#blueprint

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trim matrix
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if u place those nodes

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the final output is a rotator

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which u can plug into ur camera's world rotation

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@snow gazelle

compact vapor
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if there's 2 separate BP's both with code in the event tick, do those 2 events get multithreaded?

(wondering if having several different "gameManager" BP's all with event tick would help with performance.)

lunar sleet
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Not in the true sense of multithreading anyways

compact vapor
lunar sleet
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If you have perf considerations, do it in cpp

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That allows multithreading to begin with

compact vapor
lunar sleet
trim matrix
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it will speed up everything πŸ™‚

compact vapor
trim matrix
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uhh, it'd be somewhat a rocky road for u i guess at first

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but you'd get used to it after a while

lunar sleet
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There are resources in #cpp and a crew that knows their stuff in there

mild ibex
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I might be doing this wrong but how can i use a render target in an editor utility widget to update an image? I've tried a couple of things already and creating a static texture straight up crashes my project every single time, regardless of the target being square / a multiple of 16

compact vapor
trim matrix
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no start with general C++

compact vapor
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ok

trim matrix
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u gotta now the basic concepts

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like classes and stuff

snow gazelle
compact vapor
# trim matrix like classes and stuff

if i get up to the point where I can cerate custom C++ classes and create some methods for those classes, would that be considered an "advanced beginner" level of understanding?

trim matrix
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it's the bare minimum i'd say

trim matrix
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No code there I mean

snow gazelle
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yes

compact vapor
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@lunar sleet So Just to clarify, It seems like the Get all actors of class is not supposed to be used in the event tick.
If I hooked this up to an event tick in a separate blueprint actor, that would not make it any more optimized?

zealous moth
lunar sleet
zealous moth
trim matrix
# snow gazelle yes

drag ur camera component into the graph and out of it get the forward vector

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Once u get the forward vector, draw out RotationFromXVector from it

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Now again out of the camera make a new node SetWorldRotation

compact vapor
# zealous moth is there a reason you want to get it on tick? It's not expensive but kinda weird

i call this a "DataStreamedBillboard" BP

it is a 3x3 grid of text renderers and by using it's custom event, you can display data on a specified quadrant if you will
This is super useful for me to debug and see multiple pieces of data at once.

I want to stream data to my billboard every tick of the current weapons velocity.
I don't want to bloat the event tick of the character because it already has a bunch of stuff so I thought I would just manage an event tick for displaying the billboard in a separate blueprint

But apparently it is not going to optomize things.

trim matrix
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and connect it to Event Tick

compact vapor
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(thats the meat and potatoes of it)

zealous moth
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ok........... weird usecase

snow gazelle
trim matrix
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no, don't block anything

snow gazelle
trim matrix
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sorry, i got my sh*t mixed up

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u want to be setting the spotlight

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not the camera rotation

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and as for the rotation, now that i give more thought into it, setting the forward vector would act the same as setting the rotation πŸ™‚

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Which means for now u can just do FollowCamera->GetWorldRotation and plug that into the spot light

snow gazelle
trim matrix
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pls show the tick again

snow gazelle
trim matrix
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Replace that get forward vector to get world rotation

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and plug all the axis in (no blocking/breaking)

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make sure the spotlight is attached to ur mesh

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also

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how u had it before

dry pecan
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When trying to save a variable in a save object you don't need to load the save a lot each time right, only once and just with each change just save so when said variable changes stays?

trim matrix
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@spark steppe u were right lol, getting the rotation of the forward vector is the same as copying the rotation over

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just didn't notice that somehow

snow gazelle
trim matrix
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is it attached to the mesh?

snow gazelle
spark steppe
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i would consider faking the wobble anyways

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you could take the character velocity, get the vector length, multiply it by some scale factor and add that to the pitch with some spring solver

trim matrix
snow gazelle
trim matrix
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It will make the spot light lag behind a little

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Which one? The Lerp?

spark steppe
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eventually even a spring arm with camera lag activated works? 🀷

trim matrix
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In this case it makes the spot light turn from its current rotation to that of the camera

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based on Alpha

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for u the Alpha part here means how fast it will follow the camera

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It works on a range of values between 0 and 1 (where 1 is full speed)

trim matrix
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but it wouldn't give the exact same wobble they are getting from it being attached to the mesh

trim matrix
snow gazelle
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so, to vary between +10 and -10 from the original camera angle it could be something like this?

trim matrix
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no

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also recombine those back into rotators

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as it's getting messy

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set Alpha to be 0.3

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and enable "Shortest Path" on Lerp

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@snow gazelle

snow gazelle
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i did it, and now?

trim matrix
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plug follow camera's world rotation into B

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and spot light->GetWorldRotation into A

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screenshot it just in case after u do that please

snow gazelle
trim matrix
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πŸ‘

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you can now test it

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and see if it gives u the effect u wanted

snow gazelle
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it is working, thank you

dry pecan
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So I need to figure out how to make this display a variable from my save object rather than my Player controller, sugestions on how I can use this function so it will search my save object instead?

trim matrix
dry pecan
trim matrix
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idk how u did that there

dry pecan
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We'll because I tried to do a cast to my save object since that's where the variable that needs to be read is, but it needs an object reference to actually work

crystal granite
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Anyone aware of an issue/bug with Add Spline Component via a for loop gets the loop number clamped until you recompile the BP?

trim matrix
dry pecan
trim matrix
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prob

dry pecan
trim matrix
dawn gazelle
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Eg. If you loaded your save game in your game instance and saved it into a reference, you'd need to get your game instance, cast to your custom game instance, and retrieve that variable, then you can read values from the save game object.

crystal granite
# trim matrix What you are refering to is just related to ur for loop alone

You can test it with a simple setup. Just one for loop followed by add static mesh component and add spline component. Expose the last index as a variable, set the relative X pos by index*a float, compile and increase the loop number. Static mesh components get spawned as expected but spline comps are clamped to the current exposed number until recompile

dry pecan
idle sandal
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hello, im trying to make a spline for some roads, i have a intersection piece and just a normal road piece, im trying to make it so at some points i can insert a intersection, i have it set up so u chose one of the meshs from the array, but whatever mesh u chose it makes the entire spline that mesh. i have it setting the mesh like this in the construction script, from my google searches thats how it seemed like people did it, any help would be appreciated

dry pecan
dry pecan
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I need to refrence something, what should I refrence?

hollow wharf
dry pecan
hollow wharf
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so you need create a widget

dry pecan
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no this BP is a function of my Widget

hollow wharf
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Did you know how to use function library?

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GameTrainerSAve is what?

dry pecan
dry pecan
hollow wharf
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Its already saved in a slot?

dry pecan
hollow wharf
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What if you use load game from slot?

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Or you can get actor of class

dry pecan
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ok, So I was able to correctly save and load my collectables, however when I start to pick up collectables in my next playtrhough they restart

hollow wharf
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But maybe you can save and load in another way, instead of casting all the time

dawn gazelle
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If you've loaded it somewhere and saved the return value, that's the reference you want to use.

dry pecan
hollow wharf
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Yes one good way is use function lubrary to create a reference of save object

dry pecan
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well I already do have one

dry pecan
hollow wharf
# dry pecan how?

you can create all save functions inside of another BP, for example player controller. Would be more easy to call and choose the save function of you want

dawn gazelle
# dry pecan I was able to get it display, but now I'm facing the problem of my count restart...

