#blueprint

1 messages · Page 19 of 1

kind estuary
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y

spark steppe
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and in the top menu under collision select remove collision

gentle urchin
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Correct

spark steppe
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that gets rid of all colliders

kind estuary
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its greyed out

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so that means probably it doesnt have collision already

young meteor
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Any clue as to why my mouse click is not registered?

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I asked GPT, and I went through most of them. Point 8 is my best guess, but I'm not sure how to check it:

frosty heron
young meteor
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In a widget BP

frosty heron
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That's not gonna work I think, you can only have input to things that you own

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Eg your player controller or your character

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Or to actors that you specifically set to enable input

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In widget you have to override some function to get key events

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Not on my comp rn. But try OnKeyPressed

young meteor
frosty heron
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Or if you want another method the node is called Listen for input action

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That's easier mode

distant hollow
frosty heron
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It's not gonna get fired in widget, they handle input differently

young meteor
frosty heron
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It will fire if It actually get called

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Listen for input action is straight forward

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Just connect the delegate and type the input action name

distant hollow
young meteor
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Getting closer? (Have to connect the listening nodes ofc)

frosty heron
# young meteor

Make sure leftmousebutton is a thing in project or editor setting

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I can't remember which one

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Go to setting, input. Add action value call it "leftmousebutton"

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Set the key to left mouse button

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Then back to your widget make sure u get the exact name "leftmousebutton"

young meteor
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Added here in inputs?

frosty heron
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Sure. U already got one tho

distant hollow
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"SetDestination"

frosty heron
#

So instead leftmousebutton in listen for input action node. Type SetDestination instead

young meteor
distant hollow
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Now put them in EVentConstruct

young meteor
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And hook up the listen to EventConstruct or something right?

distant hollow
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Yep

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And while you are at it, maybe just toggle a breakpoint on one of the Listen

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Just to make sure that your widget is running properly

young meteor
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Crashed with breakpoint on listen haha ^^

frosty heron
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Print string the offset. That's what u are here for

young meteor
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Didn't seem to work before that though. Will recreate it. Sec

frosty heron
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Just show the bp

young meteor
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Tick "consume" by the way?

frosty heron
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Nothing in that node should crash the editor. Maybe if you do it on preconstruct instead of construct that will be a problem

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Consume will consume the input

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If u have something else listening to the input it will get blocked

distant hollow
frosty heron
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That's for you to decide based on your design.

young meteor
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Got it

distant hollow
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If toggle breakpoint still breaks it then use a Print node behind the Listens instead, set the duration to say 20 seconds and change the color and text so you can tell

young meteor
frosty heron
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Gpt Is almost next to useless when it comes to blueprint stuff

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Maybe 10% correct info, rest is bullshit or misleading

young meteor
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Breakpoint still not firing. "Done" is printed

distant hollow
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Hook them up

frosty heron
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Print string after the event. Just stop using breakpoint

distant hollow
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Where are these codes on? PlayerController?

frosty heron
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Widget

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There's canvas panel there

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listen for input action is widget function

distant hollow
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Get Player Controller and link that to Target instead and try again

young meteor
frosty heron
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0o which target?

young meteor
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Only "Done" printed

frosty heron
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That's not gonna work

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Ok look

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U still haven't done what was said

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Mb mobile resolution

young meteor
frosty heron
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Yeah that's odd. What's the input mode set to?

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If game only then not gonna work I reckon

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Make sure it's game and UI

distant hollow
# young meteor

Try getting a Get PlayerController node and plug that into the Target

frosty heron
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Target is user widget. You can try but not gonna work imo

distant hollow
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And like ColdSummer said, make sure it is input mode UI and Game

distant hollow
young meteor
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Same result with Game and UI node first

young meteor
distant hollow
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Ok my mistake, please ignore

frosty heron
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That should work if the widget exist and the input mode at the time of button press is set to at least UI. .

I'm not sure what happens on your end. Probably need to debug with making sure that the input event is set to UI

You can always try the other method. On mouse button pressed

distant hollow
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You wouldn't be able to connect it

frosty heron
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If you have a left mouse button being called somewhere and it is set to consume, that could also be a reason maybe

young meteor
frosty heron
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Check your character and player controller

distant hollow
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Like a key that you are not using

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If the key works then more than likely your mouse has been consumed somewhere

young meteor
frosty heron
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If you already override mouse key down in the widget or something like that. That might be an issue too I'm not sure but I would also try to remove the function just incase

young meteor
distant hollow
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Does S fire it?

young meteor
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Tried setting a "SkillTree" input

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Does not fire no

distant hollow
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Hmm

frosty heron
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Hmm do you have enhanced input?

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Was told it doesn't go hand in hand with legacy input

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But I haven't use enhanced input yet so I dunnoe

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@young meteor let's do it the widget way maybe

young meteor
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I do not. On UE 5.0

frosty heron
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Hmm that's weird

young meteor
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Directly using "S" key does not fire either. In case it's relevant

frosty heron
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Try to override on mouse button down and print screen

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Yea the input stuff not gonna work in widget. The "S" key part

young meteor
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This Widget is nested in another one if that makes a difference.

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Let me get a reflector screenshot

frosty heron
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My suggestion is to do it on empty widget

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Just to get the function to work first

distant hollow
frosty heron
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I was wrong then

young meteor
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Not easy on mobile screen to see sorry 😄

distant hollow
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I have a feeling his inputs might have been disabled somewhere

frosty heron
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Only for stuff to detect if button is pressed etc

young meteor
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Works in a clean widget (at least with S key)

distant hollow
young meteor
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MousePressed is triggered in the clean widget

drifting kite
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i have "fixed" it by reverting my git so kinda solved it. Thanks though.

young meteor
distant hollow
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You sure you don't have a PreConstruct somewhere in that widget blueprint that could be messing inputs up?

young meteor
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Looking in the reflector, I see another visible one connected to same Overlay higher up? Could be it?

distant hollow
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That could be it, but it shouldn’t block keypresses

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You can try though, set that to Non Hit Testable (Self only)

young meteor
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Trying to find it.

tardy idol
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i cant get radial force to work, i have a cube and a cylinder attached with a spring, between them is the radial force, here is the event graph

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when i press j nothing happens and nothing prints

distant hollow
tardy idol
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mb imma try

young meteor
distant hollow
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That is on Visible?

tardy idol
young meteor
distant hollow
young meteor
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Right

distant hollow
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Try to get another blueprint like PlayerCharatcer, put a Tick event there to Enable Input

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This should force the Input mode to stay enabled

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After that try again

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Do the same in your widget blueprint

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Not to solve your problem, just to try using it to identify what it could be

young meteor
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Just in case it matters. In my Main menu I have the "Skill_Tree_UI" (which is the original one I showed you code from) set to collapsed.
I then set it to visible on button click.

distant hollow
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Let’s test it out one by one

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What does the tick-enable give you?

young meteor
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Sorry one more message. I'll start trying your stuff now.
I tried creating a widget and removing self (main menu if it works like I think) completely. Did not make a difference.

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Like this in player character?

distant hollow
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Yes

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Set that up in the widget as well

distant hollow
young meteor
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In player character I noticed no difference in behavior. Am I testing for something specific, or S key like before?

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To set it in widget I get this:

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Also, assuming I should remove the function in Character when I make it in the widget right?

distant hollow
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Leave it connected to target and controller

distant hollow
young meteor
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What do you want me to plug into "Target"? Must have something when done in Widget BP

distant hollow
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Plug PlayerController to both Target and Controller

young meteor
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Made no difference.

