#blueprint

1 messages ยท Page 14 of 1

gritty plover
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That's not it at all

frosty heron
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That's easy to do but kinda weird

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Like what's the purpose?

gritty plover
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It IS an array of booleans, but it's exposed so I can just edit it in the level editor. It's not gonna be the same for each one.

frosty heron
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Anyway what you can do is to create an array of integer to contain the index of positive boolean index

gritty plover
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Discord cropping ate literally every useful part of those screenshots

frosty heron
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Loop through your boolean array. For each element. If true, add index to the array

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On completed you just shuffle the integer array then get the index 0

lofty rapids
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oh you want the index

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that makes sense

gritty plover
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That works perfectly, thank you!

marble tusk
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Use the completed pin. Calling the return node during a loop body will break out of the loop on the first index and skip all the rest

wanton path
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Hey, not sure if this is tied to BP's or not. But whenever I try to spawn I spawn in this weird corner instead of the player spawn. Someone mind helping me if they can?

sonic crest
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Is there a YT tutorial for loading assets and stuff??

distant hollow
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Hi all,
I am using Soft Object Referencing to load furnitures into the scene.
However, after loading numerous objects, at a certain point, loading new objects will give me a "Waiting for static mesh to be ready" message on the Editor mode.
(Message does not show up on Build mode, but there is a visible lag and wait).
I am presuming that this is due to a memory issue.
Is there some way that I can check the memory status, and do some kind of unloading to manage the memory from time to time?

frosty heron
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Assuming your furniture are static mesh

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You can type
Obj list class=static mesh

In your output log

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It will display all of the class you specified currently in memory

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Do note that in editor once an object is loaded, they stay loaded. So you have to restart to do some test

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@distant hollow show how you load the soft object references

frosty heron
sonic crest
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Thank you

distant hollow
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SpawnActor > Pump information to actor > Async load based on info pumped through

frosty heron
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U want to be careful with async loading when trying to load multiple soft objects

distant hollow
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Not loading multiple

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This is from a user button

frosty heron
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Yeah but not using handle will never guarantee that

distant hollow
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"Not using handle" meaning?>

frosty heron
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If u load again before the object is loaded then rip

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There is handle u can use but I think cpp only. I got a help from someone in this server

remote meteor
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its a new actor anyway, its fine

distant hollow
remote meteor
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are their materials heavy?

frosty heron
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Ahh ok

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Sry didn't look at the bp carefully

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U spawn actor and have the load function inside the actor. That's fine yea

distant hollow
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Only StaticMesh is soft reference

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I have a separate code for loading the mateirals after StaticMesh is loaded

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Would the material volume still affect the loading in this case?

remote meteor
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when you say "after loading numerous objects" are they different static meshes or materials?

remote meteor
distant hollow
distant hollow
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So the materials shouldn't have an impact in that sense in this case

remote meteor
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just to double confirm, its this kind of message right?

distant hollow
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Yes

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Does not appear in Shipping, but there would be a considerable lag.

remote meteor
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those usually means its either the materials are compiling and such

distant hollow
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Materials? Not StaticMesh?

remote meteor
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i will guess its the set materials that is giving you the lag

distant hollow
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Hmm should I then also soft-reference the materials?

remote meteor
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usually yes

frosty heron
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I soft ref everything

remote meteor
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the heavy portion of a static mesh is usually the texture itself

frosty heron
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The icons the material interface the anim bp

distant hollow
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Let me try disconnecting Set Materials and see if I still get the same issue

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I vaguely recalled trying that

frosty heron
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Detected 68 objects loaded in PostLoad while streaming, this may cause hitches as we're blocking async loading to pre-load them.

I got this error when trying to async load a lot of object

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Can't remember if it freze in shipping build

remote meteor
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yep it blocks

frosty heron
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๐Ÿ˜ข

distant hollow
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If Materials is the part causing the issue then rightfully disconnecting Set Materials should result in the error not showing up, correct?

remote meteor
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yes

distant hollow
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Ok let me try

wicked marten
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hey cold summer

frosty heron
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Hey

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U woke up?

wicked marten
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yap

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how do you benefit in helpingpeople here?

frosty heron
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I got some help back

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Project saving help

wicked marten
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but it seemed you help more than they help you

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aaaah

frosty heron
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Lots of time I discover being wrong reading convo

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So that benefit me as well

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Well I'm chilling here atm because i don't have my computer with me atm. Currently out of town

wicked marten
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do you work in a company or a freelancer?

frosty heron
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No one would hire me, I am nobody

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Previously a courrier

wicked marten
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i have taken a liking to you

distant hollow
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@remote meteor

frosty heron
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Anyway sorry but I don't think this discussion is allowed in bp

distant hollow
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Lasted much longer without Materials before this happens though

frosty heron
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Happy to talk in lounge sometime

distant hollow
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So I'd say it's probably overloaded memory

frosty heron
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Skip a frame and see what happend

wicked marten
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i wanna unload lots of things in my memory

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i was exhausted last week

distant hollow
frosty heron
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Ahh

wicked marten
distant hollow
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I mean the Set Materials part probably contributed to the overall memory load

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But primarily even without the Set Materials coming in to the picture, the issue would still occur

frosty heron
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Epic Developer Community Forums

I recently started experiencing this. I brought it some Megescans content and some of them (but not all) get stuck on this for a long time when trying to open them or drag them in to the level. I did find a way to make it happen all at once by selecting all the meshes that would have this issue and then right clicking them. Itโ€™ll then process a...

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I don't have much clue

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But if ppl get the promt when not loading then the issue could lies else where

distant hollow
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The said user in the thread also mentioned that he was loading thousands of objects

frosty heron
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How many objects r u loading? I load like over 200 atm and haven't come across the error

distant hollow
frosty heron
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Yeah perhaps it's nothing to do with the loading, afterall it's editor prompt screaming

distant hollow
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And we wouldn't know what specs our clients are running on

frosty heron
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You should be loading when the game plays

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So I'm not sure

distant hollow
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Yeah which comes back to what I came for - memory management

frosty heron
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Obj list class=staticmesh

remote meteor
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if you restarted editor then it would be ok?

frosty heron
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With editor tho, once u load something it stay loaded

distant hollow
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We cannot expect our clients to keep having to restart once they start to lag

frosty heron
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Shipping build have gc working

remote meteor
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its not a good idea to gauge memory management from editor, you will atleast need to test them in standalone

distant hollow
frosty heron
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Gc is automated

remote meteor
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GC by default runs every 60 seconds, or during a hard level change

distant hollow
frosty heron
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I see, that's good to know

distant hollow
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So GC wouldn't quite help in this case I suppose

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Hmm

remote meteor
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there is something to try, without the set material node

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in a packaged build

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does it still freeze?

distant hollow
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If the error message appears under the Editor I suppose it should freeze up (temporarily) in the packaged build?

remote meteor
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not necessarily

distant hollow
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Memory management is more efficient in packaged?

frosty heron
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Editor don't even flush loaded objects when you stop playing in editor

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Have to do full restart

distant hollow
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I see

remote meteor
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if we dont want to guess whats the problem, we can use profiling to look for them

frosty heron
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In packaged build I can actually see my objects being unloaded

remote meteor
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but you would need to learn how to use Insight

distant hollow
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How steep is the learning curve?

