general when programming i avoid while

edgy ingot
winged zephyr
gentle urchin
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The stuff after only happens once

supple dome
winged zephyr
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Ah interesting

formal flicker
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it doesnt work

lofty rapids
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hmm

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it's not plugging in ?

formal flicker
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yep

lofty rapids
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it says it's incompatible ?

formal flicker
lofty rapids
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hmm

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that's a pain

supple dome
formal flicker
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nope

lofty rapids
#

overlapped component is probably the other one anyways

edgy ingot
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U need different target

lofty rapids
#

there you go

edgy ingot
#

U trying to feed comp to an actor target

lofty rapids
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makes sense

edgy ingot
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Obviously not gonna work

winged zephyr
formal flicker
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here it worked

edgy ingot
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Yeah, notice the target?

lofty rapids
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you probably want to set box count back to 0

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i would also default it to 0

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so you get the right count

edgy ingot
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Whats this for anyway

formal flicker
edgy ingot
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Why do u need loop

formal flicker
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and once they both are in, something to happen

lofty rapids
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it worked ?

formal flicker
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well it worked, but not the intended way

lofty rapids
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well that's a fail then

edgy ingot
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Dont seems to look ok to me

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When overlap, cast overlap actor. If the cube then increment

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When end overlap decrement

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When boxcount greater than 2 then do something

lofty rapids
edgy ingot
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He increment too much as well

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Because of the for loop

lofty rapids
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there is a cast though

formal flicker
#

so i think what happened is when i put a box into the respective area, it already does the thing and it doesnt wait for the other boxes as well

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so it gives the wrong answer

formal flicker
edgy ingot
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Your for loop is fucking up the code

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Imo

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Dont need it

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Imagine 2nd box getting overlap now you are looping twice

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1st box loop once then you overlap 2nd box

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So u increnent 3 times

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When you should just incremenet twice

lofty rapids
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hmm

formal flicker
#

damn

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that makes sense

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so how do i do it tho

edgy ingot
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Look at the print string

formal flicker
#

if i remove the for loop

edgy ingot
#

Bye bye bye hello

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Should be bye bye hello

formal flicker
#

its meant to be hello ๐Ÿ’€

lofty rapids
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do like suggested and increment on overlap, decrement on end overlap

steady night
#

im displaying a Negative value

dim ice
#

Hello , i'm trying to make a top down camera like battlerite did , it means you can move freely your camera but your character always stay within the bounds of the field of view (he is always visible) . Any one has an idea of how i can do that ? i tried a lot of things but i've never been able to have a smooth camera. Can anyone help me please ?

steady night
#

how can i split or whatever so i dont get the -

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since its not working

lofty rapids
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"absolute"

steady night
#

hm

formal flicker
steady night
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oh ok

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@lofty rapids ty

formal flicker
edgy ingot
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Read what i said again

lofty rapids
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just remember to cast so your only checking the ones you want

edgy ingot
#

U should see 2 bye then hello instead of 3 bye then hello.

I explained why u get 3 bye and thats because of the for loop

stuck sentinel
#

its not working

formal flicker
#

so here is what i tried

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and i did it for end overlap too

stuck sentinel
#

someone help please its not opening the chest widget

formal flicker
#

so you said that the for loop doesnt make any sense there and when over lap i should cast to icebox, then increment and on overlap end i should do the oposite

lofty rapids
#

ches widget: default value: none

edgy ingot
heavy lion
#

@stuck sentinel the chest shouldn't open on begin llay surely?? Also, you aren't telling it which player it should open for

stuck sentinel
#

thats what this guy told me

edgy ingot
heavy lion
#

I'd look up some tutorials on YouTube @stuck sentinel

stuck sentinel
#

i did

edgy ingot
#

U enabled input?

stuck sentinel
#

i tried copying the inventory idea onto the chest hbut not working

edgy ingot
#

Print strinf then

stuck sentinel
#

yes

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ok

edgy ingot
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If u print strinf after f does it print

stuck sentinel
stuck sentinel
edgy ingot
#

K so what dont work?

stuck sentinel
#

its not setting to visible

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it stays hidden even when i press f

stuck sentinel
lofty rapids
edgy ingot
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The code for chest can be in the chest but its terrible idea to have inputs in actor thst you dont control

