#blueprint

1 messages · Page 35 of 1

fast finch
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they are hidden in BP

mental trellis
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Then good luck.

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Unless...

lunar sleet
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Are they?

mental trellis
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Is the thing you're looking at always roughly at the same height as you?

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If you don't have to think about gimbal locks, you're fine.

fast finch
mental trellis
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That isn't what I asked.

fast finch
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i know to make the camera focus on a thing

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just i want some freedom of movement while that happens

mental trellis
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Something can not move and still be directly above you or below you. Or you can change position.

fast finch
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ok you played skyrim or ciberpoon?

mental trellis
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How is that relevant to the question?

fast finch
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basicly when you talk to people the camera is locked into direction

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but it has a burn area

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so you can still look around

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a person could be standing anywhere

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above

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below

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right left

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i need a solution for ALL those

mental trellis
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Then quats it is.

fast finch
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mh i am confused

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i dont know what todo

viscid viper
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hello im trying to get the mouse position on the world so i can move units there in a rts im building but for some reason the function it never return a value of where the mouse is when it was pressed
anyone know why ?

barren dove
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wild assumption is maybe something under the mouse is set to not block visibility traces

remote meteor
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do a print afterwards and see

pulsar vigil
lunar sleet
mental trellis
viscid viper
pulsar vigil
lunar sleet
pulsar vigil
viscid viper
lunar sleet
#

Maybe a mouse capture issue, altho if the debug spheres are showing , then not that

lunar sleet
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And also show where this event is being called

orchid sierra
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Hey I have a question, let’s say I have a data table with lot of data such as textures etc. Let’s say now I am trying to get a row from that data table, I know that get data table row is getting a hard reference from this and it will cause hitch, or it will be loaded before nvm. I have made the type to soft reference. So theoretically when I find a row I will use async load. But the question is , if I am using before the node get data table row am I loading the whole table?

lunar sleet
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Afaik yes

remote meteor
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once you reference the data table, all the rows will be loaded

lunar sleet
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DTs get loaded all at once

orchid sierra
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Hm

remote meteor
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so you are correct to move heavy assets like textures to soft reference

orchid sierra
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Is there any better solution for this? Maybe data asset?

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But still it will be loaded

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Right?

remote meteor
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soft reference only loads when you try to load it

viscid viper
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i dont see the debug sphere and this is the where the event is called

orchid sierra
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Or due to I made the heavy assets to soft reference it will be ok

remote meteor
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when the data table loads, it knows it is a soft reference, so it doesnt actually load the texture

orchid sierra
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Ahhh nice thanks for the info

versed sun
orchid sierra
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I thought it will still load everything even if they are soft reference

frosty heron
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it will load the soft reference (path to the asssets)

orchid sierra
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Ok that’s good I guess

lunar sleet
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Just a reminder there are also Data Assets

viscid viper
frosty heron
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your texture will only load and get hard referenced when you do async load

lunar sleet
orchid sierra
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I know but I guess due to I don’t have only textures but also animations etc I guess that data tables are better

versed sun
remote meteor
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you have to be thoughtful whether to actually needing to softload stuff

orchid sierra
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Yes I know

remote meteor
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texture is so far a must, mesh in second

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animation i havent tried

gentle urchin
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I tried softloading all my dialogue

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Painfull to say the least

orchid sierra
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I am using soft also for the animations due to they are almost 10gb of disk size and also I will not use all of them

viscid viper
remote meteor
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10gb of animation..?

orchid sierra
remote meteor
gentle urchin
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Theres anim compression methods avaliable 😅

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Even a free plugin iirc ?

viscid viper
orchid sierra
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Actually it’s 8gb but there are a lot

lunar sleet
versed sun
viscid viper
viscid viper
vernal snow
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Howdy all, so i'm giving a go on a visibility system - basically splinter cell's light meter where depending on how well light the area the player is in, the easier you are to detect.

So far i got what i think could mimic that with my current knowledge is:
a visibility Player float variable clamped to 0 and 1 with 0 being Hidden, 1 being easily visible
On the Light, a Collision sphere that are the same radius as the light (E.G Point Light's 1000 Radius unit) that upon the player entering will start a line trace every 0.2 Time to check if the player is visible from the light Origin.
If not, for ease of it the player isnt visible.
If its true, get the distance from the light to the player -1 with it and thats the visibility float variable after it goes through an Event that the player is referencing.
So far this seems to do what i want.

But i was wondering if there was something more under the hud or something that could make it easier to work with - Or any input on the matter.
I was suspecting to involve intensity in it but wasnt too sure - or something to do with that Attenuation radius value.

Or if thats could be under a different area, any input would be appreicated.

viscid viper
tight pollen
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someone help, I have no idea how to change the size from the center using 1 float variable, when I move the right or left corner of the box, it changes the values ​​for Position X and Size X

gentle urchin
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Multiple light sources can become problematic i guess

undone temple
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For future reference, I solved this issue by disabling "Use distance-scaled camera speed" in the editor settings.

The issue is that Set Level Viewport Camera Info sets the viewport camera focus to the same position as the viewport camera. This makes the distance between camera and target 0, and if you're using distance scaled camera speed, your camera movement speed will then be multiplied by 0

viscid viper
vernal snow
# gentle urchin Is it hard to work with?

The sphere collision makes sure to only "work" with the one the player is within said collision area.

I intend to work on it further so multiple lights won't conflict with it

gentle urchin
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Multiple lights should contribute

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With this method theres no bounce light tho

vernal snow
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That's what I initially wanted but found it difficult and thought to work slowly on it to try and understand how it could work, so did a more simple approach.

I'm unsure how to do bouncing light or a form of ambient light.
Hence me coming around trying to see if others had input that might lead to a path to work on that'll achieve a ideal outcome.

trim matrix
#

what's the difference between invalidate & clear and invalidate timer by handle nodes?

viscid viper
lunar sleet
lunar sleet
viscid viper
lunar sleet
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Show that code

viscid viper
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its in the player controller

lunar sleet
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Add a set show mouse cursor in between those 2 and check it on

viscid viper
trim matrix
lunar sleet
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It only runs once

trim matrix
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but i need it to stop while it's running

lunar sleet
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Ah then yes

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Tho idk how that would occur, like before it fired maybe?

lunar sleet
trim matrix
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if i have my timer setup like this, do i use the Time or Initial Start Delay to declare its duration?

trim matrix
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cant test that now, as the code does some file operations

gentle urchin
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Or if its good enough without

vernal snow
# gentle urchin Question is if you really need it

From what im thinking - as its more so a proof of concept than a long term project - it would be neat to have and showcase.

I have two methods for it so im not too bothered if i cant, a rather simple and easy line trace - and the one with distance involved.
Just wanted to try and make it feel better i suppose

gentle urchin
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Theres a plugin that does it like thief does it, if thats to your liking

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Something something octahedron something pixel light sampling something

vernal snow
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oh i see, i presume thats the name of the plugin?
I think Thief is similar to splinter cell so should be to the liking
Regardless thanks for the input on that matter

gentle urchin
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Ah, nvm wasnt even a plugin. But an example non the less

rugged wigeon
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I'm trying to implement some driving movement (not realistic) such that objects are generally moving forward at a high with some influence on the left/right and forward back movement to a small degree.