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BTW for the Materials
If I am using Material Instances
Would it still help improve if I used soft referencing for the Material Instances?

frosty heron
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No reason to load something to memory when they don't exist in the world yet imo

distant hollow
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Then again my biggest MI is only 141kb
90% of them are under 20kb

frosty heron
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Took 2 mins to load a level in my old project. 0 soft ref. Loading the player loads the entire game

remote meteor
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MI references a Material

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if the material has a texture

distant hollow
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Ah

remote meteor
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then the texture is loaded

distant hollow
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So still better to use soft refencing for the MI?

remote meteor
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the whole point of using soft reference is to prevent loading the entire game/content into ram when you are not going to use every single one of them at once

distant hollow
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Got it

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Thanks for everything guys

remote meteor
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there is 2 points where a static mesh is heavy

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the static mesh itself, and its texture

distant hollow
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I'll need to convert the data and references now then

remote meteor
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i cannot help too much since i dont have the package. I'll suggest looking into profiling the package with Unreal Insight to see

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in the packaged game, what caused the freeze that you have mentioned

distant hollow
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Noted

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I think I'll start with conversion of the MI referencing to soft referencing first, it's gonna take a while and I would also need to convert the DataTable data somehow

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1000+ entries there lol

remote meteor
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switching between hard and soft refrence doesnt loose the path in your data table, just dont change the name of the variable

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but you cannot use a forloop to async load and set material though

distant hollow
distant hollow
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What might you suggest in that case? Manual counter loop function?

remote meteor
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yes

distant hollow
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Alright

remote meteor
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for starters that will work, waiting for the asynchronous load to finish first, before proceeding the next one

distant hollow
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Got it, have an idea of what to do now

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Thanks ๐Ÿ™‚

dry surge
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Hi, is there a guide that explains how I can get players to place items in certain specific spots?

short phoenix
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How do I get some code to run when a UI button I've set up is clicked or otherwise activated? I thought I'd see events or something in the button details but I don't have anything obvious.

dawn gazelle
oak fable
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any clue why this error ?

surreal peak
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@oak fable

  1. The error means that the Character reference was null/empty during at least 2 occasions where it was being accessed.

  2. You should not use the Character reference directly in the AnimBP graph. You are supposed to use it in its EventGraph and extract the info into new variables and then use those.
    The warnings in your screenshot are not for decoration

oak fable
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its already in the event graph this is a new variable

surreal peak
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You need to get the variables there too

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You can't use the ref directly in the AnimGraph

oak fable
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can you please explain a bit
what variable should i use there

surreal peak
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@oak fable in your AnimBP you are accessing the Character to get variables from it. E.g. the SwordOut one. You need to do that in the event graph and make a variable there to save it in. Then use that variable instead. Same with the state function.

stoic cradle
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Newb question. I'm spawning a projectile from a socket on the mesh (left hand). The projectile always seems to spawn a fair bit forward of the hand. If I slow it down using Slomo 0.1, it spawns just fine from the hand. If I speed it up to slomo 2.0, it seems to fire even further away. Is there something I can do to compensate for this?

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I'm firing it on Event Tick using a bool to check if it should fire.

surreal peak
surreal peak
stoic cradle
oak fable
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okay so i delete them
add them in a new function and have it as thread safe or what

stoic cradle
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One frame delay doesn't help.

surreal peak
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With the left red node being the variable on the Character BP

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And the right one being a new one in the AnimBP

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And that new one you can then use where I crossed out the other one before

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Same goes with your "IsStateEqualToAny" node

oak fable
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now i kinda got it

surreal peak
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I returns a boolean, so make a new Boolean in the AnimBP, set it with that and use that

short phoenix
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@Datura Thanks. I will try it. Not what I would have expected.

short ivy
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How can i attach an actor to another actor in a way that it actually snaps to the socket and not like way above or below that? See the provided images. I changed the z location of the socket by only 6 but the character moved like a LOT more. z= 113 to 117 didn't move the character at all. It is like at a specfic height it snaps to the next position which is far off

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Could it be a physics problem?

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I am disabling the actor collision beforehand so I don't think it's a collision problem

stoic cradle
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Center of the capsule gets snapped to the socket IIRC. Move the socket?

short ivy
frosty heron
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Right click the socket and add preview asset

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Use your character as the preview asset and adjust from there

short ivy
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I think y'all didn't understand the problem

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the character doesn't 100% snap to the sockets position. The placement on the z axis is either like the 1st or the 3rd screenshot. There is no in between position, no matter what I choose for the socket z axis value

silent drift
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Is there a way to change fall-speed without changing gravity scale? I have a wall-slide feature and when I wall-slide I would like the character to fall slower, but ideally not change the gravity.

frosty heron
silent drift
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Ah, hmm, so you mean setting up an enum or such for different movement modes? Or is it someting already built in? (Sorry new to unreal)

gentle urchin
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There is built in

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On movement mode changed

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And SetMovementMode ๐Ÿ™‚

silent drift
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Interesting! Just saw it in BP and in the docs. So I guess I need to setup a different movement mode and switch to this when wall-sliding and then going back to normal when not. ๐Ÿ™‚

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Thanks! I did not know about this one, will look into it and see what I can figure out!

gentle urchin
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It could just be "Custom"

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I see many use flying

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With flying you're unaffected by gravity

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And can apply your own

silent drift
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This looks too simple, is this what you mean? Again, sorry, trying to figure this out,. ๐Ÿ˜„

near prism
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When setting a text widget's text via BP by converting a string to text, the wrapping gets messed up.
If I instead use a literal text and set that, the wrapping functions properly.
Anyone know how to fix the case when converting from a string?

frosty heron
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It should be an event on the cmc

short ivy
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IT'S ALWAYS THE FOOT IK RIG

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LAWD

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anyways, when the next person comes around the corner with this problem tell em ^^

stoic cradle
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Does anyone have any idea how to fix this? I'm spawning a projectile from the location of a socket on the hand. At normal gameplay speed, the projectiles spawn very far away. In slomo, they appear to spawn directly from the hand. I'm using a projectile movement component with an initial speed of 5000.

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The results are indentical in third person.

gentle urchin
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Multiplayer? Local prediction?

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Nvm prob just the speed

stoic cradle
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Not multiplayer, so its not a replication issue.

gentle urchin
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Is it individual actors or some niagara effect?

stoic cradle
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Individual actors.

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Simple actor with a movement component and a static mesh.

gentle urchin
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Tried 0 initial velocity, and setting velocity on beginplay?

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Kinda unintuitive but

stoic cradle
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Setting initial to 0, max to 5000, and this on EBP.

gentle urchin
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and you're ofcourse not using velocity during spawning

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Pooling is a good tip , generally speaking

stoic cradle
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If I put a Delay Until Next Tick before the Set Velocity, it spawns them in the hand just fine, but they almost appear to warp away.

gentle urchin
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they'd move pretty far in a tick tho , depending on framerate

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5000 *0.016 = 80uu(cm by default) at 60fps

stoic cradle
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I understand, I was just hoping for something a little more visually... smooth.

gentle urchin
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You could lerp up the speed

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Lerp 0 to 5000 over .. .5 ticks?