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With or without the same in character BP

distant hollow
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So still doesn’t fire?

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Ok now try this
In the Tick event for the widget
Get Ref to Self > Get Visibility (enum), then plug it to a Print and see what the status is

young meteor
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You want Enable Input still?

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Prints "Visible" without it (as screenshot)

distant hollow
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No, you can take it out already

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Hmm

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So it is Visible, but simply not responding to your inputs somehow

young meteor
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Focusable prints false.

distant hollow
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Focusable is not important

young meteor
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ok

distant hollow
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Wait

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No harm giving it a try

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Go to your widget and set focusable to True

young meteor
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Prints Visible and True then. No difference in behavior though.

distant hollow
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Hmm ok, so no diff

young meteor
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For the clean widget it prints "Not hit-testable (self-only)" and false.
And that one works.

distant hollow
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Just to confirm again, you pressed S and nothing was fired right?

young meteor
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Correct. And same in clean one. Then breakpoint triggers.

distant hollow
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Hmm

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Where is this menu added to the viewport?

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Try setting the zorder high and see if that would make any differences

young meteor
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If I understand your question correctly the main menu is created from Character BP:

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Not sure if I understand where to set a Z order.

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In that main menu I set the nested Skill Tree UI we are talking about to Visible:

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You are highly tenacious though. I both appreciate and respect that 😄

distant hollow
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Expand this and set the value to like maybe 5

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Zorder is the order which widgets stack

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A higher number means it would be layered above other widgets

distant hollow
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I will be on a flight 3 hours from though so hopefully we can solve it by then

young meteor
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Just tried duplicating my main menu and gutting it for everything else than what I need.

distant hollow
young meteor
young meteor
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Added some back, and now it does not work:

distant hollow
young meteor
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right.

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either code connected to it, or the elements themselves.

distant hollow
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Test out by removing what you added, then test run with every addition, instead of adding everything at one go

young meteor
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Did not add everything. Just a small group 😄
On it..

distant hollow
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Don’t even do groups lol

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Just add one item at a time

true flume
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Hello, how can i load game from different level. save system works fine but when loading if i call open level(by name) function, data is not loading. Any help?

distant hollow
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Do note that everything is destroyed when you load a new level, so whatever code you put after the Load Level will not run.

young meteor
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Just kept working.

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Plugged in the original menu instead. Even works in that one now. What the.. ?

true flume
tribal blade
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Why the hell are random streams from a seed in ascending order as the seed increases?

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shouldn't each initial seed create a completely different stream?

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as it clearly does not, what other options do i have for a random float that does not increase along with the seed?

young meteor
# distant hollow Just add one item at a time

Even works with "SetDestination" now which was the left mouse button.

Only thing is, I get these warnings in the log. Maybe it was the Controller before then? Not sure at all.
You think I should be concerned about that error?

In any case. A massive thank you for the help. 🙏

edgy ingot
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Where are you storing the values? Game instance or savegameobject?

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Try to post some pictures of your bp

dawn gazelle
gentle urchin
tribal blade
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@dawn gazelle @gentle urchin I'm aiming for a multiplayer-synced RNG. So, i have an initial seed (synced over the network) for a weapon's critical damage chance, and every time the gun shoots i incremement the seed by one, so that i can get a new random float for its critical hit. Do you have any other suggestions for that?
I could try to juggle a single random stream but that would get very annoying to work with (for every feature with RNG) rather than just an integer,

gentle urchin
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Pick random seed on server, pass it to clients, and go from there is what id think initially, without any testing

tribal blade
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thats what i am doing, yes.

dawn gazelle
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No you're not. You're creating a new stream each iteration.

gentle urchin
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I wouldnt change it ever

dawn gazelle
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Promote the stream to a variable.

gentle urchin
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For that specific gun id create 1 seed and stick with it

dawn gazelle
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Whenever you pull a value from the stream, you're modifying it.

true flume
#

save and load function is in gameinstance, im calling them from a widget

tribal blade
young meteor
frosty heron
dawn gazelle
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No stream required.

gentle urchin
tribal blade
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is there no way to get a random value, consistently, from an arbritary seed?

gentle urchin
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But yeah random is just random

dawn gazelle
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Sure, you use a stream, but it has to be accessed in the exact same order.

frosty heron
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Also you want struct to wrap those data

dawn gazelle
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Like here.. Check it out... These should look similar to what you have.

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Cuz I did the exact same thing on my end

dawn gazelle
tribal blade
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i suppose there is no way to achieve that through unreal?

dawn gazelle
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That is what a stream is.

gentle urchin
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😅

distant hollow
dawn gazelle
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I input 0, I got out 0.211325. You input 0, you probaly got out 0.211325 too.

distant hollow
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@young meteor so all is good now?

tribal blade
young meteor
tribal blade
gentle urchin
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Id say you're using it wrong but oh well

tribal blade
#

I am using it wrong tbh yeah

distant hollow
tribal blade
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i guess i have to make sure the random calls are the same on all players now i guess

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welp

frosty heron
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How come other player need to know the random calls?

distant hollow
gentle urchin
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Clients dont roll locally

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So it only happens one place

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If you make a subsystem or singleton in whatever shape you want, its super easy to just grab the random number from there.

true flume
tribal blade
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My current way was:
-Sync a random intial seed from the server onto all players
-An object like a gun tower would slightly modify that seed for its own use
-upon shooting, it will use that modified seed + "number of gunshots performed" to get a random value for deciding whether current shot is a critical hit or not

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as all towers on clients shoot at the same time, their "number of shots performed" increases similarly

frosty heron
dawn gazelle
true flume
tribal blade
frosty heron
#

It doesn't matter what map you are at. You shouldn't even need to load the savegame object after loading it once

distant hollow
frosty heron
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Once your savegame is loaded. Player can just get their values from savegame object whenever he get spawned

distant hollow
#

Can we see how you call the Load Game function?

tribal blade
#

keeping the random state changing safe with a proper gameplay event rather something fragile like a pure function call is preferable to me. I'll probably just use a third party random number generator which doesn't have this weird limitation of unreal's

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although, no idea where to find that haha

frosty heron
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Shouldn't you just calculate damage on server. And you can put account critical chance etc

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It's not client business to calculate damage

gentle urchin
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Only thing its usefull for on clients id prediction

frosty heron
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Imo could be wrong

tribal blade
dark drum
frosty heron
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The vfx can appear once the server declare that the target gets critical damage

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I agree that you probably need some kind of prediction tho

remote meteor
#

wait no more coote cat?

tribal blade
#

when they could just be simulating the same on each

true flume
tribal blade
#

I only keep the actual damage dealing part/gameplay state change server auth

true flume
frosty heron
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You can do damage client side for cosmetic

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But rewind if server say u r bullshitting

tribal blade
#

server doesn't need to have to say anything if the rng wasn't ascending. :(

frosty heron
# true flume

U didn't show the part where you load the values into the character

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Can be done in player begin play imo

remote meteor
#

As long you can make sure you always aquire the same target, simulating on client atleast wont look so bad, though iirc you dont really need to worry about the rpc? Unless you hit like 60 times a sec or something

tribal blade
#

it may very well be more than 60 times a sec

dark drum
tribal blade
dawn gazelle
gentle urchin
#

But if you wanna use a third party lib go ahead

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Probably doesnt work as you want it still but perhaps it does

tribal blade
#

yes, but that ties state change to a pure function call, which makes it much more risky, i'd like control with an integer seed

dark drum
distant hollow
gentle urchin
tribal blade
#

oh, lemme check if its only the first

true flume
distant hollow
true flume
tribal blade
#

@dark drum @gentle urchin holy fuck thank you so much.
it really is the first. The second one for each seed is completely random. fuck yes

frosty heron
tribal blade
#

i can't believe that little detail fixed my issue

true flume
dawn gazelle
# tribal blade yes, but that ties state change to a pure function call, which makes it much mor...

