#blueprint

1 messages · Page 17 of 1

blissful grail
#

Could have like 50 components and it'd still be a big nothing burger 🤣

dark drum
#

What you've setup requires things to be equipped/added in a specific order to update.

If you equip a staff first, it won't update the armour or spell.

If you add a spell, you can add a staff but adding the staff will then block the armour.

tight pollen
#

Data Asset is on Server and Client?

blissful grail
#

Yeah

#

Both people have the same game, right?

remote meteor
#

Unless you did something with assetlabel or whatnot, they should be packaged into any build target

serene kayak
#

Friends, someone please help me. I have skeleton / physics / plane of a car, how can I drive this motherfucker up with blueprints?

#

I have materials, or anything that makes this car a car

#

I dont have any static mesh or skeletal mesh

woven turret
#

Looking for some quick assistance with a BP Interface if possible!
From my Gamemode class I'm trying to call a BP Interface function that should tell all Actors in the level that also have the Interface, to execute the Event tied to this function.
Breakpoints are triggered when they should be triggered, but the Print String here for example is not being triggered in the Actors

Not sure where I'm going wrong as it doesn't go through properly. Maybe I'm going about this the wrong way even. Some tips would be appreciated. Tried to explain a bit more straightforward in the images 😅 For reference the first image shows the Gamemode execution, second image shows the execution in the Actors with the Interface

gentle urchin
#

You need a target

#

Or rather. Targets

#

But it sounds like you dont want an interface

#

You want an event dispatcher.

#

That all actors that care can bind to

woven turret
#

Ty 😄 That lets me know where to get started

lunar sleet
tawdry ivy
#

Hey all, I am trying to align the sun position based on the time entered by the player. Since there are multiple blueprints in place. I am very much confused on how I manage the state change. I am using the Sun position plugin and have to call the Update Sun in the 2 events:

  1. When the game loads
  2. When player enters the time
stuck sentinel
#

the value range is not working

#

when i press - it still goes under 0

gentle urchin
#

Its for the ui only

#

Not actually clamping it at runtime

#

Just editor time

#

Just do Max (0, NewAmount)

#

Or clamp if you want to limit to 1000 aswell

stuck sentinel
#

i dont understand

stuck sentinel
#

sorry im new

gentle urchin
#

Its how you limit values

#

Max/min/clamp

#

Max picks the highest of the two

#

Min picks lowest

#

And clamp does both

stuck sentinel
#

like this?

gentle urchin
#

Before set

#

But yes 🙂

stuck sentinel
#

oh i just realised

#

yeah

#

thank you

gentle urchin
#

No prob

stuck sentinel
#

how do i remove a widget blueprint

#

i know remove from parent but in my case it wont work

gentle urchin
#

How so

broken wadi
#

Remove from parent

stuck sentinel
#

i have a pause button its called ia_pause so I want it when I press esc aka pause i hide the currency

#

this is how far i got idk what to do now

#

or can i do something with this instead

#

anyone please

prime stump
gentle urchin
#

Doesnt inputs stop during pause?

#

By default anyways?

dark drum
thin panther
#

It does by default, however you can set inputs to be active in pause

gentle urchin
#

Exactly. Not sure if this changed with enhanced

frosty heron
#

you can also run tick events during pause. Just need to tick the checkbox
nvm just input

gentle urchin
#

😄

frosty heron
#

need coffe in the morning

gentle urchin
#

Need coffee all day

sonic crest
#

is there a way to get all currently sighted actors? this is a decorator

I am trying to get all currently sighted actors from the controller, bit not sure how to do it

lofty rapids
#

currently sighted from aiperception ?

#

they may not currently be in sight depending on age

sonic crest
chilly widget
#

Folks, questiony, is there a way to disable input on a device? I have a pc that has controller connected, I dont want the game to register the keyboard if I connect it... Is there a way?

granite sinew
#

Hey guys. So I want to create a spaceship door (slides up and down) with an access hatch on the side that opens to reveal a crank to open the door manually.

I’m using the first person story adventure template as a jumping off point. It already has the idea of interactive objects. But this door I’m describing feels to me like a compound interactable. Spaceship door, access hatch, crank—each are technically interactive objects on their own. Though the crank and rising door need to talk to each other.

Anyway, long winded background to the question: should they be one bp? Should they be some kind of collection? How would one go about assembling this kind of object?

dark drum
dark drum
crimson prawn
#

hello, why does "LoadJSONFromString" return false ? Result body contains a valid JSON string

#

I think it's because of my "é" "è" characters, how should I do to get them correctly ?
The image below is the word "lié"

granite sinew
dark drum
crimson prawn
sonic crest
crimson prawn
zealous moth
#

what's a command to check how much RAM your game is using at runtime?

#

I tried ~memory

#

ok it was stat memory

#

mb

versed sun
#

you.... forgot

zealous moth
#

I don't run stats that often

#

and i am pleasantly surprised to see my project need 256 mb of ram at runtime

#

Mostly textures

tight pollen
#

hi

quick grove
#

sorry for the disturb, I'm using Advanced Session Plugin (Steam), how can I make sessions joinable with a code? I tried that but not seem to be working

quick grove
#

ok, thanks, I'll post it there

tight pollen
#

how can I get the widget size with including scale?

versed sun
#

i think Desired Size

tight pollen
#

sorry

#

position

naive falcon
#

I have a default pawn class that uses the mouse x and y to rotate a mesh. I also have a button that on click launches a widget blueprint that has an image that can be moved based on mouse x and y events. I am able to rotate the default pawn mesh just fine until i launch the widget blueprint. Once I close the widget blueprint the mouse value only returns 0 in my default pawn BP making it so the mesh is no longer able to rotate. I do i fix this so mouse position works in both blueprints?

versed sun
#

If its in a canvas , i think, Get Slot as Canvas>Position? @tight pollen

whole frigate
#

Is there a way to view how the functions is going to end up looking but in regular blueprints? (here is an example how it works with control rig BP)

versed sun
crimson prawn
vivid bridge
#

I want to set a behavior for when a montage ends, and I play the montage from a function. Since I can't use latent nodes in a function, is there a way to set up an event dispatcher that gives me a callback when the montage ends? Right now my plan is to create a notify at the end of the montage and do the work there, but I don't like how that separates the logic

#

basically it's just annoying to have my logic be:

  • set movement mode to flying in function
  • play anim montage in function
  • set movement mode back to walking in animation blueprint notify event
dawn gazelle
abstract terrace
crimson prawn
#

oh I haven't tried the output json

dawn gazelle
#

If you set it up this way, you just need to call the event dispatcher when the montage has actually ended (however you determine that)

wild moat
#

Two questions:

  • How do I scale an actor diagonally? I can scale in the X and Y directions no problem, but doing both makes my object flatten out instead of stretch in the direction between the two
  • How do I get rotated children to scale in the same direction as their parent? currently it's scaling to itself and not the parent direction
dawn gazelle
crimson prawn
abstract terrace
#

Specifically, whatever the result of "Result Body" is

crimson prawn
#

this is the result body

#

I need to get it as UTF-8

abstract terrace
vivid bridge
crimson prawn
unborn sigil
#

Is adding static mesh 'hitbox' components to actor/character BPs to constantly be loaded but activated when needed a good practice?

dawn gazelle
abstract terrace
abstract terrace
wild moat
#

Here's what I'm trying to achieve:

crimson prawn
wild moat
#

it either just shrinks or grows it

vivid bridge
#

that was my assumption

abstract terrace
dawn gazelle
vivid bridge
dawn gazelle
#

Returns false.

