#blueprint

1 messages · Page 27 of 1

limber parcel
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you mean its a component, not a child, right?

tardy prawn
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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

limber parcel
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because u already have that function in ur parent

dry marlin
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and that i cant move around

lunar sleet
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You can also convert it to an event if that that’s what you mean^

fathom spruce
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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.

tardy prawn
dry marlin
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i checked and its all functional and runs

lunar sleet
limber parcel
brazen pike
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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

primal schooner
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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?
brazen pike
primal schooner
dry marlin
brazen pike
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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?

frosty heron
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I would be surprised if that don't work

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Only thing I will change is to get the active camera instead the flip flop

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But I get that it's just demonstration

dry marlin
dreamy gulch
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@gentle urchin thought i made improvements with like 5 things but nope still basically crashing

brazen pike
# dry marlin but how does it know which "mode" im in a or b?

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.

frosty heron
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Delay untilk the next tick to skip a frame

dry marlin
brazen pike
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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

worthy tendon
dry marlin
frosty heron
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Check your anim blueprint or if it's playing anim

dry marlin
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its playing an animation in the bp viewport

frosty heron
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Take your time to read

lofty rapids
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is your player start above the ground, and he's dropping from there ?

frosty heron
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Game hasn't even started yet, it doesn't have anything to do with the ground imo

lofty rapids
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or it's just the animation ?

dry marlin
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also the camera doesnt change if i cange it in the bp viewport no matter

lofty rapids
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oh it's in the bp

frosty heron
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He just press some button and unsure how to unfuck it imo

lofty rapids
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maybe your animation is set

frosty heron
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Click your mesh comp and see if there's animation playing

dry marlin
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yes

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no matter which comp im on it plays the animation

lofty rapids
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Do you have this set to falling animation ?

hollow tendon
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how to make this fps indepdenent code

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with high fps it rotate my screen too fast

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with low fps it is slow

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i want it to give consisient rotating no matter the fps is

lunar sleet
hollow tendon
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u mean delta seconds?

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there is no delta time expect for animations not code

hollow tendon
lunar sleet
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You said nothing about animations

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You literally just showed a screenshot of the old input system and some strings

lunar sleet
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… I’m confused as to what the issue is

brazen pike
# hollow tendon

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

hollow tendon
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the issue is.

the code i sent above with high fps it rotate too fast with low fps it rotate too slow

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i want it to give same rotating speed despite of fps

lunar sleet
hollow tendon
lunar sleet
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That’s what I told you to do

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wtf

hollow tendon
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clam down bro

lunar sleet
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Then you asked me to Google a link for you lol

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Come on

hollow tendon
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come on bro. chill

brazen pike
hollow tendon
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well said

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wohhaaaaaa

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LEMONNN 🍋 !!

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it works

lunar sleet
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🤷‍♂️ w/e

dry marlin
frosty heron
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I felt like u went in blindly

dry marlin
frosty heron
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Just 2 hrs, it takes longer than that to get around comfortably

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Keep going I guess but I don't mean stay in tutorial hell

brazen pike
hollow tendon
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lemon u are good programmer

frosty heron
brazen pike
trim matrix
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guys i need help

brazen pike
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you'll find the actually good programmers in #cpp

trim matrix
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the animations are supposedly assigned but my ccharacter stays in t pose during play test

hollow tendon
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lemon this trick u taught me

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it make ur joystick same rotating no matter what

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but at what frame rate does it work?

trim matrix
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k wait

frosty heron
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Matthew explains it

hollow tendon
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or another one

dreamy gulch
frosty heron
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That one should be fine

hollow tendon
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ok. thank yyou very much cold summer

frosty heron
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Date don't matter, cpp is older than 40 years old

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Many principle stay the same

hollow tendon
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wow

trim matrix
frosty heron
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My guess is no

undone temple
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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

dry marlin
# brazen pike What animation blueprint are you using? Is it one made custom or from the third ...

the only things i changed/added:

  1. added an BP interface and interaction system
  2. 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...

▶ Play video
undone temple
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any idea why the camera movement would be locked after setting position?

barren dove
dry marlin
undone temple
frosty heron
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Talking about the generic camera actor right?

dry marlin
# dry marlin then went off on my own and f things up by trying to make it a smooth transition...