I'm trying to do this with floating pawn movement.

I'm really yearning to just set the velocities, but am finding that I need to do this goofy process of determining the desired velocity, scaling it to the maximum possible speed as a value between 0 and 1; applying that fraction to some normalized vector of the desired velocity, and then relying on the max speed of the movement component being set correctly to make this work.

Is there a less dumb idea here?

lunar sleet
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Vehicle movement component ?

tulip patio
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Guyz. Anyone know how to add collision on a skeleton mesh like we add on static mesh.

lunar sleet
versed sun
rugged wigeon
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i messed around with that and concluded it won't work. I'm looking to do multiplayer and have curved tracks which introduces a lot oddities

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although I think I was just being dumb about setting velocity

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is there any downside to directly setting velocity on floating movement components? replication issues? anything?

rugged robin
random pulsar
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hey guys ,when i move to another scene my character should be destroied and there will be an gameover ui ,but the character is in the scene and the ui from the player also is there but shouldnt be

dawn gazelle
random pulsar
dawn gazelle
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That's what it is set to on your game over level?

random pulsar
dawn gazelle
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Ok, so you'd probably want to define a game mode and set it up so you have No pawn class.

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And set up whatever other classes as you need.

lunar sleet
viscid viper
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yep

lunar sleet
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So whenever you mouse down, it stops tracing down to the map. But it works normally? Where are you calling this custom event ?

viscid viper
lunar sleet
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So the issue prly has nothing to do with that

viscid viper
tropic marlin
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In my blueprint, I'm unable to get an AI controller for a character that has one defined. Here's a screenshot of the blueprint as well as the AI controller on the pawn if that helps

rugged wigeon
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check auto possess ai @tropic marlin

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under class defaults

tropic marlin
# rugged wigeon under class defaults

It's set to "placed in world", and this is a character that exists alreadyu in teh scene when the game starts. I tried changing it to "Placed in world or spawned" but that didn't help either. Still getting a not valid on my getai controller

waxen fog
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can you use a switch on an enum in bp?

trim matrix
waxen fog
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when i drag off of it and type switch nothing comes u

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or if i try to plug enum into int switch it doesnt work

trim matrix
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you mean switch as in?

waxen fog
trim matrix
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no, what kind of switch are we talking about here?

waxen fog
trim matrix
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to get the first one you simply enter "switch on <enum name>"

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in the node adding window thing

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@waxen fog

waxen fog
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thank you

lunar sleet
trim matrix
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... i know i've said i found it

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although thanks for ur efforts

lunar sleet
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Oh, may have missed that

trim matrix
#

this is why i deleted the messages

waxen fog
# trim matrix

for some reason this doesnt show up for me. was there some property u needed to check in the enum?

trim matrix
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what's the name of your enum?

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@waxen fog

waxen fog
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nvm got it working

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thank you for the help

trim matrix
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may i ask what was the problem?

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@waxen fog

waxen fog
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well i created the enum in cpp, and I needed to add a flag that said it could be used as a blueprint type i guess UENUM(BlueprintType)

trim matrix
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ah, kk 👍

modern radish
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I can't figure out what I'm doing wrong here. How to get rid of this NOTE?

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I can't turn off Pass-By-Reference in the Event Dispatcher

lunar sleet
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Hit compile

modern radish
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This is after compiling

lunar sleet
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Mmm

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This dispatcher you’re calling, it’s in the same blueprint ?

modern radish
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yes

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it seems to be a bug with Array Inputs on dispatchers

lunar sleet
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So why the need for a dispatcher then

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Yeah, I haven’t tried to pass arrays through dispatchers

modern radish
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Sorry, no The dispatcher is in this BP, and then I bind it on another BP

lunar sleet
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Ok, well maybe just try to pass the value rather than an array, if the use case allows

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Otherwise you’ll likely need to try another form of bp comms if it’s a known issue

modern radish
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I really can't fathom how this can be a bug, there's people complaining about this exact thing since 2015

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Unless I'm making something wrong.. shouldn't I be able to disable pass by reference? why is it grayed out?

nimble talon
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hey, i have this main menu i'm working on, and i want the snake in the background to always move in the direction of the red sphere (physics are enabled, it uses physics contraints for the other segments)

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how would i go about executing this?

nimble talon
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the red sphere is an actor BP class

lunar sleet
lunar sleet
nimble talon
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it just rolls around

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its just supposed to be something in the background of the main menu yk

lunar sleet
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Right, but is the green thing supposed to move to it across the map?

nimble talon
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yeah

modern radish
lunar sleet
# nimble talon yeah

Idk I mean I’d say use a navmesh and AI movement but idk if that’s worth it for a main menu

uncut condor
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hi, how to access "Anim BluePrint" variables through a BluePrint?

trim matrix
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cast to it

lunar sleet
lunar sleet
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Afaik you need to do things in AnimBP and access the character from there not vicerversa, so yeah

uncut condor
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k will try

tardy prawn
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can anyone screenshot your default blueprints node settings in horizontal and vertical ?
cause i made it not correct and can't return to default

nimble talon
trim matrix
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I have a few questions regarding the save game object.

  1. Is it a "good idea" to put functions inside a save game object?
  2. Do ALL variables from the save game object get saved, or only the ones marked as Save Game?
uncut condor
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maybe there is a link video? will be much appreciated 😃

viscid viper
trim matrix
trim matrix
lunar sleet
trim matrix
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and?

lunar sleet
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And then you’re facing it

trim matrix
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it won't make it go in that direction

trim matrix
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also im pretty sure you wouldnt be able to see the rotation changes on a sphere

trim matrix
lunar sleet
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Tbh the “simplest” way is prly a BT

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It has rotate to face and move to tasks out of the box

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It’s just a lot to learn to just make a main menu if you don’t already know how AI works

lunar sleet
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  1. Probably not
trim matrix
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why

lunar sleet
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What is the purpose of saving a function?

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It’s not like it disappears whenever you reload

trim matrix
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i dont want to save a func

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i just wanna have it in there

lunar sleet
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That’s what save game object is for

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To save things so they can be brought back to life post-exit

trim matrix
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i want to have it in there so i can do my save-specifc logic

lunar sleet
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I see what you mean but given that you have to create it, I think you should look at it like it’s a widget

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As in don’t keep logic in it if you can avoid it

trim matrix
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:/

lunar sleet
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Rather do that stuff in GM

trim matrix
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i'd like to have my save game as self contained as possible (uhh working in a team, something, something, least amount of dependencies)

lunar sleet
trim matrix
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didn't help at all

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also they could have at least updated the text

lunar sleet
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Yeah, get used to that

lunar sleet
trim matrix
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thanks

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🙆‍♂️ guess i'll just have to look at the cpp code

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ok, forget all the things i've said here

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got my crap figured out

dreamy vigil
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I have a tank that is rigged to have two bones, one for the main body and one for the turret atop the body.

I want to follow the mouse movements and have the turret turn so the shooting bit is always facing the mouse location (it is an overhead shooter game).

