#blueprint

1 messages · Page 33 of 1

eternal flame
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I have tried MoveComponentToLocation but it does not work

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Can you show this with timeline? On blueprints?

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I am very new in ue5

gentle urchin
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Timeline -> alpha -> Lerp transform

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Start transform -> end transform

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Add noise along the way

eternal flame
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Physics not necessarily important first

gentle urchin
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Separate curve for example

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Id prob write a function for the noise but oh well

eternal flame
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Okay I will try, some small example on blueprint would be very grateful for that

zealous moth
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I would but my GPU is full atm

eternal flame
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Thanks

gentle urchin
eternal flame
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I just want add more realism in scene

zealous moth
eternal flame
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Thanks anyway! I will learn about more complex usage of timelines

west crescent
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Is there a way to create a struct from blueprint variables or a tool that can do that?
I would like to be able to select multiple BP variables and then create a struct that contains all of them

zealous moth
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an AI gen

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I need some backgrounds, so I am running several models in series until I can get what I want

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fishing for seeds or good results 😉

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I tried to get a bathroom once...

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it didn't quite get it

gentle urchin
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Lol

lunar sleet
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Computing all those toilets is hard

silent drift
# zealous moth

I mean... I guess the classic meme "Compete in the bathroom" and this would make sense. 😄

hearty sand
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AI thinks privacy is useless and inefficient

zealous moth
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here it got close to it

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but i think it thinks toilets are people

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you can see one coming out and the other washing hands

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anyways, this sort of stuff

lunar sleet
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No, that’s just the public bidet

zealous moth
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hahahaha

gentle urchin
zealous moth
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behold

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0 privacy AND challenging

hearty sand
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the washroom of zuckerbergs dreams

frosty berry
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nope

lunar sleet
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I do like the “head of the table” one

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Looks like a bathroom+ conference room

dire frost
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why is #blueprint full of drawings of bathroom stalls?

frosty berry
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Is there a way to print out a message when a projectile hits end of life? No collision.

dire frost
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on destroyed event

gentle urchin
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I believe patient 0 was in ||cpp||

dire frost
dire frost
modern radish
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I'm looking at a way to use some FishEye post processing effect, but I quickly realize my actions on screen which rely on hit results under cursor start to mismatch with this approach.. is there a way to have a similar hit query but taking that PP distortion into account?

dire frost
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oh i was thinking it was bathroom related lel

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oh god i think im infected!

gentle urchin
gentle urchin
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No cure found... day 571

modern radish
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The FishEye Post Processing material for reference

dire frost
dire frost
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anyway what do you think of bread?

modern radish
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II was thinking perhaps I could hit using screen space instead in the BP, but I'm suspecting the PP must happen after

dire frost
gentle urchin
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You should be able to convert them tho

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Xy screen -> through fisheye function equal to pp => xy world

frosty berry
# dire frost on destroyed event

Wired it up and get my message when it hits something, but never prints if projectile goes off in the distance. I have a LifeSpan value on the actor, so it is not 0 (forever).

dire frost
dire frost
frosty berry
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got it

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trying to figure out why my projectile has a decent life shooting in one direction, but almost imeediately dies in another and there is no collision.

lunar sleet
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That you know of

frosty berry
modern radish
gentle urchin
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You may need to inspect the gradient

frosty berry
# lunar sleet That you know of

I have a "cast to" for the thing hit and if cast fails, it prints "hit something" and that never prints....so figured it may not be hitting anything

modern radish
gentle urchin
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You could also get away with dome map range clamped after figuring out the lin/max values i think...

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maybe...

lunar sleet
dire frost
modern radish
dire frost
frosty berry
lunar sleet
gentle urchin
frosty berry
modern radish
dire frost
lunar sleet
lunar sleet
dire frost
dire frost
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isnt it the same thing as == nullptr?

gentle urchin
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If it can only hit and damage child of some base class, then interface doesnt make to mich sense ^^

dire frost
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oh wait yeah unreal has a isValid

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my bad

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dont mind me

gentle urchin
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Fungus

dire frost
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i've been spoiled with c# for way too long lel

lunar sleet
lunar sleet
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You also don’t want to check against assets because what you’re looking for is an instance of the object

dire frost
lunar sleet
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They’re usually not that expensive tbh, it’s just something most tutorials makers peddle.

zealous moth
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yup

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or tick being bad

dire frost
zealous moth
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they are?

fair sun
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Hi, I'm having trouble understanding collision and when hit events are generated inside unreal. I made a scene with 2 skeletal meshes A with collision as on picture, I then have 4 scenarios:

  • An actor B1 thrown into a scene with InterpToMovement (generates hit events)
  • The same actor B2 grabbed with a physics handle with simulate physics enabled (collides but doesn't generate hit event
  • Actor B3 attached using AttachActorToActor to my pawn (doesn't collide nor generate hit events)
  • Component C attached to the camera of my actor (doesn't collide nor generate hit events)

Why doesn't hit event fire for the last 3 scenarios? How do I attach an actor to an actor so that it generates hit events?

I'm attaching an image with collision setup + a video that shows the problem

dire frost
# zealous moth they are?

under the hood unreal just checks if the actor has the same UClass as the one casting against. which is O(n) cause it loops for all UClasses. same thing happens for interfaces

frosty berry
modern radish
dire frost
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btw dont let O(n) scare you. UClass are just integers and comparing ints is one of the lightest tasks you can ever do

lunar sleet
gentle urchin
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Code smell

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You never made smelly code ?

lunar sleet
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@zealous moth ‘s GPU is backed all the way up from those

frosty berry
dawn gazelle
hearty sand
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bring back toilet pictures

frosty berry
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Event hit string when it hits something followed by the destroyed print, or just the destroyed print.

lunar sleet
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No I didn’t mean just show spaghetti, I mean show the damage portion

frosty berry
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as in where I apply the damage to the hit target? Thats just it, at certains firing angles, the projectile just dies, no hit.

lunar sleet
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Oh

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Does the event destroy print ?

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Or just nothing

frosty berry
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yes, always. Either after lifespan on certain angles, or after a hit. Or very quickly after shot with no hit.

lunar sleet
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Search all calls to destroy the actor

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And also how are you spawning it

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Are you making sure it can’t collide with the turret and it’s set to spawn anyways ignore collisions?

frosty berry
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I only have a destroy actor (on projectile) after a hit. Otherwise it appears to "self destroy" at end of life.
Set to spawn, always ignore.

dry lynx
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Hi everyone, is there any way to save diferent variables without saving everything at the same time? Like for example a slot for every diferent type of variable you want to save. Right now everytime I save the game I need to save all the variables that has been saved already.

lunar sleet
dry lynx
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Can you like add a variable into the save game without needing to save everything and get overrided?

frosty berry
trim matrix
frosty berry
trim matrix
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what's the issue again?

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it collides with ur player or whatever when it gets destroyed sooner

barren dove
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when you ADS you are moving your camera, and the projectiles are set to collide with the camera(?)