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eh, idunno

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not sure that's nice either

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constant acceleration up to max speed , from close to 0 would prob look ok

stoic cradle
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I'm assuming my math is correct here, but this seems to smooth it out quite a bit.

gentle urchin
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I d just do delta *(forward vector * 1000) as the added velicoty

stoic cradle
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That works, just might be a bit too slow. Looks really awkward when strafing now.

gentle urchin
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Adjust the acceleration to suit your needs

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Maybe accel is 5000 ? Idk ๐Ÿ˜„

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Maybe 10k

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Maybe you also want an initial of > 0

stoic cradle
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Just took some tweaking, but I found a reasonable spot. Thanks.

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I set a really high multipiler for the delta before feeding it in. They spawn close enough that I can see them, but get up to max speed very quickly.

young meteor
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Any way I can add multiple entries into an array at once? (just to avoid blueprint clutter)

gentle urchin
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Make array -> append

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Altho i must say this looks suspicious ๐Ÿ˜…

young meteor
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Right, okay.

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Making a stat display for each tower. Just want to collapse all stats that are 0 anyway. Player don't really need to see them.

gentle urchin
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Is this in a widget bp ?

young meteor
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yeah

gentle urchin
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Id create stat entries dynamically

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So for each stat -> if value > 0 -> create stat entry

young meteor
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Thinking...

gentle urchin
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Processing...

young meteor
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haha

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I see your point "sorta". I'm using a widget inside this widget for each stat line.
I could make an array or map for each stat line, and loop through them in the end to create a widget (line) for each?

Is that what you are saying?

gentle urchin
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Nested widget is exactly what i ment aswell

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So whenever its initialized, it loops over the stats it has, checks that they're above 0 (or whatever treshold fits) and if so. Create the stat entry widget and add to the vertical box for display purposes

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So you dont have widgets that are collapsed for no reason (not that it matters but it does )

young meteor
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I have 2 small complications on top of that.

  1. If slow chance is 0 for example. I also want to exclude slow time and slow amount.
  2. I have an option to only show primary stats, and detailed stats too.
gentle urchin
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Ah ok

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Gotcha

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That makes it a tad worse

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Since it relies on other stat

young meteor
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right

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Feel like it is almost as complicated then. Probably just me being a noobie here.

gentle urchin
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Relying on other stats , youd need to check if they exist aswell before creating

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Ugh

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^^

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Just ingore my suggestion then

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Vb crit -> if critchance > 0 -> set visible, else collapsed

young meteor
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Vb?

gentle urchin
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But wait

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It doesnt really rely does it

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If critchance =0, so should critdamage, right ?

gentle urchin
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So store crit values in its own VB, which is collapsed if CritChance ==0

young meteor
gentle urchin
young meteor
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No, just not relevant. ๐Ÿ˜„

gentle urchin
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Rip

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So VB it is

young meteor
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Honestly don't want to nest widget elements if I can avoid it.

Widgets are my biggest enemy at the moment. Can never make them scale/behave right.
Would rather complicate the code slightly and reduce widget complexity in my case.

gentle urchin
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having them in a VB doesnt change anything with scaling tho

young meteor
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I appreciate the suggestion though. I just really don't understand those widgets well. Always spend hours trying to figure out which element is acting up because of a size, padding, or third thing.

gentle urchin
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but alright

young meteor
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At this stage I often find out by collapsing elements one at a time. The more elements there are, the more hair I loose. ๐Ÿ˜„

gentle urchin
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I always nest mine as they're far easier to add/remove/disable by code ^^

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can even remove entire 'sections' of a widget since its nested

young meteor
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I bet you are right. Need more reps under my belt with widgets before I do it.

floral stump
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why that big difference?

tawdry surge
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Is there?

strong halo
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stupid question: is game state purely a container or can it contain logic?

tawdry surge
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It's a class like any other

spice shell
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Quick question - I know casting should be avoided where possible due to the hard reference it creates, I assume this is the same for an example where when creating a Widget, you pass in an actor reference as a variable?

mossy merlin
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hello

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quick question , there is many difference between ue 5.2 and 5.3 , can someone explain what did they changed about the tag section

frosty heron
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Casting is unavoidable when you can't cast to the base class.

U still have to do it. Just be mindful about chaining hard references

queen heron
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I seem to be doing something wrong here and I don't know what

versed sun
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Use Floats
5/53 = 0(Int) , 0 * Enemy Points = 0

5/53 = 0.0943(Float), 0.0943 * Enemy Points = What you want

queen heron
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oooh

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yeah makes sense

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integers got no doubles

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enemy points got a value of 3000 by default btw

idle pelican
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Yoo folks, Im struggling a little bit with Data Tables as arguments for functions. I want to have dropdown for selecting specific row from specific data table, but I cannot achieve that when using DataTableRowHandle type as input - it allows me to choose DataTable but I cannot choose row name from dropdown. Basically I want to achieve the same result as Get DataTableRow has

trim matrix
queen heron
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Yup

trim matrix
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yep

versed sun
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yip

idle pelican
frosty heron
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What is play vo?

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Btw I'm just guessing what u want to do at this point

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But what u can do is get all row names

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So create a function that had data table and fname as the row name

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Has*

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For input*

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Actually I get brain fart sorry

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In the train rn but I will look into it when I get home

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Need editor to actually see it

idle pelican
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Basically I want to have DataTable that is populated with voiceovers and additional information about them. Then in bleuprint I want to choose from dropdown what I want to play in such situation. I want to avoid typing the rows name manually bcs everyone can make a typo etc. So basically I want to have the same logic as GetDataTableRow node has as an input, but I want to have my logic inside this function to handle data.

frosty heron
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Getdatatablerownames*

teal dove
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Hey can someone explain why the dot product is not working right? I'm using 5.3.1, the static mesh is perfectly aligned with the target.

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If I use "Get Dot Product To" it correctly returns 1 as the output, but not if I use the dot math node like in the screenshot.

idle pelican
frosty heron
tawdry surge
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@teal dove forward vector is already normalized, and it wants two directions. You gave it a direction and a location

frosty heron
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You can populate a drop down in widget at run time by using getdatatablerownames but I don't think that's a thing you can do in editor

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@idle pelican but really u don't need to do that?

teal dove
frosty heron
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All u need is

1.Populate dropdown with data table row name (it can't be mistyped since we get the data straight from the dt)
2. Have a button that passdown fname argument from the widget drop down.

Your function will look through the data table, passing the fname from the drop down to the row name.

