#blueprint

1 messages · Page 30 of 1

whole ivy
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thanks, i am sure there will be a time i will remember and make use of that .. for now i can finally sleep in peace 😌

weary flame
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Is there anyway to get the cursor widget in the software cursor? I want it to do some stuff based on events in the game world.

lunar sleet
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what cursor widget

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i'm confused 😄

weary flame
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A reference to it so I can activate a custom event I made in the widget.

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You can set in the software cursor box the default cursors to use a specific widget. I'd like to get a reference to those custom widgets to activate events inside of them.,

lunar sleet
weary flame
kind estuary
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I use a lot of Random, randbool and FMath::FRandRange in my code.
A friend of mine told me this will be a mess when doing the multiplayer part, because what is random in one machine, will be different in the other.
So he said that a deterministic algorithm is better.
Should i implement this already, or is all this random stuff okay somehow?

lunar sleet
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tho you can get the HUD from the player controller too

weary flame
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Yeah but these aren't there.

lunar sleet
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you can create refs to them in the HUD iirc

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they're still widget bps

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might need to actually use Create Widget somewhere tho, not certain

lunar sleet
weary flame
lunar sleet
weary flame
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That would be still be a different widget, you are creating a different widget object of the same class. That create widget function is probably being done in C++ somewhere in the cursor related classes.

lunar sleet
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I guess short answer to your initial question is likely not without cpp

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Other than that get all widgets ofc

fading otter
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is it possible to listen for console commands and then parse & execute from there?

kind estuary
# lunar sleet yeah, I think they use something from the hardware from what someone's explained...

well in my case. i think the randomness must be deterministic.
The reason is this:
So lets say you have some birds in the sky. And you move them around randomly, using checkpoints. Since they are just birds in the sky and have no impact on gameplay, no collision.
Then they can totally be random in the way they move.
But lets say instead you have a cluster of fish, they move mostly together, but have some randomization. However these fish collide and fight against other fish.
Then then their randomness must be deterministic, meaning its still random, and looks natural, but it happens the same way in all machines.
Edit:
And you might say, why not just replicate the movement. Well since its just an effect that makes the cluster of fish look like they are moving in a random natural way, replicating it is not necessary and i think expensive.

weary flame
lunar sleet
kind estuary
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oh damn

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what do i do

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remove my comments?

lunar sleet
# kind estuary remove my comments?

Nah, you can just ask the question again. I’d just add that it seems you wouldn’t need deterministic randomness but just to do it once on the server (which would likely help prevent cheating) and just replicate that across all clients. But ik little of multiplayer

trim matrix
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hey all so i have a player selection widget pages set up, and im trying to figure out how to set it up with actually spawning in the selected character, so when the user clicks play on the blue character they will spawn in the level as the blue one, i currently have the purple monster on default so all i need now is the blue character to spawn in when the player chooses it

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any useful resources or pointers would help ammensly!

true igloo
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The AddAudioComponent node is not available in a UObject derived Blueprint. Is there a way to get it to be added? would i just need an include in the .h file?

trim matrix
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u might wanna ask this in #cpp , i'm sure ppl there would know for sure

true igloo
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Well if there a way in BP

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I guess is the question.

trim matrix
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why do u need it to be a object?

true igloo
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Its a UObject class, Its not an Actor. Its a manager that is already coded, but I didn't realize I couldn't extend it to include audio features, I guess I can remedy that in cpp but since i'm doing audio in BP, I figured it'd be nice to solve it in BP

trim matrix
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or better yet, why do u need to add the audio comp to the obj?

true igloo
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Its a Dialogue Manager, So voice recording could be managed directly in the class, at least ofr now until I get a full featured audio layer that it will just call from, so its not imperative, but would save some time in the interim.

trim matrix
primal schooner
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(sigh) still dealing with this issue. Maybe its a race condition i dunno. But what is the correct terminology when talking about the thing that triggers an event and the thing that handles it? For example here:

The OnHealthChanged_Event. I've just been calling them "the blue one" and "the red one" because they're both named exactly the same. Both are called "events" and its super confusing lol. Qt has the concept of "Signals" and "Slots" which makes it easier. But yeah, what are these haha

lofty rapids
tribal gazelle
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Can anyone please help me with this error? I am trying to spawn weapon actors in a foreach loop. Is that error because the array is empty/spawning empty class?

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Oh sorry you're in another conversation

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Ahh is valid node fixes it.

elfin hazel
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It looked like it was the reference target you were setting the properties of that was null, rather than the spawned actor. And if this happens in a for loop of an array that is empty, then this simply won't execute and shouldn't give a warning.

lofty rapids
trim matrix
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im just not sure how to create the blueprint for the character select

primal schooner
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Alright I'm starting to feel like this problem I'm having is similar to what happens when you have code generation issues and your code is literally just executing random instructions. Is something like this possible for blueprint? Everytime I close UE and reopen it, I'm getting completely different behavior in this blueprint

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like right now, this makes no sense:
100 / 100 is not 0, but that's what is in the Value pin right now

dawn gazelle
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Not only this, but you're stopping the execution at this node, so it hasn't had a chance to evaluate its inputs.

primal schooner
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what do you mean by evaluate its inputs? Isn't breakpointing at the node the entire point of being able to view the value of input pins in real time? Do you have to execute the next node to see what was passed into the last one?

lunar sleet
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So hit next and hover over previous

primal schooner
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oh wow.. okay that's good to know. So if there's not a next node what do you usually do?

lunar sleet
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If you don’t have another node put a print string or whatever

gusty shuttle
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Question: Data Tables, is there another way to pass info to them? Goal is to set up a trigger volume, inside has a public data table variable so I can easily select which data table to use for that volume.
My Actor which calls the widget passes that data table get through to the widget, yet within the widget, I can't pass that info through. Any ideas?

primal schooner
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okay

lunar sleet
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Didn’t we have this convo? 😀

gusty shuttle
lunar sleet
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I may have answered that question for someone else

gusty shuttle
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I was making a 2D game back in like 2018

lunar sleet
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You can only put stuff in them before runtime from what I know

gusty shuttle
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Indeed. I'll find a way, notes are easy to do

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Thanks for taking the time to answer again haha

compact vapor
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My function has a float input, is there a way to check whether or not the function was given an actual value via the float input upon function call?
(TLDR, how to tell if function call input is blank) ?

warped saddle
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is this node supposed get the current time in a sequence and then after sequence finishes it comes back and loops it?

urban zealot
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Hi Guys hows it going i was making a VR fps in UE5 5.1 and was having some issues with AI detecting my VR pawn, has anyone encountered this issue by any chance? i couldnt find much about it online

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and im having tons of issues with it, if anyone knows how to fix it i would really appreciate it thanks 😄

dawn gazelle
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You also need to be careful using this as you may set values back to the actual reference variable which may not necessarily be the behaviour you want.

primal schooner
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Alright I think my HealthWidget text initialization plight has to do with initialization order in general.

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When I add that delay, it works perfectly. I'm assuming because the rest of this blueprint continues on the next event loop or something to that effect

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But that sucks to have to do that, I'd rather just understand why my widget doesn't exist yet in the EventConstruct event. Is there a safer hook where I can be sure that the widget whose text I'm trying to change actually exists?

