#blueprint

1 messages · Page 28 of 1

frosty heron
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check your collision setting if it didn't work

remote meteor
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you can have more than one collision at the same time
problem is CMC only updates the root primitive

faint pasture
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Character is based around using a capsule for collision

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Other things can hit and overlap, but they won't affect movement

lunar sleet
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Ah, you’re talking movement

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If you want to make it fatter, you can maybe increase the nav agent radius

crude spruce
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yes

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mine are thicc

serene condor
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Ok here. What I am trying to do is make space movement of sort. I can’t rotate the Capsule Component to how I like. So I decided to rotate the mesh inside the capsule component instead and add a Capsule Collision so it has a good collision. And I just shrunk the original Capsule Component so it doesn’t affect the main capsule. But here is what happens (I am upside down):

barren dove
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dumb thought:
couldn't you attach another actor to a socket which has collision

serene condor
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Does the nav agent radius fix this?

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You could I guess lol

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But I’ll try to get this working first or see if I can

barren dove
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yep np, just an idea XD

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if you want a dumb workaround to a problem i'm your guy XD

frosty heron
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Not following you and changing the nav mesh agent have nothing to do with your problem?

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Use the capsule to drive the movement but if you need accurate collision, you probably want to setup physic assets for your skeletal mesh

serene condor
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How would I do that

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Kind of a noob

ashen gazelle
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my project

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nothing seems out of the ordinary

frosty heron
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Right click your skeletal mesh -> Create physic assets.
In the physic asset editor you can create bodies. That will be your SK collisions

lunar sleet
primal schooner
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So for some reason that menu that's normally on the left in a blueprint that shows components/graphs/functions/etc is not showing up despite being checked. Anyone know where it might have gone?

lunar sleet
ashen gazelle
lunar sleet
serene condor
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Not on my computer. At school

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Lol

lunar sleet
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Ask your teacher 😀

serene condor
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He not good

frosty heron
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you can youtube it I guess

serene condor
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I don’t have an asset

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All I have

frosty heron
#

Then maybe you have other priorities

primal schooner
serene condor
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So end of story. It is not possible to add another collision component into your player character blueprint.

frosty heron
primal schooner
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That's my whole editor screen. I've tried restarting, is there a way to fully reset to default?

serene condor
frosty heron
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that capsule is already a collision component

serene condor
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But it doesn’t want to actually collide with anything

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Only the main Capsule Component works

frosty heron
serene condor
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If I add anything else. It doesn’t work

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I did

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Block all

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Pawn

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Nothing works

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😭

frosty heron
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Show maybe

serene condor
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That’s the added capsule

frosty heron
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and, what's the capsule's like?

elfin hazel
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As far as I know, only the root component will detect physical blocking.

frosty heron
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can u print screen

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I am pretty sure that's not true

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the main capsule collision is used by the cmc to drive the movement

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but nothing about collision actually connected?

serene condor
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Sorry for the bad video.

frosty heron
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oh ok I think I misunderstood the purpose

primal schooner
barren dove
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maybe just set the phone down

serene condor
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Here is a Better image

barren dove
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if its not colliding double check what each objects collision channel is and what channels it collides with

serene condor
frosty heron
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Perhaps it doesn't stop movement, I dunnoe never actually have multiple collision for the purpose of movement

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maybe Robin is right

elfin hazel
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While I am still using 4.27, and things could have changed with later versions, I just tried myself to have a child collision object collide with the world, but it doesn't work. It will detect overlaps and things but not physical collision.

serene condor
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Dang

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Any way to make it detect physical collision or not. Is it impossible

frosty heron
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Physic assets

barren dove
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What you can do is the following

Have your root as a collider or scene component
Parent your simulating object to it
Then add a physics constraint component and constrain the coin to the root

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as an idea

elfin hazel
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It's possible to weld physics objects together to simulate physics but I don't bellive that works well with the way the first person character handles.

barren dove
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I believe multiple constraints may work the same way but it might get weird

frosty heron
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don't think you should tick simulate physics. Pretty sure it will be a shit show

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probably used only in death and ragdolling

barren dove
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marco on chaos-physics can probably help with this , but he's not going to put up with a fistful of blurry shakey videos that could just be described in tet

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*text

serene condor
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Lol

final sparrow
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anyone have a good tutorial for making an actor clickable and draggable within a fixed bounding box? I would like to have a moveable sphere that I can click and drag around while playing, and to have it only moveable within a certain volume

frosty heron
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@serene condor @elfin hazel seems to work for me?

elfin hazel
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Very well then, that is good to know! 5.3?

frosty heron
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it stops movement but it pushes them too at the same time

faint pasture
frosty heron
serene condor
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Man. Same settings that you put in do not work for me…

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😔

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What version of UE are you using?

edgy ingot
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5.1 but i dont think that matter. Anyway adding extra collision this way is nasty imo, ask adriel he is one of the goat here

serene condor
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I see. But in meantime. How did you get it to work?

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I’m working on 5.03

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What did you do differently

edgy ingot
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Nothing special, i shared the collison setting

faint pasture
serene condor
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Space movement of sort

faint pasture
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You want another collision on your Character for ................. what purpose?

serene condor
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The main capsule component doesn’t rotate properly as I want it to for space movement. So I decided to rotate the mesh inside the capsule component and it gave me a better space movement result. But the collision wasn’t properly rotating in that case. So I added a new Capsule Collision component and attached it to the mesh so it would give me better collision. For my space movement. But the collision wouldn’t work for the new capsule and I was trying to figure out and see if anyone here had an idea for this.

faint pasture
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the Character Movement Component implies a vertically oriented capsule

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You'll have to go away from the CMC for Space Engineers style movement

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AFAIK

serene condor
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Here is an image for reference of my problem

faint pasture
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What END RESULT do you want, full 6DOF movement like Space Engineers?

serene condor
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I have the full movement done. It’s just the collision that I can’t get right. I want the capsule you see in that image to have collision instead of going through the wall like you see. I’m bad at explaining. Sorry if it’s hard to communicate with me. And I also am a noob at this stuff.

barren dove
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I think what he's saying is that capsule collision only works if its orientated vertically with the actor, you have it sideways

faint pasture
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I don't know how to explain it any simpler than that

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you won't get a non-vertically oriented collider with the built in CMC

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You still haven't said what end result you actually want

serene condor
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Space movement. And I understand more what you mean now. This is unfortunate

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Or zero g movement

faint pasture
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I'd suggest either doing your own movement system, using the GMC plugin (assuming it can do what you want), or using physics

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the movement isn't the problem

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it's the orientation

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I'd use physics tbh but it depends on what you're going for

serene condor
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GMC plugin? Is it integrated into UE5 or do you need to get it from market place. School computers do not have access to market place

faint pasture
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It's the marketplace and it's probably way too much for what your'e doing

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I'd use physics

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it's easy

lunar sleet
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GMC 🛻

faint pasture
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Quick and dirty example of a physics character movement system

serene condor
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Man. How you do that lol. I have no idea how to use physics. I’m still new to this stuff

faint pasture
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If you have no idea how to use physics I don't think starting with 6DOF movement is the best idea

serene condor
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Kind of a key component in my game tho 😕

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I’m willing to learn

faint pasture
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But in general, just have a collider (I have a capsule here), and think of what forces should be on it

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you'll also want to think about orientation and whether it should be physics driven or not

serene condor
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Would you use a player character or a pawn?

