#blueprint

1 messages · Page 16 of 1

grizzled swallow
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Hey, how do i make a variable protected in BP?

jaunty solstice
gentle urchin
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Get attached actors -> filter by tag ->NOT HasTag("Persistent")

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Add "Persistent" tag to boxes

frosty heron
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@gentle urchin Do you know how to resolve softobject reference? 👉 👈

keen wedge
gentle urchin
gentle urchin
swift steppe
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So this is supposed to subtract an amount and update it on a widget but it won’t subtract

frosty heron
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@gentle urchin Basically this but in cpp 😭

gentle urchin
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Assetmanager

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Ah

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Thats just get

frosty heron
keen wedge
# gentle urchin Im not gonna stop you from trying 😅

well ok then... I guess I was asking because I couldn't find any nodes or anything... and then I started questioning my understanding of "Attach Actor to Component", in that perhaps actors are only really attached to actors, not components, hence there being no nodes to remove an actor from a componet. If that makes any sense. 🙂

gentle urchin
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Ye

frosty heron
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Lmfao ok, let me try

gentle urchin
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If its in memory, you get a regular ref

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If not, its null

gentle urchin
frosty heron
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I don't know what to do here lol

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literary the last node to do before done with refactoring

gentle urchin
frosty heron
lunar sleet
#

.gotEm() 🙃

keen wedge
# gentle urchin Actor is kinda really just a component set

ok, I'll it the way you first suggested. At the moment I'm just destroying all of the attached actors, but it occured to me this wans't very good as I may want to attach other actors and not have those being destroyed.

Thanks for your help 🙂

gentle urchin
#

Id have different tags for different groupings of components to destroy

frosty heron
#

If you can't edit from child then it's probably the same effect

haughty temple
blissful grail
blissful grail
# grizzled swallow ?

Click on the variable and then in the details panel on the right, there may be an access specifier. Change it there.

frosty heron
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So in short u can't I guess?

#

I only see private being a boolean

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Don't see no protected

swift steppe
blissful grail
tight pollen
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I would like to run OnPostLogin in GameMode after BeginPlay, I have a problem because Event OnPostLogin is called first instead of BeginPlay

blissful grail
#

Why?

lunar sleet
tight pollen
blissful grail
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OnPostLogin is a lifecycle method that is called by Unreal. If you want to load the save stuff after BeginPlay, then just do it at the end of BeginPlay

lunar sleet
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EndPlay? 🙂

blissful grail
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EndPlay is when things are in the process of cleaning up pretty much.

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The complete opposite of BeginPlay 🤣

tight pollen
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I want to load data before Event OnPostLogin

blissful grail
#

Then look for a different event that runs before that.

#

OnPreLogin

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OnLogin

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Or w/e

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If you're dead set on changing when OnPostLogin (and potentially screwing up so many more things), go into the source and change it.

lunar sleet
steady night
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this error is saying the Array is Empty right

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how can i check equal to not empty in an array

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oh theres a "is empty

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nevermind

steady night
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hmm still getting the error tho :/

trim matrix
#

in my project when I press enter it's taking screenshot and works fine, but I packed the game and after 2 hours of waiting when I pressed it's not saving the screenshot anywhere. is there a way to fix it ?

frosty heron
#

Does console command works in Shipping build? 🤔

haughty temple
swift steppe
haughty temple
#

sounds good let me know if it works for ya, its been awhile since ive messed with inventory but remember running into that exact issue and do believe thats how i fixed it

steady night
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hm can i get some eyes here pls :/

#

i dont get it

dawn gazelle
# steady night

This error means whatever you're trying to "GET" from the array is not a valid object, not that the array itself is empty.

steady night
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yeah so this "Have It" it says its not valid right ?

#

but if it was not a valid object then i wouldent be able to even get it from the array in the beginning .O ?

dawn gazelle
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Correct. So the array has things in it, but those things aren't valid.

steady night
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so basicly it says the things inside the array dont have the "have it" bool right

dawn gazelle
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No

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Your array contains things, those things aren't valid. They don't exist at the time this loop is running, or they were never defined. An example would be, you can create an array of references like this, and resize the array so it has the appropriate number of indices, but if you never fed in references, then it has "nothing" stored in the array indicies that you created.

steady night
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hmm

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mkey, so in this case the "targets" array have the "Have it" Bool but it only created from a Parent class

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so the child class never touches them could that be it ?

dawn gazelle
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No

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Your array has an object type that defines what can be stored in it..

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That type defines what variables are present, like the Have It boolean.

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The problem is, you have an array of a certain size, but no actual values set in the array indices.

steady night
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hmmm

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so this function is run by a parent class, i figured the "Targets" thats being set in the child class would apply here also

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so thats the problem ?

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Ohhhh

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nevermind

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i duplicated an existing one that i left blank

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)

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make sense then

modern radish
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does the GameMode persist when I call Restart Game in a Blueprint? Or is it essentially destroyed and recreated?

lunar sleet
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I think the latter but testing for that is fairly simple

modern radish
#

And is the Level also restarted? As in, will it run it's level blueprint Event BeginPlay again?

modern radish
lunar sleet
modern radish
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Yeah, it seems both GameMode and Level Blueprint are destroyed and created again when I call Restart

lunar sleet
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Makes sense

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You can reopen the level if you need GM to persist

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Fairly sure that’s how it works

modern radish
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But what surprised me is that GameMode is not being created in the Menu

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guess I forgot to change World Settings

last vine
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I've tracked a bug to The Left Mouse Button node's Pressed exec line does not fire, but the Released does fire. Any clues as to why? ||I am not able to find any other use of LMB anywhere.||

verbal lotus
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is the print string RIGHT after?

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nothing in between?

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are they two separate print string?

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is the key value on both "None"?

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you could do a cleanup. delete all the binaries and rebuild

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theres a Key value if you expand the print string

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whats the duration?

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on both?

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if you have a left mouse button in a parent blueprint it could consume that event

quasi folio
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Decided to move here as general is busy:

I have a bit of a problem, I want to have a system where each of my weapons can have assignable abilities, but I need to figure out a way to save these between playthroughs and equip them to my character properly. How should I go about doing this?

I was hoping there'd be some kind of Blueprint that lets me drag in meshes ect. that can have its data modified and saved without having to be put in the world.

verbal lotus
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you are the guy with the multidimentional stuff right?

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click on the event, and tell me what are the details set to?

