#blueprint
1 messages · Page 35 of 1
Are they?
Is the thing you're looking at always roughly at the same height as you?
If you don't have to think about gimbal locks, you're fine.
at least it wont move for now
That isn't what I asked.
i know to make the camera focus on a thing
just i want some freedom of movement while that happens
Something can not move and still be directly above you or below you. Or you can change position.
ok you played skyrim or ciberpoon?
How is that relevant to the question?
basicly when you talk to people the camera is locked into direction
but it has a burn area
so you can still look around
a person could be standing anywhere
above
below
right left
i need a solution for ALL those
Then quats it is.
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 ?
do a debug sphere trace so you can see where it is and that should help you narrow it down
wild assumption is maybe something under the mouse is set to not block visibility traces
probably because the node hasnt executed as the SetLocation is on breakpoint
do a print afterwards and see
@remote meteor @lunar sleet https://forums.unrealengine.com/t/cast-simple-question/1373675/25 i explained more the thing and he found a suitable solution if u are curious for the exact thing i wanted to do
So basically precisely what you were told to here
L2quats basically
print string print the exact same thing
Lmao sry for that if its the case i didn't understand exactly what u said then
It’s ok, there’s more than one way to pet that cat, so we gave you several solutions, might have made it confusing
I mean i get what u said but i need several petting process with more delicate attention i may be slow lol (u can see my profile picture to understand it) (thats was my pfp before this)
the mouse is hitting the default map
Maybe a mouse capture issue, altho if the debug spheres are showing , then not that
Turn off trace complex
And also show where this event is being called
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?
Afaik yes
once you reference the data table, all the rows will be loaded
DTs get loaded all at once
Hm
so you are correct to move heavy assets like textures to soft reference
Is there any better solution for this? Maybe data asset?
But still it will be loaded
Right?
soft reference only loads when you try to load it
i dont see the debug sphere and this is the where the event is called
Or due to I made the heavy assets to soft reference it will be ok
when the data table loads, it knows it is a soft reference, so it doesnt actually load the texture
Ahhh nice thanks for the info
Sphere is too thin(0.0)
I thought it will still load everything even if they are soft reference
it will load the soft reference (path to the asssets)
Ok that’s good I guess
Just a reminder there are also Data Assets
ok the sphere is in 0,0,0 not where my mouse is
your texture will only load and get hard referenced when you do async load
So you’re not tracing to the map then
I know but I guess due to I don’t have only textures but also animations etc I guess that data tables are better
if you didnt Hit anything with Get Hit Results under Cursor, it will default to 0,0,0
you have to be thoughtful whether to actually needing to softload stuff
Yes I know
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
but i clicked the mouse on the default map so why it says i didnt hit anything?
the map setting remains the same
10gb of animation..?
Yes 😕
is there is something i can do instead of using the get hit result?
Actually it’s 8gb but there are a lot
Nothing that’s much better than that. I’d wager you have something wrong with mouse capture, maybe UI is consuming the input
try turning Trace Complex off
Also, print the Bool return from the get hit result
the thing is i dont have ui ( the blue ring is a decal ) this is where i hit the mouse ( in the black circle)
the bool is false and i turn off the trace complex
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.
Why can’t we see the cursor?
i think it cuz of the print screen
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
Is it hard to work with?
Multiple light sources can become problematic i guess
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
i dont understand what the problem can be , i didnt touch the the level setting or have ui so why its not knowing where the cursor hit
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
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.
what's the difference between invalidate & clear and invalidate timer by handle nodes?
does anyone know what i should do?
Do you have any node like set input to game only or game mode and UI in your code anywhere ?
The first one lets you return the handle, so it doesn’t completely get rid of it
yes to game mode and ui i believe
Show that code
its in the player controller
Add a set show mouse cursor in between those 2 and check it on
nope still the same
so if i had a non-looping timer in the code, i'd probably wanna use the clear and invalidate, right?
Not really necessary for Non looping, I think
It only runs once
but i need it to stop while it's running
I’m not sure what’s going on there. Try setting input to game mode only for now.
if i have my timer setup like this, do i use the Time or Initial Start Delay to declare its duration?
