#blueprint

1 messages · Page 39 of 1

sand yacht
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or any plugins

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(the real world sunset)

willow gate
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Hey friends. Anyone know of some comprehensive Android/iOS tutorials? I have found several scattered tutorials, documentation and other resources for making mobile games but I wondered if anyone here knows of any good tuts that cover things like interfacing with logging into Google play and the apple store and microtransactions.

thin panther
sand yacht
lunar mulch
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Hey guys, im brainstorming some code idea where i want to Blend in a Visual effect as the player reaches a stamina Threshold. Made a prototype using Timelines where the timeline starts to blend in the post-process when stamina is below 50%. Blends out when hes above 50%.

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This still requires me to set an arbitrary time for the timeline, so its basically just spitballing it.

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Because of this i have a feeling like timelines are not the right approach for this type of stuff. But they are great for Blending in and out values slowly over time. Are there other Nodes can blend in values relatively simple similar to timelines?

rugged sonnet
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Any idea why I can't get "Set Material Instance Vector Parameter"?

versed sun
thin panther
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you might need a secondary thing to get local coordinates.
also note you're probably going to have to draft a privacy policy for collecting geolocation data like that

lunar mulch
undone sequoia
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guys if I am multiplying value for example speed by delta world seconds , its result is always very different as delta world seconds tick is always different how keep this number as smooth as I can?

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because I display speed and see 58 60 56 60 62 50

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its jumping like crazy

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sometimes is delta worlds 0.02 0.03 0.025

thin panther
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show what you're trying to do

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you absolutely want to multiply something like speed by delta seconds

undone sequoia
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I am printing speed of plane and i dont want its speed to be connected to FPS so I need multiply it before implementing

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if I dont use speed * delta ms then someone with 20 fps will be more slower than me

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but if I use delta ms * speed then everyone has same speed every frame

thin panther
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yes exactly

undone sequoia
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but outputs from this multiply is crazy you see 64 64 59 59 64 63

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it cant be like this 😄

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when you have constant speed

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because my delta ms looks like this

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its everytime different value

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idk how to make it smooth

sweet silo
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hi there how would you create a routine system with characters moving at specific times throughout the day ? thanks !

thin panther
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that's just how it is

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though in your above example im not sure why you're multiplying the result of the delta by 100

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you definitely don't want that

undone sequoia
thin panther
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so increase the speed

undone sequoia
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okay lets say I am not multiplying it by 100 , then result is this with constant speed, also very bad numbers it solve nothing 😄

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problem is definitely not *100

lunar sleet
lunar sleet
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Isn’t it speed = speed * delta + speed? Can’t rmbr

sweet silo
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but thanks !

thin panther
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speed is like you're per second amount of units you want to travel.
you want to multiply that by deltatime, so you get the number of units for that frame

lunar sleet
thin panther
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i.e. my frame took 1/50 of a second, so give me 1/50 * speed

lunar sleet
thin panther
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or just increase the speed :P

lunar sleet
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Is it possible to do this with timelines? I’m having issues with them when fps drops rn

thin panther
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the issue here though seems to be some very unstable frame times which hunts at poor optimization

thin panther
lunar sleet
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Well on my end I’m using a Niagara 3D Flip template and let me tell you, that thing is fricken expensive lol

thin panther
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whether this would work with your timeline implementation is improbable at best

lunar sleet
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So what are my options? The timeline controls x and y values over a certain amount of time, not sure how else to do that reliably

undone sequoia
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hm idk what use there ah

pulsar vigil
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Guys another weird question what get should i have here to cast successfully to this widget ? im trying to cast an animation blueprint to a widget lol maybe its insane

lunar sleet
trim matrix
pulsar vigil
lunar sleet
trim matrix
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they could have named their widget like that 🙆‍♂️

lunar sleet
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And idk what “my cast is at the right place normally” means

lunar sleet
pulsar vigil
trim matrix
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is ABP_ShowNPC a widget?

pulsar vigil
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Guys

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I said i want to use a variable in an ABP to control opacity of an element in a widget via an envent dispatcher

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i just need to know what should i get to cast succesfully

lunar sleet
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ABPs are not meant to be accessed this way

pulsar vigil
trim matrix
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they can be tho but why do you need to do it throught the anim bp?

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that is the big question

pulsar vigil
undone sequoia
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when I fix fps of editor its fine because delta world seconds are always same but when fps are not fixed then its problem 😄

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ah

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how are people solving it?

trim matrix
lunar sleet
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Or you can just do it right 😀

gentle urchin
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Get anim instance

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From the char , returns the animbp

pulsar vigil
gentle urchin
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You can see the implementing class below the function name

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Thats the context you need

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Character is a native unreal class that many utilize

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For their player characters

pulsar vigil
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i mean i may be slow

trim matrix
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wrong node

pulsar vigil
pulsar vigil
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Oh so i need to put the skeletal mesh targeted ?

trim matrix
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you need to obtain a ref to the skeletal mesh, yes

pulsar vigil
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jesus

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that look like the wrong way indeed

trim matrix
gentle urchin
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I thought so but maybe memory fails me

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Im not doing detour like this anymore so idk 😂

trim matrix
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there should be smh

trim matrix
pulsar vigil
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maybe can help

trim matrix
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don't use that node with the context input

pulsar vigil
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im probably doing atrocity

trim matrix
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idk what that context even is suppoused to be

pulsar vigil
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im forced to get a skeletal mesh here ?

trim matrix
lunar sleet
pulsar vigil
# trim matrix .

ok, just for common knowledge u generaly dont use variable set in the abp in other bp ?

lunar sleet
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Correct

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Not the right place/way to do that

pulsar vigil
gentle urchin
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AnimBP is a slave

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To the Character

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Generally not used to provide any statefullnes to anything else i guess

faint pasture
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Yes, think of an animBP like a shader

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it SHOWS the state, doesn't decide it

pulsar vigil
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perfect thx for the valuable information

lunar sleet
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How’s the intercooler realistic physics system coming along ?

feral ice
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How do i get the angle between my characters forward vector and my camera direction?

faint pasture
faint pasture
feral ice
faint pasture
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what axis are you using?

faint pasture
feral ice
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well im not there yet. I have been using find look at rotation and then substracting the z value with players rotations z but that didnt work

faint pasture
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or you can just transform rotation to get the camera rotation relative to the char and do whatever you want with the pitch and yaw

thin cradle
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hey, I have an actor base cpp class with a scenecomponent root created in it
I also have a blueprint inheriting from that actor class, as well as several blueprints inheriting from that first blueprint
I can change the type of the root component in the first blueprint, but I can't in the other inheriting ones, is there any way to make that editable in childrens?

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some of my child blueprints rely on the root being a primitive with collisions but some of them are gonna have meshes and others just collision shapes, rn the only solution to that is for all BPs to inherit from the original cpp class but then I don't have a base bp class to set common variables and components in

remote meteor
thin cradle
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yup

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like I said, the first BP class I can modify the root on but not the other BP classes that then inherit from it

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oh also modifying the root is weird, I have to click on it and change the component class, I can't just drag an existing component onto it

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it either detaches the component or doesn't do anything instead

lunar sleet
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Children are usually allowed to change the default value not the type of variable

thin cradle
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weird that it'd work when inheriting from the cpp class but not from the bp class

lunar sleet
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Why would you do this to begin with, what’s the use case?

thin cradle
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I need a base class for my "puzzle objects" where I'll handle common mechanics ie saving data for that actor etc
I also have multiple type of puzzle objects that inherit from it, but they're all pretty radically different
some of them have a mesh, and that mesh needs to be the root because they're physically simulated and change scale dynamically, which for some reason only works if the physics enabled component is the root
some other don't change scale and aren't physics enabled, being either just static objects with collision or triggers, etc

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back when all my blueprints inherited directly from the cpp class it worked fine but meant anything common to all of them needed to be implemented in cpp or be duplicated a bunch

split rose
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hey anyone with a bit of free time to help me out on a small thing

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i got a reset level function and im storing the player transform and camera rotation into the game instance, so when reloading the level the player stays in the same place, but somehow the camera rotation just doesnt get applied properly

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any idea why?

thin panther
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it might be due to the controller rotation

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how are you setting the rotation back

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sometimes, in certian cases controller rotation is always overriding it

split rose
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im doing a set world rotation inside the player blueprint

lunar sleet
thin cradle
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wouldn't that mean any inheriting actor that doesn't need a mesh end up with just an empty static mesh component?