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so when ADS'd in you're just shooting the back of the camera which is right against your guns, which is why its despawning

lunar sleet
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Yeah I hadn’t considered that

faint pasture
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remember tho, projectile movement component has its own hit events too

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honestly I don't think it's very good, I'd make your own. It's simple.

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Just make a component that does a line trace every frame and doesn't rely on having collision

steady night
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hey if i have a "player Commponent" and wanna overrite whats inside with another "player" Commponenet" how would i do that

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cuz in this case its replacing the commponent allthogether

faint pasture
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Component

steady night
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ideas ?

faint pasture
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Temporary or permanent?

barren dove
faint pasture
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What are you doing here

steady night
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its for my save/load system

barren dove
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to me overwrite and replace are the same thing

steady night
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well no

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replacing is replcing to anoter actor basicly

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overwite is keeping actor just replacing variables

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basicly

faint pasture
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Yeah you just want to save and load the state of that component, got it. I haven't done much with saving state of components directly, but you can always just copy the data into your savegame object. Would be a pain in the ass if you got a lot of data in it.

barren dove
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I dont know if this helps, but what I am doing is setting the variables on the actor when I spawn it then using the construction script within that actor to create all his components/guns/etc.
If I need to update something I just update the table that contains all the variables then kill/spawn the actor again

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its probably heavier performance wise but I dont do it often and bottlenecks all the calls and data through one system I can easily change rather than doing all sorts of callbacks and stuff

faint pasture
frigid plume
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Hi, why i can't see weaponActor in my character?

barren dove
frigid plume
barren dove
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hm, I'm not sure then, sorry I'm still pretty new, you may have to set it to be instance editable, compile, then compile the other side for it to appear, thats typically how it goes for me

lunar sleet
barren dove
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oh if you aren't setting a default, there's also a hidden dropdown in your variables area for "override" it may be in there

frigid plume
steady night
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@faint pasture yeah thats the problem i got 6 different components with loads of data <.< would be really tedious work to do each one seperetly

frigid plume
lunar sleet
frigid plume
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when game started, i can set at runtime

barren dove
# frosty berry no true ADS.

in that case i'd do a printout of location just before destroy actor and start hamfisting my way through it XD

frosty berry
barren dove
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actually a faster way would probably be outputting your sphere trace/impact event and printing out the name of what it hit

frosty berry
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THis is shooting in the direction that the projectile "dies" the fastest. No hit though.

daring fractal
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Whats good people?
Not sure if this is the right chat for my question or not, but I've recently started back up on making a game trying to clean up my title screen

I've been trying to make a press to start screen to bring up the main menu, but is there a way to set focus to the screen/button and and only click or press the button once

The initial double click in window kinda feels janky

dire frost
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Forcing your window to be focused isn't something you can do in unreal by default. Maybe with some C++ wizardry but I doubt that cause that would be a security concern for windows

trim matrix
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isn't this the node?

grim sand
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If I spawn a character pawn at runtime, will the predefined controller of that character pawn also spawn and attach itself? Or is this something I need to do manually?

daring fractal
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That's what I thought but it wouldn't run smoothly for some reason

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Even umg setup is a bit buggy at launch but after everything runs smoothly

steady night
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what could this be reffering to ?

barren dove
dire frost
frosty berry
steady night
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@dire frost what really 😼

dire frost
faint pasture
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Anything that moves does so on tick or something like it

steady night
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hmm

frosty berry
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I had posted a few days back about my enemies not being affected when shot on top, but it turns out my projectiles arent making it far enough to hit them.

dire frost
steady night
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sets * ?

dire frost
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an alternative would be to loop through the array and send the actor references via a reliable event

frosty berry
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added a line trace and it shows now hit (green box) and goes onward...

steady night
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@dire frostaye altho this is a save function locally

dire frost
dry lynx
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Hi everyone, I will ask again In case someone knows this. is there any way to save diferent variables without saving everything at the same time? Can you like add a variable into the save game without needing to save everything and get overrided? Or maybe a slot for every diferent type of variable you want to save. Right now everytime I save the game I need to save all the variables that has been saved already.

steady night
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@dire frost just tried stuff

dire frost
# steady night sets * ?

imagine arrays but like faster when it comes to removing/adding stuff but it only contains unique elements

rich pollen
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this could not be a more simple request for ue5

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and yet

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feel like im being driven insane by this stupid thing

edgy ingot
thin panther
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Yeah the common workaround if you need to replicate a map is to have an array of structs, where the struct has your key and value

gilded venture
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circling back to this-- looking for a way to automatically loop through all the variables in a given actor. any existing nodes or ways of doing so?

thin panther
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In c++ there is

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But it's not BP exposed

wild crater
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I have changed the name of an enum in BP and submitted it. Now my colleagues have compile errors for that type. I know in c++ you have to use core redirects for this but in BP a simple name change breaks all the uses of an enum???

thin panther
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Welcome to the bp enum and struct curse

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Declaring them in c++ is what you want

wild crater
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Yea but I joined a huge bp project. So porting anything to cpp is a pain

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But I guess I could do it and use core redirects... See if that works

thin panther
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Sounds like it was doomed from the start

edgy ingot
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It is what it is

wild crater
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Bps are awesome but they have some huge flaws my god...

edgy ingot
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I give up making my old project all nice because its pure bp

dire frost
# thin panther You can arrays

not sure about bp but for cpp you can only send an array with a limited size and you could potentially reserve the array unordered. i assumed epic thought that bps couldnt risk that but idk

thin panther
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You can still absolutely replicate arrays

dire frost
thin panther
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It's not weird. There are some pretty useful usecases for it

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Such as for auto saving systems

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The property link in c++ is what you need for that one.

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Nothing in BP does it

dire frost
thin panther
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It would not make sense if you couldn't, because the game state literally holds arrays and is replicated

dire frost
thin panther
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For such a system. Granted the property link is more niche, but it is certainly useful

flat coral
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Out of curiosity, why does string "win" in this case and why is casting a name to a string a 'promotion'?

thin panther
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Promoting just means a conversion

thin panther
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Yeah. UClasses have a what's called a property link, which is basically an iterator for each FProperty

dire frost
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oh TIL

flat coral
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Also why is this legal but the reverse order of connecting the pins ISNT legal?

edgy ingot
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Pretty sure u can compare strings

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Just drag the pin and type ==

flat coral
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that's how I got this

edgy ingot
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U r trying to drag it into existing == . Try to drag the pink pin and type equal

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You can deffinitly compare strings

flat coral
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no I generated the existing == by doing what you describe, it drops the node in but refuses to connect it

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I think you're supposed to use the stupid string-specific equality functions like java

lofty rapids
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it just drops the node and disconnects it, you need to use string equality stuff

dire frost
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string iirc has a "equals" node

thin panther
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But yeah

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Well technically it's on the ustruct which the UClass contains

edgy ingot
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Thats what i meant tho. Use the string comparsion function

rich pollen
wild crater
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Could you elaborate on this? Does this only apply to renaming stuff? Or are there more annoying aspects to it?

sand bloom
lofty rapids
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you should be able to see where it is ?

sand bloom
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call me crazy but this does not look like infinite loop code

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it's barely doing anything

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I was just prototyping some stuff

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a delay and a function where I set two variables lol

wild crater
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That's a delay of -1?