When you load the save game object, you're creating a reference to that save game object.
If you load the save game object again, you're creating a new reference to that save game object that isn't the same as the last one you loaded.
If you change a value in a specific save game object, you have to save that save game object if you want its values to be saved.
Any changes made to a save game object are only for that specific save game object.
Any time you read from a save game object you're reading from that particular save game object and you're not necessarily reading the saved value on the disk, or from any other save game objects you may have created.

lofty rapids
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could you put in the game instance ?

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so you would have it across levels

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and could get it fairly easy

woven turret
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Is there a more intuitive way of communicating between Blueprints in Construction Scripts? I have a simple time of day system that alters the directional light, etc when an enum is changed in a Time of Day Actor present in the level - I also have a bunch of Light Source actors that I need to automatically turn off via their own Construction Script whenever the time of day is changed, this should ideally happen live in the editor.

So far I've tried getting all Light Source actors in the Time of Day blueprint, and checking whether a Boolean is on or off, but the Light Source actors construction scripts refuse to update whenever any change is made in the Time of Day Actor.
I've also tried it the other way around, where the parent Light Source Blueprint looks for the Time of Day actor in the level, and does the same as above

dawn gazelle
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This is why it's good to:

  1. Load a save game and store the values you want from it somewhere familiar like the Game Instance.
  2. Update the value in the game instance as needed.
  3. Read the value in your game instance if you need to use it for calculations or display it.
  4. When finally ready to save your game, get your reference to your save game object (either load it again, or create a new one) and update the values in the save game object, then call Save Game with it.
dry pecan
woven turret
dry pecan
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
I'm unsure if I'm doing something wrong or if the Cable component just isn't built for motion controls

hollow wharf
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Anyone know why this widget of cursor is unchangeable after game starts?

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Im trying to had a custom cursor on each map. but the first one to load its forever the cursor setted, no matter what

fiery fog
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So, I've got an abstract C++ class that defines a method and is blueprintable. It just has one method they need to override. I want to be able to create some blueprint classes off of this C++ class, with each one of those having some variables that need to get set.

Then, in a data asset, I want to have a field where I can pick one of my blueprint subclasses and modify the variables.

I can't seem to figure out the right combination of what the field type has to be in the data asset to allow me to modify the vars. I can get it to display a dropdown of the blueprint subclasses, but it's not creating an instance of them in the details panel ( the base C++ class is marked as abstract, blueprintable, defaulttoinstanced, editinlinenew ).

fiery fog
fiery fog
mild ibex
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Sorry for the scuffed image, but im trying to set a light components color value, i have an average of float values that are from 0-255, I just simply divide them by 255 to get a value range that is 0-1. After that I set the light color, but the light color that's set isnt even remotely close to the values being passed to it?

Console =
AVERAGES:
178.5
178.5
175.5

Light =
218
218
216

And I can see that the values im passing are correct as well.

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And I would use the values with a 0-255 range but that doesnt work and anything over 1 just sets the light color to 255, because the actual range is the linear values, not the floats

dawn gazelle
mild ibex
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THANKYOU!!

wth, thats so weird

edgy ginkgo
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I am having a problem with my behavior trees and I think I am just going about it in the wrong way, lmk what you think

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so here is the basic tree, there are 3 different phases the AI can be in where he is wandering, hunting the player, and turning off lights in the room

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They are all determined by seperate booleans

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the wandering and the hunting work however. The turn on lights gets the AI stuck in that phase

desert flame
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Maths question:
Im creating a new movement system using set actor location on a lerp, does using multiple axises actually make the character move faster than just using one? I know it does when you use multiple inputs to control the movement, like if youre moving forward+right itll move 2x speed. But its speeding up on all angles when i launch directly up and im not sure why since it doesnt have any friction.

dawn gazelle
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And yes, this applies to all axes.

dawn gazelle
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If I'm moving forward at 1mph relative to my starting point and I'm moving at 1mph to my right relative to my starting point, 1 hour later, I should be 2 miles away from where I started.

mental trellis
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That is incorrect

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If you move 1 mile forward and 1 mile right, you have moved square root of 2 distance from the start position

desert flame
mental trellis
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Take the total movement input and if the size/length of that input is above 1, then normalise it.

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That will make the total length 1.

mental trellis
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2m can be etiher the total distance or the resultant movement vector. It makes no difference.

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Either way, it isn't 2.

mental trellis
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That is effectively what it does. If there is a clamp vector size now, sure, use that.

dawn gazelle
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I wish I could claim that I'm drunk, but you're right πŸ˜›

mental trellis
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But effectively what that will do internally is what I just said

honest wraith
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My enum to string isn't working in the build but it is in editor

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I defined it in c++

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I wanted to get the Display Name to display in my UI but it returns the actual name in the build

mental trellis
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You might find that meta data is only available in teh editor.

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Specifically Meta = () and UMETA()

honest wraith
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So I'll need a conversion function?

mental trellis
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As a workaround you could do something like: cpp namespace YourProject { TMap<EObjectiveStatus, FText> ObjectStatusNames = { {OS_NotStarted, LOCTEXT("OS_NotStarted", "Not Started")}, .. repeat }; } (this would go in your cpp file)

desert flame
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Seems to work, thanks for the help guys!

mental trellis
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Then maybe a bpfl method to access them.

edgy ginkgo
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Sorry to clarify my problem my AI goes to the last triggered light location but I want my AI to turn off all light's the player has turned on

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this is my current method but it is simple

dawn gazelle
# edgy ginkgo

It looks like you're only getting the first found light. You'd likely need some additional logic to loop through the array of lights, checking if they're on or not and if it finds one that is on, that's your target light.
Once you've turned off the target light, you'd need to loop through again and find the next light that's on. Once all lights are off you'd set your blackboard LightsIsOn to false.

edgy ginkgo
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okay here is a simple follow up question, if I am in an object's blueprint how can I get an array of all current actors

tribal gazelle
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How can I reference the base actor of this class via a foreach loop?

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It's GetActorOfClass

edgy ingot
dry pecan
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all good here now and hunky dory

edgy ingot
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Just load once

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Stop loading over and over

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U will get bug

dry pecan
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and I can display it on my screen

edgy ingot
edgy ginkgo
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I have updated the AI but this also has issues

dry pecan
edgy ginkgo
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now the ai follows the light only for a split second before returning to wandering

dry pecan
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now I'm doing the other things

edgy ingot
edgy ingot
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Yup still wrong

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You will get problem later when u start saving multiple variables

dry pecan
edgy ingot
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Jsut replace the entire function with ,get game instance-> savegame, like in the pic i showed you if you want to fix it

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Also you shouldnt save (savetoslot) everytime you get a score

edgy ingot
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Cast to your GI first then call savegame

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And get rid of the rest of the code

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And dont svae everytime u get a score

dry pecan
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question, I'm trying to get an integer from a parent actor but I'm not sure what kind of object I should refrence

edgy ingot
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Picture this

  1. U enter lvl 1 with ,0 score
  2. You pick up some coind and get score.
  3. U didnt finish and alt f4
  4. U come back to lvl 1 but u still have the the latest scorem

So the result is u can keep playing over and over and keep incrementing the score

dry pecan
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oh I was able to make it so that happens

edgy ingot
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Not with the way u do it now

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But u seems to know better so i give up

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You literary save everytime you call the function, instead doing check points

dry pecan
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arent you supposed to save?

edgy ingot
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Have u played video game?

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Tell me what video game u played

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Something with save and load system

dry pecan
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yes I have, and I understand autosave if thats what your getting at

edgy ingot
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No

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Not even auto saves

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Give me a name of a game u played

dry pecan
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Baldurs gate 3, I spam save and load every dice roll

edgy ingot
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See how in baldurs gate 3 u save with a shortcut or selecting a slot?