On row found break struct. Play sound from the corresponding data table

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@idle pelican

tawdry surge
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@teal dove if you are trying to find out if it's directly in front of the player, then I'd get the unit direction between the player and the target location and then dot that against the forward

idle pelican
frosty heron
teal dove
frosty heron
#

Or marketplace asset

idle pelican
frosty heron
tough flower
#

can anyone help me with a packaging error (is this the right channel?)

tawdry surge
#

Yeah then that will work. Then just check if the dot returns between like .7 and 1

frosty heron
idle pelican
tough flower
#

thanks

teal dove
frigid plume
frigid plume
#

and likewise for the back

supple dome
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then get the yaw and add or subtract 45

frigid plume
thorny yew
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Hi can anyone help at all? Got my blueprint working but when i add an actor to a varibale it works at first, until i save or reload the project, it then displays the name of the actor but doesnt trigger anything as if it cant find the actor anymore until i reselect the actor in the variable again.. any ideas??

lunar sleet
thorny yew
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So that when a door is triggered open it will get the public variable actors to interact and will trigger the interaction for that actor

lunar sleet
#

What type of variable is this, a struct?

thorny yew
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So at the moment Pointlight 3 should explode when door is opened which it does, but when saved and closed and reopen project, Pointlight 3 will remain there but not work.

thorny yew
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I believe an array in a struct

lunar sleet
thorny yew
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Its defiantly before runtime isnt it a UE5 issue atm?

lunar sleet
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Well the instance doesnโ€™t exist yet unless youโ€™re using level bp (not recommended) hard refs

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So just to understand you want a bunch of lights to explode when you open a door?

thorny yew
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Correct

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It works once or as many tiumes as you want. But after closing down UE and opening breaks it

lunar sleet
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Is it all lights in the level or specific ones?

thorny yew
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All light references

lunar sleet
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Ok well just do on door open, get all actors of class, select the light BP and make them explode

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If you end up needing to be more specific you can use tags to filter

thorny yew
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So its basically structs are broken in UE atm or as in not saving data correctly when closing application?

thorny yew
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ahh so if i did it in CPP

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it would work?

lunar sleet
#

Maybe, tho afaik you canโ€™t save an instance ref because itโ€™s not persistent, instead you need to save its vars and recreate it/modify it at runtime

thorny yew
#

Ok that kinda makes sense, so it needs to select it as a variable but is not persistent and doesnt stay there when saved.

frigid plume
thin cradle
#

is there any alternative to timelines that can be used in components? I have a component inheriting from SceneComponent that needs to rotate from its current rotation to a target over time when a function is called, but timelines seemingly can only be used directly in actors

#

and I don't wanna enable tick on all instances of the component for obvious reasons

lunar sleet
thin cradle
#

isn't it just going to call a function/event once on a delay? I need the component to rotate from A to B over a period of time, if possible with a curve used in the lerp

faint pasture
thin cradle
#

you can do that at runtime without problems?

teal dove
#

Does anyone know how to get the forward vector of a component in it's relative / local space?

thin cradle
#

thank you

cunning yoke
#

If anyone have a few minutes I would love some help on a small problem I just can't figure out.

I'm changing my movement to a more "simple" version. Right now it is setup identically the video below. What I want to do is change the sprite to 2 directional but have up and down use the last direction as the sprite.

https://www.youtube.com/watch?v=z1RMDMKcROQ

Please PM me if you got a few minutes. Thanks ๐Ÿ˜Š

shy canyon
#

Is there a way to rotate all selected objects but using the pivot of a my last selected one?

faint pasture
#

or do you mean relative to parent

native creek
faint pasture
#

That would def. work, if be a bit clunky.

shy canyon
shy canyon
#

this is what I initially tried

#

I tried changing the pivot of everything to my last selected object

verbal cloud
#

hey, i have this code that spawn skid marks when the vehicle is either slipping or skidding and the wheels are touching the ground. The problem that I have is that when I try to add audio to the code, the audio plays after the skid marks have spawned rather then playing as the skid marks are being spawned. Asking for help.

hollow cove
#

why would opening any related widgets cause a stack overflow crash

#

i had this yesterday and had to delete the hud or something to make it work before editing them and now its doing it again

gentle urchin
hollow cove
#

oh i think ive added a widget to a widget where its a child of that widget

#

now i just gotta figure out how to break the references so it opens froggy_chill

#

cant even right click any of the widgets

#

well that doesnt help

#

how can i set a parent without opening it

verbal cloud
teal dove
#

Although what I really need is a way to clamp a rotation relative to it's parent.

gentle urchin
#

It has skid marks and sounds

#

You could download that and check how its done there

verbal cloud
faint pasture
# shy canyon

You'll want to use Transform / Inverse Transform Direction

hollow cove
ebon olive
#

hi guys, I am planning to boost my character speed once i hold my spacebar (under IA_Boost) while im holding my D button (Under IA_Rotate), anyone know if this is possible?

lunar mulch
#

Hey guys, creating a HUD effect for whenever i fall from heights. It's working, but the "Remove from Parent" node doesn't always Remove the HUD effect, and i cant figure out why. Here is an image of the code:

frosty heron
hollow cove
hollow cove
#

it didnt even occur to me for a day idk why

lunar sleet
lunar mulch
#

Using print strings i havent found out anything strange happening sadly

#

Does that code look like it should work to you atleast? Just trying to get a 2nd opinion to make sure atleast the method im using is correct.

gentle urchin
#

Should be alright, if only one widget is ever created

lunar sleet
gentle urchin
#

I would wildly guess its added twice

lunar sleet
#

We canโ€™t see your entire code plus doesnโ€™t this stuff usually get handled with post processing effects ?

gentle urchin
#

Thus first ref is gone

#

Id store it in a var on creation ..

#

And only create one..

zealous moth
#

@lunar mulch I think your montages doesn't complete. Put all pins in it

gentle urchin
#

Wild guess ofc.

#

Solid point Zanet

lunar mulch
#

Cheers, gives me plenty of stuff to try out

#

Btw, your saying doing this stuff with Post processing effects might be a better Method?

lunar sleet
#

Yeah I was gonna suggest checking the completion pin but he said he tested with print string so I assumed competence

lunar mulch
#

Cause i don't like this workflow at all for doing overlay's lol

zealous moth
#

But he said it doesn't always

#

So sometimes it does

lunar sleet
#

My argument stands ๐Ÿ˜€

lunar mulch
#

Im not sure how to animate image transprancy etc in Post processing tho, is that a thing?

zealous moth
#

It is

lunar sleet
zealous moth
#

You lerp a translucent or masked material

lunar sleet
#

Or I guess materials

zealous moth
#

It won't work for mobile though

lunar mulch
#

I see

#

Hmm, cheers guys, plenty of food for thought. Yall brilliant as always

zealous moth
#

@ebon olive I don't get it. You want to only boost once if space is held while D is also held??

#

Other than complex boolean cases on the pressed down and let go I don't know of any other method

lunar mulch
#

because i think your on the money with your comments

lunar sleet
#

Promote return value to a var, and before the create node, if invalid, create it, otherwise bypass

gentle urchin
#

Its only cached as an output. Youd want to promote that to a variable

lunar mulch
#

Just to confirm i understand here's an image of what i've done

#

Is Valid is continueing to play the montage and skips the Widget creation, and Is not Valid does the same, but also creates the widget

pseudo anchor
#

does rinterpto need to be called every frame?

lunar sleet
pseudo anchor
#

oh ok thanks

lunar sleet
lunar mulch
#

My head hurts, doing this will only create the Overlay once, and it won't show up anymore if i fall a 2nd time. So that ain't a solution either sadly.

#

Also, even more annoyingly, i got the same code on another Landing animation, and that one is working without any issues.

#

That Animation is Root motion tho, so i guess because the character isn't controlled it's not interrupting the Widget, and as a result doesn't bug out. (i guess?)

#

Weird shit

lunar sleet
lunar sleet
lunar mulch
#

Yeah, and the Method is the same, its basically the same code, the difference is the animation that's being used is a Root Motion and as such i've disabled Input for that animation

#

On the one im having problem with, the player is supposed to still be able to move as the widget is being called, and i think that's what is causing the issue.