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...

▶ Play video
thin panther
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Don't use them

frosty berry
thin panther
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Spawn and attach them in the ships begin play

undone temple
lofty rapids
frosty heron
lofty rapids
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or make sure to compile

trim matrix
trim matrix
frosty heron
frosty heron
trim matrix
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pls dont be angry if i did something falsew

frosty heron
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See where it says anim class on the right hand side?

trim matrix
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yeah?

frosty heron
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And it have anim instance written on it

trim matrix
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yeah

frosty heron
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Select it and change it to your abp third person char

trim matrix
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what can i do to thank you for this

frosty heron
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Nothing, gl next

frosty berry
thin panther
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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

lean pasture
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does this seem right? im not entirely sure

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i dont know if something needs to be connecting to the branch or not on the top part

thin panther
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Well that's not hooked up to anything so it isn't going to run

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You need some sort of entry point being called, like an event

lean pasture
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yeah i had thought as such thank you

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il have a look

frosty berry
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I am going to remove them, then add one like you suggested and retest.

lean pasture
hollow tendon
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accupa thanks for ur kindness

thin panther
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Have you managed to solve your issue?

hollow tendon
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Yep 😊

thin panther
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Amazing!

hollow tendon
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thanks!

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accupa i have a weird question about game dev if i may ask?

thin panther
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No problem, though I was the most minor element of that exchange :P

hollow tendon
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how can 2 games run at 60fps

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but one game runs smoother

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the other stuttering

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the one runs smoother has lower game stat ( cpu and code logic )

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but it is still running at capped 60fps

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while the stuttery one which also run at capped 60fps

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it runs at a higher game stat ( cpu and code logic )

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what ur comment/thought?

thin panther
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Stutter can be a lot of things, memory issues, poor running of game code, not using proper ways of smoothing things etc.

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I wouldn't know without breaking down each project

hollow tendon
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Correct but is not fps an indicator of those things stability?

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if u have high ram usage almost max ur fps will drop

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but how can it stutter with capped 60fps?

thin panther
hollow tendon
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hmmm, may i ask you to simplify that more?

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what you mean

thin panther
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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

hollow tendon
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you are good at this stuff. game logic etc

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does console comamnds work in runtime in a packaged game in shipping mode

trim matrix
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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

frosty heron
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@trim matrix you need to set the input mode to gameplay and Ui or Ui.

As for custom cursor. Youtube it, literary everywhere

hollow tendon
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there is a node to make it gameplay and ui which could fix it

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ahh cold summer mentioned it already

thin panther
trim matrix
frosty heron
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And it's 2 am for me. Gonna sleep

Get your player controller, drag from the blue pin and type set input mode

hollow tendon
trim matrix
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like this?

frosty heron
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Plug your target

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It needs player controller and the widget you want to focus

trim matrix
thin panther
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drag the return val of Create Main Menu widget in "In widget to focus"

trim matrix
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i think i fixed it

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YEP

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i did exactly that as you said it haha!

frosty heron
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Get in a habit to promote your variable

frosty berry
# thin panther Don't use them

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.

trim matrix
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some reason its still not showing hmm

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oh i found the culprit!

thin panther
trim matrix
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i had it also inside the uh bp third person

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thank you guys for helping!

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im still in the beginner stages of my game

lunar sleet
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Persistence is key tbh

trim matrix
frosty berry
dawn gazelle
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Failing that and you want to attach the actor to a specific component, then there is an Attach Actor To Component node as well.

frosty berry
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First few moments it shoots straight in the direction of vehicle travel, then starts colliding with turret. And the range diminishes. over time.

lofty rapids
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sounds like your driving faster than it's shooting ?

novel rock
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shold i make separate game modes for the menu and the game?

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I was thinking about have one game mode for both but i don't think i can.

lunar sleet
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Keeps things cleaner I think

dawn gazelle
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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.

frosty berry
novel rock
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Thanks @lunar sleet and @dawn gazelle ❤️

trim matrix
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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.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal engine 5,ue5,custom cursor,tutorial,quixel,megascans,u...

