#blueprint

1 messages Β· Page 37 of 1

hollow cove
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would the 2d input here be the starting location

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or the center of the thing

marble tusk
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That'd be the position at 0

hollow cove
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ah thanks

marble tusk
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Also, does it need to be whole numbers? That's why I added the signs at the end. That way X and Y can only be 1, 0, or -1

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removing that would make it a circle where it couldn't reach X 1, Y -1 for example

hollow cove
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so in my test
0 is X=0.000 Y=1.000
0.125 is X=-0.707 Y=0.707
0.25 is X=-1.000 Y=0.000

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i would have expected 0.125 to be -0.5, 0.5

dawn gazelle
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MapRange node?

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Oh nevermind, I see now.

marble tusk
hollow cove
marble tusk
hollow cove
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i think it would be the 3rd one

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diamond

marble tusk
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I'm also just now realizing that X and Y should be switched because Unreal is left handed

marble tusk
trim matrix
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What was the name of the node that gave the GAME time the actor was alive for? (I need bigger accuracy than seconds)

hollow cove
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wait no, it would be the first one

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god this is hurting my brain doge_kek

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yeah definitely square

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its for wind direction

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i want to be able to move the wind around in a circle rather than having it suddenly switch directions which can look odd

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so i would never want anything to be 0.5, 0.5

marble tusk
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I mean, this basically outputs a directional 2D vector where the length of the 2D vector is 1. It would draw a circle in the examples I drew above. That's probably what you'd want for wind direction I'd imagine

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If it's a square where at 0.125 outputs 1,1 then the length of the vector would be larger than 1 and depending on how it's used could cause unintentional scaling problems. Like the wind could be stronger when it's at the corners like that

near shard
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does anybody know a way to make a custom volume that uses points to draw its area? Im trying to use it as a top down 2d navmesh

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Kinda like this where I can make custom geometry

dawn gazelle
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Use the Radian function type for COS and SIN

hollow cove
hollow cove
flat coral
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How do you go from a world-space transform to a local-space location again?

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sorry the coffee hasn't hit yet this morning

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Wait shit I don't even need local space I need it relative to a specific component... dang I'm gonna have to do math arent I

hollow cove
modern radish
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is Set Game Paused the ONLY way to really pause a game? I'm experiencing that some stuff tick even with game paused

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This works and my screen fades.. but some logic on my Controller BP continues to run and prints normally

neon burrow
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Controller BP ? is it input?

flat coral
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I think there's a setting in events to get them while paused or not

modern radish
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Yeah my player controller

neon burrow
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pretty sure there is like ( disable player input )

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or something

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this is mine, but might not help you

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i don't pause my game tho

flat coral
lunar sleet
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Old input system tsk tsk

flat coral
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There's a new input system!?

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I'm still on 5.1

lunar sleet
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Been around since 5 iirc

neon burrow
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its from 5.0 pretty sure

modern radish
flat coral
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What do you mean it "goes on"?

modern radish
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things on my logic are timed, and they still print even if I pause, for example

flat coral
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Pausing the game isn't like hitting a breakpoint in the code, you stop getting tick events and input events (if that option is unchecked) but the code continues to execute if it already is

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Ahhh you have timers? Or delays?

modern radish
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delays, yes

neon burrow
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maybe make a branch or something to see if game is paused

frosty heron
modern radish
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I see yeah, it makes sense

modern radish
neon burrow
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having a bool and a branch might fix it, but its most likely not the way to go

frosty heron
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Just show the delay bit
Why is it recursive??

modern radish
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it's not recursive

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let me try and explain it a bit better..

frosty heron
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Pausing the game not gonna stop your timer, it just stop calling tick on function that is untick on "tick on pause"

This is why normally pausing is a shit show all together

modern radish
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Player Controller has a function in it called PostLevelLoad.. that is called by the level when it loads, from the level BP.. this part of the graph in the player controller sets up lots of things for the game such as UI, prepare some geometry etc.. this also goes and runs for about 5 seconds, then it prints Play Allowed

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yeah that makes sense now that you explain it

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if I pause after this part, later in the game, works great

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thats why I was asking if there's some sort of hard pause, freeze everything

frosty heron
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. If u halt the game thread then it's frozen and probably can't be un*ucked

modern radish
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yeah I thought so too, lol

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"This is why normally pausing is a shit show all together"
Didn't know this

frosty heron
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I personally haven't encounter problem yet with pausing but the vet says so. So πŸ€·β€β™‚οΈ

flat coral
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Pausing is not an easy problem! Baldur's Gate 3 is probably going to be GOTY and it has no pause function. This is something real studios and experts struggle with at times.

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We're actually quite fortunate that Unreal just hands us a physics system and particle system that can be paused. It's not uncommon to see a game where like it pauses, but fire continues to be animated while it's paused for example.

flat coral
modern radish
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Thanks for the insight, yea never thought about this

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that's is an awesome suggestion mate, solved! lol

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thanks so much

golden gull
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how do I make it so that in game you can see the mouse cursor? I am setting the set show mouse cursor on play in my player controller blueprint but it doesn't seem to work

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nevermind I forgot to set it as my player controller in the gamemode ❀️

trim matrix
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i thought for a second you wrote all of that within a single message

runic pagoda
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I'm trying to send data back to a gameplay ability from an actor blueprint (the rest of the code is in the GA, but it needs the 'target data' intput) but I'm not sure how the chain of cast object references will work. Any advice?

runic pagoda
lunar sleet
dawn gazelle
fiery ridge
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Is there something like "switch on boolean"? I don't want to make a bunch of Branch nodes

trim matrix
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select

fiery ridge
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But select only returns true or false. I need to execute specific nodes/pins based on which index is true/false

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something like Switch on Int dfoes

trim matrix
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a bool can only have 2 states, so you use branches for that

fiery ridge
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Yeah I'm trying to avoid making a bunch of branch nodes

trim matrix
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it would be helpful if you showed what u actually are trying to do

fiery ridge
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Like execute different logic based on the index options

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This only returns one value

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(for example, if option 2 is true, then execute this logic)

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this does the job but it's integer

trim matrix
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you normally would do this sort of thing with branches

dawn gazelle
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You can use ANDs or ORs in combination with a Sequence and Branches.

fiery ridge
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yes thats true, but im trying to see if there's a more efficient/better way of doing it

dawn gazelle
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Alternatives would be to use a BitMask integer or a byte array and convert that into an enum of some kind to use on a switch statement.

fiery ridge
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because making a bunch of Branch nodes seems to me like a caveman asking the engine, is this true or not a bunch of times lol

trim matrix
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i think that converting them to ints would be even messier

fiery ridge
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im listening

trim matrix
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but what do i know πŸ™†β€β™‚οΈ

fiery ridge
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well you tried, thanks ❀️

dawn gazelle
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Here's what you could end up with... The bits to byte node is from a free plugin.

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Just isn't very clear what is happening.

trim matrix
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wow there's a node like that?

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crazy

fiery ridge
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thank you ❀️

dawn gazelle
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Bits to Byte is from Low Entry Standard Extended plugin on the marketplace.

trim matrix
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aha so there isn't πŸ™‚

dawn gazelle
trim matrix
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if the user will connect it nicely, it'll look just fine

fiery ridge
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If i understand correctly, for example, your bool bit 4 is true, gets converted to byte and gets fed into the Enum selection. what's the issue here

dawn gazelle
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If you have bool bit 4 true, and bool bit 1 true, and bool bit 2 true, then you have to describe that all 3 of those things are true.

fiery ridge
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Ahh in my case so far, I think only one bool will be true at a time

dawn gazelle
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Then you probably want to use an enumerator for the value.

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Rather than a bool.