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can that become a problem in any way

lunar sleet
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Not really

thin cradle
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I'll do that then

lunar sleet
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It’s not tied to any assets so not rly expensive

thin cradle
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there's no overhead from a staticmesh with no mesh? is it just treated as nonexistent or smth

lunar sleet
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If there is, I’d imagine it’s negligible if it’s got no asset hard ref

thin cradle
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oh also while that solves the type changing thing I still can't change anything on the component through the details panel

lunar sleet
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How so

thin cradle
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even with "editable when inherited" is on

split rose
thin cradle
lunar sleet
thin cradle
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yup

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nevermind fixed it

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my earlier workaround of setting the type through the get node broke it

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resetting the type in that fixed it even tho it's the same type

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oh and I can change the type in child classes now too. go figure

thin panther
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or unposess, set those, then repossess

split rose
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alright i'll try these thanks

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🙏

thin cradle
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yeah I'm just gonna make the default root a mesh

lunar sleet
thin cradle
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yeah it's just weird that the same blueprint where I already specified the current type of the root still needs to cast and isn't just aware of that

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if it were all cpp I'd get it but BP tends to abstract away stuff like that

trim matrix
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can i damage an actor?

gentle urchin
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Sure

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Apply damage

zealous moth
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what do i need to do to report all my hits through several layers?

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during the trace, i see a green

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but i want to report all hits throughout

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huh i guess trace by channel doesn't do it

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but trace by object does

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interesting

thin panther
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all traces stop at the first blocking hit

elfin hazel
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One thought would be to have a cooldown time. Timestamp when the player enters. If timestamp + cooldown < current time, then the logic can execute.

thin panther
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multi traces will hit any amount of overlaps, but will also stop a the first block

tidal marlin
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Hello. How do I fix the cancellation of Input at the moment when I click on the interface? As for example i hav this input and when i click on widjet buttons in my viewpot it cancle.

zealous moth
thin panther
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LineTraceForObjects will perform a collision trace along a given line and return the first Object the trace hits that matches one of the specified Object Types.

trim matrix
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there is something i have to use like a collision box?

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this is my current bp

split rose
thin panther
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that's receiving damage, which is great

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but you need to apply it

split rose
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also this ☝️

trim matrix
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i think i know, my weapon hits only actors with a tag

thin panther
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(just show the code for your damage)

trim matrix
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i followed smart poly's zombie game tutorial

split rose
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yeah if the object doesnt have the zombie tag it wont recieve damage

zealous moth
split rose
# trim matrix im working on that

maybe do another line trace with the same input that checks for the tag "destructableObject" or something and then apply the damage

thin panther
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read again what the multi line trace does

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it returns still after the first block, but returns every overlap between

split rose
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(my unreal knowledge is still small so I might not be as helpful) @trim matrix

thin panther
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so set the trace channel on those things to be overlap

zealous moth
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I dunno what to tell ya, i'm doing it

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and it doesn't want to return it

thin panther
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for a tutorial

trim matrix
zealous moth
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@thin panther

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it's all in there

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but after first hit, it will not report the next hit

trim matrix
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dont worry

thin panther
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you haven't shown me anywhere you doing this

zealous moth
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I don't get it, why would the channel differ in results to the objects?

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I literally plugged in the same params

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and got different results

split rose
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@zealous moth make the objects overlap the trace hit not block it

zealous moth
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ah~

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ok, I get it now

thin panther
lunar sleet
zealous moth
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well excuse me for not reading it right the first 5 times

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ty

lunar sleet
# thin panther

Tbh I didn’t realize a line trace can detect overlaps, that’s nice

thin panther
zealous moth
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yeah i knew that part, but I completely forgot that most SMs block the channels all the time

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so tracing by objects makes more sense now

lunar sleet
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Custom collision channels/objects are also an option

thin panther
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absolutely

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though i'd only have one

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and apply a series of modifiers based on hit object, probably via gameplay tag

versed sun
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hmmmm...

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should the amount of BP nodes you have on the graph make a difference on FPS, but only if that window is open ?

dawn gazelle
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I've noticed that it can.

versed sun
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I have a large BP, and if that Graph window is open , i get 10-20 fps
if the windown is closed/ on a different graph, FPS is 70

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can a BP be "too big" ?

dawn gazelle
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Probably not. Like, if you were to organize that into separate event graphs, then you may not see the same problem.

versed sun
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or Convert to Function

lunar sleet
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Usually better to break it down into functions if it gets too big

versed sun
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i already have a few functions

dawn gazelle
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Collapse nodes 😄

versed sun
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ewwww

lunar sleet
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I’ve seen people get lost in their own code cause they collapsed

lunar sleet
versed sun
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i get local variable errors when i collapsed things

elder lodge
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don't collapse willy nilly

lunar sleet
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Or just use functions/macros and call ‘er a day

versed sun
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yup, didnt know if there could be an issue with too many functions

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was driving me crazy that sometime when i play its 15fps, and sometimes its 70

elder lodge
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Before I get too into the weeds on a zero-g platforming feature; for "magnetic boots" that will let me walk on any surface, what are the nodes that will help me with this? Probably some raycast out of the feet, right? Or should I also look into "welding" them if it was, say, a movable plane?
I just know if I have boots imparting force, I'll need extra logic if it's on a moving surface.

versed sun
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Did you try the Directional and Planet Gravity plugin?
no clue if its any good...

runic pagoda
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Any idea on this one? Pressing T triggers the animation no problem, but calling it from the Event -doesn't- play the animation.
The node still gets triggered (I put a breakpoint there, and the montage node gets triggered) it just doesn't play the animation, but pressing T does play it. I see no functional difference between the two though.

lunar sleet
dawn gazelle
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It's not a blueprintable class.

elder lodge
dawn gazelle
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Put BlueprintType, Blueprintable in the UCLASS specifier, but i'm not sure how useful it will be as it doesn't look like anything within the C++ class is exposed at all to blueprints.

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I suppose if you have your own functions and variables exposed in your own C++ subclass you can do some things with it in blueprint.

lunar sleet
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Is that a function you were showing with delays in it?

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You could use a bool check at the start of it

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Well, so you want the sounds to queue after each other?

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Have you tried #audio for this? There might be pre-built or obvious solutions

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What is this protection you are talking about, define precisely what you want to happen if a player quickly makes 2 overlaps back to back

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And why are you allowing this instead of doing what #audio suggested by using a distance check

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Depends, I’m having a hard time picturing your use case

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Alright

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So you want to account for those players that go back and forth in the bunker’s door?

narrow pendant
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how do I get all actors of class including child classes? I've got a BP_TreeBaseClass and multiple child BPs. I would now like to find any of those child BPs around an actor

lunar sleet
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K well delays are usually the wrong choice. If you want something you can stop, other than using a coroutine plugin, your best bet is a timer by event

lunar sleet
proven garnet
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Hey I need some guidance from a nice person. I'm trying to update the score in the bottom right corner of the screen when I walk over the coins. I have set the coins to destroy on overlap with the player character but I can't seem to connect the coin BP to the UMG BP in any way. Just getting errors. I tried googling casting but tbh I don't really know what to ask for to get a good google result.