▶ Play video
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i also did attempt both none/default and when i set to default it wouldnt show

lunar sleet
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That’s a tricky one, I did it in one of my projects sec

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I had something like this:

trim matrix
trim matrix
lunar sleet
# trim matrix 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?

trim matrix
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yea im only needing one

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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?

lunar sleet
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Does the cursor change at all?

lunar sleet
trim matrix
trim matrix
lunar sleet
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There’s always CommonUI that allows you to stack widgets on top of each other, but it might take a min to learn

trim matrix
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yea the mouse cursor doesnt change at all

lunar sleet
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do you have a function in your widget that changes the brush ?

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like I have this, mind you the map is needed because I have like 4 of them

trim matrix
lunar sleet
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I mean you might not need it if you never have to change the cursor to something else

trim matrix
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yea i dont need to change it to something else just want it to be the custom cursor i have made

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this is the entire blueprint

lunar sleet
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should try to use reroute nodes whenever you can, it's hard to tell where your main menu widget is plugged in

trim matrix
lunar sleet
trim matrix
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ohhh

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is this what your talking abotu?

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alright

lunar sleet
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it'll create a reroute node and help you organize

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also, did you do this part ?

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that's from the tutorial you're using

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diff than how I did it but yeah

trim matrix
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also once i double click on the line how do i move them?

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nvm figured out

hollow cove
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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

trim matrix
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all tidied up

lunar sleet
trim matrix
lunar sleet
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can you show the Design part of it?

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mainly the Details tab

trim matrix
lunar sleet
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ok

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tick isVariable

trim matrix
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ok

lunar sleet
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the canvas prly doesn't matter, but the image

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if not already set to var

trim matrix
lunar sleet
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you selected the image component first?

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and also did you set an anchor?

trim matrix
lunar sleet
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uh I've seen issues when you resize it like that, try to just make it sit in the top left corner

trim matrix
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im also getting this

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oh

lunar sleet
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you need to plug in the player controller ref

trim matrix
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its not connected

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yea haha

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yea its connected now

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hmm thats weird

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i mean its not the end of the world right now if i cant get the pizza cursor to work lol

dawn gazelle
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"No pizza cursor in game"
"0/10"
"Literally unplayable"

lunar sleet
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People do love their pizza

trim matrix
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i will most defiantly come back to the cursor though ofc

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just gotta get my game in a good playeable state

lunar sleet
pallid nest
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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

lunar sleet
grim sand
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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.

lunar sleet
grim sand
pallid nest
hollow cove
grim sand
# pallid nest sorry where is it exactly? I cant find it

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...

▶ Play video
pallid nest
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thank you

hollow cove
#

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

lunar sleet
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Begin Plays don’t happen in a certain order

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But what’s your use case

hollow cove
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is there a less janky way to do it other than looping and delaying

lunar sleet
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Usually, yes

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Depends on the use case

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There are usually other events you can call

hollow cove
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hmm okay so just case by case

lunar sleet
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Kinda. What are you trying to do

hollow cove
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i was looking at a bunch of various places ive done that without thinking much about it, so it was a general question

lunar sleet
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Also the PC is usually already spawned in before stuff like character for example, just might not have possessed yet

lunar sleet
grim sand
ashen tide
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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 ?

lunar sleet
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He doesn’t even create the cursor widget, it looks like

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Just adds it to the software cursors

trim matrix
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hmm

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let me see

lunar sleet
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I haven’t tried it this way before tbh, but I’ll try to test it myself later if it doesn’t work

trim matrix
lunar sleet
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Testing rn

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Works

lunar sleet
trim matrix
lunar sleet
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Like at the top when you hit play

trim matrix
lunar sleet
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The 3 dots on the right

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Switch to Selected Viewport

trim matrix
lofty rapids
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i just tried it and the image showed up

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all i did was add the widget to the software cursor

lunar sleet
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Yeah it’s working on my end too

lofty rapids
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in project settings

lunar sleet
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It only failed to work when I was simulating which makes sense

trim matrix
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yea but are you guys trying it with a main menu widget?

lunar sleet
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Why a main menu widget

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It’s supposed to be the cursor widget no?

lofty rapids
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i just created a user widget and set software cursor

trim matrix
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yea the cursor widget is suppose to show on my main menu widget

hybrid drift
#

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?

lunar sleet
#

You’re not trying to change your editor’s cursor (outside the game) to a pizza right? 😅

ashen tide
# ashen tide Morning, I m trying to do a leaning system, I don t understand why nothing is h...

