#blueprint

1 messages Β· Page 18 of 1

novel rock
#

I tried the tutorial and it still dosnt work 😿

true igloo
#

this throws an error.

zealous moth
#

@true igloo what are you trying to do, have a single ABP for multiple characters?

true igloo
#

Yes, a basic set of state logic that many NPCs can use

prisma delta
#

I believe that things like screen settings only take effect when you're simulating a build

zealous moth
novel rock
#

im building it then runing the .exe

prisma delta
#

Ah

#

And your get game user settings is referencing the correct game mode?

true igloo
prisma delta
#

Yeah strange, as I said, limited knowledge without being infront of my project to verify

novel rock
#

is this not where i am suposed to put the bp actor?

zealous moth
# true igloo Yes, well maybe I’ll do male/female skeletons. But for now just 1

ok... i mean if its the same skeleton, as long as that NPC uses that ABP, you can make it do any animation you want. Typically, you would just either add all of them in the ABP and switch states (like in a state machine) or play montages as needed.
You could alternatively load data assets asynchronously and only load the animations you want however you'd find that you aren't saving much power.
Finally, if your NPCs don't need to do anything complex, like they just idle around, you can throw this onto the GPU through material WPO.

true igloo
#

The more I can consolidate assets and data the easier it is to scale.

tribal gazelle
#

Anyone know why I am getting an infinite loop error for event construct?

oak fable
#

do anyone know why the teleport function is not working ?
it already hits it but the character doesn't teleport

frosty heron
#

That setting only work in packaged version of the game

#

it will not work in PIE

tribal gazelle
#

I just turning it into a component FYI

frosty heron
#

my guess is you have Object X that spawn Object X

tribal gazelle
#

Because there is a bug making max weight 0 so it will trigger that message

frosty heron
#

Infinite error loop shows up when something happend 10000 times or a number of times that you set in the editor

frosty heron
#

or printstring but Print to OutputLog

lunar sleet
#

Pre construct is before runtime

oak fable
frosty heron
lunar sleet
lunar sleet
oak fable
lunar sleet
oak fable
#

was going to try it

lunar sleet
tribal gazelle
novel rock
lunar sleet
lunar sleet
tribal gazelle
lunar sleet
#

Like not on pre-construct

frosty heron
#

works for me πŸ€”

#

oh wait, I still have to press Alt-Enter

#

for the window thingy to pop up

#

nvm I don't, I just cant do it on my max resolution

#

otherwise the Window bit is at the top

#

try lower resolution for the window mode

novel rock
frosty heron
#

I will show example

#

the window bit at the top is hidden if u are at max resolution

novel rock
#

im going to have to include that in the instructions

frosty heron
#

you can probably change the resolution for a few pixel at the top to make room for the window bar but that sound hacky

#

The heck, I just noticed something

#

Alt-Enter Auto resize my Resolution

#

From 2k to 1080 p

earnest swan
#

hey everyone. I haven't used event binding before so I'm not sure why it's not working. I know the event is being called via print strings, but the event that is supposed to be subscribed is not firing. Does anyone know what could be missing? I also checked to make sure that MusicManager reference was valid

wild moat
#

still havent had any luck with this, if anyone knows how to select from an matrix array based on XY coordinates i'd appreciate the help

novel rock
#

what like

for(x = 0; x < 256; x++)
{
  for(y = 0; y < 256; y++)
  {
    return index x*y doSomething;
  }
}
#

i have a hard time remembering this

#

did this a bunch a a while back but have a hard time remembering the details.

earnest swan
#

I see your video but I'm still a bit confused

prisma delta
#

You'd need to detect the spheres location relative to the forward and right axis of the pawn then use that as a boolean to set the values?

graceful zodiac
#

Is it possible to hide the camera mesh in BP/map viewport?

prisma delta
#

Search for visible and untick in the details

graceful zodiac
#

Tried - doesn't actually turn it off

#

On the actual camera component, you can just set the mesh to null, but this is a SceneCapture2D and doesn't have that field

prisma delta
#

There are also settings in the viewport itself

#

Game view for one should hide all visible actors that shouldn't be rendered in game

graceful zodiac
#

Ya the camera doesn't show in game, but I don't want it to show in editor either

prisma delta
#

Untick the eye on the asset in the outliner? Not a permanent solution I know. 😝

wild moat
graceful zodiac
#

That's only on the map, not BP editor, sad days... Wish they added the mesh area to the scene capture like they did for the camera

wild moat
wild moat
#

and an array for corresponding coordinates, my problem is an array is only selected when the sphere is at the exact coord, instead of learping between all the points in-between:

graceful zodiac
spark steppe
graceful zodiac
#

With the base class I made I can just set the mesh to 'none' and then not have to worry about

rain furnace
#

i would like to rotate my projectile to face away from the normal direction of the wall or whatever it hits so if it hits a wall it would be sticking out and if it hits the floor it would be up but im bad at math so i dont know how to turn this normal into a rotation

#

i figured it out nvm XD

gusty dragon
#

Is there a way you can change a splines starting point?

thick bramble
#

How can I setup variable here, if my blueprint inherit from C++ class that inherit from UObject, and that class has variable?

spark steppe
#

it wont show up in the variables list, but you can rightclick and search "get taskname" and it will show up

#

also in the class defaults it should be visible

granite frost
#

Hello guys. I am facing a small problem where the begin overlap event is triggering a bit late and the particle effect is happening inside the wall instead of on the wall. Sometimes its at point and sometimes its inside. I think I need to tweak a bit of settings but which one?

fringe junco
granite frost
#

Yes, but I don't know which setting to tweak.

vital cargo
#

I did this method too, I have some stuff that load quicker than the UI. You can always use .2 instead of a whole second.

faint pasture
#

It's pretty trivial to math your way to the matrix from the locations

#

Convert world to local ref frame, divide, clamp, then round

manic vessel
#

Im confident this is ok But wanted to Know If there was any better ways to add Any ammo amount Up to a maximum limit .

#

does this essentially do the same thing as above? but cleaner?

spare hamlet
#

Hey,
I'm currently working on a mushroom picking simulator.

The soil moisture of the terrain also plays a role in the spawn condition, which is why I need a β€œHumidity” variable on my terrain, but unfortunately I have no idea how to implement this.
That on my terrain at coordinate X,Y,Z -> Humidity = 2;
On the other coordinate -> Humidity = 0.5 etc. can be.

This value should not be visually visible via landscape material, only the numerical value plays a role.

Does anyone of you have an idea how I can best implement this?

manic vessel
#

or even use Niagara system that set that?

#

just some Ideas of the top of my head

prime stump
#

If you haven't already, save a reference to the currency widget by promoting it to a variable, then on your pause input get that variable and remove from parent

gentle urchin
#

Youd prob want min

manic vessel
manic hamlet
#

How do you guys link data from 2 different data tables?
e.g. i got one DT with NPC data and one with Item data.

Now I make a merchant wich obviously needs an array of items that he sells the player.
What is the best way of doing so? Currently said array is a stringArray, wich holds the RowNames that come from the ItemDT but this seems stupid , cause as soon as I rename lets say IronIngot to IngotIron I need to check every single Merchant if they have "IronIngot" in there as sellable variable πŸ˜„

gentle urchin
#

Avoid renaming ironIngot πŸ˜„

#

I link them with gameplaytags

manic hamlet
gentle urchin
#

And i make sure, tedious as it is, that row names are gameplaytags

manic hamlet
#

i mean it doesnt happen often but you know how it is πŸ˜„

manic hamlet
#

ItemDT the RowName is IronIngot

and in the merchantDT you got like a row with tags like: Item.Pickable.Ingot.Iron ?

gentle urchin
#

ItemDT got s row named "Item.Pickup.Ingot.Iron"

#

Annoying as it is to type

manic hamlet
#

this still requires, when you change the RowName to change all entries in merchantDB though,no?