Time usually does it
cant test that now, as the code does some file operations
Question is if you really need it
Or if its good enough without
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
Theres a plugin that does it like thief does it, if thats to your liking
Something something octahedron something pixel light sampling something
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
Ah, nvm wasnt even a plugin. But an example non the less
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?
Vehicle movement component ?
Guyz. Anyone know how to add collision on a skeleton mesh like we add on static mesh.
I believe you need to use the physics asset
Have your normal movement , and have a separate Scene that holds your Meshes
the Scene Hovers and moves around on the main actor
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
although I think I was just being dumb about setting velocity
is there any downside to directly setting velocity on floating movement components? replication issues? anything?
Phys asset or primitive collision. other too difficult
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
Check your World Settings on the game over level. The game mode you're using may be wrong or you have defined classes you don't intend to use.
and that whould i do with this ones?
That's what it is set to on your game over level?
absolutely
Ok, so you'd probably want to define a game mode and set it up so you have No pawn class.
And set up whatever other classes as you need.
ok but what should i do next?
Did you do that?
yep
So whenever you mouse down, it stops tracing down to the map. But it works normally? Where are you calling this custom event ?
im calling the event in the controller when the mouse is pressed i set the custom event
So you haven’t tested it when the mouse is not pressed
So the issue prly has nothing to do with that
i try to test it whout hiting the mouse but still doesnt work
nice it helped appreciate it
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
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
can you use a switch on an enum in bp?
yup
how?
when i drag off of it and type switch nothing comes u
or if i try to plug enum into int switch it doesnt work
you mean switch as in?
yes
no, what kind of switch are we talking about here?
nevermind i figured out how to cast it
to get the first one you simply enter "switch on <enum name>"
in the node adding window thing
@waxen fog
thank you
@trim matrix https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/Paths/GetBaseFilename/ for your previous question
Get Base Filename
Oh, may have missed that
this is why i deleted the messages
for some reason this doesnt show up for me. was there some property u needed to check in the enum?
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)
ah, kk 👍
I can't figure out what I'm doing wrong here. How to get rid of this NOTE?
I can't turn off Pass-By-Reference in the Event Dispatcher
Hit compile
This is after compiling
So why the need for a dispatcher then
Yeah, I haven’t tried to pass arrays through dispatchers
Sorry, no The dispatcher is in this BP, and then I bind it on another BP
Ok, well maybe just try to pass the value rather than an array, if the use case allows
Otherwise you’ll likely need to try another form of bp comms if it’s a known issue
I really can't fathom how this can be a bug, there's people complaining about this exact thing since 2015
Unless I'm making something wrong.. shouldn't I be able to disable pass by reference? why is it grayed out?
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)
how would i go about executing this?
Prly because it’s an array
the red sphere is an actor BP class
Again, before you go down this rabbit hole ask yourself if you really need to be passing a whole array
Does that red sphere get moved around by the mouse or what?
no
it just rolls around
its just supposed to be something in the background of the main menu yk
Right, but is the green thing supposed to move to it across the map?
yeah
Thanks, yeah I will work arroud it for sure
Idk I mean I’d say use a navmesh and AI movement but idk if that’s worth it for a main menu
hi, how to access "Anim BluePrint" variables through a BluePrint?
cast to it
Mmm… I think you’re supposed to do it the other way around
is it possible?
Afaik you need to do things in AnimBP and access the character from there not vicerversa, so yeah
k will try
can anyone screenshot your default blueprints node settings in horizontal and vertical ?
cause i made it not correct and can't return to default
theres no easier way to do it like making the head always face the sphere and always move in that direction?
I have a few questions regarding the save game object.
- Is it a "good idea" to put functions inside a save game object?
- Do ALL variables from the save game object get saved, or only the ones marked as Save Game?
maybe there is a link video? will be much appreciated 😃
does anyone know what to do ?
to get the dir vec facing the sphere do (sphere.worldlocation-head.worldlocation).normalize
Or just find look at rotation
and what do you then do with it 😀
Set rotation
and?
