#blueprint

1 messages · Page 26 of 1

edgy ingot
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I think the on any damage event is the one. Just test with print string.

Honestly i would write my own damage system. Not found of the one that comes with the engine

barren dove
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nope that one doesn't print either

edgy ingot
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Well did u apply damage?

barren dove
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yep

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this prints, if I pull overlapped npc or whatever over, its correct

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neither of these print

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the custom event was just one the binding created that i disconnected and will delete... if the other one worked

edgy ingot
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Where is the event any damage? Did u place it in the receiving actor?

barren dove
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yes

true oriole
barren dove
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yes thank you I know how to build it myself, not what i'm trying to do

edgy ingot
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Just build ur own damage system

barren dove
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alright thanks, anyone that has used this system though?

dawn gazelle
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If its <= 0 it won't trigger the interface.

gentle urchin
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So no healing through damage

thin panther
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just pass a DamageType_Heal damage class 🧠

barren dove
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odd part is, this returns zero to the print string

barren dove
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ah ha, got it, one of the parents had can be damage unchecked

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weird as I thought the template would override but guess not

fringe wigeon
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hi, i'm trying to send a msg through BPI from my widget to my AIC but for some reason it's not working any idea what do i need to do ?

true oriole
fringe wigeon
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so what do i need to change, i've tried diff ways of doing it yet no luck. keep in mind i'm a beginner

edgy ingot
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Target should be what ever you in inplement the right picture

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Sending msg to self doesnt make much sense

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Cuz u dont need interface for that

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Use enum instead of integer

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Way more readable

fringe wigeon
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yeah i'm considering enum but once it works
so i need to change the reference of self to the AIC ? i cant ref the AIC as the target
cause it says on the picture on the left target is BPI difficulty. so what should i put in target then ?

edgy ingot
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You are calling the erong interface

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You should be able to plug in anything afaik

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Type difficulty interface again and drop all the possible option

fringe wigeon
edgy ingot
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The one that says using

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U want that one

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Altough i have 0 idea why u are calling it from widget to ai controller

true oriole
edgy ingot
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This setting should be placed in your manager / game instance. Then the a.i controller can just read from there

fringe wigeon
# edgy ingot Altough i have 0 idea why u are calling it from widget to ai controller

it's kinda of a long story but let my summarize
the widget will have like easy / hard buttons and i want on different buttons to make the AIC run different behavior trees so i thought to have like an enum or var there and when i click on easy button it will cahnge the value so when it's time to run the AIC (posess) it will run the BT i want

edgy ingot
fringe wigeon
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yeah the var should be in the AIC and that's why i wanted to use interface to change the value from the widget

edgy ingot
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The var should be in your manager

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And ur aic read from there

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Widget communicate to your manager, tell that difficulty is changed

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If you dont want to make a manager, game instance or even your controller is still a better place

fringe wigeon
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i'm sorry where can i find this manger ?

edgy ingot
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You make your own. It can be an object or an actor depending on the need

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If you want easy mode you can use game instance

fringe wigeon
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thanks man i'll look that up

edgy ingot
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G l

fringe wigeon
edgy ingot
true oriole
fringe wigeon
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i did tried all of them none says using 😭

edgy ingot
fringe wigeon
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tried all of them

edgy ingot
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Try the one below aic monster

fringe wigeon
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these are all the options

edgy ingot
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You need to plugin the target

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Which in your case the ai controller or w.e that implement the interface

willow flume
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your AIC is a controller class right?

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or normal actor class

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can you try plugging Get Controller in difficulty target

edgy ingot
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Get controller not gonna return the ai controller

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Need referenfe to the pawn

fringe wigeon
willow flume
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wait wait

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the interface is in AIC class

fringe wigeon
edgy ingot
willow flume
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and where you are trying to call is actor?

edgy ingot
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U prob see more option

fringe wigeon
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i did and tried all of them as well

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nothing worked

edgy ingot
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Well u never plug in the ai controller why should it work

willow flume
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in your AIC you have to add that interface class in Class Settings

edgy ingot
willow flume
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then in the blueprint where you are calling

willow flume
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then if Get Controller is not working

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then ig

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you can try casting the Get Controller to AIC

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in begin play

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and promote the reference

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then try with that promoted variable

edgy ingot
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Its get the pawn->getaicontroller

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Get controller does not return ai controller class

willow flume
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sorry I said Get COntroller

edgy ingot
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Now i hope u get why it makes little sense to send the data to the a.i from widget.

It should be widget tell an object where it have the difficulty setting that difficulty is changed to easy mode.

Then the a.i just read the difficuly from the object

fringe wigeon
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yeah i tried something similar i tried to cast to the pawn and then get AI controller but cast to pawn requires an object which i dont know what to plug in + the pawn doesnt exist in the main menu level so the AIC doesn't run as well (not sure if it would affect it though)

fringe wigeon
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it's a lot better

edgy ingot
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I mean what u r doing right now simply dont work

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Its not like u just want to tell one instance of a.i that difficulty is this

fringe wigeon
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do you have any like DOCS or tutorial that could help me ?

edgy ingot
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U want all a.i to read the same variable

fringe wigeon
edgy ingot
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Im not aware of any tutorial sorry

fringe wigeon
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ok just to summarize can you type which topics i should look for ?

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i dont want to waste much of your time

edgy ingot
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Blueprint live communication video pinned in this channel might help

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Well im heading to bed

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But try this

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Create enum for your difficulty

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Then make a bp controller. Call it myprojcontroller. Make sure you are using that controller in the world setting.

In that controller bp declare the difficultt variable

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U can make the controller implement the blueprint interface

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Then in your widget on set difficultt, get controller and plug it into the interface

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The implementation in your bp controller is setting the difficulty

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Oh wait theres another issue tho, u said this is your main menu. Then you will also need save and load system

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Because when u open new level, those information are gone. Unless u set it on presistence object like game instance or savegame object

hollow cove
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how can the print string give the correct values then it sets the values of the sliders to incorrect things immediately after

fringe wigeon
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perfect will do

dawn gazelle
hollow cove
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well i go into the game, set the sliders which saves them, reload the game and the fov is right, but the brightness and cloud quality resets to 0.25 which isnt even the default. it is saving, because the actual brightness etc is being set elsewhere and loading correctly but the UI is not right

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it is the default slider value though

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all of the update slider functions use the same logic with inputs for values, so why would only the fov work

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fixed it

wicked cairn
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Anyone have a solution? :0

lucid gull
upper raft
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help me how to do on Blueprint, I have a game in top down mode, when I try to enter any building, I can not do it, because the roof of the building is blocking the view, tell me how to make it so that when entering the building, the top of the frame disappears and I can walk around inside the room.

silent quiver
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Any guides or tips on how to make a GUI for "Print string"?

I love the BP tool in UE5, and I love thoroughly testing my programs. To do that I'm using loads of "Print string"s, however it looks aweful when you're in the game.

So I want to create a console-like GUI that can collect the strings I print, and that can be shown or hidden when needed. A sort of debug-console.