#

ohhhhh

#

i see

gentle urchin
#

Im gonna make an editor tool to help me out with this tbh

#

And a tool for searching for all instances of said tag

manic hamlet
#

this means you can rename the tag.....all data in MerchantDB changes to the new name and then you change rowName of ItemsDT....aka you change it in 2 areas only

red berry
#

Is there a better way than this to manage all the equipment slots for a player? Should I just keep this huge list of different variables? Or should I use a key-value map to better organise and look through? Because right now if I want to get a variable by an enum, I have to use a huge list like this. If I use a Map, I can just search by the key, and get the value I need

manic hamlet
gentle urchin
gentle urchin
manic hamlet
gentle urchin
manic hamlet
gentle urchin
#

Well

#

The naming of rows is horrible

manic hamlet
#

I do that anyway

gentle urchin
#

I wish there was a gameplaytag alternative

manic hamlet
#

when you create an item...you name the row anyway

gentle urchin
#

Ill make a tool for it

manic hamlet
#

and as you use gameplaytags.... you have to create said tag anyway too πŸ™‚ so technically:
make item tag->copy it
make new itemDT entry->paste it.
gg

gentle urchin
#

Grab all tags in a tag file, import to dt

#

All rows perfectly named.

kind estuary
#

so to make sure the widget is loaded before we get the reference

manic hamlet
#

yeah, whatever your solution will be, the proposed one will do for me πŸ™‚ changes in 2 areas is good enough.

kind estuary
#

i thought i was doing something sketchy

#

though now im having other issue, that is sometimes some actors spawn but are instantly killed in an explosion.

#

so when the settimer fires to get the widget the actor no longer exists

#

so i have a crash

#

someone told me in cpp to use weak pointers

distant hollow
#

Try using a Validated Get

gentle urchin
kind estuary
distant hollow
#

Oh

kind estuary
#

and im using IsValid

gentle urchin
#

Export -> import

kind estuary
#

but its not working

distant hollow
#

Or you can delay the spawn to happen after explosion? Like set a boolean flag "IsExploding", and set a delay-loop to read the flag before moving on to spawn.

vital cargo
#

I don't think it's common practice, because you would normally do something like "Is Valid" then if false, try to call for it again until it is valid. I'm just not bothered to personally do it that way sweat_smile_mirrored @kind estuary

kind estuary
#

like me lol

#

though i have an isvalid check

#

still crashes

#
    FTimerHandle TimerHandle2;
    GetWorld()->GetTimerManager().SetTimer(TimerHandle2, [this, TempActor]()
        {
            TSubclassOf<UMyWidget> classToFind;
            classToFind = UMyWidget::StaticClass();
            TArray<UUserWidget*> FoundWidgets;
            if (!IsValid(TempActor)) 
                return;
            UWidgetBlueprintLibrary::GetAllWidgetsOfClass(GetWorld(), FoundWidgets, UMyWidget::StaticClass()); //crash happens here.
            TempActor->WidgetRef = Cast<UMyWidget>(FoundWidgets[0]);

        }, 1, false);```
#

so my crash happens after the isvalid

distant hollow
#

I have a gut feeling that it is still executing the next line after return; basically your "if(!IsValid) is doing nothing

gentle urchin
distant hollow
#

Does using "return" break out of the entire function straightaway?

vital cargo
distant hollow
#

And skip the rest of the code?

kind estuary
distant hollow
#

Hmmm

gentle urchin
#

Break wouldnt

kind estuary
#

but it doesnt skip the code, so it crashes πŸ˜–

#

idk how to fix this

manic vessel
#

seem to have forgotten how to set the widget ? just shows as empty in set widget

gentle urchin
#

It doesnt hit return πŸ™‚ debug it with a breakpoint, its not gonna hit that return

gentle urchin
distant hollow
# kind estuary but it doesnt skip the code, so it crashes πŸ˜–

Try

AUnit* TempActor = this;
FTimerHandle TimerHandle2;
GetWorld()->GetTimerManager().SetTimer(TimerHandle2, =
{
TSubclassOf<UMyWidget> classToFind;
classToFind = UMyWidget::StaticClass();
TArray<UUserWidget*> FoundWidgets;
if (!IsValid(TempActor))
return;
UWidgetBlueprintLibrary::GetAllWidgetsOfClass(GetWorld(), FoundWidgets, UMyWidget::StaticClass());
TempActor->WidgetRef = Cast<UMyWidget>(FoundWidgets.Num() > 0 ? FoundWidgets[0] : nullptr);

}, 1, false);

#

See if it works

gentle urchin
#

Instead you can make a safe getter.

#

Which checks if the widget exist, if not it creates the widget, updates the ref and returns the updated ref.

#

If its valid it simply returns the ref

#

Whoever gets the widget first will create it

#

No more race condition

#

Or is this widgets in widget components or smth?

kind estuary
#

problem is this is one of those bugs that happens only sometimes

gentle urchin
#

Where is this code located..

kind estuary
#

its in the begin play of my unit

gentle urchin
#

The unit exists by then , always

kind estuary
#

must be that

gentle urchin
#

They cant die pre beginplay

kind estuary
#

they appear on the map, then they die, and ahve a the settimer of 1 second to get the widget

#

by then they were killed by the explosion

gentle urchin
#

1 second they can def die.

#

Why do you have a timer

kind estuary
#

yup

gentle urchin
#

You shouldnt need one.

kind estuary
#

because at the start the units are spawned before the widget it seems

gentle urchin
#

Ofcourde

kind estuary
#

so i make them get the widget reference 1 second later

gentle urchin
#

But the unit spawns the widget

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So it sll works out.

kind estuary
#

no the widget is spawn somehwere else

gentle urchin
#

Thats not very logical

#

If they own it they spawn it

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Pass in their own owner as the owning player controller

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You're even using getallwidgetsofclass, despite managing widget creation yourself ?

#

Thats... questionable

kind estuary
#

found it. the widget is being spawned in the controller

gentle urchin
#

Is it s common widget for all units? Or one for each unit ?

#

Are they always visible or only when selected ?

red berry
kind estuary
gentle urchin
gentle urchin
kind estuary
#

so i just communicate with the widget to draw the icon

gentle urchin
#

Alright

#

Sounds like static data to me but

distant hollow
floral lynx
#

Does anyone know if the default UE subtitles from Dialogue Waves can modified in a blueprint-only project? I have two issues, the text is way too small and Unreal's default Subtitle system just seems to display the entire Dialogue Wave text at once. Is there any way to splice the text up? Everything I see on this topic appears to be C++ related

kind estuary
#

but this is one of those crashes that happens only when you are not expecting

gentle urchin
gentle urchin
#

If so, let it pass in the widget ref aswell, after spawning it

floral lynx
kind estuary
#

they are

kind estuary
#

well actually they are spawned from the controller and from buildings

#

and they are also spawned in the c++ there is one function that spawns them in a kind of orderly manner

#

i prefer to do it in the unit

#

because of this

gentle urchin
#

But also the playercontroller would be their owner

kind estuary
#

else i will ahve to do it everywhere.

#

imagine i have to remember that everytime i spawn the unit i cant forget to also give it the widget ref

#

its better to make the unit get its own refs

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i think

gentle urchin
#

Its easy.

#

Always spawn them through the controller

#

always

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Let them input a vector for the location and only maintain the spawn logic in that one place.

acoustic sleet
#

Hey Guys
Just a question regarding this
I've made this graph exactly the same as the following video.
https://www.youtube.com/watch?v=iqi-kg7n-io
Would any one know why The visibility is not working correctly?