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That's the layout.. does a root widget not initialize its children until later or something?

sleek elbow
loud tree
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Sorry didn't realize that autocorrected to invalid

compact vapor
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any resources on displaying graphs / curves in 3d space?
hoping to see x and y values change at runtime but in a way that I could visualize

fiery moon
primal schooner
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So.. maybe there's something besides GetCachedGeometry that I can call

loud tree
primal schooner
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okay

frosty heron
# loud tree Even if you don't delay it try the isvalid. It often will clear some errors up

clearing doesn't mean fixing tho, you shouldn't access something that you have not initialised yet.
So for example if I try to access my inventory but the item is not added yet, I will get the error. Adding is valid check here will just prevent accessing the item but that doesn't fix the issue with the fact that I tried to access it
when it's not initialised. So I end up with no warning but bugged inventory

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I think it's okay if you are trying to access something on tick event

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but outside of that, you want to at least print string on Not valid

loud tree
primal schooner
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Hmm is there any node that's closer to an if statement than Branch?

dawn gazelle
primal schooner
dawn gazelle
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Connect a sequence node before the branch

primal schooner
teal nexus
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kinda works, but not really :/

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for some reason, if I feed it all 3 values - new location is always in a different place than before. Say first I give it -10 forward, 0 right and -5 up. It ends up way the hell down on Up axis, definitely more than -5 units. Then I give it all the same, but +10 up. It ends up almost at the same location on Up axis, but a way back on Forward axis. It makes no sense to me :/

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what am I doing wrong?

ashen compass
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https://imgur.com/a/gPidpwS

I'm having an issue with the Cable component when attaching it to a projectile and a VR motion controller where it seems to phase phase between my hand and a position not far away, creating the not-ideal effect visible in the GIF above. Anyone have a clue why it might be doing this? I confirmed it's not the speed of the projectile causing this

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I'm unsure if I'm doing something wrong or if the Cable component just isn't built for motion controls

remote meteor
# teal nexus

if you want to offset relative to the actor rotation, you can use this

topaz turret
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Is there some way to use instant velocity in a project instead of the default ramping?

remote meteor
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for the character movement?

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if its for CMC, set the Max acceleration to a very high number

shrewd ridge
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Hello all, would like to ask a question about actor visibility in VR. I am building a VR environment for research which I am utilizing the Quest Pro eye-tracker in PCVR mode.
I am wondering if it is possible to create a gaze mark (or raycast) that is visible only in the preview screen but not in VR. Which the observer can see where the player is looking at but the player can't so it is not going to interfere them.

frosty heron
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R we talking about multiplayer?

shrewd ridge
frosty heron
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If this is multiplayer and running on different instance then you can easily just render in the machine that you want to do the trace

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You have to define player and observer

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R they the same machine?

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Same instance?

shrewd ridge
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It will be single player running on the same machine,

frosty heron
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K well that's a bit more complicated then

shrewd ridge
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The observer will be seeing the exact same scene as the player just plus the gaze spot.

frosty heron
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So you mean in the vr display, u can see the debug but in the monitor where people can watch the person playing the game, they can't see the draw debug?

shrewd ridge
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So the player who wears the headset cannot see the raycast/gaze dot, others who look at the preview screen (PC monitor) in engine can see it.

wheat flame
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so i tried it, i even put the boosts on 0 and air control itself on 0.000001 and still the same but when i put it on 0 it disables my movement, but ill come back to it in a few hours probably

shrewd ridge
# frosty heron So you mean in the vr display, u can see the debug but in the monitor where peop...

If put it into drawing it will look like this, the player sees the normal scene, when the scene is mirrored (the screen that appears when hitting "play this level in VR") on the PC, there is an additional overlay showing the gaze spot which is captured by the eye-tracker. I already figured out how to fetch real-time data from the Quest Pro eye-tracking in the engine, just wondering if there is a way to have something only visible in Preview window. Similar to printing text to the screen but can only see on preview window not in VR headset.
And to add I am not planning to package the game, when doing research I will always run it from the engine.

shrewd ridge
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This is the current blueprint, My goal is to have the Line Trace By Channel only visible in the preview screen but not in VR screen. Can ignore the Make Array, Add LSL Outlet, and Push Sample Stream, they are for research purpose (streaming data another app)

frosty heron
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after all it's the same thing they seeing

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it would be doable if the game is multiplayer and observer is just another player that is not using the vr

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also probably possible if it's a split screen

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and Monitor display the other player perspective

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if it's not something you gonna ship, probably just live with it and don't worry about it?

shrewd ridge
frosty heron
shrewd ridge
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Which is why I have this uncommon need 🫤

frosty heron
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I assumed the observer and the player is the same player anyway, so I don't know what else you can do

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there is only owner can see check box you can tick but you will need another player

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Like a split screen local multiplayer maybe

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and might not work for debug, but you can fake it with a laser sfx that is only visible to the owner

shrewd ridge
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A scenario is that there will be a player playing the game, and a bunch of researchers in the room looking at the screen and say "hey, he (the player) is looking at XYZ now". For instance the player might be asked to search for an object in the scene and the researcher would like to observe in real time whether the player even noticed the object in the scene (did the player's gaze land on the target object?)

frosty heron
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only attempt I can think of is to run a Local Multiplayer split screen because each player have their own Render

modern radish
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@trim matrix and @lunar sleet I found out why, it's so stupid. I was testing mobile features, toggling this off gets me mouse position on tick

shrewd ridge
frosty heron
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probably is :S, you do be rendering twice but maybe other people have different idea

shrewd ridge
modern radish
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but now I have a problem, I used to have InputTouch working, but if I replace that with the Left Mouse Button, it doesn't work

frosty heron
steady night
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am i getting this right if "all in array is false" set full = not

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right ?

modern radish
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@steady night I don't think so, right now as soon as the first False shows up, it will break the loop

steady night
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yeah exactly

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then its not full

modern radish
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it will set Full to Not regardless in your example.. either after breaking or after completing

narrow wyvern
steady night
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yeah maybe more like this

modern radish
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again, this will set to always Full after the loop is done

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what I would do is check if true or false, and increment some integer

steady night
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yeah

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if not breake before

modern radish
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yeah, does that work for you?

steady night
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since this is a function i dont really need break since a return will stop the loop

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idnno yet

narrow wyvern
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Test it :D

modern radish
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the break doesn't stop the Completed Exec to fire, in fact it will trigger it to fire before all elements were processed, but it will always run

steady night
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no it wont

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not in a function

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any return node will stop the loop

modern radish
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oh I didn't see the return node

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makes sense

steady night
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yeah ill test

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yeah works

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ezzypeezy

narrow wyvern
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:)

toxic drift
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I'm trying to implement a coyote jump, but any time I look online I see the way it's most commonly done is to reset a custom made variable for jump count back to 0, but the built in jump function in UE doesn't let you reset that as far as I can tell. Is there any other way to code a coyote jump with the built in jump function?

supple dome
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Hm... just checked and its BlueprintReadOnly

supple dome
toxic drift
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Ohhhh clever! And then when landing you reset the number back to what it was before?

supple dome
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ye in my case i just set back to 1

toxic drift
frosty heron
steady night
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@frosty heron cuz thats the way the cookie crumbles

frosty heron
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checking if an inventory is full or not can be returned as soon as you find am empty slot

frosty heron
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you dont need to loop everything

steady night
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yeah well u can do it many ways i made it this way since i can manage it, and as always the next time it will be better >)

frosty heron
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but going with your way anyway, why do you need if all false?

steady night
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wdym if all false ?