However, I haven't been able to find any guides that show how I can do this.

thin panther
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i mean print string has an option for printing to the output log

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outside of this you're firmly in c++ land

lofty rapids
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because if it's a seperate part you can probably do a line trace, and change the material

peak spindle
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Hi there everyone, I hope you are having a great Sunday. I'm trying to build a pretty simple blueprint but I think I'm missing something... I would like to create a point light that has an intensity driven by a location of an actor in my world so I can control the intensity of my lights depending on where I place my static mesh. Does anyone know if I'm missing something here? Thank you!!

silent quiver
thin panther
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you wouldnt make your own c++ program, you'd probably just make your own slate window.

or log things to the bp message log.

but yes, that's the general gist

silent quiver
gentle urchin
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Id just fake it

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Make a fake console

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And a string collector in game instance

upper raft
silent quiver
# gentle urchin Id just fake it

Hmm.. maybe I should look up some GUI tutorials first. Perhaps some interface to allow for adding strings to it 🤔 I like that.. thank you 😊

gentle urchin
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String collector is basically just a string array

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Console would just be a scrollbox with dynamic text box entries

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E.g. made at runtime

thin panther
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faking it is absolutely an option if you only want it at runtime

lofty rapids
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if you can somehow isolate that part of it

gentle urchin
upper raft
lofty rapids
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i don't know how to get parts of a mesh

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but if they are seperate parts you can make it invisible

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or transparent

flat summit
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hey guys, i want to display on "riot points:" the yellow number that appears on the left, but i cant get it to work. "riot points" are the name of the coins you pick up during the game, the "riot point:" on white is the amount you picked during that level, and the yellow one is the total amount that you have. i want to see the total amount that you have, not how much you got on the level (the number that is shown on the right of "riot points:" is a variable, i dont know if thats important or not but it has to be like that bc if is not the number does not get updated)

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wait the blueprints screenshot arent there wtf

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this is on the event graph of the riot points

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and this is on the hud widget ofc

lofty rapids
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try to update coins before you destroy actor

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i don't know if thats your problem, but it might not even run because you destroy self

flat summit
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you mean like this?

flat summit
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make sense but it doesnt fix the thing, i still see the amount if coins i got on the level

lofty rapids
flat summit
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yep

lofty rapids
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i mean thats two seperate things right ? i take it you save at some point ?

lofty rapids
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what is the number your printing in yellow that you want to use ?

flat summit
flat summit
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so lets say you played a run and you got 5 "riot points"

flat summit
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but not showed on the screen

lofty rapids
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it's saved in one of those functions ? @flat summit

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add coins, or update ?

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because your pulling two different values

flat summit
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im dont have that knowledge yet

peak spindle
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Hi there everyone, I hope you are having a great Sunday. I'm trying to build a pretty simple blueprint but I think I'm missing something... I would like to create a point light that has an intensity driven by a location of an actor in my world so I can control the intensity of my lights depending on where I place my static mesh. Does anyone know if I'm missing something here? Thank you!!

compact vapor
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is it possible to get a reference to an element in a list of bools

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its not working for me

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this is not printing anything...

elfin hazel
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As long as the print string node fires, it should print something. Make sure it fires at all.

compact vapor
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literally print nothing

elfin hazel
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yeah, it should. Maybe whatever happens before that, isn't being executed?

compact vapor
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its a branch before hand that checks the name of the static mesh

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perhaps the room variable is different

elfin hazel
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If I were to debug that, I'd put a print string right after the function, to double check that it is being called.

compact vapor
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it isnt obvious the room is reutrning the same as its same object reference
i'll try comparing the stringsv

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okay this objectively makes no sense

elfin hazel
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hmm okay. So that can be tricky, comparing the name of objects. Because if you have a BP class "Room", that instance is usually named "Room_C1" for example. Don't rely on the names of instances.

compact vapor
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Sm is set by default to this mesh

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comparing the SM's name to the objects name should be the same
these are the same asset

elfin hazel
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Maybe. wait, what's with that === node? Isn't "Equals to" supposed to be ==?

compact vapor
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the name is not the same

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the display name includes the actor it is a chikld of

elfin hazel
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Ah okay. Well my suggestion is that you put a print node there, like so:

dawn gazelle
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What are you feeding in for Room when calling the Algo Setp in Room function?
If you're trying to compare against the static mesh asset, you'd have to feed in a reference to the actual static mesh.

compact vapor
dawn gazelle
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That's a static mesh component, not a static mesh.

lofty rapids
runic pagoda
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I currently have a fair few new functions/events in my b_hero blueprint. Is there any functional advantage to splitting some of them off into a separate blueprint? Or does it not matter

dawn gazelle
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From your component, you can get static mesh and feed that into the call.

compact vapor
dawn gazelle
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don't compare based on name. It's not reliable

compact vapor
dawn gazelle
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Comparing an asset to an asset works just fine.

lofty rapids
# flat summit this?

ya notice your pulling coins from your game mode, but in your widget your getting the saved data. So at some point you must save it or something.

compact vapor
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this doesnt work

dawn gazelle
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As I said, you're feeding in a Static Mesh Component which is not the same thing as a Static Mesh Asset.

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From the Static Mesh Component you'd have to do a "Get Static Mesh" which then give you a reference to the Static Mesh Asset it is using.

compact vapor
lunar sleet
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Wouldn’t rly make a difference

dawn gazelle
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Assets to Assets, dust to dust.

compact vapor
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it's supposed to be a simple dungeon crawler algo.
if a room has an opening, extend it with a new room.
does this new room have an opening? well then extend off of that (ect ect ect)

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need to figure out how many doors are in the room that was generated, cant do that if the BP cant tell what tf is what

mental trellis
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Good old wave function collapse.

compact vapor
dawn gazelle
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The problem is, when you're doing the == comparison, you're selecting from Assets

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What you're feeding in is a Component

compact vapor
dawn gazelle
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No.

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Because a static mesh component is a specific component.

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Not a specific static mesh.

compact vapor
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yea, i know what you mean.
but is this what you meant (get static mesh node)

dawn gazelle
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Yes.

compact vapor
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worked

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can you seriously not do vector math on a rotator?

dawn gazelle
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What's not evident, is that the comparison you're doing is an "Object Reference" comparison, which includes all assets in the game as well.
When you're feeding in the Static Mesh Component, that's a Specific Object Reference that exists on a particular actor and that means it's not the same thing as the static mesh you may be trying to compare it against.

mental trellis
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Convert it to a vector first. It isn't a vector.

uneven roost
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so i wrote up a dialogue system for a game, and i was encountering an issue where the dialogue system would cut off and remove parent before the last string array index showed up, so i was wondering if you all see something i don't with the code

lofty rapids
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doesn't ++ actually update the variable ?

dawn gazelle
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Maybe not a huge concern, but if you ever want to localize, you're better off using Text over Strings.
The only thing that kind of sticks out with your issue is that you are doing a comparison here and removing the widget if Array Index Val >= Length of Textbox Text -1. That should still make it to the last character, but the removal would happen effectively the next loop so depending on how long the delay is, it could be very quick if not at all.
I'd also maybe look into using Data Tables to help with this... It could be so much more organized and you'd have to worry less about array indices all over the place.

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@uneven roost

uneven roost
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does the string length value start at 0? i set to length - 1 so it would start at 0 like the array indices

dawn gazelle
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It does. You could actually use "Last Index" and ditch the -1.

waxen fog
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are there any blueprints that can be spawned into a map and have actors pre-placed inside their Viewport as well

mental trellis
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You can use child actor components to automatically spawn child actors, but they are fraught with issues.