I think the first step would be addressing:

Source:
https://forums.unrealengine.com/t/how-to-make-a-variable-public-and-editable-when-the-eye-icon-next-to-it-does-nothing-when-im-clicking-on-it/790869/16

Issue Resolved

dark drum
# gentle urchin Always spawn them through the controller

To reword this a little. Try to keep the spawning happening from one place. Personally, I would make a manager for it but pc can work depending on the end goal.

If anything ever needs to spawn a unit it has to do so through the one place instead of using the spawn actor of class node directly.

kind estuary
#

then call this function from any other actor by casting the controller

gentle urchin
#

Also just making a getter is a valid path

#

In the unit class

#

GetMainWidget () -> get owner -> cast to MyController -> get main widget

dark drum
acoustic sleet
dark drum
dark drum
gentle urchin
dark drum
tall field
#

Is there any way to replicate set actor rotation? Without having to use RPCs

frosty heron
#

you are talking about function specifically

#

RPC is what you use for function

tall field
#

Yeah if there's a SetControllerRotation built in or I'd have to make it myself

frosty heron
#

you can always replicate variable, eg replicate the rotation of the character

tall field
#

I guess, was hoping there was something built in, cheers

frosty heron
#

and on every tick, you want your character rotation to interpolate towards the TargetRotation

#

Not sure wym by built in, try to read the compedium in #multiplayer

gentle urchin
dark drum
versed sun
#

you need a Manager manager to manage the managers

gentle urchin
versed sun
#

after that you need a District Supervisor

gentle urchin
#

Regional above that

#

Ok we went ot

rough remnant
#

i cant spawn a simple projectile sphere. Im using get actor eyes and spawn actor

#

yeah i know, probably the dumbest question ever asked regarding unreal engine

dawn gazelle
#

It may be colliding preventing its spawning. Try setting the collision settings to one of the always spawn options.

rain furnace
gusty dragon
#

it just won't angle correct and face plants the track when going vertical

gentle urchin
#

Seems like it got mismatching directions

#

As if the train actor was upside down while component was turned or smth πŸ˜†

versed sun
#

needs to negate rotation

versed sun
#

When confused , post code you used

gusty dragon
#

is it cause its only on the x vector?

versed sun
#

On the bottom Return Node , add a Multiply by -1(Float)

gentle urchin
#

Hmmmmmmmmm

#

You only wanna flip one axis

versed sun
#

or, World coord space on bottom one

gusty dragon
#

a lot better results with the multiply by -1 float

#

I will try the world cord space on bottom and I will show u result of the -1 float

rough remnant
rough remnant
manic hamlet
gusty dragon
manic hamlet
gusty dragon
#

this is the result from the return node adding a multiply by -1 float when I changed the local space to world space it rotated the train backwards

gentle urchin
#

Looks alright

dawn gazelle
gentle urchin
#

Except to steep curve

gusty dragon
#

yeh I can mess around with the curve looks way better though ty

rough remnant
#

btw when i play and i see the outliner, i dont see any sphere spawned

dawn gazelle
rough remnant
#

i created the sphere by creating a BP, adding sphere compnent, adding it to root, adding projectile movement, in costruction script i binded the projectile movement component to the collision component and finally i created a variable

distant hollow
rough remnant
#

i putted a print node and it does happen nothing, i guess my game logic is off

distant hollow
#

You mean the Print did not show up?
Then you need to backtrack along the code to see at which point it got broken.

#

Post your code before the SpawnTelep so we can see

rough remnant
#

im working in a blueprints project

distant hollow
#

Ya so take a screenshot

manic hamlet
rough remnant
dawn gazelle
# rough remnant
  1. You're specifying an asset as the object to check if it is valid or not. Assets specified like this will almost always be valid when doing Play In Editor stuff, so the "Is Not Valid" path will never be called.
  2. You don't have the input execution path of the print string connected. The white wires show you the execution flow.
distant hollow
#

Why would you need the IsValid check for?

manic hamlet
#

prolly for the actor that has been shot

#

1st time it aint valid as theres nothing to teleport to.....2nd time around though(as 1st time is the shot) it is valid and now he wanna tp there

rough remnant
#
  1. but thats how is in the post i linked? and to him he is working? maybe he organzed the asset in a different way
manic hamlet
#

red =remove...white line= you need that

rough remnant
#
  1. i deliberate chopped the connections off for trying first the only Non vallid path, and secondy for trying the pre set transform location
thin panther
#

If you look at the post he actually has a variable hooked up

dawn gazelle
rough remnant
lusty hedge
#

whats a good way to store an inventory item's data

#

im using a struct right now but i feel like theres gotta be something for it

#

something like Scriptable objects from Unity?

dawn gazelle
#

Data Assets

gentle urchin
#

Or DTs

lusty hedge
#

thanks ill check it out

#

should i have 2 types of data assets

#

one for base item and one for each item

gentle urchin
#

If even πŸ˜…

#

Guess pro is being able to use tags as id's natively?

lusty hedge
#

would i make a unique asset for every item

gentle urchin
#

Thats the part that scares me lol

#

But ofc you can bulk edit them so

#

It becomes much like a dt anyway

#

You can also easily make custom editor widgets that edit them πŸ™‚

dawn gazelle
versed sun
#

1 Per Type I would assume
Group them with similar functionality
PDA_Sword could have 3 DA's (Basic,Rare,Unique)
then a different PDA for Consumables, and another for Shields : Each with there own DA's

gentle urchin
#

Inhertiance in other words

#

To compound data

#

Guess it also supports limited function implementations

#

Which is more than dts easily do

#

Youd need a struct library to compare..

#

They also dont take instanced uobjects do they

stuck sentinel
#

if this is active

#

i want to disable this from happening

#

how

#

do i do that

frosty heron
#

Gonna try to make editor only module and move codes there

frosty heron
#

When you want to pause the game, check if the player is currently interacting. If the player is interacting then don't pause

gentle urchin
#

Hmm havnt tried packaging directly yet

frosty heron
gentle urchin
#

But i assume they're excluded ?

frosty heron
#

I thought so too but in calling material editor stuff in one of my library

gentle urchin
#

The code itself is nothing special, just wrapped in #if WITH_EDITOR

stuck sentinel
frosty heron
#

I tried with if with editor but it still not cool with it. As long as I have dependencies declared in the main build.cs it won't compile 🫠

noble ledge
#

I have a UUserWidget that implements a interface. The EventGraph has these 3 events that do nothing. Is the purpose of this so that the Widget implements all the interface functions even if they don't do anything?

gentle urchin
#

So custom editor module it is

lusty hedge
#

can i loop through a mao

#

map

#

of a data asset

frosty heron
#

Yeah I will try editor module

tawdry surge
#

You can if you make the keys into an array and then get their values, but you can't iterate through a map directly

lusty hedge
#

uhg

#

trying to make inventory

#

might have to start over

tawdry surge
#

maps have a function for getting an array of the keys

#

Point of a map tho is to have random access. You generally should know what you want from the map and then it can find it quickly

marsh pilot
#

What does "Server only" mean?

tawdry surge
#

It happens on the server not the client

marsh pilot
#

Oh is this a multiplayer thing?

tawdry surge
#

If your game is single player just ignore it

marsh pilot
#

Ah got it thanks

noble ledge
#

What does it mean that some are gold and some are gray?

#

This is under the interfaces tab

vital cargo
vital cargo
#

So all the "gets" will return whatever you're trying to get while "sets" are setting a variable on your class.

versed sun
vital cargo
#

Sometimes you can have both, so it calls the function, does what ever it needs but then also gives you an output.

noble ledge
#

So it is based on a return or not?