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if 1 false then = not full

frosty heron
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the first time there is one false

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it just break from the function and return false

steady night
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y

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exactly

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as i said also

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if 1 slot it open then its not full

frosty heron
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To check if all is false

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you check if there is a true one

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when u do, get out from the function

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becuase one true constitute as that not everything in the array is false

steady night
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this is the current one

frosty heron
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use break

steady night
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no need

frosty heron
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you can get out early

steady night
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since its in a function

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first return dose a breake

frosty heron
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k

steady night
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tbh wasent it u who tought me that -.-'

frosty heron
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dont think so but what u have already work

steady night
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yeah this works the same way withot the break

cyan spire
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Hello, so basically solo dev as always. My next plan is to make a replicated Inventory/Item system with Skills/Crafting. And im not sure if i should use Systems from the Store (paid). The time i want to invest into this is 1 Month. Im just not sure if this is doable from scratch in that time period, or if its better to use a Store System which i would need to tweak afterwards. Im scared that tweaking will take the same time as doing it from scratch. Especially because i want complete custom Menus, im not going to use any Fonts/Designs/Shapes from those assets, i need to redo everything in terms of design. I need to change the layout. The only thing i need from this would be the system itself, so the logic behind it.

What do you recommend? This is just a very rough sketch of what i want to do : https://i.imgur.com/9nCgL4H.png , most stuff i found is rather a Fantasy/WoW/BDO like template.

frosty heron
steady night
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from a newbie as myself im currently working on my own inventory/sys from what ive found is buying systems from store is good and all but you learn 0 and you have to spend the same amount of time adjusting and understanding the system if u wanna customize it.. so id say do it yourself@cyan spire

cyan spire
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Thank you thats good advice.

toxic drift
steady night
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Are u being ironic ?

toxic drift
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no not at all

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Sorry if it came off that way

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I'm still new so this is all veyr good info for me

frosty heron
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For me personally, trying to do something my self from scratch, it was a disaster

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I looked into other people system

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and see them do better and end up piggy backing from it

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now I started a new project, I am gonna make my own but with what i've gathered in the past

toxic drift
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Yeah everyone learns differently. Some need to build things themselves from scratch, some need someone else's system to pick apart and figure out how it works and learn that way, whatever works best for you

sweet silo
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how can i restrict this to when the player is interacting with this bp ?

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thankns

steady night
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Well im my case i learn by doing it myself first time will be shit either way but each time u do it will get better n betterr

frosty heron
sweet silo
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ok thanks yeah i was thinking about this but it didn't seem very clean

dark drum
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I'm not sure of the best place to ask this so if it's not here, point me in the right direction. 🙂

I'm adding some DOF to my player characters camera but this results in the items the player is holding to (as you would imagine) be blurred out due to the DOF. Does anyone have any idea how I could go about making it so the held items aren't blurred by the DOF by the player characters camera PP?

frosty heron
toxic drift
frosty heron
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following tutorial from youtube is not recommended. Some are good but most tutorials do more harm than good

teal nexus
toxic drift
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I'm definitely comfortable with BP in the sense it's not intimidating. It's just at this point I need to learn the absurd amount of functions in an efficient manner . Which is hard since some of the documentation doesn't explain how they work any more than mousing over it in engine says, and some functionality should obviously be learned before others since it's like a tiered hierarchy of functioning

tribal otter
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I have an auction house - where all data comes in as structs in the end and put into a list view. Whats the best way to filter (search) this list view? ( have thousands of items at the time ).

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My current approach is to have a prebuilt map of entries (integer - string) and search all strings if they contains these characters -> save the IDs to an array -> reinitialize the listview based on a boolean if the array contains the item id ( which is one of the struct variable ) and if yes add to a new list view. Same with item type id with a second map ( can be search for item name, item type etc. ), but there must be a better way.

frosty heron
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Just prune them everytime you enter a text

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Store the filtered element in array

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then display from that array

tribal otter
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The auction data is from a database, so it changes - i kinda need to refresh it every time, so i cant really store the elements.

frosty heron
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Everytime you refresh, apply the filter

tribal otter
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I think that is what im doing, but thats cool than im doing it the correct way probably.

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I was wondering if there is any built in function or better way to filter out without using 3-4 arrays.

frosty heron
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You can break them down into functions if you have multiple filters

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Filter By name
Filter by Id
Filter by Something

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Why do you need 3 - 4 arrays?

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Get Array Data -> Filter by name, add to array of int index

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Display Data using the array of index

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sound very straight forward.
The only downside is maybe working with thousands of data. I personally never venture there

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because if your way of refreshing is by deleting the whole list and updating them with a new widget per list. Then you may have hiccup

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like your game thread blocked for a few mili second

tribal otter
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I will test the exact performance, hopefully it will be fast enough 🙂 Thanks for the suggestion.

silent drift
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Morning! I have a question, I'm trying to make a checkpoint system, and I have my character re-spawn at the correct location and everything. But for some reason when I restart, my camera goes into the characters head rather than using my attached camera, that I have on my Character BP. Does anyone know why this could be? I tried googling, and I tried looking at tutorials, buuuutttt for some reason this seems to nly affect me. 😦

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I'm using the AdvancedSideScroller camera which is a "child actor" of my character, since I assume that miught be the reason

echo storm
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How can I play an animation from a character blueprint? I already have a default slot in the anim blueprint I just don’t know how to play the animation

frosty heron
echo storm
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How can I get an AI to walk a certain distance behind the AI character?

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Like as in I want the AI to turn around and walk a small distance

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But how do I get the location behind the AI character?

lunar sleet
echo storm
# lunar sleet Dot product

Doesn’t that just give me the direction though? As in -1 for backwards but then how do I make it walk? Sorry I’m not that clever with vectors

versed sun
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Character's Forward Vector * -500 would be 500 units behind

frosty heron
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and for the location you can do what @versed sun said

versed sun
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well, + Character Location

echo storm
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Won’t multiplying the vector with -500 not cause all three values (X, Y and Z) to be multiplied by -500?