???
The state is stored with the stream if you promote it to a variable.

LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.573602
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.45595
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.087519
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.606921
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.981536
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.389899
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.179048
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.656891
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.07962
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.505272
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Server: 0.290235
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.573602
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.45595
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.087519
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.606921
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.981536
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.389899
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.179048
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.656891
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.07962
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.505272
LogBlueprintUserMessages: [BP_HeroCharacter_C_0] Client 1: 0.290235
frosty heron
distant hollow
# true flume

You mean the Load Level is at the end of the LoadGame function, after loading your data?

frosty heron
#

You are passing the value in savegame object to some target

distant hollow
#

You basically loaded your savegame and destroyed them right afterwards

true flume
true flume
frosty heron
#

What value do you set from the savegameobject?

tribal blade
#

I appreciate you giving your time to help though, I'll just use the second float from each stream.

distant hollow
#

Easiest way is to separate the Load Level from the Load Game, create an actor BP, put that BP in the new level to load, then on begin play call LoadGame (without the Load Level).

dawn gazelle
frosty heron
distant hollow
#

Did you have a Save Game to Slot node?

frosty heron
#

So what are u actually trying to load? The character stat's yea?

frosty heron
#

Are u getting the savegame object then applying the values to character then load the map?

true flume
frosty heron
#

One thing u need to understand here is the character get nuked qnd cease to exist when you open new level

frosty heron
#

Hence why I told you to load character values at begin play of the chafacter6

#

In character bp
Begin play
Get savegameobject , get values, set my hp to savegameobject hp

distant hollow
#

That’s basically what I have been trying to tell you @true flume

frosty heron
#

If u want to improvise, use struct

distant hollow
#

I second this, struct is easier to handle

remote meteor
#

Struct for SaveData +1
||Or if we are evil, we can use serialize() jk jk||

gentle urchin
#

Structs ugh

true flume
gentle urchin
#

Forgot we're in bp land ?

#

Broken save for change in struct 😅

frosty heron
#

U load the game to get the savegame object

#

The character just need to get the savegame object from game instance

distant hollow
frosty heron
#

U load the slot in game instance. Setting game instance savegame object to the loaded value

gentle urchin
#

Should add a version number to the save if you're expecting to keep the game alive through some patches and updates

remote meteor
gentle urchin
true flume
#

oh ok i got it

#

thank you guys very much

#

i ve been working on it for 3 days 😄

dark drum
# gentle urchin Would you bet your game on that? 😆

I can confirm. There's been a few times when i've wondered why some changes to some save stuff doesn't work after making changes and it's because it was using old data that was still saved.

You get some strange behaviours when only have the data is valid lol.

remote meteor
#

Mine works so far 👉👈 , but i have a very generalized structs

#

But save version is important

small palm
#

Hi!
First time using blueprints, anybody knows why is this not working?

jolly cipher
#

Hello,

Still trying to figure this out, loosing sleep over this lol

So quick recap, I bought an asset on the market place, it uses a Character Base BP that is parented to their C++ code.

I have my own custom C++ character as well and need to merge these somehow.

Tried to create a child of the Asset Character BP and reparent the child to my C++, i loose the logic ( which is fine ) but I then loose all the assets components that are generated trough their C++.

So I created a child of my custom C++ character and tried to reparent that to the asset's Character but same thing.

Just seems like no matter how I go about this I cant have multiple C++ character to inheret into a single Character BP.

dark drum
gentle urchin
#

I do multiple

#

To avoid having to sync versions

dark drum
remote meteor
dawn gazelle
gentle urchin
small palm
#

It only prints out the location once.

remote meteor
#

Can i read it as
"If the player is not dead, record player location every 2 seconds"

dark drum
marsh pilot
#

Dumb question but I'm having a brainfart... When you have actor variables which are public and editable, can you edit the values of those variables in the editor similar to the inspector in Unity?

small palm
jolly cipher
remote meteor
small palm
#

And i don't really understand blueprint loops

#

Thats kinda the problem

dark drum
small palm
#

(Getting player coords, updating the var and printing it)

distant hollow
#

Ok, be jealous of me guys, am flying off to Japan in an hour’s time, hwehwehweh

marsh pilot
dark drum
remote meteor
small palm
#

(I am really a beginner to blueprints)

dark drum
remote meteor
dark drum
small palm
jolly cipher
small palm
#

I am watching a beginner tutorial, just wanted to do some testing outside of that

dawn gazelle
remote meteor
distant hollow
remote meteor
distant hollow
#

Which booth?

remote meteor
distant hollow
#

Did you had a booth?

remote meteor
distant hollow
#

What game was it

remote meteor
distant hollow
#

Ah the one behind Cuisineer

#

It looked interesting

small palm
#

@dark drum For some reason when i hit C, and IsDead becomes true, it still continues the timer, why is that?

distant hollow
#

Left me an impression there

dark drum
remote meteor
distant hollow
distant hollow
trim matrix
#

can someone help me figure out why my character isnt regenerating stamina? (basta correre is stop sprinting)

small palm
young meteor
#

Changing from Input mode UI Only to Game + UI fixed it all.

#

My sincere apologies for dragging you on such a long task. 🙂

distant hollow
dawn gazelle
# small palm I figured it's like a while loop, if the condition (the IsDead?) is false, it st...

The Red Boxes are "Events" that trigger the underlying code. These events are triggered by certain bits of logic.
"Begin Play" is fired when the actor is spawned, and everything that you connect along the white wire from Begin Play will trigger when "Begin Play" is fired.
Events do not automatically retrigger their execution based on the value of a variable. When changing the variable you can also call an event or function that can execute what you want when that variable is changed.

young meteor
#

Thanks again though 🙂

dark drum
distant hollow
dark drum
small palm
#

Thanks ❤️

#

Now i understand timed loops

trim matrix
distant hollow
trim matrix
#

even after waiting more than 10 secons

distant hollow
#

You may want to set a boolean somehting like “Ready to Sprint”
Go into sprint only if it is True

#

Set it to false when stamina reach zero and stop sprinting

#

Then when stamina fully recharge, set it back to True again

trim matrix
#

ill try to put a bar

distant hollow
#

You could use a tick to track the values to see what could be going wrong

true flume
#

@frosty heron @distant hollow thank you guys so much again you are a lifesaver checkmark

distant hollow
waxen harbor
#

Hello there,
Can someone guide me to any resource for making a light based stealth system (like Thief, Splinter Cell etc) ?