#

JSON doesn't have the top level thing as an array without defining it as a JSON object first.

vivid bridge
dawn gazelle
crimson prawn
#

it's symfony REST API who created my api 😅

abstract terrace
crimson prawn
#

so I need to delete "[]"

abstract terrace
hoary summit
#

how can I call a check for collision in a bp?

hoary summit
#

i have an input based action trigger but need to check if two items are colliding before executing

dawn gazelle
#

Then you need to access it as "array" first but it should at least feed into the JSON parser correctly

wild moat
# vivid bridge Not sure how to do this in unreal, but I believe the term you're looking for is ...

tried this but it seems it doesn't work in unreal:
https://www.youtube.com/watch?v=2t2T11XJwK0

A quick and easy way for deforming an object using transform tools can be achieved in Unity, Unreal, Blender, Buildbox, and more

Support this Channel: https://www.patreon.com/SmartPenguins

Discord: https://discord.gg/FPPJf5r
Facebook: https://www.facebook.com/SmartPenguinsIO
Twitter: https://twitter.com/SmartPenguinsIO
Instagram: https://www.i...

▶ Play video
vivid bridge
hidden cedar
#

Can anyone here please help me figure out how to make a hollow knight style dash in my 2d platformer? (I cross-posted this in the paper2d channel as well, its just not as active as this one). I've asked a bunch of people no one can figure it out. I need my character to move a certain distance on the X axis without any changes on the Z axis (no falling or jumping during the dash). I've tried through launch it doesn't work even if i try to disable gravity during the dash itself. I'm currently experimenting with a timeline but It's just not working out...

crimson prawn
# dawn gazelle

oooh ok I understand better ! sorry I'm not so good in english to understand.. thanks Corby also, now I will check how to get the fields value

hoary summit
hidden cedar
abstract terrace
royal helm
#

My BP Interfaces stopped working, but only in standalone builds. Any ideas? I just cooked a test build and noticed it stopped working. I don't think I made any changes. Works great in editor, but now even when I launch it using the standalone game button in editor, it does not work.

#

Oh

#

I don't know why or how to fix it, but all my menu cvars which are set up in the gameinstance also don't work

#

I think for some reason the standalone mode is trying to use a different or non existing gameinstance. Any ideas?

trim matrix
#

hi is there a better way to make widgets, main menu screens etc? anyone got any pointers to some really good reliable sources?

lunar sleet
trim matrix
#

how do i activate the details right side part to edit my text?

lunar sleet
trim matrix
vivid spire
#

So I'm confused trying to use the Interp to Movement Component. I have the control points pos set to a vector3 + minheight for control point 0, and a vector3 + max height for point 1 and both have relative disabled, but for some reason it just jumps to a position nowhere close to the positions set (I think it is jumping to 0,0)

lunar sleet
trim matrix
#

ty tho

vivid spire
mental trellis
nimble flower
#

how do I make a box collider that the player can collide with for overlap events, but the enemies won't view it as a navigation obstacle

lunar sleet
devout oak
#

Hello would anyone be able to show me how to create a quick health orb pickup just using a sphere?

nimble flower
lunar sleet
mental trellis
#

Are you modifying the model/vertices?

#

Or maybe some sort of material?

nimble flower
#

ty

wild moat
mental trellis
#

Ah. So not actually unreal supporting it, just render magic!

hardy mirage
#

I have a Question, i might not be understanding how Blueprint interfaces work
i have 2 classes, The third person character, and the HUD class. i have a PlayerToUI interface, ive implemented them both in the class settings (of both classes)

the flip flop never gets triggered. nor do the print strings.

#

The HUD setting does get triggered.

mental trellis
#

So the top graph is from the PC and the bottom graph from your hud?

#

Are you expecting the blue node in the bottom graph to trigger the red node in the top one?

hardy mirage
#

So the flip flop in the top never gets activated

mental trellis
#

What are you expecting to activate it?

hardy mirage
#

Oh shit hang on i changed things since i took the first picture

#

hang on

#

you press tab it turns hud on / off ... hits the trigger HUD goes to my HUD class ... is suppose to hit the Flip flop to set the visibility

#

it never gets to the flip flop

wild moat
#

how do i find the normal (direction, angle? whatever it's called) between two points?

mental trellis
#

I'm not saying don't use one, but you aren't using it in your hud.

wild moat
# wild moat

maybe that's a better explanation of what i want

mental trellis
#

(target - source) . normalise

#

That'll give you the direction (as a unit vector)

#

If you just want the "look at direction" there's a node just for that iirc.

#

Or make rotator from x (target - source)

devout oak
#

So im trying to create a health orb pickup this is what i have but its still not updating my current health

cedar remnant
#

Hello!

I am making a multiplayer shooter and my weapon projectile base class has this functionality in it so that when the projectile spawns coming out of the player character camera, it ignores it.

Works beautifully on the server player but on clients the projectile is still colliding with the player character. I'm not sure why or how but if anyone has any tips or suggestions, anything would be appreciated.

lunar sleet
fringe oasis
#

why this works? it blows my mind that unreal can use variables before declaration. This code doesn't make sense to me because the timer would never be valid before creating it.

lunar sleet
frosty heron
lunar sleet
#

It’s there, it’s just pointing at Null

frosty heron
#

Just never set

lunar sleet
frosty heron
#

Actually I just look again

#

Why is it valid?

#

Assuming it was never set before the branch

#

Oh well I don't know much about timer handle

#

I mean if it isn't object ref it's probably not null by default, I dunnoe

fringe oasis
#

I saw it on this video https://youtu.be/R8ecy1ierXs?t=1126 min 18:46

Check out my Patreon: https://www.patreon.com/user?u=60713904
Become a member: https://www.youtube.com/channel/UCFjBMoGhlEum8jRgPvmWpJg/join
Join the {GDR}; Discord server and download my free project files: https://discord.gg/dUm3ZtYDuV
Follow me on Twitter: https://twitter.com/BluntZombie

00:00 - Intro
01:00 - Smooth Aim Yaw
02:50 - Sight P...

▶ Play video
#

even if the variable was promoted is empty anyway so, it shouln't be valid until is set for first time

frosty heron
#

Afaik for pointers that will be true

#

(Most blue pin ones)

#

Var type can be made of a class. If they have default values and not a pointer then it will be valid

#

Not sure if I get it right, just my 2 cebt

fringe oasis
#

I'm not familiar with pointers, but I think I understand it. I used to believe that all variables with that blue color were structures. Knowing that was already enlightening, thanks!

lunar sleet
fringe oasis
#

If that's true, one could think that this variable could never be invalid, I guess that's why the "invalidate timer by handle" function exists.

lunar sleet
#

No, the isValid check will return false if pointing at Null

#

Unless ofc this timer handle has already been set somewhere else

#

I doubt that timer will ever start as it currently is but only you would know

wicked marten
fringe oasis
#

I'm seeing it in a tutorial, the timer didn't exist before, but it's working for him. I'll ask the creator directly.

#

ty for the assistance

lunar sleet
lunar sleet
wicked marten
#

its bad to make other people back read or redo the whole conversation.

lunar sleet
#

Summarize the issue

dawn gazelle
#

You'd be surprised how little context one can work off of. 😛

wicked marten
#

ill find a good timing.. i dont want to be a bother to the other devs.

wicked marten
#

thank you guys

lunar sleet
wicked marten
#

im not really used being helped without any things in return

lunar sleet
#

Sounds like a rough environment

wicked marten
#

yeah, i work in a company, and i even offer cold summer some cash in return back then but he refused

#

im really dumb at UE and stuffs but i wanna learn. if I get good, i be glad to help anyone too

zealous moth
#

what's a standard RAM amount that is considered ok?

