#blueprint
1 messages · Page 27 of 1
hi, i have a question: i implemented interface in parant actor class, then create a child, and if i dbclick on this interface in child, it will transform to a functiion. Why ? In parent it always interface when dbclick
because u already have that function in ur parent
and that i cant move around
You can also convert it to an event if that that’s what you mean^
I'm noob, so... Is it possible to move a variable to local variables or back? I can make a new one, but I'm curious if it's possible to just move them.
in parent its in interface category, not in a function category
i checked and its all functional and runs
I think there’s a checkbox in the details panel, at least in some cases
then u gave it wrong value somewhere in code
Maybe you fixed it, since this screenshot was a while back. But are you intentionally feeding the camera's current position directly into the lerp? you probs don't want to do that, it wont work that way
Hoping someone can clear up some confusion I'm having with delegates.
I have this defined in my AttributeComponent.h
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams(FHealthChangedSignal, AActor*, InstigatorActor, UARLAttributeComponent*, OwningComp, float, NewHealth, float, DeltaHealth);
I called it FHealthChangedSignal so that the semantics look nice. i.e the BroadCast looks like:
HealthChangedSignal.Broadcast(InstigatorActor, this, Health, ActualDeltaHealth);
And the handlers look like:
void AARLAICharacter::OnHealthChanged(AActor* InstigatorActor, UARLAttributeComponent* OwningComp, float NewHealth, float DeltaHealth)
But I'm confused about the different ways you connect to that signal from blueprint.
https://imgur.com/67IYH2X
In my UI Widget component I have to get the AttributeComponent, create a custom event, and then bind it to that signal. Which makes sense and is how I expected to do this everywhere.
https://imgur.com/P5r96UJ
In my ranged minion blueprint though, it has an attribute component and I can just click the "event" button and it creates a node that's called the same thing as the signal HealthChangedSignal (AttributeComp). It doesn't have to bind to it. It just works.
Question
- Why is it able to connect to that signal without binding it?
- I don't particularly like that, I'd rather bind it and call it OnHealthChanged because to me, it looks like that blueprint node is firing a signal (since that's what its called). What's standard here?
You can still get the component and bind an event to it if you prefer that. Its just that you can directly implement an event for it without needing to bind if its a component.
Got it, okay. So its just kind of a convenience short-hand that it does for you?
still having all the problems i mentioned so far, and i just now notised this
Yep. As far as I'm aware.
This would probably work? I might be missing some context though as I missed most of the conversation here
almost certainly a better idea to use two cameras and "set view target with blend" from the camera manager. But this might solve your problem?
Looks legit
I would be surprised if that don't work
Only thing I will change is to get the active camera instead the flip flop
But I get that it's just demonstration
but how does it know which "mode" im in a or b?
@gentle urchin thought i made improvements with like 5 things but nope still basically crashing
A flipflop in the event graph will keep track of it for you. You can do what you have currently (with a boolean) but I can see that if you press the button too fast then the bool branch will execute incorrectly. You can keep track in other ways, like checking if the camera is closer to the TPP or FPP components.
But I would recommend just setting a bool on not from itself right after the button is pressed and the timeline executes based on the output.
Delay untilk the next tick to skip a frame
ok nice to know that bout the flipflop, but im only setting the bool at the end of the transition
It might be more consistent if you set it at the start. And rather than "reverse from end" just "reverse" could be a good idea
However, you can still do it at the end, just "reverse from end" might not work properly because you could keep pressing the button before it has finished and "reverse from end" will restart it every time and it'll never end
another solution is to ignore the L key if timeline is running.
Ugh
Show code i guess
it wasnt very clear what i meant to say by the picture.
i meant that the character is forever falling for some reason
Check your anim blueprint or if it's playing anim
its playing an animation in the bp viewport
Take your time to read
is your player start above the ground, and he's dropping from there ?
Game hasn't even started yet, it doesn't have anything to do with the ground imo
or it's just the animation ?
also the camera doesnt change if i cange it in the bp viewport no matter
oh it's in the bp
He just press some button and unsure how to unfuck it imo
maybe your animation is set
just hovering
Click your mesh comp and see if there's animation playing
Do you have this set to falling animation ?
how to make this fps indepdenent code
with high fps it rotate my screen too fast
with low fps it is slow
i want it to give consisient rotating no matter the fps is
nope
Look up delta time, there’s a Matt Wadstein video on it too
can u link the video
You said nothing about animations
You literally just showed a screenshot of the old input system and some strings
exactly
… I’m confused as to what the issue is
multiply your axis value by "Get World Delta Seconds". Although, that will massively decrease your axis value so multiply it again by like 60 or something
the issue is.
the code i sent above with high fps it rotate too fast with low fps it rotate too slow
i want it to give same rotating speed despite of fps
thanks im reading this
…
what?
clam down bro
come on bro. chill
ok. finsihed. thanks!!
It's all good Neo, everybody starts somewhere
Yeah, but not bothering to do any leg work or acting like the answer you were given was the wrong one feels, idk, disrespectful
🤷♂️ w/e
- honestly thinking of restarting the project
From that? Just watch some intro videos
I felt like u went in blindly
i spent 2 hours following vids at least
Just 2 hrs, it takes longer than that to get around comfortably
Keep going I guess but I don't mean stay in tutorial hell
What animation blueprint are you using? Is it one made custom or from the third person project?
lemon u are good programmer
Go inside and look if you tweak anything
I just know the basics
guys i need help
the animations are supposedly assigned but my ccharacter stays in t pose during play test
nice
lemon this trick u taught me
it make ur joystick same rotating no matter what
but at what frame rate does it work?
Check your anim instance
k wait
Watch the video suggested to you
Matthew explains it
What is the Delta Time in Unreal Engine 4 .
Source Files: https://github.com/MWadstein/wtf-hdi-files
or another one
its cool, thanks for trying, ill figure it out
That one should be fine
ok. thank yyou very much cold summer
wow
could u elaborate if u can thx im new i only need this for a school project
Open your character bp, select the mesh component. Look into the anim instance. Have you set it to your anim instance class?
My guess is no
I am making a simple editor utility widget to set the position of the viewport camera. It works, except that after the camera position is set, the camera's movement is locked and can't be changed by the usual keyboard controls. Focusing on an actor in the scene using F key or double clicking will return camera movement to normal
the only things i changed/added:
- added an BP interface and interaction system
- and a system to switch from TPP to FPP from this video: https://youtu.be/21cLT6-3uDw?si=e1XJmOv31cA4zukW
Hey guys, in today's video I'm going to be showing you how to change camera perspectives so that you can toggle between third and first person within your game.
#UE5 #UnrealEngine5 #UE5Tutorial
00:00 - Intro
00:08 - Overview
00:36 - Tutorial
06:22 - Final Overview
06:35...
any idea why the camera movement would be locked after setting position?
you set it to a position, did you mean to set the springarm to a position maybe?
then went off on my own and f things up by trying to make it a smooth transition rather snappy
does viewport camera have a springarm? how would I get a reference to that?
They dont
Talking about the generic camera actor right?
so i ended up changing to something that can implement a consept from this vid:
https://www.youtube.com/watch?v=6r5FetTCHUk&list=TLPQMzAxMDIwMjOOx-NAsAyFpQ&index=1
Hello guys, in this quick and simple tutorial we are going to learn how to transition from first person to third person when interacting in Unreal Engine 5.
Switch from FPS to Third tutorial: https://www.youtube.com/watch?v=lMuinhr0SXU&t=17s
Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/c...
didn't change shit
Ok, so if the turrets are where players attach and they are attached to the ship, how would you do it?
