#blueprint

1 messages · Page 20 of 1

gentle urchin
#

The player cant possess more than 1 pawn at the time

echo storm
#

Or am I misunderstanding?

gentle urchin
#

This looks like a widget tho

#

Id suggets get owning player pawn

gentle urchin
heady crypt
#

yea if it's a widget it's bound to a controller for that specific player

gentle urchin
#

If so you're on the wrong path

echo storm
thin panther
echo storm
#

In this case I want to get the parent class of all my characters and change a setting in that parent class

echo storm
heady crypt
#

you want to change a setting in runtime to then affect all children through inheritence?

rapid saddle
#

does open level by name not work in ue5? Seems no matter the solution I find on the internet/older discord post. nothing works. I've added the maps to the packaging settings,etc. But still can't load a level in a packaged project from my main menu's "load game" option.

echo storm
gentle urchin
#

Call a function in the child(ren?) that is implemented in the owner

#

Sounds weird but oh well

proud briar
#

Hey all, I am having a few problems creating an on-screen objective indicator. I have an IndicatorWidget that I'm adding to my viewport, and then inside of my widget I store the world position of the relevant actor. Then I use ProjectWorldLocationToWidgetPosition. This works in-game, and I see my IndicatorWidget in the correct position, however if the actor ever moves offscreen then the IndicatorWidget seems to be forever invisible.

heady crypt
#

find all actors ?

echo storm
heady crypt
#

I'm pretty certain at runtime you stop all inheritence

gentle urchin
#

It only affect the instance its invoked upon

echo storm
#

Yeah I will just use Get All Actors Of Class, silly me forgot that I could just use that

thin panther
#

Open level by object ref

echo storm
#

So my bad thanks for your help

heady crypt
#

it might be better to use a PlayerState variable, and do an update call every 0.5s or something, to load in defaults from a player state, instead of doing a "Get all Actors" -> Cast to every time you click a change

rapid saddle
# thin panther Don't ref by name

Yeah, i tried that too. But then i'm only able to open 1 level with my load game button. If i put any kind of identifier or boolean before the load object ref. it still wont open the level. Even though it works/opens it unpackaged >.>

heady crypt
#

but if you are only affecting 3 actors, shouldn't be much performance issue

gentle urchin
heady crypt
#

or bind an event dispatcher yea

#

but if you have like 200 character objects you have to search through in the world, then do a cast lol

gentle urchin
#

Char sub to player state

thin panther
gentle urchin
#

So its a one way street

rapid saddle
barren dove
#

I posted on reddit forgetting that I was a member here, lol

Does anyone have an example of how a parent/child blueprint should work? Ive been working on a damage system, but the blueprint that handles damage doesn't transfer to the child, and cutting+pasting it doesn't work because it uses self references that become broken (eg self is not a parent blueprint object reference) I know I'm missing something dumb and simple but not sure how its supposed to be XD

barren dove
#

my initial assumption is all references should be local variables and declared on construction but that seems clunky

heady crypt
#

do you mean that you don't see the event nodes/functions? if not, have you tried a Super call? to get the Parent nodes/functions ?

barren dove
#

yeah basically I create child and its blueprint was empty, but it had the inherited variables

#

should I google up what a super call is?

heady crypt
#

it's just programming jargon, the child sometimes doesn't have implementations of the parent functions and you do a super call or your override the parent functions to do secondary things

#

Parent OnDamageTaken
Child Super::OnDamageTaken

barren dove
#

okay let me explain more fully

heady crypt
#

I know they have Super calls in the UE Blueprints, I've seen them implemented

barren dove
#

hoooold up

heady crypt
barren dove
#

so I have a projectile, on overlap event it reaches out to NPC_Parent to activate the deal damage event and despawns (easy example)
the event does seem to fire for NPC_Child, however I have to rebuild the entire event tree because every self reference and variable reference are broken when I cut and paste it over to NPC_Child from the parent

#

that seems super wrong

heady crypt
#

these all die you mean ?

barren dove
#

on mouseover they will say something like "NPC_Child is not a NPC_parent reference blah blah blah"

#

which makes sense, the object reference is not the same

#

I was thinking I need to purge them all and use a local variable that is set on construction to "be" a self reference, this all seems dumb

tardy prawn
#

how to make blueprints with square angles ?

barren dove
barren dove
#

(iirc)

heady crypt
#

yea node something

#

it gets real crazy when you tweak those curve settings lol

barren dove
#

so anyways, I "could" make the damage system exist on a secondary blueprint that handles all that but its still going to need to pull, like, armor values out of the overlap target, and then we're back to references needing to be more than one thing to work

#

I'm sort of winging this whole thing I'm just trying to understand what best practice here is, I'm sure I could get a dumb clunky system to work but I dont want to have to keep redoing it XD

heady crypt
#

So a parent does all generic things that all children have to do, then in your specific more specialised children you do a parent call to do the general thing, then do all the specific child only things, like
Parent (Character no input)
Child (Player Character has input controls)

#

So parent Character will handle ALL damage

#

and Child never has to override/change that

barren dove
#

hm

heady crypt
#

even if your NPCs/Enemies/AI have no armour, cause you set it to 0, they still do the same maths on damage taken

barren dove
#

so back up a sec

heady crypt
#

for* simplicity and debug quickness

barren dove
#

I dont want to modify the blueprint within the child, but you're saying it doesn't need to exist at all, I just call the parent and it'll work?

heady crypt
#

you won't even really need to call it in Child most of the time, the Parent will do them even if they are hidden away in UE

#

As long as the parent does it exactly how you want, then the child doesn't need to know about it

barren dove
#

I didn't think of that, I thought it would show the blueprint but it would be read only

#

I think the damage system passes a self reference to set its HP, I'll have to change that into an input -> output so its setting the HP on the child not the parent but that isn't bad

heady crypt
#

might just want to confirm with @thin panther but all Parent Class functions setup are hidden but handled by UE blueprints

gentle urchin
#

If you override you must explicitly call them to extend

spark steppe
#

yea tea, tell us

heady crypt
#

if the child is inheriting the HP then it should be handled

#

lol Ben

gentle urchin
#

If its handled in the parent yeah

#

Ben can confirm

#

Lurker. 😄

heady crypt
#

if you don't want to change it from the parent, because the parent class is handling it, then you're all set up, although you can't see what it's doing in the Child BP

gentle urchin
#

If you wanna extend parent functionality (play montage on hit f.ex) you override the function, right click the function syart and "Add Call to Parent function"

spark steppe
#

i have nothing to add but a t

gentle urchin
#

If you simply wanna handle it in a custom special way,you dont call parent function

barren dove
#

yeah thats got to be what was confusing me, I couldn't see it so I assumed it didn't exist, I had just finished basic AI stuff where you could see it but it was greyed out, I thought it would be like that

gentle urchin
#

And if you're fine with parent implementation(possibly hopefully most of the time?), child doesnt touch it (override) at all

heady crypt
#

UE blueprints like to hide things

#

leftover from Kismet hiding everything on you

#

out of sight out of mind ig

barren dove
#

let me has this out

#

(overlap event) -> get all overlap actors of parent_class , should include children
then call "takedamage" on parent class, passing on stuff from the projectile
should fire the event as if the child was the owner, so self references should work as long as all referenced variables are inherited
right?