How can I rotate the bone in the tank Pawn's Controller? At the moment I convert the mouse position to world position during the Tick event, but I can't seem to be able to get to the tank's bones so I can turn them/calculate the angle needed to have them look at the mouse position.

How can that be done in a BP?

viscid viper
lunar sleet
#

You know how to use a breakpoint?

trim matrix
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what would be the best way to store constant values for bps? I saw some manics do that with structs (set default values in the struct, they will propagate to everywhere you make said struct)

lunar sleet
trim matrix
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have constants shared between classes

lunar sleet
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For what purpose

lunar sleet
viscid viper
trim matrix
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so they could access the constant values without the need to modify them in every bp class

lunar sleet
viscid viper
#

yes

lunar sleet
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And when you hover over the values after you passed the node that’s when you get 0,0,0 and false?

viscid viper
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yes

lunar sleet
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🤔

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Let me check my proj

lunar sleet
trim matrix
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have you read my message?

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🤔

lunar sleet
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I did. Maybe I’m misunderstanding what you’re trying to achieve

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You seem to be trying to use cpp functionality in blueprint, so far though it seems like you’re just complicating things for no reason, like with the save game thing, but then again idk much

trim matrix
#

does anyone know how i can make an UI generate from a data table that i already got

lunar sleet
viscid viper
trim matrix
#

global constants

lunar sleet
lunar sleet
#

Couldn’t find anything indicating otherwise

lunar sleet
#

You could always ask the #cpp crew to confirm @trim matrix

viscid viper
lunar sleet
#

Show your mouse click event

viscid viper
lofty rapids
#

that condition will most likely always be true

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because your dragging from a set

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thats to true idk if thats the live value

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if you release before the delay, what would happen to that value ?

lunar sleet
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And also, did you try it on press instead of released ?

stable wedge
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what numbers would I have to put in the last two range and greater and less than to make one of them be for upwards rotation and one be for downward rotation

lunar sleet
stable wedge
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get forward movement is controlling the character up and down movement

trim matrix
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what kind of insanity is that?

lunar sleet
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I don’t really want to speculate as to what the input should be

stable wedge
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I think I found out the problem with it but need to add controller input to test more to see if it breaks with that

trim matrix
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hmm... tbh i've seen bps that were much worse

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my old bps.

lunar sleet
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Your professor made that random function that we are not privy to?

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I guess they do say if you can’t do, teach

trim matrix
lunar sleet
#

Structs masquerading as DAs and no variables to speak of? 🙃

trim matrix
#

you guys totally should see how i made a randomizer dietered

lusty oak
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2 questions. 1. how can I trigger something on my level blueprint via an On Component Begin Overlap event on my player character blueprint? and 2. Should I even be doing that and if not what is the better way to handle it? For some context, I have a collision box around my player and if an enemy gets close enough, it triggers combat. The combat is somewhat similar to pokemon, but takes place on the same screen. Player does not move character during combat but instead issues commands. I need the level blueprint to manage combat.

trim matrix
lusty oak
trim matrix
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🤔 maybe it would be best to do that in the player actually

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and from the enemy bp call an event on the player

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@lunar sleet What do you think 🙃 ?

winter tiger
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This might be a silly question but is it possible to watch when a function in a bp is called when you have a component attached to it, without using a dispatcher or interface?

I have an actor component, I'd like that component to know when a specific function with the actor it is attached to fires. If it is possible to not edit any of the code in the primary actor that would be ideal

trim matrix
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for an event, you could bind it

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for a function, rather use an event dispatcher

lusty oak
# trim matrix 🤔 maybe it would be best to do that in the player actually

I feel like you're right that the battle system should be handled by game mode as it will be switching player controls, moving the camera to a battle position, handling UI, etc. I'm just not sure how to actually trigger the battle since it's based on proximity between the player and the enemy. Unless the On Component Begin Overlap on the player could simply trigger the game mode to switch to battle mode, and then the battle mode OnBegin would be able to grab the data it needs from objects near the player and setup the battle... that might work.

winter tiger
lunar sleet
lusty oak
noble ledge
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I have a node for "Create XXXX Widget" and it has pins to different members of that widget. Is it possible to add/remove pins to it to other members?

lunar sleet
noble ledge
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This widget has more than just those members. I wanted to add more to this so that they can be set when created

lunar sleet
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so if you want more to show you have to go to the widget, create the new vars and expose them

noble ledge
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Ah i see

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i get it. Thanks

lusty oak
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Is it not possible to change game modes in the same Level while playing?

mental trellis
#

Don't think so.

lunar sleet
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Not afaik either

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But changing the actual game mode seems unnecessary

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What’s the use case ?

mental trellis
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You could do different modes within a single game mode by using a game mode itself as intermediary between other mode handling objects. Something like components which you can switch control to.

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(and game mode can have components, it's just an actor)

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Tbh I have a lot of random game ideas like that. I should make them one day and put 'em on the marketplace.

mild ibex
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Why does the Add {whatever} Component only add one component, shouldnt it add multiple? Im checking the number with the get num children node coming off self.

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and is there a way to add multiple components?

lunar sleet
#

why would it add multiple?

mental trellis
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Run the same node multiple times?

mild ibex
#

unless you put a do once in front of it of course

lunar sleet
#

it adds one component per execution, not sure what title you're looking at

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or what that text 3d component node even is

mild ibex
mild ibex
lunar sleet
#

what's calling it

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would prly need to show the rest of the code

mild ibex
#

right now nothing technically, the custom event is shown in editor, where I can fire it, then in play mode, i just select the actor and press it there to fire it, and that custom event goes directly to the add component so nothing is between them either

lunar sleet
mild ibex
#

for custom events the Call In Editor option

lunar sleet
#

oh, that sounds like some blutility thing, not sure that's even meant to be used like that, but maybe

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you can always put your code on tick and run, see if it starts spamming components 🙂

mild ibex
lunar sleet
#

afaik blutility is for using tools during editor time (construct)

mild ibex
#

still doesnt work, replacing the custom event with a simple Num 5 for input does the same thing in play mode

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if I uncheck manual attachment I see the number go up like its supposed to and I can see the names of the children, but I cant see them in the viewport :(((

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which was the same for custom event

lunar sleet
#

haven't used that node before, not sure

mild ibex
#

All good, just gonna keep at it and see what works

waxen fog
#

Hey is there a way to access a static version of a class in bp?

frosty heron
waxen fog
red berry
#

Is there a way to have actors have their meshes visible in the editor, but when the game starts, they are loaded asynchronously?
Currently the player and NPC all load their meshes async, but its not visible in the editor and its hard to iterate and know which NPC looks like what
Edit: Is there an Editor Only node you can put?

frosty heron
waxen fog
dawn gazelle
#

You mean you want to create a static pure function within a blueprint class?

pulsar moss
#

I'm writing a save/load system that includes player velocity (like if they were falling). It's not working and I'm not sure why.

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Upon level start + load I set the player's velocity (which I logged out and verified as saved)

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but it seems like teleport, then set velocity, doesn't seem to work

dawn gazelle
#

From what I understand, velocity on the CMC is a calculated value, not something that you can impart on to the character.
(Guess I'm wrong about this!)

pulsar moss
#

it's definitely something I can set from my testing. This works, for example

dawn gazelle
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Doesn't like it on the Z axis though.