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Best to setup some sort of scene component as a position reference and then spawn the child actor on beginplay or some such.

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It may or may not look correct in teh viewport.

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(before playing)

waxen fog
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okay thank you I appreciate this

waxen fog
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otherwise i guess i could jsut create my own

mental trellis
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That would be my "i haven't really looked into the issue" suggestion, there might be a better way.

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A scene component is literally a component that just has a transform.

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They're usually used as the default root components for new blueprints.

waxen fog
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i found the default one with just a transform thanks

mental trellis
uneven roost
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last index makes the numbers line up more it seems, but it still doesn't show the last index value

lunar mulch
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Im using a Delay to play a Sprint-start animation before the sprint event begins. The Delay node is causing some unforseen issues. How could i replace the delay but still have a short delay so that i can play the Sprint-start montage before my character starts sprinting?

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This is happening on Input btw

compact vapor
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yo im debugging in the editor and when I simulate / play the vewport gets hidden so I cant see the game. wtf?

mental trellis
lunar mulch
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The sprinting event is only supposed to happen when holding down the shift key. Right now due to the delay, if i tap the shift button it will start sprinting untill i hold down shift again and reset the sprinting event.

compact vapor
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Why does unreal engine dissable the fucking viewport screen when debugging.
how tf am I suppoed to see wtf is going on in the level if it hides my view of it when debugging?

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ffs

lunar mulch
mental trellis
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Why not use the "on completed" event of the montage?

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(instead of the delay)

lunar mulch
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I dont know why, but since i've started using 5.2 "On Completed" doesn't work consistently, and neither due the other options. I've tried this but it wouldn't trigger correctly

mental trellis
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You could also check at the end of the delay if shift is still held down. When you press shift, set a bool "bWantsSprint" and use that as a thing to check.

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On shift down -> set bWantsSprint to true -> start sprint stuff

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On shift up -> set bWantSprint to false

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At the end of your delay, check bWantsSprint

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You also seem to have 2 slow down movement nodes with the same parameters that will execute at almost exactly the same time (etiher side of the montage)

lunar mulch
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Yeah im timing those to negate foot gliding, it's a bit dodgy i know :p

lunar mulch
crystal crown
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Hey. Where might this tag be set from?

mental trellis
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Those are just regular actor tags. Not gameplay tags.

crystal crown
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ah okay

mental trellis
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You'd just use that tags array to add them.

crystal crown
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for some reason it throws an error

mental trellis
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What's the component you're using to get the player controller?

crystal crown
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actor component

crude spruce
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is there a way to alter the skel mesh physics asset real time? I need it to adapt to whatever i cut off.

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hiding bone doesnt cut it because it also scales the mesh

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and i dont want the ragdoll to have invisible limbs

mental trellis
lunar mulch
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Fantastic Daekash, it works. Im just curious. if the bWantsSprint is set after the delay. Why isn't it starting the sprint-start animation when i tap the button? (im happy about this ofc, but im just curious why this event is being started eventho its before the check)

mental trellis
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It won't be set, because you released the button and unset the bool.

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Unless I'm misunderstanding?

lunar mulch
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Yeah that was a super vague way of asking sorry

mental trellis
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So you're wondering why the montage isn't playing when you tap teh button?

lunar mulch
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yeah

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Isnt it atleast supposed to play the montage, even if i shortly tap it. Because your check is happening after the montage is triggered?

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My brain just doesnt understand why your fix worked so well, so im trying to understand 😛

mental trellis
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I have no idea.

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Magic of the internet?

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What do you do when shift is released?

lunar mulch
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i have a few Set's to determine when shift isn't released anymore, and the sprinting event stops

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Okay so im not crazy right? this in theory wasn't supposed to stop the montage from happening?

mental trellis
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Correct

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Just checking that you aren't stoppping it on shift release

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(you probably should)

lunar mulch
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cheers, i did want the montage to also not play when i tap, so this fix is perfect. It just kinda confused the hell out of me, im not gonna question it further tho, be happy when things work i guess 😛

mental trellis
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Lol

crude spruce
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its good to be deliberate 😄

crystal crown
mental trellis
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But you're casting the owner to the player controller.... so how do you expect that to work if it lives on the player character?

crystal crown
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this one does not

mental trellis
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That's why I'm asking what component you're using. And you're giving me no useful answers.

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You could have said, "it's my custom component on my player controller" or something.

crystal crown
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sorry i didn't understand the question well. yes this component lives on the controller

mental trellis
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And what's the error?

crystal crown
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accessed none

mental trellis
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On which node?

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Get Controlled Pawn?

inner elk
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Hey I'm trying to make an in-game terminal thing. I'm pretty new to blueprints since I'm coming over from unity, and right now I want to move the FPS camera to a specific point in front of the screen. The issue is, I don't know how to actually get the screen's position so I can offset from it. Here is the interaction system from the player controller side, the screen side only casts to the player and executes the "screen interaction" event.

mental trellis
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If that's the case, then you're running your code too early and it's before the controller has possessed a pawn.

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(Extile)

crystal crown
inner elk
mental trellis
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(may not be your issue, just a general warning)

inner elk
inner elk
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unity has a similar thing with camera.main and things like that, generally bad practice

inner elk
# lofty rapids why ?

probably slow performance wise, at least that's the problem in unity (with similar functions)

mental trellis
# lofty rapids why ?

Because it may not always be the player controller you want. You shoudl get the specific controller of the thing triggering your event. Add a parameter if you have to.

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It may work fine for single player, but then you'll get into the habit of using it and try a multiplayer game and spend a week debugging random failures when you finally test with multiple players.

inner elk
mental trellis
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Add a parameter to the event.

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In your case, add a parameter to the interface function.

mental trellis
crystal crown
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yes sorry, it's set to constant

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and pure

cyan bronze
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Hello, does anyone also have the problem that BPs with many components in UE5 have a really long loading time to open them?
Is there any solution to this problem?

inner elk
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should I make a player controller variable and set it somehow (idk if this is possible in unreal)

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or is there some other way to "get" it during runtime?

mental trellis
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get controller or get player controller

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The character will have a function to get its own controller.

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Just use the node that doesn't have the index parameter.

inner elk
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oh so this is fine right?

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oh it throws an error

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[Compiler] This blueprint (self) is not a PlayerState, therefore ' Target ' must have a connection.

mental trellis
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You're using the wrong node.

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Turn on context sensitive and search for get player controller.

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It should show you 2 nodes, one with the parameter and one without. The one without should be in the pawn or character category.

inner elk
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it only pops out the index node :(

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wait is it the

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get local viewing one

mental trellis
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I don't think so.

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Try just "get controller"

inner elk
mental trellis
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Doesn't mean it's correct 😛

crystal crown
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Daekesh what might be wrong with the return bool. i don't understand

inner elk
mental trellis
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You'll need to cast it to a player controller

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get controller -> cast to player controller -> show mouse cursor

inner elk
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ah alright

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thanks

inner elk
# mental trellis get controller -> cast to player controller -> show mouse cursor

hey sorry if I'm bothering you with unrelated questions, but do you know why moving the player camera with the default FPS player character (didn't change anything about it directly) would cause it to jump to a pretty random location pretty far away (while seemingly keeping the transform in the right place).

The script is pretty basic, it just gets the screen's position and moves (I assume using some larping function) the camera to it

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I don't really know the ins and outs of the default character controller so idk if this is some quirk with it?

mental trellis
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Well you're using a relative location, right?