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it could be the player controller

gentle urchin
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Any way to recieve input during editor utility widget time?

lusty shard
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how can I add all of these static meshes to a BP? I have tried the merge options but they require the use of instanced meshes, removing possibility of adjusting offsets in the bp. Just want to add selected static meshes, as static meshes, to a bp.

lunar sleet
lunar sleet
lusty shard
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Theyre static mesh actors... is that not the same as a static mesh?

lunar sleet
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Not entirely

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A static mesh can be a component

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Sec let me check something

lusty shard
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when i drag a static mesh into the level it becomes a static mesh actor..

flint wind
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Hey guys, would anyone know of a method to apply a material only to the area where two objects collide? Like in this example with a box and a wall, the only part the material would display on would be the red area. It's kinda like an intersection between the two meshes, but, as far as I know, Geometry Scripting wouldn't work for me since I want to turn the mesh back into a Static or Skeletal mesh (you can convert a Dynamic Mesh into a Static Mesh asset, but it would apply to all instances of that asset). Blueprint solutions are preferred, but I'm fine with C++ as well, if there's any way to achieve this. Thanks a lot in advance!

slender idol
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Heyoo, getting some weird behavior in BP, when lerping like this using FLinearColor, the result isn't the same as doing the same color but inside the node

flint wind
slender idol
lunar sleet
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Otherwise there’s an actor tab with merge into one actor options

last vine
lunar sleet
last vine
lunar sleet
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Are you using the old input or the EIS?

last vine
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both produce the same behavior

lunar sleet
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Did you try a different button?

last vine
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it appears as if something else is consuming the click, but I can't seem to find anything else in the project which targets LMB

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I can try now, sure

frigid swallow
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Does anyone know why my character won't change it's animation? I have it set like this: Bottom is idle, middle is walk, and top is run. Then, left side is turn-left, and right side is turn-right.
Then I have this piece of code in the animation blueprint to control the two variables. Hoever, the player character doesn't change animations no matter what.

frigid swallow
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Nope, cast isn't failing

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at least the "cast failed" node doesn't trigger

lunar sleet
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Oh I just saw the highlighted stream stopping at the cast

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Did you put a print string on cast failed or how do you know

quick field
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Anyone have a thought on how to have a character dash across an opening and when they hit ground on the other side, stop dashing? right now I have it where there's a line trace to detect if on the ground or not, but it always goes the same distance (I'm not using any physics, and the character is locked to the z axis, so there's no gravity)

frigid swallow
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However, animation still doesn't change

lunar sleet
frigid swallow
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k thanks

bright jackal
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Hellow ! Is there someone that know how to rename an Actor at runtime ?
I have a lot of AI with the same name and i would like to name them for ex : enemy_gun or enemy_melee

vivid bridge
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How does creating a new animation notify work? I want to execute a script one time at a specific in the animation

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so far all I can find is notify states that can run the behavior every tick, but I don't need multiple ticks

supple dome
fiery swallow
fiery swallow
quick field
flint wind
fiery swallow
flint wind
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In the animation blueprint, you can link the events these notifies create. Hope that helps! I might have forgotten a step tho

quick field
# fiery swallow you're clearing and invalidating the timer even if you didn't hit anything

yeah the way it works now it's just a dash forward and when the dash is over it checks if I'm still on the ground or not, which works, but I think it'd be better to check while dashing and if hit ground then stop, but the way it's setup right now if I check for ground all the time, it will say I'm falling regardless if the dash will get across a fall area or not.

north belfry
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What is the best way to check if a Primary Asset is already loaded? Im on 5.2.

vivid bridge
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I want to run a collision check at a certain frame

fiery swallow
flint wind
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Seems to work ^^

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Feel free to DM me if you need more help

flint wind
naive stream
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Anyone have a method for solving this silly problem of changing a parent blueprints default variable value? I'd prefer to avoid a function as I still have to create a variable for each child class either way

quick field
north belfry
flint wind
north belfry
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thanks for looking at it! If its not best practice I would like to know too

vivid bridge
fiery swallow
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For example based on your dash logic, you should always be able to determine where the character will land, you can then adjust that location if it would have resulted in an undesirable place

flint wind
vivid bridge
quick field
dawn gazelle
fiery swallow
quick field
fiery swallow
quick field
fiery swallow
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interesting

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That's probably not how I'd go about making a dash

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I'm gonna see about whipping up a simple dash and get back to you in like 10 minutes or so

quick field
tribal gazelle
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Do I understand this correctly? If I have, let's say a TPS template, but I wish to add things to it like an inventory. Can I do them as components and then simply attach those components to the template's character blueprint? What I want to know is would I be able to update the template and keep all the other code seperate in components? Do I undertsand this correctly?

dawn gazelle
tribal gazelle
north belfry
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mix of your suggestion just had to find the right way to get it

craggy flicker
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On a gamemode blueprint cast, how can I get the current game session class?

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it seems i can only get the class

craggy flicker
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nvm, seems like the only way is through c++

lunar sleet
craggy flicker
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yeah, i was hoping to call ServerGameSession -> RegisterPlayer via the server's game mode

fiery swallow
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I am not a math god

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:(

quick field
fiery swallow
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without calculating accel and deceleration long distances would get very inaccurate

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it can be calculated and predicted though

mild ibex
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im losing my sanity, shouldnt unload level stream also turn off its visibility, because its unloaded, or am i missing something?

quick field
inner ravine
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Hey i've made a single layer water shader in UE4 with sine waves as well, i was just wondering if it was possible to take this further and add buoyancy to a static mesh and make it interatce?

tawdry surge
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Yes it is possible

fringe junco
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i have this custom uobject that im using in a utility ai system, but i can't seem to set them in the editor? any thoughts

lunar sleet
midnight wadi
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can i create data asset from inside blueprint?

fringe junco
lunar sleet
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you don't need cpp for it if that's what you're asking, just create DA class

midnight wadi
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@lunar sleet i would like to create a new file of type: data asset from inside an editor utility widget (and give it a name)

lunar sleet
lunar sleet
midnight wadi
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i dont want to do this at runtime but at construction through an editor utility widget

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this isnt possible either?

lunar sleet
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not 100% sure, but you can ask #umg maybe

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actually

lunar sleet
fringe junco
midnight wadi
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ok will try that, thanks @lunar sleet

lunar sleet
midnight wadi
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@lunar sleet and let me take a step back. what i want to do is create a system to save and load presets (all the variable values) of a specific blueprint. how would you do this?

lunar sleet
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and probably structs (cpp structs since bp ones are broken)

midnight wadi
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ok, and save game objects, are the presets saved as files? are they visible from inside unreal editor or from the file system?

foggy escarp
lunar sleet
lunar sleet
foggy escarp
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I've used both, its easier to use cpp struct, but the moment I use them in bp, same issues

midnight wadi
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i cant remember now why i chose data assets instead of save game object

lunar sleet
inner ravine
lunar sleet
foggy escarp
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I can always fix issues created by structs. Any time they change, nodes need refreshed. In bp, if you have nested structs it can be more difficult, but you just have to ensure that the parent struct is also refreshed and compiles correctly. Sometimes I have to add a member and remove it just to fix it. Its all good though.

lunar sleet
foggy escarp
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For big structs with nested structs in bp, I've pushed more to use data assets where it makes since

lusty hedge
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is there a way to edit the player characters public variables inside the editor?

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Im not sure how because the player start actor spawns an instance of the player blueprint every time

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forcing me to go into the blueprint to change variable values

fringe junco
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hmm i can't figure out this uobject thing. im guessing since its not an actor that u cant set the default in the editor or smth (since its sort of a data only thing?).