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 ?

trim matrix
lunar sleet
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Yeah it shouldn’t matter then

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Try starting fresh, delete the software cursor, delete the widget and do it over

trim matrix
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maybe im doing something so obvious

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yea i will try that

lunar sleet
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Make sure the widget is not being referenced by any other asset before deleting

trim matrix
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does it matter if its a texture??

lunar sleet
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No, mine is a texture too

trim matrix
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but its also uh

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oh ok

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ok now its working with the cute creature object lol!

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its working now! yay

lunar sleet
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Yay!

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Sometimes you just gotta scrap and redo it I guess 😀

dawn gazelle
lunar sleet
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“Has more pizzas than Starfield”

faint pasture
#

I'd either have your inputs set target values that get interp'd to on tick, or have them trigger timelines

faint pasture
tawny patio
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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

barren dove
#

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?

mystic bridge
#

i would like to recreate this but i dont even know where to start, does anyone have any tips?

subtle valve
#

Hopefully simple question, how do I set Step-down distance separately from step up distance (in a character)?

broken wadi
ember scaffold
#

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.

tawny patio
rustic hinge
#

Oh shit, sorry went to sleep. 😅

mild ibex
#

is it possible to show 3d vector from an exposed variable of an actor component?

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and if not, how can i get something similar or is that not possible at all?

subtle valve
mystic bridge
mystic bridge
broken wadi
stark grail
#

[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:

  1. It's a bit slow from what I've seen, rendering at most 2-3 FPS
  2. 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.

ember scaffold
# subtle valve Hey, in your overlap at the bottom you're casting the overlapped actor to the ga...

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.

thin panther
#

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

stark grail
#

So the disk writing is the inherent limit

#

I see

#

What If Im outputting raw data like

thin panther
#

static rendering like that will always be slow

stark grail
#

Why does OBS using NVENC record my screen at 4k60 but unreal cant, ya know?

#

I want to do this somewhat programmatically

thin panther
#

because unreal isn't recording your screen

stark grail
#

😭 but its rendering to some buffer

subtle valve
stark grail
#

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

thin panther
#

training of computer vision models certainly isn't realtime

stark grail
#

no but the dataset is created very quickly

thin panther
#

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)

stark grail
#

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

thin panther
#

and just to throw this one out there

broken wadi
#

Can't you just stream your screen to something like youtube or twitch?

#

Then download the video later

stark grail
thin panther
#

record or stream a screen capture.
rendering video like that is not realtime

broken wadi
#

nvidia shadow play

stark grail
#

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

stark grail
thin panther
#

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...

▶ Play video
mental trellis
#

Funny thing.

#

The plugin manager is a plugin.

tribal gazelle
#

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?

mental trellis
#

Sure, why not?

lunar mulch
#

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.

stark grail
#

thank you

rustic hinge
#

How would I use two blend spaces in one Animation Blueprint? The output pose node does not let me connect more than one blendspace.

mystic bridge
#

what would i connect the object to when im casting to a widget BP?

thin panther
#

A reference to your NewWidgetBlueprint

mystic bridge
thin panther
#

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

thin panther
#

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

mystic bridge
#

im really lost rn

thin panther
#

To answer the DM, you would store the reference when you create the widget.

#

So, where do you create the widget?

mystic bridge
#

in my thirdpersonBP

thin panther
#

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.

mystic bridge
#

yeah i got that done now

thin panther
#

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

mystic bridge
#

thank you so much!