faint pasture
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How that system works in the video is like this:
Tick:
Calculate Gravity vector (based on the planets)
Rotate Capsule to align with gravity vector and preserve current Forward vector (Make Rotation from ZX)
Add forces to capsule based on inputs and current Forward and Right vector
Jump is an impulse

faint pasture
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if you're making your own character system

serene condor
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Ok

jade haven
# faint pasture

Hey, Do you mind if i join the ocnversation? i currently have a very similar setup as the one you showed here, but i am having some problems when the planet is orbiting and spinning 😦

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it look like the character is ignoring the rotation of the planet he is standing on

final sparrow
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also does anyone know why my left mouse button click isnt feeding a press or release to my gate when I click?

rich pollen
thin panther
trim matrix
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Is there some built-in node that would allow me to get the distance to the nearest rendered object in front of the camera?

final sparrow
thin panther
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what is it

final sparrow
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its a sphere that is meant to be clickable and draggable within a bounding box

trim matrix
faint pasture
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how does your system work

faint pasture
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I'd use a trace if its for game code

trim matrix
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game code

thin panther
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have the events that you bind, plug into that gate

trim matrix
faint pasture
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what's the mechanic

final sparrow
faint pasture
trim matrix
faint pasture
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a bit overboard maybe

thin panther
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but what if you look at something 100.1 billion light years away!

faint pasture
jade haven
# faint pasture how does your system work

i am using a plugin called directional gravity (don't know if i can post link here, if you need it i will post it), basically it calculates the gravity vector, and rotate the character accordingly to the planet surface, it use the CharacterMovementComponent

trim matrix
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would it be possible to have a material calculate the distance and then pass it somehow into the bp?

faint pasture
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Can you walk all the way around the planet?

faint pasture
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If you make your capsule visible, does it rotate too or just your mesh?

jade haven
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until the planet doesn t move i can walk and jump perfectly. the problem only show up when i am rotating the planet

jade haven
faint pasture
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@jade havenHow are you rotating your planet, just by setting rotation on tick?

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What you're encountering is a BaseActor problem

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assuming this plugin uses those

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I'd start by making a rotating platform and getting that to work, it should generalize to a planet

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also uncheck Ignore Base Rotation

jade haven
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i tried adding a rotation to tick and adding a rotating movement component, but both of them didn't work

jade haven
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@faint pasture if you have any suggestions let me know since i am quite new to unreal, anyway thank you for your time, as soon i have some time i will try it 🙂

faint pasture
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bIgnoreBaseRollMove is a bool in this directional movement component, might be worth looking at that

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I'd start with a spinning platform tho first

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get that to work

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then do the planet

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How many planets do you have?

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You can just spin everything else around it if you only have 1

jade haven
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i was thinking of having multiple planets, i almost got everything working, the only thing that is giving me trouble is this one 😦

jade haven
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if it's not a problem na dyou have some spare time i will let you know how it goes

shell breach
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in BP editor simulation button, when I unclick simulation I need everything to be reset to default but they all stay persistent. I need to close and open editor again what can I do

feral ice
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is it possible to create an enum that will switch on depending on 2d vector. Like (1,0) forward, and (-1,0) backwards

dawn gazelle
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Not automatically? You could determine the directionality yourself by checking if the value is greater, equal or less than 0 and setting an enumerator to the desired direction.

barren dove
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I had an idea
use the sinewave to apply to your snakes head, then have the first few segments amplify the sinewave movement until wave is at proper width, then the rest just follow the next segment, that should give you realistic movement /and/ cornering, you'd have to use separate code for coiling up and striking

feral ice
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no thats to much unnecessary code. I want to someway associate a 2d vector with 7 known points with one variable

crude spruce
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map
intpoint / struct(packed with 7 unnecessary variables + one known equally unnesserary variable)

feral ice
feral ice
crude spruce
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why dont you just divide direction into 4 cardinal possibilities

feral ice
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cause i want it to be easily read

crude spruce
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there are words that describe them 🙂

feral ice
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i dont think a struct will help me in this scenario. Ill try the graph solution. is there a way of making "function" that has 2 inputs and and then turns the 2 inputs into coordinates and gets that point associated variable

crude spruce
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the struct was a joke

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direction > 4 direction > 4 words

feral ice
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i dont get it but ok

crude spruce
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well ok

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for example what you described is already implemented

tulip lintel
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Anyone here possibly know why my save file is increasing in size dramatically. I save a lot of values very often as the game I have is an idle clicker type game. The save size is currently 284mb and increasing for each thing I do

crude spruce
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need more memory leaks on that

feral ice
crude spruce
tulip lintel
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Currently I save every value that get updated, so it can be a purchased item that adds value. It saves every second to keep data loss at a minimum

crude spruce
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why 7 points?

feral ice
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im confused. But i think i found a solution. Using switch on string will prob help me

crude spruce
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8 directions ?

elfin hazel
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If you want to get a readable direction from a 2D vector, wouldn't [image] be a very simple and usable solution? Replace the string with your enum.

feral ice
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yes this will prob help me

dawn gazelle
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1.0f != 1.0f

crude spruce
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is the direction relative or static?

elfin hazel
steady night
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hey guys how would i calculate if im attacking a unit from behind ?

crude spruce
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i know the answer but forgot the words

feral ice
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here is how i did it @steady night i don't forget my words 🤙

crude spruce
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cross product or dot product

thin panther
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Dot product

crude spruce
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there we go

steady night
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cool

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ty ill try it out

crude spruce
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i use it to determine a block arc

tulip lintel
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I can see what’s causing the increase when saving the values from testing but I have no idea how to change it so that it doesn’t happen

feral ice
tulip lintel
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What do you mean sorry?

crude spruce
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@feral ice what types of directions do you need btw? it wasnt very clear

steady night
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@feral ice aye thats cool but what are u checking with the < after the ABS if its in a 90 degree angel behind or ?

feral ice
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yes

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i think he is using 50 degrees which is prob better

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idk try some values out and see what you think looks the best

steady night
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yeah, altho the targets for the "GetActor Location" and the Get Actor roation should be from the same target right

tulip lintel
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When saving a value, let’s say I have an item I can buy over and over again which will increase the cost, total amount of that item and add a specific number to a total. Each time this is completed it adds to the save file

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I would have 20 of these at a time running in conjunction

crude spruce
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so 20 x 2 ints?

tulip lintel
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It has a counter which will tick up constantly, will go down and up depending on when you purchase items. A separate score which adds a total value as well as a stats system which keeps a separate value for each other item which can be purchased separately

crude spruce
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@tulip lintel what laura is saying is that you havent described anything expensive yet.

tulip lintel
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I’m not sure then

crude spruce
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sorry not sorry

tulip lintel
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Sadly I don’t know C++ tools so those would be of no use

crude spruce
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start by looking at where you send shit into the save object

feral ice
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this is how i solved it. Not my proudest moment but it works. lol

tulip lintel
crude spruce
tulip lintel
crude spruce
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considering you dont really control whats being written are you sure you can read it correctly?

crude spruce
feral ice
#

what do you mean by relative directions

crude spruce
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relative to foward direction

feral ice
#

mm

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well this is the purpose

crude spruce
#

what genre is this ?

feral ice
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rolling

crude spruce
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game

feral ice
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yes

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did i answer your question?

crude spruce
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what do you think?

feral ice
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dude you have been messing with my brain this whole time

crude spruce
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im sorry if i come off like that

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i try to understand what the context is gameplay wise

feral ice
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nw im kinda laughing

crude spruce
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third, first, top down, etc .