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So you're moving the camera to a location relative to its parent, which would presumably be the camera boom / spring arm, not the world origin.

inner elk
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ah I see, is there any way to convert world coords (the screen's) into relative coords to the camera's parent?

mental trellis
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How are you getting the "screen" coordinates?

inner elk
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this is in the screen actor's BP

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oh again the index thing

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I need to fix that too

mental trellis
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So erm.

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What is the actor that you're using to get the "screen" location?

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The terminal screen?

inner elk
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yeah, it's basically just an actor with a widget and box collider

mental trellis
#

Okay so first off, putting the camera in the same place as the screen won't work 😛

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You should add a scene component to that to set a good "view position" and return the world transform of that scene component.

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Then you'll need to transform that position in to the relative space of the camera's parent.

inner elk
mental trellis
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Camera -> Get Attach Parent -> Get component transform -> inverse -> transform position (screen) -> set as relative location

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👍

inner elk
mental trellis
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Correct.

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OR

#

And this will only work if you want to instantly teleport

#

You can set the camera's position type to "world" instead of "relative".

#

And then you can just set any old world position and it will go there, ignoring its parent.

#

And set it back again when you're done.

#

What that is called, I have no idea. You can see it on the component transform settings in the details panel.

#

The trouble is with sticking with relative is that if the player character or spring arm moves, it will alos move the camera when the camera is meant to be stationary above the terminal.

#

Work on animating the transition later, if you want.

inner elk
mental trellis
#

Okay so the better option, which I just remembered is a thing

#

Is using "set view target with blend" (or just set view target)

#

Instead of setting a position for the camera, you add a camera to the terminal and literally just "posses" the terminal (from the camera manger's perspectve, at least)

inner elk
#

ahh that sounds much more "stable"

#

let me try that first

mental trellis
#

You'll want to change your interface method from passing a vector/screen to an actor

#

The view target methods are part of the player controller.

#

(not character)

#

When you're done with the terminal, set the view target back to the character

tribal gazelle
#

What am I doing wrong? I am trying to set the array element but it does not seam to set it correctly as RemoveItemFromInventory (the array) is not setting.

mental trellis
#

Why are you sending the entire array to the server?

tribal gazelle
mental trellis
#

I mean, you could call the function with the same parameters as the one you just called on the client

#

I take it this function adds a pistol to your inventory or sets its ammo count?

#

What is that node to the left?

tribal gazelle
#

Ammo setting is well before first node, if it adds some, it continues down nodes. First node you see is checking if item is in inventory.

mental trellis
#

So it checks if there's a pistol in the inventory and then replaces the entire row?

inner elk
mental trellis
#

Shrug

gentle urchin
#

Wasn't there a tiny gotcha with it 🤔

#

Time and exp couldnt be 0?

tribal gazelle
inner elk
#

the exp value

gentle urchin
mental trellis
#

I would prefer to send the item name instead of the index, just in case of any mixups.

#

Or item id.

#

Something that uniquely identifies the item itself, rather than just the index in the array.

gentle urchin
#

As long as server verify that the item exist in its own array, sure

#

I went for index (so far) and just figured any mixup is "to bad" (shouldn't happen unless client did some messing around)

tribal gazelle
mental trellis
#

Client tries to do multiple things before the server updates it correctly.

gentle urchin
#

Fair enough

#

As long as the client requests and dont "dictate" changes^^

mental trellis
#

Yeah.

#

What you could do is modify it locally and then rpc the change to the server.

#

If it's successful, the server will update the inventory. If it fails, the server could rpc the entire inventory back again to correct your changes.

#

The latter isn't going to happen all that often or be a lot of data.

#

You could even lock teh inventory while it waits for a response.

#

You probably also want a "success" rpc in that case.

rustic hinge
#

How would I constantly subtract a value? Right now my value gets subtracted once for some reason .

#

It's running a loop.

frosty heron
#

Show how you do it

rustic hinge
#

It's a bit messy apologies for that. 😅

#

Since I mostly use C++ and I'm pretty new to BP's.

dawn gazelle
#

Ok so if the bool is false, you're setting val to 0, then adding 1 then setting that (1) to None 0.
The next execution the bool is false, you're setting val to 0, then adding 1, then setting that (1) to None 0. etc. etc. etc.

rustic hinge
#

Oh yeah.

#

Oops, massive oversight. 😅

#

Totally forgot abt that.

loud bridge
#

reposting this in the blueprint channel, let me know if it doesn't apply in here:

I've added a List View to my Widget (call it Main Widget) and have set the "Entry Widget Class" as another Widget (call it Entry Widget) that has UserObjectListEntry interface implemented. I've figured out how to add items to my List View, by creating a dummy object that has some variables that I fill on Construction, but the problem is, I'd like to listen to the OnClicked event from a button in my Entry Widget.

After I add the item to ListView in Main Widget, how do I get a reference back to the Entry Widget it was created from so I can bind an event to the OnClicked for the button I want to listen to?

versed sun
versed sun
#

are you adding the Entry widget in the On Generate Content Widget ?

#

PULL OFF YOUR RETURN NODE AND bIND YOUR EVENT

#

oops

loud bridge
versed sun
#

kk

#

ahh , mine is ComboBoxKey

loud bridge
#

the relevant bits are on the end, but i thought i'd share the whole thing from Event Construct

versed sun
#

I htink its same interface

loud bridge
#

i create an object and then add it to the list (this is what various tutorials told me to do)

versed sun
#

ohhhh, der my bad

#

im thinking of a different widget

#

sec

#

is the Tower Data Object what has your Dispatcher in it ?

loud bridge
#

unfortunately no

#

it's just a dummy blueprint derived from Object, that holds important variables to me

versed sun
#

Im trying to remember which project i had used List View...

loud bridge
#

all of this i found online and personally i hate it, but it's the closest i've gotten to it working so i've kept it

#

all good

#

i have this selected in my ListView, where W_TowerListEntry is the widget that has been marked with UserObjectListEntry - this is where my dispatcher is

#

i.e. where my button is

hollow cove
loud bridge
#

other way around

versed sun
#

Ok, i used Tile View

hollow cove
#

oh, then just add a variable to the main widget and expose it on spawn and then pass a reference to self when you create it with your entry widget?

loud bridge
#

it's the other way around

#

main widget has a ListView in it, which has EntryWidgetClass of W_TowerListEntry

versed sun
#

If your Entry had a ref to Main widget , it can jst call a function on the Main

loud bridge
#

i need to bind an event to the OnClicked of a button within the Entry widget

#

interesting

versed sun
#

but , i got it

#

in your Object , make a Dispatcher

#

and Bind it on Construct

loud bridge
#

the object doesn't have the button that I want to click 😦

#

it's the entry widget

versed sun
#

hmmm

#

Do you only have one Main widget up ?

loud bridge
#

i do

versed sun
#

Get all Widget of class, in the Entry

loud bridge
#

ahhaha yeah i could, that feels like a workaround though doesn't it

#

but at least it would work

#

it feels like when I create a new entry there should be some way to reference the entry that was just created

versed sun
#

but....