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Oh wait it’s just the forward vector though right

versed sun
echo storm
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Ohh that makes sense now, thank you!

fervent kelp
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Hi guys, "onConstraintBroken" event for physic constraint component working properly? (UE5.1) Has anyone tested it recently?

fervent kelp
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on here seems not working properly or i don't get the logic.

gritty bobcat
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In unreal 5.3 (a project updated from 5.2) i am getting no "OnBeginCursorOver" without mouse down. When i hold mouse button down, it works, so the collisions are set correctly. This worked fine in 5.2, and just upgrading the project to 5.3 breaks something and i have no clue what. Could someone please point me to a solutuion?
There is not widget or anything else blocking the trace, so i am at complete loss here. please help

clear sierra
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what works and what not ?

lunar sleet
gritty bobcat
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yep

lunar sleet
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We’ve seen this issue yesterday

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Are you using that silly use touch as mouse setting?

gritty bobcat
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hm, should not? lemme check

lunar sleet
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Well that seems to be the root cause of many issues haha

gritty bobcat
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this is in my player controller

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so probo not

lunar sleet
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That’s not the setting

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It’s in project settings or smtg

gritty bobcat
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hm, lemme check a bit more

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i fucking love you!

lunar sleet
gritty bobcat
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thank you senpai for the guidance

lunar sleet
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Thank @modern radish it only took him like 12h to find it lol

gritty bobcat
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for anyone looking for same problem, this is the problematic check i had to turn off to make it work
in editor preferences.

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and thank you @Neblina, your suffering is not forgotten! 😄

modern radish
lunar sleet
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Now I actually know what the fix is

surreal phoenix
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I think this question is across UE, but if i have an event being triggered on a timeline (either Widget Animation or Sequencer), how can i get the time from the timeline that it was triggered from, as an input passed to the event?

gentle urchin
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Dont think you can

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But you can grab the anim ref and get current time if im not mistaken

grim sand
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Quick question; Lets say I have actors in my scene (say they are harvestable trees). If these bp's merely exist, and do nothing on tick, and only execute functionality when interacted with. Do they take up any hardware resources? Or are they just dormant and take up resources on only the render thread?

clear sierra
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they will take only memory and GPU resources. no cpu

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maybe some cpu for delegates

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physics should not be a case if actor is not simulating right ?

lilac storm
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Hey devs i am stuck with my problem for almost couple days , my player has an ability to Push back other AI's and code for pushing is attached , pretty simple one , but for some resons Ai are not getting pushed , instead they are kind of jumping in place or somethig like it shown in the video , Please please please is anyone knows how to fix it ?

clear sierra
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Colliding goes both ways ? i though only actor which is moving will do these queries ?

gritty bobcat
clear sierra
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i see

gritty bobcat
clear sierra
gritty bobcat
lilac storm
lilac storm
gritty bobcat
#

hm, damn. in the video enemy moves a bit, but it is not enough. what if u test only Z value. i had a problem where vector was oriented to push actor away but in downward direction. it was bcoz my char was larger than enemy, so, from center of my char to center of the enemy, the line was heading down. other than that, i have no clue

manic vessel
#

Stuggeling to get the Player Character from the held weapon that SENT THE DAMAGE EVENT .

lunar sleet
#

GetPlayerCharacter

trim matrix
surreal phoenix
manic vessel
trim matrix
manic vessel
#

yes

trim matrix
#

i'm assuming u were applying the damage to the player

trim matrix
#

on the engine part

manic vessel
#

Yes I already have all that working. Was just this for UMG text update

surreal phoenix
# lunar sleet What’s this for exactly ?

i have a widget that has an animated image sequence background and im trying to sync up widget animations with it (like, text that follows the animation), but the image sequence is controlled by the media player so i can visualise both at the same time (id have to go into the media player, scrub the timeline, and then go back to the widget, work out what frame im on, etc). I want to get the widget animation timeline to control the progress of the media player, so i can see both, so one way of doing that has been to create an event track (on repeat event), and have that trigger an event that 'Seeks' to the position on the media player i need. But i now need the actual time from the animation to seek to the correct place in the media player.

lunar sleet
#

Sounds tricky, not sure you have that functionality built-in, maybe through cpp

zealous comet
#

I have this BP component set to a character BP. i followed prismatica devs tutorial exactly. but when event begins play it auto enables physics and he falls onto the ground. when in prismatica devs tutorial his character ragdolls but their hips stay at the same point.

lunar sleet
#

I guess you already did. See #rules on cross-posting tho

clear sierra
zealous comet
tight pollen
#

hi

#

how can i remove outline in ComboBox?

#

is black

clear sierra
clear sierra
grim sand
#

Thanks for the extra info @clear sierra @toxic jay !

lunar sleet
jolly granite
#

Hey guys, after recompiling UE5.31 Source I lost all my input actions in BP. After reinserting and reloading project they disappear again. Enhanced Input System is activated btw. Someone got a clue for me?

faint pasture
#

or you can use TransformLocation to transform -500, 0, 0 to make it return the spot 500 units behind the thing whos transform you use

lunar sleet
#

Something to do with an update they made where the EIS is being called at the wrong time and it starts conflicting with things

#

I’ll see if I can find MatW’s post on it

jolly granite
#

Has it smothing to do with CommonUI loading phase?

lunar sleet
#
lunar sleet
jolly granite
#

ty 🙂

lunar sleet
#

Np

gentle urchin
thin umbra
#

Hello, can someone help me?
Why is it that when I create my widget and add it to my canvas panel as a child, the previous widget of the same class I had get replaced by this new one?

lunar sleet
thin umbra
#

ah I didn't see that channel

#

how then do I add multiple widgets of the same kind into my canvas panel?

frosty heron
#

drag and drop

dawn gazelle
thin umbra
#

that's the easy way, I want to use the create widget node haha

frosty heron
#

Create widget -> Add child to canvas

#

ask in #umg next time

thin umbra
#

ok I will

lunar sleet
barren dove
#

can you post the blueprint

ashen tide
#

if I do the exact same thing in the starter fps its working fine

dawn gazelle
#

You have two characters in the scene.

#

One is moving, the other isn't.

ashen tide
#

Oh

#

😄

thin panther
#

that'll do it

ashen tide
#

well, that was the issue! thank you very much !

mild ibex
#

bump 🙃

barren dove
#

good catch

ashen tide
#

What's the best way to create a timer to force the player to move ?
For example, if the velocity is at 0 for X seconde you get a damage or anything.
I am trying to use the delay function but the timer doesnt reset

chrome kernel
#

@thin panther I'm all ears^^

thin panther
#

so in the line trace the start and end points are locations. not a start location, and an end direction

#

so your start will be your location, and your end will be the direction * distance + location

chrome kernel
#

oh boy my old math teacher would kill me if he found this out lmao

#

yea ofc... tysm :)

thin panther
#

no problem!

chrome kernel
#

is there a bp equivalent to the IsA() function?

keen widget
#

can someone pls help me with regex?

dawn gazelle
keen widget
trim matrix
#

What's the + for?

#

Prob wanna include it as well

#

U could just split it by ":"

dawn gazelle
#

First, do you have to have it in this format?
Having spaces is prone to errors. If your parsing some external source you have no control over, there's not much choice, but if you do, could you use a better format, like JSON?

thin panther
#

do you really need regex for that tho?
You can ust split before : and then split after + or -

keen widget
#

its hard to explain there is alot

#

its not all the problem

keen widget
trim matrix
#

what does it have then?