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What does that even do?

sand bloom
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yeah but i did try it without just incase

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oh yeah I did a delay of one frame to ensure everything works

lofty rapids
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weird it would say that about that i don't see it

wild crater
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Can you break it and look at the BP call stack?

sand bloom
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No this is all that is called from beginplay i'm super confused

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wait it only occurs when I jump, but how is that related to beginplay huh

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    Function /Game/Blueprints/Character/PlatformerMovement.PlatformerMovement_C:OnInterrupted_990860E245213C217FCE9BBD7D0F69BB
    Function /Game/Blueprints/Character/PlatformerMovement.PlatformerMovement_C:ExecuteUbergraph_PlatformerMovement
frosty berry
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Rolled my own projectile movement without line trace/collsion at the moment just to get the ball moving.
Green dot is new projectile way out and the debug spheres show where the original porojectile was getting terminated.

sand bloom
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I think it may be showing the wrong thing

edgy ingot
sand bloom
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okay yeah that's 100% what it did

frosty berry
sand bloom
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because i found a silly thing in my jump just now

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and it works fine now

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the beginplay just threw me off

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because that's not where my issue was lol

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so it's all good now lmao

high frost
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some blueprint nodes (Listen for Gameplay Messages to be specific) disappear from my blueprint after restarting the project even though I'm sure I saved it properly. What might I be doing wrong here?

gilded venture
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How does it know what quest value to go up? It's listed in the CSV. So we need to be able to find the right key (which is in the CSV) in the list of variables

random pulsar
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I set up the village stomach and i need somehow to decrease a small value from the progress bar ,and when player picks up some meat i need to add a value to the stomach can someone explain how can i write this?

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how do i need to connect the max stomach and the current stomach?

faint pasture
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Tick -> line trace -> did it hit? -> yes -> ok do stuff

barren dove
random pulsar
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for me its hard to understand this way and i also dont want to waste yours time but is the price of 10 dolars ok to show me in voice channel how to make it?

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nvm i found a video)

neon burrow
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Hey guys i can't remember how i made this work last time,

i have a ComboBox that has bunch of options that change the Anti Aliasing, the problem is i need the button to remember the selection,
so if you open the game first time it will show what the current Method used is.

twilit jacinth
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How can I prevent my PickedUpActor from clipping through walls at high speed? Precisely when I "slam" it against the floor with very high velocity. I am grabbing the component through PhysyicsHandle and clamping its location on Tick to slightlyaboveGround level on Tick. Nothing seem to work

edgy ingot
twilit jacinth
edgy ingot
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On game start get the enum value to display the current setting

neon burrow
edgy ingot
plush hornet
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Hi all, just a quick question, how do I keep an object the same speed on a level sequence so it doesnt speed up or slow down?
Thanks

edgy ingot
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Unless u r not driving it from sequence timeline

neon burrow
edgy ingot
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Polishing can come later

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Still working on the horror game?

neon burrow
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not sure, i have mixed feeling about what i want to make

edgy ingot
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Very common dilema

neon burrow
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kinda feels like overpopulation of horror games ( nowadays )

edgy ingot
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My opinion is you should come to terms with what you want to make

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And stick with it till the end

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Dont make something big , start small

neon burrow
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yeah pretty sure one of the bigest mistakes is working on something but never release it.

plush hornet
edgy ingot
edgy ingot
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I have no idea then because it should move relative to the timeline. If you have it on X position at 2 second it should be in that position in 2 seconds time

plush hornet
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What i want is to create a loop where it moves at the same speed from beggining to end

edgy ingot
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Then play looping sequence

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And make sure to use linear for the transform

plush hornet
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What it does normally is at the start of the sequence is speed up then slow down near the end

edgy ingot
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Yes they are ease in ease out by default

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If u want to make it linear, select your key frames and hit 2 or 4 i cant remember

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But u want the triangle icon

vivid spire
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Is it recommended to make your own state machine that is gameplay logic based instead of animation based? I saw on the asset store there were two somewhat popular ones, but one was 150 the other was 300. Right now I'm at the early stages and I currently have an object that has 3 (technically 4) states that it can be in and I'm not sure if I am doing it correctly since I am basically checking to see what state it's in when it does something. However I can see later on that my project might have objects with a bit more.

plush hornet
frosty berry
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Think I am close to getting my custom projectile movement working, but hit a rookie snag. My projectile base class has an Explode custom event. I am trying to call it from the Child BP "laser". When the movement has a "hit" it calls the base class Explode, but it never fires on the child. (breakpoints show it fires on the base class/parent). What might I have missed?

neon burrow
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okay i tried making it, and it looks like this.. from short testing seems to be working, let me know if i did something wrong @edgy ingot

edgy ingot
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If i can work things out w.o testing i wouldnt have to deal with debugging

neon burrow
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yeah no it works, just asked if maybe i should change something

edgy ingot
#

Looks ok from here, assuming the save settings r set

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Nah looks allrite

neon burrow
grim sand
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I have been running into the issue where if I open up the gameplay debugger tool through the command line at runtime, the engine stops printing strings onto the screen. There are also no print strings on subsequent closing and opening of the engine. Anyone happen to know what causes this?

frosty berry
#

thanks all... got my custom projectile movement working and it solved my early termination issues. Means I missed something in the OOB Projectile Movement...but all is good.

neon burrow
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there is the free... locomotion project ( made by a guy who got hired by epic )

vivid spire
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Isn't that basically just for animation though? Like for instance, in my case I might have a button that is active, deactive and destroyed, each having their own logic, since they aren't really animations, would the animation state machine allow me to put its own gameplay code in it?

neon burrow
#

i mean from what i know it's only used for animations..

edgy ingot
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Anim instance just read variable from its owner to drive the animation

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You should not do any logic in the anim instance

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For something like a button or switch you dont even need anim blueprint

vivid spire
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Ah yeah, that doesn't really work for me since another object in my game doesn't have any animations, it is just a physics object that also has 4 states

neon burrow
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this is one of the best project u can learn from ( for anim state machine )

edgy ingot
neon burrow
#

well spaghetti worth enough to get hired

vivid spire
neon burrow
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i can't read it lmao

edgy ingot
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Sure but still spaghetti. He stop developing it too

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Its good to have movement going

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But to edit or add is not easy

vivid spire
#

Currently on that physics object, I have 4 variables that are basically branched to check which state it is in

edgy ingot
#

What fancy things do you need for a switch

neon burrow
edgy ingot
neon burrow
#

yeah, well depends how epic you want the movement to look

edgy ingot
#

Rdrd epic

neon burrow
#

made by one of the biggest studios

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for a single guy it's impressive

edgy ingot
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Yea i got to settle with what i can muster 😭

edgy ingot
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Not saying its bad but for learning maybe not the best source