heady crypt
#

yes

lunar sleet
#

That is how OOP works yep

barren dove
#

got it, thats easier than I thought it would be

#

the whole hiding stuff without explanation was what was fucking with me lol, thanks folks

gentle urchin
#

Its made to be easy

heady crypt
#

the overlap should see the object, and then see it's an extension/child, and just use the object as normal

oak fable
#

okay so i need some help with calculating the dodge teleport location
as you see i do make some type of tail effect
so i need to get the last input axis like forward or forward + right or left or backward then add like 20m to it then set the rotation to to be same as the viewport
how can i achieve that

gentle urchin
#

It is the parent, and then some

barren dove
#

aaaaaahh that makes more sense

#

I am me but also my parent so they're both valid , i was getting "npc_child object reference is not npc_parent object reference) in the blueprint but that was cutting and pasting, not inheriting

barren dove
#

one sec let me help pain

barren dove
heady crypt
#

root motion*

oak fable
heady crypt
#

like it made your offset in a rotation angle ?

gentle urchin
#

GetUnitDirection(FinalLoc, StartLoc)

#

Gets direction towards start loc @oak fable

oak fable
# heady crypt like it made your offset in a rotation angle ?

the animations is like rolling so when it does the back roll or side it would need like 1 sec without input so i can get it to right direction but if i click dodge key so fast it would just dodge at the same direction and wont calculate to a new direction

thin panther
#

It seems I wasn't needed after all :P

gentle urchin
#

Swap pins if you want it the other way

heady crypt
#

sorry for ping

thin panther
#

All good, I don't mind pings like that :)

oak fable
heady crypt
#

you can just lockout inputs during the animation, since it's a standard thing to do, some animations don't allow anim cancel in many games

barren dove
#

one more question
I was messing with AI movement, and it seems very weighty framerate wise, like 50 npcs or so was slowing framerate significantly, and the movement was either jittery, or didn't update very quickly because it was move to destination and the destination (the player) was moving
I came up with another system that was just "move forward, rotate towards player, repeat ~30 times a second" but then the speed is entirely based on the timer rate.
can someone aim me at some simple / lightweight movement tech to google some info on? I'm not looking for much here but just like the previous question I feel like I"m builidng a shitty unworkable framework lol

heady crypt
#

then you have some animations that can be cancelled and some that can't and your players can learn which ones can and which ones can't, like anim cancelling in Dark Souls

barren dove
#

I think those ones lock out all animations but a set animation break so you have a known starting/ending point and not have to match every animation with every other one in a giant web of nonsense to avoid bugs XD

#

Thats when you get stuff like "well if you dash, then frame perfect crouchslide you can phase through walls" kind of stuff 🙂

fallen glade
#

I'm failing to get a direction vector out of an arrow in construction script, is it something not possible?

#

works in game

barren dove
#

I could be wrong but I think you need to do that within beginplay, construction has some weird limitations because the arrow may not exist yet when it fires

fallen glade
#

It's a bit annoying, I guess I could spawn some mesh and then delete it

#

use that as input

gentle urchin
#

Just use getforward or getRight vector

#

Invert if necessary

#

Assuming the arrow is alligned with one of the directions, that is

heady crypt
#

if you want the construction script to use the arrow for forward vector it won't have world co-ords, since your object doesn't exist yet in constructor unless it's in the scene

fallen glade
#

is that for me? no I mean the direction given by construction sript is unchanging

#

it is in the scene and it's not updating when I move the arrow

inland coyote
#

Hey friends, i've got a silly question here, I've got myself a 'main menu' from a marketplace asset, and i've got my own game content.
The main menu comes with its own playercontroller, and when i transfer from my main menu to my own game level, it comes in without a player controller/gamemode.

Where exactly would i call in the new gamemode/playercontroller?

fallen glade
#

variable is always the same

heady crypt
#

World Settings->Gamemode->GameController/DefaultPawn

#

These are set directly in the actual map

inland coyote
#

is world settings loaded in by default upon loading a level?

heady crypt
#

if you aren't streaming/retaining a game controller, then it grabs it from your Maps WorldSettings

#

and if you haven't changed them, you are probably an inivisible flying camera

inland coyote
#

gotcha, will look into it a bit more before coming back with more questions :)

#

thanks!

strong topaz
#

Hi guys, can you help me understand why this cast doesn't work? This is for a blutility to change lots of settings across blueprints. They are the type of BP I'm trying to cast to, yet the cast fails. When I use Get Class after the loop it says it simply is a Blueprint.

clear pier
#

Hey, is it possible to replicate a web browser (widget) in multiplayer. At the moment, the server and client can access it, but the client can’t interact with it

lunar sleet
strong topaz
clear pier
lunar sleet
strong topaz
fallen glade
#

I'm even struggling to get the vector out of a mesh : / It only updates when the whole actor is rotated but then it's rotation is not the current one

lunar sleet
loud vessel
#

I have a method to disallow misspelling.
As for the 2nd part... well that's bad if it's true. First tmie hearing about this, so I'll need to ask around or search up.

Thanks a lot for your time!

fallen glade
# lunar sleet What exactly are you trying to achieve with this?

Right now I have a vector to pass some direction the the flag shader in the bounties attached to my cables, I want to replace the manual vector imput with an arrow, it works if I get the arrow direction at begin play but to see the changes I have to start the game every time I make a change

#

or I can keep the manual vector which at this point is better

thin panther
#

you never reference by string

frosty berry
#

How would you set an object to move in a single direction, but then apply random rotations that dont affect the direction...like an asteroid or shrapnel?

grizzled otter
#

Hello, not sure where I should post this, I have been trying to fix this earlier today. At first I thought it was c++ issue but now I have no idea if it is a problem of C++ or BP.

I have a Pawn called VRPawn, there I have a class called UTrackedDevice (inherits UMotionController and creates ChildActorComponent for Visual, Grabber Component etc.). When I spawn in the C++ version of VRPawn the hierarchy is as it should be. But as soon as I spawn in the Blueprint version (called BP_VRPawn, has no code, just plain inheritance) the hierarchy messes up completely.
For some reason when I open the BP_VRPawn in Blueprint Editor the hierarchy is as intended. Am i missing something?

Thanks in advance!

loud vessel
thin panther
#

you have other issues with referencing blueprints by string that i followed up with theere

lunar sleet
frosty heron
#

just make them open the same address?

grizzled otter
clear pier
lunar sleet
low venture
#

I don't understand this whole thing with console commands... So if I call them in the editor, they are not saved. I need to call them every time I start the editor, right? Unless I put them in DefaultEngine.ini

frosty heron
frosty heron
#

things like texturestreamingpoll

fallen glade
low venture
#

@frosty heron In the DefaultEngine.ini?

frosty heron
clear pier
low venture
#

I just try to understand this thing with config-variables @frosty heron I want the player to decide which vr.PixelDensity to use (in the settings of the game). And I wonder if I have to set the console variable every time I start the (packaged) game by myself.

frosty heron
clear pier
#

The focus*

frosty heron
frosty heron
low venture
#

Yes this works @frosty heron, but when I set " vr.PixelDensity 1" in DefaultEngine.ini and then the user selects " vr.PixelDensity 2" in the game and restarts it, it's at " vr.PixelDensity 1" again. I don't think that I should change the DefaultEngine.ini with my own functions.

frosty heron
#

just do a proper save/load system

clear pier
frosty heron
#

whenever your map is open you can apply the console command 😕

frosty heron
low venture
#

Yes, ok @frosty heron I just thought that it's saved somewhere if I call " vr.PixelDensity x" in Blueprint or C++. But it seems that I need to save it by myself.

frosty heron
low venture
#

Yes there are some variables in GameUserSettings (scalability) that are saved automatically.

frosty heron
#

maybe someone knows how it work under the hood

clear pier
frosty heron
barren dove
#

silly question
if you click on the widget on the server does it highlight or whatever on the client?