#

Gray = has a return.
Gold = has no return

vital cargo
#

Yup

noble ledge
#

Ok intersting. Thank you

strong lodge
#

Hello! Thanks for any help for this! I always struggle with this menu. I want something to come down (with gravity) and land on top of my player character, but not pass through the floor (oh and also not cause my camera to zoom in, I'm in third person). basically I'm dropping an anvil on them. My player character is a pawn, what should I choose in here and set stuff to in other actors? I can make my floors and walls whatever and as a little bonus it would be great if it could go through walls as well, though I feel like that's probably harder.

vital cargo
#

Do you want the anvil to fall through your character or just stop and fall to the side?

strong lodge
#

fall through it

#

over it I guess is a beter wird since i want to kind of hide the character for a few seconds before the level restarts

vital cargo
#

Wait tbh, I don't think it really matters.
For the Camera, is it using a spring arm? (I haven't used Third Person starter in a while). If it is, the arm might be doing a collision test which is the Visibility trace I believe, you can set that as ignore/overlap.

#

As for that, everything makes sense. Maybe change CharacterMesh to overlap if you have a mesh on your character or it will stop the anvil from falling.

modern radish
#

can someone explain me how to use Get Timer Elapsed Time by Handle?

vital cargo
#

I believe it returns the duration/time that the timer has been running for.

#

Say you have a timer for 30 seconds and you need to know how far through it is, you can get it with that.

modern radish
#

yeah I'm trying to get the time elapsed between the same Exec triggering

#

but this doesn't work

#

but perhaps there's a better approach

vital cargo
#

The Timer Handle isn't valid so it's adding nothing, unless you've set up the timer before hand.

modern radish
#

I guess I need to use Game Time in Seconds

vital cargo
#

Say your STBE has the event attached to it, you have a 30 second timer and you've triggered it. You've set the Timer Handle variable because it's been triggered, then you can call for Get time elapsed

#

The Elapsed Time will return 0 or 30 (not sure which one it returns)

strong lodge
vital cargo
#

0 it returns since the timer just started

vital cargo
modern radish
# vital cargo

thanks for the help mate, I tried this but doesn't do what I need.. I need this to run inside a bigger logic, and right now it looks like it blocks the rest from executing

vital cargo
#

All good, that was just an example. I haven't personally used it.

versed sun
versed sun
modern radish
#

but that's since creation, not exactly suitable in my case

versed sun
#

you can Math it to what you want
Array(1) - Array(0)= time elapsed from 1st index to 2nd

modern radish
#

I'm going to try that

lusty hedge
#

how do i make an array of a map

#

i am trying to make an array of an item slot

#

and have the item slot contain a data asset AND an amount int

versed sun
#

Make a Struct of the Array

lusty hedge
#

you mean array of struct?

versed sun
#

or whatever object/actor whatever you use

#

Then you can use it either as a key or value

lusty hedge
#

thanks!

#

i ended up making an array a struct for inventory

#

the struct consisted of a data asset and an int for an amount

#

I dont like how maps are restricting. like i cant have certain functions like get or length

#

its a list like any other i dont see why there are restrictions

noble ledge
#

Question, on UpdateSnap could I have just called the event instead of tapping into its execution? Where the read circle is, could I just connect it? Just trying to see if it is basically the same thing.

modern radish
#

shouldn't this Custom Event fire every second?

versed sun
#

That will give you undesired effects, but its ok
Either disable Physics on the sphere or Enable Collision

versed sun
#

Do it once (On begin play)

modern radish
stone dirge
#

Hey I want to create a fixed pattern line trace shotgun spread for my game, how would I do this in blueprints code?

simple falcon
#

should i make it just go through everything, then instead of using on component hit, check if the sphere ever overlaps an actor? or is there an option for it in the details tab

versed sun
simple falcon
#

it needs SOME collision to be able to trigger on component hit effects right?

versed sun
#

Uncheck the Simulate Physics

lunar sleet
frigid swallow
#

Does anyone know how I could make swords collide? So during the sword swing animation, if the sword collides with another sword, it should stop/stay there, instead of just going through.

#

Same with other things like shields, walls, etc.

lunar sleet
#

I mean you answered your own question

#

make them collide, add collision

frigid swallow
#

how would I make the animation stay though? it kind of bugs out

lunar sleet
frigid swallow
#

k

stone dirge
#

Hey I want to create a fixed pattern line trace shotgun spread for my game, how would I do this in blueprints code?

jade lintel
#

my first thought is some vector math

stone dirge
#

yeah but like how

lusty hedge
#

first UE code

#

please rate

frosty heron
#

I'm getting hitches from async loading 😦

odd field
#

Anyone have a link to best practices for native game logic with blueprint subclasses?

I’m hoping someone has a naming convention that clarifies the back-and-forth of a single task across the native-bp boundary.

gentle urchin
frosty heron
#

I probably should have made a manager πŸ₯Ή and load them in chains

#

too late for that I guess

#

In theory Async load shouldn't hitch

#

but we are talking about Unreal (As Laura says)

gentle urchin
#

Still weird

#

If its that many you could still breaknit up in a loop

#

Do them sequentially

frosty heron
#

the way I did it was by creating an object (for the purpose of loading) for each soft object. Perhaps that was a bad move

#

can't figure out a way to que them up now

gentle urchin
#

If macros are as they say, duplicatino of nodes,

#

macro inside a macro should work

#

nvm , not like that

#

sequentially is ok, that's a macro with a loop delay

gentle urchin
#

or inside the loop

#

internally

frosty heron
#

@gentle urchin πŸ€— I will try that, cheers

gentle urchin
#

only 'issue' is that if you keep on piling objects on the array, it will never complete or reset, but maybe that's not an issue : )

#

If that would be an issue for whatever reason, you'd split them in two arrays, and do batches of say 20 items each time or smth

#

common loop behaviour, ofc

frosty heron
#

also another issue is that some Soft object depents on other Soft Object.
Eg, Material can only be loaded after the skeletal mesh is loaded.

#

but I suppose I can just load what ever after the loading screen and that shouldn't matter

#

when I'm opening the data table, I will load them again anyway

#

so I can try what you've shown right after map load

#

and then Just load normally after, which shouldn't be an issue if the soft objects are already loaded

gentle urchin
#

"load Materials" -> when done -> "load skeletal meshes"

#

or the other way around

frosty heron
#

Sounds good. Right now I kinda only pre-load the icons and that's what caused the hitches.
Then when I load the Material and skeletal mesh for the first time I get this black artifact

#

but switching between what's already loaded will look seamless after

#

so yeah, I would deffinitly look into pre-loading them

#

in a sequential way like you showed

#

Surely loading 1 obj at a time shouldnt cause any hitch

spark fjord
#

In this video, I'm going to show you how to set up a Health and Damage System in Unreal Engine 5. This system will allow you to track the health of your characters and damage they've taken in game.

This tutorial is designed for beginners, so if you've never worked with Unreal Engine before, don't worry! I'll be walking you through the entire pr...

β–Ά Play video
#

this helped me a lot

frosty heron
#

Calling a function that only update a specific widget is not good,
You should just be able to broadcast Stat change. And ANYTHING that subscribe to that delegate will do the update in their end

tight pollen
#

hi

flint wind
#

Hey guys, bit of a dumb question, I think. How do I keep an actor or a component from unrendering when behind another one? In this case, I have a widget on world space with a post process material overlay so it displays over other objects but, when it's completely covered y something else, it just disappears like this. When selected, it's back being visible, but it disappears again once unselected. I bet it's a simple setting but I cant find how to disable this. Thanks!