Thats the checkpoint.

You dont want to kill a boss, get its item then alt f4 before saving. Then come back to the game with still alive boss and the ability to get the item again off it

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You call save game to slot when the user press save game

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Or when u want auto save to happend

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Dont save it per goblin kill for example

dry pecan
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how would that look?

marsh pilot
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This is less of a blueprint specific question and more of a programming one in general, but I'm trying to figure out an algorithm on how to get all cells in a square field for dragging a marquee. Each cell has an X and Y value. What would make the most sense for this? I'm thinking basically going row by row and ending the row when the column value equals the end column, and having that inside something similar for each row until it reaches the end row. Thoughts?

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Green is showing start and end cells in the example

edgy ingot
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U go to the road in baldurs gate. U fight 6 goblin. U save the game everytime a goblin died. So u can get the item.

That will caise bug cuz i can kill 3 goblin, get the item. Alt fF4

When i play the game again, the 6 goblin still there but i already have the item from the 3 goblin i killed.

If they dropped key item, i can essentialy duplicaye the key item to infininite with the way you are doing the save game

marsh pilot
edgy ingot
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You are looping over a class

edgy ingot
# edgy ginkgo

Is this just to test? Cuz its not gonna work in real implementation
You are basically saying get a random a.i in the world snd get a random point light in the world

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Dont use get all actor of class

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Instead point to the actual a.i and light

edgy ginkgo
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that was my attempt at real implementation, sorry I am new to this

dry pecan
edgy ginkgo
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The issue is I need the AI to check every instance of lights to see if they are turned on

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can I do that by referencing one light>

dry pecan
lunar sleet
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Inheritance means you already have the variable, you don’t need to ref anything to get it

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If you want, you can even make it show on the left panel from the gear settings -> show inherited

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But otherwise you can just right click get

frosty heron
# edgy ginkgo it is getting the actual ai,

because you only have one ai in the world.
The moment you have multiple, your game break. That's what get all actor of class , get first index does. You just tell the engine to iterate all the actor you want and point the first one it find.

lunar sleet
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In no particular order mind you

frosty heron
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Create a function like CheckIfAllLightIsOn
Get All actor of class (light) -> For each, get bSwitchedOn, if true do nothing if false break from the function and return false. On Completed return true.

edgy ginkgo
tribal gazelle
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What is the purpose of going through the gameinstance to then use savegame? Can I not just use savegame directly? (Because it's still working)

zealous moth
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it is always ALWAYS better to work with an instance than the actual data

tribal gazelle
zealous moth
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your best workflow @tribal gazelle is to use the save file as a way to store essential data and only to save when needed. Otherwise, you load the save file into the game instance and work with that up until you need to save. Then transfer the game instance data into the save file.

tribal gazelle
zealous moth
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file or slots?

tribal gazelle
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Slots

zealous moth
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you can create one save game and use multiple slots. I like that concept tbh so that I can load at different moments

tribal gazelle
graceful zodiac
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If this event gets called again before it is finished, and the B value on the lerp is different (GetDialAngle is different), what happenes to the event that was originally executing? Does it stop? Does it finish using the old values while the new one starts with the values it had when it was called?

edgy ginkgo
edgy ginkgo
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Okay Update progress on my AI that turns off lights

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I heavily simplified things by giving the AI a pho second sight essentially

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once their cone overlaps with a light is the light is on the AI will go to the light and turn it off

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Fairly simple

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However now the AI upon seeing a light flickers between the Hunt and the Turnoff light behavior tree constantly even if not seeing the player

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here is the function to make the AI enter this mode which should disable hunt mode until the player is next spoted as well

floral stump
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where is GetSteeringInput ?

frosty heron
floral stump
frosty heron
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or if it's a thing

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are you after a specific variable?

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call the function and see what it takes

floral stump
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UE4 chaos VMC

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this is in ue5

whole vector
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Quick question about blueprint - is it better practice to use a new instance of the "get variable" node every time I want to use a variable, or just have a single node that connects to everything? It's way messier with a single node, unless there's a way to hide node connections that I haven't figured out.

frosty heron
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use the reroute node to make the spaghetti more bareable, when it's too far to reach just get variable

heady crypt
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it's probably cleaner to use a new node each time, since the last node may have other connections and you may be doing multiple calculation on the thing you forgot about

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just pretend it's C++ and you're just using your variable name as many times as you like

whole vector
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yeah, I assume that under the hood it's basically just referencing the variable

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just want to be sure I'm not taking performance with simple blueprints

heady crypt
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I mean you're tanking performance doing most things in a BP over C++ some automation tests show 100x performance difference

tribal blade
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Despite that, blueprints are still pretty fuckin performant

halcyon vapor
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hi, I was wondering if this way to "add values" works or not

frosty heron
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it's soo hard to read with that plugin

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i will stick with vanilla

mellow folio
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ANybody have any thoughts on how to get curved roads to affect navmesh in a curved way

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ChatGPT says subdivide the curved road into a bunch of straight segments

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that sounds not fun

heady crypt
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you want the navmesh to be curved?

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or you want the road to have a lower cost and navmesh uses it ?

mellow folio
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Lower cost

frosty heron
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ChatGPT tends to talk from their *ss

mellow folio
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Whenever I try to add nav settings to any object, it just adds a square no matter what

heady crypt
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if you're using a curve, you could always make dynamic meshes by segment and use that ?

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still boxes, but it's correctly placed ones

mellow folio
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😦

heady crypt
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it's automated though

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so it's not much work

mellow folio
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Yeah but it would be wildly inaccurate

molten tinsel
#

Hey, beginners question, I m trying to understand communicating between blueprints, so I know several ways, there are event dispatchers, interfaces and casting.
I have:
BP_Player - which has event Killplayer (disables ragdoll)
BP_RespawnPoint - a point/points on map where I want to respawn player
BP_KillTrigger - when overlap, communicate to player and kill player.

So, I m not sure how to communicate between those in best way, without doing nesting casting. What I really need to do is:

  1. If BP_Player enters BP_Kill Trigger. Start event KillPlayer inside BP_Player
  2. BP_Players need to communicate to BP_RespawnPoint to start event RespawnPlayer
    and in 1. I can in BP_Trigger cast to Player right? But in point 2. From player casting to each BP_RespawnPoint sounds like something really heavy and bad practice. So, idk maybe interfaces are the way to do this more properly?
frosty heron
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it's pretty bad if you have to do nested casting.
You probably want interface for that case

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Try to break things into task and function

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A gameplay manager handles the respawn and points

heady crypt
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Respawn Point should be referenced in your GameState, so you could do an Interface to your GameState and ask it for the Ref

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so there is no coupling

heady crypt
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and since your Player is a child of ACharacter, just Interface call it, so also no coupling

molten tinsel
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I don't fully understand the differences between all gamestates, instace, managers etc. But I guess I can store it in GameInstance?

whole vector
heady crypt
heady crypt
molten tinsel
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what's difference between GameState and GameInstance?

edgy ingot
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Game instance is presistence object that is created when the game started and get shutdown when the game is shutdown.