Spawn and attach them in the ships begin play
is this question for me? If so I'm just talking about the default editor viewport camera
you set the animation class to your animation bp ?
Maybe cuz u didn't change shit
or make sure to compile
i did, following your instructions
yup
did that too
Well pretty sure it don't have spring arm then
S h o w something
pls dont be angry if i did something falsew
See where it says anim class on the right hand side?
yeah?
And it have anim instance written on it
yeah
Select it and change it to your abp third person char
what can i do to thank you for this
Nothing, gl next
For my knowledge, how does that differ, resource wize or ???
Functionally it doesn't differ much. Your main benefit is because child actor components don't function. They're broken, and not likely to be fixed
does this seem right? im not entirely sure
i dont know if something needs to be connecting to the branch or not on the top part
Well that's not hooked up to anything so it isn't going to run
You need some sort of entry point being called, like an event
ok. My turrets "appear" to work, just over the first few moments they go from shooting into the distance to immediately impacting with themselves, but only when aiming in the directin of travel.
I am going to remove them, then add one like you suggested and retest.
sorted that, all works now :-)
accupa thanks for ur kindness
Have you managed to solve your issue?
Yep 😊
Amazing!
No problem, though I was the most minor element of that exchange :P
haha
Sure
how can 2 games run at 60fps
but one game runs smoother
the other stuttering
the one runs smoother has lower game stat ( cpu and code logic )
but it is still running at capped 60fps
while the stuttery one which also run at capped 60fps
it runs at a higher game stat ( cpu and code logic )
what ur comment/thought?
Stutter can be a lot of things, memory issues, poor running of game code, not using proper ways of smoothing things etc.
I wouldn't know without breaking down each project
Correct but is not fps an indicator of those things stability?
if u have high ram usage almost max ur fps will drop
but how can it stutter with capped 60fps?
not always. you can get cases where the frame is still completing but the logic has halted
for example, timers that run faster than the tick rate will compensate by running multiple times in one frame.
this can lead to stutter, even though it isn't imapcting the fps
this makes a lot of sense!
you are good at this stuff. game logic etc
does console comamnds work in runtime in a packaged game in shipping mode
hi does anyone know how i can make a custom cursor? and also have it show in the level? i am able to display my main menu but you can only see the mouse cursor for a split second then it dissapears
@trim matrix you need to set the input mode to gameplay and Ui or Ui.
As for custom cursor. Youtube it, literary everywhere
i think it is focusing on the widget then the mouse is gone
there is a node to make it gameplay and ui which could fix it
ahh cold summer mentioned it already
sweet thank you!
i do not believe so, however there seems to be hints of a packaging parameter that enables them
what do you mean by input mode? sorry its early morning lol
And it's 2 am for me. Gonna sleep
Get your player controller, drag from the blue pin and type set input mode
like this?
ohhh alright thank you!
ok!
its not giving me a option to focus on main menu
drag the return val of Create Main Menu widget in "In widget to focus"
Get in a habit to promote your variable
So should I have the actors at the default level in the BP then attach actor to actor, or spawn actor and attach actor to actor and if so, how so you spawn? Regular spawn puts actor in the work, but the attach actor does not attach it.
im unsure what you mean, could you please rephrase the question
i had it also inside the uh bp third person
thank you guys for helping!
im still in the beginner stages of my game
You’re doing great so far, you’ve kept up with it for a while now.
Persistence is key tbh
aww thank you!! i mean its either i complete this or fail my entire degree! and i am honestly really enjoying this entire learning process, using youtube and reaching out here has really helped me progress, and cool to see you have remembered me! appreciate the acknowledgement neo 
Certainly! I have removed the Top Turret from my actor bp. I am now trying to spawn one and attach it to the vehicle actor on begin play. This is what I have and it spawns, but attaches to the actor root and not the actor --> staticmesh --> socket location.
Need to chnage the location rule. Snap to Target I think?
Failing that and you want to attach the actor to a specific component, then there is an Attach Actor To Component node as well.
Just changed to Actor to Component, and it attaches and is playable at the right spot!! But..... I still have my original issue where the projectiles start colliding with the turret after the vehicle gets a bet down the road. (only goes in one direction).
First few moments it shoots straight in the direction of vehicle travel, then starts colliding with turret. And the range diminishes. over time.
sounds like your driving faster than it's shooting ?
shold i make separate game modes for the menu and the game?
I was thinking about have one game mode for both but i don't think i can.
Yeah, probably
Keeps things cleaner I think
Likely yes, considering you don't want normal game logic happening in your main menu. If there is any shared functionality you want between them you could always create a parent game mode class and have them inherit from it.
Wondered that too... Shooting at 10000/10000, vehicle drives at 0/300
Thanks @lunar sleet and @dawn gazelle ❤️
alright so i have set my custom cursor up, but its not showing as the custom one, i just followed https://www.youtube.com/watch?v=6Sk4kIBLGUk and im not sure if its something in my blueprint that may be missing?
Hello guys, in this quick and simple tutorial we are going to learn how to make a leveling experience system in Unreal Engine 5.
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unreal engine 5,ue5,custom cursor,tutorial,quixel,megascans,u...
i also did attempt both none/default and when i set to default it wouldnt show
will give this a go
ok im not sure where to next
Mine is a little weird where I’m changing the cursor context using an interface and an enum, but if you don’t need multiple ones, that should be enough. Does it not work still?
nope doesnt work, im not sure whats going on
yea im only needing one
also another question i have is, do i need to create multiple levels in order to switch between my screens aka Main Menu, user clicks Settings -> takes to settings screen Do i need a level for settings too or can i switch between all my widgets within one level?
Does the cursor change at all?
If you’re talking different menus in your settings then no, I wouldn’t use diff levels
lemme try and see if i can use the other options that unreal has for the cursor and see if they work
yea im just wanting to switch to the settings screen from the main menu
There’s always CommonUI that allows you to stack widgets on top of each other, but it might take a min to learn
yea the mouse cursor doesnt change at all
do you have a function in your widget that changes the brush ?
like I have this, mind you the map is needed because I have like 4 of them
no i dont have that
I mean you might not need it if you never have to change the cursor to something else
yea i dont need to change it to something else just want it to be the custom cursor i have made
this is the entire blueprint
should try to use reroute nodes whenever you can, it's hard to tell where your main menu widget is plugged in
sorry im not sure what you mean by a reroute nodes? oh my main menu widget is uh
like on your lines, double click
it'll create a reroute node and help you organize
also, did you do this part ?
that's from the tutorial you're using
diff than how I did it but yeah
yea i did, but when i set default, the cursor doesnt show at all, but when its set to "none" the normal cursor shows
also once i double click on the line how do i move them?
nvm figured out
how do you guys deal with load orders, i.e. wanna save a reference to controller from another blueprint
do you just loop until its valid with a delay, seems janky
all tidied up
I wonder if there's something wrong with the widget
hmmm i will have a look, but the video was overall simple so im not sure
i set to variable but still not working
uh I've seen issues when you resize it like that, try to just make it sit in the top left corner
like this?
im also getting this
oh
you need to plug in the player controller ref
its not connected
yea haha
yea its connected now
hmm thats weird
i mean its not the end of the world right now if i cant get the pizza cursor to work lol
"No pizza cursor in game"
"0/10"
"Literally unplayable"
People do love their pizza
i will most defiantly come back to the cursor though ofc
just gotta get my game in a good playeable state
I would maybe go through the tutorial one more time from the top just in case you missed something. And also test it with a different image, just for sanity check 😀
hi guys, is there any tutorial you can recommend in how can you make references from one blueprint to another? What I usually see is that casting or getting controller/character ref usually works but I am always unsuccessful when I do myself
I’ve noticed the guy didn’t have to use set cursor, so maybe remove that node in case it’s conflicting
Blueprint comms pinned here
Am I misunderstanding the Add Radial Impulse node? The red lines resemble what happens when I use it, with the green circle indicating the source of the impulse. I was expecting the green arrows to represent what happens though.