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i guess i can use a class reference instead but im not sure if that gives me what i need

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hmm

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maybe i can use data assets isntead

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hmm can't set those in the editor either? wtf

zealous moth
zealous moth
zealous moth
wispy canyon
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Running into weird behavior with spawning/possessing pawns, I figure there's a simple answer I'm missing...

I want to spawn pawns for my players at runtime rather than leaning on unreal's default pawn spawning logic. So, I set the default pawn in the game mode to 'None'. But then when I eventually spawn in the pawn manually and call Possess on it, I can't control it.

However, I noticed that changing the default pawn in the gamemode seems to affect this. The pawns I'm using are essentially duplicates of unreal's default BP_ThirdPersonCharacter. If I set the default pawn to one of my pawns or to BP_ThirdPersonCharacter, then when the new pawn spawns in, it can be controlled just fine. However if I set the default pawn to something different (like 'default pawn' or 'spectator pawn') then just like with None, I can't control my actual pawn when it spawns in.

Any thoughts here?

fringe junco
# zealous moth what are you trying to do?

set up a utility ai system but i want to derive from uobject for my considerations and actions. basically each action takes a list of considerations and scores it using an aggegation method (some funky math) but im unable to set the objects in the editor.

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maybe i need instances of the objects to set lol

zealous moth
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why not make a singleton actor called manager and spawn it in the world?

zealous moth
wispy canyon
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I'm manually calling possess on it (and it works, as verified by printing out "get controlled pawn"). I didn't know anything about adding input, is there a node I should be looking at for that?

zealous moth
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it's called enable input

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in your pawn

fringe junco
zealous moth
wispy canyon
zealous moth
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use "self" instead of target the spawn actor

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oh sorry

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sec

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i just realized it's not the pawn

wispy canyon
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yeah this is in the player controller

zealous moth
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where is the input given? at the pawn level?

wispy canyon
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I'm not sure, I'm still just using unreal's default pawns so I haven't set up any of the input myself

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it seems like the 'default pawn class' spawning mechanism is also doing some input setup behind the scenes that I don't know about

ionic cypress
zealous moth
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I haven't done this in a while either. In your pawn, search for "input" and see if it says player 0

ionic cypress
fringe junco
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the point of utiltiy ai is to move away from behaviour trees 😛

wispy canyon
midnight wadi
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@lunar sleet ok i managed to save preset as data asset with create asset and save, now how could i load a data asset?

tawdry surge
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@fringe junco Tom Looman actually have an article on utility ai, and basic implementation in unreal

zealous moth
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@midnight wadi async load I think

zealous moth
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@wispy canyon I am stumped I would have to test it out. Normally it should work

wispy canyon
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interestingly this only happens on the server, characters spawned this way on clients seem to work fine

fringe junco
zealous moth
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@wispy canyon ohhhhh this is multiplayer????

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It might be better to ask the multiplayer channel

wispy canyon
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yeah but I get this bug even when running in singleplayer :/ I'm not really using any multiplayer oriented code here

zealous moth
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Thinking...

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You Spawn the pawn, assign it the player controller to possessed and enable input. If you breakpoint or print string it shows it works?

wispy canyon
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printstrings on OnPossessed in the pawn and GetControlledPawn in the player controller both print what's expected

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the main mystery is why changing the default pawn class affects any of this

red berry
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I have an inventory system and if I'm moving my character, and I drag an UserWidget, why do I stop moving temporarily? Its like the act of starting a drag operation eats the current input, and you have to press WASD to move again (so you can move and drag at the same time).
Is there something to disable some focusing or something? I want to be able to move and drag and drop items in my inventory at the same time. Its clunky without it

frosty heron
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Posses node should only be run on server too,

wispy canyon
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the spawn code is only running on server side

frosty heron
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Well I see a cut screen shoots so I dunnoe

wispy canyon
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no worries, just trying to fill in missing context

frosty heron
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I mean show maybe I can take a look

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And can u describe what doesn't work?

urban sparrow
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I noticed that I'm getting inconsitent overlap detections when using "Sphere Overlap Actors" to detect overlaps with the landscape...well, I'm looking for Actor, but I noticed the problem with landscape. It seems like the sphere overlap center needs to be below the landscape, or at least clost to the landscape, to detect the overlap with the landscape.

I tried a similar test using a "Box Overlap Actors" and it appears to work as expected regardless of it's position relative to the landscape. I have a sample actor for each test that will draw a sphere/box using either green or red depending on the overlap result.

The overlap test is clearly overlapping the landscape in my sample for both overlap tests, but only the box detects the overlap. In my tests the sphere overlap radius is equal to the box overlap extents which is 85 units.

Also, this is in UE 5.1.1 if that helps.

Is this expected behavior for sphere overlaps?

I can post my BP for both of my samples if that will help, but they're very basic.

wispy canyon
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this logic runs in the player controller on begin play, there's some logic and etc but really the main thing is after 1.0 seconds of delay, call onto the server into a method in GameMode to spawn the character for this player controller

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SpawnCharacter does some long stuff with reading into DTs and such to get the character class, and ends with this

ionic cypress
wispy canyon
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should I not be spawning from inside the player controller?

frosty heron
ionic cypress
frosty heron
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@wispy canyon maybe you should override some events from the game mode that is responsible to spawn the players

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im compiling so can't run editor to test

ionic cypress
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@wispy canyon I mean just put the break point on input event to see if they are triggered.

wispy canyon
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introduced a hard crash somewhere in all the blueprint shuffling I did to try and find the bug splat

wispy canyon
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ah, I'm guessing I've found the issue. looks like the boilerplate code generated for the pawn's cpp superclass binds input on beginplay() and expects PlayerController to already be initialized

zealous moth
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was it the enhanced input that didnt go through?

wispy canyon
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on server, looks like this beginPlay() happens before the playercontroller field is set since I'm spawning it in manually

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so I'll just add some way to force this logic after possession

zealous moth
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but that's odd, at times I don't need to do this in the pawn

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what if you initialize in the player controller?

vast lion
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Can one actor create, own, and attach a component to another actor?

fiery swallow
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althought "own" and "attach" is a bit confusing

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only one actor can own a component

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but you can physically attach it to something else yeah

finite flax
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As explained in the pic, all I want is a simple explanation with picture please if possible, on how can I remove the previous widget when I click on the other tower? I don’t want 2 widgets to appear at the same time. thank you.

Second thing: So after 10seconds the widget disappear, how can i make it that when the widget is being Interacted with and still being clicked on, it shouldn’t start counting the disappearing animation until I stop interacting with it

vast lion
#

But good to know I can do that

fiery swallow
warm parcel
#

Hi everyone! Hopefully a simple question: I have a physics vehicle made with the Chaos vehicle plugin. I have a camera inside this vehicle, and I want to be able to rotate the camera around to look around inside the vehicle. ive got it set up so that I can do that, but the camera doesnt rotate with the vehicle when it turns! Any ideas on how I can get the desired behavior?

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I have a springarm with distance of 0 inside the cabin. Camera is attached to that and has "use pawn control rotation" and "inheret X, Y, & Z" on.

gentle urchin
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Is your pawn control rotation updated?

faint pasture
warm parcel
gentle urchin
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So.. is your pawn control rot updated with the car rotation?