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Bool: on or off.
Enumerator: one of 255 human readable values.

fiery ridge
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ill try both out and see what happens

flat coral
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How do you change the distance that decals disappear at? It seems to be based on the size but it's way too aggressive, this second set of bullet impacts aren't even visible a few feet away

flat coral
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Hell yeah, thank you!

surreal juniper
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stupid question but i need to change if something gets added or subtracted based on a value. my only issue is that I get branches work but is tehre something easier than just copying everything you have with a branch

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like, theres a bunch of shit that this is connected to and i dont wanna have to clone it and branch just for that clamp

elfin hazel
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Perhaps you can make a function that does the thing, and all you need is to provide the inputs.

dull kraken
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Hello, Im getting a weird problem. I have a parent bp and it has some functions and variables. When I click and make a child of it the child doesnt inherit the functions and variables. I have checked and they are set to public

elfin hazel
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Is this enabled?

surreal juniper
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@elfin hazel hey thanks but i got it theres a thing called select float

dull kraken
elfin hazel
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It'll probably be in that override list that you can see beside the Functions header

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Functions aren't overriden by default.

dull kraken
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my function has access specifier set as public. other then that im not sure what other override list you could be on about

elfin hazel
dull kraken
# elfin hazel

never mind, haha I override the function on my child and selected the func that way. yes just figured out haha

visual stump
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I am trying to replicate Outer Wilds 1st person movement in Unreal. I was trying to follow this tutorial (https://www.youtube.com/watch?v=bEWgGnq5h7c&t=2225s) but when I try to do it in 1st person I have a lot of issues and it uses movement input to simpulate gravity, when i actually want to use forces. I don't know what I should learn or what to do to get that effect. Any help is welcome

Project Files: https://www.patreon.com/posts/66135404 .
In this tutorial, I am going to implement a planet gravity system in unreal engine 5. Here, there will be a spherical world and characters will be able to work around the planet. Gravity will always be towards the center of the planet and character will always stay upright perpendicular to...

β–Ά Play video
outer forge
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I can't access many of the timer functions inside my UObject, why is that exactly? I only have the "by function name" variants

lunar sleet
dawn gazelle
lunar sleet
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Ah, bp limitations of cpp stuff πŸ˜€

outer forge
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Oh my, so I can't use them inside UObject at all, or do I just need a reference to a world context?

dawn gazelle
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You might be able to if you give the object a world context.

runic pagoda
outer forge
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I'll give it some tests, thank you πŸ˜„

dawn gazelle
# outer forge Oh my, so I can't use them inside UObject at all, or do I just need a reference ...

So yeah, found in one of my projects I had given a UObject a world context and it allows me to create timers in it.

All that's needed in the UObject definition is:
.h

    virtual UWorld* GetWorld() const override;

.cpp

UWorld* UYourOjbectClassHere::GetWorld() const
{
    //Return null if the called from the CDO, or if the outer is being destroyed
    if (!HasAnyFlags(RF_ClassDefaultObject) && !GetOuter()->HasAnyFlags(RF_BeginDestroyed) && !GetOuter()->IsUnreachable())
    {
        //Try to get the world from the owning actor if we have one
        AActor* Outer = GetTypedOuter<AActor>();
        if (Outer != nullptr)
        {
            return Outer->GetWorld();
        }
    }
    //Else return null - the latent action will fail to initialize
    return nullptr;
}

This assumes that the outer that is provided when the object is contstructed has a world context of course.

outer forge
lunar sleet
dawn gazelle
lunar sleet
dawn gazelle
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No, it's not something that necessarily exists in the world, you're just allowing it to grab a context of a world that exists. You can actually have more than one world existing at a time, and technically the UObject doesn't get spawned in any of them, it just exists in memory and you can give it whatever world context you want, even at run time by changing what world is returned by GetWorld().

lunar sleet
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Oh, I didn’t know you could do that

mild tangle
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anyone know why im unable to use get player character in an actors construction script, I am attempting to reference the player character

dawn gazelle
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Doesn't make a lot of sense to grab in the construction script as the construction script can happen before runtime. I don't think that stops you from calling other functions from the construction script that may call get player character though <_<

elfin hazel
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Get Player Character refers to the character that a controller is controlling, does it not? And Player Controllers does not necessarily exist in construction. Or is possessing one.

trim matrix
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What would be the "sanest" way of trimming silence from the beginning of a recording? (BPs only πŸ™‚ )

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or skipping it in the media player at least

mild tangle
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the actor spawns during runtime, never before

trim matrix
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get player character works only once the game starts

dawn gazelle
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That's not entirely true. When you place an actor in a level it is spawning an instance in the editor.

mild tangle
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i will not be doing this

dawn gazelle
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And its construction script runs at that point.

mild tangle
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how can i get around this

dawn gazelle
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You can call another function in the construction script which then does whatever call you want with Get Player Character.

mild tangle
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sounds good thanks

lunar sleet
dawn gazelle
# trim matrix What would be the "sanest" way of trimming silence from the beginning of a recor...

Fairly certain this isn't something you can do in Unreal blueprints. Clean up your audio using an external tool, use the built in wave form editor? (I'm not familiar with this myself but it's apparently a thing), or you'd have to find some means of modifying it during import (C++) or having some functionality that checks where the audio begins before playing it so you can play it at the right time (C++)

trim matrix
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there's no way for me to to edit it beforehand

lunar sleet
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Bp can only take you so far

trim matrix
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how would i go about transfering assets from a newer engine version to an older one?

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from 5.2 to 5.1.1

dense jacinth
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Does anyone here know how consistent and good feeling dashes / bounce pads are implemented in games like celeste?

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Right now I currently just set the player's speed to a certain value for some time and that definitely covers consistency

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but something about it feels off, and I can't tell what

lunar sleet
dense jacinth
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also, this implementation is very poor for like sideways bounce pads because it'll launch the character directly horizontally for some time before dropping
but I can't use something like launch character because it just feels extemely inconsistent

trim matrix
trim matrix
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i can see this thingy within the raw uasset file, dunno if i can just edit it tho

lofty rapids
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it's normal for things to be compatible with lower versions, but not higher versions as new stuff was added and would most likely break it anyway

trim matrix
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can sb send me a random 5.1.1 bp .uasset file pls?

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i need to test things

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it can be an empty actor

pulsar vigil
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Hey guys noob question is this weird to branch before a sequence in bp ? is it some sort of super bad behaviour ?

trim matrix
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okay, managed to force the editor into reading the file from the newer version

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now it crashes 😁

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the bytes are unaligned and stuff

lofty rapids
trim matrix
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it even crashes less now

pulsar vigil
sharp pasture
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Did you ever get this working? I'm having the same issue even after compiling the engine from source. The process fails when SymGetModuleInfo64 returns false, with the error: The specified module could not be found.
Here's the full error from the Unreal Engine Log:

pulsar vigil
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Guys somebody know what this thing do ? Cause im trying to use it to not have to create a bolean that assign a value when pressed but that doesnt seem to be is function

remote meteor
pulsar vigil
# remote meteor When any of those event on this node is executed, the action value will be updat...

thx ! so i did understand a bit but i was transfering this value via an event dispatcher to my widget to use it to change a element scale and it dont work is that normal ? i did use event dispatcher just before for other thing and it work fine so i massuming since i did the same process its not were it bug

also no print work either to debug it so it realy seem like it the action value that doesnt work as intended in my case

lunar mulch
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What would be a good replacement for a Timeline node? I'm trying to slowly fade in a post process effect, but im working inside a Actor Component so i cant use any timeline nodes.

grizzled cave
thin panther
grizzled cave
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people always say tick is bad

thin panther
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and they're wrong

dawn gazelle
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And those people don't know what they're talking about

lunar mulch
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So which one is it πŸ˜›

thin panther
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tick can be bad, and it can be misused, but that is no different to any other tool at your disposal

lunar mulch
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Maybe this can help determine wether it should be on tick. It's basically tracking stamina, and when stamina reaches a certain point it will start fading in a post process effect

frosty heron
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By people always say tick is bad you probably mean youtube people

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You can read pinned post in this channel that demystify common blueprint bs, revolving around tick and cast

dawn gazelle
# lunar mulch Maybe this can help determine wether it should be on tick. It's basically tracki...