Appreciate if anyone could check this out and see what I can do to get this to work. I'm probably just missing something easy. Thanks a bunch!

thin panther
cyan spire
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took me hours to understand why "cast to" does not work, figured out it does not actually cast into another blueprint but casts FROM another blueprint ffs damn naming scheme, im not a programmer 😁

narrow pendant
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oh there's a sphere overlap actors node, never saw that 😄

thin panther
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because both of those aren't true

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a cast is type conversion

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taking a reference and seeing if it is of a more specific type

lunar sleet
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A cast checks if a ref is of a certain class and if successful allows you to access its innards

thin panther
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:P

lunar sleet
narrow pendant
thin panther
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because it's called a cast

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why rename the fundamental thing, that is used across languages, because people interpret a meaning it never had

lunar sleet
narrow pendant
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🧙‍♂️ because wizards

lunar sleet
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Yeah, the hogwarts people will get confused and think it’s a magic wand

narrow pendant
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"cast is a type conversion" did not help me back when my understanding of programming was in the negative digits

lunar sleet
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Type conversion can make a rookie think you can turn any ref into some other bp

thin panther
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so many people do it, because they jumped into a programming language without programming knowledge, which leads to false assumptions.

it's a common mistake, but pretty exclusive to unreal

cyan spire
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Oh my god what have i done to this channel at night 😆

thin panther
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yeah a type check is a better way to put it

narrow pendant
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"Is This A and Does It Really Exist" is how I think about it (as in is it instantiated, because you might have the correct type of object but it might still return none)

lunar sleet
thin panther
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that would be a good middle ground.
i still don't like renaming it tho 😭

cyan spire
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Laura again, i thank you for your help, this is the one that actually makes sense for me

thin panther
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it just returns a more specific pointer. its still pointing to the same thing

dawn gazelle
lunar sleet
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A Google doc? Did you make this?

dawn gazelle
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Some time ago, yea <_<

thin panther
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Becomes also suffers from the issue that calling it type conversion does, where it also leads to the assumption that anything can become anything

proven garnet
lunar sleet
cyan spire
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Holy, half discord is discussing about a single name, this wasn't my intention

thin panther
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tbf the explanation is only 2 lines. the rest of it is practical examples, debunking specific examples of what it isn't, and an faq :P

stuck sentinel
narrow pendant
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it's a controversial topic just like math channels ducks

lunar sleet
thin panther
stuck sentinel
cyan spire
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As a beginner i gotta say naming scheme is what makes it extremely hard for me to get most of the things, and people say if you had a programming background it seems logical. But for me it does not

proven garnet
lunar sleet
thin panther
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unreal is a hard adjustment especially coming from nothing, indeed

cyan spire
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Can't often guess what it would do, even with the most remote explanation i could come up with, it often has nothing to do with it

narrow pendant
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most things are only half as scary as the big fancy word it's named after make them seem

lunar sleet
narrow pendant
# cyan spire exactly what i mean

I've struggled with understanding what a cast really is for a long time too I think it's a rite of passage for us non programmers 😄

cyan spire
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Biggest problem was for me to grasp that there are multiple (like hundreds) of nodes which sound the same, have technically 80% of the same function, can be only used for certain things

lunar sleet
proven garnet
thin panther
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an important thing to always keep in mind with unreal is that it's a AAA engine. a lot of the stuff, if you're just jumping straight in assumes experience.

lunar sleet
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You’re not in Roblox anymore 😀

thin panther
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the official guides for beginners and such help simplify that, but a lot of folks don't even know they're there

tardy prawn
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i implemented an interface in a parent, then in a child i see that one interface function is grey color (function), and other is yellow (why, what is this) ?

proven garnet
lunar sleet
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Just type

stuck sentinel
thin panther
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damn beaten to it again

lunar sleet
stuck sentinel
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cant i make it not play the running animation during a y velocity between 0-100

lunar sleet
stuck sentinel
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no i did not move anything

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new project im just following a tutorial

lunar sleet
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Follow it again from the beginning

stuck sentinel
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he has the same issue but he doesnt show it

lunar sleet
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Lol

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That’s tutorials for you

stuck sentinel
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thats why i came here can anyone her

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help

cyan spire
# lunar sleet You’re not in Roblox anymore 😀

Honestly, i learned stuff like 3DSmax,Photoshop,Vegas,Premiere,Illustrator,Painter (at release), and did custom models, animations and mods in general for CounterStrike:Source when i was 14 in 2009. But actually using UE with zero coding experience is the biggest struggle i ever had in my life learning anything.

proven garnet
lunar sleet
stuck sentinel
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is two years enough to stop following tutorials and courses and instead start problem solving and googling your issues

lunar sleet
stuck sentinel
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what do you mean

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is two years too much or too litte

thin panther
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You can't use bp without em. It's a programming language

lunar sleet
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I mean you should mostly stop following random tutorials that are not peer reviewed within the first 3-4 months

blissful grail
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Just build stuff

cyan spire
blissful grail
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Don't care for perfection

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Struggling is how you learn

lunar sleet
stuck sentinel
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yeah i am problem solving

lunar sleet
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His channel is one of the exceptions ^

stuck sentinel
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why is the guy still walking in the air thats not perfection

minor dew
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Does anyone encountered here a bug when reparenting a user widget revert back to the previous parent after relaunch?🤔

stuck sentinel
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no no you guys got it all wrong i havent been two years on unreal im just asking in two years time is it enough to stop following tutorials and courses

proven garnet
proven garnet
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I think I need tutorials, I'm very new

narrow pendant
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no youtube

lunar sleet
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I’m going to tell you how to do this again

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Pay attention

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If this overlap code is on your coin, delete the player char node, the == and the branch

thin panther
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You should ideally be able to start learning in other forms

lunar sleet
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Follow these instructions to the letter

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“More tutorials” is rarely ever the answer

cyan spire
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Not wanna act like its a good idea but would be awesome to have a newbie bp channel in this discord where we can discuss the most basic bottom stuff everyone should really know and one channel for actual questions

feral ice
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is there a costum switch on where i can switch on costum values. Like if i have 10, 25, 30 and i have value 10 it should be the first output. What am i looking for?

lunar sleet
lunar sleet
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I’d prly put it at the beginning of the function. Promote the handle to a var and check if it’s valid. If not, run the timer, if so, clear and invalidate it

trim matrix
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It apparently outputs 2/3 somehow

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I'll test the shit

blissful grail
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I don't believe that it removes 2/3rds. It removes more.

lunar sleet
proven garnet
blissful grail
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Just hover over the node and there will be a little button you can click at the top right of it.

lunar sleet
proven garnet
lunar sleet
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Test and find out what works best

dawn gazelle
# proven garnet

What class stores your UMG Player HUD reference you want to use? In what blueprint did you create it in?

lunar sleet
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HUD class is supposed to extend from HUD

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Np. Use branches not flip flops

blissful grail
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Ah - maybe that is messing with it then.

lunar sleet
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Click on the node, hover right above it

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You should see an ellipsis

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That’s not what dyslexia is but ok

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I believe it means you read blueprint as blpreutni or such, you can google to find out for sure 😛

trim matrix
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you both don't know what dyslexia is

lunar sleet
noble ledge
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Is it possible to set defaults to a BP struct somewhere?

trim matrix
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in the struct

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asset

lunar sleet
# proven garnet

You can try going to your hud class that’s not a hud, hit file, reparent and select HUD. That might fix your problem, unless of course you put stuff in it that’s only meant to work in widgets, in which case you’re going to need to redo some of this

noble ledge
blissful grail
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I forget the exact specifics - I'm not in BP that much these days 😅

proven garnet
# lunar sleet You can try going to your hud class that’s not a hud, hit file, reparent and sel...