#

or memory

zealous moth
#

😐

#

MB?

#

GB?

#

TB?

wicked marten
#

GB

zealous moth
#

for a game to use?

lunar sleet
zealous moth
#

i meant for a game at runtime

lunar sleet
#

But also when talking RAM it’s usually GB

zealous moth
#

jesus

#

i'm at 300 megs...

wicked marten
#

wat?

zealous moth
#

trying to optimize it

wicked marten
zealous moth
#

My game project runs with 300 mb of RAM, but I don't know what's a standard for it

wicked marten
#

u tryna buuild rollercoaster tycoon in a machine language?

#

u sure its ram? or storage?

zealous moth
#

memory

#

honestly, beats me

lunar sleet
#

Ok, so what’s the problem ?

zealous moth
#

What's a good benchmark value

lunar sleet
#

I’m not sure, you can just pull minimum recommended specs for games similar to yours

wicked marten
#

mine 16gb is good tho, for making archviz

zealous moth
#

i cannot even fathom how in the world you get to 16 gb of ram

#

4k textures on everything?

wicked marten
#

im talking about archviz

zealous moth
#

yeah for that i get it

#

profiling shows me this

wicked marten
#

check ur task manager

wicked marten
#

just the game

frosty heron
zealous moth
#

ok weird

#

on a standalone launch its 2.3 gb

#

oh lord

#

packaged build

#

wow

#

138 mb

wicked marten
#

smol

#

hahah

#

thats good

#

gpu usage at max

zealous moth
#

i guess i optimized it too much 😦

wicked marten
#

HHhahaha

#

u have msi afterburner?

zealous moth
#

yeah i throttled everything on the gpu

wicked marten
#

you can make a graph

zealous moth
#

not sure what that is

wicked marten
#

wait

#

sorry bout my shitty grammar, english is not my first language

#

like this

#

so you can check it the stats overtime

zealous moth
#

oh that's a good point

#

I will have to learn to do that as well

wicked marten
#

download the app

zealous moth
#

it's funny, i pushed so much onto the GPU from the get go, it uses 180 to 300 mb of ram at runtime. I am surprised about the GPU though

wicked marten
zealous moth
#

saved, thx!

wicked marten
#

you can dm me, i can configure it for you

#

but i gtg

#

lunch time

zealous moth
#

bon appetit

nimble flower
#

is there anyway to break up a cube grid static mesh into subsegments? dont want an entire room to have the same material

tawdry surge
#

Material slots, splat map, or do it procedurally

nimble flower
#

so like if this entire room is one static mesh, there's no easy way to turn just the cubes on the ground into their own meshes?

hearty nebula
#

yo chat how do i make a thing where when you overlap with a box collision (in a actor blueprint) it slows down the player to whatever speed and when they leave it goes to normal speed or sprinting (if theyre holding sprint) same with crouching

#

this is all i got rn 💯

tawdry surge
#

@nimble flower you could mark material slots in the software you made it in, but it shouldn't be one mesh really. It's better to make modular pieces and then lego them together in unreal. Also if you're using Lumen it won't play very nice with a single mesh

nimble flower
#

I recognize now I def shouldve done something else when making it yea

tranquil hawk
#

Out of Character, get Character Movement and from there get Max Walk Speed

#

TO CHAT: Question to the more experienced in here, has anybody used Blueprint Nativizing? How did you go about STRUCTS and ENUMS in your BPs?

spark steppe
#

the general rule is that any struct/enum that will have the slightest chance of being used in C++ should be declared in C++ to begin with

#

because moving them over from BP to C++ is a big pita

gentle urchin
#

Isnt the rule to 'always ' make them in c++ to avoid chances of corruption

tranquil hawk
#

It simply would compile from BP

gentle urchin
#

Bp structs are known to bork entire projects

keen girder
#

did anyone migrate the cropout sample blueprints to another project? the camera actor in BP_Player is driving me nuts. I have replaced the springarm/camera and zeroed all values but it is receiving input from somewhere else

tranquil hawk
#

sometimes there is a bug in the springarm and requires reloading Editor, in very rare cases

keen girder
#

did multiple restarts and replaced it a couple of times without success. construction script is empty in said actor as well as in gamemode/playercontroller

tranquil hawk
#

If it's BP only project, I would search for Camera Manager and see any references

#

perhaps something from outside is referencing and controlling it

keen girder
#

search how? (just deleted the springarm and something is adding crazy distance to the camera)

keen girder
#

thanks! just found BP_MenuPawn which has a camera/springarm as well. checking

fringe junco
#

nice

#

i was having a crash and then i stepped thru it with the debugger and the error was str8 up gone

#

so wierd

#

no crash even

grim sand
#

Does a function remember what a local variable had as value from a previous execution of that function?

gentle urchin
#

No

#

A macro does

#

Or you can point an actual variable into the function by ref

grim sand
#

Check, any particular reason to use a macro over a function beyond that difference?

gentle urchin
#

Macros can be latent

#

Multiple execs

#

Functions are expected to instantly return (unless marked and handled latently, which you cannot in bp)

grim sand
#

Right gotcha, that makes a lot of sense. Thanks for the clear explanation!

gentle urchin
#

Events can also be latent but cant directly return a value as a funcrion can

wicked marten
#

hey, can you delete a file using only function?

thin panther
#

Yes

wicked marten
#

does it need admin access?

#

a specific file

thin panther
#

You'll need to enable file utils plugin unless you like c++

thin panther
wicked marten
#

a folder

thin panther
#

Again it depends which folder

wicked marten
#

through a network accessed folder?

thin panther
#

You try to go nuking directories you shouldn't and you're gonna run into biiig problems.

wicked marten
#

on a lan folder

thin panther
#

Like any system directory

wicked marten
#

wowzz i wanna practice

thin panther
#

The only thing you'd probably get away with is stuff like the game's saved directory and such

wicked marten
#

ill be going through YT

thin panther
#

If you're trying to delete things outside of your projects, don't

wicked marten
#

its possible using BP and plugins right?

thin panther
#

Yes.

wicked marten
thin panther
#

Yeah no

#

That ain't gonna work

#

Not in bp

#

And I wouldn't teach you how to do that in c++

wicked marten
#

even the user folders?

thin panther
#

Nope

#

You delete things within your project, that's it

wicked marten
#

thanks for the info

#

i thought it can do is create saves only

#

file manipulation is also possible

thin panther
#

I mean the tools are there for things like removing saves, or creating a screenshots folder or whatever

wicked marten
#

yeahhh,, about screenshots

thin panther
#

You shouldn't use these irresponsibly. Nor would you have permissions to anyway

wicked marten
#

how do you name it automatically by 1,2,3,4,5 not 000001,000002,000003....

thin panther
#

Honestly those numbers aren't that unusual. I'd just keep them tbh.

I haven't met a game with good screenshot titles. For such file renaming or whatever you would need c++, I'm not aware of any bp functionality for that

keen girder
#

this is very confusing. i ve searched for all camera and springarm components/references/... and i cant figure out what is affecting bp_player camera in the cropout sample

keen girder
#

yes

wicked marten
#

u like RTS games too?