novel rock
keen girder
#

i cant find any proper documentation for the cropout sample project. whats the purpose of IM_Normalize and IM_Offeset found in the input folder

frosty heron
#

Alt+Enter only work in packaged game afaik

#

it will set your ScreenMode to Windowed Mode and auto resize my resolution to 1080p from 2k

novel rock
#

yes those are instruction on how to force the game into window mode

frosty heron
#

You can do it automatically btw

#

Set your ScreenMode to Windowed Mode

#

but using your max resolution will end up hiding the the WindowFrame

#

if you set your resolution lower than your native resolution and setting it on window mode. you will see the Window right away

twilit jacinth
#

So I'm trying to rotate a sphere static mesh inside the cube to rotate toward impact point of damage trace. But at the moment sphere does not rotate toward impact point but at some random point in space. What am I doing wrong?

novel rock
#

it dosnt work >.>

frosty heron
#

Don't use your native resolution

barren dove
novel rock
#

what i want to know is why isnt the ui showing up in the build .exe

lunar sleet
twilit jacinth
barren dove
twilit jacinth
#

it should be facing the laser trace

#

well I want it to face it

barren dove
#

it looks like it is facing the impact point where the laser hit it minus the up/down

#

oh you mean the sphere inside the cube , my bad

twilit jacinth
#

Yeah sphere rotates independently of the cube

barren dove
#

is the sphere upside down?

twilit jacinth
barren dove
#

if i draw an X/y it looks like its looking exactly flipped where it should

twilit jacinth
#

its weirdly rotates away when I lift it up

barren dove
#

I think thats it, you're relative rotating it, but its starting location is wrong

twilit jacinth
#

but i dont understand why it shows 0,0,0 inside BP

twilit jacinth
barren dove
#

print out its forward starting vector a/rotation/transform/whatever nd compare it to the spheres without the hit firing and they should be the same, if they're not you're relative moving it based on the squares location not the spheres

#

every once in a while I can figure something out lol

#

I feel like the sphere is just upside down though, so its rotation axis is also upside down, so relative rotate would move it exactly where its moving

dry lynx
#

Hello, Is there a way to get all actors from data layer in runtime? Im trying to save data based on data layers. Or maybe needs to be done thru something else like cells, idk.If anyone can help me I would appreciate it very much :)Im using 5.2 and world partition

barren dove
#

it looks like if crouch is true, you crouch, but it loops back to srv crouch and never becomes untrue(?), you'd have to break it out with print strings to verify

prisma helm
lunar sleet
prisma helm
#

oh alright!

barren dove
#

so once its set it can never be untrue(?)

prisma helm
#

crouch local is connected to crouch in SRV Crouch

barren dove
#

oh i'm sorry I missed the first screenshot

prisma helm
#

na it's fine dw

barren dove
#

wait a sec

#

I haven't done a lot of input stuff, but I remember setting up my firing condition, you're only firing on IA triggered, I remember setting two events, one for triggered and one for untriggered

#

so it was shoot, continiously run timer, then on release stop the timer
the uncrouch section may not be firing because when triggered the action value is always true(?)

versed sun
#

Try hooking Started to F Crouch(True) and Completed to F Crouch(False)

prisma helm
#

as soon as I come home I'll try, thank you very much!

brave idol
#

Hi does anyone know a Solution how i can make a small Matchmaking System.

sour warren
#

Hi all, I have a logic question: I have an array of spheres and they change x y position based on incoming data. The incoming data is sadly not only in between 0-1000 but it can exceed up to 2000. How do I constrain the incoming data to 0-1000?

lunar sleet
#

Clamp

grave relic
#

Does anyone have any tips for an ability cast system? Mainly looking for help on where to start in the process. So what I'm looking for is some way of pressing an input, a channeling starts, and at the end of that channeling it casts whatever spell is selected. And you are able to cancel the channel at any time. Much like how you cast spells in world of warcraft.

grave relic
low venture
#

No.

gentle urchin
#

welllll

#

there should be an asterix there

lunar sleet
grave relic
#

Thats what I ment 😛 Okey I will have a look at it, thx 🙂

sour warren
# lunar sleet Clamp

I don't want to clamp, I want to shrink, like I want the 100% of the data go between 0-1000

#

like a resize but based on percentage

versed sun
sour warren
# versed sun

yes! sorry @lunar sleet I thought clamp was just for clamping

lunar sleet
#

There are many clamps 😀

mental trellis
#

So many things you can say to that.

sour warren
#

LOL

barren dove
#

I use that one to get percentages without possible divide by zero issues XD

gentle urchin
#

If i suddenly hard ref a Data Asset on a client, that wasn't already referenced, will that just resolve itself or will I need to do some magical loading client side?

#

Testing in pie with multiple clients I'm sure is giving me false positivies from this... but perhaps its ok for DA's

frosty heron
#

Is Async Level Load without Transition map a bad idea?
I suppose if the current level is big and the map being loaded is big too, it can cause potential problem for memory?

#

can't seems to find easier way to make loading screen :S, I don't want to work with Slate

gentle urchin
#

Didnt common ui bring something along?

frosty heron
#

I'm not sure, never get to use common ui

#

trying to follow Epic's Async Loading video. They have the same code in ActionRpg. I got most of the stuff working but I couldn't get the loading screen to be pretty so I'm trying to do another alternative

#

maybe I can just black screen, teleport to empty map then start the real loading there

lunar sleet
frosty heron
#

but the idea of seamless travel is so we don't load 2 big maps at the same time since it is required by design to have 2 maps 😦

#

I got Package->GetLoadTime(), not even sure if that's accurate but it seems to load the map in 0.00023 sec atm

lunar sleet
#

Well then…. 😀

frosty heron
#

I'm just afraid of my design choice when the maps get bigger :S

lunar sleet
#

Worst case scenario you add a transition if it becomes a problem

gentle urchin
#

not the end of the world , no puns intended

frosty heron
#

Diving to slate as beginner is a nightmare 😔

gentle urchin
#

Didnt scare me that much,

#

only a bit

#

added some icons on a premade custom node

#

Got no clue if i've made a mem leak but.. it shows atleast 😄

frosty heron
#

I only know basic stuff, no idea how to use shared pointer etc

gentle urchin
#

me neither

frosty heron
#

Laura also says that we shouldn't use new on modern C++

#

but that just made me more clueless

gentle urchin
#

SAssignNew

#

or something like that

#

i had some examples to go off from

frosty heron
#

yeh and MakeShareable, stuff that I have no clue about

sour warren
#

so I did this but the result is that the spheres now lie in perfect lines instead of being scattered random as before, do I have to get the ratio between min and max IN values and then use the same ratio for the OUT values?

frosty heron
#

I got example from ActionRpg but they didn't go in details to customise the slate

frosty heron
#

try some numbers to test to see how it work

sour warren
frosty heron
#

Value is 5
In range 0
In Range B 10
Out range A 0
Out range B 1000

Result is 500

sour warren
#

yes that should be it, but I get those

#

so this is the normal data, without clamp

#

this is with clamp

#

in the one without clamp the array GET is multiplied *4 and sent directly into the vector

#

the one with clamp is like the spheres get multiplied

modest monolith
#

I have this video that has to play on certain conditions.. It's a video showing different images, why when the video starts it starts at a random duration and freezes?

grave relic
lunar sleet
#

Interesting, I’ve heard the opposite from really smart people

#

But realistically you’ll eventually need cpp for most games so 🤷‍♂️

gentle urchin
#

That's the asterix

#

"yes*" it can work without c++

#

but it's limited

#

to quite the degree

#

companions solves some of this tho

grave relic
#

Companions?