#

if it works

loud bridge
#

lol, yeah, fair enough

#

more than i got working

#

thanks for your help!

versed sun
#

I used the Pass the Main widgets Ref tru the Object and the Entry grabs it from there - method

#

Owning LP

loud bridge
#

what is LP

versed sun
#

dunno... something i named

loud bridge
#

lol

#

i see what you're doing kinda

versed sun
#

ahh , Logic Puzzle

#

You have a Main , Entry , and Object , right

dawn gazelle
#

Create an event dispatcher in your "Tower Data Object".
When you you get this interface in the widget that is created, you can call that event dispatcher from the List Item Object.
When you construct the object, you can bind to the event dispatcher that exists in the object in the thing that is constructing the object.

versed sun
#

wait..

loud bridge
#

i think i'm with you - give me just a second to process and try it - thanks

#

jesus christ he's done it

#

thank you very much

loud bridge
uneven roost
#

for widgets, what's are some good steps for troubleshooting why they would show in editor but not in the packaged game?

sleek elbow
#

Plasehelp

limber parcel
sleek elbow
#

ok but how to fix this

limber parcel
#

by setting root bone to pelvis i think

sleek elbow
#

ok i wll try

#

thanks though

subtle valve
#

hey, just wondering if there's a simple way to make characters maintain their vertical velocity when stepping off a ramp? I'm making a character-based racing game and I'd love the functionality of being able to get vertical height from a ramp

true crater
#

Hello friends, I am working on an inventory system and I don't know what classes to use for the items I will add to the game. Could you please help me? What I want to do is this:

I'm making a survival game and each item type is different and has variables that are not common with other items. Common variables are only valid for items of the same type.
For example, food & drink items will have different variables such as the amount of satiety, the amount of thirst quenching and the amount of energy they provide.
Items that can be bought and stored will traditionally have main features such as name, description and icon.
Or the weapons will have some additional variables such as damage and durability. I would be very grateful if you could help me set up this system.

Sorry for bad English.

#

Since each item will cause different effects, they will have different labels in the inventory system I made. If the item I hover over in the inventory is a food, I should see how satisfying it is. Or if the item I am hovering over is a weapon, I should see the damage it will cause. It's easy to set up the widget part this way, use the items and set them to cause different effects, but I don't know how to lay the foundation.

#

Example: This widget for foods.

rustic hinge
#

How would I use two blend spaces in one Animation Blueprint?

radiant hinge
#

Hi everyone, this is only for people who strictly use blueprint; have you come across any sort of limitations with just blueprint and wish you could learn cpp to mitigate it in anyway. From my standpoint I see blueprints as very child proof. A comparason might be windows vs linux if you will humor me.

frosty heron
#

You can only do what little node is exposed to you

radiant hinge
#

do you think you can use it in a mixture?

frosty heron
#

U suppose to use both

remote meteor
#

mixing both c++ and bp is a recommendation

radiant hinge
#

Hmm can you give me an example?

frosty heron
remote meteor
#

c++ for systems/intensive operation
bp for flow controls and design

frosty heron
#

Laura cpp speed run covers the subject

rustic hinge
#

You can not do everything in CPP it's just not practical.

radiant hinge
#

Seems like only thing people use cpp for is widgets for the most part i have heard about widgets like everytime

rustic hinge
#

Things like references is an example where BP is used in unison with CPP.

radiant hinge
#

like a rough draft>

#

?

rustic hinge
#

No no.

radiant hinge
#

hmm something you can build off of?

frosty heron
#

My first time using cpp was when i need to batch change my material interface in content browser

#

No way to do it with bp so...

radiant hinge
gentle urchin
frosty heron
#

My new project is in cpp except the widget

radiant hinge
#

huh? so you are using blueprints for widgets or did i read that wrong

limber parcel
#

have fun making widgets in c++ lol

true crater
rustic hinge
#

Use C++ for handling computationally intensive tasks that involve complex calculations. Use Blueprints (BPs) in conjunction with C++ for managing references and for simple tasks.

remote meteor
#

Slate says hi ||i will make u suffer||

#

😆

rustic hinge
limber parcel
#

blueprint is fine for single player, but for multiplayer u will definitely want c++

gentle urchin
#

As they are extendible

rustic hinge
#

The main difference is that executing each individual node in a Blueprint is slower than executing a line of C++ code.

gentle urchin
#

But they shouldnt hold much (if any ) functionality

#

So youd have a separate logic class

dreamy gulch
#

Anyone give me a brief rundown of best way to tackle this, all to do with pawn tracing, and running on tick / having something run in the background. Ive got a 'working' system its just god awful slow.

Currently multisphere tracing for any pawns, loop through checking for interface, if pawns detected then set boolean to true.

I have on tick a branch for this boolean, when its true it checks all those detected for their 'hostility' value, filters into new group of potential enemies, then picks soft target based on distance. ill post the bp below.

I was trying to separate the filtering aspect to the generic detecting any pawns part while having it triggered by it.

remote meteor
#

for starters, dont forcefully push everything to c++
only look into it when
A. That functionality isnt available in BP
B. Performance is lacking and you need the juice

rustic hinge
#

C++ can lead to high-paying job opportunities, assuming you are proficient in it.

gentle urchin
#

I always need the juice

true crater
rustic hinge
#

How would I use two blend spaces in one Animation Blueprint?

gentle urchin
#

That would make eatable, drinkable and other consumable the same

radiant hinge
gentle urchin
#

Using it would loop over them and modify the players stats

radiant hinge
#

seems like everyone has that opinion

rustic hinge
true crater
radiant hinge
#

okay thanks 🙂

rustic hinge
radiant hinge
#

Yeah python, and i did a little dabble of cpp

#

been a couple years for cpp so i forgot a good bit of it

#

i am bascially reviewing it all again.

rustic hinge
#

You should be fine.

radiant hinge
#

thanks 🙂

rustic hinge
#

There would be some getting used to.

radiant hinge
#

yeah

dreamy gulch
#

does anyone know of any resources relating to my last question, how to use tick efficiently and how to detect multiple pawns some friendly some enemies

rustic hinge
# radiant hinge yeah
radiant hinge
#

oh thanks

rustic hinge
gentle urchin
#

If necessary i suppose

radiant hinge
#

@rustic hingei am more reading actual c++ code and going down it like i am trying to debug

dreamy gulch
radiant hinge
#

its helping me alot

#

i feel like this is faster because i already know a good bit

rustic hinge
#

Ah, nice.

radiant hinge
#

i will for sure look at the unreal c++ speedrun though ahaha

rustic hinge
#

Raw CPP is a step up from UE CPP.

radiant hinge
#

yeah

#

apparently i dont have to manage memory myself haha

#

unreal has its own gc system

#

wonder how reliable that is lol

rustic hinge
#

I did switch over from vanilla to UE. Used vanilla CPP for about 2 years or so.

radiant hinge
#

oh damn how whats the switch?

rustic hinge
radiant hinge
#

haha

rustic hinge
#

After you've crossed that it's much easier than raw.

radiant hinge
#

yeah i would hope so haha

gentle urchin
#

Delays and ticks dont plau nice

radiant hinge
#

man i am trynna study for my comptia sec+ cert and relearn cpp XD

gentle urchin
#

But you may know thay

radiant hinge
#

giving me a big kick in the but

#

been studying since 9am to 11:23 PM so far

#

gonna take a break lmao

dreamy gulch
# gentle urchin Slow in what regard? You got a delay in there on .4 ,

the bp will be a bit all over the place cause itll have like nodes from the few different ways ive attempted. Thiers tick counters an delays etc those are all attempts at having it run on tick, because i dont know how else you have something run continuously kinda thing. asically trying to scan for people if noone around, if there is, are they enemies, if so, what one do we look at. The framerate just slowly drops til it crashes

gentle urchin
#

Are you clearing the stored array at any point?