#

other RTS*

keen girder
#

not since generals. but i am not creating a rts

wicked marten
#

i wanna make RTS games too, too bad theyre almost obsolete

red berry
#

I have a backpack with 2 sockets. The default socket is at the bottom. The equipSocket is at the top, near the handle. If I use AttachActorToComponent, the backpack is connected to the player from the bottom, it looks weird. I want the backpack's equipSocket to attach to the player's backpackSocket. But there's only 1 argument for the destination actor's socket. How do we select what socket we use the actor from?
I know I can set the socket at the top, but then this will ruin spawning items, and it might spawn through the floor. There should be one default socket, which is the origin. Then there should be another socket, which is where it gets equipped

steady night
#

Hey Guys Question, im doing a "tooltip system for my inventory" how can i get the information from "BP_ITEMPARENT" to be in the text based on what object im hovering over

#

so i dont need to do a function on each item they all can use this one

upper badger
#

I'm trying to implement a pickup/drop/throw action. Pickup is fine, but when I drop or throw the object, my character rotates, drops to the ground (see GIF) and sometimes even falls down the floor. Floor has collision set up, so idk what's going on here. BP is here: https://blueprintue.com/blueprint/hs88foh8/

dawn gazelle
red berry
# dawn gazelle Attachment I believe is based on the "origin" of the mesh being attached and it'...

So I'll have to minus the origin socket, and the custom one, and then add the difference to the Actor's transform and it should put it into place? Is this done with Socket>"GetSocketTransform"?
Maybe its better off I just put the socket near the top? But what about a socket for a handle, if the player will grab the object? If I don't do the same transform alteration, the player's hand will go through the top of the backpack and not grab the handle

Is it my understanding that a socket (or multiple of them) placed on a Static Mesh, is intended for children to attach to it? E.g. if a backpack has multiple sockets, it has 1 for the origin, and the rest are for things like stickers, tags, decorations, items hanging off, etc. This is in comparison to thinking of sockets as a place to attach itself TO the parent, e.g. the handle

edgy axle
upper badger
steady night
#

guys how would i get item Bp

thin panther
#

The same way you do any other casting. Store a reference to the thing somewhere

#

Watch the blueprint communication video pinned here

steady night
#

yeah but in this case i wanna get the parent of the item

#

i just need a tip on how you would do it basicly

thin panther
#

You can still cast the item to its base class

#

With a reference to the item

gentle urchin
#

Sounds a bit strange to have a child ref and cast to parent

thin panther
#

If the ref is stored in an actor var it's very useful

#

Especially if the item is not guaranteed to exist

gentle urchin
#

Yeah definetly

#

Always cast to the least specific class you can

steady night
#

hmm

thin panther
#

My honest suggestion is to go an learn OOP. Separately. Outside of unreal, in your language of choice

gentle urchin
#

Takes some time up front

steady night
#

ehm

gentle urchin
#

But saves you plenty of time even just 2 weeks from now

steady night
#

ill think about it

#

f sure

#

whjen i get time i will

#

but how would i solve this current isse

#

im using the "tooltipWidget" in the parent class to draw information about another parent class(Item bps)

thin panther
#

This notion of being able to do anything in unreal without code is false. You need the programming fundamentals, and that unfortunately means OOP.

Definitely when you get some time, read some articles, watch some videos and learn the fundamentals. Python, C#, C++, JavaScript, whatever

steady night
#

trust me im putting all my free time on learning this stuff

#

but im still in school and have assignments thats due

#

so

gentle urchin
#

Us handing you solutions doesnt help you tho

#

Its like peeing yournpsnts to stay warm

steady night
#

ha yeah

#

or well no

gentle urchin
#

What happens when we're not around ans you're asked to explain inheritance

steady night
#

if i get a solution to this problem then its stored in my brain right ? how is that not learning

#

its not that your doing it for me i still do it myself with direction

gentle urchin
#

1 + 2 = 3.

steady night
#

thats school..

gentle urchin
#

Did you now learn addition?

#

Did you learn why 1 + 2 becomes 3 ?

steady night
#

yeah

gentle urchin
#

Thats the learning part

steady night
#

100%

#

i get your point

#

but some ppl learn diffrerently i learn by doing

#

with help*

gentle urchin
#

I call bogus :p

steady night
#

ha well.. i know youve seen me before on these channels for quite some time now on and off

#

how much do you think ive learnt from the past 2 years of this

gentle urchin
#

And its still the same questions

steady night
#

by having ppl helping me

#

well no,

#

or well Z)

gentle urchin
#

It is

#

Case in point

steady night
#

i mean i get the logic its more about the "how" so ive learned some

#

100%

gentle urchin
#

Anyhow

frosty heron
#

I hate my self for not using cpp earlier, holy shit the ammount of power you can get just knowing basic cpp goes miles away

gentle urchin
#

It tipped me off Mt. Stupid

steady night
#

yeah and i will get into cpp when i got more time for that but im climbing to Mt.stupid now

frosty heron
#

you can start to learn any oop, should take few days to 1 week

#

and u wouldn't have issue with inheritance in bp

thin panther
# steady night but some ppl learn diffrerently i learn by doing

This isn't as true as you think. Multiple studies have found this to be false. I do agree it can increase your affinity for learning by doing it your preferred way though.

You can still learn by doing, just with the fundamentals. It's a really core skill you need. I tried to "learn" unreal engine for nearly a year and was stumbling and struggling through the whole thing and never knew what I was doing. The moment I took a little bit of time to actually try and learn OOP though? It was like opening my third eye, and I was able to do more in a day than I could in the previous year.

#

It's worth taking a bit of time away from unreal to tackle some of the fundamental gaps. Doesn't have to be that long, and you can split it up if you find it boring.

Start a bit of OOP one week, then go back to unreal for a week, then the week after do a bit more.

steady night
#

aye, i get your point in the same time im in school to become a "game designer" not a Game programmer" also, so this im just doing bcus i wanna learn

thin panther
#

If you wanna learn it, then you need to tackle those flaws :P

#

You don't have to be a game programmer to understand oop

steady night
#

agree.. and i will eventually

thin panther
#

Although even game designers need to understand oop

steady night
#

yeah i mean i know C## roughly

#

used it in unity for a year but visualscription is so much more prefferd as a game designer and faster so its easy to get stuck on it

#

and yes i know c++ is way better

#

but there is a learningcurve

#

obvi

thin panther
#

Not necessarily

#

You want to learn BP as a game designer

frosty heron
#

I finished game designer course

#

from University

thin panther
#

But BP is still a programming language. One that needs the fundamentals to be able to use it

frosty heron
#

i wasted my money 😭 , and I don't meant to berate you or anyone

#

it's just my opinion. I should have stopped playing games and learn more

thin panther
#

Yeah game designer courses never seem to actually focus on game design

frosty heron
#

My university is all about doing essays and "research"

thin panther
#

Idk why

frosty heron
#

all I want was to make cool games and explode stuff

thin panther
steady night
#

well

#

Tbh

thin panther
#

I took a game design course in college for my diploma and literally 90% of it was environment art and drawing

#

It was weird

steady night
#

and in the "school" ive learned nothing

#

the school basicly gives me time

#

to learn myself

#

as im doing now

#

here

#

with these channels

#

and spending time in unreal

frosty heron
#

Warsaw, poland?

steady night
#

sweden

frosty heron
#

opps im ignorant

#

Europe have some game studios, like CD redproject. so maybe the quality of training is different

gentle urchin
#

Svenska bror 😄

steady night
#

walla bryshhh

frosty heron
#

I lived in remote capital of Australia, we have no game industry at all. The last game studios, 2K games and borderland maker they moved to overseas

steady night
#

aye

#

sweden is quite advance in game dev

#

based on the low person/capita

#

they say we are the "best in the world"