If it's something that needs to happen every frame so that it appears smooth, Tick is what does it - anything else is adding extra steps and checks which still run on tick, and it might not even result in a smooth effect as it's not matching with the frame rate.

A timeline is ticking too just in a different package - it binds to and listens for a ticking event to then run its update output when that tick event is called, and then unbinds itself when it has reached the end of its timeline but that's something it has to check each frame, so it's actually slightly less performant than just using tick constantly, but it's also something that can be easily turned on and off so there is a good trade off. Tick can be toggled too!

A delay? It binds to that same ticking event, incrementing an internal value every tick based on how long the frame is and checking if the value >= the desired delay amount and if so, unbinds itself and calls its output.

A timer? It binds to that same ticking event, and works just like a delay, but it also gives you a handle that allows you to pause, cancel and even loop it until a desired point in the future.

The trouble with delays and timers is that there's no guarantee of when they will actually trigger as they're based on a certain amount of time, which can mean it can happen outside of when frames are actually happening. Eg. Using a looping timer set to 0.016 to pretend to be waiting for the next frame only works if your framerate is a constant 60FPS. If you're running 120 FPS then that timer is executing at half the frame rate.

Where you run into problems with tick is if you're using it for things that don't need to happen every single frame including if you have hundreds of actors ticking that don't need to be ticking. Changing a value over time on tick is nothing in the grand scheme of things, so long as there isn't hundreds of math nodes and function calls involved trying to get to that value.

unique cloud
#

Can I use Data Asset inside a Data Asset? πŸ€”

dawn gazelle
#

Yep

unique cloud
lunar mulch
fiery tiger
#

Does anyone have an idea how I can utilize my player camera pitch to affect how far you jump? The simple result I'm looking for is if the player looks up (Y rotation between 0-90) when performing or during a jump, they will actually jump a further distance. 90 having the strongest affect.

I'm very new to blueprints and not a programmer so please be gentle. Everything I've done so far has been through tutorials. Any help is greatly appreciated!

frosty heron
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Use map range clamped

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The in value is your Y rotation

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Input A is 0 , 90
B is minimum jump velocity, maximum jump velocity

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You can use the return value to set your jump velocity. Then you can commit the jump()

unborn mauve
#

Getting this exception error on startup. It occurs whenever a camera animation sequence is referenced in code:

Ensure condition failed: Registry [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Elements\Framework\EngineElementsLibrary.cpp] [Line: 33] 
Typed element was requested for '/Game/Cutscenes/CAS_Stumble.CAS_Stumble:MovieScene_0.CineCameraActor_0' before the registry was available! This usually means that NewObject was used instead of CreateDefaultSubobject during CDO construction.```
I don't understand how this can be an issue if it I'm not using the sequence until runtime, but the exception is thrown on startup of the project. It works fine in editor but as soon as I try to open the project again, it won't load because of the exception. So long as the sequence is present in any node that is executed in any bp, the exception occurs.
fiery tiger
trim matrix
#

if i wanted to say load a save game 1 time per event call, would it be a good idea to just load it in the actor that requires it?

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i have a manager actor that will be writing into the save game once in a while

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i'm not necessarily a fan of storing the save game object within a game instance, as it's not like the "main" save file and will only need to be used within a few levels. I have a few different game mode classes and adding the save game variable to each one of those just so it would work in the appropriate levels seems like a bad design choice.

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i won't accept responses in the likes of "go c++", as i'd like to keep the project bp only (no world subsystems πŸ₯² )

frosty heron
#

The key word is "a few level". When you travel between level, your bp instance will be destroyed (unless it's stored in persistence object).

Game instance is your only option for a bp only project

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Pretty sure world subsystem is per world but I never use it. Anyway any kind of subsystem is also cpp only.

#

@trim matrix

#

I mean you can always save and load before opening new level if that's what u want

trim matrix
#

during the game a few actors might want to access the current state of the game save

frosty heron
#

The only entities I differentiate is the settings, achievements and gameplay. Doing the gameplay in segments is a lot of headache, a good alt f4 will break the game

trim matrix
#

that would need to be a really precisely timed alt+f4

twilit jacinth
#

My ESC button does not trigger when I pause game. It looks like it is because of UI , but I dont even set Input Mode to UI only. Can anyone help ? Input Action has eneabled option triggering Inpaused state and UI is Focusable.

trim matrix
#

especially if the user has no way of knowing when the save actually happens

trim matrix
#

where is this code?

random pulsar
random pulsar
#

i realized i dont even need flip flop😞

tidal marlin
#

Stop movement immediately work with navmesh. And your movement is direct and you move on tick.

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That means that you movement work, becouse you triggering add movement input every time. And stop movement not help to stop it.

random pulsar
#

so i can make the wolf with the ai rabbit logic but reverse it to run to player ,stop immediately and play animation,reduce the health and when player runs from wolf activate the movement of wolf and run towards player?

frosty heron
random pulsar
gentle urchin
#

I've managed to avoid it for like 6 years now πŸ˜‚

frosty heron
gentle urchin
#

Yee

frosty heron
# gentle urchin Yee

You used state trees I suppose? Not quiet sure what that is. I never actually work with A.I from scratch

obtuse mulch
#

how will this work if the value is 100++ ?

#

out range B will be always 100?

frosty heron
#

So if your value is over 100 you will get 100 as the return value

modern radish
#

a bit of a conundrum, perhaps someone has some good suggestion.. I'd like to "lock" the mouse to the middle of the screen until my PlayAllowed boolean is true.. this doesn't work, as the Exec gets stuck in the while loop.. how could I achieve this?

frosty heron
#

U don't get infinite loop error?

#

@modern radish

#

Loops are designed to be run in a single frame. If you don't have guarantee to get out from the loop in the same frame then you are not using the right approach.

Personally I don't have a single while loop in any game that I ever made. Don't see much use case

modern radish
trim matrix
#

how to make sound attenuation setttings not show up like this

frosty heron
trim matrix
#

but like this:

modern radish
frosty heron
#

If it's a periodic check you can use timer

modern radish
#

Ah good idea

frosty heron
#

I would say do it on ticks, if you need to check mouse movement or if you are setting mouse position

trim matrix
#

found it

#

how to get this variable to not show up in the details panel of the component?

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it only doesn't appear there if "Private" is checked, but I don't want to private it

frosty heron
#

Well that's what private is all about

#

Is there protected?

trim matrix
#

but why would it even appear in the first place if "Instance Editable" is off

trim matrix
frosty heron
trim matrix
frosty heron
#

There are 3 types a variable or function can be that I know off

Public, private or protected

trim matrix
#

i think that only is the case for functions

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not for vars

frosty heron
#

Deffinitly for variables too

trim matrix
frosty heron
#

But prob protected is only in cpp

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Since u need to declare friend class

frosty heron
#

Protected is like hidden but can still be accessible by other class if declared as friend

trim matrix
#

i get it, but i can't make my var protected tho

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for whatever reason

gentle urchin
#

Bp

frosty heron
#

Ye not a bp thing

#

Just live with it I guess

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Or step up the game

gentle urchin
#

Works for functions tho

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All 3

trim matrix
#

im gonna just private it and make a const function to still access the var i guess

frosty heron
#

You will just be grabbing copies

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And not be able to edit it

trim matrix
#

copies?