Yeah I'm only using widgets in the UMG thingy and it was super easy to build and implement the HUD through that. Following this UE tutorial but wanted to try some stuff in my own project instead of just downloading their project and redoing everything they do.

https://dev.epicgames.com/community/learning/courses/l3p/unreal-engine-your-first-hour-in-umg/bLqe/updating-our-user-interface

Epic Developer Community

In this course, you’ll learn how to create basic user interfaces for the user using the Unreal Motion Graphics (UMG) UI Designer.

prisma cedar
#

Like in Elden Ring for example

trim matrix
#

This does work

lunar sleet
#

That is what I said yeah

lunar sleet
trim matrix
#

The array size is determined by the actors array gathered by get all actors of class

#

It is 2/3, just tested it

#

Its unimportant

lunar sleet
#

Did you test with any other array size?

trim matrix
#

here's what i did

trim matrix
# trim matrix

the last index changes when removing the elements (??)

#

isn't that set array suppoused to be cached?

#

It keeps returning the current last index instead of what it was at the time that node was executed

#

the first one is the index of for loop

#

the result is the same as if the last index was gotten like this

#

the same occurs for other var types:

#

arrays aren't cached

#

that makes sense actually

#

i think the person who made this had no idea that usually vars get cached besides arrays, or was trying their hardest to make this look unreadable

lime basin
#

I have made 3rd in c++ I have added new Enchanted input action here are a few questions and issues I am facing for the life of me I can't figure it out.

Why is the event graph in BP_ThirdPerson empty? I understand it's partly due to the code, but can you clarify?

I get that there are transition variables in AnimBP that control transition between animations but how does the Code know when these are activated? I don't see them in the code, or I don't see inputs in the Blueprint Evenet graph so how?

I added a custom action detected in CharacterBP Event Graph and set up a state machine and bool in AnimBP to control transitions. It should activate when I press RMB and return to idle. However, I'm unsure how to get it to work. In the Event Graph, I see no way to reference the bool that controls the transition in AnimBP. Can you provide guidance?

I am way to used to Unity animations so this is a little bit of challenge for me wrap my head around

wary acorn
#

Hi! I'm fairly new at this, I hope I'm in the right place.

I'm building a respawn system for a school project, where you destroy the actor to trigger the respawn. Theres a 2 second delay there, and during that period my camera view weirdly flips to the side. It goes back to normal once the new actor spawns.

Any advice or tips on how to fix this would be greatly appreciated.

(I've seen other similar posts suggest to use set target view with blend, but I didnt understand)

fiery swallow
dark drum
#

Does anyone know if it's possible to make a component only visible in the editor when the actor is selected?

fiery swallow
lime basin
fiery swallow
#

I forget what they're called... but you can see them in the picture you posted, it's the little circles next to the transition arrows

#

I'm on my phone so I can't really show it

lime basin
fiery swallow
lime basin
fiery swallow
#

You can probably have some logic for when it's selected through c++ but nothing like that is exposed to blueprints

lime basin
#

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UInputAction* AimAction;

fiery swallow
# lime basin

This should work, if it doesn't there is a logical error.

#

It's not being set right. You can use a print string to see if it's properly updating

lime basin
#

It does work but I dont know how to set up AnimBP to use this action

#

that isAminingBP to connect it to this Property in blueprint

dark drum
lunar sleet
wary acorn
fiery swallow
proper wyvern
#

does anyone know if there's a way to print the name and triangle count of all visible meshes?

frosty heron
ocean gate
#

Any tips on how I should approach making a flexible toggle switch system in UE? I want to make it as flexible and modular as possible, so I'd rather not hard code in any specific actor classes it should work with. For instance, I imagine having two actors, a switch and an actor of some kind (a moving platform, a light, a door etc.) and I can assign the switch to the actor I want inside of the editor itself without having to enter the blueprint. Then when I toggle the switch it'll pass on to the target actor that it should be activated. Is this possible?

elfin hazel
#

The switch is an actor with an actor variable that is instance editable. You can now select any actor in the scene for that variable.
The switch has some method to be interacted with. When that happens, it calls an Enable or Disable interface message to the actor.
The platform actor implements the interface and responds accordingly. Something like that?

#

Or, the switch can be a component. It's location and rotation is set to world. When interacted with, it gets its owner and interface calls. Now that component can be attached to any actor in the scene, or in a blueprint.

ocean gate
#

Ah!! Interfaces seems to be the way I'm thinking of. Thanks so much for your help!

#

yep that did the trick perfectly, thanks again!!

storm shale
#

Does anyone knows how to create widget and add it to viewport without creating a hard reference to that widget?
I have a multiplayer project, where there is a login widget, and that will only be created when entering the lobby.

#

Once that's done, it won't be created again in the actual game, which is a different level alltogether

#

The issue is am creating the widget from Player Controller, so that causes it to always be loaded with Player Controller regardless.

versed sun
#

once you change the level, dosnt the ref reset ?

storm shale
#

I thought about creating the widget in the Level Blueprint, but since it's an online project, Begin Play and Event Tick only fire in the dedicated server

lofty rapids
#

what would be a soft reference ?

storm shale
storm shale
lofty rapids
#

i'm asking because i don't really know the difference

#

hard/soft idk

#

are you trying to not create at all ? or not even be able to create ?

storm shale
#

creating soft reference variables still loads them as if they were hard references

storm shale
#

Go to reference viewer

#

it's treated as a hard reference

dawn gazelle
#

It's all in how you are attempting to access the references. If you need a hard reference then there's no point in using a soft reference.
Creating a widget doesn't specifically require a hard reference to the widget class. You can have a soft class reference to User Widget. You can then set the value in that reference to the actual widget class you want to use when you go to load it, you'd async load it, but it would be a hard reference to the UserWidget class, but it wouldn't be a hard ref to the soft class of the actual widget class you want to use.

So then, this prevents this bluerpint from loading the actual widget class before it is actually required, but it still would require a hard ref to the User Widget class, which is more than likely going to be loaded anyway.

lunar sleet
#

Which part is not working? Also I said use branch not flip flop, it’s not reliable. Additionally, there’s an isValid node you can use, you don’t need branches for that part

thin panther
#

i mean you can look at that yourself

#

the implementation is not hidden

lunar sleet
#

If soft refs didn’t work it’d be a pretty big deal and we would know 😁

thin panther
#

a soft ref is basically an asset path

#

they're not going to add functions to asyncronously load them if they're just loaded anyway

#

sure, the path is loaded

#

but the asset isn't

lofty rapids
#

whats not working about it, is the sound playing ?

storm shale
lunar sleet
#

Ah what fun 😀

storm shale
#

I jsut created 2 objects, Atest and Btest, created a soft ref variable to B test, and it shows that.

thin panther
#

the size map means nothing when thats how the pointer works

#

sure when the soft pointer is loaded it will take that

#

but not until

storm shale
thin panther
#

showing just the size of basically a string path wouldn't be much use in a size map

storm shale
storm shale
thin panther
storm shale
thin panther
#

their long history of use and the fact that they exist because of the hard reference problem?