#

This the working one:

lunar sleet
#

Donโ€™t drag spaghetti behind nodes, you have a var, just get it again

#

Having nearly organized code makes it easier to debug

lunar sleet
lunar mulch
#

Hmm, the Multicast plays The Landing animations

lunar sleet
lunar mulch
#

No worries hehe the code is messy

lunar sleet
#

Itโ€™s not actually that bad just rmbr once youโ€™ve promoted something to a var you can just get it again as many times as you like

grim sand
#

Is there a way to translate a local vector to where it is in the world?

keen widget
#

can someone please tell me how to monitor varibles in runtime? i want to test and see how they change

grim sand
grim sand
lunar sleet
grim sand
# lunar sleet Inverse Transform Location

Ah yea, just found the transform location node. Do I understand correctly that the inverse version of the node goes from world space to local, and the non-inverse version goes from local to world?

lunar sleet
#

Sry, yeah that one

grim sand
lunar sleet
#

Forums had it backwards but docs say it like you did

keen widget
grim sand
grim sand
grim sand
keen widget
hollow cove
#

whats the point of blueprint interfaces if you have to provide a reference to the blueprint youre sending something to

lunar sleet
#

Havenโ€™t played with those in a bit tbh, I canโ€™t rmbr if you can just get the player controller to send an interface msg or if it has to be that bp

hollow cove
#

im messing around trying to make a master widget for the menu right now and its getting annoying

marsh oak
#

How do I get add box collision node to work?

lunar sleet
# marsh oak

Why add it dynamically if I may ask? Rather than just changing collision settings dynamically

marsh oak
#

Box
Box01
etc.

marsh oak
#

on play

lunar sleet
#

Who assigns them

marsh oak
#

Player controller

hollow cove
#

or wait thinkhmm

versed sun
#

Do it on Construction Script ,too

marsh oak
hollow cove
#

it might be a set size for that one, like 1 scale is 100 units or something dumb like that

lunar sleet
lunar sleet
sand slate
#

Hello! I have a question. I made a cound down timer (of 3 seconds) on the start of a game. But i need ai and the player to be paused or not able to move in these 3 seconds.

I can pause the game but than the timer for the countdown is also paused. And I can disable input for the player but I dont know if this works for AI aswell. Or is there a way to disable input for everyone (for only 3 seconds)?

cyan drum
marsh oak
cyan drum
#

It may be spawning, but not where you think it is.

#

On the return node, do an IsValid check... get it to print true or false.

night trench
#

I have a pawn with capsule collision component (its collision set to the pawn preset) on which I'm simulating gravity with AddActorLocalOffset.
Strangely though, when hitting start, the pawn doesn't detect any collision and just falls straight through the floor.
What could be causing this? ๐Ÿค”

lunar sleet
cyan drum
night trench
cyan drum
#

The pawn you wish to collide with the floor and its collision preset please.

#

Auto-correct ๐Ÿ˜…

stark patio
#

For some reason im getting an error here but i have no idea why. It is still there even if i remove my map from the blueprint. Anyone know why?

#

here is the only place i use the map (it is not done yet)

marsh oak
cyan drum
hollow cove
cyan drum
lunar sleet
marsh oak
#

I'm spawning 4 just to make sure

lunar sleet
night trench
lunar sleet
# marsh oak

Right click and watch value, then check the location at runtime

cyan drum
#

Does your rectangle have collision?

night trench
cyan drum
#

Do me a quick favor and add block all dynamic to the rectangle please

night trench
cyan drum
#

Does the floor have collision?

night trench
#

The floor is setup like this

cyan drum
#

Did it collide previously?

night trench
#

Nope, never.

marsh oak
cyan drum
lunar sleet
cyan drum
#

I'm running out of ideas, unless we hop in VC and figure it out together ๐Ÿ˜„

night trench
lusty hedge
#

I'm having a hard time understanding the difference between interfaces and event dispatchers. They both seem to be simply an event that can have different functionality depending on the blueprint it is attached to.

marsh oak
lunar sleet
marsh oak
#

It doesn't show 0,0,0. But! adding in manual locations did give me a second box but it doesn't show up in the outliner. Which is weird....

azure sail
#

Would anyone know why the first array everything works fine but after that each array get copied x6 when sent to the ui?

thin panther
#

So if it needs to be class agnostic, like interaction, use an interface. If it's listening to something specific from a specific source, use a dispatcher

lunar sleet
grim sand
grim sand
lunar sleet
grim sand
#

So, why is it that the "suggest projectile velocity" node doesn't trace complex collisions?

lunar sleet
grim sand
lunar sleet
#

Why not just a line trace

grim sand
#

You make a good point

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. And I cannot just add colliders to the player, since if you have something like this, then the cube would push other objects. But the player could still move the box into the wall, until the capsule collider hit the wall, then it will stop. :/

lunar sleet
azure sail
#

I hate to spam but why would break struct not show my custom Enum on the struct? the enum shows up in the editor window but not in bp

lunar sleet
#

Cpp is da wei

azure sail
lunar sleet
#

Oh

#

I thought you meant bp made stuff

azure sail
lunar sleet
#

Try asking #cpp then, maybe thereโ€™s some other unknown factor

azure sail
#

Here is a screen in the widget graph

frosty heron
#

Do you use blueprint type macro?

#

Ahh nvm the cpp guys girl helping you

azure sail
#

I forgot to add a specifier in the enum class ๐Ÿ™ƒ

frosty heron
#

Nope

#

Play sound 2d is a fire and forget operation, you can't get a ref to it

#

Use audio comp instead

#

Read the docs for more info

#

Also look at the target for fade out. It takes an audio component

grave relic
lunar sleet
#

Provided you canโ€™t see through it

grave relic
# lunar sleet Iโ€™m wondering if you should just replace your char with a box pawn

Ah, yes I intend to, currently, I have it set up so there is an empty static mesh that just line traces and changes to whatever static mesh I'm looking at. I don't believe this will work long term, so I will change to possession. But with possession, I cannot figure it out. They all have capsule colliders or If I add custom collision, for example, to fit let's say a PC monitor. Then only the capsule collider will block movement. The rest will just phase through objects. And it wont stop movement.

grave relic
lunar sleet
tawdry surge
#

Take anything except character movement

grave relic
#

Oh okay, I will look into that. And do you have an idea of how the collision could work? Will the image in my drawing be fixed? Does the pawn move based on whatever collision the pawn has? So I square cant fit into a triangle hole for example. If you know ๐Ÿ™‚

lunar sleet
maiden yew
#

Hey is there where I can ask for some help?

frosty heron
#

Ask question in relevant channel, maybe someone can help

maiden yew
#

If so, I am trying to make a log (cylinder with a capsule collision to detect if player hits it) roll down a slope. Currently, the log just sits at the top of the slope but if i make it very vertical it rolls down and then stops before it hits the bottom.

The log is simulating physics

#

Is there a way to allow it to roll down naturally?