lunar sleet
#

The GAS Companion I mentioned

#

Plug-in

grave relic
frosty heron
#

but won't recommend it if no experience with C++ at all

grave relic
grave relic
frosty heron
lunar sleet
sour warren
frosty heron
#

but generally it should do what it says

twilit jacinth
#

And I rotated mesh 180 degrees 😄

ancient dome
#

PIE: Error: Only Local Player Controllers can be assigned to widgets. PC_Duel_C_1 is not a Local Player Controller. Anybody know a way to track this down, as it doesn't point to any blueprint

frosty heron
#

probably it plays when it got loaded

#

so whenever you see it, you will just see the current state of it

frosty heron
#

SIngle player only have one PC right

ancient dome
#

yup, just the error is so generic

#

I wanna find out where to look

#

it throws nothing more into output log

modest monolith
frosty heron
#

I think you are trying to feed PC to a widget that is not the machine (Must be the server) controller

ancient dome
#

I know that

#

but WHERE

#

it doesn't tell me

#

I create a bunch of widgets in a lot of places

modest monolith
#

also.. everytime I have to go to the media player, dobule click, touch a bit and save otherwise the media texture will start to show nothing

#

it's buggy as fk

ancient dome
#

Guess I'll try my luck and hope I messed up in my hud

frosty heron
modest monolith
frosty heron
#

You can do stuff to the media player controller, like playing it at certain time

lunar sleet
ancient dome
#

I was hoping to not have to do that

#

but I guess there is no other way :/

modest monolith
frosty heron
#

it is a bit buggy maybe, there is a time where it doesn't show anything. I have to move my plane that show a movie by 0.0001 just to update the material

frosty heron
#

not sure about the freezing part, I don't share the issue

lunar sleet
ancient dome
modest monolith
ancient dome
#

but where is another question

frosty heron
ancient dome
#

I have about 60 calls to create widget

#

hahahaha

frosty heron
#

bad encoding, etc. Who knows

lunar sleet
ancient dome
#

nah, get controller and then cast

modest monolith
lunar sleet
frosty heron
gentle urchin
modest monolith
modest monolith
sour warren
# frosty heron I have no idea, gotta dive into the pure function.

I understood the problem, the map range clamped actually clamps the numbers after the 'out max' number, so the array just repeats the position of the spheres already placed. I need a "shrink" node, or something like that. A 'map' like in java where you actually map that range to another range.

prisma helm
frosty heron
#

Try to open console and type r.streaming.poolsize 1600

modest monolith
modest monolith
gentle urchin
frosty heron
#

I've no idea, mine never freezes

gentle urchin
modest monolith
gentle urchin
frosty berry
#

I have a progress bar on a HUD and I can see it. The print string below shows the percentage decreasing over time, yet the var never changes. What might I have missed?

lunar sleet
frosty berry
tawdry surge
#

Percent is 0-1

frosty berry
#

that might be the issue. lol, let me check

#

crap, that was it. I did a stupid "multiply by 100" LOL

sour warren
#

but they are sent the right way from the other application, so I did something wrong in unreal

gentle urchin
#

use AddUnique

#

Guess that's not reliable in a sense, as values might be allowed to be duplicates

sour warren
gentle urchin
#

still allows for later duplicates, just not sequential

sour warren
gentle urchin
#

yeah

stuck sentinel
#

how do i get a custom event from a widget blueprint to third person character?

fringe junco
#

call the event?

stuck sentinel
#

cast doesnt work because there is no object in widget blueprint

sour warren
gentle urchin
#

You have to make it

#

i mean

#

it's just caching

#

OR get from the stored array,

#

put in "Last Index"

#

from the very same array

#

then just "!="

sour warren
#

@gentle urchin ok I'm not understanding how to do it.. I have a == node where I can input 2 numbers (int or float) that gives me a boolean, so true or false if it's equal, and I have to use this, right? but how do I get "the second last number of the array" to do the math [is the last number equal to the previous one?]? and then where do I have to send the resulting boolean?

vivid bridge
#

The arrow component on my blueprint has no visible details on the Details panel, it's completely empty. And I'm not even able to delete it, the option is greyed out. When I duplicate it, the duplicate has details as expected. Does anyone know what's happening?

gentle urchin
#

then compare that to the new float from the OSC plugin

tawdry surge
#

@stuck sentinel generally you do it from the widget to the gameplay class.
Widgets can get the owning player and owning player pawn

brazen coral
#

Hey guys
How can I make my replicated project of unreal 5 (blue prints) work multiplayer through steam services i

sour warren
#

but if I manually put the exact same numbers that come out of the min max of float array everything is fine

gentle urchin
#

Could your arrays be out of sync with the values coming in?

#

nah not likely

#

Personally I'd cache min and max tho

#

pre iteration

#

both to save perf, and to make sure they're always the same

sour warren
#

the "create arrays" part is before the construction part, I created a custom event "on finished" that when the last number is added to the array triggers the construction part so in theory the arrays should be fine

sour warren
gentle urchin
#

Store in a variable..

sour warren
#

tried that already, still same problem

gentle urchin
#

kinda need to know the rest of the logic to give any more guesses

sour warren
#

it's a simple for each loop that creates the spheres as static mesh components using x y size from the arrays

gentle urchin
#

so the caching can happen pre loop

keen wedge
#

Hi all,

Does anyone know if its possible to set the range (value and/slider) for a variable, based upon another variable?

For example, if I have a variable set to a value of 50, can I then use that to set the maximum range for another variable? I can't seem to find any nodes that would allow this...

gentle urchin
#

No, cant do that

keen wedge
gentle urchin
#

you'd have to code that logic yourself, and it wouldnt work for editor stuff

keen wedge
#

Thanks for the swift reply 🙂

gentle urchin
#

(unless you roll full c++, which anything is possible, just varying mileage to get it to work )

#

No prob 🙂

keen wedge
gentle urchin
#

Personally not something i'd try to do but 😄

split widget
#

Why does Doesn't work fire on begin and every time I call Character Ability it just says SEND EVENT it's like it's not even binded? Is this cause it's a UI Wigdet to BP?

keen wedge
# gentle urchin Personally not something i'd try to do but 😄

Yeah, its a bit of an odd one, I'm still working on something for the "level designer" stuff I was mentioning to you a few days ago...

They can set the extents of a box volume (used to form a grid), and I'd like to allow them to allow some randomised offsetting of the position, but only to the extents maximum etc. I can override what actually happens, but it looks a bit odd in the editor if they have one variable that says "50", but then they can change the other one to "1000" (for example) but nothing reflects that in the level. By setting the max range for that variable, the editor would flick it back to "50" so at least its kinda obvious there's a limit etc. Nevermind... trying to run before I can walk probably 🙂

gentle urchin
#

I believe theres node now that allows you to set a default value in the origin class ?

keen wedge
gentle urchin
#

Yeah it didnt sound as bad as i imagined it

#

If it works that is

gentle urchin
#

Ahows the clamp on the value atleast, but not in the details panel of the editor (clamp min/max)

#

But thats not important ofc.

sour warren
split widget
#

Do I need require this to bind ?

keen wedge
gentle urchin
split widget
gentle urchin
#

You could make custom editor for it 😆

#

Prpb less work than figuring oit how to do those dynamically!

lusty hedge
#

How do i disable a blueprint widget and enable a different one?

keen wedge
lunar sleet
split widget
#

I guess that's my issue

lunar sleet
#

Yeah

#

You need to Create Widget somewhere and promote that to a variable

gentle urchin
keen wedge
split widget
#

Works like a charm ;3

#

It seems i've done this in the past how can I make them the same variable so I don't have the create the widget twice?

lunar sleet
split widget
#

How do I reuse it?

lunar sleet
#

Get or drag from the left panel

split widget
lunar sleet
#

Ah, then you need to cast into it

#

Where are you creating it

sour warren
split widget
#

blueprint ^

lunar sleet
split widget
#

Abilities

lunar sleet
#

Well you’ll need a ref to the gun, or just create it somewhere more accessible, like in the player controller, so you can just get, cast and grab it

lusty hedge
#

what the EU5 equivalent to coroutines from Unity

split widget
#

I see, yer it's pretty sloopy, as you can tell

lusty hedge
#

should i just use a timer on something like a crop for a farming game

split widget
lusty hedge
#

thats it eh

lunar sleet
# lusty hedge thats it eh

No, there’s set timer by event/function as well, and actual coroutines (on the cpp side) I believe, Laura knows

lusty hedge
#

for crops i might just do a system so every day. each plant has a % chance to grow to the next stage