#

regex isn't magic, it can't just guess what u want to extract

loud tree
keen widget
thin panther
#

regex is pattern matching, but if you keep violating your pattern what is it going to match

#

as Datura said just use something like JSON

trim matrix
keen widget
thin panther
#

then you don't have a pattern to match do you

trim matrix
keen widget
#

i tried to use something like this:
(\w+).? [\+\-]?(\d+)|(\w+-?\w+)?.? [\+\-]?(\d+)
and its working, but! for some reason it gives me not 1 and 2 group as i wanted but 3 and 4

trim matrix
#

uhh ohh

dawn gazelle
#

([A-Za-z0-9\d\s]+):\s?([+-]?)([\d]+)

trim matrix
#

🙃

trim matrix
keen widget
dawn gazelle
#

([A-Za-z0-9\d\s]+):?\s?([+-]?)([\d]+)
You'd need to trim any whitespace on the first group...

#

so you don't care if the number is negative?

keen widget
trim matrix
#

I'm 70% sure this is doable with just split

keen widget
keen widget
trim matrix
#

and why is that?

lunar sleet
#

Shouldn’t you fix your design flaw by standardizing everything ?

trim matrix
#

design flaw

dawn gazelle
#

And yeah, your data format should be consistent.

#

If you did JSON you could directly parse and not have to worry about regex yourself.

keen widget
#

u need to understand im making calculator for a dnd 3.5

#

its old system and stat blocks for monsters on the websites it is a mess

thin panther
#

unreal is a tad overkill for a calculator

trim matrix
#

nah

#

3D calculator supremacy

lunar sleet
#

If only there was a guy named JSON that invented a way to parse data from a website 🙃

keen widget
#

im making this:

trim matrix
#

ue is not the most ideal for that

keen widget
#

i want all varibles to set just after copy-paste monster from websites and 80% of them already do!

#

but i have problem with pairs words like "Armor Class" "Flat-Footed" "Base Atk"..

barren dove
#

Any thoughts on world wrapping?
My current theory is my tiles are a set size, and are stored in a map, so I can just approximate player location then multiply the spawning tiles by 10000 (or whatever) to get the new location, so I'm just spawning tiles in front and killing them behind the player, but moving all the actors to their new home might get heavy

trim matrix
#

tp the player?

barren dove
magic gorge
#

Im trying to make a golf like launch ball, the issue i have is that using set physics linear velocity, add impulse, add force doesnt rotate the ball any idea?

lunar sleet
dawn gazelle
#

I was able to find a 3.5e XML document repository that includes all monsters in the monsters manual... Among a lot of other data from DnD...

barren dove
dawn gazelle
keen widget
barren dove
trim matrix
#

add impulse would

magic gorge
#

yeah i selected to avoid mass since i dont need it

#

still a lot of math for me to get from control rotation only the forward and then add the jump multiplier then find also the degrees of that, my brain is going BOOM hahahah

#

im not used to use vectors

trim matrix
#

u can get forward vector out of rot

magic gorge
#

that's what i do

trim matrix
#

cool

magic gorge
#

it works but the torque doesnt

#

with the same values

#

so i have to find a way to get the right degrees

barren dove
magic gorge
#

what you mean?

#

it has mass i just dont calculate it for the impulse

#

anyway found a solution 😛

keen widget
dawn gazelle
#

Because you have that alternate comparison | It's not matching anything within the first two sets of ( ) but it is matching with the third and fourth set of ( )

dry pecan
#

can someone please tell me whats wrong with this? I have a feeling why but I just need to make sure, this is on a BeginEvent

lunar sleet
#

Well what does your feeling tell you?

dry pecan
lunar sleet
#

What is only happening then, what’s the issue you’re experiencing? Also note that you can promote that cast return value to a variable so you don’t have spaghetti strings crossing each other

dawn gazelle
dry pecan
lunar sleet
dry pecan
lunar sleet
ashen tide
#

Morning everyone 🙂
How can I connect this transform to the location ?

lunar sleet
dry pecan
lunar sleet
dawn gazelle
ashen tide
keen widget
lunar sleet
dry pecan
dawn gazelle
lunar sleet
keen widget
dawn gazelle
magic gorge
ashen tide
keen widget
# dawn gazelle

that would be a good idea but sadly text formated in a way that after a value there can be ";" or "," nothing at all

magic gorge
#

i did

#

and doesnt get called until it should

trim matrix
#

so it's not it

magic gorge
#

but still seems to conflict with the upper set physics

#

if i remove only those 2 nodes it works tho

trim matrix
#

hold on let me pull up that code on my aNdroid device

trim matrix
#

can hardly navigate in the graph anyways on mobile

magic gorge
#

oh

lunar sleet
#

Reading blueprint UE on mobile discord is disgusting

#

I prefer screenshots

trim matrix
#

it opens the link in the browser

magic gorge
trim matrix
#

at least on my end

lunar sleet
#

Ik but you have to hold and drag

#

It’s just ugh

trim matrix
#

screenshots look messed up for me, like the resolution

lunar sleet
#

You can double click lines to make redirect nodes btw @magic gorge helps organize stuff

trim matrix
#

i have to literally download them

magic gorge
#

yeah

lunar sleet
magic gorge
#

anyway the linear velocity works but the angular doesnt

trim matrix
#

android device

magic gorge
#

if i keep the under node

#

wait wait wait

#

im dumb af

#

i copied wrong node

#

its max

lunar sleet
#

Another satisfied customer

magic gorge
#

f me lol

magic gorge
#

incredible i can find the solution for hard stuff but on stuff like this i always fall

trim matrix
#

ong

dry pecan
lunar sleet
frigid pecan
#

Hi, I'm new to this group and self learning about Unreal. Does anyone know what Additive Identity Pose is? I can't find any documentation or much about this node online. Thanks.

lunar sleet
# dry pecan Odd, I tried that but it's not working

Well one issue I noticed in your code is if you don’t have a save yet, it’ll create the save but then nothing else will happen unless you execute that path again. Maybe that’s the issue? Show updated code and explain the issue

lunar sleet
#

As in, best to ask in that channel 😀

dry pecan
#

this is my custom event

lunar sleet
#

Umm

keen widget
# dawn gazelle

just look at this mess that im dealing with:
i need to auto-take AC, HP and other stats from this text
and its almost working, i can get 70% of stats i need
single words are ok to get "ac 20, hp 30" ✅
but words pairs does not "armor class 20, hit point 30"🚫

lunar sleet
#

Maybe a few other nodes

dry pecan
#

and this is the object thats using the cutsom event

lunar sleet
#

I don’t understand

trim matrix
#

Why are u loading the game

#

And then saving it

lunar sleet
#

You had some actual save game code and you took half of it and ran with it

heady crypt
#

it got snarky so he yeeted it

trim matrix
outer forge
#

If I call StopMovement, but then SimpleMoveToLocation, my character will stop for a bit even if they're called in the same frame... Is there a way around this?

dry pecan
#

ok its back to normal now

frosty heron
#

Create a seperate function to Load/Create the SaveGameobject and cache it

#

you will use that SaveGameObject reference for the rest of the game

dry pecan
outer forge
frosty heron
#

Your collectablesave should be something like
GetGameInstance->GetMyScoreSaveGameObject->Set Score (Optionally can save if you like)

dry pecan
frosty heron
lunar sleet
frosty heron
#

you need to point to the same SaveGameObject

#

hence the need to Load once and cache it

outer forge
frosty heron
dry pecan
lunar sleet
#

Heh?