#

Doesnt seem like it

tidal marlin
#

Hi. Is it possible to provide Modifications triggering the corresponding Input every time a key is pressed, provided that another key is clamped? That is, so that I would hold down button 2, hold down button 3 and the program would work for me twice?

red berry
#

For some blueprints, how do you get the left hand side panel to be full screen? Sometimes when I create a new blueprint class with no nodes and no graph, it starts off full screen, and then you can press a button to view the graph to edit it. But this blueprint doesn't need any graphs or functions, and I'd like to graph to be removed because it takes up space

surreal peak
#

@red berry UE decides that on its own. If the BP has no code it should fall back to it when opening it

grim peak
#

Hello All.. I have short question:
I Have created a BP_Menu (UIT interface) and some models.. which works when I hit ALT+P, but in the EditorView its all black. How can I have the same camera from my UI also in the EditorViewport showing as I want to ArtDirect some lights and Materials. Now its impossible as it complete black. Thanks so much.

surreal peak
#

@grim peak I'm not sure I get what you are trying to do. How does it look if you press play?

#

It's dark cause you probably have no lights?

#

And what's BP Menu? A widget?

grim peak
frosty heron
#

There's also no connection between 3d light and your 2d UI, i think you are still discovering how unreal work but conclude with wrong assumptions

dreamy gulch
# gentle urchin Are you clearing the stored array at any point?

I’d have thought the new loop starting would overwrite the existing variable, since it’s constantly updating. Regardless the bp itself will be redone anyway but more so the generic workflow of how do you make an event fire in the background until it finds people, then filters those people, while still occasionally scanning for more

gentle urchin
#

Your screenshots are a tad low res / zoomed out so i cant really read what it says

#

but im sure it doesnt say

#

@dreamy gulch

#

so atleast for what i can see, ther'es nothing clearing or overwriting it

#

personally id probably skip the timer stuff,

#

grab the hit actors -> filter directly on tick and be done with it

#

if it's "to heavy" for some reaosn, you could framesplit it

#

1 frame does tracing
1 frame does filtering

true crater
#

Is this example correct for data asset usage? I'm creating for an inventory system.

#

DA_Food_Base reference by DA_Item_Base.

cyan bone
#

Applying invalid scale V(X=1.00, Y=1.00, Z=1.00) to body ArcherBat_29

Does anyone know what this error is about?

#

This only started happening when i made a little update to my 4.27.2 version

#

Also installed Editor Symbols

#

Other than that dont remember changing anything in the ArcherBat

#

This is not causing any visible issue

#

so can it be left ignored?

crude spruce
#

Is there a way to disable parts of a phys asset other than "hide bone by name"

#

I need atleast workaround for this issue crap.

The detached arm is an array of limb names. And i add these to an actor and apply a custom manually defined phys body.. This because hide bone only hides towards the leaf, not the other way.

And then, hiding the bone that is "cut off". This works. And the rag doll ignores the bone chain. But the deform is still happening like it was clever.

topaz turret
#

Sorry for the stupidly phrased question but I genuinely wasn't able to find any info on this elsewhere because I'm not sure what it's called.
Has anyone here ever played any "Soulsborne"-style games?
They sometimes have a camera function, where you can press R3 to rotate/"snap" the camera behind your Player to match where they are facing.
Could anyone point me in a direction of how to accomplish this with the default UE4 ThirdPerson template character?
Or maybe someone knows more on what this mechanic is actually called, so I can better research it would also be very helpful 😅

crude spruce
topaz turret
crude spruce
#

think about the 3rd person template that lets the character be controlled by camera, which is controlled by mouse, which is done on the spring arm component.

#

you just need a way to move the camera from the current position into that position 😄

topaz turret
crude spruce
#

lerp the rotation vector of the spring arm

topaz turret
#

I'm still kinda new to the engine but theoretically I was guessing I'd start by like .. idk ... make a variable tied to the camera's default starting coordinates and just revert to them on each press of R3? Or something lol

crude spruce
#

read previous

#

you can save the initial rotation on gamestart

#

iirc there might be something that helps you rotate

prisma helm
#

I have a parent actor (BP_PlayerBase) and two child actors (BP_PlayerRed & BP_PlayerBlue)

I want to execute some code in BP_PlayerRed and BP_PlayerBlue to hide a unique bone they have (which is an additional skeleton mesh, a helmet)

However, if I execute code in the child actors, they will stop inheriting code from its parent actor.
How can I solve this?

thin panther
#

You can right click the event and add a call to parent

prisma helm
#

alright, thank you very much!

prisma helm
#

this is the bone of the helmet

thin panther
#

You can execute code in the parent and child

prisma helm
thin panther
#

And what does the parents begin play do

prisma helm
#

oh wait

#

I misunderstood

prisma helm
thin panther
#

Can you show what happens after

prisma helm
thin panther
#

Move your call to parent first

#

See if that helps

prisma helm
#

nope

thin panther
#

Which bone is not being hidden?

prisma helm
#

the helmet bone

#

this screenshot is taken from the 3d modeler, as you can see the mesh is inside the helmet bone

thin panther
#

And I just want to confirm that the Ssh 68 reference holds the mesh which has that bone, and hiding this was working previously?

prisma helm
#

hmmm

#

it seems it doesn't hide at all

thin panther
#

What is the mesh in Ssh 68

prisma helm
#

the helmet

#

and it has one bone called "helmet" which is what I'm trying to hide

#

so it hides the helmet on the client

crude spruce
#

@prisma helm have you solved it ?

prisma helm
#

nope

crude spruce
#

im working inside these things atm

prisma helm
#

you too having this issue?

crude spruce
#

no not yours

#

i am just fresh on solutions for my own things so i could help is someone didnt already provide it 🙂

thin panther
#

You don't have an accidental space after the bone name?

prisma helm
#

wait let me try to add one

#

yeah nothing changes

crude spruce
#

make a new actor with the skell mesh and hide it

prisma helm
#

and I fire this code inside the new actor ?

crude spruce
#

ye

#

i cast because i run it from a component, ignore that.

prisma helm
#

how did I attach an actor to another actor's socket? I forgot how I did that for my weapon

crude spruce
#

attach actor to component
or attach component to component (i think this is a thing?)

#

this is how i attach my weapon to the hand

prisma helm
#

how do I reference the parent?

