#blueprint

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lofty rapids
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well you can get a random element of an array

jaunty solstice
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This is an actor utility scripted action.
I am selecting the orignal actors in the viewport, right clicking and applying my script.

frosty heron
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wdym clone or copy

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You are getting a pointer to an object

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So you want to select an actor and spawn more actors using the actor class from the actor you selected?

lofty rapids
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i would probably generate them with a random out of the ones you have selected if you can

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so 100 with random of the items

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or you can do all three 100 times, just loop through and run it untill some variable like count hits the max

jaunty solstice
frosty heron
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When you spawn the actor you get a ref to it

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you can add that to a temporary array

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Then once the spawn complete, you can add that temporary array to the original array

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Not sure with Editor scripting tho, sounds like a scary operation. What if you delete some of the actor? either crash or get null ptr

jaunty solstice
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Ok will try a few things. Am I using the Clone node for my new copies or?

frosty heron
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No idea, the most i did for editor was batch editing parametres on materialinterface assets

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never worked with stuff I put in the world

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like do the changes in ref even presist after you re-load the project?

stark thunder
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Hey. Is there a node for waiting till level is loaded? for Open Level (by Name)

lofty rapids
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loading the level resets almost everything

jaunty solstice
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https://dev.epicgames.com/community/learning/tutorials/1x0V/unreal-engine-automate-with-33-scripted-action-utilities

I am using the IAScatter plugin but the current version doesn't work natively with Geometry Collections.

I need to randomly scatter, rotate and scale several hundred actors within a 3d space.

Epic Developer Community

Learn how to create scripted actions to help automate repetitive tasks on large numbers of assets in the content browser and actors within your levels. ...

stark thunder
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Maybe yes (new to unreal)

frosty heron
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Open level is a blocking operation

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you don't get callback from that

undone knoll
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I'm not sure if I'm just being an idiot, but is it possible to get the local player in blueprints?

frosty heron
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From your character , you can ->GetController

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from other places, I dunnoe

stark thunder
frosty heron
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you can use event begin play in level bp when you want to see if a level is loaaded

undone knoll
frosty heron
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it will be self

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when you do MP stuff if you need to check if the one executing is it local controller,
I think it's the pure function IsLocallyControlled

dawn gazelle
frosty heron
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but im not 100% sure

frosty heron
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doesn't seem to be possible ๐Ÿ˜ฆ

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override the nattive destruct but it has no effect

lunar sleet
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Widgets are transient anyways just recreate

frosty heron
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I want to play fade out effect when the level is loaded

stark thunder
frosty heron
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im curious, how do you guys handle loading screen? I don't see an alternative to slate

lunar sleet
frosty heron
sonic kraken
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can we change zorder of image in widget bp through blueprints?

frosty heron
stark thunder
lunar sleet
frosty heron
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and I suppose SeamlessTravel only? Because Non Seamless travel must happend in some instance, eg when joining a server

lunar sleet
frosty heron
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soo hacky

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I async load, Show loading screen, Level Loaded, Fade out My loading screen to black image, Open the level

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allright allright, promised to open it tonight ๐Ÿ˜„

lunar sleet
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Lyra is suffering but it seems necessary for some things

frosty heron
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i got loading screen work with slate too but it's ugly as hell

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because I don't know how to customise the god damn slates

gentle urchin
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Players prefer dark mode. I give them 0 light emmission mode

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(Havn't gotten to it yet, but Lyra looks good)

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For the loading screen?

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I think my funding suffices for that

frosty heron
stark thunder
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Yes kinda

frosty heron
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You can use Async Load and get callback

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but I don't know if you can do that in BP

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I was suggested to use Lyra, downloading it right now. but other than that my previous "research" was Action RPG by Epic. It's pretty ancient but might still be relevant

gentle urchin
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Better than no research thats for sure

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Didnt their racing game also have a loading screen

lunar sleet
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If Laura says it, itโ€™s prly best to listen ๐Ÿ˜€

undone knoll
frosty heron
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but I guess we are talking about different thing ๐Ÿ™‚

slender torrent
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Hello everyone, here I am showing this widget on clicked event, but now I want to hide this when any other button is clicked, I don't want to use any keyboard key or mouse click on the same button to hide it, how can I achieve it?

frosty heron
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if you show more screenshoot of the bp and take a video. Maybe I can help

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hard to give guidance with little information

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But basically try to workout the logic in paper

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ButtonClicked-> If there is a widget, hide that widget -> Show the new widget

slender torrent
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frosty heron
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not sure how's that the same with what you are facing

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So what happend when u click a button, what do you actually want to do?

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Show me your widget

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visually too

slender torrent
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Here I am using the archviz Example by Karl Detroid, so I am creating some POI's blueprints so when I click on the school for example my camera moves near it.

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Then when I click on the "school hat" icon It sends me to this location where I created a new widget to change floor materials.

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the widget is simple just to elaborate

frosty heron
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and when you click one of them, you want all the 4 white box to dissapear?

slender torrent
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But now I want when I click on any other button like Gallery or Home to hide my newly created widget

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yea

frosty heron
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hide or destroy?

slender torrent
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Not sure about the difference..

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hide maybe

frosty heron
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just destroy it for now

slender torrent
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okay

frosty heron
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show where you do it

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You created 4 of them

gentle urchin
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Destroy is ok

frosty heron
slender torrent
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I just added one more output to sequence and simply added the widget to the viewport

lofty rapids
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you probably don't want to create it on click

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you'll just keep creating it over and over, ig if you destroy it

slender torrent
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No this is fine, I want it to show when I click on this geometry just how to hide when I click on another button.

frosty heron
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but if u want to skip that step... then promote the widget you created as variable

lofty rapids
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so you don't have to keep creating it

slender torrent
lofty rapids
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if you set visibility all the stuff will still be set

frosty heron
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You should create custom buttons at run time, reason being, you need to display as many button depending how many materials are available for the floor

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so if your floor only have 2 materials available, then it will only display 2 boxes

frosty heron
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Gotta use more tools than what you have right now tho. I used data table to retreive what I need

slender torrent
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Could you refer me to any tutorial, for now only to hide the widget when another one is pressed. I find hard to understand by texting..

jaunty solstice
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Almost there!
Nested array access problem.
I have a main loop (circled in pink) and also a smaller array (circled in green).
For every iteration of the main loop, the index for the smaller array increases by one, ie we retrieve the next element.
So if the main loop executes 30 X, and the original selection has 3 items, each item would be duplicated 10 times.