Meaning you can access game instance as soon as you start the game. And since its destroyed when the game is shutdown you get to store data that needs to survive map transition

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Docs should explain better

trim matrix
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GameState is alive in the current level only, GameInstance is alive while the application is running

snow gazelle
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Hello, I'm having a little problem with the main menu of my game, would someone mind helping me?

marble tusk
# halcyon vapor hi, I was wondering if this way to "add values" works or not

I think the answer is no, it would not work. If I recall correctly the Find node returns a copy of the value, so the top right Add node would be adding to the copy of the Struct's array rather than the one in the Map. I'm not sure if it's even possible to get a Map value by ref (at least in blueprints. I don't know C++ to know about there), so I think you have to use the Map's Add node to add the new Struct array at the same key.

halcyon vapor
snow gazelle
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So, when i play the game normally the play button works just fine, but when i play it as a standallone game it doesn't, does anyone know why this is happening?

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This is my blueprint

heady crypt
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maybe there was no explicit connection to the map, so it didn't package it in your build

trim matrix
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i think they ment the standalone play in editor

heady crypt
#

you have to add them to the build list, wait that's Unity...

snow gazelle
#

sorry, wrong blueprint, that one is of the pause menu, this is the one

snow gazelle
trim matrix
#

It doesn't open the map?

snow gazelle
#

When i play it it opens the main menu, but when i press the play button it flashes black for a moment and doesn't take me to the main level

trim matrix
#

you should probably name those buttons...

trim matrix
snow gazelle
#

its for the pause menu

#

it doesent work yet, im still working on it

#

but i don't think it should have any affect on the main menu

trim matrix
snow gazelle
#

but wouldn't that make it always reopen the main menu, and not only as a standallone game?

trim matrix
#

nope, it wouldn't

snow gazelle
#

ok then, the pause menu has part to open the main menu, I'll check if that's whats doing this

heady crypt
#

your Pause menu exists inside your Main Menu map ?

trim matrix
snow gazelle
#

that's the only place i can remember that opens the main menu

#

but i already checked and the pause menu isn't causing it

trim matrix
heady crypt
#

it's not something silly like you renamed your level so it LOOKS right in your editor, but it's actually not really named that

#

it's just a redirector?

woven turret
trim matrix
#

open ur command console

#

in standalone

#

and type open mainlevelnamehere

snow gazelle
heady crypt
#

`

snow gazelle
#

is that suposed to open a comand console above the game window?

frosty heron
#

~

snow gazelle
#

It's just that it isnt doing anything

frosty heron
#

beside number 1

trim matrix
heady crypt
#

should be ` by default

#

since ~ is shift+`

#

I think it's pretty hard to kill console access iirc

woven turret
#

If youre in UE4, you have to re-bind it if you're using a European keyboard

#

UE5's console bind should work out of the box though

heady crypt
#

right some people don't use US layout, and " and ' and ~ and ` and @ and a few other keys have weird crossover

snow gazelle
#

I'm now trying every key to see if any works

trim matrix
#

lo

#

Edit>Editor Preferences

#

Keyboard Shortcuts

#

find something including the word console there and bind it to a key of ur choice

#

I'm not sure what its called

snow gazelle
#

I did it and it still isn't working

heady crypt
trim matrix
#

and then launch it in standalone

#

To see what it does

heady crypt
#

and make sure you right click content->fix up redirectors

#

just in case

snow gazelle
trim matrix
#

Yes, which map to load when the game is launched

snow gazelle
#

It's just that now I have changed it to open the main level instead of the main menu, and now when i play it i opens the main menu and the play button works fine

heady crypt
#

now that you set it to open the game map, it's loading the main menu ?

#

sounds like you need to reload Editor

trim matrix
#

but now it works apparently

heady crypt
snow gazelle
#

wait, it only opened the main menu because i had the main menu map opened

trim matrix
snow gazelle
#

now i opened the main level and it didnt show the main menu

trim matrix
#

what are your maps?

#

you have the main map, right?

#

and a seperate map for the main menu?

#

which one is a level instance?

snow gazelle
#

When first opening the game it should first show the MainMenuMap level, and then the play button should take me to the main level

pulsar pulsar
#

Any pointers on holding items and then using them? In this case a weapon. I tried looking at the first person template but I can't quite translate it into what i'm doing, plus I'm using the third person template. Currently I have the TPC with an inventory component. The Inventory Component stores info on the players inventory. I then have a base class for my Items called ItemBase, I then have a object class called ItemObject, which gets created with the info of the ItemBase item when it gets added to the inventory etc. So what I've done so far is that I can drag the ItemObject version of the ItemBase item in my inventory into the 'Item In Hands' slot, which then adds the static mesh component of the ItemBase object into my hand, however, I've realized this is problably not the best approach as I'd have to create animations for every single individual item πŸ₯΄ Which caused me to look into IK anims.. Which in turn turned out to problably be alot more complicated. Youtube tutorials are either outdated due to the new IK system or they don't showcase what i'm looking for. Any pointers or questions to clarify anything is greatly appreciated

heady crypt
gritty wraith
#

Also, can i fix this ugly code with class inheritance? (If all 3 input types were to inherit from class input_parent)

#

ive learned CI just recently and now i wanna throw up at every second thing i made in this project.

pulsar pulsar
#

I thought If I get that part down, the rest would be piece of cake

heady crypt
#

then yes your AK47 animation is different to an SKS or a 308

snow gazelle
# trim matrix and a seperate map for the main menu?

so basically it is working like this, if i have the main level opened in the editor and the mainmenumap as the game default map it opens the main level, if I have the mainmenumap level opened in the editor, and the main level as the game default map it works as intended

woven turret
heady crypt
# pulsar pulsar Fair enough

It's up to you how you want to do your items and their information, do you want to make a Structure with a Class ref, and animation references and add them to a data table and do a lookup, do you want to make an AActor base to hold them that you can have handle their own animation information, or do you want to hard code every single weapon into a single character class, it's all up to how you understand and can implement them

#

but a semi automatic rifle and a shotgun and a lever action rifle and a bolt action rifle all need their own weapon animation and character animation

heady crypt
#

so unless it's a gamemode accessible class like GameState etc, you won't be able to access a lot of things

woven turret
heady crypt
#

Construction is helpful if you want to nodegraph make things/components and attach them to the actor instead of adding them visually as components

woven turret
#

Only reason I'm doing it in the construction script for the light sources is for live updates so I as the level artist of the project can better get a feel for lighting

heady crypt
#

like if you're building a survival game and you want to program in a snap point system you can make arrays of vectors or maps to spawn in collision volumes in spots and then make a child actor and inherit the system and tweak the arrays/maps so that it places all your collision volumes for you

#

but if you want to access other objects in the level/scene, then construction is kinda way too late in the execution hierarchy

golden gull
#

Hello, I am trying to create an interaction system where I raycast to see if I can interact with the object, should this logic be done on bp_topdowncharacter or bp_topdowncontroller and why? Thanks!

keen widget
#

trying to make a very simple Pure function that's just print whatever its plug in to it
but it doesn't work, why?
i know there is a pure print but its need that value go throu it for some reason, is there no way to make it print and that's it?

scarlet timber
keen widget
scarlet timber
#

otherwise its not part of execution graph and how should engine know when and where to call it ?

keen widget
scarlet timber
#

value gets inputted in the same way as I mentioned . when its encountered on execution graph

#

blueprint pure functions are just visually simplified but they are technically still a function that has an execution order

keen widget
#

is there "On value changed" node?

steady night
#

hey guys

#

scratch that

trim matrix
#

You'd have to call something when u change it

#

@keen widget

#

or compare it on tick to the previous value

trim matrix
trim matrix
#

but only if the "owner"/"parent" node gets executed

#

and not if it's just connected

#

If there's no access attempt for the return value, the pure fun won't get called

keen widget
#

how to create wildcard input inside function ?

trim matrix
#

u can do it 100% in macros, but idk about functions

keen widget
trim matrix
#

is that a c++ implemented function?