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Sounds like its not

obtuse mulch
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how do i put them evenly without seams ?

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they also seem to move by them selves now and then

frosty heron
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try the grid tool

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snap*

warm parcel
gentle urchin
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And let it follow the car with just a relative rotatin offset

warm parcel
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Ok, thanks for the suggestion!

glossy cloak
#

I could use a bit of guidance. I'm building a card stacking system where you can drag cards on top of other cards to build a stack. Then drag the entire stack, just part of it, combine stacks with other stacks, etc. Basically like solitaire.

I'm struggling to figure out how I should handle it so I can track which cards are in each stack and have the ability to split into multiple stacks with a parenting sort of system.

I also need to trigger events in the bottom card if necessary when certain conditions or combinations of stacked cards are met. This part will probably be pretty easy once I have the stack management working.

Any ideas on how I should approach this?

gentle urchin
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GameplayTags

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Is what pops into my mind

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Tag stack containers, queries

tranquil hawk
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Hello, I am curious if you, bright minds, have a solution for NPC Capsule Overlap alternative. Specifically for situations where NPC can be close to player and cause damage as well as interact with triggers. Is it better to have a line trace that checks occasionally instead of overlap on tick? Thank you for your time.

frosty heron
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I would just check if the weapon overlap with an enemy when the owner of the weapon is in attacking state

tranquil hawk
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Something along the lines of the Anim_Notify? How about for triggers when characters have Generate Overlap disabled?

frosty heron
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There is an approach with AnimNotifyState, that's what Dynamic Combat System use

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so OnBeginState it start checking againts overlapping component

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personally don't really like it because it's frame dependent

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but I am still figuring out better ways my self

tranquil hawk
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I used this method before. That's a good solution. Any ideas what to do with triggers that check NPC overlap and based on their id executes logic?

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After profiling I noticed that Generate Overlap on NPC capsule eats a lot of ms from transform updates to animation updates. Trying to optimize.

frosty heron
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hmmm not sure, I do a lot of checks on ticks and still running on 150 fps++ in UE4

tranquil hawk
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I have an open world with several characters present

frosty heron
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I've got like 40 characters max atm but yea I wouldn't know about open world

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very hard subject to tap to for me cuz im solo dev

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with small brain

tranquil hawk
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Heh same thing man, trying to grow the brain 🙂

frosty heron
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I heard that we shouldn't optimise prematurely but if it's crucial for u then 🤔

tranquil hawk
#

I am very far in development

frosty heron
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imo you still need some kind of overlap check right?

tranquil hawk
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yes

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attacks can be solved by anim notifies

#

but the tricky part is how for characters to detect when they are in damage radius (sphere object) and when they can trigger certain event

frosty heron
#

my experience with anim notifies is terrible because they are frame dependent

#

when u lagged out and the frame got skipped

#

I legit dodged an enemy attacks/spells

#

Under low FPS

tranquil hawk
#

I see your point

frosty heron
#

Maybe anim notify fire with certainty im not sure

#

i used anim notify state and it isn't great

#

anim notify fire once tho

#

What i currently have is a check every frame inside the anim notify state, so we I get an arch of the sword

#

There is a way to migitate the frame dependent thingy by substepping

#

trace back to the previous trace to check if there is actually something that get overlapped

tranquil hawk
#

I am curious if doing a short line trace every 1 second will be a good alternitive for generate overlaps

frosty heron
#

How would u translate that to attacking?

#

and I don't like doing any sort of check when not required

#

something should trace only when the character is attacking

tranquil hawk
#

simply if player in range do damage, delay and open for another

flint wind
#

I've heard more than once that overlaps, volume collisions basically, are kind of the same as line tracing but over a large area, so line tracing should be better, even if it runs every frame. Not 100% sure about this tho. I also believe line tracing is pretty well optimized so I'd say you try at least. If you are in a far point in development, why not try implementing that and checking how it affects framerate?

tranquil hawk
#

Will try, thaks for input BOTROM

frosty heron
#

Line trace is cheaper afaik but different utilities. Like in my RPG game, I can't make do with a line trace, im not shooting bullet. I will either use capsule collision along my sword or I will do a check with box collision over an area

#

can line trace from the edge of the sword

#

that's also an option

#

Every Frame, track the edge of the sword during the animation

#

also trace back, for better detection

tranquil hawk
#

my game is stylized and does not require such a precision

flint wind
#

Also, if you just want to check if the player is in range, have you considered just measuring the distance? Like subtracting both positions and using vector length

frosty heron
#

Add Socket location to the edge of the sword.
Start trace from Current Positon to End (Last Location)

tranquil hawk
#

I think I have a solution for attacks now

#

the issue is triggers and how can NPCs overlap them without Generate Overlap enabled

#

Perhaps slow line trace can solve both

flint wind
#

Let's hope for the best, good luck ^^

tranquil hawk
#

👍

#

thanks for the suggestions guys

#

here is something I read from Engine Contributor "Overlap ***Events ***are extremely slow, and tbh I’ve gotten into the habit of disabling it globally now to avoid using them. It’s actually much faster to perform an overlap query by ticking the actor and doing it yourself."

thin cradle
#

hey, for some reason none of the debug key nodes show up in the node menu even with context sensitive off, any idea what could cause something like that?

#

oh nevermind I'm dumb

#

I was in a function

steady night
#

ok so i have an issue where Arrays gets reset when reopening the project ://

#

so its my "talent Tree" it checks if widgest are "enabled" or if they have a bool (have it) to make it enabled

#

and ive set all content in the array but when i close down and open up the project its set to blank again :/?

#

ideas ?

#

anyone ! 😦

gentle urchin
#

Not what you ask but is the line just a border with an image set to tiling?

steady night
#

the line is a widget of its own

#

with a canvas&image

#

any ideas why an widget array would reset itself ?

#

the variable is from a partent class

gentle urchin
#

Got code that updates it ?

steady night
#

not that updates the arrays

#

only code that get it

gentle urchin
steady night
#

basicly when clicking on a button in the talent tree it runs the code

frosty heron
#

can't save array like that iirc, I ran the same issue when attempting to do it in the widget like that

steady night
#

really 😮

frosty heron
#

it keep resetting, I just gave up and set my array from pre-construct

serene flare
#

Discovered something annoying in 5.3.
As part of a character customization system i loop over an array of values to set on the skeletal mesh.
However in 5.3 this does not work anymore, it only applies the first value then stops. This was not the case in 5.2.
However adding a delay to next frame it does work.
Anyone know if there is a way to disable this? It makes foreach loops unable to set morph values which is really annoying. It can be made to work with a "manual" loop but i prefer using a normal for each loop.

frosty heron
#

There must be reason, but I dunnoe

#

prob not meant to do it like that 🤷‍♂️

steady night
#

hmm okey, so how did u do instead ?