#

wdym

frosty heron
#

You can't change variable value in const function? I think

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That's what const imply iirc

trim matrix
#

i just wanted to show how the var gets assigned

frosty heron
#

I'm lost

trim matrix
#

me too

trim matrix
# trim matrix ]

i don't want the vars to show up like this, so i need to private them

frosty heron
#

U said you want to make a const function for a getter to your variable. I'm just saying then if I'm not mistaken. That will be read only

trim matrix
#

yeah

#

i want to be able to access the component

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to potentially modify its properties and stuff

fiery swallow
frosty heron
trim matrix
#

How do you make a random delay that can be instantly stopped and restarted at any point? SetTimerByEvent with random time, triggering itself?

frosty heron
#

Create a timer that call it self again upon finished. The timer shouldn't be set to loop for obvious reason

#

The set time can be random time

pulsar pulsar
#

So I have a hierarchy of MainParent (C++ class) > ItemBase (C++ Class) > BP_ItemBase > BP_EdibleBase > BP_TestItem. However TestItem doesn't inherit any of the functionalities that BP_ItemBase has, if I use TestItem to inherit directly from BP_ItemBase instead of EdibleBase it works as expected. Mostly the interfaces don't seem to work without the direct inheritance to BP_ItemBase. Is there some form of limit to parenting classes?

pulsar pulsar
# frosty heron It should inherit πŸ€”

Because what I do is a trace from the player to check if the actor i'm loking at is inherited from MainParent if it is then we go ahead and proceed but this goes false when it comes to TestItem being inherited from EdibleBase but true if inherited from BP_ItemBase

frosty heron
pulsar pulsar
frosty heron
#

Look at top right and see the class it's derived from

trim matrix
#

why can't i bind it to the function?

frosty heron
#

Make sure the chains of inheritance is correct

pulsar pulsar
#

Its EdibleBase

frosty heron
trim matrix
#

no those are events (well the second one is)

pulsar pulsar
frosty heron
trim matrix
#

they are shown in the 2nd attachment

frosty heron
trim matrix
#

yuppp... that's why i cant do it

#

πŸ™ƒ

frosty heron
#

Yup, need to provide compatible function or event

#

Same params, which is nothing with the case of timer

trim matrix
#

smh i even know how to do such a thing in cpp (bind a func with params)

pulsar pulsar
trim matrix
frosty heron
#

Should inherit the interface too

pulsar pulsar
#

This is the EdibleBase

#

This is TestItem inherited from EdibleBase

frosty heron
frosty heron
#

It's there right?

pulsar pulsar
#

yesss

frosty heron
#

I think your problem is right now, you are hitting the table

#

What do you actually print?

pulsar pulsar
#

The ItemClass

frosty heron
#

Show code

pulsar pulsar
#

of it's null it just say StaticMeshActor

frosty heron
#

Staticmeshactor is something

#

Show the print code

pulsar pulsar
frosty heron
# pulsar pulsar

K I'm more convinced that you hit the table, check if the collision for your undetectable bp is set properly

#

For now you can print the actor instead the class

#

See what it give you

pulsar pulsar
edgy ingot
#

Well the line trace it self doesnt care about your inheritance. It just prints the actor it hit. So imo this is deffinitly collision problem

pulsar pulsar
#

wait there's 2 of you πŸ˜‚

edgy ingot
#

You can print overlapped component and the hit actor. See what that gives you

#

Yea my other phone is dying

pulsar pulsar
#

will check that rq

pulsar pulsar
edgy ingot
#

I mean hit component*

#

Just below the hit actor

#

Print them both

pulsar pulsar
#

hits the table

edgy ingot
#

So either the table is somehow blocking your item. Or your item dont have proper collision settings or collision body

#

Place the problematic one on the floor and see if u can trace it

#

If not, then i suggest to look at the collisoon setting and if the static mesh have collision

pulsar pulsar
#

The meshes have collision as they work if the class inherits from BP_ItemBase. This happens with any class thats 2nd down from BP_ItemBase for some reason

pulsar pulsar
edgy ingot
#

Yup sounds like collision issue

trim matrix
#

what is the name of the dispatcher in a media player that triggers upon the media starts playing? (when opening the media and then doing play on it). I can see on playback resumed but idk if it gets triggered when the media wasn't paused previously

edgy ingot
#

Make sure ur collisoon setting is indenticsl to the working one

#

Nothing else to add at this point imo

pulsar pulsar
edgy ingot
pulsar pulsar
edgy ingot
#

Show print screen of the mesh collisoon

pulsar pulsar
#

The food stuff is from the same asset pack. All the meshes work fine if inherited from itembase but not you know, EdibleBase

edgy ingot
pulsar pulsar
#

yea but still. If I use this mesh and inherit from BP_ItemBase directly, it works

edgy ingot
#

I see

#

Whats below item base?

pulsar pulsar
#

currently it's ItemBase > BP_ItemBase > BP_EdibleBase but works if the bp class inherits from BP_ItemBase directly instead of BP_EdibleBase. I mean it's not a major issue but it would make things so much easier and better looking

vestal jolt
edgy ingot
vestal jolt
pulsar pulsar
edgy ingot
#

Dont touch anything and just change the static mesh

#

See if it detects

pulsar pulsar
#

tf

#

it worked, i didn't touch anything. I just created a child class and popped it in the scene

edgy ingot
#

Deffinitly some collisoon setting is changed, accidentally or not

pulsar pulsar
#

hmm

#

ah ok so

edgy ingot
#

If not in the static mesh

#

Could be the parent

#

Of the comp

pulsar pulsar
#

If I create a new Blueprint Class and manually choose the parent, it doesnt' work

#

but if i create child class from EdibleBase, it works

#

idk why that should even matter but oh well πŸ˜…

edgy ingot
#

Afaik thats the same thing

#

But oh well

pulsar pulsar
#

it works now so haha, cheers for the help

edgy ingot
trim matrix
#

So do I enable the bool or not...?

gentle urchin
trim matrix
#

and nothing

#

it only shows playback resumed

#

but i'm unsure if it triggers when the media wasn't paused

trim matrix
vestal jolt
edgy ingot
#

In cpp we do have to declare the delegate

#

I guess hooking into the function in bp does the work under the hood

modern radish
#

is this really necessary to be on Tick? I tried putting it on my EventBegin event, and it doesn't persist 😞

trim matrix
gentle urchin
trim matrix
vestal jolt
acoustic sleet
#

Has any one come across such issue?
Why do the controls spazz out?
Its from the template too.

trim matrix
#

i have a deadline for the project and i can't figure this out πŸͺ¦

edgy ingot
#

Normally ot scream at us when you dont even bind the assign delegate

vestal jolt
#

yeah it does right now...

vestal jolt
#

Ok. I tried to create a macro instead of a function. But when I''m trying to copy paste the Bind Event node engine says it can't do that for some reason
https://i.imgur.com/r5Dj4jI.png

gentle urchin
#

WouΓΈd you have a list of all possible delegates and signatures?

#

Gyess it could have a wildcard signature

stark patio
#

Does anyone know how i could go about making it so that my players camera smoothly leans when the player moves to the sides (it leans to the left if you move left and right if you move right). Currently i have tried making it with a timeline and that works but when the player swaps direction it snaps to the other side, i understand why this is in my code but not how to fix it, I have also made it using a lerp and the delta time which works but i dont really have any control over the curve. (I also tried a combined aproach but it had the same snapping problem as the first one)

#

(here is an image of the combo aproach)

edgy ingot
#

Your point A and B shouldnt be changing accross the timeline. Right now you are using get control rotation and setting it. So every frame you incremenet the A input

thorn tapir
#

anyone know why this event doesn't fire?