#

I mean the player

crude spruce
#

from inside the player?

prisma helm
#

no inside the helmet actor

frosty heron
#

Helmet actor?

crude spruce
#

get self ref is a reference to self

prisma helm
#

I am not understanding

crude spruce
#

oh nvm

prisma helm
#

I want so that when it overlaps with the BP_PlayerRed it gets attached to the BP_PlayerRed's Head

crude spruce
#

in the helmet, make a variable for actor, set it to expose on spawn it and Instance editable

When you create the helmet actor, set the player ref.

prisma helm
#

which type of variable?

crude spruce
#

then inside helmet. take the variable, drag out cast to YourPlayerActorBPname

#

actor

#

Or, the same actor as the player.

prisma helm
# crude spruce actor

okay so I made a variable, called it "helmet" selected the type of variable as "Actor - object reference"

#

then made it expose on spawn and instance editable

crude spruce
crude spruce
prisma helm
crude spruce
#

you will see that variable exposed when spawning that actor

prisma helm
#

wait where do I set a spawn actor? Inside the player?

crude spruce
#

i assumed you already did this.

prisma helm
#

nope I didn't

#

I only added on component begin overlap and attach actor to component

crude spruce
#

lets take a step back. what i am suggesting are things that are more or less in line with communication scope and enables a systemic approach.

#

are you learning or investing time ?

prisma helm
#

learning

crude spruce
#

great

prisma helm
#

at least I'm trying

crude spruce
#

sublime

#

So, ask yourself this. Why do you need all this code on the helmet?

#

why does it have any code at all

prisma helm
#

because I can't hide the bone inside the player_red blueprint

crude spruce
#

so lets look at your component list on the player actor bp

prisma helm
#

in BP_PlayerRed or BP_PlayerBase?

#

I assume BP_PlayerRed

crude spruce
#

wherever the helmet is

prisma helm
crude spruce
#

i only see a bone, not a helmet?

#

its a mesh... ok

prisma helm
#

or else, is there a way to hide an entire mesh instead of a bone?

#

I've been searching that (before it was a static mesh) but I couldn't find it

crude spruce
#

yes, set it visible or not.

prisma helm
#

but I want others to see it

#

only hide it from the owning client

crude spruce
#

ah

#

hehe

#

dont replicate it to the player

#

joking

versed sun
crude spruce
#

i was looking for this

prisma helm
#

I just tried but the helmet will persist showing

#

I think I am missing something

#

yes I was

#

IT WORKS NOW!!!

#

thank you very much guys!!!!

crude spruce
#

😄

#

@prisma helm remember that learning is about being metiulously deliberate as much as composing systems.

#

knowing what you want means so much.

crude spruce
#

im working a lot on this type of functionality

#

multiple severence syndrom

peak spindle
#

Hi there everyone, I hope you are having a great Monday. I'm trying to build a pretty simple blueprint but I think I'm missing something... I would like to create a point light that has an intensity driven by a location of an actor in my world so I can control the intensity of my lights depending on where I place my static mesh. Does anyone know if I'm missing something here? Thank you!!

crude spruce
#

I found a solution to my problem. PBO term deletes the phys object collision shape but it doesnt delete the bone. Since im already working on a modular character i can simply delete the components.

crude spruce
peak spindle
#

So I guess it would be that clamp node that is messing it up. I'll play with that. Thanks @crude spruce!!

crude spruce
#

Im wondering why you even need a clamp

#

power = distance*-1

#

i also think there are some functions in the post process volume that does exactly this by default

peak spindle
#

Hmm, I thought it would be something that would allow me to control the range of my static mesh that would drive the point light intensity

crude spruce
#

ignore the last comment, im just providing it just incase 😄

peak spindle
#

So let's say it starts turning on when it gets in a range of 150cm from the point light etc.

crude spruce
#

sure

peak spindle
crude spruce
#

the player is the only one requireing light

#

So for me light intensity would be only relative to the player. Or in case of multiplayer, relative to the player closest to the light.

#

anyway, distance shrinks no matter what

peak spindle
#

That was my starting point actually. Found a tutorial on that and just slightly modulated the BP so it could work with a specified actor instead

#

I'm getting somewhere though. Ahh recently got into blueprints and they're good puzzles for my head haha!

crude spruce
#

wait ignore my distance*-1 comment.

#

brainfart goes brrrr

#

your clamp solution is probably the sane approach, keep at it.

peak spindle
#

Amazing, thanks bud!

#

Finally made it work. seems like I had to use map range unclumped instead of clamped actually lol

clear sierra
peak spindle
#

Ecactly, seems like it's working now. Using exactly the same setup as on the screenshot but using the map range unclamped instead of map range clamped. Thanks for your help @crude spruce !

prisma helm
#

I wish to add gore to my game someday

crude spruce
#

every logically wieldable item can be put in the inventory and equipped in the hand.

thorn tapir
#

is it possible for a Blueprint Interface to inherit another Blueprint Interface?

prisma helm
crude spruce
versed sun
clear sierra
crude spruce
#

they could if they want, equip their severed arm as a weapon

thorn tapir
#

I'm filtering actors by the interface they're implementing (IUnit) and then call functions on them using another interface (ISelectable) so I need IUnit to contain ISelectable functions.

prisma helm
#

you did an incredible work!

crude spruce
#

i havent made a generic item class for props as weapons yet.

#

and i havent made limbs as items either. But the infrastructure is in place.

prisma helm
#

what type of game are you working on?

crude spruce
#

goal is if it looks like a weapon it can be used as a weapon

#

permadeath rogue like first person melee

#

or. immersive melee sim

prisma helm
#

very cool!

crude spruce
#

whichever is explained fastest in an elevator

prisma helm
#

I'm working on a simple Team Deathmatch currently

crude spruce
#

i plan for coop

#

team damage always on etc. Do not kill your mates.

prisma helm
#

friendly damage sounds fair to me

#

I doubt I will add it tho as it's a bit arcadey

#

(my game is arcadey)

crude spruce
#

anyway, whatever is exposed to blueprints that supports dismemberment is underwhelming

#

violently underwhelming

prisma helm
#

oh damn

gentle urchin
spiral kite
#

what is that and how can I solve it

versed sun
#

Build Lighting

spiral kite
#

nothing happened

obsidian hatch
# obsidian hatch https://blueprintue.com/render/demuskeg/

Hello there It is blueprint code which is causing bugs.
I couldn't track it.
this code is to check it there is there any data matching to input data then just replace it and if not just add new entry in the array but it did replace the matching index amd also adding new entry

spiral kite
#

it still on my wall

#

oh sorry I guess I need to wait a little

versed sun
clear sierra
versed sun
obsidian hatch
#

nope it just string

obsidian hatch
crystal crown
#

Hey. This function works properly but always throws an accessed none error at the return node. Whyy

obsidian hatch
#

might be controller pawn is null

crystal crown
#

how to fix it

#

print stringing the tag shows me "player"

#

so it should be working properly

rustic hinge
#

How would I use two blend spaces in one Animation Blueprint?

lunar sleet
crystal crown
lunar sleet
crystal crown
#

it's a constant function so probably

lunar sleet
#

Like I said, if the root cause doesn’t need to be fixed, just bypass the symptom

clear sierra
crystal crown
#

controlled pawn is valid

clear sierra
#

can you paste the message that you are getting.

crystal crown
clear sierra
#

It says K2_GetPawn is none, which means GetControlledPawn is none, Is it showing it everytime or in the beginning, because it take some time for the pawn to be controlled by the player controller.

crystal crown
#

like i said its a constant function so the player might not be ready yet at initialization. It shows the error every time

lunar sleet
#

You’re prly accessing it before having possessed it

crystal crown
#

no

lunar sleet
#

K, well you have your answer

frosty heron
lunar sleet
#

Either fix the call time or bypass it

frosty heron
#

Blend per bool, blend by enum etc

crystal crown
rustic hinge
#

The output pose node does not let me connect the blend spaces to it.

dark drum
#

Is there a way to get the input action value from a player controller? I have an actor that will get overlapped by the player and needs access to the movement input action value to know if it's moving.

frosty heron
#

Not sure with the input value but you can check if the actor has velocity to determine if it's moving

#

I mean you always set bool when ever you press the input

clear sierra
dark drum
clear sierra
#

in case of action, create a system to send action inputs to array of actors, onOverlap just add the actor to that array, that way action event will be broadcast.