#

double click on it

#

see if it says reading c++ symbols

keen widget
trim matrix
#

then its cpp

#

the func

#

u showed

keen widget
#

cppβ”πŸ€·β€β™‚οΈ

versed sun
#

c++

trim matrix
#

not possible in bps

#

@keen widget

keen widget
#

so my dream to make simple func for debug check what value is where cannot be made

trim matrix
#

can't u do that with a custom event?

#

@keen widget

keen widget
trim matrix
#

add wildcard input var to the event

keen widget
#

maybe there is a plugin in the ue store that just show what values are runing by the wire?

trim matrix
marble tusk
#

There is no value running through the wire if it's never called

trim matrix
#

the value out would need to be connected

#

to something else

#

with an execution pin

golden gull
#

How do I make this line trace have the same rotation as the player?

heady crypt
#

position (start)
get forward * float 100 + position (end)

trim matrix
#

but u need to multiply it by a float

#

instead of vector

versed sun
heady crypt
#

get out of here with your electric dreams plugin

versed sun
#

never

heady crypt
#

why is it not engine standard

trim matrix
#

eww...

versed sun
heady crypt
#

lol

#

more crooked ends~!!! MOAR~!!!

molten swift
#

Anyone got an idea of what I'm doing wrong here? This code is for picking up objects and it workd when I pickup only 1 object, but when I try to pickup another object while having an object already picked up, the previous object drops to the ground

versed sun
#

Making and empty array and adding to it will always be index 0 i think

heady crypt
#

index 0, index 0, index 0, index 0.... index 0.

steady night
#

h ow can u increment an array size ?

heady crypt
#

in UE arrays are lists

#

so anytime you add it resizes

steady night
#

y

heady crypt
#

and anytime you remove, it resizes

#

wh(y) or (y)es or t(y) lol

heady crypt
versed sun
#

maybe ?>

molten swift
heady crypt
#

too busy thinking of "sweet baby rays" I guess

molten swift
#

I guess

pulsar pulsar
heady crypt
#

sure, but then you want them all the be the same size and same spot, since you don't want the finger to snap to something outside of the skeleton, but you could always use a control rig to handle moving the finger to a point and having it follow the trigger aPES_Think

heady crypt
#

no

#

the character

pulsar pulsar
#

aaaahhh

#

I've already created a new actor of all the parts, it was a pain in the arse to move it around in the viewport when it was in mesh parts lol

#

I was just curious how i could access the trigger mesh part once it's been made into a new static mesh

heady crypt
#

every mesh is a component in the actor so they are all accessible

#

you could make a base to put all your functions, or you could make every trigger/stock/lever action component so you just tell the parts to "triggerAction()"

pulsar pulsar
#

I'm not sure i'm following tbh. Once I've made a new SM out of the SM parts, I can't seem to find any option to access the individual parts again.

heady crypt
#

if you force it from multi meshes back to a single mesh you'll lose the access to individual parts, that's what skeletons are for

#

#animation channel might know a way to combine and make a skellie and have pivot points and access

golden gull
stark thunder
#

Hey all. I have this material and I would like to change the dissolve parameter thorugh the bluepint of the actor. I tried it with dynamic material instance but I could not get it to work. How is this done?

frosty heron
#

if your goal is to change the dissolve value overtime, use timeline

stark thunder
#

I am not sure how to get this parameters

#

is it change float paramter per name?

frosty heron
#

On your return value of the create dynamic material node, promote it to variable

stark thunder
frosty heron
#

then drag from it and type Set Scalar value

stark thunder
#

aah

#

that worked

#

thank you

frosty heron
#

if you want it to happend overtime

stark thunder
#

yep πŸ™‚

#

Another question. If I have an Interact Interface on an actor like a cube. Can I somehow Invoke an function on the cube if the interaction is finished?

#

Like a get owning actor or something

stark thunder
#

I added the actor as an input value in the interface

#

that worked

wind spire
#

can someone explain what absolute does (what options we are talking about) and what options can be written in a string?

gentle urchin
#

Any

#

?option=somevalue

#

Iirc

mental trellis
#

If you hover the mouse over 'absolute' does it give you a tooltip?

true zealot
#

Is there a way to get a coordinates location relative to an actor/component in world space?

I basically just want the coordinate 5.0 x in front of my component (relative to my component) in world space. I see functions to add local offsets and move components that way, but I think I'm missing the functions to convert between the two systems without actually setting anything

mental trellis
#

YourComponent -> get component location + (your component -> get forward vector * 5)

#

That should be in world space.

#

It will say on the tooltip of the node which space it's in.

#

If it's not world space (location) try another node.

lunar sleet
#

It’s a poltergeist

stark thunder
#

haha maybe

lunar sleet
stark thunder
#

good idea

#

sry

lunar sleet
#

Np

serene wharf
#

Hi! I am trying to create a scatter blueprint but i get a very weird error. The objcets i am trying to scatter gets placed far away from the acctual blueprint as you can see in pic 2. Pic 1 is the acctual blueprint

#

also the random line traces dosent use the entire box for random locations

prisma delta
#

Why not use PCG?

serene wharf
#

i want a more simple system that i can tweak myself

#

but in the future i will probably look into using pcg

mental trellis
#

You can tweak just about everything in pcg.

trim matrix
#

out of the hit

#

you'd need to convert it to the relative loc

serene wharf
#

this?

lunar sleet
#

That’s local to world I think

trim matrix
#

no. hitlocation-HierarchicalInstancedStaticMesh->GetWorldLocation

trim matrix
lunar sleet
#

Yeah

trim matrix
#

lol

floral stump
# keen widget

if printcheck is passing some value to pure print in C++ , you can just print that value using print string function in any event graph

serene wharf
#

is this somehting?

lunar sleet
#

Inverse transform location does the opposite

trim matrix
#

didn't notice that

#

u can check it and it should work

#

with the previous setup

serene wharf
#

that works now, it didnt before lol

serene wharf
#

i still have the issue that the random points whitin the box is not using the whole box

trim matrix
#

wasn't checked here

serene wharf
#

i tested it earlier

lofty rapids
trim matrix
serene wharf
#

this should get a random point whitin the whole box right?

floral stump
# trim matrix

seems like snapshot of a compressed snapshot and recompressed it once again so forcing discord to compress it 3x and post it

trim matrix
#

what

floral stump
#

quality of the image is compressed by discord 3x

trim matrix
#

but why

floral stump
#

you snapshot it from already compressed image

#

and you posted again, so discord recompressed it

serene wharf
#

the scattering is still broken

#

the rocks only land whitin a small part of the box

prisma delta
#

I promise you, PCG is going to make your life 1000x easier.

trim matrix
#

you need to mutliply uhh

#

the box extent

#

by 2

#

because random point in bounding box uses half-size

serene wharf
#

whould you mind helping me in voice channel?

trim matrix
#

why?

serene wharf
#

easier to test things

#

and se result

#

if you dont mind

trim matrix
#

not rn, sorry

serene wharf
#

ok

floral stump
trim matrix
#

yeah i've said that

#

they know how to multiply vectors

serene wharf
trim matrix
#

use what u had before

#

get scaled box extent

#

It will account for the case where you scale the actor

serene wharf
trim matrix
#

yeah

serene wharf
#

weird

floral stump
trim matrix
#

that's a good suggestion, but it looks like its outside the boundig box

#

or it might be just the perspective idk

serene wharf
#

i seriustly have no clue why this is not working

#

i did this btw

trim matrix
#

don't use the Z at all

#

leave it unconnected

serene wharf
#

ok

trim matrix
#

but it's still not it smh

long schooner
#

Hey can someone help me with my inputs? For some reason it stops working after I pause the game.