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Set movement mode to falling.

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Then it'll take a Z value.

pulsar moss
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ah so I need to save the movement mode as well

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but still, setting velocity, adding force, does nothing

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impulse velocity works 😐 but the values are wrong

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@dawn gazelle that was it thank you 🙂

dawn gazelle
#

Did this as a test on my character, seems to teleport & impart the velocity on to the character (looks like they jump sort of) whenever the button is pressed.
Tried doing it on Begin Play too and same result.

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I learned something too, so thanks 😄

pulsar moss
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movement mode had to be set correctly, even teleporting to mid-air

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otherwise the set velocity does nothing

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it does pollute my save game state a bit, oh well

red berry
#

Why does setting a Primary Data Asset variable from object to soft object cause a crash?
Edit: nvm it doesnt crash if I close every other tab somehow.
Edit2: now my whole project crashes if I try to run the game

lunar sleet
#

I would move this post to #audio

vital junco
lunar sleet
solemn basin
#

Whats the best way to manage an array? I'd like to be able to edit and extract the array in different Blueprints.

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I'm using an array to manage my decklist. I'd like to be able to have a draw function call the deck list, and remove the top card from it (index 0). But right now, my array is just a variable in a single widget blueprint.

lunar sleet
lunar sleet
#

Game mode

red berry
#

I have a working soft object reference and async loading for my items, but I want to also see their mesh in the editor. Will the construction script get in the way of async loading? If the construction script works, then why do we even need the async node?
Edit: I tried making a macro that does Async loading, and try to call that from the Construction script, but its not working

Should we even have soft object references for static meshes for items? Its either I have good runtime performance with async loading, or fast and easier prototyping in the editor. I can't seem to have both.
I dislike how every unreal expert says to always use soft object refs, but if I try to include them in my code, I get clunky code that is hard to prototype with

elder lodge
#

how can one profile blueprint performance, # of calls, time per call, etc?

lunar sleet
#

Construction script happens during editor time so trying to async there is pointless

#

You don’t have to soft ref and async everything, but it’s good for heavy asset loading while the game is running, because otherwise you’ll get hitches

#

Especially useful when programming for mobile and similar low spec devices

red berry
quartz spoke
#

is there a way to get the location of the points on a spline? They aren't showing up in the blueprint debugger :\

#

I'm adding the points at runtime fwiw

red berry
#

I think I figured it out. Simply add your normal async loading functionality for the static mesh for the item actor. This is with the Mesh Component's mesh set to nothing.
Then give the item actor an empty Editor only Static Mesh.
Then in the construction script for the item, check if "isPackagedForDistribution" and if it isn't (its assumed to be a development build), set the mesh for editor only, and hide it in game.
I havent tried yet in a live build, but I'm sure that this development code wouldn't run, so it won't slow down the production build. And we get to see the preview for the items in the editor.

Edit: In the dev builds, I'm assuming the async loading code is pointless because we cast the soft object ref to an actual (hard) object ref, so its forced to load synchronously on object creation. In this case, the async completes almost immediately because the object is already loaded.
In production builds, this shouldn't happen and it should load the objects async properly, where it could take a few miliseconds, because it hasn't been loaded prior.

mental trellis
#

That doesn't happen at runtime because there's no editor there to give you freebies like that.

#

... I may have misread what you said, but still.

coral star
#

When I export the texture file from the unreal engine via "Export to Disk" node I got tiny little black image... but after opening the texture in the engine exporting again I could get the correct image.. Does anyone know how to fix this problem?

mental trellis
#

Loading the asset may take more than few milliseconds if it's a large one.

red berry
# mental trellis That doesn't happen at runtime because there's no editor there to give you freeb...

Thanks for the clarification. I think my code still is beneficial because if you suddenly walk into an area with 1000s of items, the game will stutter as it tries to load the meshes in the main thread (this is how most people implement items normally, without the use of soft object references). My code aims to prevent that as it will async load the assets slowly over time while allowing the player and everything else to render (I think). At least the player will still be able to move around

coral star
#

How can I wait untill load is done?

#

Should I uncheck the async option?

mental trellis
dawn gazelle
coral star
#

And call the export to disk again?

dawn gazelle
# red berry Thanks for the clarification. I think my code still is beneficial because if you...

If the things are already loaded into memory then async load doesn't really help and when you say 1000s of items, I imagine that many of them are duplicates of other things or would have assets that are shared among them.

If you have an actor that is beginning play and you haven't loaded one of them before, then that actor typically already needs most of its assets ready to go, so there's little benefit in async loading its assets that are needed immediately if you are spawning that actor anyway.

Where soft refs and async loading shines is when you have a class that may need to reference an asset, but not necessarily going to be using that asset immediately, or has a reference to a data table (which can hold hard refs to assets forcing them to load which means you should use soft refs in data tables), or data assets (same), which again you may not necessarily need them loaded at the time the actor is loaded, if at all. You're then free to load the assets only if absolutely necessary.

What you're attempting to do sounds more like something that World Partition may be able to handle for you, in which case you don't load all the actors placed in your game all at once, only sections of the world need to be loaded at one time, and it can even be used during editor time from what I understand, so you only need to load parts of the map that you're working on.

dawn gazelle
# coral star And call the export to disk again?

I'm not sure what you mean by calling it again. You'd call Export To Disk once, and if you hook up that event like I showed, that event should trigger when the export is finished and you can do whatever you want from there knowing its finished.

coral star
#

The problem is that the image is not exported properly until I opened the image inside the engine

#

Before opening the image as you can see above it gives me a tiny black image

#

I fix this issue just forcing the editor to open editor view and then close it.. I don't know is it right approach.. anyway it works now

trim matrix
#

i think changing the image format in the export node fixed it

#

The image saving to a black square i mean

coral star
#

Oh what format should I use?

#

currently I am using Userinterface2D

trim matrix
#

oh wait nevermimd, i looked at daturas pic

red berry
#

Which approach should I take when it comes to "switching" between a static or skeletal mesh component, for an item actor?

  1. I keep static and skeletal both separate, when I need to disable one, I'll just remove the mesh ref (keeping the component), and move the hitbox to the other one.
  2. Same as 1, but each has their own hitbox, so I don't have to move it around.
  3. I put Skeletal underneath the Static, that way their positions are in sync.

If I do 1, there's a chance that the items won't be aligned together in their position. Only 1 will be visible at a time anyway, but its possible in rare cases that just as the static gets swapped for the skeletal, there can be a physics impulse, which can ruin the trajectory of the item. i.e. the item can be thrown somewhere (impulse to the static one), but then halfway takes a 90 degree turn because some other physics effect was applied to the skeletal one

tribal gazelle
#

I have a pawn which is a ball that rolls. Is there a way to detect if it is actually rolling/moving?

modern radish
#

I want to trigger some animation when I delete a UMG child from a scroll box.. I'm using the Remove Child node, but that doesn't seem to trigger Event Destruct

steady night
#

Hey Guys Question

#

i got this variable changing somewhere at the begining of the game , but i cant use find referense on where since its changing from somewhere else

#

any advice on how to locate where its changing ?

trim matrix
#

Consider using a delegate or calling a function on the widget to firstly play the animation and then after the delay of its duration run the remove from parent node

trim matrix
dreamy vigil
#

I have a tank that is rigged to have two bones, one for the main body and one for the turret atop the body.