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Can u disconnect everything then play the game

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See if the widget is visible

stuck sentinel
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i set the widget to hidden because when it was visible i started the game with chest opened

edgy ingot
formal flicker
#

well something happens just not the way

edgy ingot
#

Look at your select node

formal flicker
#

i think i complicated this way too much, if the number of boxes inside the collision box is for example 3 something happens

lofty rapids
#

i mean the increment/decrement should work in theory

edgy ingot
#

Actually wait gonna think

formal flicker
#

and i thought of casting the boxes (icebox intitled) in the area (the collision box where the objects must be place for the action to happen)

#

so i get the boxes and for everytime they collision thingy touches the collision box of the area surface it adds up, and once its a specific number like 3,4,5 anything, something happens

edgy ingot
versed sun
formal flicker
formal flicker
#

keep in mind once the box touched the collion box( the surface it must land) it should not count again

edgy ingot
lofty rapids
# formal flicker

you just want to decrement in the end overlap, kind of no reason to check for 2 again if you do it on begin overlap

#

and it's messing up the logs

edgy ingot
#

U just decrement and do nothing else

formal flicker
lofty rapids
# formal flicker

take out the branch and print strings, everything after the decrement not usefull

edgy ingot
#

Dont throw things randomly try to understand what you are doing node by node

lofty rapids
#

one thing is if you destroy it while it's inside, will it not end overlap ?

edgy ingot
#

I dunnoe

lofty rapids
#

i mean ig you would just decrement if you destroy if it didn't work

edgy ingot
#

Well the ice cube kinda have to broadcast upon being destroyed then. Check if its currently being overlapped by the player box

formal flicker
edgy ingot
#

If it is then decrement

#

Then u can destroy it

lofty rapids
edgy ingot
#

What is the default vakue of box count?

formal flicker
#

its set to 0

#

thats what i was wondering

#

it should print bye then hello

edgy ingot
#

You mean bye bye then hello?

formal flicker
#

no

#

just hello

#

if 2 ice boxes are in the area, print hello

lofty rapids
#

well it is bye then hello

#

looks legit

edgy ingot
#

Oh yeah

#

Bye then hello

#

Then it work as intended

#

1st box if overlap it pront bye

#

2nd box overlap it print hello because now there are 2 box overlapped

edgy ingot
formal flicker
edgy ingot
#

Yeah

#

That work just fine

formal flicker
#

it prints hello then bye at the first box

lofty rapids
edgy ingot
lofty rapids
edgy ingot
#

It shouldnt just print hello

#

It prints hello when 2 of the box is inside

lofty rapids
#

the prints don't go top to bottom

#

it's bottom to top ig

edgy ingot
#

Whats there to not understand tho, the overlap happend to every cube

formal flicker
#

so when the first box enters the area, it prints hello bye, and when the second one enters it prints bye bye

edgy ingot
#

Hello bye is correct

lofty rapids
#

it shouldn't print both though on just a single one placed inside

#

it should be either or

formal flicker
#

it should wait for both boxes to be inside then do an action

#

not do all actions from just one box

edgy ingot
#

Your boxes are right next to each other

formal flicker
#

yeah

edgy ingot
#

Instead printing hello, print the other actor

#

U prob hit them at the same time

#

Open console and type show collision

#

Anyway im gonna sleep gl

formal flicker
#

yeah guys thanks for everything anyway

#

i will try figure it out

#

later

lofty rapids
#

breaks are essential

formal flicker
#

i think i did it

sick fable
#

does anyone know why the try add item at the bottom is reading none on the target

#

when trying to get a function in another blueprint to run

#

dw I fixed it

modest monolith
#

I don't understand why when this even is triggered, the print string works but the door doesn't rotate

#

Even what happens after doesn't work

lunar sleet
#

Ugh, youโ€™re using level blueprint

modest monolith
#

Yeah but it doesn't matter

lofty rapids
#

shouldn't matter but it's worth a shot

ionic palm
#

Hi guys I have a basic attack combo system but I want to add sound effects attached to each specific attack animation. I am unsure how I can tie the audio clips to each animation

versed sun
#

I'm guessing Notify Name can be unique per animation/sound, right?