#

(I am very new to learning UE5. Well UE and game programming as a whole (I know python but that wont help other than logistical thinking ect), so I won't know any complex ways of doing this - or the any way clearly ๐Ÿ˜‚)

frosty heron
#

I don't think physich is an easy subject to touch. Have you tried to play around with the setting? Like change the mass, damp, etc

maiden yew
dry surge
#

How can I destroy items adding delay with blueprints?

frosty heron
#

You should be able to add force too to simulated objects

maiden yew
frosty heron
#

A log that weight 1 kg?

lunar sleet
#

Seems legit

maiden yew
lunar sleet
frosty heron
maiden yew
#

okay ty ๐Ÿ™‚

frosty heron
#

Ask the physich guys

lunar sleet
dry surge
lunar sleet
#

#chaos-physics is where you want to ask about the fracture system, thereโ€™s also some stuff on the learning portal

#

You basically need to take a mesh, fracture it, and then add the newly created geometry collection dynamically at runtime after 5s

#

Might need to add some force to it if it needs to break while already on the ground but it depends

maiden yew
#

from what ive learned for now anyway haha

kindred adder
#

Lies... this just cost me a bunch of time >_> It's not radians but a specified period.

lunar sleet
maiden yew
#

Do do with my earlier issue, I have found out theres some weird collison box

#

anyone know why?

#

im not able to click on it at all either

lunar sleet
#

Thatโ€™s a capsule

#

Is it in the outliner?

maiden yew
#

honestly no idea, i just started my journey the other day

lunar sleet
#

Did you by chance add an extra capsule collision in your blueprint?

maiden yew
#

Yeah so i could have colision with the character and call it with the overlap

zealous moth
#

I am using a plugin called the dialogue plugin. It allows you to make these charts with custom nodes.
What is this called in the engine? I want to build the same but for turn based combat

maiden yew
lunar sleet
#

Click on each thing to see what it is

#

It should highlight it

maiden yew
#

nope, nothing :/

lunar sleet
zealous moth
#

yeah, something like that

#

I looked up state trees but it's not it...

lunar sleet
lunar sleet
#

Show your my blueprint tab for the log

#

So we can see all its components

maiden yew
#

in the outliner tab ive clicked everything and it does not highlight. only shows when i show collisions

grave relic
maiden yew
lunar sleet
maiden yew
lunar sleet
#

Are you rotating or adding anything to it in bp?

maiden yew
#

i think i rotated and scaled it ye

frosty berry
#

I have placed a turret on a moving vehicle. To limit its downward movement (camera based off of mouse pitch and yaw), I added this to the turret blueprint.

Is this the right way? I noticed that when the vehicle goes up hill, the turret is still limited by its setting and I cant aim full range. Target is the camera

lunar sleet
maiden yew
#

oh, no just in the view port

lunar sleet
#

Delete the capsule component

#

Compile, save then show what it looks like in the level

maiden yew
#

figured out the issue, just dont know how to fix it lol

#

when i click the log, the random capsule is now orange

#

but the one i have made is not there anymore

#

it takes collison from the character with that capsule, but the collision im detecting for the player, where the log actually is @lunar sleet

lunar sleet
maiden yew
#

I have done actually, i didnt think it was needed but i added it back so it could colide with the level.

#

did i add it back on wrong?

dry surge
lunar sleet
#

Idk whatโ€™s happening anymore z is that your log?

maiden yew
#

yeah its the mesh

lofty rapids
# maiden yew

it's probably not a new capsule, it's most likely the same one you had and something is rotated without the capsule

maiden yew
#

how do i rotate the capsule to match the mesh?

finite maple
#

i need objects to not fly away on key release

lofty rapids
#

maybe is valid ?

#

check what happens

frosty heron
#

Releasing will set the grabbed component to null

lunar sleet
frosty heron
#

If you want to call it after release. You need to cache the grabbed component before releasing

lunar sleet
#

You might need to just delete that bp altogether and start fresh

frosty heron
#

@finite maple get rid of the absorb function entirely.

Before release component. Get physich handle, get grabbed component. Promote it as variable. Call it released comp.

Then AFTER the release function. Get released comp, set all physic velocity to 0,0,0 then set release component to none.

finite maple
#

all physic linear or angular velocity tho?

frosty heron
#

Your on click only fade the sound, it did not play the sound

#

Play the sound first then fade

frosty heron
#

Promote the return value so u can get the ref

finite maple
frosty heron
low venture
#

How is it possible to select a custom blueprint base-class as LevelScriptActor? I created one from EnvironmentLevelScript (C++), but I cannot select it in the list.

frosty heron
#

The sound loops?

finite maple
#

it WORKS

frosty heron
#

Spawn sound. Promote to variable call it mysound

Button click -> get mysound -> fadeout

low venture
#

So it's not possible to make a levelscriptactor-BP and use it for a level?

frosty heron
low venture
#

Don't think this has to do with C++. You can try it with BP only.

frosty heron
#

You are trying to reparent it with a cpp class?

low venture
#

Create a Blueprint from LevelScriptActor and try to use it as parent class for a map.

#

You can't select it.

#

No. I want to use a custom Blueprint-LevelScriptActor in multiple maps.

frosty heron
#

Your best bet is to ask the smart guys in cpp imo. I doubt most ppl here touch the subject

low venture
#

I'll try.

frosty heron
#

First time hearing it, I don't even know what that does

#

Should work

#

Try to be more tidy

#

Well I dunnoe have u actually spawn it in event construct

#

And have the fade out in your button click event

#

So sound keep playing?

#

It's 3 am I can't get up and try it in my editor.

Try to print string just to make sure that the event is fired. Other than that, I will try it tomorrow

austere bolt
#

Hi people, is there a way to get env variables directly from blueprints?

frosty heron
#

Well I dunnoe what you do in your end. You also talk about level load which may cause reference issue. I will check tomorrow if the node actually work or not

mild ibex
#

anyone know how to encode with base64 or does this require a plugin to work?

twin path
#

Question, I would like to send a OSC server signal from my level blueprint to my actor BP to trigger an action. How can I do this ?

lunar sleet
#

Maybe move your message to #audio after you delete duplicates

heavy lion
#

Anyone know how i might alter a material value from within a widget blueprint?

thin panther
#

I don't see why that needs to be on event tick

#

That delay in event tick is certainly not great

#

You also have an issue there checking if a float is == 0

#

You should be using nearly equal

#

What no.

#

You should be using nearly equal

low venture
#

With the same functions as always @heavy lion ?

#

SetMaterial?

thin panther
#

Yes and you shouldnt use == with a float

#

You should use nearly equal

lunar sleet
#

Lel, canโ€™t wait for FPE to f up their values ๐Ÿ˜€

signal perch
#

no matter which settings I call, it only gives 3
whereas the settings of the game are differentkekwait
help

low venture
#

If not changing the float with any mathematical operations, == is okay.

lunar sleet
heavy lion
#

@low venture I'm not sure what you mean. I have a material with a float value 0-1 lerp.
The material is referenced inside a widget blueprint and A dynamic material is set up there with the variable exposed and editable.
However, inside the widget blueprint. I cannot animate it using the animation tab.

low venture
#

You could use a timer instead of a timeline @heavy lion

heavy lion
#

Cant find a way of animating that variable here

#

ah

#

a timer in the widget or from another class?

low venture
#

In the widget @heavy lion

lunar sleet
#

Can you use timelines in widgets? Genuinely donโ€™t know

low venture
#

I don't know if it somehow works with this animation tool.

heavy lion
dawn gazelle
# heavy lion <@666042406457835526> I'm not sure what you mean. I have a material with a float...