#

when the player wakes up

#

like stardew

#

i feel like 100 crops with timers would be costly

lunar sleet
#

I mean I wouldn’t use a timer for that

#

Do you have a way to determine when a day has passed ?

thin panther
#

This is also when you have a manager class

#

100 crops managing themselves is unnecessary when you could have 1 manager managing 100 crops

lunar sleet
#

bind on NewDay etc

lusty hedge
#

which would be more realistic but more performant

thin panther
#

You also don't need that for each plant to track its progress

lusty hedge
#

so i have a manager managing all crops

#

holding an array of all crops

thin panther
#

Yep

#

You can even store a struct if you want. Like a crop, and a timestamp of when it was planted

#

Or just loop through and give each one a percentage chance to advance a stage

lunar sleet
#

How much are you paying this manager cause I could use a new job

lusty hedge
#

i suppose but then a plant planted at the start of the day would be the same as one planted at the end

#

lol

#

ill try something

thin panther
lusty hedge
#

isnt that the same as tracking each one individually ?

#

i still need to do a check on every single one

thin panther
#

Not the same at all

#

In fact can be orders of magnitude more efficient

#

This way you only have 1 thing updating versus 100 things

lusty hedge
#

so i have a timer running. boom. plant planted at 5s.. then like every 10 seconds i loop through all the plants to see if any plant is ready?

thin panther
#

Say for example you use a timer to advance the growth rate every minute.

With a manager you only have 1 timer running versus 1 for each plant. Then each plant can disable tick and basically be a dummy

thin panther
lusty hedge
#

thank you

thin panther
#

Or however you want to do it. Every 10 seconds you could roll the dice to see if it should advance a stage, if it doesn't, increase its chance to advance.

#

Similar to Minecraft's random tick speed

dark drum
thin panther
#

Absolutely. However the performance loss for 100 non ticking actors isn't particularly large

lunar sleet
#

Don’t wanna go optimizing prematurely either

thin panther
#

You do also reap further benefits of them being actors like instances where you want to interact with and harvest the crops

dark drum
lusty hedge
thin panther
#

Again thousands still won't be much of an issue if you go about it cleverly

#

In one of my backburner projects I've got around 2000 without much issue at all

lunar sleet
thin panther
#

You can never really guess what will be fast and slow, except for the obvious ones which you build around anyway

#

You should always profile and tackle the lowest hanging fruit

#

You might spend weeks for example trying to gain a few microseconds in BP, when your easiest performance gain might be porting something to c++ and gaining milliseconds

spring mist
#

quick question, Is there a way to make the source sprite in a blue print come from a tile set? to create special rules for those tiles like ledges or special jump pads or interactable? i want to know if its possible or do i need to keep each image source separate?

dark drum
thin panther
#

Yeah but one is significantly more effort and might not be much worth the reward

#

It's definitely a consideration if you run into issues of course

#

But again, low hanging fruit and all that

lusty hedge
#

thanks for the help guys

#

is there a way to store multiple models in one blueprint? or will i need a different blueprint for each crop stage?

#

3D Assets

thin panther
#

I have a feeling with the manager object you should be able to handle significantly large crop numbers just fine with actors. And if not then you can look into instancing and whatnot.

thin panther
thin panther
# lusty hedge im definately doing this

Make sure to stress test and profile it before you ingrain the system too much. You may find tweaks like what patty suggested are in order if you want extreme amounts of crops

dark drum
thin panther
#

Absolutely. But for a game that follows a pattern like stardew valley, those numbers are rather unfeasible.

You will also run into other issues with those numbers in BP. Iterating and updating a 10000 sized array of crops will likely cause noticeable hitching. Hell by default BP only allows 1k iterations before throwing infinite loop.

It's why the profiling bit is so important :P

#

Ig tldr: depends on your game, profile and stress test and see what works for you

dark drum
lunar sleet
#

If you’re keeping track of 10,000 crops one at a time, you might have an issue there 😀

spring mist
thin panther
#

Hell at those numbers I'd say it's worth implementing a priority system, only updating the ones close by

dark drum
#

I wonder if it's possible to use LODs for different plant stages. 🤔 granted it would only be viable if not using nanite and it's a low poly game.

thin panther
#

Hm you'd probably still want your screenspace lods for that tho

#

With 10k crops you probably still want to display their last stage, but definitely want a lower lod

peak wigeon
spring mist
dusk yew
#

hi guys. Question: Does anyone know what could be happening here? I want to select a tree or anything that is on the map but all the "InstancedFoliageActor" are selected

versed sun
#

The Foliage Actor is something generated when you paint trees and ... Foliage on the landscape
If you want to edit the tree , then you have to switch to Foliage Mode

#

@dusk yew

dusk yew
versed sun
#

you could hit the Eye icon to hide the Foliage

radiant bear
#

can anyone tell me what this node does? i'm assuming it takes the difference between A and B am i right?

dawn gazelle
jaunty solstice
#

Doing a simple logic comparison but need a 'Switch on Boolean' flow control node.
How else to accomplish?

versed sun
#

branch?

jaunty solstice
#

Yep thanks. Its all in the naming.

fringe junco
#

hotkey: if u hold b and left click in the graph itll make a branch node for u

heady crypt
#

you can do an empty select, or a float select, if you don't need to execute anything to get your variable, and the resulting execution is handled the same

#

but if the functions/execution are different, do a branch as suggested

novel rock
#

not sure why I'm getting an error

dawn gazelle
#

It's probably because the actor that this is in is not a pawn or a child of pawn.

novel rock
#

sorry wrong screanshot

dawn gazelle
#

Check the compiler results at the bottom.

novel rock
#

i was angry

dawn gazelle
#

S'all good, just jokin about 🙂

novel rock
#

nope didnt work

#

all im trying to do is make it so when i push the exscape button it shows the menu ui.

heady crypt
#

is this being called in your Character BP ? it might not be getting a correct ref of self to then* call Get Controller

dawn gazelle
#

You see how these ones don't have an error? If "self" is a "BP Game Manager" I doubt that "self" can also be a pawn which the Get Controller node wants.

novel rock
#

yes its a GameManager and how do i atach the controller?

#

i tried draging the input maping into the controller but they dont work together

dawn gazelle
#

You need to get a reference to it. "Get Controller" specifically works if you feed in a "Pawn" reference.
If this is single player you can use Get Player Controller and that should be fine.

novel rock
dawn gazelle
#

Wrong node.

#

That one is for when you feed in a "Cheat Manager" reference.

novel rock
dawn gazelle
#

And because you're getting it like this, you don't need the cast as you're just casting to the class it already is.

novel rock
#

now whats wrong?

lunar sleet
# novel rock

What’s your goal here? You’re using 3 different input systems and 4 keys to say hello?

novel rock
lunar sleet
#

Use tab or something, escape exits the program, and unless you’re completely done with your game, changing it now is not necessary

#

And that flip flop is pointless, it won’t ever do anything to your print string because there’s nothing after it

#

You might need to learn some blueprint basics firsts, throwing random stuff together won’t get you very far

#

Try googling “your first hour in Unreal” and go from there

novel rock
#

I use to use bp all the time but its been a long time and the new input system confuses me even after watching the tutorials.

#

and yah i was just playing with an idea i didn't think would work changing the debug colors.