#

I think it won't be needed, but just in case this is the material it's using as overlay on top of the basic widget material

silver laurel
#

Hoping this is the right channel. Has anyone ever encountered a bug where going through a level transition breaks your AI movement (walk/run anims) and behavior tree? Like the AI just stands there instead of performing its actions? I built the transition with blueprints.

pseudo anchor
#

ok so im trying to replicate rotationg of my charcter
but whenever i play test, the joystick controls both players
i have another input that adds velocity and it works correctly
i also did in the same way with rep notify
i added a print and it just prints from client 0 for both screens
any ideas why

frigid swallow
#

Does anyone know how I could get a specific slot, lets say "full body" to not run in this layered blend?

#

Btw, "test" is the main state machine (ie. running, walking, jumping)

feral parrot
#

guys how do I customise a scalar value of a post process material using a blueprint? I started with that but don't get where to move on to

flint wind
#

I mean, I haven't tried modifying parameters from post process materials, but I bet it's pretty much the same as modifying parameters from any other kind of material. Again, forgive me if I'm wrong

flint wind
pseudo anchor
flint wind
#

I'm fairly new here so honestly, I'm not sure if controllers can have multiple instances of the same class, but I'm guessing your controller is "possessing" both characters and then applying the same input on the two. If I'm understanding you right, maybe you want to create a different class for the other player from where you reference the controller and copy only that part of the input. Am I being clear '^^?

pseudo anchor
#

it should work automaticly tho because i have another input under space and it works fine

flint wind
#

Space input doesn't get replicated?

pseudo anchor
#

no it does it works fine

#

its just that the joystick control the same player

#

the space input controls different characters

flint wind
#

Hmm... Then I might not be getting what you mean, so why don't we wait a bit and see if someone else can help you better than me? Feel free to DM me if you want me to try any further tho ^^

pseudo anchor
#

ya id like to try more

tribal gazelle
#

I am getting an "infinite loop" error. What I've done is converted my inventory system into components, but I also made it so the inventory can be on other players (not just NPCs) and I am trying to reference the same component I am coding in. Is that the reason I am getting an infinite loop? When I use my inventory (and force a notification) it says the notification widget (on event construct) is an infinite loop.

thin panther
tribal gazelle
thin panther
#

Normally if you click an error it shows you

tribal gazelle
#

But I plan to convert back to the way it was to see if me referencing same component is the issue.

lunar sleet
tribal gazelle
#

Take not of the max weight being 0 (which is a bug) but it is triggering a notification message within the inventory system (saying item is too heavy to be added to inventory)

#

But this is the issue I think

#

I am trying to reference the character component within the component

#

That is the "extra" step I took when converting to components

#

Disconnecting gives same error

lunar sleet
tribal gazelle
#

Well, it is trying to send me a message saying the item cannnot fit in the inventory (as there is 0 max weight)

lunar sleet
#

Right, but that’s not what I asked

#

If you get rid of that pre-construct, does your infinite loop go away?

tribal gazelle
#

When I delete it and keep disconnecting things it goes right back to the actual notification function in the UI widget

tribal gazelle
lunar sleet
#

Nah something else is wrong there

lunar sleet
tribal gazelle
lunar sleet
#

should be fine in theory, but what is calling that Create Inventory Widget function

lunar sleet
#

of what

tribal gazelle
lunar sleet
jolly cipher
#

Not sure if anyone has ran into this issue,

I have a characterBP that has a C++ class as a parent.

I bought an asset on the marketplace that uses C++ and the base character also has a C++ class.

Is it possible to somehow create a child of my custom C++ of the asset's character BP? Essentially inhereting both C++ code?

tribal gazelle
lunar sleet
hexed solstice
#

So I’m currently trying to parent the blueprint with a β€œdummy” on both the left and right side of my character, is there anyway to do this?

I am trying to set this up because I want to use β€œdetour crowd” stuff but only for the left and right side of my character. (Enemies are supposed to follow the main character but avoid its left and right side)

Also any documents and examples of this are greatly appreciated. I’m trying to learn as I go with this project

jolly cipher
# lunar sleet Wdym? What kind of asset ?

I just bought the Ascent Framework asset in the marketplace. Its basically a plugin you activate and you plug their Character base BP that has their C++ code linked. Im trying to figure out how I can inhereted my C++ code on top of that.

lunar sleet
versed sun
#

After you Construct /Create something , there should be a blue Return value
That is your Texture, off of it you should be able to set Size , or Width/Height or something
You might have to wrap it in a size box and Align to Fill
Not sure , I never messed with Media Texture

jolly cipher
near stratus
#

I'm trying to make a camera that pans around the character by rotating a spring arm that has a camera as the child component. When I rotate the spring arm in the viewport for the character blueprint, the camera is always facing the center but in game its always facing the front of the character. What should I do?

wild moat
#

still getting some jumpiness on my skew BP/material

thin panther
versed sun
leaden yew
#

for my game, I'm making a mission editor where the player can choose where on the map they spawn, how do I move the player starts to where they need to be before a player spawns in?

vital cargo
#

Single player?

dawn gazelle
leaden yew
leaden yew
#

in the chooseplayerstart function, could I spawn a playerstart in the right location and pass that as a reference?

dawn gazelle
#

You normally wouldn't want to allow players to choose a specific location. If you have a mission editor, I would think that you're setting positions of player starts and would allow players to choose from valid available start points.

kind estuary
#

How do i remove the collision entirely from a mesh, so to save performance?
Just this?

#

or there's more to it?

paper python
#

Hey, I want to gain some clarity on fundamentals of how engine works (and things break)
If I have a Timer that calls an event very frequently
And that event has slow code - like, an unreasonably super dense calculation, or even a delay() node.

With such situation, could it happen that the event gets called multiple times, while the original call is still executing, leading to chaos and overwriting values in the variables it operates on? πŸ€”

mighty frigate
#

Hi.
Level streaming.
I have a starting level with just a CameraActor and PlayerStart that loads a BP_LevelManager.
In that blueprint Event_BeginPlay triggers LoadStreamLevel of a TitleScreen_Level.
That level streams in correctly.
In the BP_LevelManager I have a Event_Enter (the keyboard input) that SHOULD trigger a print string (for debugging bc the real load swap wasn't working). It does not.
I actually want it to unload the streamed TitleScreen_Level and load a stream of the Gameplay_Level but it seems getting the Print String to work will resolve that.
Any thoughts?

leaden yew
wild moat
versed sun
wild moat
#

but yeah i noticed it looks like it's moving linearly

versed sun
#

Looks like -1 to 1 needs to be -1.3 to 1.3 .... or something

wild moat
versed sun
#

hmmmm

thick bramble
#

Why aren't my class defaults showing up?

#

Details are enabled

versed sun
#

I see you got it down to 4 arrayMatrix, are they Cardinal directions(N,S,E,W)or the corners(NW,NE,SW,SE)?

thick bramble
#

Can I somehow create an object in array from editor?

zealous moth
#

Make a double for loop in construction enabled by int > 0.
Set int to 1.
Editor freezes πŸ₯Ά

unborn sigil
#

In order to make a player character's collision capsule rotate to follow the camera direction, does the camera need to be set as the default scene root component in the character BP?

lunar sleet
unborn sigil
lunar sleet
unborn sigil
marsh pilot
#

How do I check to see when the right mouse button is clicked?