#

wich it a joke but i get the point

frosty heron
#

They should teach you some specialised skill

#

not a bit of everything

#

If u gonna be artist, then keep doing modelling and animation

gentle urchin
#

Thats scansinavia for you, isnt it

frosty heron
#

or draw

gentle urchin
#

Schools are .. meh

frosty heron
#

if u gonna be game programmer, they better teach you how to make games

steady night
#

exactlky the only thinng thats valuable is our "game projects" where designers,programmers,artists gets together and makes a small game

frosty heron
#

Team project in uni is like meh

#

didn;'t enjoy it personally

steady night
#

welll its more thjen i would have learnt myself on my own

#

obviously id rather work on my own project as im doing now

#

but i still wanna learn

frosty heron
#

best way to learn is to learn the basic and climb the rope

gentle urchin
#

Pro tip of the day : take the time to learn the skill sooner rather than later

frosty heron
#

if you are not comfortable yet with oop then better start from there imho

gentle urchin
#

Oop go

frosty heron
#

Btw the learning will never ever ever stop

gentle urchin
#

Ask a hundred questions about oop

steady night
#

ok and where should i start with the oop then with was ?

#

advice

frosty heron
thin panther
#

That is indeed a good place, but if learning c++ doesn't interest you, I know freeCodeCamp.org's yt channel has some videos on oop

#

And I can understand that. C++ is daunting when you're new.

#

However I would reccomend learning it eventually, if you plan on making games solo

gentle urchin
#

Even when you're not

steady night
#

c++ dose interest me

gentle urchin
#

Heck i postponed c++ for 5 years

#

Wish i never did but doesnt help wishing

thin panther
gentle urchin
#

Do simple things

#

Like

#

Implement a function in a c++ bpfl

#

Or create a c++ base class, create a few vars

steady night
#

yy id probbaby watch tutorials about the core basic about it for sure

thin panther
#

My favourite beginner c++ project is implement a command line based dice game.

gentle urchin
#

Bp to cpp vid is nice imo

thin panther
#

Definitely don't jump straight into unreal c++ though. Get a handle on the regular c++ basics

steady night
#

question tho you guys clearly know this stuff arent u all working in the game industry ?

frosty heron
#

not me

#

I wish I can

thin panther
#

Once you can do classes and basic polymorphism in a programming language, you'll be a better BP programmer than you ever were

steady night
#

where/what position

#

why not coldsummer ?

thin panther
#

Still quite green, and it was one hell of a road learning stuff :P

steady night
#

i will learn cpp i promise lawl

thin panther
steady night
#

cool what contr`?

frosty heron
#

I am bottom feeder in game making, no one will hire me lol

fiery swallow
steady night
#

haha so are u unemployed now or ?

frosty heron
#

yeah, i'm learning

#

i was courrier and mcdonald worker

#

made my own game but I stop my patreon

#

I quit work so I can be with my grandparents, but grandma passed away a few weeks ago

#

gonna go back to labour job. Will do Unreal as a side job

steady night
#

aye thats a bummer about grandma

#

yeah thats what i did before and made the chooice to go into gaming

#

ive spent most of my time in wc3 editor since 2004-2020 basiclt lawl

frosty heron
#

That's what I do since my childhood, I did tank game editor, tenchu editor, operation flash point editor, arma, wc3, and then UDK

#

prob made close to a hundred map in wc3

steady night
#

aye those were the days

thin panther
#

I'm always sad I never got into the modding stuff as a kid.

I'm actually relatively new to programming and stuff in general. All my technical skills have been developed in the past 6 or so years lol

#

Didn't actually own a pc until around 7 years ago

steady night
#

woot

thin panther
#

I was one of those annoying Xbox kids lmao

steady night
#

perks of having a olderbrother started playing starcraft,warcraft2,Homm3 at the age like 5-7 lawl

#

console is the lifedrain of pc >)

thin panther
#

Yeah I started playing things really young on my dad's hand-me-down ps1

#

Such a great console

steady night
#

ha ye

thin panther
#

Tomb Raider 3 still remains my favourite game of all time

thin panther
steady night
#

thaths the one angelina jolie did the move based on right

#

warcraft 3

thin panther
#

Ahhh

steady night
#

(the frozenthrone)

thin panther
#

That's a lot of maps lol

steady night
#

thats my GoaT

#

well well derailing a bit buti will learn everything about c++ till tomorrow afternoon

thin panther
#

Definitely went a bit off topic

steady night
#

yupp

gentle urchin
edgy axle
#

everything else should stay the same as the default one

#

i probably explained that very badly but eh

#

you can figure it out

hidden cedar
#

Anyone here good with animation blueprints and state machines?

lilac storm
#

hey devs is there a way to make default pawn an AI , what i want is that when the game starts my deafault apawn will be an AI it will run its BT , and i as a player can only spectati him with its camera thats it ,so i need to swith deafult player controller class to AI controller i guess? how to achieve it?

arctic elm
#

Hello.
Is there a simple way to set the global master volume in the game from BP?
All I could find is about using a Sound Class Mixer.
But I don't want to go that route since our Sound Classes are not setup correctly to let us do that.

The problem sound so simple, and yet I haven't found a reliable way to solve it.

frosty heron
#

Set it up then? I don't recall if there is other way

lunar sleet
jaunty solstice
#

I need to duplicate the functionality of the Scatter and Copy to Points nodes in Houdini.
Basically a Blueprint that will allow input of an array of actors as well , total number of copies, and xyz bounds of a box for placement. And then randomly rotate, scale and place these actors within the box.
Doable? Surely I’m not the first to attempt this.
Any tips on how to set up the BP appreciated!

versed sun
tawdry surge
#

For loop
Random point in bounding box
With a random float in range

versed sun
#

Pic = 100 words

tawdry surge
#

Missing a 0

versed sun
#

in this economy?

#

lucky to have 100

sand yacht
#

I have quite a few decals I want to set to be visible only after a certain trigger in my level has been activated. How would I go about this?

lunar sleet
#

Are they their own separate actors?

sand yacht
lunar sleet
#

I mean you can use get all actors of class and iterate over the array, and if you need to filter them further you can use tags

#

Just, you know, use it responsibly

#

Otherwise maybe just add them to an array to begin with and just iterate over that

sand yacht
#

Are decals that are placed in a level also classified as an actor?

lunar sleet
#

Otherwise just place them in an actor yourself

#

And then place the actor

sand yacht
#

okay thanks!

unreal wind
#

Hi folks, i'm doing a mobile project and one of my goals is to rotate the sun around the model, but my rotation axis doesn't change, when i change the value they get's back to these

#

This is the blueprint i'm using to rotate the sun

distant hollow
silent drift
#

Random question, is this how I would check for what the projectile is hitting for each BP I make?

#

Like, that feels quite messy. So I assume there is a better way?

versed sun
#

almost

thin panther
#

why not apply damage, or use your own interface solution

#

that way the things that care about being hit by a projectile respond in their own way

#

and the things that dont, dont do anything

silent drift
#

Oh, that sounds a lot better!

#

Sorry, I'm currently still figuring out Unreal and this confused me as it was like this in a tutorial.