frosty heron
dry pecan
tribal blade
#

hey, is there anything i can do with AI CMC's (networked) to reduce their character movement performance cost? (this is about 500 AI)
I don't need super accurate simulation

tribal blade
#

I cannot afford to write my own movement, as this involves both ai and networking

frosty heron
#

i mean someone did

#

but the legwork is crazy

tribal blade
#

idk lol a lot people online just say make new cmc

frosty heron
#

Unreal already did thousands lines of code for us

#

I know one person that wrote his own movement comp, deldoogie

dry pecan
frosty heron
#

he needed movement with 6dof so he wrote his own

frosty heron
tribal blade
#

well, i got no idea how to reduce that milliseconds count though, since the cmc ain't mine

dry pecan
tribal blade
#

unreal doesn't seem to have a "less accurate but more performant" setting for it

lunar sleet
tribal blade
#

'multiplayer' in my question is only for justifying non-variable tickrate

lunar sleet
#

That thing has 50k+ lines, unless you’ve been at this for years and years, you should prly not try to reinvent that wheel

frosty heron
#

afaik cmc is the 2nd most heaviest thing after the draw call

tribal blade
lunar sleet
molten swift
#

pff could I get a little help I Have a pickup and drop script where I attach the thing I pickup to a component on my character and detach when I drop but after I drop the object it stops simulating physics.

dry pecan
# dry pecan like this

like how Begin play is linked to Create Collection UI Widget, apologies I'm not sure what the actual term is called, thats just how I see it

tribal blade
#

well how am i supposed to do 500 ai now

lunar sleet
#

Nav agent radius settings, acceleration for paths, all in the CMC

frosty heron
lunar sleet
#

Or HISMs maybe if the use case allows

frosty heron
#

@dry pecan This is what I mean btw, they are not the same object

trim matrix
dry pecan
# frosty heron What about that?

thats what I mean by linked, like how Begin play is linked to Create UI Collection Widget, I thought you cant do that with two Get Nodes

tribal blade
lunar sleet
#

ECS?

tribal blade
#

got lots of work done on this enemy already

tribal blade
dry pecan
lunar sleet
#

Oh, yeah idk enough about it, it’s still very new

frosty heron
#

Try to load the Score once and set the ScoreSaveGameObject

#

make a function in GameInstance

kind matrix
#

Is it possible to make a blueprint that automatically replaces all the static mesh components based on the name of the actor?
Say if an object called "tree" is imported then it's static mesh is automatically replaced with a different one.

Or whatever other utility to replace tons of objects imported from datasmith

frosty heron
#

you need presistence object to store the savegameobject

lunar sleet
#

I would recommend asking this stuff in #gameplay-ai tho @tribal blade . There are people there that have done such things. And if they say use something else instead of the CMC, at that point you can take their word for it because they’ve got years of xp

frosty heron
trim matrix
kind matrix
#

editor time ideally

frosty heron
dry pecan
frosty heron
#

that will be false

frosty heron
trim matrix
kind matrix
#

the datasmith part is irrelevant though, it's mostly about the replacing of static mesh based on actor name

frosty heron
molten swift
dry pecan
trim matrix
frosty heron
trim matrix
#

i think

#

the grabbed component

frosty heron
molten swift
trim matrix
#

this should be the node

#

if i am not mistaken

dry pecan
frosty heron
dry pecan
molten swift
trim matrix
#

there's still some code which u haven't shown

#

give me the zucc

frosty heron
molten swift
#

oops sorry im covering some stuff in the pickup code

#

there

lunar sleet
#

No cast eh? Living dangerously

#

Start attaching trees and cars 😀

#

Unless that’s filtered prior I can’t make out that struct

trim matrix
#

the interact and drop keys are not the same, right?

#

@molten swift

molten swift
#

they're not

molten swift
frosty heron
trim matrix
#

but this shouldn't be the issue still

dry pecan
molten swift
frosty heron
molten swift
#

lol

lunar sleet
dry pecan
frosty heron
#

Create a SaveGameObject for your score

#

if you want to have seperate SaveGame file for the score alone

dry pecan
#

it shares 3 different variables to store

molten swift
#

Oh btw the object in this case bread wasnt getting picked up while physics was on earlier. I suspected the issue was that the attach actor to component node attaches the root, and a child was doing the physics I deleted the root making the bread the root so now the root does the physics and it worked, Could this have something to do with it?

frosty heron
trim matrix
#

I'm unsure if this part will actually work...

lunar sleet
#

I don’t see where “hold refarance “ is being created, I imagine the rest of the code works, just not the physics tho?

molten swift
trim matrix
molten swift
trim matrix
#

after detaching it

#

but idk

lunar sleet
molten swift
#

I couldnt connect it straight because it needed to be a primitive component referance

frosty heron
#

@dry pecan something like this

lunar sleet
#

Hover over the inputs and outputs to see what actually comes through^

frosty heron
#

When you want to save the target must be the ref we got from the load

molten swift
dry pecan
frosty heron
#

MainMenu-> LoadScore-> Open Map
In your Level 1 -> Pickup a coin
Pickup a Coin -> Get Game instance -> Get ScoreSaveGameObject -> Set Score to Score + 1
IF you want to save at this point . GetGameInstance -> SaveScoreSaveGame

lunar sleet
#

Step through the code and observe the input pins, make sure the right components are coming through and everything ^

lunar sleet
#

And if all that looks good then yeah maybe try with diff components. Beyond that, #chaos-physics might know the actual root issue @molten swift

frosty heron
dry pecan
frosty heron
#

loading the game again will just read from there

dry pecan
trim matrix
#

delete it from p controller

#

and use the one from the game instance

#

reference

frosty heron
#

Or if you insist, then you just need to initialize the value.
After ScoreSaveGameObject loaded, call another function, set initial values

SetInitialvalues function will Set the player controller Score = ScoreSaveGameObject.Score

trim matrix
frosty heron
#

But you will need this everytime you load a map, soo... I don't like it

dry pecan
dry pecan
#

unless what If I put the function in my collectable object

trim matrix
#

with the one retrieved from the gi

dry pecan
frosty heron
#

You can create the variable in Gi instead.
Sometime it;s valuable to test gameplay element in PiE.
If you get the value straight from the savegame object then you will have a problem testing in Pie

#

since you probably load the savegamefile in the main menu or previous map

#

Create a variable CollectibleCount in GameInstance

#

delete the one in your player controller

#

This is easier mode

trim matrix
#

but it would work if u ran it from main menu

frosty heron
#

saves u from loading at begin play/init

#
  1. Create Var CollectibleCount in game Instance.
  2. On LoadScoreSaveGameObject, after setting the ScoreSaveGameObject run another function call LoadScore
  3. In LoadScore function you set CollectibleCount to ScoreSaveGameObject's CollectibleCount
trim matrix
#