#

Is this something I have to do with the enhanced input system?

lunar sleet
marsh pilot
#

Clicking anywhere

lunar sleet
#

Read the docs and look at how the templates do it, you should be able to figure it out

past junco
#

hey, sorry to butt in. I just don't know the channel were we can ask about extremely basic questions?
Super new to UE

lunar sleet
past junco
#

ahh ok thanks. I think I'll try general.
Just trying to figure out first person movement and the UI

lunar sleet
past junco
slim widget
lunar sleet
slim widget
#

bepDead I'm having trouble too. I have a character, character shoots bullets, that's working fine, but if I pick up a powerup to say, make the bullets "should bounce" from the projectile movement component to become true, I cannot seem to do this because the only actors they will recognize is the power up, and the character that collided with the power up, and the bullet, somehow, is not as interactable, even promoting the BP_Projectile to a variable in the power up, I cannot drag it from the content browser, and because it's a bullet that exists for 3 seconds, making it a level asset that just exists in the void doesn't seem plausible either

lunar sleet
#

And sorry rephrase that, what’s not colliding with what exactly?

slim widget
#

the logic I feel is simple, player spawns bullets, to change the property of what is shot, change the BP_Projectile of that object being shot, as it'll only ever be itself

lunar sleet
#

Is bouncy bullet a child class of bp_projectile?

slim widget
#

no it's just an actor, making it a child of bp_projectile has the same issue when trying to address bp_projectile as a parent

lunar sleet
slim widget
#

the cube is just a power up because I'm not 3D savvy, it would change the property of future bullets fired to become bouncy

#

basically A hits B, doing so effects C, but C is invsible to event dispatchers, parents, cast binding. I feel like there's a principle I'm not understanding

lunar sleet
#

Ok, but you want to hit the cube with this initial bullet first, right ? What’s supposed to happen to that bullet next ?

slim widget
#

the player runs into the cube, like old fashioned games where you run into the thing to get the thing

#

running into the cube should change BP_Projectile's projectile movement component "should bounce" variable from false to true

#

the player spawns bullets through the spawn actor so it doesn't know what BP bullets are either, technically

lunar sleet
#

Oh ok that’s much easier

slim widget
#

yeah SobAqua I feel like solving this everything else would be smooth sailing but my kryptonite is making simple things very hard

lunar sleet
#

Ok, so what happens now, does running into the cube work as intended?

slim widget
#

no, but I had an idea of changing the variable bullet to a class variable instead object to see if that'd make it populate from the content browser that didn't help I have no ideas.

lunar sleet
#

But it’s not too difficult to achieve this

slim widget
#

unity gave me a lot of bad habits apparently πŸ˜†

lunar sleet
#

Make a new bool on your player, HasBouncyPowerup, default false

#

Make your player make to overlap the cube and vice versa. Then, on the player, use actorBeginOverlap , cast to the bouncy cube bp. On success, change the HasBouncyPowerup to True

#

Lmk when done and you’ve tested the overlap works with a print string or something.

dapper nest
#

hi can anyone help me with the maths here, i need to get the input direction relative to the player's current direction, any advice? even if anyone has pointers towards what i should look into

slim widget
supple dome
lunar sleet
# slim widget simple enough

Good. Now on your BP_Projectile’s begin play, get player character, cast to your char bp, branch check if the power up bool is True, then get the PMC or drag into the graph, set bounce to enable

slim widget
#

Interesting, it'll take some getting used to but I think this is the way it is, thanks Neo

dapper nest
# supple dome what kind of movement you want

i am using it to add a dash that takes the input, and turns it into a directional vector based on the player's rotation. So pressing left will return a vector that is left of the player, pressing right returns the right vector, etc, etc

#

so i know the maths i gotta do involves the forward vector and the directional wish vector, but im not sure what to do with them

lunar sleet
slim widget
#

right

lunar sleet
#

Nvm I guess you already know that

dapper nest
#

yeah, it would mean having a different calculation for each possible vector, but ik there is a way to do it with the wish vector and the forward vector, i just cant figure it out

slim widget
#

oh. wait. I just realized something, when you create the bullet, for the time it's created you have access to the object SkySlain Neo's bool still applies to this, but it opens up all the doors I had wanted anyway about modular powerups

lunar sleet
slim widget
#

right, ideally changing the class, but for now this will do until getting lower level becomes necessary, just wanted to update that I completely forgot spawnActor has a return value of the spawned actor dumbboat

lunar sleet
#

I’m thinking it should be as simple as breaking into 2 where W/S uses fwd vector and A/D uses right vector

opaque acorn
#

facing an really weird prob;m, baiscally i want to my array to get reset however at an index i want to keep the value. when i try to access the array via event tick it only work for once then if i test other values array reverts

#

at event begin play the loop changed all values to 0 then it re put the value at given index after completation of for each loop. Now evnt tick do shows the right value for once but if i change the index and try to get the value; the problem occurs

lunar sleet
dapper nest
#

got it working, this seems to do the trick

opaque acorn
lunar sleet
lunar sleet
earnest swan
opaque acorn
#

this the array and i want to make all the item values 0 but keep 2nd at the value its ie 1

earnest swan
#

Unless you don't gotta worry about it

opaque acorn
#

so at event begin play i use GET (copy) and stored its value ; then i used for each loop to change all items to 0

#

then i took that variable which stored before the loop; then used set array elm to set it back to the index ( 2)

dapper nest
opaque acorn
#

now Im checking the array's items via event tick

opaque acorn
dapper nest
#

btw for anyone wanting to use this, make sure you normalize it, just accidentally sent my player flying lmao

earnest swan
#

Lol classic

dawn gazelle
lunar sleet
opaque acorn
#

active index supposed to check array via event tick

dawn gazelle
#

But if you leave it at 0 as well as "Given Index" at 0, what displays? Based on what is happening here, you're only storing the value of "Given Index" which means looking up "Active Index" will only return a value other than 0 if it's set to the same value as "Given Index".

trim matrix
#

How do i set the restitution value over 1? it wont let me

opaque acorn
#

if i type active index 0 (which item is 3 before the for each loop) at event tick and i dont change the value via BP slider; it would show the item = 0 which shows that EVENT begin play code has worked BUT if i change the active index via BP ; it will revert the older value DONE BEFORE the event begin play

lunar sleet
trim matrix
#

thats where the clamp is defined in

dawn gazelle
lunar sleet
opaque acorn
dawn gazelle
#

I didn't ask you to unplug the loop. I asked you to set Given Index and Active Index to 0. You should see 3.

opaque acorn
#

yes it showing 3

#

code loop is also plugged

lunar sleet
#

Is that maybe an overridable bind ? Check the + sign in the panel

kind estuary
zealous moth
#

I am trying to add spline points between spline points on a spline actor in the construction script.
I figured I'd do this:

  1. find the total amount of spline points
  2. for each spline point, find it and the next point's distance along the spline
  3. subtract to find the given distance and then divide that distance by n+1 of the intermediates you want to have

that way if you want 1 intermediate, you want it at the halfway point (d/(n+1)) = d/2;

  1. take the current spline point in the loop, get the distance along spline and add the d/n+1 value to it.
  2. get that new distance and find the vector
  3. add new spline point at the vector

It sounds good but works wonky...
It adds spline points at already existing spline points and after a certain point, they go away from spline.
If I set the value to 2... all hell breaks loose...

https://blueprintue.com/blueprint/zuvqmw-j/

dawn gazelle
#

So, then it is operating exactly how I described. You won't see anything other than 0 unless Active Index == Given Index because you're retaining the value of "Given Index" only.