#

i mean i suppose if you really wanted to you could do some memory profiling with insights

#

but it's not worth it

old orbit
#

Hi! Im new to unreal engine, I need to make my cinematic camera into my players view when i start the game so i can have the animation of other things playing while the camera is doing its own animations. I assume this is a blueprint thing. Anyone know how something like this could be easily done? Thank in advanced. 🙂

storm shale
# thin panther but it's not worth it

But both the tools provided by the engine to see references say they don't work. How come you be so confident and blindly believe they do XD. I just want to understand, if there's smth am missing... Like. I shared 2 screen shots one of sizemap and another one of reference viewer, They both show the soft reference as if it was a hard reference.

thin panther
#

it would defeat the whole purpose if it was an always loaded hard ref

#

the size map you are probably seeing is from the internal weak pointer it keeps

#

which is not valid

lunar sleet
#

It also helps having been around for longer than 2 weeks 😀

dawn gazelle
#

If you have a reference to an asset, it needs to know about that asset otherwise how would you be referencing it?
If you have a soft reference to an asset, it still needs to know about the asset BUT it doesn't need to load the actual asset. That includes the soft reference definition itself - if you're referencing it as the asset, then it must know about that asset, so of course it will be loaded.

thin panther
#

thank you, for having the editor open to demonstrate it :P

versed sun
#

Here is what I came up with, but I'm not sure what you are doing with Volume Multiplier = 0
Also not sure what float AC Ambient Sound Vol A/B do
but , this plays 1 sound for 2 sec, then stops it
if you try to play a 2nd sound ,it waits untill first sound is finished before playing 2nd

lunar sleet
#

What’s the current behaviour?

versed sun
#

here ya go
bail on Flip Flops unless its quick and dirty testing

#

np, When there is a branch choosing between two similar paths, you can Usually find a better way
makes it easier to read imho

oblique ibex
#

Okay so I am new, and I have this emissive material

And I want to infinitely shift the color of it all the time

The goal is: Switch the Material To the emissive material, then have it last 10 seconds then go back to the previous material

Its like an invincible state so is there any way I can infinitely shift the color over and over?

To replicate the code its just start a new 3rd person template, and put the code at the end of the third person blueprint event beginplay

spark steppe
#

you can do all of this within the material

foggy topaz
#

I am trying to set up a blueprint for a UI Button where when you click it, you create a session

I am following this tutorial where the image is from.
For me, "Cast to TestGameInstance" isn't appearing for me. How do I fix this?

#

It's like my Game Instance doesn't even exist

carmine palm
#

Are there built in things for interaction? or do I need to add blueprints to every object in world that is interactable and check closest actor and give them the ability to press E or whatever to use

dawn gazelle
#

Biuld the logic once, reuse it 🙂

oblique ibex
rancid crag
#

I am having an issue with my bitmask enumerator. Every time I close my project the enumerator I assigned to the bitmask gets reset to "None" even though I make sure to compile and save beforehand. Does anyone know how to solve this issue?

carmine palm
# dawn gazelle Actor Components & Class Heirarchy

Yea I know about re-using. I was just curious if theres built in functions for doing it without me doing it the long way. or if I need to do from beginning: IE object>getClosestActor->send the E ui>highlight the object somehow>etc

dawn gazelle
# carmine palm Yea I know about re-using. I was just curious if theres built in functions for d...

Well, there's nothing built in to do that specifically. If you create it as an actor component then you'd only need to build that kind of logic once, and then just attach that component to whatever actors you want, preferably at the lowest level class that can support it so that any children of that class will also have that component implemented and you don't have to keep adding it to more and more actor classes.

#

Then if you ever need to make changes to the logic, you do it in the component and it'll update for all instance of it.

carmine palm
#

Yea thats what I did on an earlier projectfor a "pickup" function for attaining points from different objects

#

and just had it check object type that was stored on a struct on the objet

#

object

#

Okay I'll make a base class

hexed wharf
#

I've been racking my brain over this for past few hours I need some help

I have my BP_Player Blueprint, and I want to be able to make a reference to it so that I can access the variables inside of it, but I do not want to use a hard reference (so no cast to BP_Player).

I want to use a blueprint interface, but I don't know how to attach my BP_Player as an object reference and then use that Object reference in other blueprints to access the BP_Player reference itself (kind of like cast to BP_Player) and get variables stored inside BP_Player (kind of like as BP_Player).

I've tried adding the ouput of my interface to be the Object reference of BP_Player, but that does not seem to work, and I'm kind of confused.

A picture would be nice, or a video (I've already looked at many YouTube videos on blueprint interfaces, so please don't send me those).

dawn gazelle
# hexed wharf I've been racking my brain over this for past few hours I need some help I have...

If you want to access variables of a spawned actor, you need a hard reference to that spawned actor.
If you want to access the class defaults of an actor class, you need a class reference (which is still a hard reference technically) and you can get defaults from that.
Interfaces only allow you to feed in references and attempt to execute the interface on the object that implements that interface and how that object implements it. It doesn't allow you to just get something from no where.

The closest I can think of what you're trying to do is maybe make a Blueprint Function Library and create a pure function in it that:

  1. Gets Player Character 0
  2. Casts to Player Character 0
  3. From the cast, reads some values that you want.
  4. Returns the values.

This would then allow you to do something like...
GetPlayerHealth
and it'll give you a node that takes no inputs, and is pure, and only returns the player's health value.

hexed wharf
#

So a hard ref is inevitable

dawn gazelle
#

Example here I've done in a blueprint function library. When I call to GetPlayerHealth in another blueprint, there is no hard reference to Character or AbilitySystemComponent in the actor it's accessed in, however, there is a hard reference in the function library, so in the end, when it loads the library during game time, it will have to load these assets - luckily they're common ones anyway so they're most likely already loaded.

#

But otherwise, yes, if you want to access variables of something, that something has to exist in order for you to pull values from it.

#

And you need to somehow get a reference to that something.

elder lodge
#

any tips on getting a camera and the parent of the camera to counter-rotate so that the view doesn't change but the body does?

#

My camera LERPs from relative rotation to 0
But retrieving that in the world rotation for the parent to rotate works-ish but for a longer move squiggles a bit; I think it may be due to the variables updating as it goes

#

I could set it to snap and call it a day for now, but just throwing it out there...

hexed wharf
jagged cipher
#

Hey all, is there any way to set just few values of a structure without affecting the rest of it? I have a structure that can be later on expanded so just doing simple hooking up all the pins might cause issues later on if the struct will expand.

dawn gazelle
dawn gazelle
#

Has to be done by ref though, so if you're accessing it from a copy it won't work.

oblique ibex
# oblique ibex Can you tell me how?

Could someone help me with this? I'm new to UE5 and UE in general

The person who replied said it's all possible in materials but i don't know how?

lunar sleet
prisma cedar
#

How do I make the player run in a circle when holding left/right?

#

Like in Elden Ring for example

modest tinsel
#

How can I limit the camera rotation speed so I cant just spin my camera a million miles an hour?

charred berry
#
prisma cedar
#

Why is a spline needed?

charred berry
#

yes, the ex isnt specific to that, but you can shape spline to be a circle

#

Its one way of doing it.

#

Look at the link, it shows the player following the spline. The shape isn't a circle, so move spline points.