I want to follow the mouse movements and have the turret turn so the shooting bit is always facing the mouse location (it is an overhead shooter game).

How can I rotate the bone in the tank Pawn's Controller? At the moment I convert the mouse position to world position during the Tick event, but I can't seem to be able to get to the tank's bones so I can turn them/calculate the angle needed to have them look at the mouse position.

How can that be done in a BP?

jade lintel
steady night
#

Hey Guys Question

trim matrix
#

what is the question?

#

you are doing a trace downwards in front of the actor

#

@steady night

steady night
#

yeah

#

drew a picture

#

so now im casting a distance at facing direction

#

how would i cast it in a random 360 degree

#

instead of facing direction

#

insated of the "Get actor forward vector"

#

i would get random degree 360 something

#

no i mean there will only be 1 ray

#

the picture is just indicating that it would be random

#

so only do 1 cast at random degree angle from actor basicly

trim matrix
#

random float in range 0,360

#

plug that into make rotator Z

#

And rotate the forward vector by it

steady night
#

from the forward vector ?

#

huh :/ ?

floral stump
#

is it possible to spawn projectile on muzzle location and move it toward the place where the cursor is aiming?

jade lintel
#

Yes

#

Line trace > Get rotation towards the trace end > Use the rotation to spawn projectile

bleak summit
#

is there a way to make this widget component not be hit by 3dWidget trace channel?

trim matrix
#

Break the rotator in it and plug the random float into z. Then get your unmultiplied forward vector and plug into the rotate vector. Finally multiply it by your constant to extend it and use it in the same way you were using the forward vec before

floral stump
gentle urchin
#

pb ?

#

FindLookAtRotation(Muzzle Location, Target Location)

floral stump
trim matrix
#

idk how i could break this down even more tbh

steady night
#

@trim matrix

#

yeah no this is a simple problem tbh way below even me 🙂 but when your brain overthinks stuff everythings impossible😅

jade lintel
#

assuming you meant you meant crosshair with cursor

#

How it works: It makes a line trace, if it hits, it get the rotation towards the hit point from the trace start, if it doesnt hit, it just takes the trace end and gets rotation towards it from the trace start. Then it spawns the bullet actor with the rotation it calculated

floral stump
# jade lintel Here

so it will spawn a bullet at the crosshair even if my crosshair is not at the center of the screen?

jade lintel
#

it uses the camera so it will always spawn it at the center

#

you can add an offset if the crosshair isnt centered but that might take a little tweaking

floral stump
jade lintel
#

add some offset at the camera location vector

floral stump
jade lintel
#

is the crosshair 3d?

floral stump
jade lintel
#

If it isnt offcentered on the image itself then it should be fine

bleak summit
#

Why does my aicontroller not get reset when i reload a streamed level?

tight pollen
jade lintel
#

you want to change the size x on runtime

#

?

tight pollen
#

but so that it is even on the right and left sides

jade lintel
#

just change the x value and leave the y to 1

tight pollen
#

i don't want scale

jade lintel
#

then what

tight pollen
#

it must be a combination of the values ​​in "Position X" and "Size X"

jade lintel
#

set alignment

#

then you wont need to change the position

tight pollen
#

I forgot about alignment

#

thanks

carmine thunder
#

can we reference an object present in a scene to another object present in the same scene?

I mean reference this `UPROPERTY(EditAnywhere) AActor* refActor'

steady night
#

@trim matrixhmm dosent work :/ whats wrong ?

trail wyvern
#

Is there a way to batch multiple Async Save Game To Slot triggers? Use case: we have different events that can trigger a save and want to avoid a potential race condition by either batching or queuing the saves.

trim matrix
#

is it not a straight down line?

#

@steady night

trail wyvern
north lynx
#

Hi!
I'm trying to close the widget on click of the button, but for some reason, everything works except for removing the widget from player's vision
Can anyone help me with this? For me everything looks ok

carmine thunder
trim matrix
heavy lion
#

Anyone know how I can set what is inside a named slot in UMG?

carmine thunder
#

want it like this

steady night
#

@trim matrixhm i dont even se the line trtce whattahell

trim matrix
steady night
#

yeah i do i cant se it

north lynx
trim matrix
#

don't remove it in the same exec flow line as it gets constructed

carmine thunder
trim matrix
#

there's no point in doing that

north lynx
trail wyvern
north lynx
carmine thunder
trim matrix
#

after it gets constructed

floral stump
trail wyvern
north lynx
carmine thunder
trim matrix
#

Maybe you are doing it multiple times

#

@north lynx

tough atlas
#

Thoughts on using mass amounts of blueprint classes with static meshes for a destructible voxel like landscape? Is there a way only have actors active or turned on within a radius of the player to save performance

trim matrix
# north lynx

Why are you setting the ref in 2 different places?

trim matrix
# north lynx

if the widget is valid here it will duplicate it onto the screen every time that event gets called

north lynx
#

I have Interact system that works inside of actor
This code for opening note is in the actor class and works only if player interact with it. That adds the widget note to the viewport of player
The code for closing it is in the ThirdPersonCharacter Blueprint because I need to get input for closing, anytime

#

At least that's my logic

trim matrix
# north lynx

you should be adding the widget only when u create it

north lynx
trim matrix
#

no, do it ONLY after the construct node

#

Not anywhere else

north lynx
trim matrix
trim matrix
# north lynx

If the widget is already being displayed, this code here will duplicate it when it gets executed

heavy lion
north lynx
thin panther
#

Holding the reference to the thing in the thing is pointless

#

Store your note ref elsewhere

trim matrix
# north lynx

@thin panther all they need to change is that part

#

the widget can be added to screen multiple times if it existed already

thin panther
#

There is a fundamental lack of understanding on what casting and referencing is displayed in that screenshot

trim matrix
#

I still don't get why would you construct a widget and NOT display it on the screen

trim matrix
trim matrix
#

move that AddToViewport to where you set the widget reference

#

in both places

trim matrix
trim matrix
north lynx
#

Okay, somehow I resolve my problem
Thank you for your time 🧡

pulsar vigil
#

hey guys insane simple question for a noob : how u limit a value in an array with one indexc like i want it to not go sub 0

lunar sleet
#

Technically they don’t go 0 index at all

pulsar vigil
lunar sleet
#

But find will return -1 if no results

lunar sleet
#

Yeah, if you mean each element 👆

pulsar vigil
#

yeah that look like the answer

lunar sleet
#

At that point you might even just set to 0 if you do the < check

pulsar vigil
#

thx guys i come back if i fucked up

dark drum
#

have an array input on the macro that's pass by ref.

sick sky
#

example

#

there is also the "assign" node

#

yup

#

i have a good memory of where my assets are located :)

#

line an enum, is there a trick to make the existing names shown like this for a event name input?

sinful forge
#

i am trying to align my character to a wall hit by a line trace. right now i got him to face the wall by setting the rotation to be the Hit ImpactNormal * -1.f but how do i offset the location by a determined amount regardless of the side of the wall he is facing so for instance he'd be 45 units from the wall ?