I don’t understand what you mean by load orders
sorry where is it exactly? I cant find it
getting references and whatnot on beginplay
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
thank you
the reference will be none if you're grabbing a reference to player controller from a blueprint if the player controller loads after that blueprint right
Yeah
Begin Plays don’t happen in a certain order
But what’s your use case
is there a less janky way to do it other than looping and delaying
hmm okay so just case by case
Kinda. What are you trying to do
i was looking at a bunch of various places ive done that without thinking much about it, so it was a general question
Also the PC is usually already spawned in before stuff like character for example, just might not have possessed yet
Not sure tbh, that’s proven tricky to work with before
Yea I can tell it isn't super reliable. I will probably setup something custom instead
yep sure!
Morning, I m trying to do a leaning system,
I don t understand why nothing is happening once I release the button, if I manually set the pitch variable to 0 it s goes straight to the center without any smooth movement/interpolation but once I used the fInterp to, nothing is happening. any idea why ?
so like this?
He doesn’t even create the cursor widget, it looks like
Just adds it to the software cursors
I haven’t tried it this way before tbh, but I’ll try to test it myself later if it doesn’t work
yea i disconnected it and everything too, still doesnt work hmm.
Are you by chance playing in Simulate mode?
simulate mode?
Like at the top when you hit play
oh yea, how do i not do that??
oh its already on that
i just tried it and the image showed up
all i did was add the widget to the software cursor
Yeah it’s working on my end too
in project settings
It only failed to work when I was simulating which makes sense
yea but are you guys trying it with a main menu widget?
i just created a user widget and set software cursor
yea the cursor widget is suppose to show on my main menu widget
Q: I have a pawn blueprint with spring arm and camera components. The components are set to my liking in the editor (with the camera trailing the pawn), but the camera appears in the middle of the pawn when I drag the pawn into the level editor.
The camera is attached to the spring arm, and the spring arm is attached to the root component.
What might cause that behavior?
If you mean your game has a different level for main menu, then yeah that shouldn’t matter
You’re not trying to change your editor’s cursor (outside the game) to a pizza right? 😅
I think I found out the issue if I create a branch that look if the value isnt at 0 to loop it until it is, it create a smooth movement. but from what I understand, the trigger action make the smooth movement because the player hold it, and once it s released the completed branch start but since it's just a "tap" it doesnt go back to 0, just move one frame, any idea how I can fix this ?
yea
my editors cursor. i dont believe so
Yeah it shouldn’t matter then
Try starting fresh, delete the software cursor, delete the widget and do it over
Make sure the widget is not being referenced by any other asset before deleting
No, mine is a texture too
but its also uh
oh ok
ok now its working with the cute creature object lol!
its working now! yay
"Best game ever. Pizza is awesome."
"11/10"
"GOTY unbelievable gameplay"
“Has more pizzas than Starfield”
FInterpTo has to be hit every frame
I'd either have your inputs set target values that get interp'd to on tick, or have them trigger timelines
Pizza Tower unironically kicks ass
Need help, Im trying to cast this object ref into my player BP and when I tried searching for it, I cant find it, is there something wrong that I did.? Im triying to call it in my widget sequenc event. Tq o7
Hey folks, question
I want to chose a point randomly within a certain radius, but excluding a radius in the middle, so like a ring shape, any ideas?
i would like to recreate this but i dont even know where to start, does anyone have any tips?
Hey, you could simply randomise an angle and then use that to rotate a vector of radius length, add that vector to your original location to get the random point in a ring
Hopefully simple question, how do I set Step-down distance separately from step up distance (in a character)?
Can you be a bit more specific? There's a lot of things going on in that video.
Hey all, looking for some help or advice, I have a pickup which is an Actor that should add 15 seconds to the time remaining play a sound, and destroy itself when overlapped. TimeRemaining is store in Game HUD BP, and is shown as a text widget in the HUD. The 'pickup' has a Float variable called TimeAdd (value of 15), but my logic on how to add the time to the HUD is clearly faulty.
I’ve had no problems with pickups that add health or ammo to character, so I figured Casting to the Game Mode HUD would suffice. Time remaining is being formatted by a function to turn the 120 seconds the game starts with into {minutes}:{seconds}. I'm not sure if I need to pass my TimeAdd from the pickup + TimeRemaining (overall) through the format before trying to set the text in the HUD, hope my pictures make sense what I'm trying to do.
Ok I got a workaround this problem but then I want to reatached my spring arm back. is how do i do that?
Oh shit, sorry went to sleep. 😅
is it possible to show 3d vector from an exposed variable of an actor component?
and if not, how can i get something similar or is that not possible at all?
Hey, in your overlap at the bottom you're casting the overlapped actor to the game mode. Did you mean to cast to a character or something else in world?
i know how to do everything up until the player looks away from the door, once the character looks away from the door, i dont know how to proceed
so when you look away from the door, the door disapears
You can use the dot product to detect when the player is no longer looking at the door then call some event to hide it or whatever. https://www.youtube.com/watch?v=7zE_YA4z87M
[pls help 🙏]
I have a relatively obscure question, but I am at my wit's end.
I want to PERFORMANTLY (this is key) render 60fps video from Unreal Engine in a controlled manner, to a file on my disk.
Rocket league runs at 60fps on 4k monitors trivially, and so do other games!
I am open to using the Movie Render Queue but it has a few issues:
- It's a bit slow from what I've seen, rendering at most 2-3 FPS
- It relies on the sequencer.
__I really just want to output the perspective of a camera into a video. __
I have tried:
- __ render targets__ but the result is still profoundly slow (export rendertarget to disk node)
- calling the highresscreenshot command (extremely slow too, less than 1 fps)
I am attempting to produce a dataset for a computer vision task but I need to gather literally an hour of video footage from a simulation in the engine. I know for a fact Tesla trains their cars in unreal, and have seen it used for CV applications but I cannot for the life of me identify a way to just latch onto the main rendering output and stream it into a video format. What can I do??
For reference I have a 3080ti, and a nice CPU. This is not a performance issue.
I'm very new and trying to learn on my own after following a course, so I'm not 100% sure. What I know is I have 4 elements that need to interact: **The character **should overlap the actor (pickup), update game time remaining which is stored in a GameMode BluePrint, and then that updated time remaining is displayed in the actual HUD as a TextWidget. Assuming I don't need to call or mess with the character, so what I expect is that the 15 second float var on the actor should go into the GameMode blueprint (I assume via a cast?, but I have a tenuous grasp on how casting works). From there the logic in the second screenshot, (which is a function in my GameMode BP) should take the value (15 sec) from the pickup actor, add it to the actual time remaining in the game, get formatted correctly, and then set in the textwidget in the HUD.
Sorry if I just restated my original question. Is a cast not necessary? I wonder if I should just try to create a function that adds 15 seconds IN the GameMode BP itself, instead of trying to take a float var stored in the actor and try to shove it into the gamemode...