(I tried on both Google and YouTube but I could not find much)

remote meteor
#

Never played those 2 but is it like a cone fog of war or something?

crimson geyser
#

If I would call this event, would that set the above button back to enabled?

dawn gazelle
#

This is marking the Execute Button as enabled.

gentle urchin
#

Easiest would be some sphere overlap + linetrace with interp from 0 to max light value over the sohere distance

#

But im not sure how scalable that would be

#

Nor accurate with multiple light sources.. perhaps its ok

remote meteor
#

Seems fine, just have to build a blueprint that includes a light and a trace

gentle urchin
#

Yepp

remote meteor
#

"exposure" can be always be in a map from source to value, and adding them together

#

Not very scalable but i will assume you also wont have many lights at a localized zone, cause you would also have light complexity issue at that point

gentle urchin
#

Yeah exactly

#

And for broader lights you can use different volumes to maximize light value within such area f.ex

#

Inside a light up building or w.e.

waxen harbor
#

Not sure i completely understood.
Are you saying making a Blueprint that has a Light as a child and a sphere collider child that when the player touches it does a raycast to it?

dawn gazelle
#

Pixel sample the color value from various points of the character and average them out to determine how "exposed" they are.

gentle urchin
#

Foot, hands, head , ass

dawn gazelle
#

Especially the ass. It's always sticking out.

waxen harbor
#

But when i set the SceneCapture to only see the octahedron then it's not receiving shadows

winter pebble
#

I have two general/curiosity questions:

  1. Why is it that in the templates the player pawns cast to the controller to set up the mapping context when that same logic can be executed directly from the controller?
  2. If you cast to something that is already going to be loaded (say something that's loaded at all times, like the level blueprint or the player controller or something) will it add additional resource consumption/strain or will it just refer to the already loaded instance of the thing you cast to?
dawn gazelle
pseudo anchor
#

hey guys for some reason when i am using mobile joystick in multiplayer, both players control the same character instead of their own
i tried this in both the ThirdPerson default thingy and in Lyra and it happens in both, im not changing any code, just enabling the touch joysticks

dawn gazelle
# winter pebble I have two general/curiosity questions: 1) Why is it that in the templates the p...

As far as the cast, you technically shouldn't need to cast the Player Controller for setting up an IMC as it can just use the base Player Controller class, or you can just call the local player subsystem if you know you'd only ever have 1 player controller active on the local machine. The cost of casting itself is negligible. The expensive part is if you're casting to a class that may not be loaded yet, that has lots of references to other classes or assets that aren't loaded, then that cast can end up costing quite a bit.

winter pebble
cunning vapor
#

Does anyone have a tutorial / Link for a system that would "Save coins" from last 'play session' and show them in the main menu to be available to spend ?

gentle urchin
#

Regular savegame setup

#

Singular. Load on play

cunning vapor
dawn gazelle
cunning vapor
pseudo anchor
#

guys i have a problem that is fixed if i uncheck run under one process, is that an okay fix or should i not do that

dawn gazelle
dawn gazelle
pseudo anchor
#

ah okay thank you

gloomy stag
pseudo anchor
#

is everything about the character movement component replicated?

cunning vapor
dawn gazelle
spiral kite
#

how can I disable camera movement

cunning vapor
cunning vapor
dark drum
narrow pendant
#

hey everyone, how would I assign a material to a static mesh asset? I'm generating it with geometry script and I've also got a AssetActionUtility BP to assign materials to things but I can't find a way to call that from a BP

gentle urchin
#

Set material?

#

Doesnt work on the asset directly perhaps

narrow pendant
#

yes exactly

#

I've got it working with assigning materials on the dynamic mesh component that is generated by the actor but when I save it out I didn't find a way to assign that to the asset

gentle urchin
#

So it doesnt follow from the dynamic mesh?

narrow pendant
#

yes

gentle urchin
#

That sounds like a bug

#

Imo

narrow pendant
#

well if that's the case let me check I haven't made a mistake

#

alright well I'm just doing these things but the baked asset has WorldGridMaterial assigned

#

bake to static mesh function

narrow pendant
ornate kraken
#

I want to have a variable that controls how much the thing on top happens (I set a variable to 4 then 1 line trace collides 1 one spawn where the other one collided and end where the other one was supposed to end, and do that 2 times more).

#

If someone could help me I would really appreciate it.

gentle urchin
#

A forloop in a function, with last index as an input parameter (which you do -1 from) ((or start from index 1 ))

ornate kraken
gentle urchin
#

in a local variable

narrow pendant
#

alright well turns out I should just use "Set Material" 🙂 with this appended it works as expected now

ornate kraken
gentle urchin
#

for the first trace

ornate kraken
#

Sorry I'm a little lost.

gentle urchin
#

Inside the function

gentle urchin
ornate kraken
#

Thank you so much it worked!!!

gentle urchin
#

Ofcourse it did 😄

trim matrix
#

does anyoen have any good widget sources? im wanting to find out the best way to switch between screens? "Main menu, settings, play"

gentle urchin
#

I prefer widget switcher

#

but common ui got some new fancy ones that might be interesting

trim matrix
gentle urchin
#

Its a UMG 'container'

#

for UserWidgets

dense canyon
#

hi! i was wondering if you could help me out with this one:

so everytime i trynna get viewport size it returns 0 as default value

i just want to set mouse position to the center of the screen and honestly, forums on the internet are not helpful💀

small palm
#

Hi!
If i simulate the physics and add impulse to the player character, how can i make the camera follow it?
(I am a beginner)
My thoughts were that the camera would follow the player, but for some reason it does not.

zealous moth
#

what's a good way to debug with virtual draws in th econstruction script?

#

I tried draw debug sphere but their duration is a problem

#

anything else i can use?

stuck sentinel
#

GUYS

#

i have this npc trader

#

i click e to open his trade menu

#

but for some reason every time i click e it opens again

#

i want to max it at one open

#

how do i do that

#

this is the code

#

oh

#

i switch the loop body to completed

#

sorry for wasting everyones time

cursive wind
#

Hello guys, I'm looking for a grapple hook advice. I tried 3 different types like Linear moving, Zeroing Gravity scale and scripted actor location snapping and pulling like in Sekiro.
My questions are what kind of grapple hook you'd like the most and is there an advice or tutorial for the grapple hook you suggest?
Because my character keeps floating when he collides with something and I have to set/change gravity which is not a stable condition every time

#

Mine is like this and it doesn't work correctly every time

languid hemlock
#

Is there any way to lower Drag Threshold? If i hold a widget and drag it slowly, operation doesnt detect it or detects late and thats annoying

languid hemlock
ornate kraken
#

Does someone know why my mouse controls are not working?

#

They worked before I started using enable input

#

To turn on an Actor.

formal wren
#

How can I show only interface functions I already have implemented?

potent orbit
#

https://www.youtube.com/playlist?list=PL4G2bSPE_8uklDwraUCMKHRk2ZiW29R6e

I've been attempting to follow this playlist to learn to setup AI stuff in blueprint and there's a bug in my code that I'm not sure how to fix. At runtime the AI seems to be switching between tasks very rapidly and causing the grid to spazz out like a rave show in the perception view. Next images will show the code

#

behavior tree

#

random movement

#

AI controller

#

HandleSightSense

#

HandleSoundSense

#

my guess is that the problem is that one task isn't terminating properly and is having the AI bounce back and forth between the random movement and tracking the player

#

but I'm not sure where I went wrong

humble sleet
#

Hello! I have a door that opens vertically. When the player stands under the door as it closes, the door clips through them and forces them into the wall. How best to push the player out of the way when the door is closing?

tawdry surge
#

You could add movement input to the character each tick they're in the doorway while it's trying to close
Or play a little montage
Or teleport them
Or kill them
Or just stop the door from lowering

gentle urchin
#

+1 for kill

#

Keep it fast so it looks plausible

lunar sleet
#

Extra work with physics but prly worth

humble sleet
#

I have a box collision inside the door that knows when a player clips inside

#

or rather I do now

#

was wondering if there's anything inside the character movement component that knows if the player is stuck in a wall

tawdry surge
#

You wanna get stuck first and handle it afterwards?