#

Names Plug nicely into a Data Table, Datatables can hold sound files

lofty rapids
#

i was gonna say anim notify

#

you can play the sound on the event

#

whenever you want in the animation

ionic palm
#

I've never used notify name before and databases but that sounds super useful, I will look into that at somepoint.

Anim notify I know how to do that will work nicely for now thanks! I should have thought of that tbh haha

versed sun
#

Or a Sound Select pluged into your Attack Count

gentle urchin
#

Basically a tmap of row name and struct vars

modest monolith
ionic palm
sick fable
#

Does anyone know why when I scope out while shooting the animation jumps unsmoothly but when I aim in out while not shooting its smooth

#

I don't have a way to record it

#

but I guess its something to with animation blueprint]

foggy whale
#

Is there a way to look up a list of all compatible animation sequences for a given Mesh at runtime?

#

The Skeletal Mesh Asset is set at runtime when the actor is spawned.

simple falcon
#

new here

#

Im spawning a sphere with spawn actor, but it just seems to disappear in a few seconds regardless of lifespan

#

I read somewhere that maybe its root is actually falling through the stage and hitting the killbox because it doesnt have collision, but i cant seem to figure out how to edit the root

haughty seal
#

does anyone know how to implement a camera system similar to this?, which basically auto aligns with the player's position but lagging back a bit, just need it so all camera movement is based on your movement input pretty much but i'm lost on that

versed sun
haughty seal
#

Its not so much the camera lag, since you don't give any imput to the camera in Rayman 2 by default, it auto aligns depending on the player's direction, which is what i want

versed sun
#

Mess with these in your spring arm

#

I never messed with it , but it SOUNDS right

#

Oh yah , thats it

zealous moth
simple falcon
zealous moth
simple falcon
#

Im using a static mesh with a projectile movement component attached

zealous moth
#

show hierarchy

simple falcon
zealous moth
#

there you go

#

the default scene root

#

remove that, make the sphere the actual root

simple falcon
#

just drag on top?

zealous moth
#

yup

simple falcon
#

oh

#

weird

#

can you explain why that worked

#

whats default scene root

zealous moth
#

the default scene root is not a real thing, it has no physics nor mass nor anything. Projectile motion cannot work with it

simple falcon
#

ohhh but the motion was attached to it

zealous moth
#

it's just used as a marker

twilit lynx
#

Anyone familiar with ALS that can help me make it so the character is always facing the cursor? Ol faithful on tick aint cutting it...

zealous moth
#

the motion component works with the root

#

if your root doesn't match, it cannot work

simple falcon
#

making the root fall off the map because it cant collide?

zealous moth
#

the root cannot use physics, so it won't fall, it will just do whatever

#

it's an incompatibility

#

avoid it in the future ๐Ÿ˜‰

versed sun
#

And , dont you want Z for rotation ?

simple falcon
#

o7

zealous moth
#

advanced locomotion system

#

one of the worst motion systems ever ๐Ÿ˜›

twilit lynx
#

but it was free ๐Ÿ˜ญ

lofty rapids
#

i can see your doing a line trace and trying to set the rotation from it ?

zealous moth
#

i'm joking, it's good as a plug and play but horrible to manipulate

twilit lynx
#

If you have better suggestions im open to it, this system is alot more than i bargained for

zealous moth
#

you wanna rotate using Z

twilit lynx
#

currently if i set the rotation to the Z it just spins out of control

zealous moth
#

as @versed sun said

#

oooo show a video

twilit lynx
#

kk gimme a sec

formal narwhal
#

I mean you'd probably only get performance issue if you push hundreds of enemies, that's why I wouldn't worry too much about it

twilit lynx
#

Dunno how to post it so it play in discord...

formal narwhal
#

moet mp4 zijn

zealous moth
#

hhahahahahahahahahahahaha

twilit lynx
#

๐Ÿ˜ฆ

formal narwhal
#

๐Ÿ˜ฌ

zealous moth
#

i think what happens is that you are not easing in/out and on tick it wants to get to the mouse because the camera moves