The reason I assume it had to be done this way is for a health pickup, the course I followed taught to store the health amount I want to add in the object, and upon overlap, tell the GameMode BP that health was gained by adding the health amount in the pickup to the health amount the Character currently has to get a new health total.
the thing you're hacing here is you're trying to render video statically. this takes longer than realtime rendering. nothing you can do about that. 2-3fps aint bad actually.
is there any reason you couldn't use something like obs to record it?
rocket league runs at 60fps because it isn't rendering it to a file on disk
thats a key difference that makes things take longer
So the disk writing is the inherent limit
I see
What If Im outputting raw data like
static rendering like that will always be slow
Why does OBS using NVENC record my screen at 4k60 but unreal cant, ya know?
I want to do this somewhat programmatically
because unreal isn't recording your screen
😭 but its rendering to some buffer
Hey, you should cast the other actor to a character just to make sure the thing being overlapped is indeed a character, then use a separate node to get the game mode. Then cast that game mode to your version of it, from then on I think you can keep doing it the way you're doing it
like the data is there, it exists, and it can be displayed. My disk can certainly write faster than 60fps
And companies are 100% using unreal to do computer vision, possibly in realtime! (pipes?)
what gives ;_;
excuse the desperation ive just been butting my head against the wall all day
training of computer vision models certainly isn't realtime
no but the dataset is created very quickly
the end result runs at realtime sure, but the training and capturing of training data like that is absolutely not realtime
(not to mention companies have access to server farms and such)
no way tesla (which is known to use unreal) is waiting 5 hours to render 4 minutes of driving data
sure true, render farms, respect that
and youre right excuse me, the inference is done at realtime
training isnt
but still, inference in the loop requires that the image output is piped to some python app
and just to throw this one out there
Can't you just stream your screen to something like youtube or twitch?
Then download the video later
oh wow
record or stream a screen capture.
rendering video like that is not realtime
nvidia shadow play
yes considering, wish I had more control, going to need to build an app around this to be precise about screenrecording
it just feels like a very odd workaround for something that just... seems like it should be in the engine
its so odd to hear "unreal just cant write a video out that fast" when it writes to my screen that fast while another app sucks it out of my screen and writes to my disk that fast
also thank you so much for the insights so far
excuse my somewhat defensive tonality Im just insisting because I dont want this to go unanswered in case someone does have an alternative solution
Im really grateful for the pointers
And I hope you can see why this... limitation, strikes me as so odd given the logic above
if you like plugins, theres a plugin I've found that does it
This is a short video overview of our OWL Media Output Actor which lets you live-stream direct from Unreal to RTMP/SRT and live-record from Unreal to MP4/MOV/AVI; part of the Live-Streaming Toolkit.
You can download the Live-Streaming Toolkit free here: https://offworld.live/download-center
Get support or share ideas with our large creator com...
How would I go about making dead bodies? Can I let the player die, then respawn them in a new actor and then destroy the old actor with a delay? Would that work or is there more to it?
Sure, why not?
Im trying to figure out a way to Blend out a "Enable/Disable" Variable. Is this possible in any way? When Disabling/Enabling "Camera Lag" and actively moving the camera, it causes a short stuter. So i need to find a way to blend out the Camera lag so this doesn't happen. Im using Camera Lag for my Crouch Transition. There's no "Scale" Variable i can use.
you absolute legend
thank you
How would I use two blend spaces in one Animation Blueprint? The output pose node does not let me connect more than one blendspace.
what would i connect the object to when im casting to a widget BP?
A reference to your NewWidgetBlueprint
wdym
Casting is just a reference conversion. The object will always be an instance of the thing you are casting to.
In this case it's a reference of the widget on screen that you wish to access
so what would it be
I told you. A reference to the widget you want to access
You must create the widget somewhere, and when you do it outputs a reference
im really lost rn
To answer the DM, you would store the reference when you create the widget.
So, where do you create the widget?
in my thirdpersonBP
So, we will do this the quick way for now.
Drag off the return value of that, and promote it to a variable
That's now saved the reference, in somewhere we can access it.
yeah i got that done now
So in your BP, get your character reference, cast it to the third person, and do whatever with your new saved widget reference
You shouldn't actually need a cast for that anymore
No problem!
I would advise you take a look at the blueprint communication video in the pins. It demystifies a lot of what casting is.
There is a misconception that casting is getting the object. It isn't. You are merely seeing if an object is of a more specific type.
I.e. is whatever stored in this actor my third person character? If it is, let me access stuff specific to my third person character
Gotta explain better. But one thing I can tell u that delay doesn't do much. After 1 second of game time elapsed it will just keep tracing every frame
Delay on tick almost never give the result someone might expect. The loop also done in a single frame
Use timer if u need to wait x time before y
gotcha thanks for the headsup. What im trying to achieve is I have a blueprint that is trying to find floor blocks to stand on
so the trace is going around in a sphere 6 times detecting in 6 angles where there are floors to potentially move too
the issue im having is it's detecting the floor right underneath it
so im trying to figure out a way for trace to start just enough in front to ingore that
If u need to ignore something then you need to actually ignore it
It can be done with adding actor to actors to ignore array or you can use custom collision channel, or tags. Depends on what you are doing
Right but all the floor blocks are the same BP
so how could I differenciate the floor underneath it apposed to ones it should detect
If u need to grab multiple object from line trace, use multi line trace
You have to distiquish them somehow
With tags
gotcha will look into that then
Or something else depending on how the game is made
I can't picture what the game visually
U can also ignore the floor that's been checked
By adding it to an array list
That way u don't need tags
👍
my message log is getting spammed and idk why, i found it its coming from the branch but idk whats causing it
And it's likely based on wherever you're reading the booleans from.
It's saying your cast is returning a null value and you're trying to read those bools from that cast.
everything is working fine tho, is that normal?
U don't want any error in your logs
Your issue likely stems from the fact that you're crossing execution paths. Your cast isn't happening on event tick and event tick could be firing before your cast fires.
thats the whole bp
Don't cross pin
So, your tick is trying to access the cast values before your overlap happens.
Once the overlap happens, then it will work just fine, but before then it'll constantly pump out errors.
How does the GameMode class work?
Like, I know it has a MatchState machine, but how does it work? How do you change the match state, and does it change on its own automatically?
It does?
What could be the reason(s) my SaveGame is not working? I have done the exact same thing multiple times for other SaveGames.
Like, how? What is the process?
Almost think you talk about state machine. Why do u include machine in your word? You prob just look at enum?
that's what it said on the documentation
they called it a state machine, i'm just going off what I'm told here
A GameMode is like a mode for the level. Like TDM or something, the levels can change, also the GameMode can
i get what your tryna say but i still dont know how to fix it
Well, i know that. I'm asking about how the specific, built-in functions of the GameMode class
like the MatchState thing
Right, just read it
I did
still didn't understand
Never heard MatchState before
apparently, it's a built in function for the GameMode class, which is derived from GameModeBase
Possible that the actual sav file is corrupted if you've modified the format of the save game object. What you have there looks fine otherwise.
It's not even creating the savegame file
Maybe there are built in MatchStates to help you manage matches.
Print string the make sure the node runs?
I've read the documentation, it wasn't that clear. I've search up tutorials, but either there wasn't a video on the GameMode class or it also wasn't clear on how it works
have you tried adding breakpoints and debugging your code?
R u doing multiplayer game or something? If not, it's normally very optional to use game mode
It is, i'm asking how to use it, how it functions. Cuz nothing is clear
Yeah, multiplayer
i will try to sum it up for you. the gamestate is usually used to track the progress/variables in a particular level, and the gamemode knows/sets the rules of that particular level. game state is replicated, game mode is ONLY on server
https://cedric-neukirchen.net/docs/category/multiplayer-network-compendium/ this is the BEST documentation out there for networking
This compendium is meant to give you a good start into multiplayer programming for Unreal Engine.