I've tried a For Each Loop but doesn't work as it always iterates thru the entire array for each iteration of the main loop.
How else can you iterate thru an array than using a For Each?

frosty heron
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on the create widget node, you see a return value. Drag from it and select promote to variable

lofty rapids
frosty heron
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Mind you what spaghetti you have right now not gonna work in the long/short term

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you need proper system to create the data at run time

slender torrent
lofty rapids
frosty heron
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@slender torrent

lofty rapids
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i would create the widget in the hud

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and maybe set visibility

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depending on if you need it to reset or not

novel rock
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why dosnt the Event BeingPlay Work ๐Ÿ˜ 

astral hound
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How can I choose the Actor Position only if this one is valid? Must I use a "branch" node?
I tried to use these "getter only" nodes but it trigger an error if the actor is null.

slender torrent
gentle urchin
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Bp limits, spaghetti sauce prevents you from early outs and whatnot

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All pure wires are live

frosty heron
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@slender torrent

astral hound
novel rock
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Dose the mean i have to do this ๐Ÿ˜ฟ

lofty rapids
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you don't see the print string on begin play ? i would stick a delay in there

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to see if it shows up at all

slender torrent
novel rock
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Nope only my run once at start update thing worked

lofty rapids
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are you spawning it ?

novel rock
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I'm not sure how the VehicleAdvPawn from the UE5 VehicleExample is called

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but it seams to be the only way to use inputs and widgets.

lofty rapids
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i mean it's a lot easier to put your widget in the hud and add/remove whenever you want

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instead of creating/destroying it @slender torrent

novel rock
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Ill Try That

lofty rapids
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ig it doesn't matter, i wonder about performance

slender torrent
lofty rapids
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you are generating things dynamically ?

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i wonder if you can just set visibility

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and do all your display in between

novel rock
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ok i created the widget in the HUD how do i make it visable from the player

lofty rapids
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hmm

slender torrent
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thanks both of you I will try again tomorrow

jaunty solstice
lofty rapids
tight pollen
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Is there anything wrong with storing unreplicated player variables in PlayerState? Multiplayer Game

lofty rapids
novel rock
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how do i set the variable in another BP?

jaunty solstice
frosty heron
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check blueprint live communication pinned in this channel, it will help you to get started

frosty heron
jaunty solstice
frosty heron
novel rock
frosty heron
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please look at the video pinned in this channel, you will save your self a lot of time

novel rock
frosty heron
thin panther
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Watch it again 1x

crystal crown
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can i toggle camera lag with nodes?

thin panther
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You're trying to cast a streaming level to a pawn

novel rock
frosty heron
novel rock
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But i cant find a way to send the widget object from the HUD BP instance to the VehicleAdvPawnNone bp to make it visable with the enhancedInputAction_ESC event node because i cant get a refence of the VehicleAdvPawnNone BP for the HUD BP to send it and i cant get a reference of the HUD BP from the VehicleAdvPawnNone bp to unhide it

frosty heron
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the video is 2 hours long, unless you come from the future you couldn't possibly finished it. I know it's long and can be quiet boring but knowing what's taught there is essential.
I try to help when someone need to know about nodes or how to do a specific task. But with all due respect, it seems like you just got your hands on Unreal.
Without any OOP experience, there are core basic skills you need to learn in order to make your blueprint works.

How to set variable, how to get variable, Functions, Custom event, How to communicate between blueprints
The video helped you with that.

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if you don't know how to cast or how to get a reference, you will need to look at the video or other resource that teach you that because I can't sit here and tell you about it.

novel rock
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once i figure out how to grab variable from other bp's i wont need any more help

frosty heron
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you will but if you say so

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casting is a type check

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and I have answered your question about how to set a variable from another instance.

You do so by Grabbing the Reference of the instance you are trying to edit

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Example, overlap event -> Get overlapping actor -> Cast to Character -> Set Character hp to Character Hp - 10

crystal crown
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Why is this not instant? Even with teleport enabled. Also tried with camera lag/rotation disabled. It rotates smoothly

novel rock
frosty heron
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you need to figure out how to get the ref based on your design

novel rock
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how do i get a HUD BP

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VehicleAdvPawn cant make contact with a HUD and vise versa.

frosty heron
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casting is just a type check, it's not a mean to get reference to an instance

novel rock
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so there is another way to reference an instance

frosty heron
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It's better if you watch the video, it tells you how

lofty rapids
novel rock
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WAIT HOLD ON

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PAUSE

lofty rapids
gentle urchin
late rapids
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first off NervousSweat ye I know this is terrible, I know it should be in c++ but not doing that for this minor test

Right now I have a dash ability, what happens is it runs a timeline and simply sets the player's velocity to a certain amount each frame for the entirety of the dash, so during the dash they always move a specific amount + they are unaffected by stuff like gravity or friction, basically a celeste dash

Now, this all works just fine, but with one slight issue, if the player is on the ground, any "up" velocity I apply to the character is entirely ignored for some reason? If the character is midair when the dash is triggered, they'll go up just fine, but if they're grounded they don't go up

I'm guessing this is a setting of some sort in character movement component that resets upward velocity while grounded but I can't find out what that is
I have braking deceleration and gravity turned off during the dash as well

Any ideas?

https://i.gyazo.com/9ca83ac075c9dbef5651c8a9bd66ed1a.png

novel rock
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HOW DO I KEEP FORGETING I CAN TO THIS!!!

frosty heron
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unless that is set you will get an error

novel rock
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oh right.

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back where i started

lofty rapids
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are you trying to show/hide a widget ?

novel rock
frosty heron
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What you are doing there is create widget and hide it right away, is that intentional?

lofty rapids
thin panther
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Just watch the video

tardy idol
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yo what should i use as root on actor blueprint

novel rock
thin panther
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I don't mean to be sarcastic, it's literal

tardy idol
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but like

thin panther
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Could be a mesh, could be a scene component, could be a collider, whatever you need

tardy idol
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if im building something

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like

lofty rapids
# novel rock

what is menu widget ui all about, should be on begin play in the hud

tardy idol
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i cant scale it directly i gotta do it from event beginplay

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its lowkey annoying

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what should i use as sort of like a placeholder

novel rock
thin panther
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I mean you would just scale the actor for this

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If you can't scale the root

tardy idol
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the utility one

thin panther
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Bottom one, can be

tardy idol
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oh bet

late rapids
lofty rapids
# novel rock

well you can do the create widget, set it's visibility, then add to viewport in the begin play of your hud

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Then you cast to it like this

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as long the hud is set in your override in world settings

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so that begin play fires off

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and you drag out of the create and click, promote to variable

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then you can use that once you have casted to your hud bp, because you created it in there

lunar sleet
lofty rapids
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here i set the reference in the hud as UI REF, and you can see i can get it

late rapids
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like I said I'm guessing something is overriding me setting velocity due to the character being on the ground, I just got no idea wtf it could be

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it works perfectly fine in the air, the velocity even remains constant during the dash like I want it to, just checked with the velocity printing

lunar sleet
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Could be doing something yourself to override it

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Set a breakpoint, try to dash up while grounded and step through the code, see what actually happens

novel rock
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Dang once again so close

frosty heron
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why are u in player state?

late rapids
true oriole
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can someone brief me on how to setup a firewall ( a type of weapon ) that constantly deal damage to enemies standing on it ?

lofty rapids
# novel rock

i think your doing a few things wrong, you said begin play doesn't work ?

lunar sleet
late rapids
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did just now, it's the proper value

frosty heron
late rapids
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Damn TS_CatBiting someone with exact same issue as me

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Hmm

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I'll try to manually set the movement mode to falling first

lunar sleet
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Aye, Google is a wonderful tool at times

late rapids
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And see if that works insteadb

lunar sleet
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Yeah was my next suggestion

late rapids
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I looked too peepoSadCat couldn't find that

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Prob slightly off keywords

lunar sleet
late rapids
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hoping setting falling works, I really need a consistent dash

true oriole
late rapids
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Thanks for the help it just works sadcatthumbsup

novel rock
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Wasnt there a node that was a switch or something that let you run more than one node tree?

eternal vine
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Hey everyone, i want to make it so that a wind wooshing sound plays when i run (aka reach a certain velocity), but i cant figure it out

trim matrix
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if I have a trace hitting a mesh, how can I get the point at which it would penetrate its collision (point at which the line trace would go through, out of the collision)?