#

add a lerp of sorts to your rotation

simple falcon
#

alright, now that thats out of the way. Why is the sphere im spawning not interacting with my "Dummy" actor which has this blueprint

formal narwhal
#

@twilit lynx if youy are using obs you can enable auto redux and it will convert your video to mp4 automatically which discord supports

zealous moth
twilit lynx
#

Ill try that, it isnt using the provided camera actor, just a spring arm and camera attached

simple falcon
#

is there a documentation website i can reference, the unity one barely has any info at all

zealous moth
#

check your projectile collision presets

#

and then your other dummy

simple falcon
zealous moth
#

what can they hit and overlap

simple falcon
#

should be working no?

zealous moth
#

does it go through?

simple falcon
#

no, it bounces off

zealous moth
#

can they both simulate hit events?

#

and show dummy hierarchy as well

simple falcon
#

i thought it was on because if pc ran into the dummy the hit would trigger

#

but i guess it was off

twilit lynx
simple falcon
#

Thanks btw!

zealous moth
#

np

twilit lynx
#

If you have any reccomendations for a locomotion system I'm happy to hear it as well before I get too deep into this

zealous moth
#

it depends

#

if you are mainly walking, use ALS

#

if you need to do darksouls stuff... it'll be hard to mix in and out

#

you may be better off doing it yourself

twilit lynx
#

Got it, I'll pebably look into other options if this isn't suited for combat stuff

simple falcon
#

Oh btw, is there a way to peak at the cpp code thats equivalent to the blueprint im making?

zealous moth
#

are*

torpid yacht
#

Is Is Valid node expensive?can i use it on tick?

versed sun
simple falcon
#

I wanted to just code with cpp right off the bat but the code they give is so complicated without any documentation (that I could find) to explain it

#

Unity was so straightforward

torpid yacht
thin panther
#

Have you learned c++ normally?

simple falcon
#

Yea

#

Although I haven't used cpp in any complicated way in abojt a year

zealous moth
trim matrix
#

does anyone have any good sources on implementing sound/music?

zealous moth
#

@simple falcon people will have my head however you will notice little to no difference with the majority of blueprints vs CPP

#

sure CPP is the most performant, but sometimes you barely get ahead in terms of performances vs effort

#

I'd recommend you use BP and where it lacks, transform that into CPP

zealous moth
trim matrix
#

and im also wanting to add background music to my game as well

zealous moth
#

other than play sound at or play sound 2d, there isn't much else.
Play sound at is best used with Cues and temporal sounds whereas play sound 2d is best used for background music or jingles

#

there are a few videos on YT about how to make temporal cues

#

for instance, the sound will change depending on location and distance

simple falcon
trim matrix
zealous moth
#

@trim matrix just a heads up, a lot of music in the marketplace is very heavy. As in very very big files

#

there is a plugin that can use mp3s

#

you go from 50-200 mb files to 3 mb

#

so if file size becomes an issue, do that

#

i developed for android, and saving that space is huge

trim matrix
grave relic
#

So, I've brought this up before, but I'm still kinda stuck. I'm trying to turn the player into different things like boxes, cans, even lawnmowers. I've managed to resize that capsule collider to match these shapes, but I've run into a snag. Like in the pic, when the collider fits a square, it can sneak through a triangle hole. It shouldn't, especially when the square's edges are clearly touching. Basically, I just want the mesh collision to work right, so the player can't walk through places they shouldn't.

trim matrix
zealous moth
#

i think so, sec

potent coral
potent coral
#

It's not really a fix, but it might yet work

zealous moth
#

i tried like 5 of them and this was the only one i liked personally

zealous moth
sand yacht
#

Hey, how would I go about getting the volume of the mic of the player?

grave relic
grave relic
sand yacht
grave relic
#

For example if you have something like this, then the cube would push other objects. But the player could still move the box into the wall, untill the capsule collider hit the wall, then it will stop. :/

potent coral
#

Hmm

#

I dunno the fix, but I truly feel how annoying this gotta be on the project ๐Ÿ˜…

grave relic
#

It is infuriating! sad I have one idea, which is using collisions to check if they overlap and if they overlap they stop the player's movement, but this feels like it needs to be super expensive. Since I have to check multiple times, and also make a system to differentiate between the player trying to run into a wall, or wanting to walk away from the wall. And then I'm planning to have hundreds of props, and making this for every prop will take ages. I can imagine making separate colliders for every prop, but then I need to figure out how to take the colliders from the prop and then add them to the player. If only mesh collision as in unity existed ๐Ÿ˜ฆ

mighty skiff
#

I need help using BP but I feel like I need to show it so it's easier to understand