#

am i not setting up the input right?

barren dove
#

Hey folks
looking for some basic advice
here's a simple movement system, a timer fires it every .01 seconds (probably too fast) tells actor to move forward and rotate towards the player
problem is performance suddenly spikes when i reach 300 actors to unplayable, and speed/rotation rate aren't customizable per actor
this seems to work better than using the AI system which was suffering with basically doing the same thing and 100 actors, ideas?
if I set the timer to run .05 seconds I can get about 50 more actors before everything starts to die

I need to make a system to handle overlaps besides the built in one but it seems to me like the movecomponent / gt tickable / blueprint time is the culprit

#

actually it looks like disabling overlap entirely i can get up to about 700-800 actors, but i have overlaps disabled for everything but the player then cast them to the player so if igured they wouldn't be firing very much

novel rock
#

Whats up its you're boy Carlos here "VIGOROUS DABBING" coming at you with a bit of a challenge "MORE VIGOROUS DABBING". smash that emote button and levee me a comment letting me know if you have ever had trouble with the new input system and how you where able to fix it.

Throw no shade, spread love and disease.

Until "a couple of minutes from now" I'm Carlos and this was another problem I ran into while using UE5.😎"DAB"

lunar sleet
lunar sleet
barren dove
#

Yeah I saw mass but its a bit over my head

#

I dont really need thousands, I was aiming for 1000, actually aiming for a couple hundred tops but figured I need performance now when everything is simple and standins

faint pasture
#

You can get 1000 but you'll want C++ probably

faint pasture
#

You're basically reinventing tick but worse

barren dove
#

yeah but its a lot slower than tick

faint pasture
#

Depending on framerate, you'll end up doing multiple updates per frame (when only 1 is visible anyway)

#

You can set a max tick rate

#

If you want butter smooth movement with 1000 units you're in C++ land

barren dove
#

the other thing I saw was staggering the ticks between the units so they only fire every other or every third one but haven't seen an actual implementation

faint pasture
#

BP is like 100x slower so just put your movement in C++ if you're running into perf problems.

#

But I'd guess you would have better perf using one of the built-in movement components and just doing the direction math on tick in individual actors. Probably wouldn't hit 1k but 100 would be fine. Move it all to C++ and it'd run like a charm.

barren dove
#

yeah i'm not learning c++

faint pasture
#

For fun, put a movement component on your NPC unit and drive it on tick

radiant bear
frosty heron
#

Can't you double click it to look at the implementation?

#

Kismetmathlibrary

dawn gazelle
#
    UE::Math::TRotator<T> R;

    // Find yaw.
    R.Yaw = FMath::RadiansToDegrees(FMath::Atan2(Y, X));

    // Find pitch.
    R.Pitch = FMath::RadiansToDegrees(FMath::Atan2(Z, FMath::Sqrt(X*X + Y*Y)));

    // Find roll.
    R.Roll = 0;
radiant bear
#

this should suffice right?

dawn gazelle
#

I think you could just do

float Yaw = InputVector.ToOrientationRotator().Yaw;
radiant bear
#

will try this now

barren dove
radiant bear
#

@dawn gazelle here

primal schooner
#

I'm expecting an ActionComponent to appear in that list alongside InteractionComp and AttributeComp. All that's required for it to automatically show up there is that I add it to the header and instantiate it in the cpp of the parent class of the blueprint right?

#
// AARLCharacter::AARLCharacter()
    InteractionComp = CreateDefaultSubobject<UARLInteractionComponent>("InteractionComp");
    AttributeComp = CreateDefaultSubobject<UARLAttributeComponent>("AttributeComp");
    ActionComp = CreateDefaultSubobject<AARLActionComponent>("ActionComp");
// ARLCharacter.h  protected:
    UPROPERTY(VisibleAnywhere, Category = "Components")
    UARLInteractionComponent* InteractionComp = nullptr;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
    UARLAttributeComponent* AttributeComp = nullptr;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
    AARLActionComponent* ActionComp = nullptr;
#

Not sure if this is better asked in the cpp channel. But.. I defined them all the same..

primal schooner
#

Heh ChatGPT solved my problem in like 5 seconds. Absolute replacement for stackoverflow geeze... They upgraded it so you could send screenshots. I sent it exactly that screenshot, and then just different pieces of code

gentle urchin
#

Looks alright to me

#

What was missing ?

#

I wouodnt trust everything chatGPT says

#

But if you're vary of the info youngetz it can be usefull

primal schooner
#

and it immediately said:

#

Heh yeah I know its not like.. perfect for everything. But its been soooo helpful with finding my issues

#

I think the key improvement is being able to send it screenshots. Its fixed blueprints for me as well

gentle urchin
#

Your screenshot didnt show this part

#

😆

primal schooner
#

haha yeah exactly, I did send it more than I put here

#

I sent it my header file for ActionComponent

gentle urchin
#

No wonder it could help

primal schooner
#

Yeah, but like.. I mean I dumped a lot of code there. I wouldn't have done that here

#

cause noone wants to read like 400 lines of white text code

#

with chat gpt you can just blast it with anything you think might be somewhere local to your issue and it'll process it all

#

anyway, the image processing feature is really neat. Also I'm using the paid one which is.. considerably better than the free one

gentle urchin
#

Never used either of them

primal schooner
#

you're missin out! Don't do it for work stuff obviously. But this is like.. an actual 10x productivity for devs. It was much harder to use before the image processing

#

Cause you had to like.. backstory your whole problem

#

but now you just give it an image and say "why is it like this" lol

#

Like here's one from the other day:

#

I didn't even give it context I just sent it that image and it knew what I wanted lol

#

It was that day I leaned that in blueprint there's a CastTo<className>Class and CastTo<clasname> lol

fiery swallow
primal schooner
gentle urchin
#

Looks like s function call that should haooen in the attached actor

primal schooner
#

no i was casting to the ClassType and not to an instance of the class

gentle urchin
#

Right , but why cast in the first place

primal schooner
#

Oh, sure. But I mean I didn't ask it to refactor the code for me. it told me exactly what I was looking for, which is how to solve my compiler error :p

Anyway the answer to your question is, "because its part of a tutorial that did it that way"

gentle urchin
#

Fair enough

novel rock
#

I was once told its never a good idea to use level bp is that still true?

gentle urchin
#

Its even more true now than before

fiery swallow
#

still recovering from a "game designer" coding the entire game in level blueprints

gentle urchin
#

If it shipped, it's more than i can say about any of mine

#

so there's that

#

It also left room for optimization, so that's great for future job opportunity 😄

primal schooner
#

It feels weird to me that the UI widget itself is the one that connects to events and spawns itself

gentle urchin
#

UI setting up its own listen events is something i can get behind

#

feels a bit odd passing in owning comp tho

primal schooner
#

Okay.. well that's good to hear then. The owning comp is for the update function:

#

Its an AttributeComponent which contains state like health that can be modified

gentle urchin
#

This on the other hand

#

What i'd do instead is update the delegate

#

I'd never want it to include itself in the delegate... but that might be a 'me' thing

#

Id have an "healthChanged" event, which includes Current / Max hp

#

and possibly delta's (altho you can usually work that out from existing info in the UI)

primal schooner
#

Hmm okay, yeah I think I see whatcha mean. I'll note that down so I can come back to it

#

Thanks!

gentle urchin
#

Whenever you see yourself having to 'gather' the data from the component sending you the MyDataChanged event. you can probably find a better way

primal schooner
#

Heh yeah, fair point

gentle urchin
#

unless ofcourse it's by design and the data is more than just a float

#

I'd say this is ok

#

in this case the data is replicated, and the broadcast is just a way to notify a BP on client side that 'some of the data in here changed'

primal schooner
#

Ahhh okay

gentle urchin
#

For a generic Stat component, I'd probably do a more generic broadcast, with something like a GameplayTag to identify which stat was updated

#

compared to having one delegate for each stat

#

It keeps it easier to expand on aswell

#

adding a new stat is just a new gameplaytag. rest is handled internally, so to speak

primal schooner
#

Heh yeah. I'm definitely going to get into the whole GAS system fairly soon. I'm aware that its a steep learning curve haha. The videos that I'm going through right now build a baby version of it based on GAS. But once I finish this series, and especially if that baby version isn't enough for me, GAS is next.