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is there a better way of doing this than making a linetrace from the impact point and impact normal every x distance until it no longer hits anything?

small palm
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Hi, um
How can i append the strings (Name in ItemStructure) while doing the loop?

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I mean, i can only add it to one pin, so i suppose the next element would replace that?

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oh, right

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thanks

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btw, can i append new lines like this?

trim matrix
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click on Add pin

small palm
trim matrix
versed sun
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Shift+Enter

small palm
lunar sleet
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So where is the confusion?

small palm
# small palm btw, can i append new lines like this?

I asked if this is good @lunar sleet (adding \n)
@trim matrix said add a new pin. I did not understand why so i thought that \n did not work, so i just add an empty line and it would work.
Then he said I need \n soooo that's the confusion.

trim matrix
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<- don't listen to this guy

small palm
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Also it did not work. Maybe TextBox cannot have new lines like this?

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(I am using it for debugging)

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Soo yeah ๐Ÿ˜„

lunar sleet
small palm
lunar sleet
small palm
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Well that's what i wanted to change, sorry ๐Ÿ˜„

lunar sleet
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Just hit shift+enter then

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The \n is for Strings

small palm
lunar sleet
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Idk what youโ€™re taking about ๐Ÿ˜›๐Ÿฅท

trim matrix
#

it's weird how \n doesn't work in bps as expected

lunar sleet
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Wdym? ๐Ÿฟ

trim matrix
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doesn't make new line

lunar sleet
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In what bp?

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Do you mean in a text box widget ?

trim matrix
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there too, yes

barren dove
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ugh i somehow broke the default movement in the top down template >.<

lunar sleet
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Or you know, source control

lunar sleet
# trim matrix there too, yes

Idk where else you mean but itโ€™s prly because the smart people that made the engine made it so that you donโ€™t need to use \n and you can just alt+enter

trim matrix
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i'd never use that

frank sundial
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OK so im trying ot make a simple health system without any tutorials and i got everything mostly working but the regeneration part. After a few seconds of not taking damage I want it to heal so I came up with this but its not working

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Does anyone know how I can fix it?

lunar sleet
frank sundial
lunar sleet
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Select the Heal node and hit F9, then run the game

frank sundial
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ok

lunar sleet
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Does it drop with a red arrow above the Heal node

frank sundial
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Its adds a stop sign lookin thing

lunar sleet
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Yes, I mean at runtime

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Does the game stop running when the Heal is supposed to start ?

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Better yet, show where youโ€™re calling Heal

frank sundial
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nope. I take damage and nothing else happens

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Heal is supposed to be an on tick event i think

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Im pretty sure thats what I set it as

lunar sleet
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Thatโ€™s good, now actually find out where itโ€™s being called and show the screenshot

frank sundial
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How do i figure out where it is being called? I do i need something to activate it is that what you are saying?

small palm
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Hi again
I ran into a pretty weird problem
InventoryMaxSize is 3
If i want to pick up the 4th item it will say "inventory full", and wont pick it up

But somehow it does appear in my inventory

But i can't pick up a 5th item
What did i do here? I can't see any problems with this

lunar sleet
broken wadi
frank sundial
broken wadi
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now you can double click that stuff and it will jump to its position on the graph

lunar sleet
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Yeah, youโ€™re not calling that anywhere far as I can tell

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Since thereโ€™s only one instance found

frank sundial
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So how would I call it?

lunar sleet
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If the damage is being handled in the same bp and you want to call it there, just drag off any execution pin and type Heal

frank sundial
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Could it be the Call Function thing

lunar sleet
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Within the same bp you just right click and type the event name and itโ€™ll call it

lunar sleet
frank sundial
#

Wait i have an idea

lunar sleet
# small palm

If you do <=, then at inv count 3, youโ€™re still showing True, so itโ€™ll let you pick up one more. Change it to <

frank sundial
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I did it! thank you for the help

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I added it to the part that damages you so every time the character gets damaged it sends to update the health after 5 seconds

small palm
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But it DOES add it to the inventory... so how the hell does it return false if in the branch it was true?

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Im super confused

nimble bloom
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The bool is being checked on that second leg for the output. Try a local variable for the bool and use it in the output.

lunar sleet
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The way bps work, the length + bool check is being called every time itโ€™s plugged into a node

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Thereโ€™s a good read pinned here about the pitfalls of blueprint

small palm
#

Yeah, this works now.
I never would've figured this shit out thats for sure.

Thanks @lunar sleet and @nimble bloom

crystal crown
#

who is good with math?

lofty rapids
#

what kind of math ?

versed sun
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I'm fast at math, not so accurate

crystal crown
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how can i calculate engine rpm to speedometer degrees

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okay will try thanks

versed sun
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Normalize to Range

novel rock
novel rock
lofty rapids
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what bp are you doing that in ?

novel rock
lofty rapids
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idk why that is doing that

lofty rapids
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at the top right Parent Class

trim matrix
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hey where od i ask about this? im trying to push, i have gitignore but im not sure what specifically i should have in the gitignore

novel rock
crystal crown
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I did it! thank you ๐Ÿ™‚ Actually not much math was needed. My brain just not worky

lofty rapids
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just plug menu widget into visibility

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if you can ig

novel rock
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nope unable to connect still

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nope no connect

thin panther
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your naming convention is very confusing

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given that, Menu Widget is not a widget, it is a HUD, and Menu Widget HUD is not a HUD nor a widget

lofty rapids
# novel rock

you want to get the menu widget Hud from the cast, it won't plug in ?

novel rock
#

gave it a better name

lofty rapids
#

so that is what you promoted to variable in the hud right ?

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when you created the widget

novel rock
lofty rapids
# novel rock

so when you pull out of the cast you want to get menu widget var

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but i would do that whole get hud, cast on the other event

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when you need it

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ig begin play and a reference might be more performant

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menu widget var should plug into visibility

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the problem is it needs to be a widget

novel rock
#

I FIGURED IT OUT!!