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The als it self is a gift to the community imo

neon burrow
#

yeah the unreal marketplace is one of the best things... the amounts of free content is "unreal".... haha get it ? ........

vivid spire
# edgy ingot What fancy things do you need for a switch

For the physics object:
State 1 (Spawned State): It falls as a physics object until it hits ground then goes to state 2, player shouldn't be able to interact with the object
State 2 (Waiting State): The object waits on the ground for a few seconds, player walk up and kick it around or whatever, after a few seconds the object goes into state 3
State 3 (Adjusting state): The object goes to a hovering position, goes to state 4 after adjusting to the position
State 4 (Hovering state): The object rotates and hovers, the player can pick the object up

Thats what I 'm trying to do, isn't that a finite state machine? Is there an easier way to do this other than 5 booleans and if any time the player walks up to it to check each boolean to see what state the object is in

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Nothing is animation based

edgy ingot
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Not sure what animation based actually mean. If thats an actual thing, well i just didnt tap this kind of subject

Afaik in normal bp you cant do state machine? Maybe you can use behavior tree i dunnoe.

vivid spire
edgy ingot
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Yes but bp dont have finite state graph

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Maybe theres plugin

vivid spire
#

So it is better to just get one of those assets then?

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Since that was the original question

edgy ingot
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What asset

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I dont know any plugin

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If it cost 300 i would pass anyway

vivid spire
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Yeah

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Ok thanks

edgy ingot
#

Anything you describe above doesnt seems to require state machine to work

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But maybe i dont know better

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If an object needs to be in certain state i would just use enum

neon burrow
#

before you mentioned it, i have not only never seen it done.. but not even imagined it being done.

vivid spire
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The issue is, when I need to go from one state to another, there is a situation where it can go from state 4 to 2

neon burrow
#

in unreal sometimes there is multiple ways of doing 1 thing.. but this ain't it

edgy ingot
#

Nice 👍

neon burrow
#

kinda reminds me of that graph
CD projekt showed on how the options work

edgy ingot
#

I just checked it out

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Thst looks neat

neon burrow
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looks quite " clever" and fun to use

vivid spire
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Yeah I somehow didn't see that, but I didn't look that hard since I basically asked here first, since to me a state machine seemed like something that would be built in

edgy ingot
#

Still too expensive for me

vivid spire
#

Free?

neon burrow
edgy ingot
neon burrow
#

" you are alowed to make a single state machine "

#

just noticed it's per user

lunar sleet
#

Get that super expensive UE5 Coro plugin

edgy ingot
#

Mb, when i see a price tag i tend to forget about the free trial

#

Yup

#

I stand mistaken

vivid spire
#

TBH, the free tier works for me, I don't need much validation which seems like most of the pro features since I'm a solo dev for a game that probably won't sell anyways, I'll just forget to plug something in anyways

neon burrow
#

The dream of an Indie dev

" full version for free "

#

random thought
what if everyone here worked on a single game O_O

#

time to make gta 6

lunar sleet
#

The p4 merge would be a nightmare

neon burrow
#

github would shutdown ( if using github )

lunar sleet
#

Using GitHub with that large of a team?

neon burrow
#

well "as a joke"

#

if everyone did even a single thing ( asset or animation or audio or UI )
there would be a game

gentle urchin
vivid spire
gentle urchin
#

Yepp

#

I may have skipped a post where you asked for something else ?

vivid spire
#

Yeah, the original post was basically asking if there was a built in type of state machine I could use for logic or would have make my own/use a marketplace addon

#

Yes I know

lunar sleet
#

Glad we’re all on the same page

neon burrow
#

yep, making gta 6 as a team of 25K

lunar sleet
#

Minus all of us that would prefer not to work in a team

dreamy mountain
#

how do i make like a progress bar that goes down as a 'cooldown'

#

i have a delay in the dash mechanic which i want to show visually as the cooldown

neon burrow
#

possibly make that delay a value that gets subtracted

dreamy mountain
#

how?

#

i dont see any pins to connect to

neon burrow
#

when the delay function happens set a new value ( the value is the time the cooldown should take )
then possibly use something like a Tick event, to subtract the value

#

and then just connect that value to the "progress bar"

#

there is better ways of doing this pretty sure, but thats one way it could work

dreamy mountain
#

ive got a variable called dashcooldown

#

which is connected to the duration of delay

edgy ingot
#

Current cooldown / cooldown time = your progress bar percent

dreamy mountain
#

idk how id convert this into something like that tbh

#

dash cooldown is 2s

ornate kraken
#

Hello. Does someone know how I can get how stretched UVs from a hit Actor are to then stretch the brush size in that direction and make it appear normal.

ornate kraken
dreamy mountain
#

how would i do them

snow oasis
#

Is there a way to reference the Skysphere in an Actor Blueprint? I'm casting a line trace and want to add it to an Array of things to be ignored.

lunar sleet
snow oasis
#

I'm making a movement system where you look and click on something and smoothly lerp to that Position

#

It works fine when you click on the Environment but if you accidentally click outside of the playspace then SOMETIMES it will hit something and send you to something at X:0 Y:0 Z:0

versed sun
#

If distance between Current position and clicked position is < Threshold then
Move to new position
If not
dont move

snow oasis
#

That would work

#

Thanks.

edgy ingot
#

You should run queries and check if pathable

#

If not reachable then dont commit to the move

versed sun
#

and the Sky sphere is probably centered at 0,0,0

#

so if you cliked on that , then ignore

edgy ingot
#

In basic form, input dash should execute dash function which will then start a timer to decrement dash cooldown.

Your widget will just need to show the precentage of the cooldown which is currentdashcooldown / dashcooldown

dreamy mountain
#

i dont know how to decrement it tho

#

ive taken delay out, im guessing i put in a timer?

edgy ingot
#

Set looping timer of 0.01 sec. Which run a function that decrement the currentdashcooldown by 0.01

neon burrow
lunar sleet
#

Delay is the wrong choice in 9/10 cases, best not to recommend it to new people who already use it because they think it works the way it sounds

neon burrow
#

in his case he needs the delay to just stop the exec from continuing for certain time.