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i mean it can be a rock simulator for all i care 😄

lunar sleet
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It’s a rolling game, ok ? 🙂

crude spruce
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so not a rock game but a stoner game

feral ice
crude spruce
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i see

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it looks well done

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but the avatar needs to be a rock, snowball or tumble weed

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or

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one of these things will generate revenue

steady night
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@feral icehm

feral ice
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thanks ! but this code looks awful cant i make this better

crude spruce
steady night
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huhh

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i mean im not sure what its checking

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i would need to compare between 2 values right ?

feral ice
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i dont think you need two return just plug the < into the bool return

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idk i have a headache of hell atm so my brain is kinda falling behind me as a type but it should be ok

steady night
#

hmm

crude spruce
#

@feral ice are these between -1 to 1?

feral ice
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no (0 to 1)

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or (0 to -1)

crude spruce
#

same thing but yeah ok

steady night
#

@feral icetrue

feral ice
#

so get move forward and get right are (0, 1) and move backward and moveleft are (0 to -1)

crude spruce
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5.3 here

feral ice
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dude 🤦‍♂️ this is prob better to use

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haha

crude spruce
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no dont stress it the real issue is further in

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because i am looking at your switch and it works i get a brain freeze 🙂

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dont fix what aint broken

lunar sleet
feral ice
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yes thats a nice mindset however my brain thinks my code is broken and it is in need of assistance

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oh yeah i am using 5.0 something cant find it either

crude spruce
#

honestly i would:
produce the direction for rolling and feed it into the animation blueprint,
when rolling, toggle a bool into a a full body layer and use a 2d blend space to play the right animation

feral ice
#

yeah thats true

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i made that earlier but im not fan of animation blueprint kinda prefer play montage in player blueprint

crude spruce
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I suppose montages is a genuin path for a soulslike animation regime

dawn gazelle
#

Collapse some of this into a function and all of a sudden....

crude spruce
#

🤌

dawn gazelle
#

I used two enumerators just to make it look nicer.

feral ice
#

get direction from inputs. Is that a built in function?

dawn gazelle
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Nope... Custom function based on the code I have above.

feral ice
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yeah thats what i thought but i dont understand why you unplugged it. But i think i get it. The above version was "collapsed" into one function that is used in pic 2?

dawn gazelle
#

It's just to clean it up, and this code is something you may want to reuse anyway... Would be good to put it in a function library.

feral ice
#

i see! Thanks dude

faint pasture
#

That switch on string sure is creative lol

crude spruce
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the string composition was really creative

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honest

faint pasture
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I mean it's disgusting, but impressive at the same time

feral ice
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yes its like smelling cheese

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you know you like the taste but man it can stink

lunar sleet
# crude spruce 5.3 here

So was this from a plug-in or did you make it yourself at some point and forgot about it? 😀

crude spruce
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it suffered from elegantitis

faint pasture
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Are the "get X axis value" nodes not a thing any more with the new input system?

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I really liked them

lunar sleet
#

They’re on the IA node directly

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But I think you can get them separately too if you really want to

crude spruce
versed sun
lunar sleet
#

There ya go

faint pasture
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nice

crude spruce
#

probably via IA config ?

versed sun
#

they all have them auto

faint pasture
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It's not much of a big deal anyway now that input axes can output vectors

lunar sleet
#

They can?

faint pasture
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they can output at least multiple values, idk if they pack it into a vector for you but that's trivial

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but at least you're not stuck with 1 value per event

lunar sleet
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Yeah true

faint pasture
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That's why my old code just did Tick -> make input vectors out of all the axes -> proceed

crude spruce
#

i havent looked at all this since i switched to IA

versed sun
#

How do you get the other Exec pins to hide on a IA ?

dawn gazelle
lunar sleet
#

5.2+ I think

crude spruce
lunar sleet
faint pasture
lunar sleet
crude spruce
#

action value is a split 2d vektor

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i lose braincells as we go

versed sun
#

do they auto do it?

crude spruce
#

gotta do all the smart stuff soon it will be too late otherwise

lunar sleet
#

Yours is borked 😁

crude spruce
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hehe

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the dropper panels will collapse up to the lowest used output

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oh nvm it does some auto cool

lunar sleet
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Yeah it’s fancy

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Maybe it’s broken in 5.2.1 idk

crude spruce
#

is there ever a reason to stick to a non current UE release?

versed sun
#

plugin s

crude spruce
#

maybe use no plugins 🙂

versed sun
#

I get sick if i dont use Electric Nodes tho

crude spruce
#

im sorry thats a valid reason

lunar sleet
#

Instability

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Migration issues. Like my project I migrated to 5.3 is permanently borked, at least for now. If I don’t open it directly from the .uproject it yells at me that modules were built with a previous version

lunar sleet
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Even tho I changed the build.cs to .latest and whatnot

supple temple
#

Anyone any clue why I don't see this

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I only have these two

lunar sleet
supple temple
#

I'm on the same as the project I'm looking at

versed sun
#

maybe you have Borked engine too

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I dont have it

crude spruce
#

unless its contextual from class

lofty rapids
lunar sleet
#

Yeah certainly possible

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Only diff I see is that your Class is connected

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In the first screenshot

crude spruce
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i mean the node is sensitive to classes natively

crude spruce
lunar sleet
lofty rapids
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i was just showing mine is the same

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5.2.1

lunar sleet
#

So what you’re saying is, he lied about the version too 🙃

crude spruce
lunar sleet
lofty rapids
#

well i was saying mine is the same, it doesn't show that what he circled

supple temple
supple temple
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Actor

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As does the one in my first screenshot

crude spruce
#

what is the class in the first screenshot

supple temple
#

Well the class the node resides in is my player class. I've essentially done the same as epic have done because that's where I sto... i mean borrowed the code from

crude spruce
#

well

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you said this extra option is in a project you are looking at

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if you dont have it isnt relevant

supple temple
#

But it's selected in the project

crude spruce
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default is 2, so only the other project has the interesting bits

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i guess its sensitive to the class

supple temple
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And actually looking at it, it's not even in the dropdown in the project

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Shouldn't make a difference anyway hopefully

crude spruce
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that or its custom at some point to have that enum exposed

lofty rapids
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how tf would they do that ? select something not selectable ?

crude spruce
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they havent said which class it is yet 🙂

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cannot test hypothesis

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enough shitchat

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does anyone know how i could produce a collision capsule that mimics the phys asset generator or is based on the phys asset capsule for any bone/skel mesh component?

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or even better. Someow construct a character from modular skel meshes. And have a traceable result per skel mesh component?

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Or the best option, manage collision resolves for individual shapes in a phys asset at runtime?

rich pollen
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tried to make the instanced static meshes spline meshes instead so that they can deform to the spline, creating a continuous snake body, but they dont like that

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they twisted in the middle and kind of flatten, and move off the level instead :(

versed sun
#

You need more vertices

rich pollen
#

possibly

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i would need the artistic people to make assets because i was just using the standard pipe shape lol
was testing out a way to implement the snake that we could use

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ill need to sleep on it i think
been working on this guy for six and a half hours straight now

crude spruce
#

@rich pollen a lot of visual stuff are just heaps of cheats and illusions

stable compass
#

if anyone would be able to help me learn blueprint give me a message 🙂

thin panther
crude spruce
#

does anyone know why some of the phys asset colliders are green or red?