#

At least everywhere online has told me that GAS is both extremely worth it and also a huge learning curve with a large amount of domain knowledge required

gentle urchin
#

it's great so far

#

but huge

primal schooner
#

Haha yeah. Its funny though like. last year I started designing an ability system. And I spent a couple months on it. Even did some mock ups. And then I watched a 3 hour video on GAS and was like, "wtf.. this is like exactly what I was thinking of" lololol

#

no shot I would've been able to implement it though. Designs are nice but apparently what I was about to start coding was much larger than I'd thought haha

gentle urchin
#

Sounds like me with the statetree and partially mass,

#

altho i dont have gigabrain so my systems weren't nearly as comprehensive in any aspect

#

but the idea's were very similar

primal schooner
#

Haha! yeah exactly

untold fossil
#

I'm probably very stupid, but can someone explain to me why macros can't be used in child actors?

#

You can make global macros that work everywhere, but macros made in a parent blueprint can't be used in a child? That doesn't make sense to me at all 🤔

stone field
untold fossil
#

From what I read online it says that macros do not support inheritence. Which still doesn't make a shred of sense to me, but okay?

novel rock
#

works on the player not the gameManager

foggy escarp
# novel rock

The player is likely spawning after the begin play of the Manager

novel rock
#

do i need to send the controller to the game manager after player spawns

foggy escarp
#

I believe the enhanced input needs to be owned by the player

#

Although, i've never attempted setting up enhanced input this way. Have you watched the flow to see what's failing exactly?

#

You can try adding a small delay to see if order of events is an issue

novel rock
#

HEVY SIGH AND MOAN!
SCREAMS
I'm fine
I am going to setup the exscape key "pause / menu button" in the player.

foggy escarp
#

Make sure you're using the debug tools such as break points, and even watching the flow. These features are often overlooked and undervalued. They really make the difference to understanding what's going on.

novel rock
kind estuary
#

im making my trees, bushes and grass with instanced static meshes.
I distribute them at runtime in randomized locations.

#

Is this better than using the Landscape Grass thingie?

#

By better i mean cheaper

#

Seems about the same thing

thin panther
#

Just use foliage. Foliage is already instances static meshes

gusty crater
#

So i have a hotbar with items on it. When i pickup an item i want it to check if its on the hotbar and if it is update it (to change the amount text). I store the item in each hotbar slot. Should i check it against all of them one at a time with branches, or should i add all hotbar items to a map with what hotbar slot it is as the integer and check through the map each time? Whats better for performance

novel rock
gusty crater
#

Theres an example, i do that for all 10 slots every time an item is picked up. Is that a bad way to do it?

novel rock
#

how do i make a public static instance?

frosty heron
#

try the select nodes

gusty crater
#

yeah im fairly new, making my first full project with no tutorials to help learn more

#

That was sort of my question, is searching through an array more demanding than just looping through branches?

#

or is it all same same really

#

besides neater to look at xD

#

i enter spaghetti, then close it never to look at it again xD

frosty heron
gusty crater
#

then we uninstall

#

xD

gentle urchin
gusty crater
#

tbh, i have 2 hotbars, one main one, and also one in my backpack / inventory menu, its confusing the shit out of my doing everything twice. i will eventually make them all sync properly

#

would i use a map instead of an array? so store all 10 hotbars as the interger, then store the item its holding as the other part. Then i input the item and it will check through it and spit out the interger for the slot number?

gentle urchin
#

array

#

just go with array

novel rock
#

How do i asighn ui widget to this stupid car player? its spawning from GameMode DefultPlayerClass

gusty crater
#

but can an array not change position?

#

if i add / remove stuff from it a lot

gentle urchin
#

only if you want it to

novel rock
frosty heron
#

shouldn't try to access pointer that you have not assigned

frosty heron
#

you get the return value

#

I can't use timer in GameInstance =(, must I finally install coroutine?

#

seems like the only option for delay

#

Ahhh

novel rock
#

im going to spawn widget from player. dose player have Event Begin?

novel rock
#

if i keep doing everything from inside the player i wont nee a game manager >.>

ionic cypress
novel rock
#

your correct and i don't know how to respond

ionic cypress
#

@frosty heron
A bit off topic but I like your character icon changes from time to time. Loved the cats though.

frosty heron
#

but yea who doesn't love 🐱

#

Cat is back

wicked marten
#

yoww pc mode

#

ned halp

#

me so dum

frosty heron
#

You are still stuck at the create widget part?

wicked marten
#

yap

#

hahahhaha

frosty heron
#

Get your array , for each -> Create Widget -> Add it to the Vertical box as child

wicked marten
#

ive been scouring the whole YT trying to find a vid about it

#

yay!

#

which array?

frosty heron
#

The result of the filter from the CSV

wicked marten
#

this was the last one weve talked about

#

i dont know what comes after set text

novel rock
#

IM SETING IT BUT CANT GET IT INT THE SAME PLAYER

frosty heron
#

damn, the plugin made it harder to read

wicked marten
frosty heron
wicked marten
#

which plugin

frosty heron
novel rock
wicked marten
#

HAHAHAHHAA

frosty heron
gusty crater
#

with a map, if i have an integer as the first part, and an object class as the second, if i want to replace the object class do i just use the add node?

frosty heron
novel rock
#

i just want to un hide the menu on when you press the ESC button 😿

wicked marten
frosty heron
#

right now I don't even know what new var represent

#

like it's a reference to widget or some object? I can't tell

#

try it after that

novel rock
wicked marten
gentle urchin
#

Work with the container, not against it

gusty crater
#

Because i have limited understanding of them but i think i understand the map haha, have 10 slots, they are the integers, then an object assosciated with each. then i just send the slot number over and get the object back

gentle urchin
#

Array is your container for today

#

Trust us

#

We trustworthy

gusty crater
#

i mean, youre not wrong xD

#

but i might as well learn maps aswell 😉

novel rock
gentle urchin
#

Maps and bp are not good friends

#

They can work together

#

But its meh

gusty crater
#

if i remove something say 3rd in the list in an array, and add something, does it not put the thing i add to the top and shuffle everything down?

gentle urchin
#

depends

#

Set array element exist

novel rock
#

I'm going to bed

gusty crater
#

ahh sorry reread what you wrote before, set not remove / add

#

ty

frosty heron
wicked marten
novel rock
#

I figured it out

#

i made a my game menu ui wiget variabl

frosty heron
#

Cool, just don;'t forget to set it

novel rock
#

why didnt you just say that

frosty heron
#

not sure what you mean

novel rock
#

Use what I'm trying to hide as the variable >.>

frosty heron
#

I'm not sure what you are saying, sorry. English is my second language

wicked marten
#

Waw, it doesnt kill the children

#

children are overpopulating the scroll box

frosty heron
#

the point is you must have spawn wrong Widget

#

YOu spawn a widget that spawn it self

wicked marten
frosty heron
#

Go to your Create Widget

hollow trail
#

Hi
does anyone know how to diasble ray tracing in shipped project?

frosty heron
#

make sure that you are spawning the Widget with the Text Box

frosty heron
wicked marten
#

its right

#

buttttttt

hollow trail
wicked marten
#

it adds

frosty heron
frosty heron
# wicked marten it adds

Make sure you "refresh" the vertical box everytime u want to update the list.
By refresh I mean, clear children on vertical box

wicked marten
#

manually clear or auto when im typing

#

can i make it clickable?

frosty heron
#

Your design, you think about it

#

now it's time for you to debug

#

Find out when you have to Refresh the list

wicked marten
#

okay sirr

#

thanks for the help

frosty heron
#

No worries, make sure that the array for the filter you used

#

also not added on top of existing one

frosty heron
#

see how that go

wicked marten
#

this one

#

?

wicked marten
#

need ma slep

#

big thanks to you

#

i need to do is debug only

#

bless you my friend

frosty heron
#

👍

dark drum
#

When importing a CVS for a datatable that has a text var do you need to include the NSLOCTEXT formatting or can it just be what you want the actual text to be?