humble sleet
#

uh

#

hmm

#

I'll have another go at it tomorrow methinks

graceful peak
#

Anyone know why linear drive is pushing my cube towards the world 0 instead of the component its constrained to?

humble sleet
#

crunch noise and fade to dark red

#

"Mind your head, dumbass"

winter pebble
#

If you have a blueprint interface with a bunch of functions, but only some of those functions are implemented on a given actor, are the functions that are not implemented still loaded on that actor or do the unimplemented functions still get loaded?

spark steppe
spark steppe
loud cipher
#

Does find return 0 if it doesnt find what it its looking for in array?

spark steppe
#

probably

#

there's a contains node which returns a bool tho...

loud cipher
#

That works thanks alot

cunning vapor
#

My widget for an upgrades system is slightly tinted/opacity down. The opacity is 100% and there are no tints set; is there any other settings anyone know of that im overlooking ?

zealous moth
vital cargo
#

Ok, I'm awful at math and can't figure this out. Maybe someone can assist me. I want to Spawn Actor a certain distance away from another actor but I want it spawned in the direction of another. If that makes sense.

Spawn Actor from A but on one of the *'s depending which one of the other actors the user selects.

red berry
#

I know in cpp you can set a class that it doesn't have a tick function, so it can maybe have better performance.
Is there the same thing with blueprints? I have some classes that don't have a tick node, and I don't want unreal to do unnecessary calls. I know this is premature optimisation, but I'd still like to do this

#

Are there any global variables in blueprint? I'm unsure on whether to use GetPlayerController>GetHUD>Cast to do global things in the UI, or to pass down variables (which will give unnecessary variables to UserWidgets that may not need them, but they have them just to pass them down to children)

frosty berry
#

I have an bp(G) as part of another bp(A). Can G spawn objects and not have them be children of A?

prisma delta
wispy kayak
#

Hello, how to prevent material index trigger? even I did not connect that but it keeps triggering. I just wanna based on mesh index. Thanks

wicked marten
#

Hello, how do i mirror 2 text block but different widget bluprints?

thick bramble
#

Can I somehow use these on just one instance of the instanced static mesh component?

wicked marten
lunar sleet
lunar sleet
lunar sleet
narrow cove
#

Is something wrong with this function inside my animBP?

#

I'm trying to make my character's head follow my camera's aim

#

But the results are not correct:

tame wharf
#

Hey! This might be a totally braindead question (I don't know much about BPs or Unreal, just a C++ programmer). I'm trying to inherit from the base character movement component, and I figured the way to do it would be by changing it in the BP. Now I realize I should be doing it in C++, and ever since changing the component in the BP, my movement has completely broken.

I cannot figure out how to set this component back to the base character movement component. Does anyone know how?

lunar sleet
tame wharf
#

It wont let me delete it, is there another way to remove it? I considered editing the uasset directly but have no idea what consequenses that might have.

lunar sleet
tame wharf
#

Hmmm, I'm guessing there's no easy way to copy over everything from this one, either?

lunar sleet
#

Might need to manually remake the vars where it doesn’t ask you if you want to create them

fiery swallow
# loud cipher

If I'm not mistaking you can't find structs this way in blueprints? because you can't compare structs in blueprints iirc. Also it returns -1 if it didn't find anything

loud cipher
narrow cove
zealous moth
#

@lunar sleet In the end I used another approach. I ignored the spline points entirely and instead created my own

lunar sleet
narrow cove
#

And I showed a video of what was happening instead

#

The character is looking in the wrong directions

frosty heron
frosty heron
#

though I don't know how +90 play in the calculation.

narrow cove
#

This is how I'm calling the function.

frosty heron
#

and how are u doing the invert?

frosty berry
narrow cove
# frosty heron and how are u doing the invert?

I've tried it various different ways, all using "Invert Rotator" - I've tried using it after "get control rotation" in the event graph, after "make rotator inside the function, or before the return node, or before "break rotator"

#

No differences

frosty heron
#

maybe you can invert one of the out values axis. Break Bone rotator , invert one of the axis then apply it to head rotation

#

Do it after the function

lunar sleet
#

Did you watch the values at runtime to see what actually happens? RInterpTo doesn’t work the way people expect

narrow cove
frosty heron
#

if that don't work then I am out of ideas

narrow cove
frosty heron
#

then connect each of the 3 floats

silent drift
#

Anyone know how to check if an asset has a child component? I'm trying to make a simple pickup system, and I want all "pickups" to have a special BP_Pickup_Component, but I can't figure out how to look for a child component. Because when I'm using the "Cast_To" that doesn't work. Anyone know how to do this? So I can make a check and look for certain child components. I feel like this is something I will need more often as well.

frosty heron
narrow cove
frosty heron
narrow cove
#

Results are similar no matter the axis (screenshot is from using Z)

frosty heron
#

it will always be 0

#

connect the Y to the Y and Z to the Z

#

also if that didn't work, multiply the -1 to the Y or Z instead

narrow cove
#

Oh, I'm a dumbass

#

😅

#

Okay that improved things, I think?

silent drift
#

@frosty heron It just looks like this:

frosty heron
#

You can get a ref to that actor and use GetComponentByClass node

frosty heron
#

in rotation we normally work with the Z for left and right

silent drift
#

Wait, can't I somehow just always check for if the thing I overlap with has this child component? Rather than having to get an actor reference all the time?

frosty heron
#

get that thing -> Get componentByclass

narrow cove
silent drift
#

Ah, sorry! New to unreal.

#

Got it, I will try and see if I can solve it! Thank you

frosty heron
narrow cove
#

This is what the yaw invert did - the character was previously looking the opposite direction

frosty heron
#

Try to invert the pitch, if that don't work then I am sorry don't think I was of help

narrow cove
#

I have two aim modes with the character btw, when I right click I enter "over the shoulder" mode

frosty heron
#

the logic should stay the same as you only care about the control rotation imo

#

Invert the pitch and see how that go

#

actuallyyyyy

narrow cove
#

If I invert either the pitch or the roll, my character starts leaning to the side

frosty heron
#

there is something that we might missed

#

you have to put into account the rotation of the character

#

I will share my head rotation code in my old proj

silent drift
#

That is what I have, but that doesn't work, so I don't think I have understood how to use this.

frosty heron
#

but mine was done to look at a scene component in the world. When a player come in certain distance, my scene component snap to the character head socket.
Enabling the NPC to look at the player

narrow cove
frosty heron
#

We are not intterupting anyway, you are gucci man and I have to go soon :(. Gonna leave what I have before tho and you can play around with it to see if that solve your issue

#

i was struggling with it too when I started itt

#

then finally worked it out by accounting for rotation

frosty heron
#

there is no need to cast here

#

Casting is a type check

#

What you are checking is to see if Actor X HAS Y Component

silent drift
#

Oh,

#

Like this instead?