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this needed to be a widget

lofty rapids
#

makes sense, promote to variable automatically does that

novel rock
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now this works ๐Ÿ˜„

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I'm still stupid and nothing can fix that but the BP WORKS!!

lofty rapids
#

i mean you got it to work, that says something atleast, programming isn't always easy and understanding how things flow can be a pain in the ass

granite sinew
#

hey folks, I want to make an interactive hand crank that can be turned interactively -- "grabbed" with mouse button and move mouse in a circle to spin. Any examples I can look at for the blueprint math of converting screenspace mouse position change to a turning crank rotation?

versed sun
#

There is exactly that in Content Examples

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@granite sinew

granite sinew
frosty wadi
#

So i have a igo caller i made and whne the number gets called it creates a widget and adds that widget to a list view withc shows the numbe that was called if the list view is hidden and i call 2 or more numbers thne i show the list view the numbers called are set to the same thing as apposed to the differnt nubmers caleld, but if the list is shown and numbes are called everything workks fine

novel rock
ashen tide
#

Morning everyone, I have an issue. Just started using UE and I did a couple of blueprint, sprinting, shake cam etc... althought everything was fine until I did a couple of ctrl Z and now my character is stuck when I play the game, in a position like falling. Any idea where that might come from ? When I use to debug too I can see the blueprint of movement happening but the character is just stuck.
In the world setting if I change the game mode to something else I can move freely so its coming from a change I did in my FirstpersonCharacter blueprint but after an hour I can't really find where.

split widget
#

@ashen tide I think I've had this issue once I closed unreal engine and opened it again and it seem to resolve it's self

ashen tide
split widget
#

Can't guarantee that'll work for you thou

ashen tide
#

Here s a recording of whats happening

split widget
#

Oh no clue, mind was to do with character spawning

ashen tide
#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetMovementComponent_ReturnValue". Node: Set bIsInAir Graph: EventGraph Function: Execute Ubergraph First Person Anim BP Blueprint: FirstPerson_AnimBP
I have this error tho !

#
glacial junco
#

I expected to see both "AAAAAA" and "BBBBB", but only "BBBBB" is output.
The Input Parameter changes while the Delay function is running in the TestEvent. Why is this?

worn kernel
#

Im refrencing the game mode to get values but they return as variable not in scope. any way to fix this. its coming from UI interface as well. the other values read well but one doesn't.

mild pine
#

Hey guys. I'm looking to make a puzzle, in which you have to walk ontop of pressure plates in the correct order: A - B - C - D (they will have unique emblems to distinguish themselves). Pressure plate logic aside, what would be the best way to store the plates' order?

This is somewhat what I'm aiming for:
https://www.youtube.com/watch?v=sE4Dzsw2OdM

This is a simple how to video instructing how to solve the pressure switch floor puzzle. This will work for the four switch variation as well. Remember the color or symbol pattern that is used to open the first door into the puzzle area. Follow this pattern through the maze of tiles. Tiles must be touching directly and not diagonal from one anot...

โ–ถ Play video
worn kernel
#

@toxic jay Any idea what my problem is. mine is above simsissle

pine trellis
#

anyone see this error with Ue5 I followed the directions, packed sucessfully but I get this trying to install on andriod 11 failed to install Embryos-Android-Shipping-arm64.apk: Failure [INSTALL_FAILED_OLDER_SDK: Failed parse during installPackageLI: /data/app/vmdl1506702914.tmp/base.apk (at Binary XML file line #8): Requires newer sdk version #33 (current version is #30)]

mild pine
#

Sort of like a manager BP in this case? Interesting. An array sounds good yeah. And if it's not the correct item that's been input as opposed to the array list, then traps will activate. Thanks!

pine trellis
#

nobody here does mobile?

#

I cant be the only one with these issues after following the directions

zealous moth
#

@pine trellis you're installing from ue5 to mobile or from the store? I have had a lot of hit and misses the former way so I typically package for the store and download it

dawn gazelle
# glacial junco I expected to see both "AAAAAA" and "BBBBB", but only "BBBBB" is output. The Inp...

What is likely happening is that the delay in the begin play is resolved before the delay in the test event is, resulting in the second test event overriding the input of the test event. This is typical behavior for inputs on an event - a second call to an event will override the pins, so anything trying to utilize the inputs latently will likely run into problems as the "old" values are no longer there.

calm gull
#

Hi All! I am moving objects with mouse cursor via a set actor location node. Unfortunately, any temporal anti aliasing causes ugly ghosting if i move the object too fast (especially if it has world position offset in the material). Is there any way to stop temporal anti aliasing on this object while it is moved? (i THINK that TAA and TSRA would leave moving objects out but it doesn't know my object is moving cause it is not having a velocity or any physics enabled, although this might be wrong on my part). My object is set to moveable. Also using 5.1

lunar sleet
pallid minnow
#

difference between using compatible skeletons option, and ik retargeter? Is this a animation related question? idk since it has to do with settings more so.

novel rock
#

is there a bp node for stopping the editor play

wicked marten
#

u mean quit button?

#

you can bind a key or make a button

lunar sleet
tribal gazelle
#

How can I get a variable from the character blueprint from inside an attached component?

wicked marten
#

where do i clear put clear children

#

i have a searchbar

#

i want it to clear everytime i change ta text

urban moon
#

Would anyone possibly have an answer for why my camera that is attached to my springarm seems to move closer to my character when I turn with the mouse left/right. It seems to move in close then back out. There is no obstructions or physical object near it. The arm is set to 150 and it does not seem to change at all but that camera attached to it seems to move in.

tribal gazelle
urban moon
#

for some comparison images on what I am seeing when I rotate. I cannot figure out why it seems to be doing this. I have the camera set to the spring socket endpoint. The character is not physically moving back into the camera or anything

#

Disregard, solved my issue. I had placed my offsets in the target instead of the socket.

lunar sleet
novel rock
tough atlas
#

Best way to stop prop-surfing within physics handle?

novel rock
#

when i push the Esc key it sets the GamePaused Bool and i want to lock all player look and movement input controls. do i need to add a branch to all the key inputs? i was thoght in pregaming to never repeat myself if posable.

#

This is an exasperated example of what I'm trying to avoid.

frosty heron
#

๐Ÿ˜ฑ

#

just pause the game and your input won't even work

novel rock
#

what if its going to be mutyplayer?

frosty heron
#

pausing normally a shit show even in single player

#

multiplayer is even harder

#

try to make a game you can build, if you struggle with the basic, don't bother doing multiplayer. It's big challange even for people with years of experience in unreal

novel rock
#

Night ๐Ÿ’ค

kind apex
#

So i've added "headbobbing" to my game.

I can't seem to make this "spotlight" follow the bobbing style movements (not sure what to do)

waxen fog
#

If i have a camera actor in my scene, whats the best way to get a reference to it through BP?

#

get player camera manager is not returning a valid camera

#

i assume because it is just from the scene and not on a player. I dont want the camera to be attatched to a player.

#

nvm got it by just getting actor of class. Is that the best way to do it? i come from unity so Im not sure if setting a reference through the detaisl panel is a better idea

heady crypt
# waxen fog nvm got it by just getting actor of class. Is that the best way to do it? i come...