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doesnt seem to make a different for traces im mostly curious if something is broken or not default

undone sequoia
#

is there any way how I can make rinterp little slower?

#

used 1 but its still fast

crude spruce
#

also is there a way to make all collisions on by default and not via console?

lunar sleet
crude spruce
soft plinth
#

Hi!
I have an actor on the surface of a Sphere.
I need it to find the largest path to move through it (sphere diameter) until it goes all the way round the sphere and starts again.
What would be the formula of this?
Thanks!

lunar sleet
crude spruce
#

nice that works for the editor at least

lunar sleet
lunar sleet
#

Not sure I haven’t tried it

crude spruce
#

hold my lemonade

#

it works

#

i have the power

lunar sleet
#

Nice

crude spruce
#

from an actor component

lunar sleet
#

Oh nice

trim matrix
crude spruce
#

Next thing: Why cant i find these nodes in the BP api reference by google or in documentation search?

#

some variables have interesting suggestions but i want to read about them

lunar sleet
crude spruce
#

ah right

#

some of the variables suggest i have some agency over the phys body collision shapes and states. but its a real hazzle to scroll to that spot in the editor and u know.

#

i want the collection of related variables

undone sequoia
#

its still very fast finterp for me

#

i want it 2x-3x slower

#

to get from current to target value

thin panther
#

sooo, make it 0.3

#

?

undone sequoia
#

0 is jump to target 1 is slowest

#

slowest

#

0.3 will be faster than actual 1

thin panther
#

ah so it is

#

any source on 1 being the slowest there

#

can't find it mentioned anywher

#

yep just set it to 3

undone sequoia
#

tried put there 50 or 5

#

but was same as 1

crude spruce
#

remove the variable and do it manually

undone sequoia
#

tried too

#

😄

#

ah will try another approach tommorow sometimes UE gets me

thin panther
#

ah shoot just looked at the source and it clamps it yeah

#

gonna have to do the interpolation yourself then yeah

trim matrix
#

You can always multiply the Delta Seconds dietered

violet plank
#

Hello guys, I am making right now game based off wow arena mode. I want my characters to have different resource types(ie Mana, Rage, Energy and etc.) Every resource will have it own regeneration rate, name, color and etc. But I don't know how to organise resource type system(in which blueprints class or in which entity at all) Can you help me to figure that out?

barren dove
#

you want to make a general blueprint to track things, later you can attach that blueprint to a player or store it within the player

barren dove
#

just an actor is fine, thats how i'm doing it right now

crude spruce
#

I work with components for heaps of logic i want to experiment and research for a specific system.

barren dove
#

its just an invisible nothing floating in space that stores my weapon variables right now

violet plank
#

But actor is an object that can be placed or spawned in the world, I don't need this type of functionality

barren dove
#

so?

crude spruce
#

I solve all the logic for health related concepts in an actor component on the actor

barren dove
#

right now i'm keeping all my base weapon variables and such in a blueprint that just hangs out that I can call on whenever, but yeah later i'll probably attach it to a specific player

violet plank
crude spruce
barren dove
crude spruce
#

system design is part personal and part CS conventions

violet plank
#

I mean health is resource that is for health, but other resource is for spellcasting

#

And this resource for spellcasting I need to make somehow

crude spruce
#

no they are most likely values like floats and ints 🙂

#

blueprint isnt game design

barren dove
ancient heath
#

How can I make a system in a blueprint to detect how much pointlight a user receives?

crude spruce
ancient heath
crude spruce
#

Why do you need this

ancient heath
# crude spruce Why do you need this

It's for the horror game, I made a sanity system and I want that system to work based on how long you are in the dark or how much light you have around you, for that I want to make a little system like that measuring the light. you receive, but I can't find material about that

crude spruce
#

Sure. If i was doing this. If i couldnt find a sort of exposure sensor to use, i would look at if the light produces a hit box. If it doesnt i would look at any configurable values that define game world distance for photons or whatever they use these days, I would use that to make a bool for "close nough"

#

THe thing you described is not much different than a proximity sensor for a specific type of target.

supple temple
#

How do I turn my interface into a function like this?

dawn gazelle
paper gate
#

i cant able to write multi line text here ?

hexed solstice
#

Hey I changed the class of an object and now the object is invisible. Is there a way I can fix that?

It’s not important so I can delete the object so it’s not that big of a deal. Just curious

dawn gazelle
paper gate
dawn gazelle
#

:/

paper gate
#

its working on everywhere on text
but not on instance editable text

#

its like this
widgets in other widget with instance editable

eternal cradle
#

hey guys, I have a quick question

#

is constant saving a bad design? by constant I dont mean on a timer. i basically have an XP component which rewards xp on kills. would it be a smart idea to save all data on XP gain? my current saveobject is quite extensive - it saves stats, items, settings, worldtransform and so on. also the game has lots of mobs so player might be gaining xp constantly if they're farming (aggroing many mobs)

dawn gazelle
foggy escarp
#

I'de agree, sometimes its easy to update a save for modular save systems though.

eternal cradle
#

i kinda want to have realtime saving tho (or something close to it)

foggy escarp
#

It really depends on how the information needs to be accessed

eternal cradle
#

im already intercepting some keys (such as left-alt in case player alt-f4s) and esc

mental trellis
#

You want to prevent alt+f4?

eternal cradle
#

not really, just want to have accurate save info

crude spruce
#

It's peculiar how you design what is usually emergent 🙂

eternal cradle
#

haha

crude spruce
#

AOE farming is historically unintentional until it wasn't:)

eternal cradle
#

well I might as well implement a timer which saves periodically if some conditions are met

foggy escarp
#

I'm currently working on a project that has real time saving, it has modular save files which makes it easy to save a specific part rather than everything.

crude spruce
#

Listen to stinger

#

Es a cool guy and doesn't afraid of enything

eternal cradle
#

i see

west yoke
#

I have a Spline Point struct and I'm setting the Input Key as shown in the pic and I'm getting this error. I have no idea what it is trying to tell me bc I'm just setting a float and its complaining about an array item

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Node: Set members in SplinePoint Graph: BuildMasterSpline Function: Build Master Spline Blueprint: bp_TrackManager

west yoke
soft plinth
dawn gazelle
#

If it's a sphere, there is no largest path along the surface. Regardless of which direction it would all be the same distance.

dry pecan
#

hello, I have a save game object called BPS_GameTrainerSave, and I'm trying to figure out how to l can reset the integer in it called High Score to 0, Score you see is my save slot used to put my data in

dawn gazelle
dry pecan
#

how odd

dry pecan
#

I just was playing in the wrong screen

soft plinth
dry pecan
#

So I ran into another problem, I made a collectable object but my count is not increasing on my widget, is the answer ovious on here?

lunar sleet
dawn gazelle
#

You're better off loading the value into some common place, manipulating it there and accessing it from there, and then saving it when you need to, and loading it when you need to.

dry pecan
dawn gazelle
#

Yep, and then save and load it when necessary, like when starting up the game and before exiting or when the player wants to save. A good place to store a value that needs to persist all the time while the game is running is typically the game instance. If you don't need that kind of extreme, you could put it on your playerstate.

dry pecan
#

can someone please tell me if I did this wrong?