#

from pre construct

gentle urchin
frosty heron
#

Manual work, I took all the comp and feed it to the array

gentle urchin
#

Nvm not for this, since its pointers

frosty heron
#

drag and drop from me 🪦

steady night
#

yeah the system works as intended its just the array thats reseting

#

oh

#

so u set the "alltalentwidget" array mannually basicly

frosty heron
#

pretty much

steady night
#

god damn :/

serene flare
#

Top does not work, buttom one does

frosty heron
#

then it checks if player already learn the skil

gentle urchin
#

The array onto array seem weird

frosty heron
#

if it already learn the skill , activate the lines and icon

gentle urchin
#

Line + icon should simply see if a skill is learned

#

E.g. a learnedskill container

gentle urchin
#

While the skill itself also checks if it cam be learned

steady night
#

i mean it works 100% as i want so thats not the issue

#

only the array

#

ok so i will try setting the array manually and se

gentle urchin
#

Im confused by the lines in general

#

It seems a bit odd

#

But if it works it works ™️ some say

steady night
#

but wait.. u set it in pre construct like drag & n drop the components to set it 😮 ?

#

aye

frosty heron
#

unless there is a way to grab them all at once but I haven't discover it

steady night
#

i mean

frosty heron
#

is there even getter?

steady night
#

i mean i did this

gentle urchin
midnight wadi
#

i have a data asset with a number of variables, i read each one of them and assign their values to the variables with the same name of another blueprint. is there a way to automate this using a loop? how can i get a vasiable names table from a data asset? *variables are not of the same type

modern radish
#

I'm setting some Asset Metadata with blueprints.. Then created a custom filter to show all asset in a folder that have a matching metadata.. my problem is that assets are only "recognized" to have the metadata if I right-click, Asset Actions, and Show Metadata.. only then they show up in my filter.. as if they had to be loaded to be discoverable by the filter.. is this the normal behaviour? Is so, it's pretty useless

steady night
#

but i mean this is the array in the "parent widget" thats reseting

#

i cant drag n drop that ?

frosty heron
#

you can drag and drop that

gentle urchin
#

But your in editor time

frosty heron
#

what's stopping u?

serene flare
gentle urchin
steady night
#

wdym drag n drop

serene flare
#

Agreed, and it caused me a lot of unnecessary troubleshooting :S

steady night
#

this is how its being set atm

#

how would i drag n drop it

frosty heron
#

0o?

#

I thouhgt u want to drag and drop the array to empty space in the bp

#

I tried setting it like the latest picture u sent, I have no luck. It keep clearing it self

gentle urchin
frosty heron
#

funny enough I was doing Skill tree too when I attempt to do it

gentle urchin
frosty heron
#

must be pretty unlike mine 🤣

gentle urchin
#

Im not a designer at all, so pretty is not in my nature 😄

frosty heron
#

can't wait to work on new skill tree for my new project. I wanna do the Canvas panel offset you showed before. it do look cool visually

steady night
#

i mean im probably explaining this badly but

Parent Bp= Got A "ALL WIDGET ARRAY" that picks all widget of class * that works.
Parent BP= got a variable "TARGETS ARRAY" wich is a array of targets widgets that i set with instance editeble on each "talent widget" to check what should check to unlock

#

that ladder one is the one that resets

gentle urchin
frosty heron
#

What's target anyway?
I would just ID each of the Skill.
If Player already learn the skill -> Activate

gentle urchin
#

i didnt bother making a struct yet , nor have connections ,

#

but the data for the buildup of the widget exists in the widget

frosty heron
#

Each of my skill have Requirements too. If X is learnt and Y is learnt then can be learned

steady night
#

Targets" are the lines and empty slots

frosty heron
gentle urchin
#

Lines would simply point from one Row/Column to another

serene flare
gentle urchin
#

the talent node itself does all the checking for activation, and attempted granting

gentle urchin
gentle urchin
#

so some nodes are actually hidden untill discovered

frosty heron
#

SaveLoadedAsset and SaveAsset more or less the same?

gentle urchin
#

secret nodes one could say

frosty heron
#

takes a while to save 30 assets

serene flare
frosty heron
gentle urchin
serene flare
#

strange

frosty heron
#

Print string the morph target name?

serene flare
#

it does send the names

#

and it all worked in 5.2

#

top doesnt work, bottom does

#

only difference is the delay tick

frosty heron
#

the target for the top one is Mesh

#

While the bottom one are player ref

serene flare
#

yeah, the interface does the same in the backend

#

was just for testing 🙂

frosty heron
#

I see

#

Have you tried with the interface at the top?

#

just incase

serene flare
#

yeah, that was my test 🙂

frosty heron
#

and didn't work?

serene flare
#

just wanted to eliminate the interface being the limiting factor

#

yeah

gentle urchin
serene flare
#

to make it more clear, the array in the top contains the 3 names in the bottom, the top one applies the first morph only but prints all 3, the bottom ones applies all 3 morphs

serene flare
#

so 1 one runs, wait 1 frame, run 2, wait 1 frame, runt 3d

#

All 3 being printed from top execution

gentle urchin
#

It executes the code as it gets to it. a delay simply says "dont execute whats after me yet, move on"

steady night
#

213¤"%¤´"#¤"!#¤

#

its like it dosent save array at all not

#

what the hell isgoing on

gentle urchin
#

it's not reliable ..

steady night
#

im even trying to add a seperate array on the child

#

and set it to the parent

#

but the child array is reseted also

gentle urchin
#

red ones happen the first frame

#

yellow happens the next frame

gentle urchin
steady night
#

yeah <<<ZzzZ>>>

serene flare
#

a sequence should be the same as a long line of code, and it should delay next frame when that node is called

#

not as in a loop

#

regardless, i do get it to work with a "manual" for each loop like this

fallen glade
#

Does anyone know how to change the wind component variables at runtime? none of these work :/

gentle urchin
serene flare
gentle urchin
#

Yeah but... its not that smart 😁

#

Wait is like an event dispatcher called in the future by the timer manager

serene flare
gentle urchin
#

The code executed in the bp forgets about it after calling delay

serene flare
#

this should wait 1 frame between printing?

gentle urchin
#

It will wait 2 for the last print

#

1 print per frame

#

Because delay calls delay

serene flare
#

so whats the difference between that and sequence?

#

should be the same, only different formatting

#

you seem to be right though, it all runs during 2 frames, not 3

steady night
#

i dont know how i would solve this tbh,,, wy the fuck is the array resetting>.>

#

coldsummer

#

what version were u on

#

when u noticed the but

#

bug

#

im still on 5,1

#

maybe its fixed on the later ones ?

gentle urchin
serene flare
#

but the above 3 was all called on 2 frames as well

gentle urchin
#

The first print should be printed on initial exec

#

Second one 1 frame late

#

And 3rd one 1 frame late

#

To prove this you can add a sequence at each step

#

With an additional print for the framenumber

serene flare
#

I mean this one prints on 2 frames

#

not that this was my initial problem, but its interesting nonethesame 😄

gentle urchin
#

Thats odd

#

Try game time instead

#

Of framenumber

#

There could be a race condition

#

Giving you false positive 🙂

serene flare
#

using seconds only gives me 0, cant seem to find a good node to use

gentle urchin
#

Real time?