#

but yeah there is better ways

edgy ingot
#

In his case he should get rid of the delay

neon burrow
#

without a delay

edgy ingot
#

Too many trash tutorials using delay

#

Especially in gameplay mechanic, why do you want to run somethings with pinky promise

thin panther
#

tick is always preferred over that

neon burrow
#

fight fight fight

edgy ingot
#

Prob use delta time yeah

thin panther
#

instead of decrementing, come up with a stamina loss per second, and decrease stamina by that value * delta time :D

lunar sleet
neon burrow
#

true

neon burrow
#

so the best way to handle a cooldown timer

is to not have one đŸ€“

lunar sleet
#

Indeed, coroutines would be great but that’s a tad more advanced

thin panther
#

well that is a cooldown timer

#

for a cooldown timer it adapts slightly

#

idek where i read stamina from lmaoo

#

instead for cooldown you add the delta into a variable, and check if it's greater than your needed cooldown

lunar sleet
#

I wonder if the guy left the chat like 15mins ago 😂

neon burrow
#

he probs gave up on the entire project

#

turned the pc off

lunar sleet
#

So does a BT btw, don’t hate me for saying it lol

neon burrow
#

and went to sleep

lunar sleet
#

Delay?? Timers?? Corout
 ah f this I’m outta here

plush hornet
#

Hi back again. How would i create a class i.e like an NPC class or enemy class?

#

Thanks

lunar sleet
#

New blueprint, character class or pawn or w/e

#

Profit

#

Next customer!

dreamy mountain
dreamy mountain
#

im still trying, i havent a clue if im doing things right lol

edgy ingot
#

I would use character instead of pawn if you are making humanoid npc or enemy

neon burrow
dreamy mountain
#

no lol

#

im not that mean

#

thats what i have and it looped indefintetly

edgy ingot
#

Dont know aboht doing things right. The fact that i see dash cooldown bool is already not what i would do

#

I would create a base class for skill

#

Each track their own state and timer

#

So when i need another skill to press i dont have to recreate the same thing over and over

dreamy mountain
#

its the only skill i have lol

plush hornet
neon burrow
dreamy mountain
#

yes

neon burrow
#

then it should be fine

#

unless in future u want to expand

dreamy mountain
#

ill cross that bridge when it comes

#

i need to get a somewhat working version by friday

#

fir college

neon burrow
#

I prefer making stuff modular / customisable.... I hate redoing things

dreamy mountain
#

same but on a time limit, i can bare with it

edgy ingot
#

In the player graph it should be as simple as ActivateAbility. It doesnt need to know the current cooldown or doing the decrement

dreamy mountain
#

after friday, im making a different game then lol

#

Binding: Property ' /Script/UMG.ProgressBar:PercentDelegate ' on Widget ' ProgressBar_0 ': Member:GetPercent Has no return value, unable to bind. i get this

lunar sleet
neon burrow
dreamy mountain
neon burrow
edgy ingot
#

Save

dreamy mountain
#

i did

#

thats what i get

plush hornet
edgy ingot
#

Try to return on false and cast failed

dreamy mountain
#

still fails

plush hornet
edgy ingot
#

Npc player enemy friends can be MyGameCharacter

#

They all can inherit from the same base class

neon burrow
#

yeah make a child or something

plush hornet
#

how would i create that

edgy ingot
neon burrow
#

just normal bp, and then right click and make a child

plush hornet
#

just add the said actor as a child to my npcs for example?

#

Is that enough?

neon burrow
edgy ingot
#

What actor

#

We talking about classes

#

If you already have existing class and its not character and thatd your base. You can reparent that as neo says

plush hornet
#

Say I have multiple NPCS and I want them to be in the NPC class so that if im in range of any of those NPCS I can speak to them for example

edgy ingot
#

The point here is to understand OOP

dreamy mountain
#

ok so remaking the function fixed it

plush hornet
dreamy mountain
#

aaaand ue crashed

#

fuck

neon burrow
#

F

dreamy mountain
#

i dont think i saved either

#

fuuuck

edgy ingot
dreamy mountain
#

oop is object oriented programming isnt it?

edgy ingot
#

Thats the abbreviation yes

lunar sleet
plush hornet
neon burrow
#

please rate my artstyle

lunar sleet
#

That could further branch up to one base class

dreamy mountain
#

i got it working

plush hornet
#

Thanks guys, couldnt find any videos for classes but Inheritance was what i was looking forđŸ€—

dreamy mountain
#

its just a very like uhh

#

not smooth fill

edgy ingot
dreamy mountain
#

yeah ik its horrible but it works

edgy ingot
#

As for your smooth fill u run the logic every 0.1 sec thats not gonna be smooth

neon burrow
#

the good old"

if it works, don't fix it.

dreamy mountain
#

yeah i figured

edgy ingot
#

Do it on tick with delta time as cuppa suggest

dreamy mountain
dreamy mountain
edgy ingot
dreamy mountain
#

i guessed here but idk

loud tree
edgy ingot
#

No its in your tick

edgy ingot
neon burrow
loud tree
# edgy ingot Why is that?

I just try to avoid tick like the plague, I know it's fine to run some things on it and I do, but I just try to make alternatives.

neon burrow
#

some stuff have to be run on a tick

edgy ingot
dreamy mountain
edgy ingot
#

If something needs to be checked every tick, use it

loud tree
edgy ingot
#

Ppl avoid it because of youtube myth

loud tree
#

on a loop

edgy ingot
#

In terms of performance

loud tree
loud tree
dreamy mountain
#

it would also help i realized the bar fills up when the cooldown percent is 1 and below lol

#

whenever the cooldown is > 1, it doesnt fill shit

loud tree
#

you have to break it down into fractions/decimals. 1=100

edgy ingot
loud tree
neon burrow
#

make it a animation or something lol

loud tree
#

I'd say

neon burrow
edgy ingot
loud tree
#

rn it incrementally increases

edgy ingot
dreamy mountain
#

what is a delta second?

edgy ingot
#

We r talking about how to make smooth progress bar fill

dreamy mountain
#

like, im thinking, i have to do * or / to increase and decrease the time

#

but idk

edgy ingot
#

@dreamy mountain read pls

dreamy mountain
#

it wont load

neon burrow
#

you would use delta time for something like a FPS counter

dreamy mountain
#

ah ok

#

well, ive got what feels like a decent time for the dash

#

with a visual cooldwon

#

so thanks

edgy ingot
#

Delta time is just time diff between last frame and current frame

dreamy mountain
#

ok

#

yeah, cooldown is 2.50~ seconds

#

with delta x2

#

1 - (delta x 2)

edgy ingot
#

?

dreamy mountain
#

the cooldown for the dash

neon burrow
#

space math

dreamy mountain
#

fr

#

now i need to actually make a level lol

#

oh btw

#

is there a random number node?

neon burrow
#

0 -1

dreamy mountain
#

there needs to be some halloween theme, so im just gonna throw in a cheap k-fee car jumpscare when a number = something random

#

just every tick

neon burrow
#

this i guess? xD

dreamy mountain
#

yeah could do lol

versed sun
#

Random Bool with Weight might be a good fit
Basicaly a % chance to be true

neon burrow
edgy ingot
#

If its an event that run once a while, just use timer

dreamy mountain
edgy ingot
#

You use tick when you need something to happend asap. If you use timer with a small number, you might as well use ticks

neon burrow
dreamy mountain
#

fr

#

it just needs to be a basic game

#

its for a college project

#

first one of the course

#

its halloween themed

#

doesnt need to be extravagant with motion capture

neon burrow
#

downloads gta 5 source code and codes a new mission
then shows up to College with it

dreamy mountain
#

fr

neon burrow
#

by college u mean a UK college or like an American one or ?