This is setting the value of the parameter value only once on the pre-construct. Changing the "Value" variable later on won't automatically update the parameter value on the material.
Whatever event you use to trigger when you want the animation to happen can be used to open a gate that is connected to tick. The output from the gate then is updating every frame which would then allow you to use a lerp and set the scalar parameter value.

low venture
#

@lunar sleet No, because timelines are components and user widgets cannot have components.

lunar sleet
#

Ok good thatโ€™s what I thought

heavy lion
#

Whats the point in creating a variable for it if i cant alter it at runtime

supple dome
dawn gazelle
#

So you have the current value stored in which you could then use an interp node to know what the current value is to then move towards your target value. You can't use the widget animation tool to do this.

lunar sleet
#

If itโ€™s just a matter of changing a material instance you can do that anywhere else

heavy lion
#

OK. So I would need to animate it from within another blueprint

dawn gazelle
#

You can animate it within the widget.

#

Just not using the animation timeline tool.

heavy lion
#

How?

dawn gazelle
#

Use tick as I just said above.

#

Interp between one value to the other.

dry surge
supple dome
low venture
#

This could become a mess if using multiple animations @dawn gazelle

#

There is a Niagara plugin that enables using Niagara assets in the UI.

lunar sleet
heavy lion
low venture
#

"Niagara UI Renderer"

supple dome
dawn gazelle
low venture
#

I also don't find a way to add a track for the dynamic parameters of a material in the animations-tab @supple dome

supple dome
#

I have tons of materials animated in my widgets, never been a problem

heavy lion
dawn gazelle
heavy lion
#

Sod it. I'm just gonna add to viewport, play the animation from there.

supple dome
#

its right there, border material, the material params show up

dawn gazelle
#

That's specifically about a brush. That's not about a material parameter within a material instance.

supple dome
#

huh

#

its a material parameter within a material instance

dawn gazelle
#

Oh. Ok then, I stand corrected. That seems good ๐Ÿ™‚

low venture
#

Oh, yes. Then there's something wrong with your material @heavy lion

signal perch
lunar sleet
signal perch
#

does not give the correct value even though the settings are different bro

lunar sleet
#

Ah, I c what you mean. Idk if the scalability settings are connected to your project per se. Those settings are more for what you see in editor I think, but maybe #visual-fx would know better

eternal cradle
#

Are you testing this on a packaged project? Low-Cinematic is numerated from 0-4 and on a packaged build, default scalability is set to Epic, which is 3

signal perch
#

the result is the same even if I change the settings :(

eternal cradle
#

hmm

signal perch
#

I tried it in other projects and it's like this again

#

version unreal 5.2.1

eternal cradle
#

let me try reproducing it

signal perch
eternal cradle
#

i cannot seem to reproduce the issue

#

maybe it is getting downscaled based on your system automatically

signal perch
#

nope

lunar sleet
#

Could be, if you have shit hardware, the engine automatically downscales some stuff, like Nanite for example

eternal cradle
#

then maybe set it to max settings on begin play? see if that works

signal perch
#

rtx 3070

lunar sleet
#

Odd. Are you sure youโ€™re not setting these manually somewhere else?

lunar sleet
signal perch
#

I can't find any rational reason :(

lunar sleet
#

And also make sure your .inis are not overriding or w/e

shrewd lantern
#

hi guys. Im trying to move an object to a height of 0, by only moving the object in the direction its is already facing

#

anyone know how to solve this problem?

shrewd lantern
#

ooo, thanks, il try it :).

thin umbra
#

Hey guys, I need help with animation blueprint.
How can I get the time when my animation has fully blended to get into the transition?

Right now, all the methods to trigger a transition don't take into account when the animation has fully blended in the transferring between state machines

eternal cradle
#

maybe this node can help

thin umbra
#

thank you. I will try it

#

It doesn't work; like the others.
All of those nodes take the animation time without any modification

This node takes my animations and slows it down, but the transition doesn't take that into account with this kind of elongation of the animation

#

also one thing that is perplexing, is I don't know why this blending behaves differently than this blending here

#

this one doesn't do the same effect; just cutting the animation

foggy loom
#

is there a good blogpost/article on getting familiar with blueprint? I'm coming from the C++ side but want to better understand how to leverage blueprint in conjunction with C++

foggy escarp
#

Lots of youtube videos

#

there are some Unreal forum posts too

foggy loom
#

I'll start with the posts, thanks!

thin panther
#

There's an guide on converting BP to c++ but the name is a misnomer. It shows you both ways

foggy loom
thin panther
#

The general rule of thumb is use bp for subclassing cpp base classes, setting up asset references and small gameplay tasks that are suited to scripting

foggy loom
#

awesome, thank you very much!

thin panther
#

No problem!

foggy escarp
thin panther
#

That's what the whole "small gameplay tasks" thing is

foggy escarp
#

If bp is event focussed, the speed improvement from C++ is not relevant, as long as correct practices are used with it.

foggy escarp
thin panther
#

Well yes but if you're already comfortable in c++ land there is literally no point taking that hit

#

At that point you're not really getting the iteration speed bonus because spaghetti

#

If this was someone that knew nothing about c++ i would absolutely agree. But if you're comfortable in c++ there is 0 reason to use bp for complex things

#

Especially given the most expensive part of the bpvm is transitioning between nodes. Hence the "small gameplay tasks"

#

Oh also using bp for AI is another one

#

Several users can attest to how miserable c++ AIModule stuff is

foggy escarp
# thin panther At that point you're not really getting the iteration speed bonus because spaghe...

By al means, use c++ if its something that makes since. I'm not saying to use bp over C++. Its just that certain things should be prototyped in bp first. Consider making a base class in C++, 100% makes since to make core functionality in C++. But when design is unclear, bp can be a tool to clarify requirements.
Blueprint can have insane iteration speeds, spaghetti is not the case when you use tools to remove that issue.

#

I spend no time in cleaning spaghetti because I have a shortcut to organize bp for me.

thin panther
#

Even a readable bp can be spaghetti. It doesn't strictly mean wires crisscrossing all over. Its more to highlight large bps

indigo bough
#

Hey folks, this is a physical material, blueprint and material question so I'm putting it here and hoping for the best ๐Ÿคฃ

Is there any way to get a blended physical material result for landscapes?
For example knowing if there is 50% sand and 50% grass, or 20% sand, 40% dirt, 40% gravel, etc.

Or are landscape physical materials basically always binary/masked blends? You're only ever tracing for sand, dirt, gravel, etc (presumably whichever is the majority layer in that location?)

thin panther
#

And again, it can be absolutely great for that, but if you're more comfortable in c++, there's a good chance you aren't gaining much of that benefit, so it's more useful to use it as intended.

#

(and that isn't a large bp anyway so the point is moot :P)

foggy escarp
thin panther
#

Most of knowing what to prototype in bp comes from experience and no good guide can really teach this

#

But again, if you are more comfortable in c++ than BP there is a good chance you're better at prototyping in c++.

Generally through use of both you will find what works for you, nothing is set in stone.