Did you want the cameras for a specific purpose?
FNAF Security Cameras? SceneCaptures for making mirrors with visual effects and some kind of portal like feeling?
Make a new Actor, give it any of your logic you want it to do, make an Array of that AActor Object reference in your Game/PlayerState and OnBeginPlay Find your Game/Player state and give it a ref to self.
You can do this safely through a Blueprint Interface.
Then later your Player 0/1/2/3/4/5/6.....20 can just get the camera they need from their Game/PlayerState, without a GetAllActors->CastToClass->IsValid?

flat summit
#

i saw that his blueprint is for the entire map, mine is for the trigger box, so maybe i should do what im doing on tat blueprint that he has, so how do i open that one?

heady crypt
#

GameMap? Click Blueprints -> Open Level Map

flat summit
#

i sent the same screenshots lol

flat summit
heady crypt
#

there is a button on your toolbar at the top, it's the Blueprint button, it will have a "Open Leve Map" option in it

flat summit
#

i got it

#

i love ya

heady crypt
#

if you only ever have one map, it won't kick you in the butt to use this object

#

but if you plan to have 2,3,...5 maps, you'll end redoing the same work again and again

flat summit
#

yea gotcha

heady crypt
#

obv your MainMenu/Loading Map don't count, since it's just UI and loading your runner map

flat summit
#

right, make sense

heady crypt
#

but if you have OceanRunnerMap, DesertRunnerMap

#

you're increasing your work drastically

flat summit
#

okay, thank you bro you saved me o7

heady crypt
#

o/

flat summit
#

this is how i have the blueprint on the box

#

and this is how is in the video

#

i guess that means that something about my camera is wrong, right?

heady crypt
#

if you only set this true once, then it only happens once, he must be resetting it to false so that it can fire off again

#

but your logic on the turning isn't here

shut shadow
heady crypt
#

so when you open inv you add skill for visual? but then you don't test if it exists and then create it every single time you open ?

flat summit
heady crypt
#

yea, there is no logic to do anything here

#

it's just setting a bool to true

flat summit
#

so... what do i do?

heady crypt
#

go where it adds/sets rotation of the camera

flat summit
#

thats for the camera

heady crypt
#

you added this ?

flat summit
#

yea it was on the video

#

let me find it

#

ah

flat summit
#

okay im just stupid

#

nevermind

shut shadow
flat summit
#

akukiyo i owe you a beer or something man

#

thank you ๐Ÿซก

heady crypt
# shut shadow This is basically what happens

ok, so it looks like it's just setting the icon/widget data from an index in your character, that you set after the last click, so when you open your inventory again, you're loading in from that index for all widgets, instead of a int index set in your widget

#

that's why it's a white empty square on first open probably, because the index is not of your first ability information

shut shadow
#

Oh

heady crypt
#

idk how you're making/managing your abilities and widgets etc, but it looks like your widgets ask your character "what am I?" and it passes an Index that's set on a click, so next time they ask, they all get the same answer

shut shadow
#

I was following an armour equipment tutorial to achieve this as that was the closest thing I found to what I was trying to make but had to improvise for the skill slots as it had multiple slots

heady crypt
#

so if you click skill 2, and it sets index to 2, then you close your menu, your widgets ask, what am i? 2

shut shadow
#

Do you know a better way I can make the system to add a maximum of 3 skills into the grid?

heady crypt
#

only ever 3 ?

shut shadow
#

Yes

heady crypt
#

I would, #1 have a template skill widget, have it set it's Icon/Index/Details/Ability
#2 Make a container widget, with your UI background element, that has a horizontal box as a variable, that you add/attach child widgets to, with an Array of AbilityWidgets, so if you want to add more but array.length > 2 ? can'tAdd and you can delete/detach a widget from the Array resizing the array and removing the UI element when you want to remove skills

#

so that every time you open the UI, it's not creating a new widget, it's just reading the already stored data

thick bramble
#

Hi, for some reason I cannot pick an actor from scene. When I choose one, or pick it by "pick actor from scene" tool, it changes back to None

shut shadow
heady crypt
#

like you make a bunch of containers and put them where you want them inside another container and then give them functions and controls, so it's a bit to understand at first

gentle urchin
#

"And has much purpose" ๐Ÿคญ

heady crypt
#

You have a template, which goes into a container, which goes onto your* hud

#

the template will need exposed on spawn variables, so when you make them, you pass the details, and they handle the UI/Tooltips

#

Then your main hud Hierarchy will be clean

shut shadow
#

I spent around 4 hours trying to understand and fix it

#

before I decided to ask for help

#

Though I did not fully understand what was happening, I only found out about the skill slot having the dupe skill after reopening recently so till then I just though that it was because I was switching skill slots with each click but then the part that returns the removed skill back into the inventory was returning the old skill because it was not updated accordingly

heady crypt
#

yea just looks like a visual error

shut shadow
#

You working on any projects?

heady crypt
#

yea, when Unreal doesn't do weird bugs lol

shut shadow
#

Ah

#

I'd love to see what you're working on

heady crypt
#

nothing much to see atm, figured I'd learn GameplayAbilitySystem

#

and I've been redoing a lot cause I overcomplicated, then trimmed, and now dealing with crashes/hangs

shut shadow
#

Good luck

#

Lmk when you make some progress๐Ÿฆพ

heady crypt
#

lol ok

#

I'll dm you some videos of the different snippets I've done over the past few weeks

languid widget
#

Heya, weird question, is there an easy way to lerp an object to a position, but having it kinda overshoot its target and then bounce back, overshoot again, and eventually settling in, kind of like being pulled by a rubber band.
Hope that makes sense, I feel like there's an easy way to do this but I can't figure it out

heady crypt
#

Could use a Lerp and plug the Alpha from a Timeline, and make the timeline a curve that goes from 0.0 Time 0.0 value -> 0.8 Time 1.2 value -> 1.0 Time 1.0 Value and plug the lerp into the Update and Value

#

this will do the bounce over and back

#

if you want more then you just add more Key points and curve the value back n forth

#

although idk if Lerp by default lets you go over 1.0 alpha if it clamps or not

languid widget
#

hmm, that sounds like a good starting point, I'll give it a try thanks

heady crypt
#

this won't do any gravitational rotation and spinning though

#

it's just a linear actuation of back and forth motion on a single vector

languid widget
#

that's totally fine, I only need to move an actor around, nothing else

#

...is it not possible to add timelines to GameplayAbilities? I can't seem to be able to add one, it works in other blueprints

heady crypt
#

maybe include the header for TimeLines and make a variable in your GAS Component and expose it to blueprints ?

languid widget
#

Will try, but actually I just found that a Vector Spring Interpolation node exists, that seems to do exactly what I want with the overshooting and settling etc, haha

heady crypt
#

sounds worth a try

gloomy zealot
#

Anyone know how to get a reference to the original material in the material editor

dawn gazelle
#

That'd be more for the #materials realm, but if you're in the material editor, that means you're editing the material, so why would you need a reference to itself?

flat summit
#

"The current value of the ' In Element Handle ' pin is invalid: 'In Element Handle' in action 'Get Relative Transform' must have an input wired into it ("by ref" params expect a valid input to operate on)."

what do i do?

#

on the video the guy uses a relative transform that i dont have

heady crypt
#

so his is a Function, yours is an Interface

#

that's why yours has an envelope

#

it's sending a call, like you would do with c# scripts in Unity, I forget the syntax for them

#

his get relative transform is from a SceneComponent and yours is a different kind of object

#

one that does not natively have a transform

#

which is why it doesn't have transform related functions

flat summit
#

oh...

heady crypt
#

so go back to where he made those objectgs

#

and recheck what container type he used

flat summit
#

okay omw

heady crypt
flat summit
heady crypt
#

these are your issue

#

what are they? they dont' have transforms

flat summit
#

they are components

heady crypt
#

and his are ?

flat summit
#

components

heady crypt
#

Arrows?

flat summit
#

ah yea

#

same as mine

heady crypt
#

so they aren't components, it's just the grouping to hold them

flat summit
#

ahh

heady crypt
#

they are an object of some type

flat summit
#

yea make sense

heady crypt
#

components are objects that have no transform and are used to do things like calculations, like an Inventory Component, it holds lists and functions to do things

#

but it has no transform or object as it doesn't exist in game space

flat summit
#

ah okay

heady crypt
#

discord mangled the thumbnails lol

flat summit
#

i end up with this

heady crypt
#

yea that's fine

#

it's a pure function, has no exec pins

flat summit
#

ah so i dont have to connect this?

heady crypt
#

safe data to get at any point "most" of the time

flat summit
#

oh okay

#

omw to try that

#

like this, right?