neon burrow
#

Until Dawn 2 or Detroit Become human

dreamy mountain
#

as in mandatory further education college

neon burrow
#

yeah i went to UK collage too
went for IT rather than game dev

dreamy mountain
#

out of the whole class, im the only one really doing any game shit, theyre all doing more good models, im going for good gameplay

dreamy mountain
#

it was between those two for me tbh

neon burrow
#

i left after the first year lol

#

as its simple stuff, that i already knew and i didn't wanna spend 3 years re-learning the same stuff

#

but atleast you get a certificate

neon burrow
dreamy mountain
#

team effort but im the only one who really knows unreal

#

still in year one

#

the team im in, im on unreal, one kids on blender, ones on the game pitch and ones doing music

#

but the music kid hasnt been in

#

and everyones affected by bus strikes in the north east

neon burrow
dreamy mountain
#

yeah

#

but when you bust out shit that wsnt hard to make but they dont know that and are impressed

#

love it lol

#

anyway, blueprint things

#

how would i make a ui element move down whenever i collect an item

#

i have a totalscore variable which goes up

#

i just dont know how to make the ui move

neon burrow
#

UI animation

dreamy mountain
#

ok

#

ill look into it tomorow

#

gtg

#

bye

neon burrow
#

bye

#

i have this simple slide animation that " slides" the "game saved" text
and then have it played in reverse

tawny patio
#

Hey guys need help, here I have a begin overlap for my enemy. And on my player I have this hit box that will overlap with enemy and I want to ignore the collision of this box and only overlap with the player capsule.

lunar sleet
#

btw, to avoid spaghetti streams like that, promote the return value to a variable and then just get it as many times as you need

tawny patio
lunar sleet
tawny patio
#

oh custom collision

#

Is there any resource where I can learn this?

#

I found this one seems very easy to do

lunar sleet
#

I mean it can still be tricky but technically not a difficult concept to learn, at least not the creating custom channels and object types part

solemn basin
#

Who is up for a math problem? I would like for the first 6 cards to be equal distance from the center of the hand like it is currently. But after 6, I would like for all the cards spacing to get less and have the far left and the newly added card stay in the same relative space.

vast lion
#

So not having CannotImplementInterfaceInBlueprint requires each class to implement the entire interface...?

storm shale
#

I recently opened a project and for some reason took forever to compile shaders, then once opened it was super slow and consuming drastically more memory than any other peoject. Anyone experienced smth similar?

#

I've opened the project many other times, it never takes so long to compile shaders or anything.

snow oasis
#

Would anyone be able to tell me why my Interface isnt working?

uncut condor
#

Hi, is it possible to play FlipBook in Widget?

tawny patio
#

You cant but if you want animated widget youd have to make a user interface material.

tribal gazelle
#

How can I use this node from inside a character component? I cannot create or paste it.

edgy ingot
#

Timeline needs world context afaik

#

So it doesnt work in component

tribal gazelle
#

Any work arounds or alternatives?

#

Like a flip flop?

edgy ingot
#

Whats flip flop got to do with timeline?

#

What do u want to do

#

If you want to level up, use 0 flip flop in your project

tribal gazelle
#

It's part of my flashlight code tbh idk what it does, copied it from my map asset example character

edgy ingot
#

You can move the timeline logic in the owner actor i suppose

tribal gazelle
#

Here is more of the code

edgy ingot
#

You cant run timer in component

#

That flip flop tho.
Use bool instead

#

What if you need to save states? Like if flashlight already on, you want to keep it that way when the player transition to new level

#

Thats not gonna happend with your flip flop because it alwahs remember its state

#

Not controllable

tribal gazelle
#

The state of the flashlight does not need to be saved. Although never thought of that before.

edgy ingot
#

Well when you do, you have to go back and redo the flip flop bit. I would just never use that node outside prototype

#

Its not just about saved. What if u want a cutscene and have everyone flashlight turned off?

frosty heron
uncut condor
#

it isn't free plugin, is it?

frosty heron
#

I used CSW

#

not free iiirc

uncut condor
#

how much

frosty heron
#

checking for you

#

8 dollars

uncut condor
#

what is its name

frosty heron
#

CSW Flipbook for Widgets

uncut condor
#

not bad i guess ..

frosty heron
#

8 dollar AUD so maybe 4-5 USD?

uncut condor
#

does it get constant update or it is stuck in time?

lean compass
#

how would i handle player hurt boxes in a fps game so i could make headshots do more damage and footshots do less etc

frosty heron
#

wdym

#

I never update it so I don't know. It served my purpose

#

but it seems to get patched all the way to 5.3

frosty heron
uncut condor
#

I'm watching a work around tutorial how to display flipbook in widget but it seems OVERLY complicated process

#

In this episode, Emily takes us through the process of setting up and using a UI health bar that is animated and changes speed based on your health amount. The lower your health, the faster the animation. As you get closer to low health, your health bar drops to red and the animation plays quickly.

The first HP Tutorial:
https://www.youtube.c...

▶ Play video
tribal gazelle
#

@edgy ingot look better? This works also.

frosty heron
tribal gazelle
frosty heron
#

@tribal gazelle

frosty heron
#

with the plugin, there is already function to play, pause, resume, change playbackspeed, etc

uncut condor
#

however, will what is in the tutorial do the job?

frosty heron
#

Didn't really finish it but I don't see why not

#

do the job as in it will play the flipbook

tribal gazelle
frosty heron
#

to do other function you will have to write it your self

elder lodge
#

I have a component that adds itself to a manager's Array on Begin and removes itself at End.
Is there a significant overhead to changing it to a Map in order to have it be O(1) instead of O(n)?

#

Is there some unreal node that would do array removal more efficiently?

#

Or handles this general model, since I imagine it comes up quite often

dawn gazelle
# elder lodge I have a component that adds itself to a manager's Array on Begin and removes it...

I don't think this is doing what you think it is doing. You appear to be saving a copy of the array in the component, adding the owner to that copy of the array and removing the owner from the copy of the array when the component ends play. If the below is a reference to the actual array you want to modify, that's what you should be adding and removing from.

As for your question, Adriel was doing some testing with iterating over arrays, maps and sets here that you can take a look at: #blueprint message

elder lodge
#

It seems to work, at least, in the editor when playing

#

and checking the manager's array

#

and destroying actors

dawn gazelle
#

It would contain the same things at the time that you first set it, but it would be its own array being stored in the component.

edgy ingot
elder lodge
elder lodge
edgy ingot
#

I mean dont you want to gwt your manager-> emmiter array then remove that one?

elder lodge
edgy ingot
#

Instead working with 2 instances of diff array

elder lodge
dawn gazelle
#

That is then at least referencing the same array (the manager's?) to add and remove from.

elder lodge
#

Truly that's what I had it like before, but I wanted to unlink the two events for ??aesthetic?? reasons

#

Also because that'd require a pure cast yeah?