As mentioned, the only minimum you want to do is the aforementioned asset referencing, small gameplay tasks, AI, and subclassing c++ classes.

You can use as much as you want on top of that, but that's personal preference at that point, and comes down to comfort levels :P

fringe junco
#

I'm getting this weird cascading widget thing when i dont use a loop to generate this widget. any thoughts lol? im kinda stumped here

thin panther
#

The only bad way to do it is 100% one way or the other imo

foggy escarp
# thin panther But again, if you are more comfortable in c++ than BP there is a good chance you...

Yeah, whether or not base C++ classes are used and if there are many bp reference chains makes the difference of how big a project can be.
I worked on a project that based off of a bp only project. This was a mistake because the developer had no understanding of reference chains. I couldn't even add anything at all before I'd get lots of issues and slow editor speed.
All this usually becomes only relevant to larger projects though. There are so many ways to ensure larger projects remain manageable. Using everything to disposal is always in best interests.

thin panther
#

Absolutely. Not enough resources teach proper referencing, and the pitfalls with bad referencing, and then someone gets halfway through their dream project before realising you need a terabyte of RAM to launch the thing :P

zealous moth
#

@fringe junco in your widget get parent and print it

#

Otherwise multiple things call it

#

@thin panther you got some of them resources I could read up on?

cold junco
#

why this is not working ? , i m trying to make the sound adapt with speed (ball not rolling , no sound --> ball full speed , sound at normal speed ) , the valor of the pitch goes to 0-1 , but it does not change ( i m in event thick )

#

( the sound does not change over speed )

edgy axle
#

will give you the velocity

#

idk what you're doing with that array thing

#

just do Get Velocity -> Vector Length -> divide by max speed

cold junco
#

Ty it make it shorter , as for the sound still not working ๐Ÿ˜„

fringe junco
gusty shuttle
#

Hey folks, brain fart question here, when I walk into overlap, it should subtract 1 out of my array (3), but instead it subtracts two. What gives?

spice vapor
#

Is it possible to get the amount of a specific actor in a sphere trace by channel?

dawn gazelle
lofty rapids
#

normally programs don't just do that

#

it's probably working correctly

#

it must be triggering twice for some reason ?

#

a print string at the beginning of the event would show that

lunar musk
#

Is any way to use an old plugin?

#

I have a 5.1 plugin and i wanna use it on 5.2

zealous moth
# lunar musk Is any way to use an old plugin?

yes, you load the plugin in a plugin folder in a c++ project in 5.1.
Once loaded, close editor, load the plugin in VS and in the .uplugin file, change the version from 5.1 to 5.2.
Compile.
Change the version of the project to 5.2.
Generate VS files.
Open

fringe junco
#

hmm so my widget is being spawned in 2 extra times, i dont really get why lol

dapper nest
#

i feel like im doing something wrong, local damage is = to 25, the enemy has 50 HP, but it takes 3 shots to kill the enemy???

lunar sleet
lunar sleet
lunar sleet
#

Show the code that does the actual hit and check

#

Also your print says enemy hp AFTER hit

dapper nest
#

the damage is just an input through the hit, the hit hits otherwise the code wouldn't work, and the damage being input is = to 25

lunar sleet
#

Whatโ€™s the default value of health

dapper nest
#

yes the enemy's HP after the hit should be 25, but its 50

#

50

#

and this is the check to see if the enemy is dead or not

lunar sleet
#

Where are your print nodes

dapper nest
#

before and after reducing the HP

#

its just so weird cos the damage going in is definitely 25, but its not reducing it

lunar sleet
#

Make sure your health is not being set anywhere else, maybe print initial health right before the subtract

spice vapor
dawn gazelle
lunar sleet
#

And also pls donโ€™t do == class itโ€™s very pedestrian

dawn gazelle
#

This here is adding 1, then after the branch adding another 1.

#

You should have it so just after the branch you do a ++ on Integer.

spice vapor
lunar sleet
#

Rather than 3 nodes, you can use 1

spice vapor
# lunar sleet Use a cast

I don't know a lots about optimization since I am only a sound designer, but is cast us a lots of resource? In my system I am going to have a lots of object to find.

lunar sleet
spark steppe
#

casts are cheap

#

they just come with the cost of having the object class loaded in memory all the time

bright void
#

I want to modify a property of a ISM, but all the variables are "get" only. I have no access to "set' anything.

Why is that?

dawn gazelle
bright void
dawn gazelle
#

Probably because it's not meant to be changed at run time.

bright void
frosty heron
#

Take FSkeletalMaterial for example

#

I tried to set the material directly from the mesh but I was told by ide that it's read only. The only way I could change the material was using the function SetMaterial()

#

Tldr when you see function for setter use that one instead. There might be behind the hood stuff that runs to update the parametre

bright void
frosty heron
#

The variable is probably read only

#

If you don't see the set

#

It shouldn't be modified outside the class

bright void
dawn gazelle
#

From what I can tell this variable is defined in PrimitiveComponent.h

    /** Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset. */
    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, AdvancedDisplay, meta=(EditCondition="CastShadow"))
    EShadowCacheInvalidationBehavior ShadowCacheInvalidationBehavior;

Note the "BlueprintReadOnly" specifier, meaning you can only read it in blueprint graphs, but not set it. There doesn't appear to be any functionality exposed to set this variable either.

#

So the "Why" is either "They didn't bother" or "They don't want you to".

#

That being said, I don't think this'll work on instances within the ISM if that is what you were hoping.

#

Each instance gets its own Behavior based on their descriptor (again, based on what I'm seeing in the source code)

bright void
bright void
eternal dirge
#

nested widget cannot trigger OnDrop function?

dawn gazelle
surreal peak
#

Shooould be possible somehow. A lot of games scale the anim speed based on character size. Have you checked if the node to play your anim has an option for scaling or playrate? Often you need to actively select there that it becomes a pin you can drive with a variable

vast lion
#

Not sure how to debug this

#

shouldn't my spline point be way over here?

#

My spline is a perfect circle

#

This is what the tangent looks like when I click on it

marble tusk
#

What's the blue one?

vast lion
#

I've tried GetTangentAtSplineInputKey(), GetTangentAtSplinePoint(), and GetTangentAtTime()

#

They all give me this location

#

That is what the blue is

#

What I want is the actual tangent location (what is circled in green)

marble tusk
#

The tangent location is local to the spline point itself

vast lion
#

It gives you a world and local option

marble tusk
#

So you might just need to add the spline point location to it

vast lion
#

Let me try that

#

Wow, ok

#

Much better

#

Except it's twice as long

#

But definitely in the right direction

marble tusk
#

Yeah, I think there's some scaling done to the tangent length in Unreal. I'm not 100% on the specifics of it though

#

Like it might be to make it easier to edit the splines with a shorter tangent handle maybe

vast lion
#

Hmm

#

But the SetStartAndEnd() function for a spline, I assume the tangents it takes it assumes are relative

marble tusk
#

I don't remember where I heard about it and I can't find anything mentioning it when I search, so don't quote me on that

vast lion
#

Hmm

#

Yeah it seems like the spline mesh "almost" matches the actual spline when the tangents have a 2.5 multipler on them

#

So weird

#

The mesh doesn't even come close with a 1x multiplier

#

Tangents do look right though (minus being twice as long)

#

There must be some scale or something to change