I sometimes think bps are harder more tedious than cpp

dry pecan
#

well my save object has 3 different variable, High Score(has to do with the Score slot mentioned but we can ignore that) what really matters is the other 2: Collectable and rare collectable. and in my GI I have two variables named
Collec and RareCollec, each one that will store their respected variables, my goal is to essentially save my counts into the varibles in my save object, and the slots in my GI

frosty heron
#

my cpp is dog sh*t , I hvae to do things in bp then I can refactor by looking at bp

trim matrix
#

that's just planning stuff out i guess

frosty heron
broken wadi
#

I use blueprint most of the time and cpp when I have no other choice.

frosty heron
#

ngl tried to do 90% bp and 10% cpp

#

but i end up refactoring the whole thing atm

trim matrix
#

But also for base classes

dry pecan
trim matrix
#

I'd rather use cpp

broken wadi
#

Some multiplayer stuff such as extending the default character movement component can only be done with cpp.

dry pecan
#

like do I need to assign the functions anywhere

frosty heron
frosty heron
#

not possible with bp

broken wadi
#

You did the whole custom move flags thing, right?

frosty heron
#

I mean, damn I can't even figure out the architecture. End up piggy backing from ttuorial

#

yup but there are like 8 bytes only? Only 3 left and I still want to have climbing, swim, etc

trim matrix
#

u create them

#

and run them

broken wadi
#

swim is already built in to the default cmc

dry pecan
frosty heron
frosty heron
#

rubber band no more now with 500 ms

dry pecan
frosty heron
broken wadi
frosty heron
#

GameInstance Score = ScoreSaveGameObject.Score
GameInstance Money = ScoreSaveGameObject.Money

etc

broken wadi
#

it works but it's so choppy when testing any packet loss

vernal snow
#

Hello everyone, i might be missing something simple or not understanding something but im here for a bit of help.

So:
I am using a Blue Print Interface that is called when a linetrace to the player is hit and this interface calls a series of events that should tick down a float.
Doing some testing - it doesnt work as i want.

The Blueprint actor that fires the linetrace is a Child actor of a Master BP that has all the references to the Player, it's components etc.

1st Image is the Master BP:
2nd Image is the Child actor BP:
3rd image is the component with the interface being called:
4th image is the Event Timer by Function:

I have two videos, small, one just showing it as it is seen in the images where if it collides with the player it prints a "hello" and constantly printing out the value i want changed.
The other one is where i removed the cancelling the Event Timer, which when the player isnt in sight the value decreases.

On another note i do hope the order images and videos is as i typed, i tried to do it in order.
Apologies for dumping on another conversation too.

frosty heron
dry pecan
frosty heron
#

you can store hundreds if you like

#

it's 4 Am, but show your bp

#

i will be around for 5 more mins

dry pecan
frosty heron
#

Hmmm I think you are a little confused here

dry pecan
frosty heron
#

Why do you call it RareCollec?

#

Call it ScoreSaveSlot or something

broken wadi
frosty heron
#

ScoreSaveSlot is your ScoreSaveGameObject which contain variables such as collectible, scores, or anything else you need

dry pecan
frosty heron
#

It seems to me your idea atm is to create a seperate SaveGameObject for each variable 😱

frosty heron
#

I only have 2 Save Game Objects in my Game

#

One is for setting

#

The other is for the actual Game

dry pecan
frosty heron
#

what is BPS_GameTrainerSave?

vernal snow
frosty heron
#

What's the parent

#

Show the base class on the top right

dry pecan
frosty heron
#

nothing else

#

I already told you about loading

dry pecan
#

yes, and you've never mentioend any way to refrence these in my GI, thats why I'm in an endless wave on confusuion

frosty heron
#

show me how you load

#

and the Initialize bp

broken wadi
dry pecan
frosty heron
vernal snow
vernal snow
#

But its only decreasing when it doesnt hit the Player Pawn Ref, which i set it to the Player character.

I used the = Object ref for hit actor (from break hit result) to Player Ref.
I just dunno why it doesnt work realy

lunar sleet
#

Will you have more than one TTPlayer pawn in your level?

#

And what is this TTPlayer, just a regular pawn?

vernal snow
#

It under the Character parent class.
So a character, there is only one to be in the level.

lunar sleet
#

Ok so if you want to find it with a line trace and check if it’s of a certain bp class, you can just drag from the other actor and cast to it

#

And if TTPlayer is a child of this Master class bp you shouldn’t have any need for a get actors of class

#

It inherits its components

vernal snow
lunar sleet
#

But it doesn’t look like it is so idk why that’s on your begin play^

vernal snow
#

To clairfy we're on the same page:
Do you mean this one, why it needs the refs?

lunar sleet
#

I’m asking why your master bp class is getting some other actor’s components on its begin play

#

Like what’s the point of all of this 😀

vernal snow
#

Because of previous issues on other projects i'd assumed the components arent inherited when casting to another BP.

Well, its to simply decrease a value when the Child actor has a clear line of sight and hits the player with its line trace.

But - as it stands now it only does that when the player isnt hit.

lunar sleet
#

Ok, so you just want to run a line trace to something, and if that’s the right object, decrease a variable in… which object, the player or the hit object ?

vernal snow
#

The player, if it is Hit.

It's running a line trace to the player.
And its checking if that the hit actor Is the player.

lunar sleet
#

Ok

#

So on your AI or whatever, run a line trace, cast into the player bp, and change the variable

#

That’s it

frosty heron
vernal snow
#

Yes, that is it.

thats what i got so far and it only does it when the player isnt hit.

lunar sleet
#

You don’t need get actors of class or random refs on begin play

vernal snow
#

Thats for the master BP though which i only brought into incase it was perhaits inheritance issues that was the cause of this.

lunar sleet
#

No, what you have so far is some == ref

#

delete all of that. Line trace, cast, change variable, all in the bp of the pawn that traces to the player. Then let us know if it still doesn’t change it

dry pecan
#

Oh wait it is, huh

frosty heron
#

@dry pecan

  1. SaveGameObject
  2. Game Instance Load Game Object Function
  3. Game Instance Load Game Data Function
  4. Game Instance Save Game Function
frosty heron
#

guaranteed to work when you play game, quit, and come back

#

im gonna sleep, gl

vernal snow
lunar sleet
frosty heron
lunar sleet
frosty heron
#

Wait i still have my game instance stuff

lunar sleet
dry pecan
lunar sleet
#

Sorry

vernal snow
lunar sleet
#

I just looked at your screenshot

#

So

lunar sleet
frosty heron
#

@dry pecan Game Instance Load Game Data function
and Game Instance SaveGame Data function

lunar sleet
#

Now, for the actual problem: remove the cast you have there and the ref you made

#

Drag from the line trace’s hit actor and cast. From the return value of the cast drag and SET your variable

#

I gave you the nodes in a certain order but I should’ve been more clear 😀

dry pecan
#

why is the slot named after an object?

swift kiln
#

Hey Im trying to do quick pause menu in game, but when player pressess esc, then esc once more, and then once more the pause menu won't load second time. Any suggestions?

lunar sleet
# vernal snow But it didnt reach the line trace?