#

the cast is valid and interface is implemented

proven garnet
#

Hey people! I'm trying to make a simple pickup BP parent which I can then change to whatever I want in the children. Logic is when the character overlaps the BP I'll just print hello to see if it works. later I'll destroy it. But when I overlap the BP with the character (blue cube) it just doesn't work. Can anyone see what I'm missing here?

#

Okay weirdly enough when I just change the mesh to the default cylinder it works. Anyone knows why?

stark patio
thorn tapir
#

how do I call the inherited interface event on a child?

gentle urchin
thorn tapir
proud wasp
#

why does this happen every time i launch the editor?

gentle urchin
edgy ingot
proud wasp
#

i didnt

#

i have to refresh them

#

and they work

#

but why do i have to do it?

#

every time

edgy ingot
#

Check the error

stark patio
#

and this is dragged in to when the input action move

proud wasp
#

@edgy ingot

thorn tapir
edgy ingot
proud wasp
#

no i didnt

edgy ingot
#

Look at your 2nd pic

proud wasp
#

i told you

edgy ingot
#

K if u say so

proud wasp
#

if i just refresh

#

it works

#

how do i fix that?

edgy ingot
#

You go to the node you break

#

Refresh or delete it

thorn tapir
proud wasp
#

i cant do this every time tho

edgy ingot
#

U shouldnt need to do it every time

proud wasp
#

it also unsets everything on the blueprint fields

#

yeah why does it happen tho?

edgy ingot
#

It pops up because u didnt fix the broken node

#

U break something

#

Some ref that you used to have on some node, no longer exist

proud wasp
#

i have to live compile

#

and then everything works

edgy ingot
#

Or you can fix the broken node πŸ€·β€β™‚οΈ

proud wasp
#

how?

edgy ingot
#

Compile and save

#

By going to the problematic node. Refresh or recreate it

#

Read the error msg

proud wasp
#

thats the error message

edgy ingot
#

Yup

#

I cant say anymore than what i already said

#

Fix your node

proud wasp
#

why do i have to do it every time tho?

edgy ingot
#

U dont

#

U never fixed it

#

Thats why it scream again when u open later

#

U just click compile, thats not a fix

proud wasp
#

i did everything

#

compile

#

refresh

edgy ingot
#

Did u do what i suggest,m

#

Which node did u refresh?

proud wasp
#

compile the blueprint

#

the ones with errors

edgy ingot
#

Then u dont have to do it again

#

Fix, compile, save

#

Seems like u took away something that is used in many places

proud wasp
#

no

#

i didnt

edgy ingot
#

Ur latest pic not even the same one as the previous one

proud wasp
#

it worked last time

#

ok now i did what you said

#

time to restart the editor

#

it happened again @edgy ingot

gentle urchin
edgy ingot
#

Check the error again

proud wasp
#

its the same error

edgy ingot
#

I dont know if you actuallt refresh the node with red marks because u break something

#

And u have a lot of broken bps

proud wasp
#

yes i fixed them

edgy ingot
#

And claimed to fix them all in short notice

proud wasp
#

the game run

edgy ingot
#

So im not convienced

#

But yea i have no idea other than that

proud wasp
#

why arent you convinced?

#

do you want me to stream it to you?

edgy ingot
#

No

#

Ive stated why

proud wasp
#

why

edgy ingot
#

Not here to argue anyway

proud wasp
#

ok then how do i fix this?

edgy ingot
#

Just telling u what i think is wrong

proud wasp
#

its not that

#

everything works

edgy ingot
#

If u say so

proud wasp
#

i click this

#

then go

#

refresh nodes

#

and compiled

#

same with the rest

edgy ingot
#

Cpp project?

proud wasp
#

yes

edgy ingot
#

K u didnt build from there

#

Prob u pull someone commit

#

But didnt build in ide

proud wasp
#

?

edgy ingot
#

Go to your cpp and build from there

proud wasp
#

ok

edgy ingot
#

Close editor first

#

Close editor, build, run the game. Profit

#

Its the only time i encountered such error

#

My brother pulled my commit but didnt build from ide

#

The fix was to just build from ide

proud wasp
#

ok that worked

edgy ingot
#

Its weird if it happend when working on solo project. My assumption is u work with someone that does the cpp stuff.

When you get the work, u only get the cpp and header file. It is not yet compiled, hence you need to always compile when when you pull from git repo

proud wasp
#

no i do everything

#

(suffering)

edgy ingot
#

K then i have no idea cuz for the cpp stuff to come out, dont u need to build the project

balmy carbon
#

Hey! I made a MasterButton for my blueprints and exposed the variables for text style/button style etc. Is there a way to change the title from "Default" (on other blueprints) to anything else? Or maybe some subcategories for each (text style, button style etc)?
Just for more organization πŸ˜„

edgy ingot
trim matrix
#

is there a built-in node for finding elements that exist in both arrays?

edgy ingot
#

Takes a min

#

Get array a, get array b. If found and found, return true

balmy carbon
edgy ingot
edgy ingot
balmy carbon
edgy ingot
#

If you have a lot of variables for specific stuff. You can always use structs

trim matrix
edgy ingot
#

Eg, inventory data should be stored as a struct. You will end up with one line instead of a page of variable

edgy ingot
sweet silo
#

hi there how would you a create a "tearing down posters" system ?

#

like this but you would see the poster being taken down

#

i know how to swap mesh but you woudln't see it being taken down in real time kindof

trim matrix
edgy ingot
trim matrix
#

<guy throwing pc into trash gif>

edgy ingot
#

Its probably int exclusive sort?

edgy ingot
#

I helped someone did bubble sort once

#

Never find a use case for my self ( yet )

#

Theres deff some plugin to sort array i just never bother downloading one

remote meteor
#

Epic should have just expose the cpp ones πŸ€·β€β™‚οΈ

trim matrix
#

nah i can do the sort but

remote meteor
#

Low Entry Extended Plugin does it

edgy ingot
#

Ye not sure how wild stuff even work in bp setting. Afterall u have to define the rule for the sort?

#

Like sort array of actors but based on what?

#

In cpp you can overload

remote meteor
#

Do it exactly like the plugin does

#

Wildcard stuff can work on bp through CustomThunk

trim matrix
#

f it, i'm doing a sort function myself for every possibly var type (that i'll need)

remote meteor
#

Well i will recommend the LE plugin

#

Its free and has bunch of useful stuff

#

Including all the sorts

edgy ingot
#

πŸ€—

remote meteor
trim matrix
remote meteor
#

If you need intersection use a Set instead of Array

trim matrix
#

im too dumb, pls elaborate

#

@remote meteor i need it to support duplicates

pulsar pulsar
#

is there a way to get a camera view to show as an texture instead of having to take screenshots of every item you have?

trim matrix
#

render targets

pulsar pulsar
#

ah, will have to look into it, cheers

trim matrix
#

Hey, so i'm using PaperZD to create a point and click where you would click a specific icon on screen to go to another location, all locations are going to be images, what would be the easiest way to change the onscreen location? would I just be able to create a UI blueprint with everything that would be onscreen and swap them out when the player changes location? and how would I add in a cutscene (for example the player starts on the main menu, clicks new game, fade to black, then it fades back in to a cutscene), how would that be possible?

misty badger
#

Is it good idea to store Data Assets in Game Instance as array?

pulsar pulsar
trim matrix
#

there's a node Create Render Target

pulsar pulsar
#

is it possible to switch the render target into a texture2d once created?