And then you’re facing it
it won't make it go in that direction
.
Did that involve movement?
also im pretty sure you wouldnt be able to see the rotation changes on a sphere
yeah, you can add that to the current loc
Eh, arrow component, next 😀
Tbh the “simplest” way is prly a BT
It has rotate to face and move to tasks out of the box
It’s just a lot to learn to just make a main menu if you don’t already know how AI works
🥺
- Probably not
why
What is the purpose of saving a function?
It’s not like it disappears whenever you reload
That’s what save game object is for
To save things so they can be brought back to life post-exit
i want to have it in there so i can do my save-specifc logic
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
As in don’t keep logic in it if you can avoid it
:/
Rather do that stuff in GM
i'd like to have my save game as self contained as possible (uhh working in a team, something, something, least amount of dependencies)
Have you read this yet? https://docs.unrealengine.com/5.3/en-US/saving-and-loading-your-game-in-unreal-engine/
just now 🙃
didn't help at all
also they could have at least updated the text
Yeah, get used to that
You have blazingly fast reading skills 😀
thanks
🙆♂️ guess i'll just have to look at the cpp code
ok, forget all the things i've said here
got my crap figured out
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?
does anyone knows why i cant get mouse position in any way?
You know how to use a breakpoint?
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)
Constant values? What are you trying to do?
have constants shared between classes
For what purpose
@viscid viper this was for you
of course i do i tried to debug it but there is no reason as to to why the get hit result under cursor by channel wont only return 0 and the bool return false
so they could access the constant values without the need to modify them in every bp class
Ok so does it stop on the breakpoint ?
yes
And when you hover over the values after you passed the node that’s when you get 0,0,0 and false?
yes
Just use variables with default values, OOP will handle it
I did. Maybe I’m misunderstanding what you’re trying to achieve
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
does anyone know how i can make an UI generate from a data table that i already got
Did you turn off trace complex yet?
yes its turned off
i want to have a constant, which can be accessed by all bp classes. i don't want to go through the effort of making said constant in every bp class that uses it, because if i wanted to change it at some point i'd need to go through each one of those bps classes and modify it there.
global constants
Put it on event tick and see if it works anywhere on the map, unless you said you tried this
Afaik, constants are cpp only territory
Couldn’t find anything indicating otherwise
event tick does work
In that same spot too?
You could always ask the #cpp crew to confirm @trim matrix
on the screen ? i am always trying several diffrent spots the event tick give the values for them but not the event when i click
Right, so it works fine everywhere normally. But when you click it doesn’t
Show your mouse click event
that condition will most likely always be true
because your dragging from a set
thats to true idk if thats the live value
if you release before the delay, what would happen to that value ?
And also, did you try it on press instead of released ?
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
No idea. Who made that get forward movement and what’s in it
get forward movement is controlling the character up and down movement
what kind of insanity is that?
Ok, well that’s a non-answer but I’m guessing they’re using dot product ?
I don’t really want to speculate as to what the input should be
Idk ask my professor
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
Your professor made that random function that we are not privy to?
I guess they do say if you can’t do, teach
might post a glorious screenshot of them 1 day here
Structs masquerading as DAs and no variables to speak of? 🙃
you guys totally should see how i made a randomizer 
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.
- don't use level bps. 2. don't use level bps, try doing it with a game mode instead. Or anything else, just not the level bp
Ah ok, I don't have much experience messing with game modes. But, I guess based on the name that makes more sense. Thay said, could you point me in the right direction for how I would trigger something like that? I'm still a little fuzzy on how some blueprints interact with other types of blueprints.
🤔 maybe it would be best to do that in the player actually
and from the enemy bp call an event on the player
@lunar sleet What do you think 🙃 ?
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
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.
no
Ok, that's kind of what I figured. Thanks
Should definitely watch the bp comms video pinned here if you haven’t
Oh cool I dind't know those videos were all pinned there! Thanks!