#

afa the key issue, not sure, prob;. fairly easy in blueprint

#

if keypress is chosen move player along spline

rancid crag
#

I think Joe is wanting a 3D camera system like Super Mario 64 or Ocarina of Time where if you hold left or right it will slowly rotate the camera in the direction the player is moving and hence you will move in a circle due to the camera simply rotating. I could be wrong though

prisma cedar
charred berry
#

same thing essentially, key press, turn character around, for that If I recall, you load character blueprint and add rotation

#

then yes what I said above

faint pasture
prisma cedar
#

Which would also result to running in a circle when only holding left/right

bold plover
# prisma cedar I just want to add an arc to turning

do you wanna have the same kind of camera as elden ring/SM64? If you have that kind of camera set up, then your movement direction can be scaled relative to camera rotation instead of relative to character position and thatll do it I think

hushed heath
#

hello guys i have a quick question: I have mulitple pawns consisting of 2 BP's BP_Player and BP_Monster and they both have different HUDs. But if i play my game now and i run this in the BP_Player it also comes up on the BP_Monster wich i dont want

bold plover
#

if you're switching which pawn you're possessing, I think you need to remove from parent first. But either way, make sure the widget stuff only executes when you actually possess the pawn, not on begin play if they are both in the scene

hushed heath
#

worked thanks 😉

prisma cedar
pine hatch
#

Hi i wonder if anyone know why i am getting infinite loop error when i try to add local offset to a colliding component using a box colliders event s

#

ok i figured out i have to add tags to the component i want to add offset to .. and has to call a has tag to check if the component has that tag in that way it only try to add offset to those components..

potent wedge
#

How do i stop character movement if a box overlaps with me? I'm trying to make it so the character just stops moving entirely. This is the code i've done so far.

edgy ingot
#

It will zero the velocity

potent wedge
#

sorry i'm a bit new so i'm still getting the jist of it

edgy ingot
#

The character movement component

#

It has a function called stop movement immidieatly

#

See how u run stop active movement?

#

Try run stop movement immideately after that node

pulsar pulsar
#

how would I rotate the player with the camera? Like in CS, Valorant or Cod etc

#

yea I have that but it does nothing but spin the camera lol. "Use Pawn Control Rotation" yea?

#

oh shit, yea found it now, cheers ^^

potent wedge
#

i tried adding a delay but it keeps running the code

#

i want the enemy to stop moving for 5 seconds then charge towards me

edgy ingot
#

If it doesnt stop when you call to stop movement, it could be that you are running A.I move to somewhere after the call to stop movement was made

#

Use print string to debug

potent wedge
forest agate
#

Hey guys is anyone really good with UE5 that can help me out? I'm a beginner and I'm trying to get this super nice grapple hook blueprint working

#

I loaded up the basic firstperson character map that comes with UE5 and just slapped that blueprint on the first person character blueprint

#

I'm not getting any compiler errors but no white sphere is shooting out

#

how its supposed to look

#

can anyone help me out?

#

Just trying to chase a long time dream of mine and this mechanic is integral

#

it SHOULD be when I right click it shoots a white sphere

#

I created variables for grapple reach and set it to 1000

#

so it SHOULD have the range to be visible

#

Any help would be greatly appreciated

versed sun
#

I would do this then
The first time you play a sound , the AC Ambient will be empty, so it sets the Timelines position and plays from that point (Turning up the volume)
After that , it will play from start (Lower the volume, change the sound, raise the volume)

#

oh, add a anti-spam check in beginning

fallow needle
#

The reason why I had a flipflop and 2 variables for everything because i need 2 sounds at once during the crossfade so the transition between ambient sounds is seamless

versed sun
#

haha , i knew crossfade was next 🙂

remote meteor
#

dont really need a timeline

#

you can use FadeOut() and FadeIn from the UAudioComponent

#

if you want the audio to keep playing in the background, in the sound asset, set the Virtualization Mode to Play when Silent

fallow needle
versed sun
fallow needle
#

ur putting in tremendous effort btw by creating the blueprint graphs for me i am greatly appreicative of that by the way

versed sun
#

make sure Volume Multi is 1 on the Spawn Sound

#

as long as you understand it

#

the sidetrack thinking of code resets my brain for what im doing (Sometimes)

fallow needle
# versed sun

no sound at all with this method, and vol multi is at 1

versed sun
#

hmm, now im not getting sound either after reloading...

#

NM, mine works
Did you set the Fade In/Out duration to 1 ?

#

or however long you want the crossfade

fallow needle
#

Yeah i set both to 3 duration

versed sun
#

whats your code look like ?

#

try Linear on the Fade Curves

fallow needle
#

ok so it plays the new sound, it fades in, but then it fades out instantly and then nothing

versed sun
#

mine works smooth, hmmm

fallow needle
#

it seems to be playing both the fade in and fade out at the same time on the same sound

versed sun
#

what UE version are you ?

#

im 5.2, doubt that they changed it...

#

maybe add a little delay in the middle ? ?

polar wing
#

In Lyra B_WeaponSpawner. Is there a way to specify in the blueprint which weapon to define instead of the details window? Right now the current spawner does not work when rewarding things through opening a chest by spawning the weapon spawner actor into the level since I can't predefine the weapon definition beforehand.

My workaround is just placing them outside the level and teleporting them with predefined definitions when the chest is opened.

thin cradle
#

is there an equivalent of onbegin/endoverlap for actual collisions? ie events for when something starts and stops touching something else

#

OnHit seems to only cover initial hit, not things no longer touching

versed sun
#

this way wont set the AC Amb until after the fade out

#

eww, spamming it keeps making more sounds...

lunar sleet
#

Good😈

versed sun
#

are you cycling thru songs or something ?

frosty heron
#

Seems like you are creating new ref everytime you call the function.

versed sun
#

odd, this way for me seems to work perfect

polar wing
versed sun
#

np, glad you got it

turbid ether
#

Apparently, combo boxes changed during run-time are not easily localizable by default as they use strings for options rather than text. The solution I found was to just have a function to refresh them. But my Question is: Is there an event that fires in the blueprint when the language gets changed? I couldn't find any.

carmine palm
#

Quick question

#

How can you outline an object via bp

#

For doing interaction

#

Want looked at item to basically do wireframe around outside of mesh to show its object about to be interacted with

turbid ether
# carmine palm How can you outline an object via bp

Set up your material as a Dynamic material instance, you will get a reference to it where you can set your Scalar Parameters, the rest is done in the material it self. I think #materials might be a better place for information on how you create a material with an outline.

carmine palm
#

Ty

frosty heron
#

Outline isn't equivalent to wireframe tho

#

And I think normally outline is done with post process volume with custom stencil buffer

#

Covered by tutorials widely

trim matrix
#

Hey all, I have a graph that is supposed to iterate over an array of MaterialParameterCollection's, and I basically want to iterate over each index and start a unique loop at a different speed, according to the Speed param. This doesn't work, and neither does a Set Timer By Event. The Issue with Set Timer by Event is I need to run that loop once, and start a unique loop for each, once.
Thanks!

zealous moth
zealous moth
#

@carmine palm ^

carmine palm
#

o lordt

zealous moth
#

this

carmine palm
#

ty

zealous moth
#

5.1+

trim matrix
earnest swan
#

Oh it could be that the loop is creating a bunch of timers, but the event you're firing wont use the objects at different indexes, since that isn't part of the loop

trim matrix
#

The part that makes this hard is that these scalars need to be added to slowly, it controls the opacity of the object. If it didn't matter, I could just keep the old one most likely, it needs to wait a half second after its called though, and continue at the same time. Get array element 1, branch off and start a wait, and while waiting move to the next array elem and do the same. The problem is moving to the next element while waiting

trim matrix
zealous moth
#

use a timeline

elfin hazel
#

It kind of looks like you don't want the loop before the "set timer by event", but have the loop after the event is called.

trim matrix
trim matrix
#

So I want to make all N loops at begin play and keep looping forever

#

and update X when it changes

earnest swan
#

It may be very very cursed but could you have flow pins loop back around and have a delay at the end? Essentially making your own while loop 😅. Remove the for loop node

versed sun
zealous moth
versed sun
#

thx , always forget that site

marble tusk
earnest swan
#

Oh damn, that's cool

trim matrix
graceful trench
#

Logic Flow Question - I have a widget that is created when a level is loading and will disappear when "Is Loaded" becomes true. Right now it's on a tick. How can I use an "Is Loaded" that's not on a tick and will return true or false when the level is loaded?

elder lodge
#

Is this right? It works 99% of the time but occasionally wigs out, often when I'm upside down

versed sun
#

check that Shortest Path

#

that stops 99% of my wigouts

#

then you're 99.99% good

wind spire
#

do i need to run load settings every startup(in menu level or game instance) or it runs automaticly?

elder lodge
versed sun
elder lodge
#

Or is it like a gate?