hearty sand
#

Hit.Location + (Hit.ImpactNormal * 45.0f)

versed sun
hearty sand
#

wouldnt -45 make him 45 units into the wall

versed sun
#

hmm... maybe ?

sinful forge
#

that's it thanks 🙂

lunar sleet
versed sun
#

wants to populate the dropdown box with the row names

sick sky
#

so i dont have to always see what is the exact name

#

like an enum, you can "pick" the value you want

frosty heron
#

Let's be logical here. What's the criteria for the drop down?

sick sky
#

i dont think what i am asking exist tbh, i would mean that the event knows what data table is used

frosty heron
#

It's a strange feature idea to suggest

#

Maybe you can use gameplay tag instead

#

That might have a drop down I'm not sure

#

If you need the name from the data table, just pull get all row name node

versed sun
sick sky
#

yeah i see

sick sky
# versed sun

yup but if you use the row name as an input in some event it will loose the list

#

because it doesnt keep the context ig

versed sun
#

are you changing datatables ?

sick sky
#

no

versed sun
#

What UE version are oyu

sick sky
#

wdym by changing ? in UE5 with no plugins DT are static

sick sky
versed sun
#

didnt know if you were trying to do this

#

cause it dosnt like that

sick sky
#

no

#

you miss my question :)

#

but ty for trying

lunar mulch
#

I have an event that starts an animation, i want it to switch to a different one every time. ( 3 different ones) Now currently im using an Array with 3 Animations, using a get node into a Random integer by range. However i dont want it to be random. I want it to go like this 1-2-3 -1-2-3. Basically play all 3, and then start over from the start. I cannot find the right wording for what im trying to do so, so no google searches or documentation has found the answer for me. What nodes could i use to achieve this?

sick sky
#

but you need an exisitng row

lunar sleet
#

Use that int to grab the index in that animation array

lunar sleet
#

I didn’t know that existed 😅

versed sun
#

i learned of it a while ago after manualy doing it the hard way

lunar mulch
#

Hahah love the documentation as an amateur " Returns Value between A and B (inclusive) that wraps around

Target is Kismet Math Library"

lunar sleet
#

Hehe

lunar mulch
#

dafuq does wrapping around mean lol

lunar sleet
#

Pretty much what it sounds like

versed sun
#

if it more than Max, set to Min

lunar mulch
#

I guess the value is the value it changes every time its triggered?

#

So, value set to 1, it changes 1 step every time it is trigger?

#

Value set to 0 it doesnt change?

#

Or am i just a complete idiot

versed sun
#

this will cycle 1-2-3-1-2-3

lunar sleet
#

It will cycle 1,2,3,4

#

You want 0 to 2

#

We’re talking array indices

thin panther
#

we are also delaying on tick which is not great

#

when we could use a timer

versed sun
lunar sleet
#

Ah hadn’t even noticed

versed sun
lunar sleet
# versed sun

Ok, sorry misspoke what I meant was that’s not useful for array

#

You want to start at 0

#

Because array indices are 0 based

versed sun
#

oh yes , of course

#

but they asked for 1-2-3

#

get milk, and if the have eggs , get 6
comes home with 6 milks

lunar sleet
#

Right, but he’s cycling through an array, so 6 eggs means the 6th egg is index 5, first egg is index 0

#

It’s our job to correct him 😀

lunar mulch
# versed sun

Sow hat are you using as your value in in the variable?

lunar sleet
#

But for them they shouldn’t need a timer or tick prly

lunar mulch
#

Nah

lunar sleet
#

Just increment every time you’re done with an animation

lunar mulch
#

Its just for a idle break animation

#

Im trying to understand the code he described

lunar sleet
#

Basically, start at 0, ++ , wrap int with min 0 max 2, done

#

And then just use that resulting value to pull the index from your animation array

versed sun
#

removed the tick

lunar mulch
lunar mulch
#

I didnt realise it was that complicated

versed sun
#

no no no

lunar sleet
#

It’s not lol

versed sun
#

ignore

lunar mulch
#

Ah okay, i am lost i was following those screenshots hehehe

versed sun
#

sry

lunar mulch
# lunar mulch

Okay so just a question, what is the value they want from me inside the wrap integer?

#

I understand the min-max

#

But i don't think i understand what the value is supposed to do. I thought i did, but i just tested my theory and it's incorrect

lunar sleet
#

It’s just the incremented value. The wrap just keeps it from going over the Max

#

It “wraps back around” to the Min when it goes over

#

0,1,2 , increment again, rolls back to 0

versed sun
#

i think you want this

lunar mulch
#

Hehe i was just about to post this, guess im on the right direction

lunar sleet
lunar mulch
#

Just curious, why do we have to set the Animation Index?

#

Instead of plugging it straight into the get array

versed sun
#

i think so it makes it work

lunar sleet
versed sun
lunar sleet
#

You want to cache the latest result

lunar mulch
#

Ah yeah that makes sence

sick sky
#

its cool seing many people trying to help a guy

versed sun
#

I hate "cache" cause I always read it Cash-A

lunar mulch
#

Yeah muchos gracias, im learning stuff here

lunar sleet
#

Read it as 💵

lunar mulch
#

Cash-ay

#

Like a fabulous way of saying Cash - Hey

sick sky
versed sun
#

cash - ehh?

#

but anyhoo, did the Wrap -1 to 2 work ?

lunar mulch
#

Btw, this is brilliant but its not intuitive at all that the min has to be below lowest value :p

#

Im just imagining me in 5 hrs slowly figuring out these nodes by myself, but then not knowing that the min has to be below lowest value and spending like 2 days bug-testing that 😛

versed sun
#

need a c++er to see it it IS inclusive

sick sky
lunar mulch
#

hahaha :p

versed sun
#

i just search each variable type and got thru the nodes to see what exists

lunar mulch
#

Im just saying, u guys are a blessing and think of the things some new people in the coummunity would never think off.

sick sky
#

i dont remeber:
doest -1 as index gives the last index ? like in pythin ?

lunar mulch
#

Yeah thats what i was doing 😛

versed sun
#

🙂

#

I think Min is Exclusive ,but max is Inclusive....

lunar sleet
#

That’s a weird way of coding it

#

I just tested it

#

It’s weird, the first iteration gives 1,2, and then it goes to 0,1,2

lunar mulch
lunar sleet
#

That’s with -1 Min, 2 Max

frosty heron
#

I prefer to do the idle in the anim instance

lunar sleet
frosty heron
#

And not with a montage

lunar sleet
#

Yeah, if you do it this way and want the first animation to show up first, you’ll need your default index value to be 2

#

Because it always increments once before being used

lunar mulch
#

Id normally do it there too, but this is a very specific animation that only happens when trigger by a certain event, for sake of simplicity im just adding it after that event.