#

it seems to be possible but it's Editor Only

trim matrix
#

it outputs a 2d rt texture

pulsar pulsar
#

No, It outputs a Texture Render Target 2D object πŸ˜… I guess I could just switch the icon variable to the same though

trim matrix
#

(at least i can see the func for that in the cpp side of the docs)

#

if not, then you'd have to make multiple dynamic material instances πŸ˜‰

honest flame
#

i have an interactable blueprint, this has a widget component which itself has a widget class, in the widget class, i have a binding that updates the name depending on the interactable blueprint name, how do i get the widget component from the widget class inside of this binding?

pulsar pulsar
thorn tapir
pulsar pulsar
#

Searching through the discord, it seems ConstructTexture2D is not available in a packaged version of the game anyway πŸ€”

gentle urchin
thorn tapir
pulsar pulsar
#

basically the same tedious process

trim matrix
quick grove
#

hi, I'm making a murder mistery game, where the murders have a red color name and only them can see other murder players with red name color, in multiplayer, event and replication how can I do that?

#

I created an enumerator with 2 different roles (normal and murder), and I even created an enum var inside the character

pulsar pulsar
#

I have zero experience with them

frosty heron
#

You can just assign the murderer and innocent on server side and then rpc to client before drawing the texts

quick grove
#

I want to try make this that if a player joins it updates

frosty heron
#

You need to set the replicated variable on server side. Replication only happend one way. From server to client

#

Not client to client

obsidian arch
#

hey all is there a way to differentiate between a right and left click with this node?

frosty heron
quick grove
#

ok, thanks

#

do I need to delete the messages here to write in the multiplayer channel?

obsidian arch
frosty heron
#

Cross posting isn't allowed but I am not the police

frosty heron
#

Using the on key pressed event

#

But it's a bit painful to detect right click for buttons

obsidian arch
#

yeah

frosty heron
#

If I have to do it, I will make a custom button widget.

Inside it will detect right click pressed. I will then check if when right click is pressed, check if the button is currently hovered or not. If it is then run a custom event or function, if false do nothing

twilit jacinth
#

So I managed to make my Esc Pause menu working, and now when I press Esc in Puse menu I can unpause the game. But when I click not on on Esc button, not on Continue game button I cannot unpause the game. What could be going on?

lofty rapids
#

so your saying the continue game button isn't working ?

#

what is that code look like ?

#

you probably don't want to keep creating in the pause game event

pallid nest
#

Hi guys, can you please help me with this BP? I do have this static mesh with a box that ends the game and another one (in the floor) which is a trigger. Then on begin overlapping it rotates the tree and falls to the ground and then I am trying to roll it with an actor movement of local rotation. The problem I am facing it is that the trunk is rotating like a clock and moving rather than just rotating and rolling. Is it possible to find a way where it is rotating by itself (so I can make it look like is rolling ) please?

torpid yacht
#

When i bind an event on an actor's begin play, do i also have to unbind on that actor's destroy to prevent memory leak or does it automatically take care of it when the actor is destroyed?

tiny monolith
#

How do I turn my gun in the direction I fired the bullet?
Let’s have a gun and let my character turn in that direction in the direction I shoot the bullet. I can shoot bullets, but how do I rotate the gun and the character in that direction and at that angle? I found the angle, I printed it and checked it, I created a flipbook according to this angle, I have a character with a gun in his hand, but it doesn’t work when I create it. Help me (2d game)

barren dove
trim matrix
tiny monolith
cursive ermine
#

Hey everyone!
I have a quick question. Does anyone have an idea how I could compare two vectors if they are the same (but with some tollerance).
I am trying to compare the actual Location of an TargetActor with a possible SplinePoint Location.

Bute everytime The Result ist False. eventhough the Actor is at the exact position as the SplinePoint

solid sonnet
#

Can somebody help me? My trigger box is triggering even though im not in it. (if i get remotely close to it) It might have to do with the fact that it is parented to AI but im not sure

cursive ermine
cursive ermine
barren dove
solid sonnet
cursive ermine
dawn gazelle
barren dove
# cursive ermine oh.. right I could try that. Thank you!

hey, question

I have an actor with multiple collision shapes, the idea here is when an item enters a radius, it moves to the character, then when enters the inner one, we collect the item

my trouble here is that overlap is based on the entire actor, I could create an actor for just the collection radius and attach it to the actor, it seems sloppy, is there a way of breaking out which collision in an actor is generating the overlap event or should I do it the sloppy way?

cursive ermine
barren dove
#

oo nearly equal, I discovered a new thingy today XD

barren dove
lunar sleet
#

onComponentBeginOverlap is what I meant

cursive ermine
barren dove
#

ah okay, so I'd drop this in begin play to create the event then feed off of that

lunar sleet
#

you don't need to bind

#

either right click it and add event or select it and scroll all the way down in the details panel

#

they give you the bind just in case you want to use it that way, but the event itself will fire when overlap begins, just like the actor one

barren dove
#

doesn't seem to exist by default

lunar sleet
#

no no

#

right click the component

#

in the Components tab

barren dove
#

ah ha, thats what you didn't mention, i got it now

lunar sleet
lethal night
#

Has anyone got any clue why this Behaviour Tree task is never finish executing

#

It gets stuck here

lethal night
#

ah mb

barren dove
lethal night
#

Ah

#

right

#

I realised what i did wrong lmao

#

Im casting to the wrong thing LMAO

barren dove
#

you need to make a little loopy guy that finishes that node for all conditions, if it doesn't complete you're boned πŸ™‚

lunar sleet
dawn gazelle
# cursive ermine With some testing with values I crafted (like GodForge suggested) an own Functio...

I think the difference is that the standard method is checking if the target locations is within the tolerance, where with what you're doing you're individually checking the positions of each are less than the tolerance.
eg.
If I have a vector that is 0, 0, 0 and my actor is at 3, 3, 3 and I'm checking the distance between them with an error tolerance of 5, the default way would return false as the distance is actually something like 5.19.
In your case, you're checking individually if they are within 5 units each, so since all values are <5, your function will return true.

sick sky
#

how does the LSV works ?
does it triggers on begin/end overlap ?

for example,
if my player is in a LSV (the linked level is shown), from BP i manually unload & hide it, if i move, will the level be back loaded & shown ? or do i have to get out and back in to trigger again

keen widget
#

Trying to do loop for every items and get different variables in them to set them to different structures
but for some reason every structure get set to the same last item varible.. why ?
what im doing wrong?
My logic was this:

  1. look inside first item take its name Alex and then set it to ST_AttackMacro1 name var
  2. look inside second item take its name Nicolas and then set it to ST_AttackMacro2 name var
    ...
  3. look inside second item take its name Tisha and then set it to ST_AttackMacro2 name var
    but right now they ALL get set to the last name Tisha from last item
lofty rapids
#

so whats in the collapsed graph ?

tiny monolith
#

I want my gun to angle and my character to turn to the direction I'm shooting.I found the angles and I can interact.How will the gun I will use rotate at the angle at which it is fired? and My character also needs to turn in the direction that is fired.(my game is 2d)

lofty rapids
# keen widget

if you reorder the make array, is it using the last one ?

keen widget
keen widget
keen widget
lofty rapids
#

i was looking at it confused af

keen widget
keen widget
#

why its showing me 1st item when im mouse over the 5th, that what was confusing me

pastel garnet
#

is there a away for the input to fire even when the game is paused?

gentle urchin
#

Its a setting

#

For that input

#

In the input action

#

Iirc

paper karma
#

Hi, I'm having an issue where I'm trying to bind on audio finished to another custom event. But it says accessed none every time I try during runtime. The random dialogues array is also instant editable but it's still broken. Any ideas?\

trim matrix
#

Hi all I have a level which is obvs unloaded and loaded back in depending on if player is on or on a neibouring tile. This has cause an issue where an actor that is always loaded is loosing hard references to an actor in the level but only when the level is loaded back in.

pastel garnet
trim matrix
#

Should I be using soft references for stuff that need to be references when the level loads back is or am I missing something

#

please note I'm on the TSW editor so limited to what I can implement

tall veldt
#

Hi everyone, new here! I've got a question:
So I want to build something similar to RCT. The terrain is flat, but is a single plane filled with grass-textures (e.g. 64x64 so 4096 tiles big). I want to give that a material where i can change e.g. tile x:12, y:15 with sand, so the material updates itself and switches out that specific tile.