#

i got it working now

#

sorry about the cofusion

thin panther
#

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

frosty heron
#

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

timid cosmos
#

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

frosty heron
#

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

timid cosmos
#

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

frosty heron
#

If u need to grab multiple object from line trace, use multi line trace

frosty heron
#

With tags

timid cosmos
#

gotcha will look into that then

frosty heron
#

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

timid cosmos
#

👍

mystic bridge
#

my message log is getting spammed and idk why, i found it its coming from the branch but idk whats causing it

frosty heron
#

Try reading

#

The variable u access is null

#

It's pointing at nothing in the world

dawn gazelle
#

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.

mystic bridge
#

everything is working fine tho, is that normal?

frosty heron
#

U don't want any error in your logs

dawn gazelle
#

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.

mystic bridge
#

thats the whole bp

frosty heron
#

Don't cross pin

dawn gazelle
#

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.

astral orchid
#

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?

tribal gazelle
#

What could be the reason(s) my SaveGame is not working? I have done the exact same thing multiple times for other SaveGames.

astral orchid
frosty heron
astral orchid
#

that's what it said on the documentation

#

they called it a state machine, i'm just going off what I'm told here

tribal gazelle
#

A GameMode is like a mode for the level. Like TDM or something, the levels can change, also the GameMode can

mystic bridge
astral orchid
#

like the MatchState thing

astral orchid
#

I did

tribal gazelle
#

MatchState sounds like an extension to GameMode

#

Or a class

astral orchid
#

still didn't understand

tribal gazelle
#

Never heard MatchState before

astral orchid
dawn gazelle
tribal gazelle
tribal gazelle
frosty heron
astral orchid
# frosty heron Right, just read it

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

eternal cradle
frosty heron
astral orchid
eternal cradle
astral orchid
#

Not what i was asking for, but thanks

frosty heron
#

Pretty clear to me

eternal cradle
#

ooh my bad lol

#

but i bet the compendium i sent has the answer you looking for 😉

astral orchid
#

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?

tribal gazelle
frosty heron
#

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

astral orchid
#

There

astral orchid
#

how do you change the match state

#

other than the Start Match thing

#

because I saw the source code and the documentation

frosty heron
#

And possibly an end match if there is one

astral orchid
#

it says there should be a function for SetMatchState

#

couldn't find it in editor

frosty heron
#

When you call start match it will transition to inprogress

astral orchid
#

ok

#

what about the ReadyToStartMatch thing?

#

does it return true automatically, and if I don't want it to, do I override it?

frosty heron
#

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

astral orchid
#

alright

eternal cradle
#

also take a look at the compendium, it explains stuff precisely, helped me a ton when I worked on my multiplayer project!

frosty heron
#

Compendium is a must read, I agree

#

That and plus a few other article

#

Multiplayer is hard

astral orchid
#

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?

frosty heron
#

No pc to check

astral orchid
#

Like, I didn't mistake anything here.

frosty heron
#

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

astral orchid
#

ok

#

thanks for the help anyways

frosty heron
#

They got some smart ppl that does mp

novel rock
#

Where are my button event options?

frosty heron
#

U r clicking on the text

astral orchid
frosty heron
#

Select the button for a start

astral orchid
#

to go graph

novel rock
#

where is this?

astral orchid
#

again

frosty heron
#

U r clicking on the text

astral orchid
#

go to graph

#

next to the blue designer button

#

that's how you program the button

astral orchid
# novel rock

Hold on, are you trying to program the button's functions?

#

or finding the button's inherit aspects

frosty heron
#

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

astral orchid
#

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'

mystic bridge
barren dove
#

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?

supple dome
#

eyesshake im impressed if that actually works

novel rock
#

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.

edgy ingot
rustic hinge
#

Also I'm very new to BP's and Blend Spaces 😅

upper badger
#

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)

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?

tranquil moon
#

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?

tidal marlin
tidal marlin
#

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.

tidal marlin
tranquil moon
# tidal marlin What exactly do you want from a static class?

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

tidal marlin
rustic hinge
tranquil moon
#

what is CDO?

#

oh wait i think i get it

tidal marlin
#

Or you can use combo with your BP Library that allow static function and GetDefaults from your class.

#

So its your way

midnight field
#

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.

tidal marlin
tranquil moon
#

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?

tidal marlin
midnight field
#

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.

tidal marlin
tidal marlin
midnight field
# tidal marlin So, if I understood correctly, then you have several of your own Charavter Movem...