#

Is there a way you might be able to help with making a bullet kill the ai when I shoot it ๐Ÿค” I can send a link to my BP if so

thin panther
#

dont ping people randomly for help

mighty skiff
#

Above it shows everyone else seems to be using pings?

#

I checked before

thin panther
#

yes, but not to people completely unrelated to the issue

edgy ingot
#

U can use pings to people whom are currently engage with you imo

mighty skiff
#

They were talking about capsule collision which is what I'm using

Anyways do you maybe know how to fix this or know someone who does?

thin panther
mighty skiff
#

Sorry to bother just trying to get some simple help

edgy ingot
#

I dunnoe about simple

#

If im gonna do something i will make sure to spend a lot of time on it

mighty skiff
#

Well can I send you the BP maybe?

edgy ingot
#

For a start you want to have stats first for your a.i.
You can use actor components for this.

When a bullet overlaps with your A.I . Reduce the hp based on the damage the player weapon dealt. If health is below 0 play dead animation etc

#

I can help look at bps, to debug simple nodes. I cant look at someone project and tell you how to make your system

thin panther
#

but yes, as to your problem, you would enable hit events on the bullet. when it hits something it applies damage.
on your enemy, you would implement event any damage, and then do whatever logic you want to do to "kill" it, i.e. destroy actor or disable capsule collision, unpossess it's ai controller, and ragdoll the mesh

mighty skiff
#

And here's my bp

mighty skiff
#

I think I did that already but it doesn't work?

#

Then what did i do ??? I dunno if it's because I used a third person shooter template instead or not? But I purchased ai and followed everything so far

thin panther
#

you didnt do that

edgy ingot
#

Apply damage just send payload afaik. You need to catch the on take damage in the target bp

thin panther
#

in your bullet on event hit, apply damage to hit actor

#

then in your enemy implement event any damage, and run your "kill" logic

lofty rapids
#

your base damage is 0.0

#

is that supposed to be the amount ?

#

also your damage amount on report damage is 0.0

mighty skiff
#

Lol I didn't even see that right in front of me I feel so stupid but even when I made both of those 10 it still isn't working?

#

So idk?

mighty skiff
#

I did

edgy ingot
mighty skiff
#

I used this to a t and it's supposed to be pretty much setup

edgy ingot
mighty skiff
#

Yes

edgy ingot
#

Dont give me youtube link

mighty skiff
#

Watch that and you will understand

edgy ingot
#

I dont want to watch it

mighty skiff
#

It's a short clip

edgy ingot
#

Just show a picture

#

Of your bo

#

Bp

mighty skiff
#

I did

edgy ingot
thin panther
#

your picture of a bp doesnt show anywhere the other half of my message

#

you've sent damage from presumably a bullet

#

but never shown it being received

mighty skiff
#

The ai is supposed to be setup so that the person using it can follow the few short videos all under 3 minutes and after the first 2 videos it should work that's only 6 minutes of video - so I don't understand why you can't watch it

#

But anyways it's to much to explain and a simple BP won't do much to explain it enough so NVM I can see I'm just annoying people so I think I'll ask someone else

#

Thanks anyways

thin panther
#

again you've only shown the application of damage

#

nowhere are you showing receiving it

lofty rapids
thin panther
#

report damage event isn't necessary

#

you can just apply damage

mighty skiff
#

But the video says to do it

edgy ingot
mighty skiff
#

So I did and his worked but mine doesnt

thin panther
#

so show us your event any damage!

mighty skiff
#

In the video it doesn't show anything about that

lofty rapids
#

looks like they used a custom function though

edgy ingot
#

You need to CATCH the takedamage event in the enemy

mighty skiff
#

But you won't listen

edgy ingot
#

Dont care about the video

#

Youtube tutorials are garbage

thin panther
lofty rapids
thin panther
#

if the thing in question doesn't know it wants to receive damage, nor how it should interpret it, how would it do anything

lofty rapids
#

there has got to be some code that checks the damage

#

at some point

#

to determine if dead or not, deal the actual damage

edgy ingot
#

Apply damage x ammount.