#

All the others you're setting to 0.

lunar sleet
lunar sleet
opaque acorn
lunar sleet
# kind estuary

Check if it’s in the overridable functions in the left panel

kind estuary
#

got it

#

thanks

opaque acorn
#

u can check the code from ur side

#

use simulate and try to use active idex value at the BP detail pannel

#

idk why other values are turning back ( they should be 0 ; as the loop code supposed to turn them 0 )
@dawn gazelle

kind estuary
#

that saved the day

opaque acorn
#

-__-

lunar sleet
zealous moth
#

lemme check

lunar sleet
zealous moth
#

ah, i set it up with the # of intermediates you want +1

#

so 1 intermediate means divide by 2

#

2 means divide by 3

#

etc

#

so yeah, that's correct πŸ™‚

lunar sleet
#

Might need to ensure it doesn’t go past the last spline point if you don’t already have that in place

zealous moth
#

yeah i just added a fix for that

#

but it doesn't change the fact i get extra points i don't need and past point 3 it's way off the spline

opaque acorn
dawn gazelle
lunar sleet
zealous moth
#

I added another layer of debug

opaque acorn
zealous moth
opaque acorn
#

have u tested it with sim mode?

zealous moth
#

@lunar sleet here it will print a text near the points. at intermediates = 0, it looks good

dawn gazelle
opaque acorn
dawn gazelle
#

Values are retained in simulated mode.

lunar sleet
#

😁

dawn gazelle
#

The actor doesn't "begin play" in simulated I imagine.

zealous moth
#

if I add 1 intermediate....

dawn gazelle
#

or something along those lines?

opaque acorn
zealous moth
lunar sleet
lunar sleet
opaque acorn
dawn gazelle
#

It does fire in simulated XD

opaque acorn
#

was Datura said it wont retain

dawn gazelle
#

Perhaps its just in how the variables are handled? I don't know as I don't use simulated myself :/

opaque acorn
#

yea but i used to use that mode for checking now i wont use this mode

lunar sleet
#

It’s possible this is a side effect of how the mode works

opaque acorn
#

now it looks its a "SIM FORWARD" thing meaning it wont going on if conditions are change

#

meaning if i change active index *it wont count the change

#

instead it will use the the original values

lunar sleet
zealous moth
#

no, they keep adding too many

#

I have 4 points

#

I expect 3 more to be added totalling 7

#

i get 10

#

so something is doubling

lunar sleet
#

Is it possible it’s counting the ones you’re adding as you add them?

zealous moth
#

aha i did that mistake

#

it crashes

#

because you infinitely add them

lunar sleet
#

Right yeah

zealous moth
#

so I set the number of spline points before the loop

#

it cannot go past 4

#

or whatever number i have currently

lunar sleet
#

I’d set a breakpoint and step through each node to see what actually happens tho

#

Prly some weird side effect

cyan bone
#

Cant call this function its an BlueprintImplementableEvent

#

UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
void RemoveIcon(AMainBat* Actor);

zealous moth
#

@lunar sleet the first loop works 4 times, which is what i expected.
The second loop will itterate 8 times...

#

hmm

dawn gazelle
cyan bone
#

overriding it

dawn gazelle
#

Which looks to be a const function

cyan bone
cyan bone
#

sorry yup spagheticious

lunar sleet
#

I think the point is you can’t do it inside a constant function

#

So move it out of there

dawn gazelle
# cyan bone its a blueprintimplementable event

OnPaint is const though, which means it's not supposed to be changing things and if you call a function that isn't const inside of a const function I think that is what causes that message.

cyan bone
#

and in that event in blueprint

#

i call the removeicon

#

sounds a bit hackey

lunar sleet
zealous moth
#

yeah so it doubles

#

i am trying to rewrite the math

dawn gazelle
lunar sleet
dawn gazelle
#

But I wouldn't recommend that either for looping over things like that to check if its valid or not :/

cyan bone
#

its working now

#

but what is the issue with doing this in the On Paint?

frosty wadi
#

SO i have an array of texts and when i do remove item and remove the item form the array it removes it but shortly gets added bakc bc the length goes form 3 to 2 and thne the next time it prints the length its back to 2 its not like its perm removed what am i doing wrong

lunar sleet
zealous moth
#

I guess i mistakenly did the math, works now

frosty wadi
lunar sleet
#

You’re removing an element from the array, I imagine

zealous moth
#

when you remove, the index gets shifted, dunno if this was talked about

dawn gazelle
# cyan bone but what is the issue with doing this in the On Paint?

Again the problem is likely because OnPaint is const and const is a promise that you're not changing things about this object. By attempting to call a function that isn't const in a const function signals that something could be getting changed and the engine wants to stop you from doing it. As for why the Set Render Translation function doesn't throw the error, it is likely because it's called on a separate target that the const function wouldn't care about and isn't considered "read only" in this context.

lunar sleet
# frosty wadi

Perhaps you need to explain what you’re expecting vs what’s happening again

loud bridge
#

is it possible to bind a custom event in the construction script?

frosty wadi
lunar sleet
#

Show the rest of the code so we can see how you’re calling each number and if that array is being modified anywhere else

zealous moth
#

hm, if i add spline points in construction script, is it normal to not be taken into account at begin play at all?

frosty wadi
#

it makes the arraay thne randomly picks a number form it

zealous moth
#

in the construction script, it takes into account all of them in that debug, at runtime, i made it print the amount i have and it's the original number :/

#

brb crashed engine

lunar sleet
zealous moth
#

lesson learned: don't click this

lunar sleet
#

Did you have to pull from source control?

lunar sleet
frosty wadi
#

wiat wrong one

lunar sleet
#

Yeah I mean where is it being called from

frosty wadi
#

its right ther it make array that has 3 elemtns in it

#

its a test array its not the origonal one

lunar sleet
#

I know I mean where? Begin Play, Event Tick, random function , etc

frosty wadi
#

i orgionally hadd it in a fuciton on its own whne the cal lvbutton was clicked

#

its like the array is getting remade or like reset when i do the next number

lunar sleet
#

Begin play of what bp, the widget ?

frosty wadi
#

of the ball

#

the ball that dispalys the numver

#

the ball is the main actor

lunar sleet
#

Ok, is it always the exact same instance of the ball then?

#

Or do you have more than one ball

frosty wadi
#

ahhh

#

bingo

#

thats it

#

it destroys the actor and spawns a new one

lunar sleet
#

Store the array somewhere where it persists

#

Or simply hide the ball, move it (if necessary) and show it again rather than destroy

frosty wadi
#

so how owuld i go about storing the array

#

should i make the array in a seperate bp

#

like make a new bp secifcally for the array

lunar sleet
#

You can store it in like player controller or game mode if you want or like I said, avoid destroying the ball and you’re golden

frosty wadi
#

thnaks

thick bramble
#

Why can't I use GetAllActorsOfClass in UObjects?

dawn gazelle
thick bramble
#

Sounds like scam 😦

#

I mean, not from you

cyan bone
#

i also tried learning how to work with uobject but found it hard because doesnt have anything. so i just use actors

thick bramble
#

Much cheaper

#

And have functionalities

cyan bone
thick bramble
#

Can't I add tags on already placed actors?

lunar sleet
#

Isn’t it also that not all objects are actors ?

thick bramble
#

I clicked "+" like milion times

thick bramble
dawn gazelle
# thick bramble I mean, not from you

You can add a world context fairly easily but needs C++ to do... And in this case, it tries to use an assigned Actor as the "Outer" to retrieve the world context.