#

and i was warned off overusing pure casts

edgy ingot
#

Who warned you? Lol

dawn gazelle
#

You don't have to use a pure cast. In fact, in this case you probably shouldn't as you're doing an isvalid check anyway which is what an impure cast does.
You can also have the cast again on the endplay if you want to have it split up and looking more aesthetic (and actually slightly better practice to do anyway, it's bad to cross execution lines)

uncut condor
#

Hi question regard Flipbook node in material editor, the node displays the sprite sheet depends on the number of rows and columns but is when the sprite is not squar meaning 2 by 2, 4 by 4, or 6 by 6 number of sprites there will be a missing frame during displaying the sprite sheet

#

my question is there a way to fill the gap between the frames without having updating the sprite sheet?

edgy ingot
#

I see you are trying to use material as a mean to display your flipbook in widget

uncut condor
#

yes i'm giving it a try

edgy ingot
#

Not sure if u can pause, change playback speed etc

#

Tbh for me that 5 bucks was money well spend

#

Cuz i can actually work with actuak flip book

uncut condor
#

it is not about the price ... i don't mind even of it is 100 bucks. it is about what is the relaybitiy of the plugin

elder lodge
edgy ingot
#

Chang frame, rate etc

uncut condor
#

wait im coming back

edgy ingot
#

But has its place

elder lodge
#

I see people mentioning events vs functions
is that like saying I could alternatively have my object ping the gravity manager to add to their list instead of having the object do it itself?

edgy ingot
#

You can broadcast using event when the comp is created

#

But if the manager not guaranteed to exist then you want to rethink your design

uncut condor
#

yeah what im saying is that a third party plugin is not bad but sometimes isn't good either. how do I know the developer will continue supporting the plugin?

elder lodge
uncut condor
#

I will keep it as a last option for now

#

Does plugin allow the flipbook to interact with blurprint normally without any issues?

#

I'm really REALLY surprised by epic how they neglect such simple thing .... strange

frosty heron
#

at least i know at some point it will be set

serene cave
#

Hey, does anyone happen to know if SetRestCollection for Geometry Collections is working in BP right now? I'm dynamically creating a Geometry Collection from BP but calling SetRestCollection doesn't appear to actually do anything. My Geometry Collection is essentially empty

tribal gazelle
#

How can I posses a SpawnActorOfClass?

#

I want to leave my current actor and become a new one

edgy ingot
#

Casto to pawn or character

#

Get player controller , posses. Use the cast value as the target

dire frost
#

^ just make sure the spawned actor is inheriting from pawn

tribal gazelle
#

What is best way to replicate in a widget cast? I use GetOwner (Actor Component) for other casts in components, I just don't have that option in a widget. What should I do?

frosty heron
#

Don't think you understand replication

#

widget just read the current health value from the character

#

it doesn't need to care about setting or replicating the health value

tribal gazelle
#

Wouldn't GetPlayerCharacter only work for player index 0?

#

And not others?

frosty heron
#

yea that's not what you should use in multiplayer setting

#

like ever

#

Instead what you want is probably to get the owner of the widget

#

Get Owning Player -> Get Pawn -> Cast to Your Character -> Get health

tribal gazelle
#

From what I've learned I can use GetOwner inside components to get the replicted actor, am I wrong?

frosty heron
#

You get owner to get the owner of the widget

#

as simple as that

#

wether it's replicated or not is another matter

tribal gazelle
#

Oh ok thanks

frosty heron
#

Get player controller / character with index will return different results based on who called it (Server/Dedicated/Client)

shell breach
#

hi can anyone tell me the reason why in BP editor Y and Z axis swapped

dire frost
#

it isnt?

#

z is up and y is right

#

just like tim intended

shell breach
#

nope not always. For example look at box extends for Box component

#

so many times I have to write extra lines to swap Y with Z in runtime

#

I guess the reason is unreal devs decided to make every local (relative) stuff right coordinate system rather left for some reason

ruby dew
#

is there an audio input equivalent for this node? Can't seem to figure out how to change audio input device via blueprints

wild crater
#

Is it possible to change the name of the "time" axis in a float curve?

light citrus
#

I have UCommonActivatableWidget as HUD
When I press left click nothing happens, it used to work with regular widget
in log I see

LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently_IncludingInitialMouseDown -> NoCapture
Any idea what i am missing?

#

It's nohittestable too

heavy lion
#

I have created a data table. But the toolbar buttons along the top are missing. Anyone seen this before?

#

Weird. Created a new one and it was fine....

neon burrow
#

reset the layeout

vast lion
#

How would I make an editor tool that generates new assets?

spark steppe
#

with C++

wild crater
#

Is it possible to add a "tab" to a print string in blueprints?

edgy ingot
#

Tab?

#

Try to elaborate

wild crater
#

just tab, you know from tabs and spaces

edgy ingot
#

No i have no idea

vast lion
#

Why can't I construct an object of MaterialInstanceConstantFactoryNew?

edgy ingot
#

You mean new line?

vast lion
#

BP throws error "cannot construct an object of that type"

wild crater
#

no

edgy ingot
#

Try cpp to create asset. I dont think you can do that in bp. Im using plugin that create material for me. Its done in cpp

vast lion
#

Hmm

#

Ok

dire frost
wild crater
#

No it's about aligning multiple lines of text where the first part is different

dire frost
#

ah yeah strings doesnt have that supported

#

you might need to implement that yourself (or maybe there's a plugin that does that for you in the marketplace?idk)

gentle urchin
#

You could 'force' each section oof the string to be a specific length...

#

not sure if displayed string is uniformed text tho. doubt it

tough jasper
#

How would I go about making an input system that only affects my actor's rotation based on my input instead of movement and rotation? I've already implemented a button to toggle between the two modes, but I don't understand nodes enough to get my desired result.

#

I'm trying to modify the base 3rdperson movement set up in UE4 if that helps any.

surreal peak
#

UE4? :<

Can you try to explain further what is currently happening and what you want to happen?
Rotation only changing by Input is kinda just that, modify Rotation from your Input.

tough jasper
#

Basically I'm trying to achieve an effect similar to the "hold still" control in plate up. You move normally with WASD, but if you press space WASD only affect character rotation and don't add any movement.