#

not your avg idle animation so to speak

lunar sleet
#

2 would work too because the wrap

versed sun
#

ANY number besides 0 and 1

lunar sleet
#

Yeah

trim matrix
#

this is the thing you'all going on and on about

sick sky
#

i got a question

can i, when customizing my instance of a custom structure in a DT row:

decide a "var type" ?

for example:

for row1 i would like to use a integer, and the goal value is 3
for row2 i would like to use a vector, and the goal value is 20,0,99
for row3 i would like to use a boolean, and the goal value is true

the issue i also think of, is how to get this specific value when breaking the structure

i thought about using a object BP class or some other custom structures ?

mental trellis
#

Each row will use the same types.

sick sky
mental trellis
#

You can't use objects in data tables.

sick sky
#

yes ill have to use structures

mental trellis
#

You could reference an asset, like a data asset, which has custom information.

sick sky
#

dam yes

#

ty man

mental trellis
#

Remember to use a soft ptr.

#

Np

sick sky
mental trellis
#

Pointer.

sick sky
#

ah a soft ref ?

#

why ? does it not work at all or is it a safe method ?

remote meteor
#

so you dont load the whole game when the game starts up 😆

mental trellis
#

Because you should always use soft pointers where possible.

sick sky
#

okay

dreamy gulch
#

Trying to call an event dispatcher to rotate target. Theirs action actor component on the character, and its child components are the separate actions, where i am calling rotate to enemy. The problem is that it only works with event rotate targeting the child components, not targeting the parent general action component. I have tried to custom event the call rotate so its called from the parent action component but the event on the characterbp) only fires when using the specific actions event. Can i have it fire related to the parent so i dont have multiple rotate to target events? It might be down to my component, ive already had to add each child i couldnt make it work with just the parent added

floral stump
#

is it possible to check if the impact point is out of range ?

jade lintel
#

what do you mean by out of range

floral stump
jade lintel
#

trace end

#

second from the last

floral stump
edgy ingot
jade lintel
jade lintel
floral stump
jade lintel
#

copy the part which goes into the Target pin for Find look at rotation

#

that value returns the last point of the trace either the hit, or the end of the trace

floral stump
#

I just need to limit it if the impact point is not in range just don't show the laser

jade lintel
#

oh

#

is the laser pointer a decal

floral stump
#

yeah

jade lintel
#

set its visibility to Hidden

#

a branch off of the return value of the line trace

#

on false > set it to hidden

noble ledge
#

Is it possible to find all usages of a struct?

floral stump
#

so the return value is only true if the impact point is in range

jade lintel
#

yup

#

basically if ray hits something, it returns true, else its false

floral stump
#

great

floral stump
jade lintel
#

nope

carmine thunder
#

here, one of the actor can be assigned but other cannot. Is there some property which doesn't allow an actor to get assigned?

molten tinsel
#

Can someone explain me what it does and if I need this in my character?
Because I want in player controller cast to character and use events like jump from there on some spacebar for example.

lunar sleet
molten tinsel
#

hm, so it is required. So if I want to use it in player controller, I need to create it on begin play?

lunar sleet
#

It doesn’t need to be in the character, but that and the player controller are common places to put it in.

#

Yeah, or onPossess

#

If you’re making like an RTS or similar game where there’s no main character, player controller is prly the better place to put it in

#

Otherwise, character is usually the go to, as you want to add the inputs directly to it

molten tinsel
#

Well, I kill character and reposses on spawn and the cast to it breaks, so I thought ill move everything to player controller(since it will never get destroyed). But I wonder if there is difference between those two?

lunar sleet
#

Try moving your code to Event Possessed instead

#

And also

#

On your character under auto-possess make sure it’s set to both placed and spawned

#

What could be happening is you’re never repossessing

outer glacier
#

Hey all. I have a blueprint lighting tool I made for myself andI am looking at putting it out on the Marketplace. Is there a way to lock a blueprint to prevent editing/copying of the contents? I am not too hung up on it, but I might like to make it a tiny bit harder to nick. I am aware of a couple of plugins for this, but I don't really want the complexity of being tied to another product.

jade lintel
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there isnt

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blueprint is made to be edited

outer glacier
#

Thanks for the quick reply.

jade lintel
#

it can be edited even in plugins too

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if it exists locally, you can reverse engineer it

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and this goes for nearly everything

outer glacier
jade lintel
#

you can always make the code intentionally unreadable but i wont recommend it 😂

serene condor
#

Is there a way to change the image in an image using blueprints? (The image is in a User widget)

jade lintel
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yes

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It should be set brush or similar

serene condor
#

Let me try

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Oh my

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Many options

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Give me a moment

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Yes. Got it. Thank you!

jade lintel
serene condor
#

How did you get all those settings

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And I can’t connect any Set brush to my image

jade lintel
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right click the brush pin

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split struct pin

serene condor
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Got it

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Thanks

jade lintel
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no worries 😄

pulsar vigil
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Hey guys, how do u update a variable from a bp to his anim bp when u press a keyboard input ? what i can do for now is get the variable in the abp but not update every time i press my keyboard, and i would like to not use a delta or event tick

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i tried with event and event dispatcher but i can't get it to work

radiant bear
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this current logs the values but how log the values before decimal even if it's zero?

lunar sleet
radiant bear
#

that's fine

radiant bear
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i see .0000 but i also want to see 0.

dawn gazelle
radiant bear
#

this is from c++

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i wanna compare this to a bp version hence i want to see the values before decimal even if it's 0

dawn gazelle
radiant bear
#

ohh i see!

dawn gazelle
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Floats by default will always output at least one digit on either side of the decimal point 0.0

radiant bear
#

so the decimal is logged?

dawn gazelle
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Yes

radiant bear
#

how can i give space between each other?

lunar sleet
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Add a space

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Another append pin in between with a space in it

radiant bear
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i don't think that added space?

dawn gazelle
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Did you put a space in B and D?

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Also that Make Literal String isn't required.

radiant bear
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sorry mybad i thought it was a tick box

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👌

pulsar vigil
lunar sleet
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You can, if you need to, but you don’t need to be afraid of tick either

pulsar vigil
#

yeah but that seem like an always win

dawn gazelle
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Animation BP must tick.

pulsar vigil
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oh ok thx its look like it make it far easier, why does abp dont need those extra step when its better in any case apparently ?

lunar sleet
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I may have read abp as “a BP “ 😅

pulsar vigil
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im curious to know why it have to be on tick

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to be fair i want to listen ur argument but the way i want to use the abp in my case is probably wtf

radiant bear
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UKismetMathLibrary::SafeDivide(Speed, FMath::Clamp(GetCurveValue(FName("MoveData_Speed")), 50.f, 1000.0f))

could there be a delay from blueprint to C++?

dawn gazelle
# pulsar vigil im curious to know why it have to be on tick

It's not that it has to be, it's just that you're adding complexity by making something event driven and reading and setting a simple value on tick isn't performance hungry, since the animation blueprint has to tick anyway, there's no harm in it reading a value for its own use.
If you're doing some huge mathematical formula that you want to ensure is correct on an event and you don't want to have to keep recalculating that value every frame, then I could understand maybe wanting it event driven.

lunar sleet
radiant bear
#

if cpp is slower

lunar sleet
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No

sick sky
#

cpp is "slighlty" faster

lunar sleet
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Bp is much slower, used to be about 10x slower

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Now it’s a bit better tho I think

sick sky
#

cpp VS BP is the biggest asked question xD

radiant bear
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the bp function fine but the cpp seem the get the values a few frames later

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the curve values i mean

lunar sleet
radiant bear
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no no

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they are stant alone

lunar sleet
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Ok

radiant bear
#

separate projects

pulsar vigil
radiant bear
lunar sleet
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I’d ask #cpp in case you missed something obvious, but also make sure there’s nothing slowing down that other project

radiant bear
#

bp

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you can see the curve vale is a lot higher when when first value is 0ver 70

radiant bear
radiant bear
lunar sleet
south dagger
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I have to ask here, because im just not sure where else to post it I suppose. Im VERY NEW to programming in general, even tho ive dabbled in the past. Im really hyper focused on learning about blueprints as much as I can and surrounding stuff.
RECENTLY, I made a single Blueprint and made a pretty standard looking Archery Target for it. I gave the blueprint multiple blueprint components, in the hopes that id be able to use each component separately from the entire blueprint itself (IE 'Hit' Each individual ring and not the ENTIRE BP)
This is where im currently stuck and unsure how to target each component separately.