#

ooooooo

#

Seems gucci t hanks

lunar sleet
#

That resolution tho 😀

#

#cpp still, you may have some missing flags or something

civic shadow
#

oops, my bad. I will ask there

zealous moth
#

anyone got a good runtime blueprint plugin or something to make BP nodes at runtime? I can make my own nodes but at least the base

lunar sleet
#

What’s the use case, jw

zealous moth
#

an point and click/drag drop to solve puzzles using nodes

thin panther
#

per the eula you can't ship editor code

#

you'll have to come up with your own node graph

feral ice
#

there has to be a better way of doing this right? I am checking if the rotation is between two values and if its 87 degrees it rounds it to the closest out of [0,45,90,135,180,225,270,315,360] and that should be 90. There has to be a better way of doing this. Can i put [0,45,90,135,180,225,270,315,360] in a list and then use a funciton that checks what value that its closest to?

#

this is the way im doing it now

fallow needle
#

yeah just get value / 45 and truncate

#

then * 45

feral ice
#

ok

#

yeah thats true jesus thankjs

#

hahah

thin panther
#

you want to round not trunc tho

feral ice
#

its not a memory i want to keep

thin panther
#

no

#

trunc means sever the decimal place

#

aka it's always a floor iirc

mental trellis
#

It's right there in the name.

#

Truncate: (of a leaf, feather, or other part) ending abruptly as if cut off across the base or tip.

#

In the function too.

mental trellis
lunar sleet
zealous moth
thin panther
zealous moth
#

for instance, Input color -> add red

zealous moth
#

?

thin panther
#

you will need to make your own

zealous moth
#

yeah I get that

lunar sleet
#

There’s blutility stuff too

thin panther
#

even just the graph that you can add bp nodes into is editor code

zealous moth
#

blutility?

mental trellis
#

If it's in an editor or developer folder, it's offlimits.

zealous moth
#

i would use widgets

thin panther
#

you can absolutely make your own visual graph based language, like blender nodes or whatever.
but this is not bp. you are not making bp nodes

zealous moth
#

I meant, is there a solution out there already made that mimics BP logic with meatballs and spagghetti

thin panther
#

it says you can use this in game, but by the same token it looks to be using editor slate code in some of it's examples

#

if that is stripped then it's all good

unkempt fjord
#

I have a collision box that I to trigger spawning a piece of geometry. I want only the AI to trigger the collision box and not the player. My AI is BP_AI_Npc, how do I set this up for the input object in the is valid node?

Another version I have is for only the player and not the npc and it works when i connect 'get player character' into the 'is valid' input object. Just not sure how to get the BP_AI_NPC in there. Any idea?

lofty rapids
#

usually you can get other actor and cast it

unkempt fjord
#

what do i put into object for the cast to node? I'm expecting I want something like capsule component or mesh from the bp_ai_npc but its not coming up as an option that i can find

lofty rapids
#

other actor most likely

#

are you trying to see if that thing overlaps ?

#

i also don't think you need is valid

#

just if the cast succeeded or failed

unkempt fjord
#

Other actor worked! thanks a lot engage

thin panther
#

you should watch the blueprint communication video in the pins on what a cast is

#

its a type check. "is this actor of this more specific type"

#

i.e. "is this animal a bunny, if so let it do cute bunny things"

wicked cairn
#

Anyone know a good article or tutorial on how to keep track of where the player is during their progression through a story/rpg (text dialogue and completion of a quest with the quest's id)?
I was thinking of using a bunch of booleans with data assets, but unsure if this effective or if theres a better way to put the system together

molten tinsel
#

can someone explain me why this simple line trace doesn't work? Is it because the cube is inside the same blueprint as linetrace? But it doesn't make sense

lunar sleet
dawn gazelle
molten tinsel
lunar sleet
#

It is

#

But upon reviewing your question and video you might have had it right the first time

#

Why are you tracing from a wall instead of from the char?

#

Is the light your “ai” ?

molten tinsel
lunar sleet
wicked cairn
molten tinsel
#

I thought it ignores start/end point only

lunar sleet
#

Nah, self means the whole actor

molten tinsel
lunar sleet
molten tinsel
lunar sleet
# molten tinsel yep

Take me through your line trace code. You have this in the light bp but it’s set to start from the char’s root component and end at the cube (idk what that is on your map)

molten tinsel
lunar sleet
#

You should ideally be tracing from actor to actor (not component to component)and not have the wall be part of the same bp as that crystal thing, and your trace code (nodes are also code) should be on the character itself.

molten tinsel
lunar sleet
molten tinsel
#

ill try checking it

harsh tiger
#

Hey, is it possible to have a DetailView widget in a EditorUtilityWidget display multiple assets details at once and edit them?

faint pasture
random pulsar
#

hi guys,i just made a child of my character ,that will be the rabbit ai and the problem is in flipbooks,how can i access them and change in the child

#

this are things i want to change in the child

#

and this is the child

modest tinsel
#

Is there a way a can cap the max camera movement speed kinda like how you can adjust the mouse speed?

dawn gazelle
trim matrix
# zealous moth use a timeline

Finally back home, and it doesn't seem like this would help, could you explain why you think I should use one? I want to get from 0 to 1 over time, and then go to 0, and back to 1. Which is what my previous code worked, does a timeline just replace that?

dawn gazelle
trim matrix
#

guys i created a simple grenade but it doesnt seem to do any damage

dawn gazelle
glass vale
#

I am a newbie to blueprint programming in UE5

I am trying to test something extremely simple so I can implement this in my game:

I tried to follow this video tutorial:

https://www.youtube.com/watch?v=jvte8lNyNJ0&ab_channel=MBC

I ve an event writebob inside Bob BP.
As I understood the video you have 1 blueprint in which you have an event, and 1 reference to it
In my case Bob is the blueprint the custom event is writebob
So in the 3rd person character bp I ve a variable wherebob which is set as type
Bob.
So In my third person character bp. I access the wherebob and call on the function writebob that should write bob.

I thought I was calling writebob in this process but I must be missing something
blueprint runtime error: accessed none trying to read property where bob, node: write bob: graph, function execute ubergraph bp third person character blueprint: BP_thirdpersoncharacter

Any and all help, tips, guidances, suggestions would be greatly appreciated! thank you!

MBC

How to set up two blueprints that will interact with each other in Unreal 4

▶ Play video
dawn gazelle
dawn gazelle
trim matrix
#

Hi all, im currently trying to setup a respawn system, so when a player hits a specific checkpoint, if it hits a collision box it will be respawned back at its current checkpoint that it last hit, but its not working for me.. im really unsure on how to fix this as i had just previously watched a tutorial but had to make changes as my game has different functionality 🙂

#

the respawning system does work, it just doesnt respawn at the checkpoint it last previously hit

frozen spruce
#

Hey guys, is it possible to detecte a front raise /
rising edge ? because when my condition is true, "Etapes" is incrementing by 3... I don't know if im clear enough (im french lol)

carmine palm
#

0 0 10

#

i mean

#

You're not setting the checkpoint_location as far as I can see

#

So its always 0,0,10

#

you'd need to set it in the trigger

trim matrix
carmine palm
#

the new checkpoint location*

#

so your object world location

trim matrix
trim matrix
#

by any chance

#

im a visual learner lol

trim matrix
trim matrix
#

or something

carmine palm
#

no

#

uh

#

lastCheckpoint is the object ref right?

trim matrix
# carmine palm lastCheckpoint is the object ref right?