Is this possible? Or should I render a smaller plane of 1x1 per grid tile?
If the single plane is the way to go, how do i go about it handling getting the data into the material?

sick sky
#

Hi
In a parent BP, i would like to call a event dispatcher when a interface event is called, the issue is that because in each child the interface event is used in the graph, its overiding the parent one
is there a way to do both ?

charred berry
dawn gazelle
charred berry
#

last attempt I added 'scene' components as buoyancy objectgs, though Im not even sure what that means, so I used spheres ?? and placed them inside mesh

#

pasting location to buoyancy location

sick sky
dawn gazelle
sick sky
#

okay ty for the extra info

dawn gazelle
#

Even in C++ land you have to call the Super() of the function to get the parent class' execution to go through.

sick sky
#

its just annoying the first time because i have to get to all already created child xD

stone dirge
#

In my fps game i have linetrace shooting but for some reason when i walk backwards the shots go to the side randomly and I dont know why. The code is really basic here it is:

opal kraken
#

Guys in my project i introduced those kind of obstacles, but the collision with my character does not work properly, but with a sphere you can see that works perfectly, any clue or suggestion to solve it?

carmine palm
#

For enhanced input action I'm calling the IA Event. How do you check if the event was left mouse on right mouse button?

#

All I see is this currently

#

or do I have to add an IA Event for singular actions

grave halo
#

You should have two different input actions and then merge them on a inputMapping called IM_Combat to have it more tidy and you can add more combat inputs if you need it in the future

#

Then call EnhancedInputAction IA_LMouse and then the RMouse or whatever name you prefer

carmine palm
#

awesome ty

#

Didnt know if I could have IA->getControlBinding

#

lol

trim matrix
#

guys i'm having a problem with my game, where can i ask for help?

#

if i want to filter out all the components without a tag from a Component Begin Overlap and End Overlap how can i do it?

grave halo
trim matrix
grave halo
#

do a foreach and use a branch to know if has the tag or no

#

with the node get tag name

trim matrix
plush hornet
#

Hey all i hope your well. I put a post process volume in my level and tried to adjust the focal distance and depth of blur because i want to adda depth of field effect, but it doesnt work no matter what i try to change. any helps appreciated. Thanks

versed sun
#

did you set the Post Process to unbound ?

#

OR make it big and get inside it ?

plush hornet
trim matrix
#

unfortunately i cant get it to work with that method but i found this category in my collision box, maybe i can set it to only blueprints or something?

pulsar vigil
#

Hey, i can’t wrap my head around getting the input action pressed making a ui widget to react to it,

I did make work another widget react to an input action but it was only about toggling a boolean and message the value in an event dispatcher

Here i want it to work this way : the moment i press the input, the horizontal box that contain element i want to rescale, rescale at the same time for the same duration.

dawn gazelle
#

Input actions are just events.
You use that event to drive logic.
If you want something to do something based on that event being triggered, you either have to tell that thing that the event is happening, or have that thing listen for that event.
If you want something to do that something based on certain criteria, then you have to have some means of differentiating when it can or cannot do the something.

thin panther
# trim matrix thanks ill try

try this instead, the above solution is flawed and will not work.
drag out from other actor and the "Actor has Tag" node

plug that into a branch and bob's your uncle

trim matrix
thin panther
#

then, hold a reference to that mesh elsewhere, and check if that refernce is equal to your overlapped one

dawn gazelle
# trim matrix unfortunately i cant get it to work with that method but i found this category i...

You kind of only have two options...
First is if you're able to get the "Other Comp" which should return the component that is triggering the overlap, in which case you can check if that component has a tag.
Second is using appropriate collision settings which is what you were looking at a little earlier, but these need to be set up on both the thing detecting the collision and the thing causing the collision, in which case it would trigger the collision event only when you want it to happen.

supple sparrow
#

Hellooo, I'm trying to package my first plugin ever. It's a very simple project, but I'm running through this error

UATHelper: Package Plugin Task (Windows): Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
UATHelper: Package Plugin Task (Windows): Took 0.50s to run dotnet.exe, ExitCode=6
UATHelper: Package Plugin Task (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Shalini Roy\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-UnrealGame-IOS-Development.txt)
UATHelper: Package Plugin Task (Windows): AutomationTool executed for 0h 0m 48s
UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Package Plugin Task (Windows): BUILD FAILED

I have only selected Android and Windows as my target platforms. I don't understand why I am getting an IOS error? Unless there's some other issue and I'm not catching it..

pulsar moss
#

how does spawned actors work with World Partition? I spawned an actor, ran away from the cell, but it didn't despawn

small wedge
#

Hey all, I'm trying to control a parameter (Hight_Mask_Bias) in a material (m_SimpleVolumetricCloud_Inst) from within a blueprint seen in image two. How can I go about doing this?

And should I be controlling the parameter in m_SimpleVolumetricCloud_Inst, or its parent object m_SimpleVolumetricCloud?

stark patio
#

I have tried for 4 h to make my first person players camera lean towards the sides when the player moves to the sides (or diagonally etc) and i have not gotten it to work. at best it leans smoothly to one side but then snaps to the other. Id like to make it using a timeline so that i have more controll over the curve. Seeing as all of my attempts have failed i obviously need a new aproach, does anyone know how i could do this?

shell flower
#

So, how would one go about making a Persona 1-esque (I have no idea what it's actually called, but first-person grid-based, if that makes sense?) movement system? I have been trying for days and just can't figure it out...

radiant cape
#

i need to loop through only the first 10 values in an array, would you just increment a number each loop and break when the threshold is met?
seems messy but that might be life

frosty heron
#

Just do a for loop

#

Breaking is fine too if you are not guaranteed ti have 10 values in the array

radiant cape
frosty heron
#

Incrementing number is not messy, that's what loop does under the hood

small wedge
#

how can I get this in blueprints? I'm trying to control parameters from my metasounds, and it looks like I need to use this, but I can't figure out where I can get this from.

I've already created an "Add Audio Component" to my Event BeginPlay, and the sound is playing on begin play.

elder lodge
#

Are there standard nodes for handling yaw and pitch correctly after applying roll? Or do I have to do some trig with the mouse input? Is doing it in the character class best practice?

small wedge
lunar sleet
small wedge
#

alright will do

waxen fog
#

Has anyone created a good knock back in unreal before? I find launch character node to be kindof jank

dawn gazelle
carmine palm
#

How can one get widget reference from BP?

#

er

#

from Hud reference

#

or component

#

my b

mental trellis
#

Start again. Where do you want it and what do you want?

carmine palm
#

I have a bar on my main hud

#

I want to access said bar

#

from another bp

#

playercontroller->gethud->whattodohere (obviously its in blueprint form)

mental trellis
#

Are you using a hud actor to manage your widgets?

#

Get hud will return the hud actor created from the hud class variable.

#

If you aren't using that, get hud is probably the wrong method.

#

When you create your hud bar. Save it as a variable. Make that var public. Get that var. Do that either in your player controller or in a hud actor bp that you set as the hud class.

carmine palm
#

oh okay

carmine palm
#

Any ideas?

barren dove
#

Any idea why a text widget would be displaying as semi transparent even though its pure white? (0,0,0,1) , no material

dawn gazelle
carmine palm
#

No

lunar sleet
dire frost
#

Have the colour of the text be (255,255,255,1) instead

frosty heron
#

Ahh yeah it's not transparent

barren dove
#

its not white either

carmine palm
#

Auto save bug?

lunar sleet
barren dove
#

no and no

#

i changed it from red to white, red was also pale trashy transparent looking red

lunar sleet
# carmine palm Auto save bug?