The controller do not get enhance input after the pause unless I hold a mouse button. at this point I have no idea what I am doing wrong

floral stump
lunar sleet
long schooner
trim matrix
long schooner
#

Like I am not sure where to start looking into the problem.

serene wharf
#

the funny thing is i have done the scatter thing blueprint multiple times before but never have this many problems

kind estuary
#

I have AIController for the AI units, and PlayerController for the human character. They are very similar, except some extra logic for AIController.
So everytime i change something in the PlayerController i have to change int he AIController too.
Aren't these 2 supposed to inherit from one parent class? Or this is just normal.

scarlet timber
floral stump
# serene wharf

one more thing you can try, place few static meshes in the box, record their location, delete the static meshes and loop the recorded location and choose random from them and spawn stone

serene wharf
#

nope

#

that made it smaller

long schooner
floral stump
trim matrix
scarlet timber
serene wharf
#

i will just use the folige tool

#

thanks for your time

trim matrix
#

Np

#

I'll still have to test that myself because I'm confused as hell

long schooner
plush shuttle
#

Hi guys I would like to know how I could make an system that Tilts the Player character slowly head down and gives an velocity higher as more head down he is

long schooner
outer brook
#

Hello fellas, currently I am dealing with a problem regarding my character’s mesh while it plays a montage (see video for reference).

The left mannequin is the simple preview of the animation dragged into the scene, that’s how it "should look like".

The right mannequin is my character, playing the same animations as a montage and triggered through the character’s BP (pressing space/jump). As you can see, the mesh gets deformed for some reason.

Now my question is: Why does the mesh of the character get deformed while playing the montage?

My theory is that the AnimationBP of the character does interferes with the montage, which is why I post my question/problem here. But I do not know what i am doing wrong exactly…

If needed, I would add some further images of some BP Code-Snippets and settings of the animations. But the code is realy simple and regarding the animations there is nothing special I did as far as I know (this project is relatively old).

In the character’s BP I just trigger the montage. In the AnimationBP, I created a StateMachine for the locomotion, air-movement, and on-ledge animations. Maybe i did just set up something wrongly or did miss some other things to change. Does someone has any clue where to begin with?

trim matrix
serene wharf
trim matrix
serene wharf
#

lol

trim matrix
#

maybe u had the box with some relative location offset?

trim matrix
outer brook
# plush shuttle Hi guys I would like to know how I could make an system that Tilts the Player ch...

Here is an example i would do:

Create a timeline and trigger it when ever you want to start your rotation. The timeline needs a "curve", which you can setup the duration of the timeline. I would recommend using "float" as the main variable-type for the curve because, as you can see in my BP-picture, you can use it for both, rotation (float value * SinD) and velocity (float value * VelocityFactor)

The benefit of the timeline is thse usage of a "timespan" (adding values for a defined timeperiod), and you can also use it in reverse for going back into the standard mode of your Character/Actor.

Don't get irritated by the "static mesh" in my example, it wa sjust the fastest way for me to make an example for you.

Hope this helped

trim matrix
#

flabbergasted

primal schooner
#

How do you safely rename an asset? I renamed a GameMode asset, and now I have all kinds of problems. First, it didn't delete the old one so I had to manually delete it. But now when I go try and assign the newly renamed asset, the editor thinks its a reference to the old one:

#

Every time I try to set MainMenu_Entry, it just switches to _old

trim matrix
#

do fix up redirectors

primal schooner
#

How do you do that?

low marlin
#

do any of you guys know about ue5 ai

plush shuttle
trim matrix
outer brook
plush shuttle
#

Ok so I have had an super old game(it was from 2007) it was like an BASE jump Game Iβ€˜m trying to remake it but with better assets and all that new stuff now I need to find out how u can make the Falling system they used

outer brook
plush shuttle
#

BTW you can see the game on YouTube it’s called BASE jump simulator pro edition

primal schooner
# trim matrix .

hmm okay so editor works now, but when I right click the .uproject and Launch game, it launches into a black screen. Any ideas what could be happening?

primal schooner
trim matrix
#

yes

primal schooner
#

yeah that's set

trim matrix
#

oh wait sorry

#

misread ur problem

primal schooner
#

oh haha no worries

trim matrix
#

i'm guessing main menu entry is some empty map that redirects u to the actual main menu?

primal schooner
#

no its the actual main menu itself, should look like this:

trim matrix
#

do u know how to open the console command?

primal schooner
#

not outside of the editor

#

its just ` in the editor right?

trim matrix
#

open it in the launched game and enter open MainMenu_Entry

#

see if it loads the map

primal schooner
#

oh wait it was working.. it just takes like 45 seconds to load the map. that.. can't be right can it?

trim matrix
#

i guess so

primal schooner
#

its like.. slowly popping in lights and stuff still. For something so basic?

frosty heron
#

gonna create shaders and stuff

#

just package it

outer brook
# plush shuttle Yeah I would like to have an system that automatically changes animations when t...

Hmm... what you can do to affect your "8Way-Blendspace" in your StateMachine is to alter two Float-Variables (for "Roll" and "Pitch" of your rotation) in your AnimationBlueprint via your Character/Actor Blueprint. In your StateMachine you can attach these two variables to your 8Way-Blendspace.

Thi first image is an extension to my previous snippet. When you change the velocity value in your AnimBP, you can use that to alter the 8Way-Blendspace values like in the second image

primal schooner
#

Ohhhh is that what packaging does. Okay, yeah I see "preparing shaders, 4000+)" lol

kind estuary
#

I have AIController for the AI units, and PlayerController. They are very similar, except some extra logic for AIController.
So everytime i change something in the PlayerController i have to change int he AIController too.
Aren't these 2 supposed to inherit from one parent class? Or this is just normal.

trim matrix
#

if you're applying changes to subclass A, they won't propagate to subclass B

outer brook
young meteor
#

Hey

I made a hexagon PNG file, when I import it and try to use it, it is just a black square. Any idea why?

Looks like a hexagon when I open the texture up.

outer brook
young meteor
#

A white just turns completely white instead.

#

Gradient full gradient πŸ˜„

#

Something is messed up with alpha information maybe?

kind estuary
#

so basically i have a duplicate code

#

in the PlayerController and AIController

#

so everytime i change something in the player controller

#

almost always have to open the AI controller to do it too

#

Because they are very similar

#

the only difference is that the AI Controller is the AI and does some more things that are automated

remote meteor
#

Both those controllers are AActor and an actor can have a thing call ActorComponents

#

you can make your shared behavior into an actor component and apply to both of them

#

AControllerExtensionComponent for example

dawn gazelle
#

If you wanted to share functionality between an AI controller and a Player Controller, you'd do so at the controlled pawn level.

#

Eg. You can have Input Events on the pawn that a human would activate, but then you also need to have events that your AI Controller could activate on its own to trigger the same logic.

lofty rapids
#

try another node

#

same thing just a new one

#

it should say [0]

young meteor
#

uvs? In the teture window or material window?