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?
no idea what you mean, maybe show code
This widget has more than just those members. I wanted to add more to this so that they can be set when created
those are not normally there, they just show up because whoever made the widget exposed a bunch of variables in it
so if you want more to show you have to go to the widget, create the new vars and expose them
Is it not possible to change game modes in the same Level while playing?
Don't think so.
Not afaik either
But changing the actual game mode seems unnecessary
What’s the use case ?
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.
(and game mode can have components, it's just an actor)
Tbh I have a lot of random game ideas like that. I should make them one day and put 'em on the marketplace.
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.
and is there a way to add multiple components?
why would it add multiple?
Run the same node multiple times?
well the title of it makes me assume every time the node is fired it adds another component to the target
unless you put a do once in front of it of course
it adds one component per execution, not sure what title you're looking at
or what that text 3d component node even is
the title of the node, and the node itself is just the add component, at first i was using add component by class, then saw there was just an add [existing component] component node
that doesnt seem to be the case for me, either in editor or at runtime, when I fire the custom event it only ever adds 1?
how many times are you firing the custom event?
what's calling it
would prly need to show the rest of the code
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
press what there, you have like a button widget or wdym
oh, that sounds like some blutility thing, not sure that's even meant to be used like that, but maybe
you can always put your code on tick and run, see if it starts spamming components 🙂
will try, I saw something similar on the Forums relating to blutility, thought it was handled different when in game but let me check.
afaik blutility is for using tools during editor time (construct)
still doesnt work, replacing the custom event with a simple Num 5 for input does the same thing in play mode
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 :(((
which was the same for custom event
haven't used that node before, not sure
All good, just gonna keep at it and see what works
Hey is there a way to access a static version of a class in bp?
Get class default
is there a way to do this with a pure function?
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?
It's already a pure function
i mean a pure function inside the class, is there a way to get the return value of that without needing an instance
You mean you want to create a static pure function within a blueprint class?
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.
Upon level start + load I set the player's velocity (which I logged out and verified as saved)
but it seems like teleport, then set velocity, doesn't seem to work
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!)
it's definitely something I can set from my testing. This works, for example
Doesn't like it on the Z axis though.
Set movement mode to falling.
Then it'll take a Z value.
ah so I need to save the movement mode as well
but still, setting velocity, adding force, does nothing
impulse velocity works 😐 but the values are wrong
@dawn gazelle that was it thank you 🙂
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.
I learned something too, so thanks 😄
movement mode had to be set correctly, even teleporting to mid-air
otherwise the set velocity does nothing
it does pollute my save game state a bit, oh well
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
Heard, thanks! Wasn't sure where this belonged since it's involved all three.
More likely to get specialized help in those channels, this is more generic bp stuff
Whats the best way to manage an array? I'd like to be able to edit and extract the array in different Blueprints.
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.
Prly put it in the GM or somewhere easily accessible
GM?
Game mode
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
how can one profile blueprint performance, # of calls, time per call, etc?
Async loading is for runtime, not editor time
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
See #profiling
Then how do I have async loading in runtime, but I can see the object in the editor?
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
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.
I've you've got the asset referenced in the editor or you're looking at it or clicked on teh asset or whatever, it's probably already loaded it into memory.
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.
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?
Loading the asset may take more than few milliseconds if it's a large one.
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
That's definitely a good approach.
If you keep async on, I imagine you can hook up an event to the on Complete pin like this and that'll probably trigger when it's done.
And call the export to disk again?
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.
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.
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
i think changing the image format in the export node fixed it
The image saving to a black square i mean
oh wait nevermimd, i looked at daturas pic
Which approach should I take when it comes to "switching" between a static or skeletal mesh component, for an item actor?
- 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.
- Same as 1, but each has their own hitbox, so I don't have to move it around.
- 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
I have a pawn which is a ball that rolls. Is there a way to detect if it is actually rolling/moving?
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
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 ?