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.

tidal marlin
midnight field
#

Or perhaps I just don't understand the engine well enough yet.

tidal marlin
subtle valve
#

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.

tidal marlin
limber parcel
#

it should be somewhere in project settings

gentle urchin
#

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

subtle valve
#

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

subtle valve
limber parcel
subtle valve
#

ah, the only friction setting in the falling section is Falling Lateral Friction, which is currently zero

#

should that be a higher number?

limber parcel
#

possibly

#

try it

#

more friction means slower fall i guess

crude spruce
#

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.

subtle valve
limber parcel
gentle urchin
subtle valve
#

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

crude spruce
#

progress report for you and question for the others, any experience with this and is there a way to unfuck the deform?

limber parcel
gentle urchin
#

But perhaps im wrong , havnt studied this much tbh

subtle valve
#

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

limber parcel
gentle urchin
#

Ah ok

gentle urchin
limber parcel
#

but wait

subtle valve
#

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

limber parcel
#

what if u just change gravity?

subtle valve
#

change it overall or dynamically as I go off the ramp?

#

I've tried changing it overall and it doesnt have any effect

gentle urchin
#

Id think you can use on movement mode changed

limber parcel
#

dynamically i guess

subtle valve
#

yeah I could try on movement mode changed and maybe do a launch there

limber parcel
#

but yeah if it didnt work with overall gravity thats weird

gentle urchin
#

So retain last velocities, and just launch

limber parcel
#

but if i can make my CMC into a spaceship, what ure trying should be possible aswell

subtle valve
#

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

gentle urchin
#

Damn

limber parcel
gentle urchin
subtle valve
#

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

limber parcel
#

u could just get the delta from ur position vector

crude spruce
subtle valve
#

yep i think thats the way to do it

limber parcel
crude spruce
limber parcel
#

maybe u need to keep the collision and hide just the mesh or whatever

crude spruce
#

Yeah, problem is i use phys asset to detect melee collisions

#

wait a minute this is the work around that breaks all my shit

limber parcel
#

well then instead of deleting it, make it useless?

crude spruce
#

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.

limber parcel
#

well yeah but u want to keep ur collision shape or else this fuckery happens i assume

crude spruce
#

yes!

limber parcel
#

so u must not delete it

crude spruce
#

i hate this exclusive or

limber parcel
#

and instead change its collision settings

crude spruce
#

i should be able to provide relevance of limbs to the collision event yeah

#

thats a good idea

crude spruce
#

i can also say fudge and look at generting some capsules around the meshes for the collisions.

limber parcel
#

indeed

crude spruce
#

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

limber parcel
#

well i think having separate colliders dedicated only to hit detection would be the best solution

crude spruce
#

you know what. going further into the workaround will just make it all worse.

limber parcel
#

no but u will waste the same ammount of time on an inferior system

crude spruce
#

feeding relevance back to collision event will pollute the tracing

#

so yeah it would be legacy all the way down

#

❤️

#

thank

limber parcel
#

yw

crude spruce
#

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.

crystal crown
#

How can i get motion warping component & camera boom through to another actor without casting

crude spruce
#

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 ?

lunar sleet
#

Idk if you can access those in bp

crude spruce
harsh peak
#

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.

harsh peak
#

Nope

lunar sleet
#

Show the code adding the widgets

modern radish
#

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

harsh peak
lunar sleet
harsh peak
lunar sleet
lunar sleet
#

If it’s the exact same widget that is

modern radish
harsh peak
#

Ok. I will give it a try. @lunar sleet Works in PC ? What about touch buttons ?

lunar sleet
crude spruce
#

If i create skel mesh components in BP. How can i access the instance of it ?

lunar sleet
lunar sleet
crude spruce
modern radish
lunar sleet
crude spruce
#

i add the return values to a map atm

lunar sleet
sour zephyr
#

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

crude spruce
#

i figured i could access each insteance from the map but i seem to lack som real time data. im not sure yet.

lunar sleet
crude spruce
#

im not at a breaking point yet im fine

modern radish
crude spruce
#

😄

lunar sleet
harsh peak
lunar sleet
harsh peak
lunar sleet
crude spruce
#

i do

#

so my issue is i need something to follow the component, shape.

lunar sleet
modern radish
crude spruce
#

i need more tests brb

harsh peak
lunar sleet
harsh peak
#

Can I know ?

harsh peak
crude spruce
#

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.