#

thank you so much my man

lime gyro
#

Hi guys, whats the best practice to Lower Float value over time (Smoothly)?

barren drum
#

Hi, is there any way to preload i.e. textures or other assets that are referenced in a blueprint?
Currently when a widget is opened you can se the loading of the asset as the widget is open. (1 second of low-res version of the texture).
After that second (asset has been loaded) everything is as I want it to be the first time I open the widget.

true oriole
#

yooo, i am using this cascade particle system animation and i want to know the length/duration of the animation in blueprint. how do i achieve that ?

heady crypt
heady crypt
barren drum
heady crypt
#

I know the dinosaurs used to do screen flips, load everything out of view, then flip to that view and draw it, but that's like when computers had 400 pixels

#

wym invis window for every widget? are you not creating your HUD class with all it's widgets at BeginPlay for the character when you init your InputMapping Contexts?

#

in fact, if you are using HUD class, the map handles it for you

barren drum
#

It's not hud. it's context-specific ui. i.e. picking up different kind of items etc.

heady crypt
#

just make a template container for it, load it empty, and then add/remove things and resize it

#

unless you want to open 25 bags on the floor and show 25 ui containers

gentle urchin
#

Load asset async -> on complete -> set visible

#

Bp nodes

barren drum
gentle urchin
#

Nono, youd do it in the widget

barren drum
#

ah ok, thanks I'll have a look

barren drum
crisp geode
#

having a problem with the groom asset. every time i restart unreal the hair is deatached from the head

#

does anyone has familiarity with this?

heady crypt
#

legit thought you were makign a wedding sim, "Groom" asset

crisp geode
#

man it was a mistake XD

#

still, any answers?

heady crypt
#

haven't touched hair in UE sorry

crisp geode
#

first time for me also

heady crypt
#

may I suggest... at risk of Will Smith wrath... everyone is bald now

gentle urchin
#

How are you attaching it ?

#

On construct -> set parent socket ?

heady crypt
# barren drum Thanks a ton! it fixed it ๐Ÿ™‚

be careful setting Visible, things that are on top layer like images for buttons, will block hit tests on lower layer items like buttons, you might want to set Visibility Nont Hit-Testable (Self Only) or (Self & Children) and let the buttons be the only objects that are "Visible"

crisp geode
true oriole
#

i have this enemy get hit sound and it played every time enemy get hit, but when multiple/many enemy get hit at the same time it sounded terrible. how ppl do this normally ?

heady crypt
#

a Singleton SoundManager that can only play X sounds would be the best approach, and have them call it to add their sound to a stack, and ignore over your desired amount

#

I'm assuming by sounded terrible, you mean the feedback and clipping distorted sounds

true oriole
green slate
#

Hi, can someone please point me in the right direction?
I have a blueprint component and i want to attach a box collision from this component to the parent actor
all good, but the events overwrites does not work (on begin hit, on begin overlap, etc)
other stuff like hidden from game, set scale, etc, works...just the events does not (also, i know i can simply add a box collision inside the parrent actor and get that component from inside my component...but if possible i want to make everything from the my component side)
also i would like to avoid creating a separate actor with just a collision box ->spawn that -> attach to actor.

heady crypt
#

why are you making the collider at runtime? can you not just use a scene component with a box collider?

#

what's your objective? damage zones like headshot arms, legs?

green slate
#

i was thinking if the one who does level design forgets to put a box collider to encapsulate the actor using this component may cause headaches

#

just a simple colider that use with an interface (just to calculate range from player who got inside the box colider till the parrent actor of this component )

heady crypt
#

that's why you make the BP_BaseCharacter actor yourself, and they just paste them around the world/make children of them

#

anything you think they may miss, you make an actor of with everything it needs, then they just use the template actors

#

anyway, so your object doesn't have collision and physics set up ?

green slate
#

i know but i want to send this to someone, and if he does not want to use my base class as a base, he will have to copy/paste my functionality / components ๐Ÿ™‚

heady crypt
green slate
#

hmm, so if this is created at runtime it has his collision disabled as default?

heady crypt
#

idk the UE defaults

#

but usually defaults are CollisionBlockAllDynamic ?

green slate
#

if i just create it inside the parrent actor it works with default settings, trying it now ๐Ÿ™‚

heady crypt
#

and runtime/component adding a collider probably is disabled so your mesh doesn't blow up trying to move in a solid block

green slate
#

added the enable collision, still not working ...

#

i think i just have to add a collision box to the parrent actor and make a note to copy that over to his base class (if he does not want to reparent to mine or something )

#

but still, i don't understand why it wouldn't work :)) i ahve found some similar topics on the net but no solutions on how to fix it

heady crypt
#

time to start debugging

#

also while your project is running, you could show collision volumes to see if it's there, what it's size is and so on

green slate
#

hmmm collision seems to work

heady crypt
#

that's probably just your capsule component on your character

green slate
#

but the overlaping event is not

heady crypt
green slate
#

actually yes, this is from my player controller

heady crypt
#

This looks like your Box Status up the top

#

No Root, Overlapping Nothing, coliision 0|0

green slate
#

from that box

heady crypt
#

yea but it's probably a size of 0 height of 0 at 0/0/0 with no attachment from the ShowDebug stats

#

what are you making this in ? a Component ?

green slate
#

yes, creating it in a component and attaching it to the parrent actor after creation

heady crypt
#

at least that's the idea, not necessarily the execution

green slate
#

using it on begin play, i tried to put a delay if it fixes something...still the same

heady crypt
#

find out what this is actually getting

#

but GetOwner may just be giving you MyNewComponent, which has no Skeletal Mesh Component

green slate
#

i made it show in edditor (disable hidden) and it actually spawns and attaches to my skeletal mesh, and the scale is set to my values

heady crypt
#

lol what is that weird fake collision in your debug log then

manic vessel
#

Can anyone tell me why My the the initial rotation is not facing my camera. But the on tick works perfectly

green slate
#

try with a delay after beginplay

#

it might not have the values of the camera location when it tries to execute that for the first time

manic vessel
#

Dont think that was it. But I have noticed the Initial rotation changes depending on where I am in the map, Cant really see how this is a world space issue

cyan bone
heady crypt
#

holy spaghetti wires batman

#

capture your TimerHandle

#

if TimerHandle->IsValid? B False -> Make Timer, True -> Don't do this.

green slate
heady crypt
#

then when your timer is done, you clear it

cyan bone
#

ah

#

i mean more like i have this event being called multiple times

#

but if its called another time before it fires

#

it overwrites it

heady crypt
#

yea

cyan bone
#

so if i have 4 units being hidden in the next 4 seconds

heady crypt
cyan bone
#

it hides only one

cyan bone
#

means it wont work

heady crypt
#

if you have a valid timer handle, the timer is running

#

you don't want to make another timer if you have a timer running

#

if you want MORE objects to dissapear then add them to a list of objects to set hidden

cyan bone
#

but there's another unit coming and i need it to be hidden too. i think in c++ this works

#

it just creates a new set timer

#

separately

#

it doesnt overwrite

#

maybe should go c++?