In the docs they say event destruct only gets called when the widget is no longer referenced (eg. gone from screen)
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
In ue4 there was a rolling ball template. To check if it is rolling you could get the vector length of its velocity
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?
someone?
what are you trying to achieve
what is the question?
you are doing a trace downwards in front of the actor
@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
random float in range 0,360
plug that into make rotator Z
And rotate the forward vector by it
is it possible to spawn projectile on muzzle location and move it toward the place where the cursor is aiming?
Yes
Line trace > Get rotation towards the trace end > Use the rotation to spawn projectile
is there a way to make this widget component not be hit by 3dWidget trace channel?
get yourself a random float in range node, in it make the range to be from 0 up to 360
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
can you show me a basic pb code for this?
bp *
@steady night
idk how i could break this down even more tbh
@trim matrix
yeah no this is a simple problem tbh way below even me 🙂 but when your brain overthinks stuff everythings impossible😅
Here
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
so it will spawn a bullet at the crosshair even if my crosshair is not at the center of the screen?
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
yeah my crosshair is isn't at the center
add some offset at the camera location vector
i will play with it to replace the camera with the crosshair attached to the camera
is the crosshair 3d?
If it isnt offcentered on the image itself then it should be fine
Why does my aicontroller not get reset when i reload a streamed level?
I'm trying to achieve what I wrote, I just want to be able to resize the box by changing the value in the float variable, and the box must resize from center
yes
but so that it is even on the right and left sides
did you try using this
just change the x value and leave the y to 1
i don't want scale
then what
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'
@trim matrixhmm dosent work :/ whats wrong ?
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.
what happens?
is it not a straight down line?
@steady night
Yeah - possible. Change the macro to this and then you can select the actor from the dropdown in detail section when selected in the outliner.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
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
did this and tried to assign the actor. It still stays none
why are you removing it directly after it gets added?
Anyone know how I can set what is inside a named slot in UMG?
want it like this
@trim matrixhm i dont even se the line trtce whattahell
draw it with persistent set as the debug line duration
yeah i do i cant se it
Like, idk
I learned that if I don't want the log to go red as heck I need to check if var is valid and then go for removing from parent
don't remove it in the same exec flow line as it gets constructed
can someone help me with this
there's no point in doing that
Ok, I'll remember
Share some surrouding code / blueprint where Scene Actor is being defined and used for context
Still, the note is not removed from the view and I don't know why
not using it anywhere yet.
I want it to get ref
this is how i have declared it
UPROPERTY(EditAnywhere, BlueprintReadWrite)
AActor* sceneActor;```
you need to add it to viewport
after it gets constructed
works perfctly, thank you very much
You see nothing in the dropdown when expanding (in the outliner)?
But...
I have the working code for adding the note to the viewport, this code above should close the note, but is not removing it from the view
That's my problem
i see thing but when i select it it still remains null. Even when I have selected an actor
How are you adding it to viewport?
Maybe you are doing it multiple times
@north lynx
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
Why are you setting the ref in 2 different places?
if the widget is valid here it will duplicate it onto the screen every time that event gets called
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
you should be adding the widget only when u create it
And that how it works i guess, when I interact, I'm checking if the REF exists, if not, it creates one so then if exists, I'm adding it to the viewport
And how the construct node works?
Sorry, i meant the create node
If the widget is already being displayed, this code here will duplicate it when it gets executed
https://docs.unrealengine.com/5.3/en-US/BlueprintAPI/UIFramework/SetNamedSlot/
I cannot find this node in blueprint at all.
So how can I get this NoteREF in ThirdPersonCharacter Blueprint from Note Actor?
Holding the reference to the thing in the thing is pointless
Store your note ref elsewhere
@thin panther all they need to change is that part
the widget can be added to screen multiple times if it existed already
There is a fundamental lack of understanding on what casting and referencing is displayed in that screenshot
I still don't get why would you construct a widget and NOT display it on the screen
.
move that AddToViewport to where you set the widget reference
in both places
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
Arrays do not go below 0 index unless there’s nothing in them
Technically they don’t go 0 index at all
not the index the value but its great knoledge
But find will return -1 if no results
Then what
Yeah, if you mean each element 👆
yeah that look like the answer
At that point you might even just set to 0 if you do the < check
yeah true
thx guys i come back if i fucked up
have an array input on the macro that's pass by ref.