#

😄

frosty heron
lunar sleet
sour zephyr
crude spruce
lunar sleet
sour zephyr
#

it needs to be something i can insantiate via class name :S

lunar sleet
#

Oh

crude spruce
#

@lunar sleet
up to this point its working fine. This however forces me to rethink my usage of phys asset for melee trace collisions

sour zephyr
#

so like, it's kind of a stub class

lunar sleet
strong blaze
#

Hey, how do I detect if an ability was activated from a blueprint widget if I only have the class reference ?

lunar sleet
strong blaze
#

of the ability

lunar sleet
#

You’re talking GAS?

strong blaze
#

yes

lunar sleet
strong blaze
#

ok

crude spruce
#

i forgot where i was

crude spruce
#

right. virtual collision shapes for partial skel meshes

#

the bones are realtime

#

hmmmmmmmmmmmmmm

lunar sleet
#

That’s some advanced shit lol. May need to ask the #chaos-physics guys

crude spruce
#

its still data driven behaviour not simulated 😄

lunar sleet
#

Ah

#

Idk, I have my own headaches with the skeletal system and I’ve no idea where to ask

crude spruce
#

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

lunar sleet
#

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

crude spruce
#

neither of these have access to the shape

#

these shapes i mean

harsh peak
crude spruce
#

perhaps the data is in the bone

molten tinsel
#

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?

frosty heron
#

Look how they are created in physic asset editor maybe

crude spruce
spark steppe
untold fossil
#

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?

frosty heron
#

Change your sound setting

#

Dive into the sound properties, there should be something about how it plays

untold fossil
#

Yeah play when silent. Except it doesn't work. 😦

lunar sleet
#

#audio might be better suited to answer this

untold fossil
#

Even with play as silent enabled it still never plays again once it reaches zero

#

Not sure what that setting even does tbh

dawn gazelle
frosty berry
#

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?

frosty heron
#

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

untold fossil
#

hmmm strange

frosty heron
#

I have it on play when silent

molten tinsel
frosty heron
#

Or maybe not nvm

#

Actually you can but if u happy with what u have then

crude spruce
#

Does anyone know how these differ? i was using the bottom one because i dont know. Changing to top one didnt change anything

frosty heron
#

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

dawn gazelle
#

^ Requires definition of a separate "Curve" asset for the color and setting up stopping points in a curve within the timeline.

gentle urchin
#

Loopbacks vs extra events 😅

#

I dont like either really but im not sure what id rather have 😂

spark steppe
#

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

lunar sleet
#

Wait, how did you add that execution path 😮

weak knot
#

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

spark steppe
#

they won't persist

weak knot
#

alright, too bad^^

crude spruce
dawn gazelle
lunar sleet
frosty heron
#

Can dive into that maybe

#

What is it that you are trying to access?

crude spruce
#

not sure really but the creation of a capsule collider

#

im starting to understand it

grim sand
#

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?

grim sand
# crude spruce 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

crude spruce
#

20 minutes is nothing i spent hours not having checked 2 boxes in the sensor eco system

grim sand
crude spruce
#

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

grim sand
lunar sleet
twin shale
#

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

grim sand
lunar sleet
#

Yeah that’s prly more sensible 😀

upbeat stump
#

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?

lunar sleet
#

Idk what that is

upbeat stump
#
lunar sleet
#

Ah I c

crude spruce
#

@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

lunar sleet
#

Oh

#

Idk, I’ve just started dipping my toes in the SKM pond

crude spruce
#

ait

#

i have a very slow adaption rate because of how i learn what stuff do in the context i need it.

lunar sleet
#

Yeah, I’m much the same

dry marlin
crude spruce
#

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

dry marlin
#

theres a bit of hardcoding in here but planning to improve that in a bit

true oriole
#

finally i remembered the node

#

flip flop

frosty heron
#

What do I do if I need to run a timeline in singleton?