#

or create delegate on action event, then just broadcast the action event, now you can just subscribe to the delegate on Overlap

frosty heron
#

Or you can just cache the input value

#

Then just check thr variable

dark drum
#

I'm trying to make it so I don't need to add anything specific to the character for it to function. It might not be possible. Hmmm.

frosty heron
#

Not sure if it's worth to assign delegates to actors. Not to mention if the actors can be spawned at run time

frosty heron
#

On press set the result from the input

#

On released just set it back to default value or 0

#

When w.e overlap, just get the actor and get the value of that variable

dark drum
#

Yea it seems like I'd need to put something in the player character. An event listener might be the best option for 'movement attempted'. It's pretty generic so could be used for other stuff. I was hoping I could just get the IA from the overlapping character lol.

clear sierra
#

yes, i cant recall if unreal already has something which does it, but have EventListeners is pretty generic approach, Just make sure you bind and unbinds correctly on Overlap.

You can posses other actors, if you dont know maybe that will work for you

frosty heron
#

Just my 2 cent but I think binding every actors of interest is unnecessary if you just need this to happend on overlap event.

We want the player state, we just read the player. Why are we broadcasting the value to all actors of interest when you just want something to happend on event overlap.

#

Overlap-> cast to player-> check if player is moving and movingbuttoncurrently pressed.

clear sierra
#

To my understanding he wants to send action event to actor which has overlapped with actor and he wants to keep sending the action event to that actor, in that case delegate is better and the binding will only happen on overlap so it is not going to bind it to multiple actors.
yes there are lots of ways this effect can be achieved so you need to make your choice which fits you best.

frosty heron
#

Didn't he wanted to check input value during overlap?

#

But depending on what he is doing then ofc there should be ways

clear sierra
#

I dont know man, we are trying to find soultion for his problem.😁

dark drum
frosty heron
dark drum
pine hatch
#

Hi can someone help me .. what is this node name ?

gentle urchin
#

Power of 2

pine hatch
#

thx

frosty heron
#

Square

gentle urchin
#

Eh

#

😂

frosty heron
#

I never pulled the node

pine hatch
#

square it is thank you all

frosty heron
#

Just a guess

dark drum
gentle urchin
#

Isnt that called on tick? 😁

gentle urchin
#

It is equal to the more flexible Power node tho 🥳😎 so i hit it's.. side? Or smth

dawn gazelle
lunar sleet
#

Just set a bool to True on Triggered, false on completed & cancelled

#

Check that bool whenever you need to, call it a day.

barren dove
#

hey two dumb questions, lol

  1. is there any way to bind on a custom event? ex: I can setup bind on takedamage and other built in events, but i'm not seeing a way of calling out my own events
  2. is there a way of having multiple overlap zones for the same actor? ex I have a collection radius and then the item flies to the character and when it hits zone 2, it is collected and vanishes, right now i'm accomplishing this by attaching a second actor that is just the collection radius to the player but this seems clunky
dawn gazelle
barren dove
lunar sleet
#

You’d need to use a different function like onComponentBeginOverlap with that component being the target

barren dove
#

oooh there's one that has a component input I must not have found

lunar sleet
#

It’s an overridable event

barren dove
#

👍

#

I found out that spawning a bullet overlapping the gun and putting all the bullet behavior in the construction event only gets you so far lol

lunar sleet
#

If you need something done at editor time, do it from the details, unless it needs proc gen stuff

barren dove
#

my plan was to only have the data go in one direction
so I'm going from a local map that refreshes a current weapon map with modifiers, then I just spawn the bullet overlapping the referenced actor in that map.
I think the better way is calling on the gun and having the gun do it but it rapidly gets complicated with multiple guns and fire groups and such, not too bad, but it would be nice to be able to bind on event the parent gun blueprint and then have the individual behaviors fire off of that so I dont break the event all the time :x

lunar sleet
#

Not sure what that has to do with the bullet’s construction script but keep in mind that spawning something on top of something will not trigger the beginOverlap, you’d need to use the appropriate getOverlapping function instead

floral stump
#

can someone tell me which node is that?

#

I don't understand chinese

#

solved, it was just different in UE4

limber parcel
#

why would there be a single chinese node in UE4? xD

floral stump
#

his UI is in chinese

limber parcel
#

bruh

floral stump
barren dove
#

iirc you can take a screenshot of just the text and plug it into google image search(?) and it will give you an option to translate, sometimes

#

however the component name might not be a direct translation

limber parcel
#

google image search sucks

#

but yandex works fine

barren dove
#

there we go maybe it was yandex, its been years since ive had to do it lol

floral stump
barren dove
#

rats

lunar sleet
#

Well they found the node so..

dry marlin
#

if i need help with blueprints this is where i ask for help right?

limber parcel
#

u can also try askin in the linux channel...

lunar sleet
dry marlin
#

Ive been Trying all day to make a method that creates a smooth transition from Third person perspective(TPP) to first person perspective(FPP) and possibly a 1 or more additional TPP angles using only 1 camera.
At some point the camera stopped working as a FPP Camera completely, the 4 images below are all the info i know is important

lunar sleet
dry marlin
#

i cant seem to find what your talking about

lunar sleet
#

It’s there in 5.3 as well, fret not

limber parcel
dry marlin
#

thats in UE4.27

limber parcel
#

u mean the camera wont turn on?

lunar sleet
lunar sleet
dry marlin
lunar sleet
#

Do I need to show you that too?

#

Here

barren dove
dry marlin
barren dove
barren dove
#

having your camera inside a third person model and not seeing any backfaces like that sounds real dicey

edgy ingot
limber parcel
barren dove
limber parcel
#

it wont be perfect, thats for sure

dry marlin
barren dove
dry marlin
#

regardless, the more important problem im facing is the fact that when i press the button it doesnt do anything

barren dove
#

I mean in that case you add a breakpoint until you find exactly where it stops and then figure out why (I usually just use print string to troubleshoot though)

brazen pike
#

Are you sure world transform is what you want to change?

limber parcel
barren dove
#

my assumption is it has to do with his "get target perspective" variable, since he's setting it but not locking it somehow during the transition, if you hit it again before its fully transitioned it might get weird(?)

dry marlin
limber parcel
#

and ure saying ur thing worked before?

dry marlin
#

yes

limber parcel
#

just set some breakpoints and see whats going on then

frosty berry
#

I have a vehicle that only moves forward (black arrow) and has a turret on top. When the game starts the vehicle starts moving forward. The turrent fires just fine, but after a few minutes, the projectiles start colliding with the turret. The turret is its own BP, but is part of the vehicle BP as a child.
What might cause this?

dry marlin
#

doin it with print screen

gentle urchin
#

Activate/deactivate camera, and do a nice lerp innthe camera manager in the bp hook override

#

😄

limber parcel
limber parcel
#

most likely the issue isnt where u think it is

dreamy gulch
frosty berry