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?
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 ?
Hit.Location + (Hit.ImpactNormal * 45.0f)
wouldnt -45 make him 45 units into the wall
hmm... maybe ?
that's it thanks 🙂
I don’t understand the question sry.
wants to populate the dropdown box with the row names
what i mean is,
when calling the event, make that instead of <screen> a list appear,
so i dont have to always see what is the exact name
like an enum, you can "pick" the value you want
Let's be logical here. What's the criteria for the drop down?
i dont think what i am asking exist tbh, i would mean that the event knows what data table is used
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
yeah i see
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
are you changing datatables ?
no
What UE version are oyu
wdym by changing ? in UE5 with no plugins DT are static
5.2
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?
btw this is possible
but you need an exisitng row
Increment an integer from 0 to 2, then when it reaches 2, reset it to 0
Use that int to grab the index in that animation array
Wrap (Integer)
I didn’t know that existed 😅
i learned of it a while ago after manualy doing it the hard way
Hahah love the documentation as an amateur " Returns Value between A and B (inclusive) that wraps around
Target is Kismet Math Library"
Hehe
dafuq does wrapping around mean lol
Pretty much what it sounds like
if it more than Max, set to Min
its like a "in range" ?
okay thank you that makes sence
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
Ah hadn’t even noticed
example for testing
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
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
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 😀
Sow hat are you using as your value in in the variable?
Yeah, def this too
But for them they shouldn’t need a timer or tick prly
Nah
Just increment every time you’re done with an animation
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
removed the tick
damn, this is all just to get a code going from 1-2-3-1-2-3?
I didnt realise it was that complicated
no no no
It’s not lol
ignore
Ah okay, i am lost i was following those screenshots hehehe
sry
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
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
i think you want this
Hehe i was just about to post this, guess im on the right direction
The min has to be below the lowest value?
Just curious, why do we have to set the Animation Index?
Instead of plugging it straight into the get array
i think so it makes it work
So that next time you don’t start over
keeping track of the previous index
You want to cache the latest result
Ah yeah that makes sence
its cool seing many people trying to help a guy
I hate "cache" cause I always read it Cash-A
Yeah muchos gracias, im learning stuff here
Read it as 💵
cash-array
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 😛
need a c++er to see it it IS inclusive
intuitive ?
programming: hold my kb
hahaha :p
i just search each variable type and got thru the nodes to see what exists
Im just saying, u guys are a blessing and think of the things some new people in the coummunity would never think off.
i dont remeber:
doest -1 as index gives the last index ? like in pythin ?
Yeah thats what i was doing 😛
ahh, and Wrap is at the bottom, you would have found it
🙂
I think Min is Exclusive ,but max is Inclusive....
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
Yeah i did see it earlier, i just didnt understand what wrapping meant, im still learning the language of the unreal documentation 😛
That’s with -1 Min, 2 Max
I prefer to do the idle in the anim instance
I guess because my default value is 0 which makes sense
And not with a montage
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
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
Start with Value of -1
ANY number besides 0 and 1
Yeah
this is the thing you'all going on and on about
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
row1i would like to use a integer, and thegoal valueis3
forrow2i would like to use a vector, and thegoal valueis20,0,99
forrow3i would like to use a boolean, and thegoal valueistrue
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 ?
Each row will use the same types.
yes, but how can i make it possible to select what i want later on ?
You can't use objects in data tables.
yes ill have to use structures
You could reference an asset, like a data asset, which has custom information.
ptr ?
Pointer.
so you dont load the whole game when the game starts up 😆
Because you should always use soft pointers where possible.
okay
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
is it possible to check if the impact point is out of range ?
what do you mean by out of range
mean if it doesn't hit anything, incase if look at the sky what will be the impact point?