#

Just unsure of what node I would need to use to do that

surreal peak
#

I don't think there is a simple node for that. You will need to set your own boolean that determines the mode.
And then where WASD is currently applying MovementInput, stop that via the boolean with a branch and perform the rotation part instead.

tough jasper
#

Yeah I've got that all set up, but the setactorrotation doesn't seem to be the right node, or I'm linking stuff together incorrectly.

surreal peak
#

Nothing is changing your ControlRotation here

#

You need to math out the rotation for your char

#

Depending on the AxisValues fo the two Axis Events

#

And fwiw the current Camera Rotation, which could be the ControlRotation if you use that

#

Just setting Character rotation to Control Rotation won't do much

tough jasper
#

It's gonna be a topdown game, so I don't think I'll be able to use camera rotation to determine it

#

I'll do some more googling and see if i can figure it out

trim matrix
# tough jasper

You can use the Atan2 (Degrees) node to get the Yaw rotation for your character. For the X, Y of it plug in MoveForward's Axis and MoveRight's Axis respectively

tough jasper
trim matrix
#

It outputs a float that is ur Yaw

#

use it in the make rotator node

#

and plug that into the setrotation

tough jasper
#

Ah so just duplicate the main shit and replace the first few nodes

trim matrix
#

MakeRotator(Z (Yaw) = Atan2(X=MF.Axis, Y=MR.Axis))

frosty heron
#

@trim matrix what happend to your pfp?"

tough jasper
#

Yeah no i realized that immediately

tough jasper
#

Just needed the one node. It's 3am. My apologies

#

Ty though, that achieved exactly what i was going for

trim matrix
#

The movement axis combined together make up the "ray"

fair sun
#

Hi, I'm having trouble understanding collision and when hit events are generated inside unreal. I made a scene with 2 skeletal meshes A with collision as on picture, I then have 4 scenarios:

  • An actor B1 thrown into a scene with InterpToMovement (generates hit events)
  • The same actor B2 grabbed with a physics handle with simulate physics enabled (collides but doesn't generate hit event
  • Actor B3 attached using AttachActorToActor to my pawn (doesn't collide nor generate hit events)
  • Component C attached to the camera of my actor (doesn't collide nor generate hit events)

Why doesn't hit event fire for the last 3 scenarios? How do I attach an actor to an actor so that it generates hit events?

I'm attaching an image with collision setup + a video that shows the problem

wild crater
#

Nah, but that's okay. It would've been nice but not important

trim matrix
#

I think you just use the tab key...

#

neither does \n work there, u gotta do shift+enter

keen hedge
#

What's the easiest way to move root component when moving attached (child) component? NOT vice versa which is the default 😄

versed sun
#

Like when driving a car , the car moves to where the driver goes?

dreamy mountain
#

is it possible to use a variables value within a single text box along with other text?

#

so for a score, instead of two text boxes next to each other, can i do like Total Score: {totalScore}?

tight pollen
#

someone can help? #umg

clear sierra
crystal crown
#

My BP is still ticking on begin play even tho i have start with tick disabledđŸ€”

coarse grove
#

Hello, Im with a trouble on damage system, im actually trying to use multisphere trace to hit multiple targets on a melee character, but the problem is that those targets receive multiple damage in just one atk, maybe someone can help me to fix it? I tried to use "do once" but it also did not work well because then only 1 target received damage at all

clear sierra
#

DoOnce is little tricky, maybe add a cool down or something

dreamy mountain
clear sierra
versed sun
clear sierra
weak laurel
crystal crown
clear sierra
weak laurel
crystal crown
#

how do i know what parameter is what then?

weak laurel
clear sierra
#

well for debugging, it does not matter what you use, because its not going to be present in final product

clear sierra
#

UI should be event based, and if you can use Validation Panels correctly, you can squeez lots of FPS.

weak laurel
clear sierra
weak laurel
clear sierra
clear sierra
#

Interesting solution

clear sierra
#

I am going to ask ChatGPT about this

weak laurel
clear sierra
gentle urchin
clear sierra
#

My ChatGPT is very nice to me

dreamy mountain
#

im trying to make text appear when in range of a certain object; what would i put in object if its a blueprint ive made?

#

its just an actor blueprint

#

doesnt move

clear sierra
#

@toxic jay sometimes my chatGPT, emails the whole code, i just copy paste it.

sage basalt
#

Slate and UI in general is working inside the game thread. Performance wise you can use slate purely or inhire from a UUserWidget class and make an umg widget from it.

#

Doesn’t really matter these days

clear sierra
# weak laurel

i believe my ChatGpt more than any documentation in this world.

clear sierra
dreamy mountain
#

idk what the object reference is tho

weak laurel
#

Something even ChatGPT don't know

clear sierra
# weak laurel

No one can make me believe, sorry @weak laurel , but i am deeply in love with my chatGPT, whatever she says is the final word.

clear sierra
#

Let me ask her

weak laurel
clear sierra
#

This is what she said

😱

versed sun
#

friend zoned

clear sierra
#

True love is always one sided. đŸ„č

weak laurel
clear sierra
sage basalt
coarse grove
#

This right? Well, I thought it would work but still nothing 😩

versed sun
#

you kids and your AI... Just go to the library and open an encyclopedia , not that hard

sage basalt
clear sierra
weak laurel
#

And this is a joke?)

sage basalt
#

the slateloadingthread is only used for loading situations like loading screen or anything

#

but the main ui is in the ENamedThreads::GameThread

lunar sleet
#

Please use #slate for this stuff

wild crater
clear sierra
coarse grove
# clear sierra I think his solution was to add Actors which has recieved damage to Actors to ig...

Yeah I thought the same but the problem is the for each loop, because it keeps "adding dmg", i tried to create a macro to delay the for each loop and it looks like a "tick dmg". I thought to create a bool inside the dmg system "isreceivingdmg" so i made it only calculates if its false, after that i change it to true so it seems to limit the damage, im now trying to find where to turn it back to false again

versed sun
weak laurel
versed sun
#

Now with visual aids

lunar sleet
#

Hallucinates less, I hear

versed sun
dreamy mountain
#

im really confused lol, it doesnt really work, it shows both in and out of collision

versed sun
#

Schrödinger's code
both True and False until you debug it

dreamy mountain
#

how do i od that

plush knoll
#

Hi, I created a blueprint consisting of another blueprint that was added as a child component. In the BP editor I am able to configure the child options. I now want to add multiple of these BP and change this child of the instance, but UE does not show me the configuration option.

Any help is appreciated 🙂

lunar sleet
plush knoll
lunar sleet
#

Yeah, don’t do that

#

CACs are broken and there are easier ways to do this

plush knoll
#

Yes, I figured that this is not right. How would be the best option?

lunar sleet
#

If you want to add multiple meshes to an actor just add more static mesh components

#

See above

plush knoll
#

The problem is that the traffic light bp contains some logic and functions etc. I want this as one component and I want then to create one new actor with the pole

clear sierra
#

You can also override UStaticMeshComponent, instead of creating an actor for Traffic light.

clear sierra
#

Can you please explain what configuring you want to do on traffic lights ?

plush knoll
#

I have this BP where I can configure that light colors and the logic creates the light cyrcle etc.

Based on this, I now want to create different poles as SM that hold this BP. My problem if I copy this logic over is that should something change, then I would have to edit all BPs.

lunar sleet
#

I mean that and also does the pole need to have diff code than the traffic light itself? Why so much complexity

lunar sleet
plush knoll
#

In an intersection I need to set the one light to start with green and the other to start with red.