#

I have the feeling this only will run once

soft plinth
# lunar sleet What are you trying to do with this ?

Hey @lunar sleet !
I'm spawning clouds on an invisible sphere.
I already can spawn de clouds on random surface locations, I just need them to move along the diagonal from where they start.
Don't know how to make the calculations to get it .

dry pecan
tawdry surge
#

Typically you'd make a dispatcher that you call when points change and then have the widget bind to it

radiant bear
#

for some reason my idle animations won't i have everything set up properly, it was working just fine idk where or what i did wrong i printed log from animgraph it seems fine i also have additive leans applied that works so i know the AnimBP works. i can share my screen i need some help fixing this!

dense schooner
#

As far as I know the animation blueprint class doesn't support replication

hazy dock
#

Where is the setting to make my blueprint connections angular instead of smooth curves?

marble tusk
red berry
#

How would you make items, food, clothing and weapons modular in blueprints?
If item is the base class, and you can pick them all up, how do you add different functionality to other items? e.g. food you can eat, a gun you can shoot
Should we be using subclasses/parent inheritance? What about using interfaces? Is it possible to have conditional interfaces, e.g. implement "Consumable" interface for food items, but not for guns and clothes

thin panther
#

Well personally I'd separate the pick uppable items from the actual useful thing

tawny patio
#

Hey, im trying to do a dash ability on my 2d character and im putting a delay after the button press but im still able to spam it the dash button, delay wont work, is there a different way of putting delay after dashing?

red berry
# thin panther Well personally I'd separate the pick uppable items from the actual useful thing

Why not have it baked into the pickuppable item itself?
And should I have a base class that can do everything a weapon can do, but the subclasses only implement what it needs. Or should I have a barebones weapons base class, but use interfaces to describe the behaviour? e.g. not all guns use electricity/energy, but some laser gun will need it, so its redundant that all weapons will have an energy variable they won't even use?

atomic salmon
#

@tawny patioquick and dirty, add a Do Once node after Pressed in your input event and Reset it from the Delay

atomic salmon
#

@tawny patioactually the DoOnce was meant to go after the Pressed and before your code, the Delay stays where it was and its output loops back into the Reset of the DoOnce

thin panther
# red berry Why not have it baked into the pickuppable item itself? And should I have a base...

Don't use interfaces for everything. Use proper base classes. The reason you should use a separate pickup item is performance based.

So i.e. every consumable has a base class, that has an event called consume that alters a series of stats for example. Each subclass/data asset fed into the base class, specifies these things.
A gun would do the same for shooting and whatnot.

Where interfaces would come in would be something like inventory interaction or world interaction. I.e. interacting with any item picks it up, interacting with something in the inventory, might equip it if it's a weapon, or eat it if it's food

atomic salmon
#

@tawny patiobut your version also works fine

tawny patio
#

Oh ok 😅

red berry
# thin panther Don't use interfaces for everything. Use proper base classes. The reason you sho...

So the gun's logic and functions won't appear on the prop itself, but only when you pick it up and the model is attached to the player? How about knowing how much ammo, durability a gun has if its on the ground?
Would an interface or base class be used for a weapon? So most weapons we can have an interface which has PrimaryAttack, SecondaryAttack, Reload. Based on the player controls, right clicking (secondary attack) would block with a melee weapon, but zoom in with a gun. But how would the AI know if they're out of a resource, i.e. ammo or energy? Should there be checking functions as part of the interface too, such as a general function "IsEmpty" and "RequiredResource" so the AI can know if their pistol is out of ammo, or their chainsaw is out of oil or their laser gun is out of energy?

cyan bone
#

Applying invalid scale V(X=1.00, Y=1.00, Z=1.00) to body MainBat_18

#

im having this warning now everytime

#

it started happening after i installed editor symbols

#

Can i ignore this?

frosty heron
#

Which node is screaming error?

manic vessel
#

If I have a enum of 3 values. How would I cycle through them by pressing a button

#

example

versed sun
#

just like that ?

#

does that not work ?

young meteor
#

Hey folks.

I currently have some damage calculations done in a Blueprint Library function. I'm considering moving it to an actor component instead. It is not strictly needed.

Is it correctly understood that in a component I would be able to do my calculations like before, but I would also be able to set variables (and access variables) directly in/from the actor it is attached to?

Saving the whole "pass variables into Library function, use them, and output some variables, that I then have to define in my actor afterwards?

manic vessel
#

work 🙂

versed sun
#

You could Input a Diamond {Pass by Ref}, and Set By Ref inside the BPFL
Ill find example..

cyan bone
#

i mean the actor is mainbat

#

but the node

#

no idea

#

how do i see it

frosty heron
#

Something that set scale?

cyan bone
#

it just crying about scale

#

yup

#

can i ignore this?

frosty heron
#

Try ctrl f and type scale maybe

cyan bone
#

everything is working fine

#

can i ignore it?

frosty heron
#

🤷‍♂️

cyan bone
#

there is no bp

frosty heron
#

I got a warning about my plugin

#

It still "work" so I ignore it

#

Then when I package it doesn't work

cyan bone
#

🐱 cool

#

lets just ignore it

frosty heron
#

So I try to fix warning as much as possible

cyan bone
#

maybe it will go away 🐱

young meteor
# versed sun

That will update the variable in the actor it came from?

cyan bone
#

ahh

#

package doesnt work

#

no thats not good 😦

frosty heron
versed sun
frosty heron
#

Not saying that it's the same on your end. Depends on the error right?

cyan bone
#

its only happening very rarely

versed sun
#

Here is how i used it to make a Timeline-ish function for something that cant have a Timeline in it

young meteor
cyan bone
cyan bone
#

but could it be that the scale error happens from another actor doing stuff on this actor?

#

or this is not the case

#

it says mainbat

frosty heron
#

I see textrender set scale 3 vector

cyan bone
#

so must be inside mainbat?

frosty heron
#

I would look into that

#

A text render with 3 vector? Is it 2d or 3d

cyan bone
#

shouldnt be < 0.0

#

i changed it now to 0.1

cyan bone
#

its like a phrase that appears like

#

Actor Fighting !!!

#

then it scales down and disappears

frosty heron
#

I believe that's where the warning come from

#

It has the same parametre 1.f1.f1.f

young meteor
# versed sun

Okay, not diamond in picture yet, but I would simply input it as normally there?

cyan bone
#

why not?

versed sun
#

Go inside the function, in your inputs

young meteor
frosty heron
young meteor
#

I see how to make the setting you told me. That part is clear. 🙂

cyan bone
#

maybe the scale cant go negative

#

its going negative i think sometimes

frosty heron
#

Don't c why not

#

Afaik u can apply negative scale

#

That will flip the object

versed sun
#

it dosnt like true 0,0,0 ?

cyan bone
#

Scale -= FVector(0.05f, 0.05f, 0.05f);
ClampVector(Scale);

#

this one maybe

young meteor
hazy flax
#

hi guys

#

how can i call FMath::CubicCRSplineInterp function in bp?

verbal perch
#

Hey all have a question in relation to the mouse cursor is there anyway to use a gamepad as the mouse? So i can use the right trigger as the left mouse button?

clear sierra
hazy flax
#

Ok.