NSLOCTEXT("[C1777E3C4063A3590FB10784F1A37A52]", "OEGF378ACK9NNIH87E0986BKBA662E70", "...")

Edit: yea it doesn't matter, it'll generate the relevant package ID and Key for the text var if not provided when imported.

noble quiver
#

Hi guys, working with Niagara here and I'm getting the bellow error. This is due to the circled Transposition below. I'm fairly confused since I'm essentially rote copying from the Content examples, which gives no errors for the same function.

#

More specificallym the transpore from HSL8 to RLocal HSL1

hallow mountain
#

I'm trying to do a basic damage system. I'm new to development could somebody tell me what am I doing wrong? I couldn't see my damage texts

#

I'm using 2 same pawns or whatever it called and I maximized their hitbox to avoid missing It's a paper 2d game

spice viper
# hallow mountain I'm trying to do a basic damage system. I'm new to development could somebody te...

Couple of things

  1. You have no damage class on your Apply Damage, not sure if you need or not.
  2. In your Hitcheck function are there any overlaps? Run with the debugger, your collision settings on the hit box might not interact with the pawn
  3. Don't think it's an issue here, but super bad idea long term using a tick. It should be on animation, or enter/exit collision for the hitbox
  4. Have you set break points with F9 and followed along with the debugger?
hallow mountain
#

Firstly, thank you so much sir for your kindness. I'll quickly check up your reccomendations

gentle urchin
#

No need for a damage class

hallow mountain
#

As I said I'm really new to this. What does that symbol means?

gentle urchin
#

It means the code executed up to that node, and paused there

#

damn, laura to fast

#

fewer words.

hallow mountain
#

So it happened because the condition there was not completed? I guess there is no problem

#

Is there anyone who can come on stream and help?

#

I think questions like this are a bit annoying, sorry

spice viper
#

You can step though, which is like move one node at at time. I think f10? Go into is f11? Can't join stream sorry. Tick happens like 10 times a second btw. Is that first boolean ever changed to true?

hallow mountain
#

What alternative can I use instead of tick?

#

It's a paper 2d game where you use maximum of 20fps animations

#

I'm trying to place a damage system in the game I setted up the hitboxes etc but couldn't get string print on my screen which indicates damage system correctly works

#

So could tick be the source of my problem?

#

Thank you for your kind help by the way

spark steppe
gusty crater
#

In on of my blueprints i have some variables i want to delete, but every time i do then compile it freezes. There are no references to them. i can change what type of variable it is and compile fine just not remove them

#

any ideas why?

hallow mountain
#

You could find my full codes few lines above

spark steppe
#

that tells unreal to pause execution and jump to the BP once it reaches the node

hallow mountain
#

well, thanks again

gusty crater
#

Is there a way to manually remove them outside of unreal or anything? or is that not possible using blueprints

lean schooner
#

how do i succeed this node? it runs the gameplay behavior on arrival but this node does not complete or fail no matter how long i wait

lunar sleet
gentle urchin
#

For why it freezes

gusty crater
gentle urchin
#

Right click the class in the content browser

gusty crater
#

oh sorry yeah i have checked reference viewer and also clicked to check all BP's. it shows no references

#

i went through everything and made sure it was removed everywhere

dark drum
gusty crater
#

Cheers will give that a go

#

That actually worked and let me compile with no freezing

#

i kept saving before i even deleted them before so i didnt lose anything haha

lunar sleet
#

It’s not normal behaviour for the engine, but who knows

dark drum
gusty crater
#

Yeah had me scratching my head for a while hahaha, ill try to remember the save xD im sure ill forget in time

lunar sleet
gusty crater
#

I was saving, then deleting and trying to compile

#

instead of saving, deleting, then saving again then compile xD

#

i have git as source control, havent learnt anything more than saving and pushing commits. Ill learn how to pull when the time comes xD

lunar sleet
#

I hit compile + save after every change

lunar sleet
#

It’ll pull the last commit

frosty heron
#

You probably never pull if your partner never commit

#

Tell him to get to work 🐱

lunar sleet
#

Yeah wrong term

gusty crater
#

Partner? 😭

#

Tbh one of me is bad, 2 of me would break everything hahaha

#

Still learning a lot

steady spindle
#

Hi guys, first time doing anything with unreal blueprints really, so it might be a bit of a mess but I am trying to make a function that shows the item that the user is holding ingame by showing that one item and hiding the rest.

Can't think of any nodes to check for which item is currently being held and have looked online but don't know what to do here. Any ideas?

#

i'm thinking i'll have each item plugged into the sequence doing a check whether or not to show it

dawn gazelle
jaunty solstice
#

One more piece of logic to complet my Actor Utility Blueprint and thanks for the great feedback I've received!
I have the scale and rotation functionality working.
What I need help with is the instancing.
The logic is as follows.
User enters Total Instances amount.
If this value is greater than the number of selected actors, then the actor(s) are cloned or duplicated to reach the Total Instances amount.
So somehow will need a 2nd array and For Each Loop but not sure how to set up.

versed sun
#

Use a For Loop

light ivy
#

Hello, so I added a startup video to lyra (contents/movies) have have the video working (took forever to get correct codec settings), but my startup movie is playing AFTER i click play in the menu. Is there an easy fix for this? or do i need to create a blueprint?

paper gate
#

how i can use timeline in widgets ??

obtuse yoke
#

Is there a better way to find one instance of a specific gameplay tag?

#

my bad just saw the gas channel

hollow cove
#

How do i get all the enhanced input action keys? I've gone through each and done the input settings to make it mappable. when i use get all player mappable action key mappings, it doesn't get any results thinkhmm

#

oh hmm, i was using get input settings for the target

#

what interface do i need

old sonnet
#

What are situations where you would want to use casting over interfaces?
I know about blueprint communication, just wondering if I should perfer casting in certain situations

#

Got it, thankyou for the advice

gentle urchin
#

Especially when they return the type ref for the thing they used an interface to avoid casting to

#

Its a tool for the toolbox, but not made for all jobs

jaunty solstice
#

I have an Array of Actor Object References.
How do i save that locally as some type of Array variable?
There is no variable of that type!

gentle urchin
#

Cant you promote to variable ?

#

Actor ref is basic type..

jaunty solstice
# lofty rapids

Actually I tried but Actor Object Reference is not the same as an Array of Actor Object References

paper mango
#

if I have a return value of a C++ component, how do I call a function on it

#

I mean call a member function of the component

jaunty solstice
loud cipher
#

Does anyone know or have resources on how to scale screen space widgets based on their distance that way they always stay the same scale

dawn gazelle
#

Distance likely being that you need a source actor that represents where the widget is in the world, and a target actor that you're using to determine the distance.

jaunty solstice
#

Hi guys.
I have an Array of Actor Object References and also a total number of instances or copies I need to make.
What I am stuck on is how to 'clone' or 'copy' these actors from the original array.
ie in the attached the For Loop represents the total number of instances and I need to define Item.

lofty rapids
jaunty solstice
#

The original array might have just 3 actors, but need 100 instances, so they will be copied in the new array

lofty rapids
#

so you need 100 instances of all three ?

#

and when you say instances, you want to spawn them ?

jaunty solstice
#

No total

lofty rapids
#

how do you know out of them, which one to duplicate ?