frosty heron
#

@narrow cove

silent drift
#

But I'm not sure how to say "it's true"

frosty heron
#

Ok with your use case is a little different becausae u already have the look at rotation

rapid saddle
#

Can't seem to figure out why my "Open level by name" won't work in a packaged build, but it works fine in the editor. I've spent quite some time searching through old discord topics/google and seems nothing I try work. I have all my maps added to the array in project settings. but It still won't load. I've got a "new game/Load game" option in my main menu. and if i try to load the game it will just reload the main menu level. O.O

frosty heron
#

@narrow cove

#

You have to subtract the look at rotation with your pawn rotation

silent drift
narrow cove
frosty heron
#

if you don't list the map for package, you will end up with shipping build w/o the map

rapid saddle
rapid saddle
frosty heron
#

actually its in "packaging" setting

#

But yea, try to open level by SoftObject reference

#

hard coding map name is meh

narrow cove
#

Where do I go from here? @frosty heron

rapid saddle
frosty heron
narrow cove
#

ohhhh

frosty heron
#

Get Owner Character -> Get actor rotation -> Break Rotator -> A Result
Get Control rotation -> Break Rotator -> B result

Subtract B.Y with A.Y
Subtract B.Z with A.Z

wicked marten
#

cold summer, is this fine?

frosty heron
#

@narrow cove Still need revision I think, the subtract might be the other way around and I believe it matter

frosty heron
wicked marten
#

yap

silent drift
#

How do I turn this into a bool so I can do a branch?

narrow cove
#

It's worth noting that the HeadRotation variable has a default of 90 in Y

#

I was following a tutorial, and this was necessary to stop the character leaning

wicked marten
#

but i cannot get to display the textbox from the hidden BP to the main widget bp

narrow cove
#

@frosty heron Doing this results in my character leaning in one fixed axis

frosty heron
#

Empty/NotValid = Don't have the component

narrow cove
#

This logic works better than anything so far

frosty heron
#

You can make a pure function that return bool if that's wat u want

frosty heron
#

yeah im suprised why the +90 makes what you have previously work (except it's inverted)

#

seems like you need to add offset to it

narrow cove
#

Still not right

#

But a bit better

#

The two 90 degree additions are something to do with the character leaning

#

The HeadRotation variable has 90 in its Y axis by default

frosty heron
#

I would try to print the values and work from there. gtg now, sorry that it didn't help

frosty heron
#

@narrow cove More spaghetti but I inverted the roll and leave the pitch to 0, maybe that does something?

#

from my case I just need the player to look up and down, left to right. Don't want any tilting effect it break stuff on my end

#

will try to have a go at it tonight on empty project if there is time

silent drift
spring mist
#

Quick Question is there a way to make source sprite come from a tile set?
im trying to make special platforms in a 2d game and would like to use the tileset or is it not possible?

red berry
#

If you have a blueprint, that creates other blueprints (childs), and you need the child to know about the parent somehow, should you pass a variable reference down to the child? Or should you pass an event handler, which the child can call to get the parent, or to do certain things in the parent, without having to know the parent?
I'm leaning towards 2, because 1 isn't good because its circular dependency, and if the parent is removed somehow, or the child's parent is changed (the parent will still refer to the child), the 1-to-1 relation breaks

dawn gazelle
silent drift
#

Anyone know how I can destroy my projectile if it goes outside the camera? I don't want the player to be able to shoot things they can't see yet, but I'm not sure how to do a check inside the projectile if it's outside the camera view?

surreal peak
#

@silent drift "Recently Renderered" maybe. Or see if Deprojecting World to Screen gives any info if it's outside of the screen.

keen widget
#

Hi, i want to make a game with "active pause" system
(when i press "E" game pause and wait for me to pick option what to do, and then unpause and execute)
How to do that? Im trying to use built in "Pause game" node but its freeze all logic and i cant press anything

gentle urchin
#

Time dilation

#

0.00001 😄

silent drift
#

Then you can still do input during pause but keep the actual game paused.

keen widget
gentle urchin
#

I prefer not using pause as it can cause all soets of side effects 😅 never like it

silent drift
#

What side-effects are you talking about? Because I know quite a lot of people using so I'm curios what you have seen break.

gentle urchin
#

Not 'break' but not working because its paused 😅 i cant really recall, its been really long since last i tried it

paper mango
#

does anyone know why adding a pawn to my level could cause the player start entity to stop working and the camera to get hijacked by it?

dawn gazelle
paper mango
#

weird, I had figured that and set that to disable override on the instance of the pawn in the game world, but double checking in the pawn blueprint it was set to player 0, and changing that did fix it. Does the setting in the blueprint override the one in the main level? I figured it would be the opposite.

dark drum
#

is there a way to get what nav mesh modifier volume a character is in? i'm using the modifier volumes to denote areas but want to use them to detect what area the character is in.

dawn gazelle
paper mango
#

no it did, but it seemed to ignore what I set on the one placed, which is what is confusing me

radiant bear
#

a quick question this doesn't have any interpolation when setting actor rotations right?

dreamy mountain
#

I'm trying to make a dash blueprint which triggers when you click the left mouse button. How would I make it so that the blueprint actually triggers. Nothing happens when I click, even when I take out the launch velocity stuff and just set Z to 1000, it does nothing

steady night
#

hey guys "apply Radial Damage"

#

i dont get it why it only hits 1 target*

#

they are identical

sweet silo
#

hi there i'm looking at creating an inventory like a book you take out of your pocket

#

can i follow this ?

#

We are revisiting one of my first series on the channel; the inventory system series, this time with different implementations, improvements, and now in Unreal Engine 5.

In Part 1 we set up the inventory component and some of its core functions and variables that will be in use.

SUPPORT ME
Patreon I https://www.patreon.com/ryanlaley
Buy Me a ...

▶ Play video
#

and then repurpose it ?

dawn gazelle
# dreamy mountain I'm trying to make a dash blueprint which triggers when you click the left mouse...

Input doesn't automatically trigger on all actors, and in this case, this doesn't need to be an actor and could instead be an actor component that you add to your character. You'd then have your input defined on your character which would then call into the component to execute the cast which should reference the "owner" and cast to character to read the values you need from the character movement component.

gentle urchin
#

Keep that in mind 🙂

sweet silo
#

ok thanks !

dawn gazelle
# sweet silo hi there i'm looking at creating an inventory like a book you take out of your p...

Not enough information to go on. Visually representing your inventory as a book doesn't really play into how you want your inventory to work in the back end.
Ryan's tutorial is simply a structure based inventory where you define items in a data table, and the inventory is an array of ItemID and Quantity, allowing you to look up the data table for details about the item and are able to have items stack in the inventory. He then wraps this all into a component so you can give an inventory component to any other actors so they too can hold items - like if you wanted to have treasure chests or shelves. At the end of the day, he provides you with a simple "grid" style inventory where each slot holds 1 item of a certain type, and can have a maximum stack amount held within that one slot, if the item is stackable.

sweet silo
#

ok i see thanks a lot i understand! i'm thking about diegetic i want this to be..

gentle urchin
#

Doesnt sons of the forest or smth have a pretty diegetic inventory?