Not what i was asking for, but thanks
That wasn't the question tho
Well, there's still some things not clear to me
Example, when it says it'll change from WaitingtoStart to InProgress, it is automatic?
or is there a function I have to use to change it?
I think you're going way back into the engine code
Handlematchiswaiting to start gets called everytime a player enter from what I read
Why don't u override the event and print string to find out
Start match is something you should call
There
's my second questions
how do you change the match state
other than the Start Match thing
because I saw the source code and the documentation
Most of them are automatic? I think the only one you have to call is start match
And possibly an end match if there is one
When you call start match it will transition to inprogress
ok
what about the ReadyToStartMatch thing?
does it return true automatically, and if I don't want it to, do I override it?
Try the wrapper, has match started
Those state are called in sequence. Eg when world is loaded, the state will go to the next state
When player join it will call an event (you can use it).
Eg playercount++. If playercount == maximum player, start match
Then it will transition to inprogress
Why don't you start implementing stuff. Prob best way to find out how it work
alright
also take a look at the compendium, it explains stuff precisely, helped me a ton when I worked on my multiplayer project!
Compendium is a must read, I agree
That and plus a few other article
Multiplayer is hard
one more question, i looked at the source code again, it says it will return true so long as there is one player or bot, meaning it will basically change to InProgress automatic
am I reading that right?
No pc to check
Like, I didn't mistake anything here.
Ready to start match doesn't mean it will start the match
Look into startmatch function
Prob gonna ignore the execution if breadytosyartmatch is false
Stop you from starting the game with no player
Actually I'm not sure
Never dig into
You will get better help in #multiplayer
They got some smart ppl that does mp
U r clicking on the text
Next to designer button
Select the button for a start
to go graph
again
U r clicking on the text
Hold on, are you trying to program the button's functions?
or finding the button's inherit aspects
A) select the button, not the text. Go look in the detail panel for on clicked event etc
Or
B) select the button, tick is variable. Go to graph, select the button variable, the event will be in the details panel
If it's the former, then there you go. Get the button event, and begin.
If it's the latter, then Cold was right. You're clicking the 'text', not the 'button'
i got it fixed finally you were right about the tik tryna access the cast before the overlap happens, thank you!
so question:
if I turn off simulate physics via checkbox in the cylinder, this works and the object follows the player when triggered
if I leave it on, it doesn't move like physics is still enabled , idea?
Stop cross pinning
im impressed if that actually works
I figured it out
'is visible' needs to be checked or you cant the button regardless if you plant on working on or with it.
Ive already said that, also its is variable not is visible.
How would I use two blend spaces in one Animation Blueprint? The output pose node does not let me connect more than one blendspace. https://gyazo.com/7b21ce8acd1f0c4987431b46eb29f3ce
Also I'm very new to BP's and Blend Spaces 😅
I'm trying to create a ladder, my ladder's BP has a forward arrow that tells me where the "front" is, like where my character will attach to it. I want to be able to get on the ladder even if I'm behind it or at the side. How can I make my character rotate such that my character is facing the ladder? (I have a hunch that I need to rotate my character such that the dot product of the vectors is -1, but I'm not sure how to do that either)
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?
hi, is there a way to make a blueprint class static (i think thats the right term?) so it never needs to be instantiated and I can call its functions from other BPs using only a class reference?
Timeline(RotateLerp(GetActorRotation,FindLookAtRotation(GetActorLocation, Ladder->GetActorLocation),Time))
What exactly do you want from a static class?
I just don't remember that in general it would be possible to create a Static CLASS in both C++ and BP. That's why I'm asking what you mean.
Use Layers Blend or another blend node.
so im setting up a basic combat system which has an Attack class. the class holds an animation, hit detection function, and damage amount for a single attack. Different attacks are children of this base class. Player BP holds a bunch of these attacks bound to different keys but they dont need to be instantiated, I just need to read their class defaults and run the hit detection function (overriden by each different attack) which wouldnt modify anything on the attack class. hope that makes sense
the game is local multiplayer and multiple players could have access to the same attacks, no reason to have separate isntances when i just need to read data and run hit detection
i have c++ in the project, can use it if necessary im just more comfortable w blueprints when it comes to unreal
Ok. That means - you need static function.
Then you can use CDO classes for this. Or create another sistem, like component that collect all object that you need.
Or another way to use c++.
You cant call do this easy on Blueprint.
Ah.
The whole studio, for many months, is trying to figure out what is a purpose of Class Default Object (CDO)? In the documentation I can see: This structure initializes the properties from an archetype or class default object (CDO) after the constructor returns. It is used to guarantee that every UObject that is constructed has the propert...
Or you can use combo with your BP Library that allow static function and GetDefaults from your class.
So its your way
I keep running into an issue where, if I assign an extended class (my custom MovementComponent, written in C++) to a blueprint's component, save that blueprint and then reload UE5, it fails to load the component. All that's left is a reference to the component, and clicking on it results in a blank details panel so I can't re-assign it.
Has anyone run into this issue before? It sounds related to the topic at hand.
How do you assign a BP Class component?
so I could run the hit detection function on the CDO? is there a way to get the CDO from blueprint or should I just make a C++ CDO getter function that is blueprint callable?
Create a function in C++ to get a CDO class.
What you mean by assign?
I've done this with my base "Extended Movement Component" class, but I'm also making a variant of that with more elaborate math. Setting it as the class default as shown here did work fine, but setting the subsequent class is what caused the problem.
I basically selected the component as such here, and in the details panel it allowed me to change it to my variant class.
So, if I understood correctly, then you have several of your own Charavter Movement Component classes and based on a variable in your Actor you are trying to set a new class as CharMoveComponent?
I don't see a problem. That's how it should work. Although, it may be worth trying to assign your component to root.
Two specifically. The "Extended" one which changes the base functionality for universal gravity directions, and then a "Custom" one which has much more elaborate movement math.
In C++ I set the default to the Extended version, and it was showing up properly as ExtendedMovementComponent. This was working great. In the details panel I then switched it to CustomMovementComponent, and once I reloaded UE5 it started displaying as CharMoveComp (as shown above), and the details panel is completely blank.
I don't think there is a solution to this problem. All variables for classes are generated much later than the triggered constructor. That is, at the time the constructor is triggered, the class on CharacterMovementComponent will be empty.
I think you should abandon the idea of changing the CharacterMovementComponent based on a variable.
Hm... sounds like my blueprint is just bricked then. Seems strange that assigning classes in such a way would be part of core BP functionality when it's so unstable.
Or perhaps I just don't understand the engine well enough yet.
If you can somehow solve this, let me know. I had a similar problem and I didn't find a solution.
I'm having a problem with character movement behaviour on ramps. I have a very fast character, and want them to maintain some vertical velocity when running off the top of a ramp. No matter how fast I make them, their velocity always flattens out. How do I achieve the desired effect? Image for clarity.
Try playing with the falling char movement settings. I can’t really take a look because I’m at work.
unreal has a global friction setting, by default its set to 0.3
it should be somewhere in project settings
If its using cmc wouldnt it also be using the step up function?
Id probably switch to some pure physics during that period for best effect
Yep it's using step up. Part of the reason why I'm using cmc for this is for good multiplayer prediction and replication, I'm worried to start using pure physics for certain things in case it throws a wrench into all that
Changing this setting did not have any effect
you also need to change the friction in "falling" section of your cmc i guess
ah, the only friction setting in the falling section is Falling Lateral Friction, which is currently zero
should that be a higher number?