I have a laser which always point to the impact point
Test it? Draw debug at location
yeah you can use a switch statement which toggles between trace hit and trace end based on if it hits or not
like in this example
yeah this work for the spawn bullet, but I am placing the laser at the location where the bullet will be spawned
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
for the laser setting the impact point directly works fine
I just need to limit it if the impact point is not in range just don't show the laser
yeah
set its visibility to Hidden
a branch off of the return value of the line trace
on false > set it to hidden
Is it possible to find all usages of a struct?
yes this works perfectly, thank you very much
so the return value is only true if the impact point is in range
great
it hits a sky too?
nope
here, one of the actor can be assigned but other cannot. Is there some property which doesn't allow an actor to get assigned?
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.
It adds an #enhanced-input-system mapping context so you can use input
hm, so it is required. So if I want to use it in player controller, I need to create it on begin play?
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
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?
You’re casting to the player controller not the character, so that won’t change anything
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
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.
Thanks for the quick reply.
it can be edited even in plugins too
if it exists locally, you can reverse engineer it
and this goes for nearly everything
Fair enough - just thought there might be a way to slow down casual copying but I don't want to make it a PITA for me or the user either. Thanks for the help!
you can always make the code intentionally unreadable but i wont recommend it 😂
Is there a way to change the image in an image using blueprints? (The image is in a User widget)
no worries 😄
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
i tried with event and event dispatcher but i can't get it to work
this current logs the values but how log the values before decimal even if it's zero?
Idk what you mean but also that branch is not connected
that's fine
the values looks like this 0.0000 something
i see .0000 but i also want to see 0.
Usually you'd retrieve values in the Blueprint Update Animation event in the animation blueprint that the animation blueprint then can use which is run on tick anyway.
this is from c++
i wanna compare this to a bp version hence i want to see the values before decimal even if it's 0
You're appending multiple floats which means you probably are seeing something like 35.6262.621677.7572
ohh i see!
Floats by default will always output at least one digit on either side of the decimal point 0.0
so the decimal is logged?
Yes
how can i give space between each other?
got it
i don't think that added space?
tahts what i want to avoid im pretty sur u can update a variable without using an event tick in abp no ?
You can, if you need to, but you don’t need to be afraid of tick either
yeah but that seem like an always win
It's usually best to let the animation blueprint do its thing on its own. Your actors shouldn't technically care about the animation blueprint, which means no force feeding it values, including events.
You could have the animation blueprint bind to an event dispatcher in your actor, then have it event driven, but it's not like you're saving performance doing so.
Animation BP must tick.
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 ?
I may have read abp as “a BP “ 😅
im curious to know why it have to be on tick
to be fair i want to listen ur argument but the way i want to use the abp in my case is probably wtf
UKismetMathLibrary::SafeDivide(Speed, FMath::Clamp(GetCurveValue(FName("MoveData_Speed")), 50.f, 1000.0f))
could there be a delay from blueprint to C++?
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.
Are you asking if blueprint is slower?
if cpp is slower
No
cpp is "slighlty" faster
cpp VS BP is the biggest asked question xD
the bp function fine but the cpp seem the get the values a few frames later
the curve values i mean
Are you sending data from bp to cpp or what
Ok
separate projects
its just an int justifying for changing an animation by pressing a button, in my case for sure its not a problem but i want to learn a good way to do so i dont saturate on tick thing like it seem to be a problem when thing scale
cpp
I’d ask #cpp in case you missed something obvious, but also make sure there’s nothing slowing down that other project
will try didn't get any answers for the past two days on #cpp
its speed, curve, then the devision
I usually try to rephrase my question if I don’t get an answer, sometimes people will be like idk wtf that means and not respond
will try that now!
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.
Im sure I can accomplish the same goal with multiple blueprints, but I would prefer to not do that if I dont HAVE TO
Im a stickler for clean looking blueprints
LOL
For something like that I can understand
Just use separate collision shapes
Like capsules rotated on the side maybe
Here's a comparison...
Update on Blueprint Update Animation:
- Set up animation blueprint to read value from actor on its tick.
- Set an internal value in the anim blueprint (this is so it can utilize its separate animation thread)
vs. Event Dispatcher Method:
- 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)
- Create an event dispatcher.
- Set up your animation blueprint to bind to that event dispatcher on its init to then set the value internally.