#

or there's a way to do this in blueprints?

heady crypt
#

are you doing anything to the objects? or just hiding them ?

versed sun
#

do you want the 4 sec to reset when more are added, or each hidden 4 sec after on their own timer ?

cyan bone
cyan bone
#

to be teleported in 4 seconds to the other side of the settlement

#

but if i have many units coming in contact

#

only one works, because set timer overrides itself

heady crypt
#

ok, I'd just tell the unit object to handle that itself

heady crypt
#

object->skipSettlementFunction

cyan bone
#

thats the solution too

#

yup

#

thats it !!

heady crypt
#

skipSettelmentFunction, Go invis, setTimer 4s, move transform, timerEnd Go visi

cyan bone
#

and put the settimer in that function in c++

heady crypt
#

if you want

cyan bone
#

else it will ovewrite itself

heady crypt
#

not if the objects are doing their own thing

#

you aren't going to tell the same unit to teleport 20 times right? just once

cyan bone
#

yup

#

okay will try it ๐Ÿง‘โ€๐Ÿญ

#

thanks alot

heady crypt
#

If you really want the Manager to track the unit, check if the unit collides, then hide the unit, move the unit, show the unit, then you'll need to start throwing out threads sure.

#

But you could more easily just tell the Unit, StartYourTPFunction

dapper escarp
#

How would we take out the numeric values from a string and convert it to a float? Simply converting string to float just makes the value 0.0 but I need the numbers inside the string to become a float

heady crypt
cyan bone
#

now testing ๐Ÿง‘โ€๐Ÿญ

#

๐Ÿง‘โ€๐Ÿญ

heady crypt
#

is that meant to be a blow torch

cyan bone
#

yup i think so

heady crypt
#

the mad man

dapper escarp
#

I'm tired lol I'll know tomorrow

heady crypt
#

like, is that what you want ?

heady crypt
#

the attached component isn't following the camera? are you not physically moving the camera to bob?

versed sun
heady crypt
#

HeadBob 3rd option I turn off in a game asap

kind apex
#

I am using the default camera shake system

dapper escarp
# heady crypt like, is that what you want ?

Right now I have code and the string constantly changes with the light level, it's structured like

"Light Level Percentage: ---"

I just need the number not the words
And the string was already constructed in C++ and I suck at C++

#

Nvm

#

I need sleep

heady crypt
#

oh you want to decatanate a string

dapper escarp
#

Gn y'all

#

Yeah

heady crypt
#

concatenation is "string1" + "string2", you're trying to ignore all words and try and parse teh "32.45" to a float, you need to strip the letters

versed sun
heady crypt
#

: and ' '

dapper escarp
#

Ah k

heady crypt
#

assuming you have Light Level: 34.25

dapper escarp
#

Thx guys ๐Ÿ‘

#

I never really like

Speak to programmers
But
I made a fool of myself but still found a solution so that's alr

heady crypt
#

is ok, Kaos face palms everytime I ask him something

dapper escarp
#

๐Ÿ˜†

#

Thx bro

flat summit
#

the coins arent spawning

#

ah and this is the construction script

heady crypt
#

construction will show up when you place the actor in the world

#

if not something is wrong

#

are they to spawn at runtime or in the world?

#

then again, it's an endless runner, so you're spawning actor segments of map, so they should be both Construction/BeginPlace viable

flat summit
#

runtime i think, they spawn when i play if thats what you mean

flat summit
heady crypt
#

I'd look in there

flat summit
#

wait what does that white little thing mean there?

#

ah nevermind he has it too

flat summit
#

it wasnt working before the for loop btw

heady crypt
#

I believe the white balls means replicated variable

flat summit
heady crypt
#

and BP_Item is the Coin ?

#

not an empty parent template class?

flat summit
heady crypt
#

it all looks fine, and it's in the constructor, so you should be seeing them in front of the rock

#

and it's not runtime so they can't have gravity and fall through floow

lunar sleet
#

Afaik you canโ€™t spawn actors in construction script

#

And also ew, child actor components ๐Ÿ˜€

heady crypt
#

is a YT video, what you expect lol

flat summit
#

well then i guess there is another way to spawn objects right?

thin panther
#

yes, the spawn actor node

heady crypt
#

Sapwn Actor From Class

#

or Spawn

flat summit
#

wait what if i make a copy of the rock spawns and i replace the rock model with the coin model?

heady crypt
#

should work

#

unless that's a static mesh

#

and therefore has no actor components

lunar sleet
#

Canโ€™t use spawn actor in construction script tho, itโ€™d have to be begin play

steady night
#

how would i make it "reverse when complete ?

heady crypt
#

you should have a timeline in your components tray

steady night
#

y ?

heady crypt
#

drag off and I think you can just inverse

steady night
#

oh

heady crypt
#

Finsihed->Inverse

steady night
#

wont that loop?

flat summit
heady crypt
#

you want it to go 0->1->0 one time only?

steady night
#

y

lunar sleet
#

Why would it loop? Youโ€™re not calling play again

heady crypt
#

you can just do it in the curve then

lunar sleet
#

But yeah, this is easier to do in the track

steady night
#

hm

#

true

#

yeah thats good

#

thanks

heady crypt
#

like on a curve you could just go Time 0.0 Value .0 Time 0.5 Value1.0 Time 1.0 value 0.0

#

and it will look like it's playing forward->backward

steady night
#

yeah did

#

worked

#

ty

versed sun
heady crypt
steady night
#

yeah u coukld do that but changing the timeline much easier ๐Ÿ™‚

heady crypt
#

visually his way lets you know what's it doing without openening the TimeLine though ๐Ÿ˜‰

#

but I'd just use the curve

steady night
#

yeah i kinda was on my way to do it his way but seemd there was an easier way lol

heady crypt
#

it's just later you may forget it's going 0->1->0 in the curve and need to look inside it to debug, but it's simpler

sweet silo
#

hi there what would be your favorite way of handling an NPC coming towards you and asking you a question and then go away ? AI ? BP ? Sequencer ? thanks !

heady crypt
#

BTTs ?

sweet silo
#

ok thanks i'll try with those then ? when should i add the dialog ?

heady crypt
#

BTT bNeedsToAskQuestion -> Do Till !bNeedsToAskQuestion -> Go Away

#

part of your Function to approach the player

sweet silo
#

ok thanks a lot i understand

heady crypt
#

stage 1, approach
stage 2, halt for dialogue

#

that's my brain logic on it anyway

sweet silo
#

should i do it all in the same BTT ?

heady crypt
#

you could go farm more granular on the task and have BTT Decicide on Action -> BTT Approach Player, BTT Accost Player while(!bDialogueFinished) -> BTT Scram