Does anyone know how to deal with the deform after a deleting phys asset collisions with hide bone?
Character mesh is multi meshed and
I hide dead limbs to access PBO Term to remove the collision. Unhide to undo the bone scale.
I set relevant meshes to hidden in game
I set ragdoll.
As long as the PBO Term is true, a ragdolled mesh will spaghetti the mesh to 0.0.0.
no effect unfortunately
is this a question or a progress report?
As long as step up is used, gravity and fall friction has no effect afaik
I think the issue is that the character walks 'down' the tip of the ramp, causing the velocity to flatten. I may need to dive into the code for this and try to do something custom
progress report for you and question for the others, any experience with this and is there a way to unfuck the deform?
yeah probably, i was hoping its not lol
I think its rather doing the last "step up"
But perhaps im wrong , havnt studied this much tbh
I don't believe its using step up at all. I did do an override of that function and it wasn't called for ramps, its called for things like steps
it's the walkable Z that is causing it I think
yeah if u want to do this in blueprint u probably have to do something fucky
Ah ok
So step up is tested during unwalkable slope with possible small heighted edge (step) i guess
but wait
Yep, I think my next approach is going to be to track the Z velocity, and if it dips suddenly I'll run Launch Character using current velocity
what if u just change gravity?
change it overall or dynamically as I go off the ramp?
I've tried changing it overall and it doesnt have any effect
Id think you can use on movement mode changed
dynamically i guess
yeah I could try on movement mode changed and maybe do a launch there
but yeah if it didnt work with overall gravity thats weird
So retain last velocities, and just launch
but if i can make my CMC into a spaceship, what ure trying should be possible aswell
still gonna be a bunch of math to figure out that vertical launch. Unfortunately cmc does not track vertical velocity if you're on ground, can you believe that
so if you're running up a hill, you'll have flat velocity if you use GetVelocity
Damn
just use launch function from cmc?
So youd need to track the locations / velocity yourself 😅
yeah the launch function is easy, its just knowing my Z velocity haha
yeah I'll need to track it
thanks very much for the help anyway, i've got enough to go on now
u could just get the delta from ur position vector
Any takers? (edited for source control)
yep i think thats the way to do it
no idea, but i would try playing with the phys body option
I set to term so that the collision is disabled locally.
maybe u need to keep the collision and hide just the mesh or whatever
Yeah, problem is i use phys asset to detect melee collisions
wait a minute this is the work around that breaks all my shit
well then instead of deleting it, make it useless?
yeah but there is no other way to detect collisions on the phys asset unless its normal active.
hide with pbo term and unhide removes the collision shape. Then i just hide the relevant meshes by data.
there is cpp to that navigates this more meticulously.
well yeah but u want to keep ur collision shape or else this fuckery happens i assume
yes!
so u must not delete it
i hate this exclusive or
and instead change its collision settings
i should be able to provide relevance of limbs to the collision event yeah
thats a good idea
i can also say fudge and look at generting some capsules around the meshes for the collisions.
indeed
phys asset collision is purely a work around
your suggestions is more aligned with my momentum but a refactor will consider these new post-its
well i think having separate colliders dedicated only to hit detection would be the best solution
you know what. going further into the workaround will just make it all worse.
no but u will waste the same ammount of time on an inferior system
feeding relevance back to collision event will pollute the tracing
so yeah it would be legacy all the way down
❤️
thank
yw
i have a hard time navigating documentation for what i can use to create a capsule collider based on the mesh's existing properties.
does anyone have experience in this? creating custom colliders based on phys assets i mean.
How can i get motion warping component & camera boom through to another actor without casting
I want to access this in BP (it is a skel mesh phys asset). Mainly the size and transform so i can copy it to a capsule collider. I cant find via the documentation how to access it. Does anyone know ?
Idk if you can access those in bp
starting to get my doubts
Hello all, I am facing issue for widgets related. Well I am developing for mobile in UE 5.3 I am having 2 pawns which I can switch IMC but touch interface and widgets are not showing up. How can I overcome this issue ? Also to be noted IMC working on possess of respective class.
Is this a #multiplayer game?
Nope
Show the code adding the widgets
Am I missing something? I feel like this should work, but doesn't.. I'm trying to move the Root component, and set the world origin to that new position, so I would expect the position of the asset to be always 0, but it's not
Are you using remove from parent anywhere?
On unpossess in same class removing widget
For what? Why aren’t you moving the actor
Try creating it elsewhere. Once created, you should only need to add or remove not create again
If it’s the exact same widget that is
Let's say I want some actor to always be at 0, this is useful
Ok. I will give it a try. @lunar sleet Works in PC ? What about touch buttons ?
How do you add them normally?
If i create skel mesh components in BP. How can i access the instance of it ?
This makes no sense to me sorry, if you want an actor to sit at 0,0,0 in the world, set actor location
How are you creating them?
add component
Thanks, but regardless if it makes sense or not, should it not work?
Use the return value
i add the return values to a map atm
You trying to change a component’s location to move an actor in world space? Probably not?
hey fam, i have a blueprint class that derives from UObject and i'm trying to get all actors of class from it, but it seems i can't access this method in this context.... what should my class derive from to access this? It's basically just meant to be a base interface with a bunch of virtual functions
i figured i could access each insteance from the map but i seem to lack som real time data. im not sure yet.
Why are you insisting on doing it this way tho?
Breakpoints, hover
im not at a breaking point yet im fine
I know it's probably wrong, I was just curious to see where I'm wrong and why it doesn't work as I expected
😄
I think the engine doesn’t let you do it that way, but I could be wrong 🤷♂️
BPI through overlap works for player character. But for pawn not passing
Are we talking about the touch controls that show up on HUD?
Yes. Respective class
lol you know what I mean
I would double check if both pawns implement the BPI but there might be a better way of doing this
But thanks, really appreciate the help!
i need more tests brb
Solved Widgets. Now it's showing up. But buttons on pawn not working. Tried with debugging. Not passing to class
Not all objects are actors, if that makes sense. What are you trying to do with it
Can I know ?
Check BPI implementation
Ok 👍 Thanks for your time
it does seem very unintuitive by the tools provided to make envelopes for multiple skel meshes that are aligned across behaviours like animations and moving around.
😄
At least actor afaik. Need something that have world context
I mean I’ve been trying to build a skeletal mesh from a mesh using the skeletal editor, so, I can relate
i'm using it as a module in a validation script, realistically i don't think it needs to derive from actor since it's only used to execute logic from a validation perspective.... Definitely needs world context but doesn't need to be something that exists in the world if that makes sense
my solution for proc gen character is fine so far. My issue starts when i ragdoll skeleton with deleted phys asset colliders 🙂
If it’s meant to be an interface you can derive it from that. Otherwise maybe you want some sort of blueprint library ?
it needs to be something i can insantiate via class name :S
Oh
@lunar sleet
up to this point its working fine. This however forces me to rethink my usage of phys asset for melee trace collisions
so like, it's kind of a stub class
Then probably actor, but you might want to ask #cpp, they might know better
Hey, how do I detect if an ability was activated from a blueprint widget if I only have the class reference ?