frosty heron
dry marlin
#

i dont mind changing it but what is the technical difference?

true oriole
dry marlin
#
  • just being curios
frosty heron
#

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

dawn gazelle
#

You don't really know the state of the flipflop.

frosty heron
#

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?

dawn gazelle
#

Timelines are a blueprint thing. I thought subsystems could only be created in C++.

frosty heron
#

I'm using cpp

frosty heron
#

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

dawn gazelle
#

Inherit from UTickableWorldSubsystem?

frosty heron
#

Oh but I'm using gameinstance subsystem

#

😢

lunar sleet
frosty heron
#

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)

primal schooner
#

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?

lunar sleet
#

Does it let you shift rclick the row to copy?

#

Or shift lckick I can’t rmbr which one was paste

primal schooner
#

(R=1.000000,G=0.323143,B=0.300544,A=1.000000)

Eh kinda, not really. that's what gets added to the clipboard

frosty heron
#

Shift rmb to copy
Shift lmb to paste

mild tangle
#

My actors on component begin overlap is detecting everything but static meshes. Why is this

lunar sleet
dawn gazelle
#
UYourGameInstanceSubsystem::HackyTick()
{
    // Do stuff on this hacked tick.
    HackyTick();
}
primal schooner
# lunar sleet What do you need the hex for?

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

lunar sleet
#

Copy and paste directly into the details panel

#

The same way you copied, you should be able to paste

lunar sleet
mild tangle
dawn gazelle
lunar sleet
frosty heron
mild tangle
primal schooner
gentle urchin
#

Its in a limbo untill you check

#

A limbo between life and death

barren dove
#

flippity floppity
you can't know my properties

hollow cove
#

is there another cleaner way to do this?

#

or maybe i should switch the save variables to a map

rich pollen
#

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

dawn gazelle
rich pollen
#

the internet keeps showing me how to move a character on a spline, and not the other way around

barren dove
rich pollen
#

that would help out with the basic wiggle movement ty

rich pollen
hollow cove
# dawn gazelle

showed that option in my first screenshot but as i add variables to the save file its all hardcoded, i swapped to this

barren dove
#

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

rich pollen
#

ye
snakes move extremely uniquely
which has presented challenges in this project

gentle urchin
#

Id prob use a spline

#

And recursively add offset for the wiggle

barren dove
#

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

rich pollen
#

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

barren dove
#

having the head drag the segments with physics would get you the turning influence you want I think

lunar sleet
#

Ooh sexy

barren dove
#

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

lunar sleet
#

Yeah I like it

true igloo
#

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.

lunar sleet
#

Widgets? This mentions Niagara

barren dove
# lunar sleet Yeah I like it

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

lunar sleet
gentle urchin
#

Who's counting 😏

lunar sleet
#

Hehe

lofty rapids
#

i been using ue for a few months, still doing basic stuff

#

a lot to remember

true igloo
# lunar sleet Widgets? This mentions Niagara

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.
lunar sleet
#

I started with something too complex, had to tone it down and work on something simpler first

lunar sleet
zealous moth
#

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

lunar sleet
zealous moth
#

trust me, the engine would've killed it

#

every update, they deprecate good stuff, add in experimental stuff and "update" links... horrible design

rich pollen
#

it feels like the future is questionable with unity

zealous moth
#

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

true igloo
# lunar sleet This mentions the game instance now. Are you putting images in your GI or someth...

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

https://forums.unrealengine.com/t/crash-assertion-failed-intemplate-intemplate-isa-inclass-inflags-rf-classdefaultobject/754190

Epic Developer Community Forums

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...

lunar sleet
zealous moth
#

as in, once something is loaded, then it tells the game instance to do whatever

lunar sleet
#

Nice, I guess you’re a natural

barren dove
#

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

lunar sleet
#

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 😅

ashen gazelle
lunar sleet
serene condor
#

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

frosty heron
#

No?

#

you can add any primitive, Box, capsule, sphere and they can have their own collision

lunar sleet
#

No but maybe it can’t be the root of other collisions, maybe that’s your issue?