#

from what I've seen yes, you do it in a binary tree looking BTT

sweet silo
#

yeah you are right because i also need the AI to stop in front of the player

#

ok thanks

heady crypt
#

just gotta learn the Selectors and stuff in the flow chart of BTT logic

#

then have them bound/watching a bool to know when it's time to move to next task

#

or give up and go home for the night

#

you might not want the AI to follow the player for 17 days

#

but have their own Day/Night behaviour

flat summit
#

quick stupid question: where do i change what spawns on a arrow? i got the spawning thing from the rocks, duped it 2 times and placed where i wanted, but ofc it spawns rocks lol so i just have to change so the only place where rocks are able to spawn are all the way in the back of the platform, while coins can spawn anywhere else

heady crypt
#

why don't you go back to the rock spawning randomly in that collider in the back ?

sweet silo
#

thanks again taht's awesome

heady crypt
flat summit
flat summit
heady crypt
#

so if I was to do what you're doing, I'd make a MapPiece, and learn PCG and handle the rocks and coins with PCG

#

the rocks, the grass, the mushrooms, the stones, are all spawned with PCG

flat summit
#

oh so basicly what i need

heady crypt
#

yea

#

and on Construction/BeginPlay, change the seed

#

and they will be in different locations

#

you will need to turn PCG on though

flat summit
heady crypt
#

option 1 is enough

flat summit
#

oh

heady crypt
#

option 2 is if you want to learn more about it and do your own custom stuff

#

I assume not

flat summit
#

not really, im just trolling with a silly game so

#

ill get the first one

heady crypt
#

then you just make a PCG graph and another object i the MapPiece

#

and you can go crazy with it spawning things

#

just try and stay under 13,000,000 points

flat summit
#

yea bc for sure im not going to spawn 12 million coins โ˜ ๏ธ

heady crypt
#

but you could...

flat summit
#

special map: 12 million coins zone

#

that would be funny tho

heady crypt
#

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Hello guys, in this quick and simple tutorial we are going to learn how to use the new Unreal Engine 5.2 Procedural Component Plugin!
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โ–ถ Play video
#

pick your poison

flat summit
#

that will show me how to do the pcg thing?

heady crypt
#

PCGs can spawn Actors and Static Meshes

#

if you just want to do 3-5 objects with not dynamic inputs, it's all you need

flat summit
#

yea i just want a few coins here and there

heady crypt
#

make your points, put rocks, exlude them from your other points, make coins, exclude them from other points, make health/damage pickups

flat summit
#

okay, i will try that

#

thank you

heady crypt
#

expose your seed and make a random float at runtime/construction

#

so they are in different locations

flat summit
#

surely im not going to come back here in 15 minutes bc im clueless about what im trying to do

heady crypt
#

as long as you're only moving 100 objects or so, it shouldn't stutter

pastel fable
#

Excuse me people, Console commands stay until the game closes or it resets if I, like, join a session/change controller/Spawn new character? I'm thinking in putting all player settings console commands like "voice.MicInputGain" in the gameinstance Init event

heady crypt
#

generally if nothing reinitialises an object there should not be any resetting of a console command

flat summit
#

well having in mind that the max floors there can be is 10, and the highest amount of things on each is 9, that means that worest case scenario there might be 90 objects

heady crypt
#

but if you load an object that loads a default setting then you may lose the console command setting

heady crypt
#

oh you were doing rotation and corners and such

flat summit
#

no, i made it so my max is 10

#

yea but not yet

#

i didnt get there from the tutorials yet XD

heady crypt
#

lol

#

16 x 7 700,000 tri bushes spawned in by PCG in a grid with random rotations and it doesn't impact performance, it should handle a couple rocks and some coins

#

if you move it over to android though, you might see some performance if you don't have lots of super low poly LODs

steady night
#

gah refresh my memori how do i update stuff inside a "widget Commponent" ?

#

get user widget object*

#

found it

untold fossil
#

Uh, where is the convert to pure cast option? All of a sudden the option is gone from the context menu ๐Ÿค” The hell did I do wrong?

gentle urchin
#

You clicked the pin

#

Not the node

heady crypt
untold fossil
#

Tried both pin and node

lunar sleet
#

Maybe the engine is telling you to do it the safe way ๐Ÿ™ƒ

lunar sleet
#

5.3?

lime gyro
#

Hi all, is there a way to ignore a blocking volume for an actor?

untold fossil
#

4.27

lunar sleet
#

Eww

heady crypt
kind estuary
#

Is there a limit on the scale of a plane? Im using a landscape floor plane. And wondering if scaling it to 20 million may cause any issues?

#

or if there is a cap

lunar sleet
#

What do you think?

heady crypt
#

something something rounding errors something

untold fossil
#

Well, I tried 5.3 and got insta greeted with absolutely horrendous performance. So I hopped back to 4.27 faster than a bullet from a sniper rifle

lime gyro
heady crypt
#

custom collision ignore pawn

#

now do you ONLY want the AI char and not player?

#

then add new collision trace channel, and add that to the AI and ignore that

lime gyro
heady crypt
#

you're only allowed 18 channels though

untold fossil
#

I have no idea what the hell they did in 5, but my FPS in a simple empty level plummited down to double digits, like sub 60. My guess is Lumen and all that mumbo jumbo. Not interested in any of that. I like my performance tyvm ๐Ÿ™‚

lunar sleet
lunar sleet
lime gyro
untold fossil
#

Well I get easy 200 fps on 4.27

#

So ๐Ÿคทโ€โ™‚๏ธ

heady crypt
#

if the AI pawns are still Pawn they should still be blocked, so remove that from their CollisionType

lunar sleet
#

Whatever floats your engine ig ๐Ÿ™‚

heady crypt
#

this is a default character setting, you can change the object type and add/remove collision channels to ignore/overlap/block

#

if you want to allow general Pawn collision responses to the AI, then you can add a channel to the Player and make that block instead

#

call it PlayerBlocker or something

#

depends what your end goal is and what you want

#

like if you're making specifically a ghost/phasing AI then you could make a ghost/phasing trace channel and give it ONLY to those AI and remove their pawn channel

echo storm
#

Does anyone know why this possess node doesn't seem to work? The spawned actor exists but my controller doesn't work on the possessed actor

heady crypt
#

replication maybe? you might be making the thing on server, and possesing on server and so the client doesn't do anything

#

SP or MP ?

echo storm
#

SP

heady crypt
#

ok that shouldn't be it then

echo storm
#

I have never dealt with MP/Replication before

gentle urchin
#

Could it already have a controller?

heady crypt
#

what are you spawning ?

#

are you specifically spawning a BPThirdPerson charcter that you're casting to ?

echo storm
#

I am spawning a child class of BP_ThirdPersonCharacter that has a different mesh and then cast to the parent class to change the item in the head socket but I do that later that's why I saved it as a variable

heady crypt
#

right right you were making multiple characters and changing their accessories

lime gyro
lunar sleet
echo storm
lunar sleet
heady crypt
#

aren't you possesing a camera object flying around by default ?

#

Spectator Object

flat summit
#

IM GETTING SOMEWHERE

heady crypt
#

that better be PCG

echo storm
#

Should I set auto possess for all of them?