Class ref of what, the widget?
of the ability
You’re talking GAS?
yes
Try in #gameplay-ability-system
ok
i forgot where i was
Everything was working fine
right. virtual collision shapes for partial skel meshes
the bones are realtime
hmmmmmmmmmmmmmm
That’s some advanced shit lol. May need to ask the #chaos-physics guys
its still data driven behaviour not simulated 😄
Or #animation ? I don’t even know tbh
Ah
Idk, I have my own headaches with the skeletal system and I’ve no idea where to ask
imagine a static mesh and how you might want a collider at runtime. it just works fine.
now imagine the same for a skel mesh and a leperchaun steals my future
Oof I don’t even know, for being one word apart, those have entirely different functionality
I think the collision sits in the physics asset but not sure
Fixed it with dispatcher ! 
I m having rough time of understanding Timelines
I have 4 events, for 4 seaons and I want to change idk, let's say directional light angle in some nice lerping alpha.
Do I have to duplicate 4 timelines for this for each event? Or is there some magical way that 1 timeline will blend all the states, no matter what is fired?
Best bet is to dive into source code?
Look how they are created in physic asset editor maybe
too busy fighting with UE UI atm but yes you are probably right
you could store a target overlay color before you start the timeline (and use that as the value you lerp to), that way you can use the same timeline for all of them
What would be the easiest way to change the volume of a sound based on a value. For example a speed value. I want the sound to be volume 0 when speed is zero. When speed goes up the volume needs to go up too. This seems very simple, yet I can't seem to find a way to do this. Simply adjusting the volume doesn't work, because when the sound once hits 0 it never players again even if you adjust the volume. So it requires a restart each time it hits zero. How is this usually tackled?
Change your sound setting
Dive into the sound properties, there should be something about how it plays
Yeah play when silent. Except it doesn't work. 😦
Even with play as silent enabled it still never plays again once it reaches zero
Not sure what that setting even does tbh
You should technically only have 1 timeline for such a system. You can have an "Event" curve which can trigger stopping points which you'd feed back to the timeline's "Stop" input.
Thinking tank, I have a separate mesh for tank body and turret. Should the turret be a child of the body? If so, can you rotate that child separately?
Well I don't share the same experience. I can set my music to 0 and increase volume while retaining the same position. Maybe ask the #audio guys
hmmm strange
I have it on play when silent
Yes, I did it this way as @spark steppe suggested
I feel like u can trim it down to one node with select node
Or maybe not nvm
Actually you can but if u happy with what u have then
Does anyone know how these differ? i was using the bottom one because i dont know. Changing to top one didnt change anything
You are just setting the pointer at the top to point at some asset
It doesn't necessarily do the magic to reflect the info and how the game render or update
^ Requires definition of a separate "Curve" asset for the color and setting up stopping points in a curve within the timeline.
Loopbacks vs extra events 😅
I dont like either really but im not sure what id rather have 😂
wasn't aware of those timeline features, that seems handy
well, he could just restart the timeline when it finished? if the colors are defined within the timeline
Wait, how did you add that execution path 😮
Quick question: is there a way to keep values in a base class while changing them in the parent?
I basically have a bunch of asset refs in my base class now but I actually don't need all of them in my subclasses and i'd love not having to go through and set them up by hand again
i know if they are different in the child they should stay the way they are but since they are simply inherited i'm not sure if that's possible
they won't persist
alright, too bad^^
how can i find the source for this easily?
You add an "Event" track
Ooh, I had no idea you could do that.😅
Not sure but there is editor/physicasseteditor
Can dive into that maybe
What is it that you are trying to access?
not sure really but the creation of a capsule collider
im starting to understand it
I just ran into a funky issue; Some of my AI was all of a sudden no longer moving. Long story short, turns out it was because I set my Max Agents supported by the crowd manager to 100, and I had a 101 agents in my scene, meaning 1 unit wouldn't move anymore.
My question: How does one keep track of these types of setup/config limitations? Is this something where project documentation would suffice? Or is there something in the engine one could do/write to keep track of stuff like this?
experience
Fair enough. I have given myself credit for figuring the issue out within 20 minutes as opposed to hours of debugging that I would have done in the past. Was just hoping someone would know of some clever trick I didn't know yet
20 minutes is nothing i spent hours not having checked 2 boxes in the sensor eco system
Yea I have had similar experiences in the past. Just glad to see my skills are improving 🥳
but what usually works is that i try to apply every thing after i know what the thing does. unless its too complex to approach like so
Yea, when all of a sudden my unit was working again, I figured "Great, lets continue" but I didn't understand why it worked again. So I decided to spend a few more minutes trying to go over my most recent steps, working backwards this time, until the issue happened again. That is how I found out it was a crowd manager setup issue
Maybe just set it to 10k limit and forget about it until it becomes a massive game 😅
Does anyone know if there's a way to see the Post Processing stack? I have a post process blend system that used to work before installing a plugin, but now it seems that another post process is overriding the blend system. It's most likely a Post Process Component but I cannot seem to find it or its priority setting. It would be very handy if I could see all the post processes that were applied at any given time
hahaha, I thought about it, it was tempting. But decided to set it to 250 instead of 100. From here I will just make it a technical design limitation to ensure the game stays true to what it is supposed to be (small scale RTS), and to make sure future me doesn't have a huge problem to solve 😂
Yeah that’s prly more sensible 😀
Hi guys i have a question, did any of you work with the heterogeneous volumes yet? I thought i would try and see if i can manipulate material parameters of them via blueprint.
But no luck it seems like they do not support creating dynamic material instances and changing their parameters atm. - did anybody else have similar issues?
Idk what that is
5.3 Heterogeneous Rendering tricks I’ve been playing with 5.3’s Heterogeneous Volume. Here are some additional information for anyone interested, since there’s no good documentations out there yet. Feel free to correct me/add more tips! It’s supports panoramic rendering in Movie Render Queue extra pass. VR - Not tested Path tracing - Should b...
Ah I c
@lunar sleet do you know if the experimental mesh things could be considered here?
dynamic mesh and skeleton modifier i thnk are some of them
Wdym
Oh
Idk, I’ve just started dipping my toes in the SKM pond
ait
i have a very slow adaption rate because of how i learn what stuff do in the context i need it.
Yeah, I’m much the same
I managed to make it work but im not sure how well/efficient it is, mind taking a look at it?
i can learn any thing just more difficult to do it while having gunfights on the shoulder of a clown in hot uni cycle puruit
this is what i ended up with that worked
theres a bit of hardcoding in here but planning to improve that in a bit
nice
finally i remembered the node
flip flop
What do I do if I need to run a timeline in singleton?
Avoid flip flop. Use bool instead
i dont mind changing it but what is the technical difference?
not gonna create another variable when flip flop can get the job done. i have like 40+ variable in my maincharacter blueprint already lol
- just being curios
You can't control flip flop because it always remember the state
Imagine this, u have a flip flop that does crouch and uncrouch.
Then you want to make the player stand when entering cut scene. So u make him stand but then Ur crouch input will bugged out because u can't set the state correctly
You don't really know the state of the flipflop.
Since Ur control flow is w.e the flip flop last store
Just a terrible tool to use when not knowing the consequence
Tldr u only use it if you absolutely certain that it will go a to b all the time.
Or you can avoid it like plague and just use bool
Datura can I ask for advice. I need to run timeline in my subsystem , is there anything I can do for that to happend?
Timelines are a blueprint thing. I thought subsystems could only be created in C++.
I'm using cpp
So I create a subsystem that does loading screen. Last piece of work is to fade the audio with ease. Need a timeline for this but I noticed it needs event tick?
Would prefer to keep all the logic for loading in my subsystem but I'm hitting dead end with playing timeline in a gameinstance subsystem
Inherit from UTickableWorldSubsystem?