In the enemy bp, receive the event. Subtract incoming hp with damage .

Check if hp is below 0

#

Do the dead logic if hp equal or less than 0

mighty skiff
#

I don't know where to put that logic ,it should already be there according to the maker of the asset

Plz just someone when they actually have some time then help me by watching the video and then seeing if I missed something because I followed every thing I can think of and still can't figure out why mines different until then I don't know anything also it says apply bounds for ai on video 1 and I did that and I got it to shoot and even wander but on video 2 where it shows the way to use the damage it just shows some simple logic on the bullet and that's it nothing else and his works perfect so I assume that the ai is already set up ,where I don't know because the video doesn't show so if anyone can watch it and then look at my BP and help that would be great

edgy ingot
#

I give up. Good luck

#

Dont be soo hopeful on getting help tho, we literary tell you what you need to do

#

Literary everything already laid in silver plate. Cuppa even tell you where to place what

mighty skiff
thin panther
#

i mean i guess if you're using report damage event that would come through on an OnTargetPerceptionUpdated. Where I guess you could switch on the tag. Sounds a lot less nice than just using an any damage, or other damage rolling system

mighty skiff
#

But again you wont

mighty skiff
#

Sorry for wasting everyone's time

thin panther
#

your mistake is believing in an extremely bad tutorial series over people that are trying to help you here

edgy ingot
#

If you refuse help then i dont know what to say.

thin panther
#

nowhere in that series does it show the ai implementing it's damage

edgy ingot
#

Apply damage is unreal damage system

#

I dont even use it

mighty skiff
#

I think ima just leave the server ive tried asking for help and yes it's a plugin ,all his videos worked perfect until the bullet logic and the comments are the same as my problem but I can't find solutions even when trying the solutions in comments so i don't knw

thin panther
#

i would honestly use a different asset

#

or follow a tutorial series on it

#

if the tutorial guide isn't working, you should ask the creator of it

mighty skiff
#

Again sorry for wasted time I'm out thanks acuppa tea I'll try that

thin panther
#

no apologies needed

#

it's the one thing i dislike about "plug and play" systems like this. they often have 0 documentation

#

but yes, try adjusting your damage number as suggested

#

oh that was deleted

#

outside of that, if you've followed it to a tee and it doesnt work, you'll have to contact the guy that made it.

mighty skiff
thin panther
mighty skiff
#

Even just 10 minutes of help would be greatly appreciated but I would like to screenshare if possible to show the issue better

#

Say sometime tomorrow if I can't figure it out today

thin panther
#

my only wild guess I can take is that the ai from the plugin is using the apply damage to take damage, and the report damage event to find the damage causer.
my only guess is, is that compared to that tiny "tutorial", your damage number was significantly lower, so needs more hits to kill, or infinite hits if it's still 0

thin panther
mighty skiff
lofty rapids
#

did you try with 50 as the base damage ? see if it kills the guy in a few shots ?

#

that's the one thing you definately had different

thin panther
#

your base damage was 0, so it's never going to do anything :P

thin panther
#

compared to the video which has it at 50

#

did you change the apply damage or the report damage event

lofty rapids
mighty skiff
#

That's my logic forst is blaster bullet second is my ai

#

Ai is big BP so it's not able to fit on one page good

lofty rapids
# mighty skiff

does it destroy the actor when you shoot it now that you added that ?

mighty skiff
#

No

#

Still does nothing

lofty rapids
#

so it's not regestering the overlap i'm guessing

#

put a print string just out of the event

#

see if it shows up

#

also make sure you have the right type of character

#

they probably pulled one from the plug in ?

mighty skiff
#

I'm using same one they did

#

Oh character

#

Yeah I mentioned earlier that instead of using the first person character shooter template I used a third person shooter advanced kit