molten tinsel
#

hmm, trying to figure out quite basic problem with timeline.
So, I want to on button press add +6 to the Time.
And it works if I don't interrupt it, I can do 6, 12, 16 in nice motion
but once I quickly double press it jumps to the next value and adds +6 to it.
How can I come up with this timeline, so if I press multiple times it goes from current to the multiplied one?

hazy flax
reef bloom
#

Unreal 5.3.1
trying to make it so that when the player is 600 units away from the held prop they drop it, and I cant get it to work, not sure if there is a simpler way to do this

clear sierra
hazy flax
#

yes

#

without using spline meshcomponent

clear sierra
#

i dont understand, can you describe your problem

versed sun
molten tinsel
hazy flax
# clear sierra i dont understand, can you describe your problem

see i got one test from one company they give me this

  1. Write a Blueprint to create a Geometry along the Catmull-ROM spline using a function implemented in C++
  2. Do not use SplineMeshComponent use ProceduralMeshComponent to generate the extruded geometry
  3. The Blueprint takes 3 inputs
    • List of Points from the a text file
  • A Texture File in PNG/JPEG Format
  • Width of Geometry to be Created
  1. During Construction/Start of Game the blueprint should do the following
    • Generate a smooth geometry width (see attached image for reference)
  • Apply specified texture
  • Additional Points for not having any stretching on texture/allowing editing the spling in runtime, or allowing generating in 3D
versed sun
molten tinsel
clear sierra
# hazy flax see i got one test from one company they give me this 1. Write a Blueprint to cr...

so they basically want to generate a mesh on a spline, without using splineMeshComponent.
so you use CatmullRom to generate your spline, now use PCM to generate Mesh on that spline, so you just need to put vertices and tangents on PCM to generate mesh you calculate vertices and tangents from catmull ROM,

-- First try to understand how to create a straight cylinder using PCM, once you understand that.
-- Understand how to calculate vertices using catmull ROM.

hazy flax
#

i understand how PCM works and but how to generate with catmullROM i didnt understand

hazy flax
versed sun
#

I think you want to leave your current time of day alone before the timeline , and only let the time line change it
You need to track Current Time, and Goal Time
Make your Lerp A Current , Lerp B is Goal
just add your 6 to Goal each time you want to cycle, and your Current time will catch up

clear sierra
thin panther
#

I'm also not sure if we should be helping you with that given it appears to be some interview task or something

hazy flax
hazy flax
lunar sleet
thin panther
hazy flax
lunar sleet
#

Should be hilarious when they say ok show us how to do this and you have no grasp on it tho 🙂

hazy flax
dawn gazelle
hazy flax
hazy flax
clear sierra
thin panther
#

They are not the same.
An interview task is testing your knowledge to complete a task to see if you are a suitable candidate. It is typically unethical to ask for help from third parties regarding the task itself

lunar sleet
thin panther
#

Not to mention a lot of interview tasks are under NDA

lunar sleet
#

This one seems fairly generic to require an NDA but I would think they assume you’re not going to consult other people to solve it

clear sierra
#

I hope his interviewer is not in this channel

thin panther
#

Think of it this way, if it was an in person interview you wouldn't be able to phone a friend to ask for help

hazy flax
thin panther
#

That's good, at least there is no risk of NDA violation

lunar sleet
#

Funnily enough, it’s not even one of those random interview questions picked by HR that is not likely to come up in the job again. It looks like a pretty legit test of knowledge required for the job so I imagine he’ll need to know a lot more than this if he does get the job

clear sierra
#

How much time they have given you for this

lunar sleet
#

But anyways, kind of off topic ig

hazy flax
reef bloom
dawn gazelle
hazy flax
clear sierra
#

@reef bloom

thin panther
#

Because it's an interview task... It's unethical to give help in those situations

#

Well, 1:1 help like this at least

lunar sleet
clear sierra
reef bloom
clear sierra
reef bloom
random vine
#

this is working, but how can I make it with less nodes, like one function for all?

#

because I want to do that in lots of game settings, I can't just copy past everytime

clear sierra
lunar sleet
clear sierra
#

i was trying from some component, is specific to an actor ?

lunar sleet
marble tusk
young meteor
#

If I call my Game Instance in a blueprint library function like this, will I run into issues? (with the World Context Object thing)

clear sierra
#

you can get WorldContext inside BlueprintFunctionLibrary

mental trellis
#

You'll need to add a world context option to your bfl method if you need it.

young meteor
#

But what is it?

#

Sorry, can try and look that up myself first.

random vine
dawn gazelle
# young meteor But what is it?

The "World Context" variable within the blueprint function library is a reference to the world that the blueprint you're calling the function from exists in.
You see the World Context Object input on the Get Game Instance in a blueprint function library as the BPFL doesn't have a world context on its own, but the Get Game Instance node requires it in order to function.

young meteor
#

Highly appreciated.

plain cobalt
#

Quick Q, my flush debug strings doesnt seem to do anything? I print one set of those 5 variables every time my function executes but i keep seeing multiple. What am I doing wrong

foggy escarp
#

you can also give the print strings a key so it overwrites the print the node created

plain cobalt
#

Works like a charm, thanks :D

nocturne fossil
#

which should i use?

foggy escarp
#

The upper one looks like its from the character, the lower supplies which player to use, in most cases they are the same

#

dedicated servers effect how you use the lower one

#

Its easy to rely on the replicated player state which will always be correct even between clients.

gentle urchin
thin panther
#

yes

foggy escarp
#

Well, in a listen server the first player should always be index zero, but yeah, there's usually something to consider such as this in multiplayer.
Remote client, locally controlled, authority, isn't always clear which one is relevant. Locally controlled pawn is something that could use some more helper function by default.

dire frost
#

Controllers aren't relevent to multiplayer since they aren't being handled or replicated(?) By the server.

foggy escarp
#

"Locally controlled pawn"

dire frost
#

The only type of controller you'll want to focus on is the APlayerController cause that represents the actual player playing you game

dire frost
foggy escarp
#

or remote clients that aren't controlled locally

dire frost
#

Those are abstracted away by unreal for you via APlayerController

foggy escarp
#

There's always a time that you need to do something in a character only locally, and not on other remote pawns

dire frost
#

As for NPCs and such they are a different AController and the engine cant really handle the replication for you on that aspect cause each type of NPC might need to it's replication to be handled differently

dire frost
#

So for things that "should locally be handled" those can be unreliable RPCs that would be nice if they'd replicate but won't be a game breaker if not

foggy escarp
#

RPC's aren't really relevant to the examples I'm thinking. Here's an example:
In a system where the player character needs to have a interaction overly when they look at an object, the trace should only be a local character.

lunar mulch
#

Im playing a sound loop whenever the character reaches a certain stamina treshold. What would be the correct way of stopping the sound? The sound is saved inside a variable. Im worried about performance, what node would be the best approach for this>?

dire frost
gentle urchin
#

Just handle interaction on the server 😄

#

Done

serene wedge
#

am I dumb or it isn't possible to remove outputs from functions on control rig blueprints? It just doesn't have the remove button

foggy escarp
# gentle urchin Just handle interaction on the server 😄

There are certain things that can be performance taxing. traditional interaction is not a good example of this. In client authoritative features if we can off-load something from the server to the client its nice to take the opportunity.
I'm working on a real-time editor where mostly everything is client-authoritative because it doesn't matter. There is also a lot of very taxing actions and edits made. I have a marquee selection that if was server-only, would break the game.

dire frost
gentle urchin
lunar sleet
lunar mulch
radiant sequoia
#

Anyone ever had any issues with the "Load Asset" or "Does Asset Exist" nodes?