I think your main issue is you’re using some circular logic to get your end vector for the line trace. You’re basically telling the engine: find me this pawn in the level, get its location, then use that as a trace end, do a line trace and tell me if that’s the pawn

dawn gazelle
vernal snow
lunar sleet
#

With a line trace you prly want to instead get your own location, add some value to it that represents your range in the direction you want to check, and feed that into the end

edgy ingot
lunar sleet
#

The cast checks if the hit actor is of that bp class and lets you access it

vernal snow
swift kiln
lunar sleet
#

To clarify, line trace is kinda useless if you already know where the actor is. So if you don’t care about range, then yeah you can just get that ref another way and cast to run the function inside it

#

Whether that’s an overlap or get actor of class (less ideal)

vernal snow
#

If it makes it easier i could get in a VC and share screen?

lunar sleet
#

I don’t rly do that and wouldn’t have time rn anyway, but I’ll try to make a mock up for you

dry pecan
swift kiln
edgy ingot
edgy ingot
#

R u looking?

lunar sleet
# lunar sleet

And run the cancel off the Cast Failed. If your float still doesn’t change it properly once you’ve done this, then there’s something in your function on the player that’s wrong

dry pecan
#

wait is the varible type the same as the save game object?

edgy ingot
#

Savegameobject is savegameobject

#

Mysavegame contain 2 int variables, score and collectibles

dry pecan
#

because what I'm trying to do is store everything in the Score Integer there as my slot name

edgy ingot
#

You can do thst and jve given you the bps. Theres nothing else i can do for you

lunar sleet
edgy ingot
#

Oh well gonna sleep for real now. Nite nite

lunar sleet
vernal snow
edgy ingot
#

I forgot my password and end up making new acc. got old one recovered after some time.

edgy ingot
lunar sleet
#

You’ve literally thrown everything and the kitchen sink into this when it should be a simple cast and function call

lunar sleet
#

I think before you do anything else, you should take the time to watch that video on bp comms I mentioned, it’ll really help you

lunar sleet
dawn gazelle
#

If you're calling something to set a timer on tick, then that timer will never trigger <_<

lunar sleet
vernal snow
#

But it does get called though we saw that in the video.

edgy ingot
lunar sleet
swift kiln
lunar sleet
#

Fricken chop liver over here lol

rich pollen
#

im trying to understand spline meshes now because i got my spline snake and the wiggly movement working, and i want to deform future parts of the snake to the spline, creating a continuous snake
im testing spline meshes out before i attempt to implement it into the project anyone know why the fuck the mesh is way off the spline in the world, when it isnt in the preview?
heres the construction, event, and additional function code for reference, and the preview in the bp

theres another issue here but im taking it one step at a time lol

swift kiln
rich pollen
vernal snow
lunar sleet
dawn gazelle
lunar sleet
#

Not sure why the duplication

dry pecan
#

wait, I need to have a delusion of mine cleansed, in my GI Object I have an intiger named Score, and the Slot I named Score, are they two completley different things?

dry pecan
dawn gazelle
#

Every blueprint is a template.
Any variables you define are then a part of that template. You can have the same variable name in multiple templates and they will not be associated.
Every instance of a blueprint that gets spawned can then have its own copy of those variables.

dry pecan
#

This was exactly why I was very lost

#

the exact reason I had a hard time following those easy to understand explenations

lunar sleet
#

Hehe, wait till you see how confusing it looks in cpp

dawn gazelle
dry pecan
lunar sleet
#

It helps to learn the basics of OOP

snow gazelle
#

Hello, I'm trying to make a flashlight, and currently I only have a spotlight connected to my character's head so that it wobbles in relation to the camera, but this way the spotlight doesn't go up or down, how can I make the light always point in the direction of the camera, but still having that wobble when I move?

dry pecan
#

how do you make a function work? do they need to be called first to actually run?

lunar sleet
dawn gazelle
#

Eh?

gentle urchin
#

Is there no GM event called during Open Level?

lunar sleet
# dawn gazelle Eh?

Quit the server, likely due to question burnout (that’s just my theory tho) 😀

gentle urchin
#

nothing triggers

lunar sleet
#

Wrong player ?

gentle urchin
#

singleplayer

lunar sleet
#

Where’s this code

gentle urchin
#

in GM

#

native BP events

lunar sleet
#

Correct GM in settings?

gentle urchin
#

yepp

lunar sleet
#

Why you need that stuff for single player tho?

gentle urchin
#

swapping spawned pawn

dawn gazelle
#

Oh geeze... I noticed he hadn't been around, didn't realize he's not in the listing anymore <_<

lunar sleet
#

Hopefully he’ll be back some day

rich pollen
lunar sleet
gentle urchin
dawn gazelle
#

Wrong game mode for the game state?

lunar sleet
gentle urchin
#

You're right.

#

Neo was first right, sorry abotu that derp

#

forgot to swap GM in other levels

dawn gazelle
#

I only recognize it because I tripped over it a billion times when I was first messing with Unreal 😄

lunar sleet
#

Happens

rich pollen
lunar sleet
rich pollen
#

somehow yah

lunar sleet
#

🤔 collision issues?

rich pollen
#

feel like im going nuts

gentle urchin
rich pollen
#

might need to spend more time looking at tutorials on spline meshes to see if i made it too simple

lunar sleet
rich pollen
#

everything in the bp referencing locations or sending locations is set to world space

#

wait

#

am i stupid

#

I AM

lunar sleet
#

Me thinks we need a rubber ducky emoji 😀

dawn gazelle
#

(I know it's not a duck...)

rich pollen
#

jesus god that fixed that

#

sorry lol

lunar sleet
dry pecan
#

Also if I make a function in my GI but need to reference the function somewhere else, do I reference the object where said function is with it?

rich pollen
#

i will need to watch more spline mesh videos regardless i think now

dawn gazelle
dry pecan
dawn gazelle
#

If you wanted to, you can create a "Blueprint Function Library" and you can create static functions in it that can be called from anywhere without needing a reference to any object.

lunar sleet
#

Does that have any perf considerations?

dawn gazelle
#

Not that I'm aware. The only thing is that they can't be called in things that don't have a world context.

#

(Confirmed!)

lunar sleet
#

Ah, fair enough

dawn gazelle
#

In C++ land you can declare your own static functions within a class.

lunar sleet
#

Does that make them global?

#

Like you can just call them from anywhere ?

dawn gazelle
#

Yep, but with no reference to an instance of course, so they have situational usage.

lunar sleet
#

Makes sense

snow gazelle
#

Hello, No one answered my question, so I'm asking again. I'm trying to make a flashlight, and currently I only have a spotlight connected to my character's head so that it wobbles in relation to the camera, but this way the spotlight doesn't go up or down, how can I make the light always point in the direction of the camera, but still having that wobble when I move?

trim matrix
#

u can set the flashlight rotation to Camera->ForwardVector->RotationFromXVector

#

that probably would give u the desired effect

#

@snow gazelle

snow gazelle
#

ok, i will try that

spark steppe
#

i think you could just copy the world rotation of the camera to the flashlight

trim matrix
#

it would not make it point exactly where u look at

mild ibex
#

did this channel get removed?

snow gazelle
#

how do i take the rotation from x vector and put it on the spotlight?

mild ibex
#

i have to search for in: blueprint once i leave it

trim matrix
mild ibex
#

oh

#

mb