#

And I did that and still nothing

#

I wish I could screenshare this, it gets frustrating over text

#

It's just very back and forth that's all

lofty rapids
#

It's hard to help for a plugin, it could be anything

mighty skiff
#

Yeah

lofty rapids
#

and especially with no docs

#

those short videos are not much help if you get stuck

mighty skiff
#

Is there a way I could maybe send the project and you could just take a look??? I'd be much appreciated thats the only way I know where I can show more so you can help better other than screensharing

lofty rapids
#

i would start with a print string out of that event

#

see if it's even firing

#

if it's not firing

#

then theres something wrong witht he collision on the bullet most likely

mighty skiff
lofty rapids
#

so it's not printing or bouncing off the character ?

#

it's probably the collision of your bullet not set right

formal narwhal
#

is there a way to call SlideAlongSurface in blueprint for floatingpawnmovement?

mighty skiff
#

Its not printing or bouncing off,

Tbh this is like the 3rd account ive used on unreal slackers and everytime i come here i dont really get help i just get suggetions ,I'm kinda done using unreal slackers maybe I'll go make a server that does screenshare help hands on as I'm learning so people that are starting out don't need to do this

#

Because honestly for a help server it's kinda sad

#

Thanks anyway to those that tried a lil tho

#

Not to mention that the owner uses bots to fill his server

#

Lol priceless

lofty rapids
#

hmm

#

define "help"

mighty skiff
formal narwhal
#

what is unreal slackers?

mighty skiff
formal narwhal
#

oh nvm

mighty skiff
#

Offering ones service or resources which all you did was offer suggestion on what I should do

#

Lol

lofty rapids
#

well i like to help if i can

mighty skiff
#

Then offer hands on actual service or resource and you would be

lofty rapids
#

but it's part of the process

#

debugging

#

it's part of programming

mighty skiff
#

I'll even pay you in $$$ or resource in exchange

mighty skiff
#

I know basic blueprint

lofty rapids
#

the problem is you did different then the tutorial

#

so somethings wrong

#

and finding that problem is what i was getting at

#

to start, your bullet isn't triggering the event you are trying to use

mighty skiff
#

Then please help me to do it correctly ...

Is there a way to actually talk to you or at least screenshare so you can walk me though ehats wrong??? This way i can understand it and i can fix it better???

I Just don't understand the asset that well ,was trying to get some quick help so I don't have to spend yet another 8 day rabbit hole figuring it out like I have everything else so far , I bought that asset thinking it would be easy and little did I know one different engine version changes everything

lofty rapids
#

theres a difference between helping and doing it for you as well

mighty skiff
#

For the last time if you can read

#

I asked specifically for you to only walk me through what's wrong not do anything for me

#

I would like to simple understand what the bullet is doing

lofty rapids
#

i didn't know what was wrong, so you needed to figure that out

mighty skiff
#

So I can fix it

mighty skiff
#

Again

#

3rd time ice asked now

#

Do I need to reword it

#

I can pay 100$

#

For some simple help that's it

frosty heron
#

There is a channel for it

#

If you are serious about offering money

mighty skiff
#

That 10x what I was gonna pay at first cmon

#

Please yes

mighty skiff
frosty heron
#

U will get better chance advertising your request there

mighty skiff
frosty heron
mighty skiff
#

Please

#

Thankyou

frosty heron
#

I didn't say server I said channel

formal narwhal
#

You do realise for someone to walk you through something they would need to understand your project/code first and then identify what the problem is. This means that someone would be doing the work for you. Keep in mind that the majority of people are doing this in their free time.

mighty skiff
formal narwhal
#

You could have just asked "is there a channel where I can pay someone? " lol

frosty heron
mighty skiff
frosty heron
#

Plugins are okay for me just to look at. I used plugin for my combat but for my new project I am trying to replicate It from scratch

mighty skiff
#

I swear there's a real reading problem in this server ,even the server owner couldn't read his own rules lmao

#

It's fr though

thin panther
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You haven't found a dedicated mentor for $100.
You've found someone that will help you use your asset pack

frosty heron
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Paying 40 dollars an hour to help you around your plugin isn't learning but ok

formal narwhal
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Does anyone know how I can get slidealongsurface for floating pawn movement? I basically need what character does without the character fluff.