#

real time seconds

serene flare
#

all return 0 :S

gentle urchin
#

I have two ai's in the scene, so its double up with numbers

last vine
steady night
#

i know this is a bad way but im not sure what else to do now tbh

#

is there a way to use the "behavior is enabled" combine it with some instance editble stuff ?

midnight wadi
#

i always forget how to get this getText from variable

steady night
#

just get text

midnight wadi
#

doesnt work

steady night
#

convert Name is a text component ?

#

or rich text ?

halcyon vapor
midnight wadi
#

its a text box

halcyon vapor
#

Hi, I'm trying to follow along in a tutorial, but the enhanced input event isn't working

steady night
#

yeah drag out from it get text(text)

midnight wadi
#

it was working before i changed the text box name

steady night
#

text box is another component

#

thats not a text

midnight wadi
#

but it was working before i changed the text box name

steady night
#

you cant get Text (text box) from a normal text commponent

#

only from a text box commponent

#

if u use a "Text Box" then u can Set text/Get Text

gentle urchin
#

Its buggy these days

midnight wadi
#

ah thanks @gentle urchin

gentle urchin
#

Its like variable becomes out of date

#

Expired

#

Unknown

last vine
lunar sleet
#

Have you tried a diff mouse?

last vine
#

Same issue on a different mouse

lunar sleet
#

Damn

last vine
#

maybe it has to do with the widget I have on screen, but I'm not sure what to do

lunar sleet
#

Is it consuming input?

last vine
#

Doesn't seem to, I also checked with widget reflector

lunar sleet
#

You could always try setting input to game mode only

#

See if it persists

last vine
#

I'll give that a shot

#

Seems to change the behavior slightly, but still requires a double click

lunar sleet
#

Is this only the first time you run the game?

last vine
#

Nope, I've had this bug for a few months and I ignored it

#

now I need to fix it

lunar sleet
#

Like is one click just setting focus to the window ?

#

Ok

last vine
#

Yeah it isn't that

lunar sleet
#

Did you remove your old input stuff from project settings?

last vine
#

there are no lmb in settings

lunar sleet
#

Search for the old input node and for things like enable input or disable input across all your bps (ctrl+shift+f)

last vine
#

yeah Im using enable a few places

lunar sleet
#

For what purpose

last vine
#

legacy, I was using this ui widget that was misbehavingh

lunar sleet
#

Ok, can you get rid of them now that you’ve switched?

last vine
#

You think they cause problems?

lunar sleet
#

They could, normally you don’t enable or disable input with the new system , you just add and remove mapping contexts

#

And sorry, just for my sanity, what trigger are you using on your input

last vine
#

with Enhanced Input it looks like this

lunar sleet
#

Ok good

#

Show the IA node and the part of your code where you add the mapping context

last vine
#

all standard

lunar sleet
#

Why are those greyed out, did you just disable the nodes instead of deleting them?

last vine
#

yes

lunar sleet
#

Ok but the IA itself is also greyed out …

last vine
#

yeah, if I use it instead of those 2 events, same behavior

dark drum
#

is there a way to get a characters world location from where there capsule touches the floor? I would imagine I would just need to remove the half height from the actors world location.

lunar sleet
last vine
#

sure done

lunar sleet
#

Any change?

last vine
#

No

lunar sleet
#

Swap pin from started to triggered

#

Also is LMB present in more than one of those 3 contexts ?

last vine
#

nope

last vine
lunar sleet
#

Btw where did those server pressed and released events even come from, whats calling them

last vine
#

someone in VC told me to add them. the player controller

#

didn't work :P

lunar sleet
#

But they’re disconnected now right?

last vine
#

yes

lunar sleet
#

Change the string to something more relevant like Pressing, just so we don’t have Hello multiple times

last vine
#

I am using breakpoints for debugging

#

but sure

lunar sleet
#

Ok, so it never fires even when on triggered pin?

last vine
#

correct

steady night
#

@frosty heron u here:/?

last vine
#

it fires on the first click, but not the second one

lunar sleet
#

Wait what

last vine
#

don't ask me man UB

lunar sleet
#

I thought you said it didn’t fire the first click but it did on the second

last vine
#

First, it will fire on first click, no double click
Then, it takes a double click to fire

#

or it will fire on first click, no double click

lunar sleet
#

Well which one is it lol

#

I’m confused

#

Ok

#

So after the first click

#

It stops working properly?

last vine
#

as I described it, yes

#

funny how you don't need a double click to reach the first pressed breakpoint the first time, but it is required for subsequent clicks

lunar sleet
#

So you’re doing something on the first click that’s breaking it

#

Ok, do a simple test, disconnect everything after the print

last vine
#

already tried that

#

no change

frosty heron
#

@steady night wat's up

steady night
#

yoyo so ive been testing out ways to rework the talent tree thingi with unlock and stuff, i cannot find a viable "workable" way to do it tbh

#

i need advice

#

if i cant fit them widgets in an array idnno how i will procede

last vine
#

highkey using a keyboard key instead of lmb and it works is indicative of needing a fresh project

lunar sleet
last vine
#

there is no code :P

#

just a lmb event

steady night
#

@frosty heron

lunar sleet
#

It’s still code just visual scripting

last vine
#

ohh

#

character

#

but i tested lmb in player controller

lunar sleet
#

Ok, well you can try moving it all to player controller. On begin play, set input to game mode only, followed by set input to game mode and UI (don’t select any widget), Set show mouse cursor if you need to show it, then, grab the input local subsystem , check isValid? , if valid, add the mapping contexts. In that order

#

If it still doesn’t work, I got nothing

last vine
#

gotcha, thanks for helping :)

lunar sleet
steady night
#

they keep reseting when restarting

lunar sleet
#

When restarting the game?

steady night
#

y

lunar sleet
#

Why would you expect them not to ?

steady night
#

wdym

#

im setting all the arrays to content everything works

#

then i restart and some are reset

lunar sleet
#

Are you using a save game object to store the information ?

steady night
#

no

lunar sleet
#

Well nothing else really persists past runtime except for the default values

steady night
#

well this is a unreal engine bug it has to be

#

ive tried different ways of storing widgets in an array

#

they all reset

lunar sleet
#

Sounds more like a logic issue. Why do you need to store widgets past runtime?

steady night
#

try it yourself just do a random array and store some widgets

#

thats how im locking/Unlockiing my talent tree

lunar sleet
#

Yeah you don’t store widgets, widgets are transient

#

What you can do is save info in a struct and put it in a save game object so on load it reloads that information and regenerates your tree

steady night
#

got any advice on how i would do it otherwise :/

#

hmm

lunar sleet
#

Read up on save game object, just keep in mind bp structs are kinda broken so you might need to make them in cpp

steady night
#

yeah i know

#

hate structs,

#

but nevertheless

#

i would have to store widgets in the struct

lunar sleet
#

No

steady night
lunar sleet
#

You don’t store widgets

steady night
#

also how are they Transient

#

its not "selected"

#

is it hardcorded +

#

hardcoded*

lunar sleet
#

As in they do not persist past runtime

#

What you can do is use an array of integers for example, where each int represents a corresponding widget

#

And you recreate the widgets and populate them again on load

#

At least that’s how I would do it, maybe #umg has a better way but I doubt they’ll say you can save a widget

#

At most, maybe you can do stuff in pre-construction

steady night
#

hmm

#

how come some are not reset then and some are :/ ?