#

(Another Unity jumper)

thin panther
#

there are some minor gripes about the built in apply damage stuff, as it can damage literally anything (even things like game modes and the world settings panel)
but it will only affect things that implement event any damage.
you could do something similar with interfaces if you need something a bit more indepth than "pass this damage number along"

#

like if you had damage types and resistances you could pass a uobject or a gameplay tag of the damage type, and the object could have it's resistances and do maths based on that or whatever

silent drift
#

Thank you! That sounds a lot more like how I was doing it inside of Unity!

#

Do you know if there is any docs I could read and see some examples? Otherwise I would just google, but maybe you already know some good oneS?

thin panther
#

like if damagetype is DamageType.Fire, ignore, else if damagetype is DamageType.Corrosive, multiply damage by 2

#

for some pseudocode

thin panther
#

The custom damage thing I don't have any reference for sadly

silent drift
#

Oh, that sounds quite easy though! Thank you!

#

I will look into that.

thin panther
#

I may make one at some point though. not sure.

silent drift
#

It sounds like I "just" need to add a health component to anyuthing that should get damage, and send the damage to it.

#

And depending on what happens destroy, or remove health.

thin panther
# silent drift I will look into that.

no problem! I'm sure if you get stuck googling about event any damage will help you, i do know of some resources but cannot speak to their quality so it would be best for me to not reccomend them :P

#

integrating something component based with event any damage can certainly be a good way to do things

silent drift
#

Thanks for the answer!

thin panther
#

no problem!

finite vault
#

Begginer here! I try to add wall jump to FirstPersonCharacter by adding 2 vectors that extend from the sides and back and forward from the player and when I test it on some walls only forward-backward vector is working and near others only side one works. This is before adding velocity, just a check with print as output. What might be the problem or is there a better way to do that?

#

Here the part with the vector, other one is the same but uses forward vector instead of right

noble ledge
#

I have a UUserWidget that has a Initialize custom event in the EventGraph. From looking in the source, the UUserWidget also contains a Initialize so I am assuming this is overriding it?

#

Hmm. I am seeing

bool UUserWidget::Initialize()

In UserWidget.cpp

#

virtual bool Initialize(); in .h

dawn gazelle
#

Yea I was searching for "Initialized" not "Initialize" sorry XD

noble ledge
#

I am just trying to convert this BP to C++ and when I make a function Initialize it complains because it already exists in the parent. So I wonder why the BP can make it without anything special happening

dawn gazelle
#

Well, it's not technically overridable in blueprint, and it appears that it has a bool return value, so if it's in the event graph, it has no return value, so it may treat it like a completely different function.

noble ledge
#

Yeah I guess thats what is happening

heavy linden
#

hey i still have this issue when i set 1 mesh the otherone disapears any solutions

#

???

#

i think it has to do smt with how the target is set but idk

lunar sleet
#

Did you show code at any point

#

???

heavy linden
#

yes

#

but i kinda changed it

#

1 sec ill screen shot

#

there you go srry for the wait

#

:)

willow gate
#

Hey folks. So I want to use a Multi Sphere Trace For Objects for my tools in my game so that if a player swings an axe for instance, and there are two trees close enough together, they can chop both trees at the same time. Now, the problem is that it records every component hit so that when that tool is used on a player or NPC, it hits that player/NPC multiple times. Is there a way to keep the functionality of a multi sphere trace but only hit each object once?

lunar sleet
# heavy linden

Is this the one where someone told you your logic was off and equipping armor prevents you from equipping a staff or whatnot

dawn gazelle
heavy linden
#

no dont think so

#

but i figured it out i think

#

what the problem is

willow gate
lunar sleet
lusty hedge
#

Could anyone point me in a direction on how to make a Tetris style inventory system.. (like the one in dredge) I can't even begin to think of how to approach it

versed sun
heavy linden
#

when i put a print string afther setskeletal mesh from body armor and one afther pants than when i equip body armor it shows 1 but when i equip pants afther it also shows 1

willow gate
versed sun
#

Are they Ents?

willow gate
#

I'm gonna try this array/ignore idea

lunar sleet
#

Yeah, then Datura’s response is best here, as usual 😅

willow gate
#

Your responses were all awesome. I'm just whittling down what I can and can't use without having to alter my whole system.

versed sun
#

Ahh, each swing , anything Hit gets damaged once , and only once ?

willow gate
versed sun
#

Gotcha, Add Unique might help

lunar sleet
#

Will likely need to clear the array at the end of the hit tho…

willow gate
lunar sleet
#

Perhaps it’s still better to make a custom collision and have only that register the hit but 🤷‍♂️

versed sun
willow gate
heavy linden
#

@lunar sleet if you have a better way to set the mesh that whould be good too i think it is bc its the same item struct that it just pulls from that

willow gate
#

Turns out the simple fix was just to turn off collision for the FP and TP meshes in the Player/NPC blueprints. They were query only anyway so by turning off the query, the multisphere trace doesn't hit anything but the capsule collider for the actor.

versed sun
#

Thought you wanted to be able to axe damage Player/NPC

#

or, just hits once...

lunar sleet
noble ledge
#

Is the branch and do once pointless in this scenario?

#

thanks

versed sun
#

should work

versed sun
#

Always works while editing , but only first time when playing

heavy linden
#

:)

willow gate
frosty heron
# heavy linden

I don't like these Boolean checks. Personally I would have Weapon/Armour/Cloths as a slot.
anytime I want to check if I have a weapon I will just check if there's anything on the weapon slot

heavy linden
frosty heron
#

I piggy back my old game from Dynamic Combat System, they have pretty good structure for me

#

would totally heed neo advice as well if your struct is bp Struct. It will break your project sooner or later

heavy linden
#

okay thank you verry much it quite clear im nowere near experianced enough to do this XD thx for the help

open crypt
#

I'm trying to make a rollup door that actually rolls up (instead of just scaling it up) . Unless someone can give me advice on how to scale it up without distorting the entire texture, the only real way would be to make an actual rollup door, like this - just looking for ideas - essentially it is a bunch of rectangles that follow one another- (and make each one display the correct part of the texture )

gentle urchin
#

Is the other side gonna be visible?

#

Is the building tall enough to just let it go right up?

open crypt
#

I can probably get away with angling it to the inside, like it rolls up and turns 90 degrees but doesn't have to roll all the way around itself like an actual rollup door, so think more like a pocket door

gentle urchin
#

Chop it in 2 and just hide the upper part when its "rolled in"

neon gull
#

how do i edit this? its a datatable using a custom struct that contains a UClass*. i can edit the name, but not the class

#

the row editor window is empty

true igloo
#

Is there way to make print string update a single value on the screen instead of spamming down the entire side each time you call print string?

lunar sleet
#

It only spams if you put it on tick

#

And the duration is higher than 0

true igloo
#

Well or anything that runs it a lot.

broken wadi
true igloo
#

If i'm poling a value and I want to see update in realtime.

gentle urchin
neon gull
lunar sleet
gentle urchin
#

Would be my guess

#

Cant use it as a normal var, can you? In any bp .. like Uworld

broken wadi
neon gull
gentle urchin
#

Should be soft ref ptr

#

Tsoftclassptr

versed sun
#

soft ptr, hehe

neon gull
gentle urchin
#

To avoid loading the class cdo with the datatable

white obsidian
#

What are Source and Target in bone and curve?

granite frost
#

I was working on an unreal engine test project while following a YouTube tutorial. I made an arrow shooting system but its making a lot of problems. Whenever I shots them on a movable block and they stuck to it. It stays fine as long as I don't touch it with my player and as soon as I touches it after shooting it, the block glitches out. It either glitches out with the walls or flies off in the air. Please help me identify what might be the problem. The blurpint contains making an overlap begin node and checking if the other actor is not itself then stop movement immediately node from projectile movement to setting gravity scale to 0 and then attach to attach actor with Parent actor being the other actor and all rules to keep world, it then connects to set collision enabled to no collision for the collision box and lastly spawn emitter at location with world location the same as collision box. Apart from that its also giving another problem where overlap detection happens after a delay and emitter spawn while inside the block instead of at the position it should have begin.