mighty skiff
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25$ an hour is what he agreed actually

frosty heron
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U must be rich

mighty skiff
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And sounds legit to me

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I'm not rich I just actually work hard at real life

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Lol

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It's pretty normal

frosty heron
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U should work as hard to learn unreal then

mighty skiff
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I would if I didn't have a real life and real job lol

frosty heron
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Well w.e works for you

mighty skiff
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Just don't have time to learn blueprints 24/7 I learned alot though just not ai and bullets so far

mighty skiff
frosty heron
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Blueprints are made for designer. If your end goal is to make proper working game, blueprint is very limited anyway

mighty skiff
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Hope you all have a good time , and thanks everyone

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Peace out

gritty plover
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What in the world happened here

wicked marten
jade mural
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Is there a way to get all material parameters from a material instance object reference.

thin panther
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No. Not as far as I know

jade mural
frosty heron
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You shouldn't need to tho?

jade mural
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I really just need to see if a parameter exists

jade mural
frosty heron
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Those parameter are pre compiled anyway. You should know if material have the parametre or not

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Since they can't be changed on runtime

jade mural
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how do I get the material from a material instance then

wicked marten
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he Cold Summer

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hey*

frosty heron
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Hi

wicked marten
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i got sick last 2 days

frosty heron
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I remember Ur name

wicked marten
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3 days

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yeah

frosty heron
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What happend

wicked marten
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remember i went to sleep @ 5 am

frosty heron
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That's me everyday

wicked marten
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i woke up and i felt almost dead

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but before that day i only half 1-2 hours sleep

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tops

frosty heron
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Well I've stayed for 2 days straight I know what dying feel like

wicked marten
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i slept more than 12 hours

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i slept the sun rising and wake up with the people saying to me "Good evening"

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damn i wanna continue my project

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but my body cant

jade mural
frosty heron
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U didn't add anything to the vb box

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See content? Its empty

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Plug wbp list to it

wicked marten
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i wanna rest

frosty heron
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K

wicked marten
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i wish i could learn as fast as anyone could

thin panther
wicked marten
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last time i couldnt understand what im doing

frosty heron
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I know nothing about modding

jade mural
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it just making a ue4 game but you have bairly anything of the acctual game

thin panther
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It's unsupported modding

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The tools and methods are vastly different

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And not allowed to be discussed on this server

jade mural
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K. Thanks for telling me

thin panther
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Np

oak fable
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any clue why is that error ?

thin panther
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You're using a pure cast. You don't want to do that

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A pure cast assumes success, but that can very well fail

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So what's happening is you are accessing anything hit as if it's an enemy, and it won't be

oak fable
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so i shouldn't have it as pure

thin panther
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No

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This way, if the cast fails, you don't try to proceed. If it succeeds, you know you have an enemy, and can safely access their member variables

oak fable
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okay thanks

zealous moth
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yeah to follow up, the only purecast that never fails is the game instance

gritty plover
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Hey, sorry if this is a stupid question of has a simple solution that I'm overlooking. I have a blueprint that's supposed to spawn different props based on an exposed array that, well, determines which props are available to spawn. The variable is just an array of Booleans. What I need to do is randomly select from only the positive bools. So if 0 and 2 are positive, randomly select either 0 or 2. If all 3 are positive, randomly select 0, 1, or 2. And so on, and so on.

verbal lotus
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you need to store the actual possible option in an integer array instead

lofty rapids
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you can construct another array out of the positive values @gritty plover

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then get random from that

verbal lotus
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actually have a set of integers so you dont have repititions

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actually dont sets are a pain

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just an array would do. make sure to find before you add a value so you dont have multiples and you should be good

lofty rapids
gritty plover
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Just exposed in the editor

lofty rapids
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i mean thats an array ?

gritty plover
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So I can just edit it in the level editor

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Yeah

lofty rapids
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of booleans

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wdym by select a random of 1 & 2

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they are both true

gritty plover
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It's exposed so I can uncheck the ones I don't want

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Per instance of the actor

lofty rapids
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right but it's just an array of booleans

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if your selecting all the positive ones, and getting a random one, you might as well just say positive

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it's the same thing

gritty plover
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No