#

if u wouldent be able to save any

frosty heron
#

I was away but I am also facing the same problem and can offer little advice

#

since i don't care about my old proj, I just spaghetti with manualy drag and dropping them

#

i will open it one sec

steady night
#

y but like how ? aye ty

frosty heron
#

that will be the same thing right?

steady night
#

oh but then u cant use same widget multiple times ?

frosty heron
#

not sure what you mean by that

steady night
frosty heron
#

You should be able to get one of your spell, get the Targets, then just add the lines to it

steady night
#

like the "Armor" widget

#

ive use multiple times

#

i have widgets for only "add stats"

frosty heron
#

well since u are manually placing them, you would have a ref to each of the armor

steady night
#

yeah

#

wait jmm

frosty heron
#

Perhaps the 1000 IQ move is to spawn the widget on Run time, I have no idea

#

k too much explicit words

steady night
#

are u doing it like this ?

frosty heron
#

yup

steady night
#

O.O

#

...

frosty heron
#

i will figure out better way

#

when I have to deal with this again

steady night
#

i mean

#

u have to respect the grind

#

lawl

#

i mean i will have the biggest graph ever just ot set these bad boys 😮

frosty heron
#

probably gonna do it in cpp tbh

#

less spaghetti

#

Like i try to avoid any cpp in Widget but for this maybe I have to learn something new

steady night
#

thats a crazy settup tho

#

idnno if thats even possible 😮

frosty heron
#

right, imagine if u have like 200 spells

#

if we have to manually do it, that's not efficient at all

steady night
#

yeah i have 😮

#

exactly

slate ruin
#

Hi all, my project has developed an issue. There's a single BP that does not seem to load on beginplay when in standalone game (it loads fine in editor). It's a custom BP (though I have several other custom BPs in the same level and they all load fine) and I'm using an open world in UE5.3 that's loaded by World Partition.

The BP has always loaded fine before now, it's only started recently.

Any ideas welcome

steady night
#

zzz i had everything working this morning with a perfect system now this stupid wiidget stuff is runing alll 😦

frosty heron
#

I think I wouldn't check with obj reference in the future

steady night
#

hm

frosty heron
#

just ID every single spell and let the system work it out

lunar sleet
steady night
#

hmm is there no way to add some kind of editible instace of the pre construct of the widgets

frosty heron
#

you can have variables as editable instance in the widget

steady night
#

true

frosty heron
#

just not gonna work the same with array of obj ref i reckon

keen wedge
#

Hey all,

I have a BP actor which is creating a little grid of BoxVolumes. Its configurable in the Editor, when you change the Rows/Columns, it'll regenerate itself (via the Construction script). This appears to be working fine.

I have a function to generate BP actors on that grid (one actor per box volume), and that function has been set so it can be called in the editor.

Dragging the grid actor into the world the grid (box volumes appears) and I can then click the button to call the function to spawn the actors into the level. All good.

What I'd really like is that once the grid has been created, this function is automatically called. This would give one set of random actors on the grid, and my level designer can then call the function by clicking the button again (and again, and again etc) until they are happy with the random generation.

My problem is that when I add the function to spawn the actors to the end of the logic in the construction script, it advises is cannot call SpawnActor because its in the Constructor.

I've had a look and there doesn't seem to be an event/delegate I can grab hold of to notify me when the construction is complete. If I try to add my own, I would then be reliant on something that is called after the construction in order to bind to it. Which I dont have, and if I did, I could just add the call to the function there anyway!

Any ideas?

steady night
#

hmm

#

i tried doing it like this

#

but still resets .. so

#

im guessing the drag n drop is the only way to do it

#

zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

lunar sleet
keen wedge
slate ruin
noble ledge
#

Can someone tell me what is going on here? Is it taking the value of ORIG Item Weight and adding it to another value and then setting it to ORIG Item Weight?

steady night
#

@frosty heron how much would i cost to just use the Behvaior" enable functions in the widget instead then ? they alll willl have their own tic but ?

keen wedge
noble ledge
frosty heron
keen wedge
steady night
#

wdym?

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when i restart the editor theyre blankj

frosty heron
#

Well, I just do it on Event Begin play and I can use your equivalent of FireBtn array without issue

steady night
#

and if i use the object referense then it works but i would just like to be able to addit from the design graph instead of the "grah"

frosty heron
#

I tried

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and now I rest

gentle urchin
#

Runtime vs editor time

steady night
#

xD

gentle urchin
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You need persistent data

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You can store the links in another object

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Like a uobject

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Or data asset

frosty heron
#

Thsose pointer point to object that exist in the widget tho

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so it's weird

gentle urchin
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Yeah it is weird

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The data must be independent sorta

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Like my editor quest widget

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Builds up based on external data

frosty heron
#

👀

gentle urchin
#

I started testing editor widgets the other day, they rock 😄

frosty heron
#

Im messing with editor utility widget right now, saved my day

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got hundreds of material to edit and ain't no way to edit it manually

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made script to turn on their staticswitch

gentle urchin
crystal crown
#

can someone help with velocity based camera for a vehicle?

frosty heron
#

🤔 gonna check that quickly

lunar sleet
gentle urchin
#

Blutility could prob help younout

frosty heron
#

Is it suppose to be an option?

gentle urchin
#

Select the actor -> press the button to spawn the attached actors

gentle urchin
#

Wth

keen wedge
# lunar sleet I don’t believe there’s any events between Construct and runtime that would allo...

Yeah, that's what I mean. I guess what I'm looking for is what the person is doing, e.g. the button for the function is exposed and clickable, but it requires the person to click it, so the editor, at that point must know its moved on from construction (otherwise surely we'd get the same SpawnActor error message). So, if the editor knows its moved on from construction, I want that knowledge available to my BP actor, so it can call the function itself.

gentle urchin
#

Editor widget for this would be quite fast to make tho

keen wedge
#

Usually everything I've done so far has been for runtime, but on this occasion I'm trying to make something that the level designer can tweak/change, but clearly I'm getting it wrong 😦

lunar sleet
#

Yeah no, that makes sense

frosty heron
fallen glade
#

What's the best way to have random time in timers? is it possible?

lunar sleet
frosty heron
keen wedge
# lunar sleet Yeah no, that makes sense

I guess, to give it other context, if it was a "Trees" asset you dragged into the world, you'd kinda expect some trees to be visible immediately, and then the level designer could hit the "Regenerate Trees" button, which calls the function that removes the trees and respawns the tree actors randomly again. But, its that first call etc, the one that gives some initial trees thats the challenge.

fallen glade
steady night
#

the weird part is that some widgets are saved

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i dont get it

remote meteor
gentle urchin
#

An independent actor thats not reinstanciated and whatnot while its editing itself

keen wedge
# lunar sleet <@486928404361379840> <https://www.modelical.com/en/gdocs/blutilities-one-best-w...