Trying to grab a data asset and I've checked the path and filename 100 times, it's definitely correct but every time Load Asset returns "None".

#

Trying to load a Data Asset in an Editor Utility Blueprint

gentle urchin
#

Sure its not already loaded?

radiant sequoia
#

it might be but that node should still return the asset

#

and "Does Asset Exist" should still return true!

gentle urchin
#

Ye

#

Thats true

radiant sequoia
#

Ended up using Get Asset Registry -> Get Asset by Object Path... and that works fine. Weird one.

dire frost
barren dove
#

Hey folks, question
I'm going to make a system where if you mouse over an enemy, health bar shows up at the top, easy
My question is: how would I make that function a little bit "sticky" , for example, if two enemies are basically totally overlapped, it doesn't super rapidly flicker between the two of them, or you're barely on an actor it flickers on and off.
besides delaying the mouse-off to clear or change target to reduce how much flicker you get, any ideas?

dawn gazelle
#

If you're using the Actor Cursor Over and Actor Cursor Leave events, I think only the one on top should be reporting as being over, no?

barren dove
#

if they're animating and overlapping that could change every frame

lunar sleet
#

Yeah I’ve had issues with hovering or clicking on actors in close proximity

dawn gazelle
#

Ok so, then probably need to do something with delays.
On Cursor Over > Set Bool Hovered True > Retriggerable Delay .25 > If Hovered == True > Show Health
On Cursor End > Set Bool Hovered False > Retriggerable Delay .25 > If Hovered == False > Hide Health
?

#

Or something along those lines, maybe less time on the false

barren dove
#

I was thinking about that, does calling a timer every tick like that reset the timer or set a billion individual ones?

lunar sleet
#

It resets it

#

Tho I only saw a delay mentioned not a timer

grizzled swallow
#

how do i set the button images for normal pressed . . . in the Graph editor?

granite frost
#

Hey, guys. Is there anyone online? I have a question.

dawn gazelle
#

Can do something like this.

#

@grizzled swallow

granite frost
#

I want to create an event dispatcher on different AI pawns. And for the event dispatcher to work all of them needs a reference to my main character. What is the industry standard way of giving my main characters reference to all the AI pawns? And if I make this happen and inherit the blueprint with this functionality will the child blueprint already have the main character reference inbuilt?

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The basic I've been using was get player actor and cast it to Bp.

granite frost
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No, a single player.

lunar sleet
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Ok then just get player character on your base AI class, save it in a variable and the meek children shall inherit the Earth reference

granite frost
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But "get plyer character -> cast to BP". Is this the industry standard way to get the only main character's reference in UE? Or is there any other better way?

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I mean is their any other approach to do this? Like in Unity(I used it for a bit). It uses a game manager for something like this. So is their any industrial way to do that? That big development companies use.

river swallow
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Blueprint Interfaces?

leaden tree
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quck question! my begin overlap event is spawning too many actors... i'm using spawn actor node

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just want it to spawn one , and stop firing

frosty heron
lunar sleet
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Yeah, certainly faster

frosty heron
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Any hard ref you cast in bp will load the object to memory.

That's not the case in cpp land

granite frost
lunar sleet
leaden tree
frosty heron
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You can make a manager if u want. No one stopping you to do it in unreal

leaden tree
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its spawning too many

frosty heron
leaden tree
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when player touches trigger

frosty heron
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Even if it's a lost ball?

leaden tree
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ooooh

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good point

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cast to player then?

frosty heron
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Sure u can do that

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Cast to player on success do once

leaden tree
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i keep forgetting overlap is agnostic

granite frost
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I want to make my game as efficient as possible so it doesn't cause me problem later in development. And I don't think it would matter even if my main character loads into memory as its the main playable character there will be many times when it will need that however I just wanted to know if there is any efficient method in use for industry level production.

frosty heron
lunar sleet
granite frost
dawn gazelle
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You probably want to "AND" your values there somehow...
Eg.
IsAirborne > NOT > AND > Branch (True) > Do your Dash
CanDash >

frosty heron
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You are suppose to use both btw

lunar sleet
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Can’t really avoid cpp if you’re actually building a game; eventually you’ll need it

frosty heron
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Bp struct for a start 🤣

lunar sleet
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Doesn’t need to be a lot, but yeah

granite frost
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I guess there is no helping then.

lunar sleet
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#cpp has resources for this

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And a pretty brilliant crew

frosty heron
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If u want optimisation, I say start with knowing soft pointer

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Those are crucial

granite frost
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I just didn't want to download that enormous Visual studio on my device. Visual studio code was just not responding well.

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soft references?

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Actually. Can you tell me what benefits will cpp give me instead of blueprint? like what blueprint can't do? It would be a great help if you can give an example.

frosty heron
thin panther
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BP is the trial of unreal

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C++ gives you nice things like susbsytems, component visualisers, detail panel customisation, third party tools

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But also just more nice things. A lot of the date time stuff is cpp only

river swallow
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Blueprint Interfaces help with soft vs hard dont they at least?

granite frost
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So like. I can make a full fledged game with only c++?

thin panther
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Making a save system that auto serializes everything is not possible in bp

frosty heron
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Multiplayer? Cpp
Loading screen ? Cpp
Editor utility stuff? Cpp
Etc

thin panther
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BP excels at prototyping, setting up asset references, quick gameplay code etc.

C++ excels at core game logic, base classes, and extended functionality

granite frost
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I guess another week or month of learning UE cpp it is then.

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Thanks a lot.

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I'll start working.

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bye

frosty heron
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Gl, but u can always get comfy first, no need to make full fledge game

warm summit
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I am creating BPs that have many Instance Editable variables. I want to improve my in editor work flow by organizing the details panel. I have looked at the documentation but not found a lot, perhaps there is a page I have missed that someone can recommend? Or a YT vid... site Link?

Here are some of the steps I have taken and questions I have.

I have categorized my variables... but what order they appear in the Details panel does not seem controllable? Is there a way to set the order?

The newer filter buttons "General" "Actor" "LOD" etc... are those user-definable?

Last note, When I use the serach in the details panel, any variables that are Arrays do not show up... Is there a fix for this? Just using search would likely be an ok way to go but this keeps hanging me up.

Thanks!

frosty heron
violet plank
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How do I set default value for object reference of class?

dawn gazelle
frosty heron
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That's odd that you want a resource type as an object

dawn gazelle
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If you want a class reference to use to say spawn that object, then you can click on the text beside the little pill and change it to a "Class Reference" instead.

violet plank
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I will need later to change ticks of resource or resource regeneration rate

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Doesn't it mean that I need object reference but not class reference?

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Variables inside Resource Type class

frosty heron
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@violet plank objects ref are instance of a class.
Are resource type something you create at run time?

Don't know how you handling your system but it's odd to me that resource type is an object ref

warm summit
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@frosty heron yes I can drag and reoder them in the My Blueprint panel of the editor. But it does not seem to effect the order of appearance in the Details Panel when working in the level and wanting to set up the BP

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See here on the left I have ordered them but on the right they are not in the same places

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and then in the level editor, they are actually in a different order from that

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also here you can see I have an Array

frosty heron
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What about the array?

warm summit
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but when I search it doesn't come up

terse trout
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is there some event or delegate that fires when PSO is done loading?

frosty heron
lunar sleet
warm summit
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@lunar sleet yea I figured as such but just thougth I would ask

warm summit
# lunar sleet The search is not infallible, check it manually

also, as I said there are many variables so its the checking by hand, scrollling up and down that I am trying to work with and see what orgnaizational options there are. Ive just never dug into it very deep and wondered if there was more to know about for doing this.

lunar sleet
warm summit
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I just want to organize the User Editable variables that show up in my Details panel when I have my BP in the World and I want to customize that instance.