#

Never looked liked that for me before. On UE 5.0

lofty rapids
#

maybe it's just different version

#

5.2.1

lofty rapids
#

i would also try a fresh material to see if it is doing it in that as well

#

usually it's best to narrow down a problem especially if it's odd

outer brook
lofty rapids
outer brook
trim matrix
#

how do u make use of the Blueprint Debugger? Specifically the Watches section?

marsh pilot
#

Any tips on how I should handle the possibility that the 'Start' Index is less than the End cell so that the for each decrements by 1?

young meteor
outer brook
trim matrix
#

use a select node or smthg

outer brook
trim matrix
lofty rapids
#

"Watching Values"

#

or your asking about something else ?

trim matrix
#

i thought they are for something else πŸ™ƒ

#

debugging the execution time

#

but i guess u do that with the exec flow

steady night
#

Hey Guys i need help with a issue, im trying to "refresh" my inventory as of it now the inventory Size Array represents the Child Slot Index of the "uniform Grid"

#

if they array is
1=false
2=true
3=true
4=false
5=false

i wanna update it so

1=true
2=true
3=false
4=false
5=false

#

any advice on how :/?

trim matrix
#

that would have been so easy in c++

steady night
#

aye but this is Bp only >)

trim matrix
#

but for bps u gotta make two for loops i guess

#

have one set the values to true up to a desired index, and the other one setting the values to false after said index up to the last elem of the arr

steady night
#

hmm

#

mind making an example πŸ™‚ ?

lofty rapids
steady night
#

im trying to set all true at the begining of the arrays basicly

trim matrix
#

@steady night

compact vapor
#

I want armor with certain effects when you wear it.

should I learn GAS
or implements my own system?

steady night
#

hm

#

how would i get "last true"?

trim matrix
#

that's the last index you'd like to be true

trim matrix
steady night
#

hmmm

#

yeah but this wont fix my

#

erhm i gotta think about this for a min

trim matrix
#

u might wanna reconsider how are u storing the inv size

steady night
#

yeah thats what im thinking aboujt

lofty rapids
#

different way as well

trim matrix
#

never seen it done with bools like that, except if u want some slots in-between to disappear at runtime

#

mine is cleaner smh

lofty rapids
#

ya i'm still working on cutting down on all the lines, still learning

steady night
#

well yeah its my 2nd time doing a MP inventory system so obviously its not as it should be

#

but 10x times better then the first one atleast :p

lofty rapids
#

you also usually don't want to alter the array your looping through

#

but i think in this case it should work just fine

lofty rapids
trim matrix
#

but we are doing a different thing here

#

modifying existing elements and not adding new ones

lofty rapids
#

thats why i said in this case it should be fine

outer brook
#

Yes, adding/deleting from an array while looping is bad, bur altering values should be fine

undone sequoia
#

guys I need some suggestions I am trying to predict where my bomb will fall with this feature but its really moving a lot and it looks bad check video , green crosshair below plane is bomb cross

#

it is jumping like mad, any tips?

trim matrix
outer brook
undone sequoia
#

πŸ˜„

#

it is considering ground

trim matrix
#

@undone sequoia does it get better/worse if u change sim params?

outer brook
# trim matrix it's always gonna be "jumping like mad" if u want it to be accurate i guess

exactly. therefore @undone sequoia needs some substitude. Like... an invisible plane that gets traced instead of the ground itself.

@undone sequoia I see you are tracing for "WorldDynamic" which might be tracing the bumpy map of your level. As a substitude solution, you could create an invisible, but traceable plane as big as your map. After that, create another TraceChannel (In ProjectSettings > Collisions), e.g. naming it "BombPredictionArea" or so, and attach that channel to your new created plane.

Some downgrades would be that the hills wont be traced anymore, but for that, you could create some more objects like cubes, cones etc with smooth surfaces and attach them also the new created TraceChannel.

undone sequoia
#

should solve it

outer brook
undone sequoia
#

I mean

#

if there will be plane above ground

#

it can hit plane

#

and kill

trim matrix
#

thats not the point

outer brook
#

uh i forgot... with "plane" i was refering the geometrical object "plane" (not the flying vehicles)

undone sequoia
#

ah true sorry

trim matrix
#

seems like it

undone sequoia
#

it should be visible whole time

#

smoothly moving over map

#

just found problem is in my velocity... which I am calculating when I put there forward vector its smooth

#

It getting some weird numbers, my velocity

#

my velocity output, numbers are weird I dont get why I calculate it right

#

1418 then 1420 but before is 1465

outer brook
outer brook
spark steppe
dry pecan
#

whats the best way to call a custom event from a level blueprint?

spark steppe
#

none, why do you want to call something from the level blueprint?

thin panther
#

and what do you mean "call a class"

dry pecan
#

custom event I mean

thin panther
#

then you don't

#

in general the Level Blueprint is a piece of legacy from UE3, and now only really functions for quick level specific actions for game designers, like triggering a cutscene for example.

you wouldn't put gameplay code in it, and even it's legititmate uses are dubious, and will normally be better in a reusable class

dry pecan
spark steppe
#

make an actor of the audio component and add an overlap trigger (with a sphere collision for example) reference the audio component in your event system

dry pecan
spark steppe
#

then make the button change the music

dry pecan
spark steppe
#

make an variable on the button actor which can hold a reference to the audio component (the class type is visible in the details when you select the audio component in the editor)

#

and click the eye next to the variable name, then when the button is placed in the level you can select the audio component to store a reference

#

in the button use that variable to access the audio component and to change the music

lofty rapids
spark steppe
#

well, is it an UI button or a world object? (i've assumed the later)

dry pecan
lofty rapids
#

i saw button i immediately thought ui

dry pecan
#

how can I refrence an object in another objects blueprint?

spark steppe
#

in the blueprint you can't

#

in the BP you make a variable of the class, then with the actor placed in the level you can place a actor reference in that variable field

#

watch this and what he does with the TargetActor

#

best idea is to watch the whole video... since it's pretty much worth every minute

dry pecan
#

What is the Camera Shake class named now?

tight pollen
#

hi

#

I have a widget and in it I have 10 positions on the X axis, I want to check which position of these 10 is closest to the mouse cursor, how can I do it?

#

I use On Mouse Move

#

function

frosty heron
#

@tight pollen you always ask weird question, I can't tell of you are trolling.

Arnt u the guy that want to do mmo with 3000 actors in bp. And also want over two thousands widget element?

spark steppe
#

this is so weird... i had to look it up... and it's "only" 1k widgets but replicated πŸ˜„

tight pollen
#

1k widgets... I've already dealt with that one ;p

trim matrix
#

So I have a while loop and I want to run the contents continuously, but looking stuff up, the reason why its crashing on execution is because it runs more than once per tick, I can't use a branch into a custom function with the contents like some suggested because I use delays a lot in this graph. Any ideas?

tight pollen
lofty rapids
trim matrix
#

DistanceTo each from mouse position, grab lowest

#

yeah

frosty heron
#

Hang on he has 1k widget in his wbp. Are u saying to iterate over 1k widget every frame?

tight pollen
#

no

outer brook
#

But yet, if 1000 player move their mouse at the same time, it would be "every frame" alike

tight pollen
trim matrix
trim matrix
#

I could put a big ass delay at the beginning I guess but jesus that is nasty

lofty rapids
#

are you running a while on tick ?

frosty heron
#

Putting delay not gonna do anything

trim matrix
outer brook
trim matrix
#

I guess I could hook it up to on tick, and just set the vars from the thumbstick inpout

lofty rapids
frosty heron
#

Loops happend in one frame, if the loop iterate the maximum specified limit. You will just crash

#

It's a blocking operation

dawn gazelle
frosty heron
#

Not gonna go to next frame until either the loop finish or u crash

trim matrix
#

I was under the impression that triggered runs only once while the button is held down, which is why I wanted the while loop

outer brook
frosty heron
#

Triggered runs every frame

#

Every tick*

trim matrix
#

Gotcha, I have another issue then, I was under that impression because my BP doesn't seem to work when continuosly firing, it only really works when repeatedly triggering it, like by rapidly pushing and letting go of the thumbstick

frosty heron
#

If u put delay for 2 seconds then you will crash after 2 seconds.

outer brook
outer brook
frosty heron
#

I don't think that's the case. You are just blocking for the duration of the delay.