#

Please help.

#

I have the latest version of unreal 5.3

#

The block works fine before shooting it.

open crypt
#

Get ShareX and record a small video of it - then post it in #legacy-physics or #blueprint if no one answers - it will be very obvious to someone who will see the video/gif of it, as opposed to your wall of text

gentle urchin
#

Or obd

open crypt
#

I like Sharex because it will put the image right into your clipboard (but in his case, he'll need to drag and drop from the sharex folder)

gentle urchin
#

Images is just windows snippet

#

Win + shift + s

granite frost
#

Here is the blueprint

#

Here the video about whats happening.

inner cypress
#

Hey guys HELP ME OUT!! I am using this OSC plugin and it gives me some data at runtime. What happens once I start receiving data everything then happens in server only for example it works in standalone mode, listen server mode but it does not work in client mode. I debugged it then found out like debug msg is coming only from server and not from client how can I replicate that for client also?? for listen server everything is working fine

lunar sleet
granite frost
#

Please help me.

stuck sentinel
grizzled swallow
#

So is it possible to have some kind of function pointer? I want to have an Interactable item base class and just call a function from the child.

#

just to pass the function into the base class would work. But i dont know how to store functions in BP

grizzled swallow
#

pointer to a function

#

store a pointer to a function

lunar sleet
#

Why do you need a pointer to it?

#

Just call it

#

Variables get stored in memory, idk about functions, maybe but seems pointless

versed sun
#

Function Library? can call functions on any BP

lunar sleet
#

Yeah there’s libraries if you want global functions ig

#

But you mentioned child so OOP would handle that if function is in parent

grizzled swallow
#

so there is no way of passing functions from another BP to another BP?

#

im not really experienced in BPs

versed sun
#

you dont Pass... its just calling it from a ref of the BP that contains the function

grizzled swallow
#

ok so instead of storing a pointer to a function i store a pointer to the BP and call it from there?

lunar sleet
#

If the bps are unrelated, you use bp comms (see pinned video), otherwise if child of the class that owns the function you just call it

granite frost
#

Is there any other place I can ask from problem?

#

I am completely new so I don't know where I should be asking for help.

lunar sleet
#

Like get player controller etc

lunar sleet
granite frost
#

I did ask here but no one replied. I will try in general then.

open crypt
#

Someone try to make a blank project in 5.2 - enable control rig and it's dependencies, then restart. Then try to open a blueprint and tell me if it crashes for you

lunar sleet
granite frost
#

I am sorry.

#

I don't know the way here.

#

I will remove it from there.

#

How to do bump?

#

Is it like replying to my own message?

versed sun
granite frost
#

ok

granite frost
granite frost
lunar sleet
#

Ok hold on

#

Jeez lol

lunar sleet
# granite frost please help.

I see you call stop movement but you’re also attaching the arrow to the box, is it possible your velocity is still above 0 so it compounds?

granite frost
#

I did use stop immediately

grizzled swallow
#

how do i actually get 'this' in BP?

lunar sleet
grizzled swallow
#

ok ❤️

lunar sleet
versed sun
#

Once the arrows hit ,try replacing the actor with just a static mesh Arrow, and attach/no collision the new Arrow like you have
And destroy the Arrow Actor

granite frost
#

Ok I'll try and report back

grizzled swallow
#

how can i store a pointer to a base class so that i can call pure functions?

#

Object reference doesnt do that

versed sun
#

It should , if you are casting to the same class(or child)

grizzled swallow
#

i have a base class InteractableItem_BP and just want to store a pointer so that i can set childs and call the pure functions

lunar sleet
grizzled swallow
urban isle
#

is there a node to select actors in viewport?

gentle urchin
urban isle
#

no just while in editor

gentle urchin
#

Ah..

urban isle
#

I wat to get all actors of class within a volume

#

and select them

gentle urchin
#

I vaguely recall a function that would get all actors inside a ... rectangle? On screen...

lunar sleet
#

That’s for runtime tho I thought?

urban isle
#

that part is good to go, Im just looking for "select"

gentle urchin
#

Ye prob just for runtime

#

You could make a blutility for it

#

Give it a volume, place it in scene, trigger code and have em all selected ?

#

Hmm.. select..

#

Guess youd have to check the sourcecode

#

Might not be exposed at all

urban isle
#

ah okay

#

thanks

gentle urchin
#

found it i think

#

Editor Actor subsystem

versed sun
granite frost
# lunar sleet Ik, but maybe print your arrow’s velocity

I printed its velocity after calling stop immediately and after setting gravity to 0 as well and both the time it was 0. I also tried replacing it with a static mesh as well. Everything works fine until Attach actor to actor is called.

granite frost
lunar sleet
granite frost
#

I have made certain that this weird effect is only caused by attach actor to actor node.

#

I think I should roll back a version or 2.

lunar sleet
#

Could be that attaching is somehow affecting the box’s physics, may be worth asking in #chaos-physics

granite frost
#

I did ask the same question in legacy-physics channel. Would it be wise to ask in chaos-physics channel as well?

lunar sleet
#

Yeah, it’s all chaos now

pulsar geode
#

Is it worth it to create a master AI class/bp for VERY different AI that only share several small core variables such as having hp?

crude marlin
pulsar geode
weary flame
#

Is there a generic version of the On begin cursor over event that can be bound to?

I want in the level blueprint or the player state or a singleton to have a check for what is under the mouse and check to see if it has an Interface and do stuff (I know I can use On begin cursor event in each item individually but I want the mouse interactions to be centralized for cleaner code).

I know I can use the event tick to get hit result by channel but that again is inefficient. I'd like for the event to fire off only when there is an actor under the mouse.

kind estuary
#

Im doing a civ like game. Now im making the AI expand cities.
So for now its mostly a very simple mechanic. Just expand randomly from the start location outwards. So it just gets a random direction, and checks if it has mountains or other cities. If it has them then keep going forward until it find a free space.

#

This is working, except that the map also has boundaries.

#

so what do i do to build always inside the boundaries

#

do i use trial and error. like, try to build here, "oops, thats outside the boundaries", "ok lets try again, but now in another direction"

#

this seems like kinda sketchy, and prone to weird behavior

jade mural
#

is there a block that is a if statment but for values (eg. It takes two values and a bool and the bool toggles between the values)

jade mural
#

k thanks

rugged sonnet
rugged sonnet
lusty hedge
#

so im working on an inventory system here. i have it so stackable items dont get added if that stackable item already exists in the inventory

#

it works on the first set of items. and stacks fine. then breaks

#

and stops stacking items on the 2nd variation of an item

#

does breaking the loop kill or forever?

lunar sleet
#

Did you set breakpoints and step through your code?

lusty hedge
#

what does that mean

rugged sonnet
lunar sleet
lusty hedge
#

it seems to stack the first time. but not again afterwards

lunar sleet
lunar sleet
lunar sleet
lusty hedge
#

i sourced the problem but i cant see a fix

#

i dont know why, but it is running the print when i feel like it shouldnt

#

the branch should be true

lusty hedge
lunar sleet
vital cargo
rugged sonnet
vital cargo
#

For now @rugged sonnet

lunar sleet
#

Tf lol

vital cargo
#

It always starts with 1 then quickly becomes 2, then 20, then 200. Next thing you know there are 20,000 actors.

rugged sonnet
#

So how would you code it?

lunar sleet
#

Narrow that down to your actual bp class, you can use get actor of class if you only have one. Then, after get component by class, add an isValid check so if it doesn’t have a mesh it doesn’t yell at you

#

@blissful grail 👆this is why I don’t tell rookies to use this, because they “narrow it down” by fricken Actor 😀

vital cargo
#

You don't tell rookies to use "Get All Actors Of Class"?