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Im sure I can accomplish the same goal with multiple blueprints, but I would prefer to not do that if I dont HAVE TO

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Im a stickler for clean looking blueprints

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LOL

lunar sleet
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For something like that I can understand

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Just use separate collision shapes

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Like capsules rotated on the side maybe

dawn gazelle
# pulsar vigil its just an int justifying for changing an animation by pressing a button, in my...

Here's a comparison...

Update on Blueprint Update Animation:

  1. Set up animation blueprint to read value from actor on its tick.
  2. Set an internal value in the anim blueprint (this is so it can utilize its separate animation thread)

vs. Event Dispatcher Method:

  1. Mark your variable private so no other classes can modify it. (This is to ensure the event dispatcher is called so your anim BP updates)
  2. Create an event dispatcher.
  3. Set up your animation blueprint to bind to that event dispatcher on its init to then set the value internally.
  4. Set an internal value in the anim blueprint when the event dispatcher is called.
  5. Create a function on your actor to modify the value & call the event dispatcher.

This also ends up coupling the animation blueprint to that particular actor class.

lunar sleet
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Then check hit on component rather than actor ^

south dagger
lunar sleet
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Assuming we’re talking normal components not like actor component class

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But maybe even then

past compass
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is there any significant difference to "breaking vector" vs "split pin struct" ?

south dagger
mental trellis
dawn gazelle
lunar sleet
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It depends on which break node

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Ik you mentioned break vector but for nodes like hit traces, it’s better to break hit result than split the struct because it’ll let you collapse it once you’ve connected what you need

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Doesn’t really apply if we’re just talking vectors tho 😅

south dagger
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Being bad at this makes more questions than I know the answers to haha xD
even tho I ticked the box, I still dont know how to target just that component

barren dove
# south dagger Being bad at this makes more questions than I know the answers to haha xD even t...

As a way around the issue for now, an easier way of doing this is probably doing an onoverlap event, then cast to the actor/component you're looking for, if the cast fails you cancel out with a branch, if it succeeds you continue on and do what you need to do 🙂 all you need is a capsule component on the offending component with the collision set to generate an overlap on the type of object that you want it to trigger

south dagger
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I KNOW I can solve this with individual BPs, I DONT want to do that if I dont HAVE to

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see where im getting at?

barren dove
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yep, I'll try it out when I'm out of work but I'm pretty sure the process should be similar, I imagine yould cast to the actor and then the specific component but I'd have to try it

south dagger
barren dove
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oh for sure, I dont believe you can directly pull a component without first referencing the actor that was hit but I'll have to mess around a little to see

earnest swan
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I'm new to using deligates in UE. I'm trying to fire an event when the class I'm 'subscribed to' fires its own event, but they're not firing even though the level manager is firing its own events.

south dagger
dawn gazelle
south dagger
#

All in 1 bp

barren dove
# earnest swan

if you slap a print screen between each of those components can you identify exactly where the chain stops and isn't firing?

dawn gazelle
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If you right click on the component, you can get events for those components.

south dagger
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O.O

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I have some tests to do~

dawn gazelle
barren dove
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oh I must have misunderstood I thought they wanted to put the event on the projectile and reference the thing hit not put a new event on each component :x

south dagger
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I wanna make some wacky stuff

earnest swan
barren dove
south dagger
# dawn gazelle

You're my new unreal Saint! THANK YOU!!!!! HDRETGJRTHDEFGH

lunar sleet
flat coral
#

This feels like a stupid question, but I don't know the answer... if I've got a variable that's a blueprint type, like BulletDecalManager here, how do I open that BP for editing?

lunar sleet
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Content browser

flat coral
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I dont know where it is lol

earnest swan
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you can search in the search bar

lunar sleet
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Where you made it

flat coral
#

like, components you can right-click and jump to an edit window, that's all i'm looking for

lunar sleet
earnest swan
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yeah

lunar sleet
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It’s not really that big of an ask is it

earnest swan
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it's good typing practice!

flat coral
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Small in the grand scheme of things, but nonetheless bigger than it should be.

lunar sleet
#

Ctrl+space, select the content folder, start typing in search field

barren dove
# earnest swan yep, it's getting correctly

I'm not sure why the event wouldn't be firing then, my only thought is maybe the change color on self isn't valid, but you've already dropped a print screen down there and it doesn't fire =/

earnest swan
lunar sleet
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Fixes most problems

earnest swan
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it's not "the" level blueprint

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it's a manager I made

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which grabs information about a level I have stored, gives it to actors that need it and tells them to start

lunar sleet
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Where’s the call, are you certain it’s firing?

earnest swan
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yes, I'm certain it's firing because this starts the level

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excuse my bad event names 😅

lunar sleet
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I’m sorry I don’t see a Call anywhere

earnest swan
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what do you mean then?

trim matrix
#

event event dietered

lunar sleet
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You’re binding events to a dispatcher

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Where is the call

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📞

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📱

earnest swan
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when you ask "where is the call" I'm not sure what you're exactly looking for 😅 I thought you meant "call" as "where is the event being called"

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can you please clarify what you want to see?

lunar sleet
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yeah, hang on, I need visual aids here

earnest swan
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okie

lunar sleet
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do you have that 2nd node anywhere?

earnest swan
lunar sleet
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no, that's just the bind

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tell you what

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go to blueprint communications pinned video here

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watch it in full, yes it's like 2h

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then you'll understand how it all works

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dispatchers, interfaces, etc.

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you'll prly need to rewatch some parts a few times tho 🙂

trim matrix
#

the host there tries to be entertaining so hard

earnest swan
#

oh...?

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why is there two ways of calling the same event?

trim matrix
lunar sleet
south dagger
lunar sleet
earnest swan
#

ohh it works now! okay geez, I've learned something today

earnest swan
#

envelope means it'll message others, gotcha

lunar sleet
trim matrix
lunar sleet
south dagger
lunar sleet
#

even tho I told myself I understood it 😄

earnest swan
#

I like that guy

lunar sleet
lunar sleet
trim matrix
#

man i'll never understand what to use the gm for smh

lunar sleet
#

Good place for Savegame functionality

trim matrix
#

🙂

lunar sleet
#

Others here will have better answers

trim matrix
lunar sleet