#

Isnt that the bag you opennon the ground or whatever

#

Yepp

sweet silo
#

oh yeah tha'ts nice !

gentle urchin
#

A book for items doesnt play nice for diegetic

sweet silo
#

but actually my game is pretty low on inventory so i was wondering maybe i don't need one after all and you could just carry the stuff in your hands, even more diegetic i guess, or maybe stuff them in your coat and be able to open your coat

gentle urchin
#

Unless you only want item info in there

sweet silo
gentle urchin
#

Most things beats a book imo 😄

dawn gazelle
#

It can.... Like, a notebook where you have a list of items and quantities of those items 😛 You don't have to see the item directly, but it's still within the context of the story.

gentle urchin
#

Well thats a fair point

#

But then youd scratch out amounts as it changes etc ? 😂

dawn gazelle
#

You could. lol

gentle urchin
#

Just show a white image behind the amount which serves as "blanko"

#

Lol

sweet silo
dreamy mountain
#

I don't understand the enhanced input stuff, I have an IMC created and an IA created, but idk how to use them properly on the blueprints

#

I have EnhancedInputAction Dash_IA and that's it

silent drift
#

In blueprints you need to first "set them" (one second)

#

So you can access them, aftger you have done that.

dreamy mountain
#

Ok

silent drift
#

Let me know if you run into any issues, I'm also new to them, but have gotten them working and I believe I understand it. 🙂

dreamy mountain
#

Ok

dreamy mountain
# silent drift

So this goes into the same blueprint that I'm using for the ability?

silent drift
#

Wherever you set all the input

pulsar pulsar
#

Is Anyone able to see something i've potentially missed here? I'm trying to do vicinity item "inventory" that only shows all the objects of a specific class. The items to show are taken from a Sphere Collision box around the player and then if the actor matches the ItemBase class, it'll add it to the Vicinity UI. Currently it seems to be adding the slots, the slots are just not visible for some odd reason of which I can't figure out myself atm. The Refresh event is located in the Vicinity Slot widget and the other 2 screenie are located in the Vicinity widget that creates the slot widgets.

sweet silo
#

could someone try to explain input and output in functions ?

dreamy mountain
sweet silo
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i understand in mathematics like input and output but not in unreal

dreamy mountain
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Or do I need to make one central universal blueprint

sweet silo
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like i'm making an interface so that the player can pick up objects but what does the input in the function means exactly here

silent drift
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I believe you will make the first part in the "main" bp that has all the abilites.

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And then you do the enchaned input per ability

sweet silo
silent drift
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But I assume you have a BP that all the abilites are attached to.

silent drift
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So how is your setup done?

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Because I'm not sure where to place it, based on so little info. I mean, you can also simply trying to set it in each and see if it works for y9ou.

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But I haven't done that, so I'm not sure.

dreamy mountain
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Tbf, I'm not all too sure on how to do this, I'm pretty new to blueprints

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I've got a folder called Blueprints with Enemies, Movement and Object foldera

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Movement is where the Dash_BP is

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I have Dash_IA and Input_IA in the root content folder

dawn gazelle
# sweet silo

Input: Data you want to pass into the function. Your function can use that input variables and do and calculate what you need with whatever you input.
Output: Data you want to pass out of the function. Your function can return whatever variables as output from your function, including anything you may have calculated within the function itself.

silent drift
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It doesn't really help me to understand with how they are sorted in the content folder.

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The question is how they are setup, let's ask like this. Did you have anything weorking with the old-input system?

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@dreamy mountain

dreamy mountain
silent drift
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Ah, you need to first look at some basic how to use Blueprint tutorialk.

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Because the content folder doesn't help me understand what you are trying and such. I suggest looking at some example projects from Epic, and Youtube tutoprials.

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Because otherwise you will struggle even when getting answers. When you know some basics you will get to a point where you either don't find the answer, or need help with something, then itä's a lot easier to help and work. 🙂

I'm far from a pro (I mean really far from), but I have gotten a fundamental knowledge how it works and slowy geting how it needs to be setuåp

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Slowy, so I'm still asking load of dumb questions here. 😄 But it's usually answers I can't find googling or just don't really get.

gentle urchin
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I spot an å 👀

sweet silo
gentle urchin
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Scandibavian inhabitor, Tobi?

silent drift
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Me? Then yes, or well, from there, but living in Germany. 😄

gentle urchin
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🇧🇻 here

silent drift
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Ah! 🇸🇪 here, but like I wrote, been in Germany for almost the last 10 years. 😄

proven garnet
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Hey! A very noob question here that I can't seem to google (probably I'm just not googling correctly). I have two floar variables where float1 is 10 and float2 is 5. The blueprint is working nicely and gives the correct value that float1 is greater. Nice! But as you can see I have a greater or equal node there. How can I set it up so I can print "float1 and float2 are equal" when I change both floats to be equal? Thanks and sorry for low level question!

gentle urchin
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I'd stay there even for just their beer lol (altho micro brews are doing rly good in norway last years) anyhow!

proven garnet
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Ah nice I'll try that thanks!

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Well that was easy, thanks 🙂

oak fable
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any clue why i cant use the poseableMesh component with the set skeletal mesh asset node ?

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im following a tutorial and he can do it

versed sun
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they are different Set Skel Mesh nodes

silent drift
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I tried googling, but didn't really find any answers to this (I'm using DuckDuckGo and I'm not sure if it's a good choice or not. :D), but is this how the "Was Recenently Rendered" should be used? Because now my object never even spawns as it's counts it as not renenderd when I press "shoot". I would just like to make sure the player can't shoot stuff outside of the camera view.

oak fable
dawn gazelle
versed sun
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can you pull off of your Posable Mesh node and Set Skel Mesh ?

dawn gazelle
dawn gazelle
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Target needs to be a skeletal mesh component

oak fable
dawn gazelle
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That's fine, but "Posable Mesh" needs to be of a Skeletal Mesh Component, not just an actor reference.

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In the tutorial's case, it's definitely a component of some kind.

silent drift
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This works, but I almost feel like I'm cheating the system rather than using it correctlyu

oak fable
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so i should try skeletal mesh actor instead of actor

dawn gazelle
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Well, I'm now doubting that you have it as actor either.... As you have this...
Can you hover over this and screenshot the type?

oak fable
honest ember
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could someone help me and give me a starting point for a blueprint that would have a point light in it and then be able to reference that in the master material of my volumetric clouds in order to have a lightning effect?

oak fable
dawn gazelle
# oak fable i tried to do it in a skeletal mesh actor but still the same

Ok, so in earlier versions of Unreal, there was a "Set Skeletal Mesh" function that worked with SkinnedMeshComponents, which PoseableMeshComponents were a child of.
You see how this here has a target of "Skinned Mesh Component"? That means the function is looking for that type or a child of it.

SetSkeletalMesh for Skinned Mesh Components was deprecated in 5.1. so that function no longer exists.

Now that function is present for Skeletal Mesh Components, but they aren't in the same heirarchy as Poseable Mesh Components, so you can't use that function with Poseable Mesh Components.

steady night
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Hey guys im trying to do a line trace from the direction of my actor plus "500" in the looking direction

dawn gazelle
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As to why that is, I have no idea... But it doesn't appear that you can change Poseable Mesh Components at run time.

steady night
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what am i missing ?

versed sun
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get actor location

lunar sleet
dawn gazelle
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(to both the start and end)

steady night
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but im getting the actor foward vector ?

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of "self"'

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isent that like the same thing ?

versed sun
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thats 1 unit in a direction

oak fable
steady night
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oh ok

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hmm

steady night
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why is it not hitting the one behind ?

versed sun
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zoom out some

oak fable
steady night
vital cargo
# steady night

I had issues with that only hitting the first object and it would stop too, my solution was changing from channel to object type

oak fable
steady night
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@vital cargohm i guess but i mean it should work or mby im missing something ?

vital cargo
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I couldn't figure it out, it just always stopped on the first and wouldn't return the rest for me. I tried Block and Overlap on collision settings, same results.

tawdry surge
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Multi traces hit everything with collision overlapping the given channel, and stop on the first block.

steady night
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what

versed sun
steady night
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it says "all hits encountertered" ?