Sometimes the auto save glitches, so it looks like it’s trying to save the map but it’s just trying to overwrite the auto save

carmine palm
#

Well that was me trying to save manually

lunar sleet
#

How much work will you actually lose if you force it to close?

lunar sleet
carmine palm
#

I closed it lol

#

And reopened it

runic pagoda
#

Just wanting to sanity check - is there maybe a more succinct way to get this result? Lyra inventory (I think anyway) seems to be tied to the 'controller', and I couldn't think of another way to get the controller without casting like I did

keen widget
#

Is there a way to create array made out of other arrays?
or something like that

dawn gazelle
fiery swallow
#

as in, Add items from Array B to Array A

keen widget
runic pagoda
#

Is there a better method of doing this? I want to send the 'GameplayEvent' when the weapon ends a shoot-cycle (so the boolean changes from true to false).

pale mica
#

Why does 'Set play rate' not have a target? i need to connect the array elements to the target

gentle urchin
#

Well

#

You add another struct entry to your struct array

#

Which in this case would hold another array

keen widget
gentle urchin
#

So "yes"

keen widget
#

how?

gentle urchin
#

As Datura said, create a struvt that holds an array

tiny monolith
#

When my character turns in the direction of my mouse, when I want to walk, it walks backwards.
My mouse turns right when I'm on the right side, but when I try to walk it walks backwards.

pure walrus
#

anyone strong on rotations ?

#

here is my question : how to convert a AddRelativeRotation to AddWorldRotation

#

simple question, cant find the answer..

gentle urchin
#

Inverse transform

pure walrus
elder warren
#

How can I reference a Blueprint_Class variable inside a Widget_Blueprint binding?

pliant kayak
#

could someone pls real quick send a screenshot of their For Each Loop with Break standard macro? think ive accidentally edited mine

elder warren
pure walrus
#

probably didnt change since 1984

pliant kayak
#

@elder warren @pure walrus thanks so much!

random pulsar
#

this is the wolf logic and i want to make 2 more animals rabbit and wild boar how can i do this? do i need to make from scratch all of them?

trim matrix
#

Can you even do that with BTs?

random pulsar
#

?

trim matrix
#

like derrive them and stuff

random pulsar
#

i dont know man i just made the first behaviour tree watching a tutorial

trim matrix
random pulsar
#

oh,this is a separate channel)

#

thanks

trim matrix
#

but if you were able to run an another BT from within a BT

trim matrix
#

you could separate that part i guess?

#

and reuse it

trim matrix
gentle urchin
#

I think you can, im just not sure how

#

Swapping it at runtime?

trim matrix
#

i guess so, but swappng at runtime wouldn't allow u to do stuff in the same way i think

#

at that point it would be better to remake it into an entirely bp only controlled ai

neon burrow
#

For whatever reason my camera doesnt move when crouching ?

trim matrix
#

show crouching camera pos switching code

#

if u have something like that even πŸ™‚

neon burrow
#

it worked before but now it doesn't

#

the collision capsule is moving correctly

#

but the camera is not affected

trim matrix
#

oh so u mean the camera doesnt lower?

neon burrow
#

yeah the capsule goes when i press C but the camera stays the same

gentle urchin
#

Whats that way

trim matrix
# neon burrow

I thought you meant it doesn't follow the player at all lol

gentle urchin
#

Only thing you might miss is proper transitional view , or subtree view

neon burrow
#

no, it just doesnt "follow" the crouch position

trim matrix
#

Show how the camera is attached

neon burrow
trim matrix
#

i think if you had it attached to the capsule it would lower

#

when it would shrink

neon burrow
#

tried doesn't it brakes the view

#

cameras stays in the same position

#

2 sec let me try something

trim matrix
#

do you have any anims?

#

Maybe the crouching anim doesn't play now

neon burrow
#

no anims

trim matrix
#

i got no idea how it could have been working

#

before

#

then

neon burrow
#

let me try to redo it or something ... ughh

#

love it when stuff doesn't work when it's meant to work

trim matrix
#

ur βœ…

frosty heron
#

Nothing in the code change the camera position

#

It only change the capsule half height and offset the mesh

steady night
#

Hey Guys how would i get "The Closes withing Range" of all actors from class ?

frosty heron
#

Closest from where?

ionic crescent
#

dang i been doin a for each, checking distance, if distance is less than previous make that one the closest etc etc

#

didnt know about that node

young meteor
#

Same πŸ˜„

ionic crescent
#

i thought there would be so i searched "closest" in nodes but not nearest

neon burrow
#

i didn't change the code or anything

frosty heron
neon burrow
#

if you also look at any tutorial there is no code for the camera

frosty heron
#

Sure thing because Ur camera doesn't change from the crouch or uncrouch function

neon burrow
#

it automatically goes down with the collision capsule

frosty heron
#

It could be placebo I don't know what you see

#

Actually wait I'm wrong

#

The camera do change because the camera is the child of the capsule

#

But it would be instant

cinder thunder
#

Question: is there a way I can launch an .exe with command line parameters from a blueprint during runtime (this won't be a packaged project)?

neon burrow
#

i can clearly see the capsule going half height

#

and camera stays exactly the same position it was before

#

the capsule is not affecting the position of the camera

#

and i have no idea why

frosty heron
#

I just did crouch a few days ago , iirc mine also stay but that was my intention

#

You can always lerp the camera if u want to change the position smoothly

neon burrow
#

yeah but the camera doesn't move, so first how would i make it collide with the collision capsule
so it moves it down

#

i know i could "tp it smoothly" to the location

#

but it should work without it

frosty heron
neon burrow
#

i have it visible

#

not crouching vs crouching ( don't mid the model lmao )

#

it slows me down - it shows that it's crouching
but the CAMERA just doesn't move

#

When i jump and then crouch for like 1 sec i see some Camera glitch ( weird movement )

versed sun
#

Put the file path to your .exe in B

#

you can also open folders (what I use it for)

frosty heron
versed sun
#

πŸ™‚

frosty heron
#

Could be key logger for all we know

versed sun
#

my thoughts exactly

frosty heron
#

There is one damn free steam game I download

#

Freaking mining on the background

cinder thunder
#

@versed sun yes. Are those built in nodes?

frosty heron
#

I was wondering why it's soo laggy

steady night
#

@frosty heron Oh dajum thers already a function for that thanks!

versed sun
trim matrix
#

bro... they can use c++ for unreal

frosty heron
trim matrix
steady night
#

I could just get the actor location

#

Thats finebim just tryinh to find wich player is closest to x player

versed sun
trim matrix
#

launch url isn't a part of that plugin i think

steady night
#

Altho i dont like the get all actors from class but i mean its not a tic function or anything but still

frosty heron
#

Some code only belong there

#

Many things run on ticks

#

Don't let youtuberd feed you false information because they didn't use tick correctly

young meteor
#

Hey folks

I'm not getting any hits on the Cast.

Wondering if my towers are indeed "Pawns"? It works when I use the same function for enemies instead if I recall correctly.

#

(And I'm making sure to have towers within range of course)

frosty heron
#

Print strings

#

Draw debug sphere too to see

young meteor
#

Print also not called

pallid nest
versed sun
#

Are your towers a Pawn ?

random pulsar
#

guys i set up the behaviour tree of 2 animals rabbit and wolf the first is rabbit and second is wolf but for some reason it does not work for rabbit can someone tell why

spark steppe
#

you should make 2 to begin with