A lot of ppl misunderstood loops and tries to Put delay in their loop.

Try to print string in for loop (1 to 10) to test and add delay of 2 seconds. What happend is after 2 seconds u get 10 print string instantly within a frame

dawn gazelle
#

This is all a while loop does. Basically it continually calls the loop body output until something sets the bool to false, then it calls the Completed output.
Putting a delay in the loop body cannot change this behavior. It will continue to call the loop infinitely until the input bool is false, and if this is done for longer than one frame, it assumes that you have an infinite loop running, and causes the halt.

spark steppe
#

i think infinite loop detection works different (since you can raise the limit, so i guess it rather goes by iteration count)

dawn gazelle
#

For & Foreach loops are slightly different in that they iterate over a finite set. So long as you don't have logic that takes too long, they will execute within 1 frame and not cause the halt.

#

You're probably right Ben.

spark steppe
#

i'm not 100% sure, so unless you are, both might be true πŸ˜„

#

since i feel like i also hit the infinite loop detection with less iterations than set in the project settings

outer brook
trim matrix
#

I think I should probably explain what I am trying to do, because I have a sinking feeling that I am doing it wrong.
When the thumbstick moves, I want to trace from the thighs down to the ground, and solve for that in my IK.
The New Trace variable is used to trigger solving and lifting the legs etc. So, the workflow is simple here.
Clear everything at the beginning, trace down, set the foot location which is used to get the knee location later, and set the variable. I want to wait until turning off the left leg solving though, cause that way it looks like they are staggered. That's where I am really confused, delay seems to work differently than I would expect. thoughts?

lunar sleet
#

get rid of the delays

#

as was explained to you, on Triggered, they will not work as intended

trim matrix
#

Then the legs will move at the same time, which is why I want to figure out an alternative that does work. It looks unnatural

#

Makes sense why it was broken though

lunar sleet
#

you can prly use set timer by event instead

trim matrix
#

It also needs some delay either way, or else it is ripping the legs apart lol, its to fast

trim matrix
#

Yeah let me take a look, i'll get back to you in a few

#

i'll try converting it to that

#

thanks for the tip!

trim matrix
lunar sleet
#

if you use looping, you can also clear and invalidate the timer by handle when you want it to stop

#

you can prly do this on Started instead so it doesn't reset the timer every time

outer brook
# frosty heron I don't think that's the case. You are just blocking for the duration of the del...

I just checked it out and you are right. It delays the loop and then loops it trough to the end.

But the interesting thing here which I tried to tell is that even though it is used in the TickEvent, it does not block the game. Instead it jumps over the loop for the delay duration and triggers it again afterwards. My misconception here was regarding the While-Loop. It does not seem to work with it in combination with the TickEvent since it returns an "Infinite-Loop" error.

P.S.: Just ignore the "DeltaSeconds" string printed to the screen, should be EstimatedTime instead lol

trim matrix
#

Shit I also did exactly that

tight pollen
#

i want Get Local Top Right

trim matrix
#

This also feels wrong tbh, I am trying to slowly go from 0 to 1 here, but obv this won't work, and its also messy

trim matrix
tight pollen
#

nope

trim matrix
#

thats really weird

dawn gazelle
trim matrix
# lunar sleet

The event I use to start does not have an event output delegate, whats the solution here?

trim matrix
#

I was thinking that to, but if it works, it works

lunar sleet
trim matrix
#

and as long as it's safe, i don't give a fuck lol

trim matrix
trim matrix
#

Perfect, thanks

steady night
#

hmm

#

can someone refresh my memory

#

im trying to "If ANY is true" then true

#

what i can remeber the "or" is wrong

spark steppe
#

or is correct

neat sinew
#

I have a dash montage with 3 sections - start, loop and end. Start and end have root motion enabled and loop does not. I want to move the character manually while in the loop section by setting the movement component velocity. The problem is that the character movement is overridden by root motion even though i'm not in a root motion section. So i'm not able to move at all if i'm in the loop section, unless root motion is disabled for all sections. Is there any way to get around this or am I gonna have to make three separate montages and write logic for switching between them?

trim matrix
#

New issue! This timer never runs because it gets triggered like 2 every second, so it constantly overrides the original and starts a new one

dawn gazelle
topaz gazelle
#

On tick the most recent spline point is at an offset from the actor's location. When I add another spline point at the same location I'm getting a curve between the points, and that extra curve is longer the greater the distance since I've added a spline point. I've tried setting the most recent spline point type to Linear, Constant, Clamped with no change.

faint pasture
#

also play with the tangent strength or whatever it's called

topaz gazelle
#

"Leave Tangent" seems to be the culprit. Thanks.

ionic crescent
#

dumb question... If i have an actor added to an array and that actor gets destroyed does the reference to it in the array get deleted too or does it turn null

#

okay thank you

#

will have to occasionally do a for each on the array and do a is valid then remove if not valid

pulsar moss
#

Hi all, how the heck do you update items in a List View? I tried updating the object, but it seems the entry's OnListItemObjectSet only happens once. Is there no way to update an item? I tried removing then adding a fresh item, but that doesn't maintain list order (and seems quite wasteful?)

elfin hazel
#

Or do you want to update an items entry that's always visible? Edit: "Regenerate All Entries" might be of use for you.

old sonnet
#

does IK rig allow a "look at" function where you can get character's head to follow a target?

pulsar moss
ionic crescent
pulsar moss
#

For example, in my inventory screen, if a user clicks an item, it should equip or unequip (the leftmost column)

#

Here, I'm just setting a bool to my data

ionic crescent
pulsar moss
#

but how can you force ListItem to refresh its widgets?

elfin hazel
#

It's not an ideal node for this usecase, since it updates all of them. But might be an easy solution. I think the more proper thing to do would be to tell the entry widget to update. To tell it to Get the items data and update the text property.

pulsar moss
#

@elfin hazel yeah that works (and is inefficient as you say)

#

you can get an entry widget from an entry somehow?

vital cargo
#

Is there anyway to remove the slight delay in the "Timeline" node Finished pin? I have a 2 second timeline but the finished pin doesn't trigger until like 3 seconds

thin panther
#

that's not normal

#

show us your timeline curve

#

finished calls as soon as the timeline is finished

vital cargo
#

Just a simple linear curve

versed sun
#

Default timeline time is 5 sec

#

set it at the top

vital cargo
#

0,0 to 2,1

#

Sorry previous one was bad

versed sun
#

hmmm

thin panther
#

can you show us your use of the timeline?

vital cargo
#

By use you mean how I'm using it?

#

This is just called from the press of E

#

There is a video, you see the delay after it flicks back (god game bar recording is awful)

elfin hazel
rigid bobcat
vital cargo
#

Yup

thin panther
#

then record a new vid if you can