Will look into that, thx
Oh but I'm using gameinstance subsystem
😢
The timeline needs event tick? Or are you saying subsystems won’t let you use timelines
Never did timeline in cpp, followed a tutorial and he does something on event tick. Gameinstance don't have event tick, so I am screwed?
Timelinename.ticktimeline(deltatime)
Is there a built-in hotkey I can press so that when I click that color it automatically puts its hex value into my clipboard?
or its field?
Does it let you shift rclick the row to copy?
Or shift lckick I can’t rmbr which one was paste
(R=1.000000,G=0.323143,B=0.300544,A=1.000000)
Eh kinda, not really. that's what gets added to the clipboard
Shift rmb to copy
Shift lmb to paste
My actors on component begin overlap is detecting everything but static meshes. Why is this
What do you need the hex for?
Prly wrong collision setting on your meshes
UYourGameInstanceSubsystem::HackyTick()
{
// Do stuff on this hacked tick.
HackyTick();
}
Because I'm using color comments to color code Server/Client nodes. Red is server, Blue is client. And opening the color picker, clicking on Hex sRGB, pressing ctrl + a, and closing it is becoming annoying haha
I mean why can’t you just do what I said tho
Copy and paste directly into the details panel
The same way you copied, you should be able to paste
^
i figured it out! i didnt have generate overlap events checked on my static meshes. Is there a way of changing this setting on all of my static meshes in a scene at once or do i have to manually click the box for all of them
BenUI's got this.... Not sure if it'll work for you, but it's worth a shot.https://benui.ca/unreal/tickable-object/
If they’re all children or instances of the same actor, inheritance will do it for you
Tyvm, I will look at it now 🙇♂️
they are not but I will use this moving forward. Thank you
ahh I see, that works! ahhh perfect haha thanks 🙂
Just like Shrödingers cat
Its in a limbo untill you check
A limbo between life and death
flippity floppity
you can't know my properties
is there another cleaner way to do this?
or maybe i should switch the save variables to a map
hey folks i would like some pointers on something
I'm trying to make a snake from a head and a series of instanced static meshes that would follow the head
the idea is to make the head the moving part, a spline would be created from its movements where the rest of the body will follow
anyone know how to create and append the spline in the blueprint as the character moves? the head and the instanced static meshes are in the same blueprint
You can set a variable by ref.
the internet keeps showing me how to move a character on a spline, and not the other way around
What I am doing with my drunk missiles is moving the missile and having it wiggle with delta time and cosine on an axis, just a thought
that would help out with the basic wiggle movement ty
to be clear i did try just making the rest of the body try to reach the next part's location, and the result means that the rest of the body keeps moving a bit after the snake should be stopping, compressing the body, and its not what im looking for
so the idea is to have a spline so that each part has speed that can be halted as the user stops
showed that option in my first screenshot but as i add variables to the save file its all hardcoded, i swapped to this
well the way snakes move is sort of the same
I think the way I would do it is get my cosine, and have the first few segments only wiggle a percentage of the total, then the rest does the full wiggle
the head stays stationary, the rest follows behind , you'd have to tune the movement speed and wiggle frequency to match properly but thats it
it would get real dicey when it turned though
ye
snakes move extremely uniquely
which has presented challenges in this project
hm, alternative take would be, the segments are linked with physics and then the wiggle engine works on top of that
number the segments and add them to an array then interpolate down the array wiggle offsetting as you go
its a pretty fun challenge , lol, I can't think of any game that has done snakes well
im pretty happy honestly i got put on this challenge by the boss
even if it shows up in my dreams at this point lmao
having the head drag the segments with physics would get you the turning influence you want I think
missile wiggler in action with ribbon smoke trails, sort of snakey
Ooh sexy
each missile gets random variables that determine the frequency and amplitude of the individual missile, then I add a small amount of arc as part of the construction script, so its pretty satisfyingly random looking
Yeah I like it
I'm getting this crash on packaged builds, I noticed people have had this error in forum posts but i'm not sure i "get" how it is solved.
LogPlayLevel: Error: UAT: [2023.10.31-16.32.56:041][283]LogWindows: Error: appError called: Assertion failed: !InTemplate || InTemplate->IsA(InClass) || (InFlags & RF_ClassDefaultObject) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 4184]
the error always ends in
not an instance of class Class /Script/Niagara.NiagaraDataInterfaceColorCurve and it is not a CDO.
This is always in relation to widgets that are spawned in the character BP when the enemy is spawned. This does not throw errors or crash in editor.
Widgets? This mentions Niagara
I'm only like 15 hours into learning unreal, I need to rebuild the system that creates the weapons again so it makes more sense for later but making weapon effects is fun XD
Wow that’s pretty good for 15h in. How many hours in game dev ? 😀
Who's counting 😏
Hehe
It does, but it does in all instance of these errors, it seems like that might be bad memory mismatch?
here is the full line
StaticConstructObject Image /Engine/Transient.GameEngine_2147482623:LD_GameInstance_BP_C_2147482581.timerIcon_Blank_C_2147162122.WidgetTree_2147162121.arrowImage is not an instance of class Class /Script/Niagara.NiagaraDataInterfaceColorCurve and it is not a CDO.
I started with something too complex, had to tone it down and work on something simpler first
This mentions the game instance now. Are you putting images in your GI or something ?
started in Unity, then an engine update killed my project
went to unreal, make a 10-stage sonic-like game. I wanted to see how fast and how easily i could pump out a single game
And if the engine update didn’t kill it, the TOS update would have 😀
trust me, the engine would've killed it
every update, they deprecate good stuff, add in experimental stuff and "update" links... horrible design
it feels like the future is questionable with unity
It's just unstable
Imagine you started Bioshock 2, you're in it and all of a sudden a new update comes up. It deprecates "Actors" which breaks your entire project but it updates niagara...
you can't upgrade but you miss out
Does seem to be, my Game Instance is very simple as of now, just a bunch of gameTag collections. Here is forum thread about the issue. This person seem to be accessing a null mesh
Hello, Does anyone know this issue ? Once packaged, my project sometimes crash with errors Assertion failed: !InTemplate || InTemplate->IsA(InClass) || (InFlags & RF_ClassDefaultObject) [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 4184] It allways ends with is not an instance of clas...
If this stuff only happens in packaged builds I would check with #packaging . Things often break because of things that are not inherently obvious, such as packaging each level or knowing that paths change so open level by name would immediately break (not saying these are your issues)
you should sample in reverse
as in, once something is loaded, then it tells the game instance to do whatever
Nice, I guess you’re a natural
I'm just asking a lot of questions about best practices
like this niagara performance issue, fk that I dont get it
I do a lot of vba programming for work though so I guess that helps me build all these data structures, its mostly a struggle to find the right blueprint stuff to do the function I want XD
Here I am trying to learn how to make a mesh into an SKM with the new editor, getting weird issues like the entire skin using one material or bones pulling off the skin because in must’ve weight painted it wrong
Yeah, well your seem to have a decent grasp on trig so that will help a lot, I can’t say the same for myself 😅
need help with this #ue5-general message
Not really #blueprint related, are you opening someone else’s project or what
Have a look at the log-files.
Is there any way to add another collision capsule into a Character blueprint and have it work? Because right now. I’ve tried everything to give the “Capsule” collision but ever time I can’t…
I tried adding a collision box for testing
Nothing works still
Only the capsule component can have collision
No?
you can add any primitive, Box, capsule, sphere and they can have their own collision
No but maybe it can’t be the root of other collisions, maybe that’s your issue?