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and including first blocking hit

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whats the difference between a sphere trace and a multi sphere trace if it dosent return more hits O.oi ?

thin panther
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a sphere trace ignores overlap, and only returns first block.
a multi trace returns all overlaps until the first block, which it also returns

steady night
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oh,

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so what should i use if i wanna grab all hits then ?

heady crypt
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throw your first hit on an ignore arrau

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array*

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and keep going till 0 hits

steady night
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hmm'

vital cargo
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or change to this, add the object types and it will return them all.

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Obviously sphere not box

steady night
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aye

vital cargo
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That was the work around for my solution. Still does same stuff, you just need to make sure you have Object Types made for what you want to hit

steady night
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aye, hm how should i make that array then ??

vital cargo
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Object Types array?

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or the output array?

heady crypt
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if that one returns them all including first block, you won't need an ignore actor array

steady night
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Object types array can i base it on a parent class ?

heady crypt
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otherise you can make it by dragging off the actors to ignore, and typing Make array and it will give you a node to add things to, then you on IsValid -> add to array and break your loop

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could make a variable and make it of Actor type

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AActorsAlreadyHit

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or something you want

vital cargo
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It doesn't go off a class, it goes off the Object Type you set for the actor E.g. StaticMesh/Pawn/Dynamic/etc

heady crypt
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That's only if you still need to ignore your first hit

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Wheelie said the other function returned all not just first block

vital cargo
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Yea all actors within the specified Object Type array you set.

silent drift
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Anyone know why I don't see my nav-mesh? (It should show but isn't), So I must be doing something wrong.

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It looks like i*m in "Water region" or something, which I have no clue what it means.

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Sorry, wrong channel

flint wind
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Hey guys, does anybody know if there's any way to apply more than one material to a Procedural Mesh other than creating multiple sections? I believe having multiple sections would add unnecessary vertices, unlike meshes you can create in modeling software, where you can just assign materials to faces independently and without the need of separating them. Thanks!

oak fable
versed sun
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nice , yah , they usually don't depreciate something unless the have a substitute method

vital cargo
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Anyone decent at math and can help me? 😂

I'm trying to make an Actor spawn between A and B/C/D/etc I don't want to add a scene as spawn point because it doesn't make sense that way. I went with Linear Algebra and I that did not help. It doesn't spawn in relation to the 2nd actor

loud vessel
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Hey, I have a very annoying problem...
I have a bunch of weapon BPs (Image 1)
And I'm getting them in code via this logic. (Image 2) (and it works)

However, I have a child actor component, and I want to set its class to be whatever I select from these blueprints in the code.
I already tried several things, but I'm unsure of what I may be missing to do this...
I can't cast to blueprints, and I think that makes sense, but I still want set the actor class somehow.... (Image 3)

Input: String-> Rifle
Output -> BP_Rifle (but this is an OBJECT class)
Now I want to somehow use this to convert it to an "Actor Class", to pass it to the child actor component but I don't know how.

Please tag me if you know the answer.

versed sun
dawn gazelle
vital cargo
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Yea something like that, but not exactly the "middle" i'm after but that should be an easy adjustment of /2 to something else. I hope

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God i'm awful at math 😂

versed sun
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Vector math is.... more

thin panther
vital cargo
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Ok, thanks. That got me the mid point, the rest is just adjusting now

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I was literally laying down in bed last night reading Linear Algebra to see if I could figure it out, I still can't understand it . Thanks for the help

loud vessel
# thin panther honestly, just avoid Child Actor Components

Ok, good to know.
But that's besides the point.
cuz why can't I spawn an actor, from an asset that is a blueprint of said actor?
I just don't think that makes sense, so I want to know if this is really impossible, or if there's a way to do this.

thin panther
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Youre probably going to run into issues with this in a packaged build

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you shouldnt be trying to ref assets by name

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there seems to be a bit of an XY problem going on.

opaque acorn
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hello does anyone know how to use this node?

thin panther
dark drum
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Just had UE crash while fixing redirectors and now I have duplicate assets. 😭 Pray for me. lol.

opaque acorn
loud vessel
keen widget
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i pressed something and i cant see Print debug messeges anymore 😦

thin panther
dawn gazelle
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Like so

opaque acorn
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ty got it

thin panther
loud vessel
thin panther
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Yeah I definitely wouldn't reference these all by name.
Perhaps look into something like a data asset. You could even have something in UDeveloperSettings that holds an array of all the data assets, or just another data asset for this.
You could also use data tables, and just fill out the weapon information.

This way you could have one weapon base that changes how it works based on the data asset it uses.

loud vessel
# thin panther Yeah I definitely wouldn't reference these all by name. Perhaps look into someth...

aaah I see.
ok, I get what you mean... having a single BP_Weapon, which behaves differently based on the data asset it reads.
hmmmm.... I'll have to think about this.

Though wouldn't this make the BP_Weapon over-bloated?
like for example, a flamethrower acts differently than a rifle, from so many things like vfx and sfx, and even how/when damage comes out.
wouldn't that mean I need to write all of the weapons logic inside of the BP_weapon and only fire the part that's related to the weapon type?

Or are you saying I can run code inside of a data asset? (Cuz I previously only used it to store/call info)

thin panther
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you might get some branching for cases such as projectile weapons like rocket and grenade launchers

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hell, even just using a proper weapon base will do

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with all overridable functionality

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then you don't care how each weapon fires, you just call fire on the base

sour zephyr
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hey friends, i'm working on a u tility blueprint deriving from EditorValidatorBase.

I want to run validation on UWorld objects. I override CanValidateAsset to return true if the class of the asset is World.

However in the ValidateLoadedAsset function i'm not sure how to convert the object passed to it to a World object. Am i doing this incorrectly?

loud vessel
# thin panther you can have functions like that. but not what i was getting at but when you bre...

I may have forgotten to mention that they all inherit from the same BP_Weapons_Master class.
So really inside of each bp you see is only muzzle flash niagara component, which is placed under the mesh of the master (Image), and custom code that determines what VFX + SFX to fire, and what projectiles to fire (If the weapon should shoot a projectile)

It may not be exactly as you say, but it's very very similar in a way.... right?

code wise a flamethrower is just an automatic rifle that fires really fast with a different mesh and muzzle vfx, and deals fire damage
For me I think it hurts my brain if I try to condense stuff like this a lot, so I prefer to have a BP for each weapon with its own VFX + SFX stuff and how it functions, so that I know where everything is, and keeping things organized.

oh and I do have the "fire weapon" which does exactly as you described.

Anyhow, was this what you meant I should do?

Keep in mind I'm not making a shooter game, but an rpg game like Fire Emblem and such.

vital cargo
# marble tusk Lerp maybe?

I don't know why I didn't think of that, not sure if it would work but I just used the formula that Ryck0Shae gave

thin panther
loud vessel
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Okay awesome.
One last thing, you said I may face issues if I kept using reference by string.
Like, what kind of issues? just so I can be aware of what I'm doing.

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@thin panther I should have probably pinged you for this ^^

thin panther
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Well first you're prone to mispelling, which can be very annoying to track down. Secondly. paths and names can change in packaging completely breaking things

gentle urchin
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Id think most if not all projectile based weapons can run on code from a master bp

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Changes a bit with something like a chainsaw

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Rest would just be data changes

echo storm
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How can I access the BP_ThirdPersonCharacter class in this BP?

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I have no object to plug into the object input

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The BP_ThirdPersonCharacter is the parent class of all my character BPs, so I can't use Get Player Character to get it either

gentle urchin
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Huh

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Ofc you can, if its suitable