I'll take a look, thanks, and to @gentle urchin, sorry I hadn't realised your reply was to me etc.

Noddy video of what I'm trying to do... those box volumes are the grid, resizable, but want the actors to do an initial spawn, before I click the button, which would also allow for them to be spawned once the sizes were changed etc:
https://youtu.be/EF69eqILaO8

tight pollen
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is it good idea creating and saving directly in GameMode?

frosty heron
#

you just set the timer again everytime u finished

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Example

lunar sleet
#

Or clear and invalidate and call it again from wherever in case you don’t want an infinite loop 😛

keen wedge
lunar sleet
#

That was a random link, not the blutility docs

keen wedge
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On a related note, do you know if its possible to restrain the movement of actors in the level? For example, if I wanted the level designer to be able to move a cube in that grid, but say only up to 50UU on X and only up to 50UU on Y?

keen wedge
fallen glade
lunar sleet
frosty heron
#

are you trying to make a timer with random time that run once

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or run recursively

gentle urchin
#

And on construct verify location with consteained area

fallen glade
#

run continuously with random timing @frosty heron

gentle urchin
#

Altho this sounds a bit troublesome for a designer..

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Arent they ment to decide this 😄

lunar sleet
steady night
#

NeoExcidious

keen wedge
steady night
#

did u say saving widgets in a struct would work ?

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well it dident ...

lunar sleet
#

I did not

fallen glade
lunar sleet
keen wedge
# gentle urchin Arent they ment to decide this 😄

Absolutely, but within some bounds. For example if you had a spawning area which had a number of player starts within it, I might be happy for them to move those player starts around to their hearts content, but, only within say the bounds of a volume that has been pre-determined, perhaps because it has some other relevant logic, and if they drag one out to the other side of the map it'll screw the pooch.

steady night
#

aye ok and saving before runtiume then :/ ?

keen wedge
#

In this specific case (if you see the video linked above), I'd like them to be able to add some variety to the cubes within the grid, move em forward, to the side a bit, maybe some rotation, but still keeping the pivot/transform within the confines of the grid box volume... as there will be other logic on this which is trying to determine a path through, so if they can move them completely arbitrarily, they could create a situation where there is no longer a path through

lunar sleet
trim wasp
#

Hi , I am using U5.3 and I add MQTT plugin and, it doesn't work and I have these errors :
LogMQTTCore: Warning: Couldn't connect to MQTT server: There was a socket error.
LogMQTTCore: Verbose: Abandoning Operations

lunar sleet
lunar sleet
frosty heron
# fallen glade run continuously with random timing <@1050954229902213150>

That's what i've given? if you want to stop it at any point, just get the handle and clear and invalidate timer.
The difference is if you are using loop, you are fixed to the timer with what ever random number you previously got.

Lets say if it was run at 3 seconds, it will just keep looping every 3 seconds.
When you are doing mine, we call the Timer again using new time so you get random time every time it goes back to the InitTimer function

noble ledge
#

Are these doing the same thing?

lunar sleet
lunar sleet
slate ruin
heavy linden
#

Hey i have a problem that when i equip smt the past item disapears

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this is my code

gentle urchin
#

With floats you may also wanna remember nearly equal

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Instead of exactly equal @noble ledge

lunar sleet
heavy linden
slate ruin
heavy linden
#

srry new info it always removes the body

astral hound
#

I would like to make an unit that looks like to fly (a drone), for now it's a Character with a thin and tall capsule (to have all the AI movement following the navmesh and not overlapping too much with other units).
I need this drone to move to a target and then swoop on the target.
How would you do this?

  1. Have a Character and then swap it with an actor that has a rectilinear trajectory
  2. Have a Character and then change the profile of the capsule to "overlapp" only and then do the swoop>
  3. Other suggestion?
lunar sleet
dark drum
slate ruin
lunar sleet
slate ruin
heavy linden
lunar sleet
dark drum
slate ruin
lunar sleet
lunar sleet
slate ruin
heavy linden
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Okay so When i equip the shirt and than the staff nothing happends but when i equip the shirt or staff and then the spell (a bp class) the last one disapears

dark drum
heavy linden
lunar sleet
#

Is this a yes?

heavy linden
#

oh srry no

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didnt read right

lunar sleet
#

So you made that struct in cpp?

heavy linden
lunar sleet
#

Equipped Items is a structure

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Did you create that in bp or cpp

heavy linden
#

bp

dark drum
lunar sleet
#

K well bp structs are broken af, especially when it comes to editing them at runtime, so that might be a reason

dark drum
heavy linden
lunar sleet
#

If that is the issue, you’d need to remake the struct in cpp

dark drum
# heavy linden

Ok, so when you add an item you need to update both the staff and armour. The moment you equip a staff nothing else will update below it unless its unequped.

lunar sleet
#

But maybe patty has a better solution

gusty shuttle
#

Quick question: Instead of casting to the player character, how would you go about using an interface to get the character ref (third person character)?

dark drum
gentle urchin
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Depends on where

lunar sleet
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Interfaces are not for getting refs

gentle urchin
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Oh lol i read interface, not getting ref 😂

gusty shuttle
gentle urchin
#

Getting ref through the interface has the same issue as a regulsr cast has

remote meteor
#

One thing i learn, if you have source control and you are editing/adding a bp struct member, save the struct, but discard the changes of all the other bp that contains the struct, unless its also being edited. Either recompile all the bp that contains the struct or discard the changes that it brings when editing a struct.

gusty shuttle
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Interfaces are great for sending a message to get something to do something, but casting can work to get specific custom controls

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I'm pretty sure I seen some sort of hack where someone was using an interface to pass information through from a player character, something like this

remote meteor
#

nani da hell

dark drum
# heavy linden how can i do that

Well it looks like an issue with the general logic for updating (I would assume) held items. What happens if you add an item and have a staff equipped? From what I can tell is it would attempt to set the staff mesh to what was just added.

gusty shuttle
remote meteor
#

What is the point of that function...

frosty heron
dark drum
remote meteor
#

You would already have the player ref when you call that func

gusty shuttle
# gentle urchin Seen that before yeha

Yeah same, I haven't tried this method out before. I'd assume you make a specific interface function, then use the event/function in the player character to get the ref and send the info out

gentle urchin
#

Its an anti pattern

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Youre using a hammer to cut a plank

heavy linden
gusty shuttle
dark drum
gentle urchin
#

Gas use interface to grab component

remote meteor
#

Thats probably because you need to pipe from avatar actor to owning actor to get the component

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If the asc is at playerstate or some other actor

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And its still convinient to just ask the avatar actor "hey, gimme asc" and return accordingly

gentle urchin
#

Yepp

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And comp is different from specificself

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These days i just use get comp of class 😄

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Small lists either way

remote meteor
#

Yeh, i make a static func on the component for that too.

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Just like lyra's health component