UCLASS(BlueprintType, Blueprintable)
class YOURAPIHERE_API UWorldObject : public UObject
{
    GENERATED_BODY()

        virtual UWorld* GetWorld() const override;

};
UWorld* UWorldObject::GetWorld() const
{
    if (!HasAnyFlags(RF_ClassDefaultObject) && !GetOuter()->HasAnyFlags(RF_BeginDestroyed) && !GetOuter()->IsUnreachable())
    {
        //Try to get the world from the outer actor if we have one
        AActor* Outer = GetTypedOuter<AActor>();
        if (Outer != nullptr)
            return Outer->GetWorld();
    }
    return nullptr;
}
thick bramble
#

What you see, are actor's components, e.g. static mesh component

#

Components =/= actors

#

Components on the base level, inherit from UObject

#

So, you are corrent

#

Not all objects are actors

zealous moth
#

well i hit a funny snag... i have spline with points 0, 1 and 2. I want to add intermediates to it, but anything added becomes... 3, 4, 5, etc
How can I make my new points move the old ones?

lunar sleet
gentle urchin
#

You can set point data directly

#

Youd need to move the old points manually

#

Is there a specific reason for making intermediates vs just adding to the end ?

zealous moth
#

yeah my ai needs them for patrolling

gentle urchin
#

I kinda dont feel like that answered it but

zealous moth
#

ai gets spline points and walks to them in order

gentle urchin
#

Add point at the end -> set its data to the previous point -> continue doing this untill you hit the location /section for your new point

gentle urchin
#

Or is this dynamically changed by the player at any random point in time?

zealous moth
#

well that's the thing, the AI goes straight, doesn't follow the spline. What I am doing is adding extra points on construct so that the AI can now go to intermediates between them and better mimic the arc

#

the issue is that those intermediates are added later in the index instead of in between

#

I think an idea I had was to create a temporary array/map and add to it the index, the distance, the tangent and the location, store it, run the calculations and at the end, rebuild it entirely

gentle urchin
#

Just reversing from the end does the same thing but saves you from caching it additionally

zealous moth
#

the array becomes like this:
0
1
2

to
0
1
2
3
4

but 3 and 4 should be
0
3
1
4
2

#

how would reverse fix it?

gentle urchin
#

Add point(4) = get point 2
Add point(3) = get new 4
Add point(2) = get point 1
Add point(1) = get new 3

dawn gazelle
#

Reticulating Splines

gentle urchin
#

For inserting?

spark steppe
#

my client didn't scroll (my answer was about the construction script spline point thing, was apparently >1h ago xD)

gentle urchin
#

πŸ˜„ been there done that

#

Suddenly i answer to things 3 days ago

#

I rly should get back to my spline project

#

Was quite interesting to play with

zealous moth
#

reticulating?

trim matrix
#

I want to paint a bunch of static meshes with the foliage tool then convert them to blueprint actors in the editor.

I cannot figure out how to get a reference to the exact static mesh type of foliage that I'm painting

gentle urchin
#

wondering if Datura comes clean or finds another ref for Reticulating....

spark steppe
#

branching?

gentle urchin
#

You know you can paint actors directly right ?

#

Sounds like it'd save you a middle step

trim matrix
#

oh that'd be way easier thanks

#

I'm going to need to be able to get all these painted actors and store them in an array, then delete them from the world.

Then I'll randomly spawn a fraction of them at the start of every round

fringe junco
#

does unreal have a json or xml parser / serialization built in

grizzled beacon
#

Guys I'm trying to spawn a text widget on an actor of the scene, but it's binded and locked on the player camera, is there a way to make it fixed and frozen on top of the actor?

quartz haven
foggy escarp
#

that looks horrendous

quartz haven
quartz haven
dark drum
dark drum
quartz haven
#

The functionality I would like to use in BP as well. It is a lot faster to do it like that, than draging again and again and again.

foggy escarp
#

He shows off everything there

quartz haven
foggy escarp
#

bp assist basically makes everything 10 times faster once you learn the shortcuts. I don't use like 50% of what it has but Definitely the auto format and pin shortcuts

#

it does the first one, but the second video is more unique to material-type graphs in UE, I think there's one that does it somewhere

quartz haven
#

Regarding <<but the second video is more unique to material-type graphs in UE>> I will have to figure out what "material-type graphs" mean first πŸ™‚

#

Still new to this

drifting kite
#

hi is this the right place to ask about issues and problems?

foggy escarp
#

yep

drifting kite
#

im having an issue in 5.0.3 where nothing is showing up on my detail panel when working on BPs

#

i saw some other screenshots where there should be a gear on the top right of the panel with the filter options, but i can't seem to find it

foggy escarp
#

when selecting variables, events, and other things similar?
The details panel doesn't have much, to change, but there are options like showing plugin content and other stuff

drifting kite
#

yup, regardless of what I select, it just shows up as a blank

frosty heron
#

There is a bug in 5.3 where it wiped the detail panel

#

But I am not aware of that happening in 5.0 or 5.1.

If it isn't the bug, maybe try restarting the editor. Close the detail tab and open again

crimson prawn
#

Hello, I have a question.
Is it better to download a whole json for each time it is updated (of an API) or just request the API each time I need ?

drifting kite
#

thanks for the advice though, I guess I will poke around this a bit longer

wary birch
#

How does one transfer information from one game level to another?** (Example: You picked up and equipped this weapon on level 1, so now you will start level 2 with this weapon) **

dark drum
silent drift
#

Could anyone tell me how I add a check to see if I hit an actor with a certain component on?

I would like to add so it plays a "hit" sounds when I successfully hit something that I can hit, and not when I hit something that doesn't have a health component, OR when I hit something where it fails to give damage (since you might need a special bullet or such).

dark drum
distant hollow
gentle urchin
#

I dont like that option cuz bloat πŸ˜„

#

But it would definetly work

distant hollow
distant hollow
foggy escarp
#

its a plugin. $20, but well worth it. The speed jump using it is insane.

silent drift
#

I'm using the other actor, but I need to check so it has the "Health Component", but when I tried to do this it sadly didn't work. 😦

distant hollow
#

You can also use tags

kind estuary
silent drift
#

Ah, which would be better? To use tags or to check for a health component? I'm good with either, just trying to learn and unreal and setting up a basic first projectile. πŸ™‚ SO I can shoot destroyable walls, and enemies.

#

(To start with)

distant hollow
gentle urchin
#

Remove collision from the mesh itself 😎

distant hollow
kind estuary
#

open the mesh

#

just this

#

no need to go on the blueprint and change the collision settings and all the stuff?

silent drift
#

This is what I tried, but I get the warning it will always fail, and I'm honestly not sure how to solve that. (Sorry)

Though, I wonider if tags might be better since I want the bullet to bounce when it hits something that is "protected" and just make it bounce on those, deal damage otherwise, and just kill the bullet if there is no tag or wrong tags.

kind estuary
#

so the mesh
open the mesh
just this
no need to go on the blueprint and change the collision settings and all the stuff?

kind estuary
kind estuary
#

or do i need to change this too?

#

see there are 3 places that relate to the collision of a mesh.
1- The collision itself, can be removed.
2- Collision settings inside the mesh.
3- Collision settings inside the mesh inside the blueprint.
There is also the option to not import the collision when importing the mesh into ue.

#

quite confusing

#

Should i remove everywhere?

gentle urchin
#

If theres no collision

#

It cant collide, unless use complex as simple is set

chrome scarab
#

Is there a way to set up simple parent/child (attach) relationships within the blueprint editor (viewport)?

In the outliner of the level I can make two actors and make one a child of the other.

In a Actor's BeginPlay() I can spawn another actor and attach it to the first.

But in the actual viewport of an actor blueprint I can only make ChildActorComponents, not a simple "actor which is attached to me". Or am I missing something?

kind estuary
#

it always exists

#

because its made by the triangles themselves

kind estuary
#

should i also touch this?

spark steppe
#

depends on the mesh

kind estuary
#

use complex as simple

spark steppe
#

you dont want this for meshs with many vertices

#

it's good for doorways and stuff tho

kind estuary
#

i want no collision at all

#

like as cheap as possible

spark steppe
#

then leave it to project default

kind estuary
#

remove collision entirel