- Set an internal value in the anim blueprint when the event dispatcher is called.
- 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.
Then check hit on component rather than actor ^
is that an option in the separate blueprint component itself?
Yeah, you should see an override when selecting the component and scrolling all the way down in the details
Assuming we’re talking normal components not like actor component class
But maybe even then
is there any significant difference to "breaking vector" vs "split pin struct" ?
I coulda had this done weeks ago, if this works, had I know this xD
I've heard split pin has some issues.
No, but be wary of using splits with custom blueprint structures.
It depends on which break node
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
Doesn’t really apply if we’re just talking vectors tho 😅
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
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
As great of a work around this might seem, it doesnt really solve my base problem. Im trying to hit just the BP individual components. Adding more stuff to the BP wont help that and a separate BP defeats my original statement
I KNOW I can solve this with individual BPs, I DONT want to do that if I dont HAVE to
see where im getting at?
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
let me know if you can figure that out! im not very good at this, but i have a feeling its VERY doable with the right know-how. otherwise... ick... multiple blueprints for 1 thing x.x
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
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.
this was also something I figured
When you're saying blueprint components, you mean you're adding something like static meshes or the like... Here?
if you slap a print screen between each of those components can you identify exactly where the chain stops and isn't firing?
If you right click on the component, you can get events for those components.
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
honestly? I could probably use the knowledge for both
I wanna make some wacky stuff
I've ran print strings for the Level Manager's "Level Is Completed" event and "Start Level" event, so I know those are firing. I've checked the SetBellColourToRed and ResetBellColour, and both don't work with print strings
hm, try and print out the reference to the level blueprint or actor or whatever it is and make sure its successfully "geting"?
yep, it's getting correctly
You're my new unreal Saint! THANK YOU!!!!! HDRETGJRTHDEFGH
This also works #blueprint message
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?
Content browser
I dont know where it is lol
you can search in the search bar
Where you made it
It seems crazy to type something out when it's already populated in editor
like, components you can right-click and jump to an edit window, that's all i'm looking for
In some cases you can right click edit, but in this case you just gotta type a few letters
yeah
It’s not really that big of an ask is it
it's good typing practice!
Small in the grand scheme of things, but nonetheless bigger than it should be.
Ctrl+space, select the content folder, start typing in search field
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 =/
yeah I'm confused as well... I must be misinterpreting what delegates are for because they just don't work for me
Just don’t use level blueprint to begin with
Fixes most problems
it's not "the" level blueprint
it's a manager I made
which grabs information about a level I have stored, gives it to actors that need it and tells them to start
Where’s the call, are you certain it’s firing?
yes, I'm certain it's firing because this starts the level
excuse my bad event names 😅
I’m sorry I don’t see a Call anywhere
what do you mean then?
event event 
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"
can you please clarify what you want to see?
yeah, hang on, I need visual aids here
okie
is this what you're looking for then?
no, that's just the bind
tell you what
go to blueprint communications pinned video here
watch it in full, yes it's like 2h
then you'll understand how it all works
dispatchers, interfaces, etc.
you'll prly need to rewatch some parts a few times tho 🙂
the host there tries to be entertaining so hard
reminds me of that one microsft word tutorial
you see the little envelope, that means message other blueprints
Can you blame them? Dev videos arent always exactly the most.... entertaining.... xD
He does a good job in this video tbh
ohh it works now! okay geez, I've learned something today
noice!
envelope means it'll message others, gotcha
you should still watch that video
they loose on quality if they try too hard to do that
I didn't really understand casting until I did
such a hard balance, it is
even tho I told myself I understood it 😄
yeah I remember watching it a long time ago, clearly I need a refresher 😅
I like that guy
I sometimes go back to it to refresh on interfaces
idk, the profiling video host was very entertaining and yet so enlightening
man i'll never understand what to use the gm for smh
Good place for Savegame functionality
🙂
Others here will have better answers
would rather do it in the gi 🤔
There’s this too, tho it’s mainly geared toward multiplayer functionality #multiplayer message