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as it is now the location is organizeable via the Categorys system but then the order that the categorys actually show up in the details panel when editing the User Exposed variables while in the world, seems random. Not alphabetical... and not follwing any order I set up in the editor in the My BP panel @lunar sleet

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I did find info on customizing the details panel using the Slate UI Frame work.... intimidating!

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Ive studied Processing and then I use BP, but have not crossever to C++ as of yet.

eager rune
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Hey all, I have an EnhancedInputAction question as an Unreal n00b (but experienced in OOP if that helps): I am trying to override the behavior of the parent class for two EIA events, but what I find is that both the child and parent event handlers are being called. Is there a way to disable the event handler of the parent if I want only the child behavior to happen? Thanks!

eager rune
# lunar sleet Show your code

It's a conceptual question not a debug question. I can replace the BP logic in the parent class and it works as expected. The question is how to get Unreal not to call the parent class's event listener if a child class is listening for the same event.

lunar sleet
eager rune
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Yes, and both the child and parent respond to the event in practice

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Which makes sense, both objects have registered for the event

lunar sleet
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If the code is in the parent, it should only happen once

dawn gazelle
eager rune
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I want to de-register the parent when I am registering the child, essentially overriding the parent behavior if it were polymorphism

dawn gazelle
lunar sleet
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Yeah, I mean overriding should do exactly that, and like Datura showed you would need to then manually add a call to parent for it to run both

dawn gazelle
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IIRC, There can be exceptions for certain events, like Begin Play, as they're called separately from the actual C++ parent. Otherwise, any custom events should trigger as you define

lunar sleet
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To clarify, your child should not be “listening” for the event. It should be overriding the parent function that happens when the parent gets the call

eager rune
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IA_Move is being triggered in both 🤷 and there's nowhere to explicitly call the parent

lunar sleet
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Ah yes, forgot you’re talking EIS not actual dispatchers

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So what do you want to happen differently in the child than the parent ?

eager rune
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I would like the parent to not get invoked at all

lunar sleet
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Then maybe don’t parent it ?

eager rune
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That's the purpose of the child, to jump in the way of the truck 🙂

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Well the parent handles other events

lunar sleet
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No, the purpose of the child is to INHERIT

eager rune
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Which is why I am inheriting for it

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Yes, for all the other events except move

lunar sleet
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Ok, so

eager rune
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Which I don't want to write again

lunar sleet
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So you just want to inherit move

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Or the opposite ?

eager rune
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No, the opposite. Use everything else the parent has except change the behavior for move in the child

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Normally I'd override Parent::Move with Child::Move

lunar sleet
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Change it how, jw?

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Tbh, you might be able to override the bindings using cpp, I’m not sure.

eager rune
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The user can use different types of movement depending on how they want to interact with the program

lunar sleet
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🤔 you could maybe use different mapping contexts that take priority, on the child

eager rune
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Yeah I started in C++ but I wanted to inherit all the logic in the blueprint 😢 which you can't do that direction

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Oooooo that's a thought

lunar sleet
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I haven’t tested this in an EIS/inheritance context but may work

eager rune
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Ok so I'm not crazy about OOP being broken here, I guess that's something

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Thanks Neo!

dawn gazelle
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So testing... I have a blueprint parent class... I have a child of that class. I created an EIS action and plopped it into both the parent and child class. Spawn the child class and possess it, only the child input fires.

lunar sleet
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Yeah, eh, I guess it makes sense to Unpossess the parent here

eager rune
dawn gazelle
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No.

eager rune
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🤔

lunar sleet
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I don’t think IA nodes have that implemented

eager rune
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I mean I can go hack up the parent and do this differently if there are some fundamental issues with the design. Though I would expect it to work like Datura is seeing. Hmm. Ok appreciate the feedback, thank you.

dawn gazelle
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Oh wait, you have C++ class that you're binding inputs in?

eager rune
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I started that way but I wanted to inherit some logic that was in BP so I was moving over to trying to do it in blueprints

dawn gazelle
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Yeah so if you have that input bound in C++ that's one of those exceptions... The node you see in blueprint isn't a 1:1 correlation of the binding of the input in the C++ parent.

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The way to get around it is by overriding the function call that the input is bound to instead of directly trying to access the input event in blueprints.

eager rune
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I've added this to Parent and Child and see both getting invoked on the screen. BP only.

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Child says "Child" 🙂

hoary olive
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Hello all, I am new to BP and would like to get some advice on what's the best way to get UTC time continuously. I am building an experimental program and would like to stream real time vr headset and eye gaze position to be recorded with an external app (labstreaminglayer), and it seems that my BP will only call Get UTC time once so I am getting the same time every frame. Is there a good way to keep update the UTC time?

dawn gazelle
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You're pushing the sample string array on tick, but it's not clear what this component does with that sample data as it may not necessarily be getting execute on tick itself.

lunar sleet
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Read first pin in this channel at some point

hoary olive
dawn gazelle
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The only thing that may be not working is the To Unix Timestamp Double function you have inbetween... I don't think that's a standard blueprint node.

hoary olive
dawn gazelle
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Ah I'm not on 5.3 so I don't have that node 🙂 But here's an example... Shows that the milliseconds are increasing

quartz spoke
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Does anyone know why homing projectiles will aim for the bottom of the homing target? I have the Homing Target Component set to the pawn's scene component, and I'm kinda stuck on how to fix this. Could i add a socket on the target skeleton or something that i could have the projectile aim for?

lunar sleet
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Like a box collision or w/e

quartz spoke
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Oh 👀 looks like that works, tyvm :) I thought it had to be set to a scene component specifically

manic vessel
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How can I set a int from a text value in UMG

lunar sleet
manic vessel
lunar sleet
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Like CommonUI?

manic vessel
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Think its just the standard text block

lunar sleet
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Oh I’m used to it being pink

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But I guess it’s a ref

dawn gazelle
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I think you can "Set Text" from that reference.

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Or get text.

manic vessel
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nope . but I did think of this ?

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correct !

lunar sleet
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Interesting

manic vessel
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now how to convert to number

lunar sleet
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What number

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Isn’t it an int now?

manic vessel
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int value

dawn gazelle
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to string to int

lunar sleet
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I thought he did that in the first screenshot

radiant hinge
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isnt there a parseint or something in blueprint?

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Kismet i think according to google

manic vessel
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it will work I guess but I thinking I want to lock the input to numbers in umg . think I need to rethink this

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I got an Idea

dawn gazelle
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If you want the actual text contained in the text of a text widget you have to get the text convert it to string then convert that to an int.

lunar sleet
dawn gazelle
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Nope. Which is a bit strange considering you have text input fields...

manic vessel
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Im going to do it in reverse and bind the text to the Int. then have arrows that either ++ or -- in either way, should do the trick then

radiant hinge
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its legit called text to string

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lol converts text to string

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🤯

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XD

lunar sleet
dawn gazelle