#

How would you get them to find the actor then? 🤔

#

If needed of course.

lunar sleet
#

Not when it can be avoided

vital cargo
#

Fair fair. I've only started to come away from "Cast To ..." and moved to Interfaces. Not sure if that's the proper thing but I've heard Casting over time can cause issues.

thin panther
#

you only move to interfaces if an interface is an appropriate

lunar sleet
#

They’re proper but those don’t get you references

thin panther
#

"moving away" from casting rings alarm bells

#

an interface should only be used for class agnostic behaviour. i.e. things that cannot feasibly share a base class.

#

like interaction or damage

vital cargo
#

You should have seen one of my early projects. It went like Cast ifFailed > Cast ifFailed> Cast ifFailed> .....

thin panther
#

a base class cast is preferable over an interface message where applicable

#

for example you wouldnt use an interface to shoot a weapon

lunar sleet
# lusty hedge

When you use breakpoints you can hover over the incoming values so you can see what’s happening

thin panther
#

since weapons can all feasibly share a weapon_base, than you just cast your ref to the base class

#

the bad part about casting is if the object is not loaded, the engine loads a copy of the class' default constructed object for the duration of the play session. This gets heavy if you've ignored base classes, as these classes will contain assets like meshes and textures.

however with a proper assetless base class, this cost is negligable and can easily be swallowed as it will only be a few kilobytes of RAM

vital cargo
# thin panther a base class cast is preferable over an interface message where applicable

I still use Cast but not as often as I used too.
So for example, I have a BP_PlayerCharacterBase which splits off into 3 children classes with different units for my game.
I know at the start of the game I can only call upon one of those 3 children, so I toss a cast in between the Spawn Actor & User Selected Class so then I can set variables up.

Old me / Rookie me, would have done 3 different casts 😂

thin panther
vital cargo
#

I maybe one of those people.
I tried to move everything to Interfaces but quickly learnt that sometimes you really have to do a cast and not an interface call.

#

I blame forums where people say "Casting is very bad as it causes lag etc etc" then they go on to recommend to use Interfaces instead.

#

Here is an example where I think I finally learned when to use them properly (or so I think it is)

oak fable
#

hey there
how can i hide this icons from the main camera and also hide the player and other actors from the mini map camera ?

thin panther
# vital cargo I blame forums where people say "Casting is very bad as it causes lag etc etc" t...

that may well be it.
again to give a recap. Interfaces are for something class agnostic. So it applies across a wide range of classes. Interaction could be for planting a crop, opening a door, or poking a sleeping bear, and all of those objects aren't related to one another. So you would use an interface message.

Casting is for when you have similar behaviour on a number of objects. I know all my guns can shoot. So i will have a base gun class, with a shoot event, that fires some logic, based on some variables like fire rate, spread etc. Then i can subclass this base class, and give these subclasses meshes, and specialise the variables. Now when I hold a reference to a gun, I can just cast to the base class to shoot it. That way if the cast fails, because my object isn't loaded, all I'm really loading is a bunch of small variables.

blissful grail
kind estuary
#

I have my units with a reference to the widget in it. So that it can communicate directly with the widget.
But it seems when the unit spawns at the start, the widget is not yet loaded.
So i used a Set Timer to get the widget like 1 second later. Is this how its done?

oak fable
#

how can i disable and reenable the input when i hold and release a key ?
im trying disable and enable nodes but that disables the input and never enable again

#

this node works but the cursor not showing

#

nvm

wild moat
#

I have these values I need to set in my BP depending on the direction of a second object, what’s the best way to not only set these values based on another objects positions, but also to blend between them as it moves around my object?

#

for ex:
When Object A position = 1, 1 ;Object B should set these values:
{-1, 1, 0
-1, 1, 0
0,0,0}

But When Object A position = 0, -1 ;Object B should be:
{0, -1, 0
0, 0, 0
0,0,0}

#

i know it's a matrix i just don't know how to define and blend points

astral estuary
#

I am having a brain fart, does a node like this exists?
🤔

#

derp, found it

lunar sleet
versed sun
#

I would make a struct ST_DirectionMatrix
In it:
Array of Vectors

#

Gives a nice visual of your 2nd pic i think

#

@wild moat

#

I didnt fill it in 🙂

tribal gazelle
#

Should I still be using return nodes in my functions even if there isn't any outputs?

versed sun
#

nah

#

when its done it moves on *(afaik)

formal cedar
#

Hey guys, I'm trying to set a morph target on an key input for my skeletal mesh but when I play in editor, the skeletal mesh already has the morph target set and the button mapping does not register. here is my blueprint setup

versed sun
#

try Play from Start

#

And , watch the code while playing to see in anything is firing

#

But , Play just continues from where it left off, if it finished , the next time it starts at end> doing nothing

astral estuary
wild moat
formal cedar
#

cannot control from the button mapping but the morph target is changing values

versed sun
#

Does ANYthing happen with the button press?

#

like, does that BP have user input turned on ?

versed sun
formal cedar
versed sun
formal cedar
#

ah I understand. Thank you for the quick replies!

oak fable
#

hey there im trying to do a line trace from my mini map camera to the mouse position from its view
like the screenshot (yellow point is the mouse)
how can i achieve that ?

wild moat
#

world position - player object position for the origin,
then X,Y coords of the sphere for selecting and lerping between these values?

versed sun
#

Try Get Forward/Up/Right Vector and combination of adding them together
Im not sure of your movement design so ill leave that to you

wild moat
versed sun
#

Ahhhh ok, I see it now

#

and i see i missed the middle all 000000s array

#

are you converting joystick control to sheer ?

wild moat
novel rock
#

Why dosnt window mode work when i build and play the game?

versed sun
wild moat
versed sun
#

Add some curves to it to give it some jiggle wiggle 🤌

versed sun
#

nice 🙂

wild moat
prisma delta
novel rock
#

i dont see a print to screen node.

#

I want the game to autimaticaly start in window mode on start

#

i did not create a ui to activate it

prisma delta
#

I messed with setting the screen options before, but it's been a while

#

I think you have to apply the screen settings not resolution.

novel rock
#

i did to back in ue4 but i dont remeber what it did

prisma delta
#

But I'm not at my pc to check

#

Going off of very limited memory

#

👉Get Access To All My Unreal Engine Courses At : https://www.unreal-university.com/courses
👉Get My Free Unreal Engine Beginner Course : https://bit.ly/46mUWMr

Project Files : bit.ly/3ospICF

🎮 Marketplace Assets To Help You Build Games : https://bit.ly/3VvNkBQ
📝 Learn more about Unreal Engine On My Blog : https://www.unreal-university.blog/...

▶ Play video
#

I believe he covers the proper way to set it in this vid

true igloo
#

How does one expose animation sequences of an animation blueprint so that you can input different sets of animations for each different character the blue print is assigned to?

#

This seems to work

#

But,

novel rock