Hello guys, in this quick and simple tutorial we are going to learn how to make a checkpoint in Unreal Engine 5.
↪️Project Files: https://bit.ly/GorkaGames_Patreon
Join my Discord Server: https://bit.ly/GorkaGamesYouTubeDiscordServer

Amazing FPS Shooter Course: https://bit.ly/FPSShooter_VirtusCourse_GorkaGames
Patreon: https://bit.ly/GorkaGames...

▶ Play video
#

but i believe its just a variable

carmine palm
#

See if you can do

#

in the bp third person

trim matrix
carmine palm
#

oh wait

#

you dont even have your checkpoint in there

trim matrix
trim matrix
lunar sleet
carmine palm
#

Does last_checkpoint return anything

#

like does it return the object

#

in your 3rd person blueprint

trim matrix
#

lemme see

lunar sleet
carmine palm
#

need to do last_checkpoint->getWorldPosition or whatever.

#

and set player location to that

trim matrix
#

it gives a print string (Working) when i hit the checkpoint

carmine palm
#

well yea thats just end of overla

#

overlap*

trim matrix
carmine palm
#

Right now you aren't feeding it a position from last checkpoint

#

so its always 0,0,10

lunar sleet
#

Work calls brb

trim matrix
carmine palm
#

in ur 3rd person try doing last_checkpoint->getWorldPosition or whatever

#

not sure if last_checkpoint is a valid ref tho

#

and then set position to that

trim matrix
#

oh in the bpthirdperson game mode one?

frozen spruce
#

can someone help me ^^

carmine palm
#

yea in the game mode one

#

yea

trim matrix
#

and then do i connect it to thisd one or this one? or both?

carmine palm
#

bottom one

trim matrix
#

WAIT

#

IT WORKS

#

THANK YOU

#

!!

carmine palm
#

np

#

😛

trim matrix
#

hope your well neo! im in my final stretch for my game assignment and then i finish my degree next week! \

#

i will continue to implement this game in ym freetime as well

#

guys what is a good tutorial for a simple grenade?

#

i cant find any that i like

modest tinsel
#

Is there a way a can cap the max camera movement speed kinda like how you can adjust the mouse speed?

trim matrix
#

So I have a timeline, and I want to be able to determine how fast or slow to move along the graph, how can I do so?

carmine palm
trim matrix
lunar sleet
carmine palm
#

Fancy

trim matrix
#

anyone got tips on a good save system?

trim matrix
lunar sleet
trim matrix
#

thanks neo i will give this a look!

trim matrix
# lunar sleet What is your actual goal with this?

This curve will control the opacity of VDB clouds, using a MaterialParameterCollection. I want to be able to make them fade in and out at different rates to simulate clouds forming. So, I want to control the speed using a variable in BP

dawn gazelle
# trim matrix yes

Ok, only one other thing I can think of is that your actor that's supposed to be hit by the grenade doesn't respond to the visibility trace channel or something is blocking the trace before reaching the actor.

#

Otherwise what you have there should be functional.

lunar sleet
#

Maybe apply the randomness by changing params on the mat instance

trim matrix
#

Yeah I used to use this, I just thought that it would be better to use the BP to control it

carmine palm
#

Watched video on how to apply a glowing outline on objects lol

#

just need to figure out adding post process effect via bp on approach

lunar sleet
trim matrix
trim matrix
#

Yeah so that wouldn't work

lunar sleet
#

Do you only have 1 cloud instance ?

dawn gazelle
trim matrix
#

Dynamic Material Instances don't work on Heterogenous Volumes, so I would need to make like 10 materials, with 10 Material Parameter Collections, and make an array of them.... exactly what I was doing before with my for each loop 😂

lunar sleet
#

Ah damn I didn’t realize

trim matrix
#

Yeah it pisses me off that they don't work, but you can use MPC's for some reason, Heterogenous Volumes and SVT's are brand new though, might change in the future

lunar sleet
#

I guess Datura’s solution is the best one then, once again 😁

trim matrix
#

What would be great is if I could do it in the material, but idk how to make it random enough on a large timeframe, so im using the bp

lunar sleet
#

Speaking of, how would I make the timeline be frame independent, can I use this set playback rate you mentioned with like * world delta ? @dawn gazelle

dawn gazelle
lunar sleet
dawn gazelle
#

I'd think so.

lunar sleet
#

It doesn’t seem like it, I am using a timeline to make some lasers move on a wall. And if the frame rate is lower, it seems to affect the end result

dawn gazelle
#

o_o

lunar sleet
#

Yeah, I’ve noticed this issue before with timelines, and I saw someone saying they’re frame independent before too but I seem to be getting the opposite result 🥲

dawn gazelle
#

Maybe it's because of the tick group?

lunar sleet
#

Oh

carmine palm
#

Neo any idea on this:

lunar sleet
#

That’s in the timeline settings? I can test

dawn gazelle
#

Yea it's at the top above the curves

carmine palm
#

so I have my post-process effect that I can set on object. and now I can set custom render depth to true once player is looking at it, which would make it use the post process effect. I'm trying to figure out how to add the effect to the object via BP

#

actually I might have found it just now

lunar sleet
trim matrix
dawn gazelle
trim matrix
#

Yeah I get that, I worded that badly, I just mean like, what do I hook that up to in the timeline node?

dawn gazelle
trim matrix
#

OHHHHHH

#

I see

#

I didn't know about the Set Play Rate node

dawn gazelle
#

Oops, have 10 in the divisor but comment says 3 seconds...

#

lol

trim matrix
#

haha

dawn gazelle
#

Like some console thing for testing?

lunar sleet
#

Same end result

#

I’m using it to add x and y values over certain time intervals to the end of 2 line traces, essentially making it trace a square on the wall. But the more the fps drops, the more inaccurate the result is.

#

Like if my editor goes out of focus and it drops to 5fps because, idk windows optimizations, the traces don’t even end up moving much

dawn gazelle
#

That's probably why... If you're adding a value from the timeline, then the timeline won't always have the same amount added up.

lunar sleet
#

It won’t ?

#

I thought adding fixed values over a fixed time interval, that’s supposedly frame independent would mean I’d always get the same result. I guess I’m thinking of this wrong then?

trim matrix
# dawn gazelle

Yo the only Set Play Rate node I have takes in a sequence as an input, what're you using?

dawn gazelle
#

Timeline works based on a input time interval and it outputs a value.
At 30 FPS, it'll try to read the next value stored at 0.032 seconds and output that.
At 60FPS, it'll try to read the next value stored at 0.016 seconds and output that.
At 120FPS it'll try to read the next value stored at 0.008 seconds and output that.

So if you have varying frame rates, it can't output consistent times from it, and if you're adding up those values to come to a summed value, it can't add up as it doesn't have all the same values.

Maybe a better way of looking at it:
At 120 FPS, you'll get double the amount of values output from the timeline that you would from 60FPS.
At 30 FPS, you'll get half the amount of values output from the timeline that you would from 60 FPS.

trim matrix
#

Blend space, or sequence

dawn gazelle
trim matrix
#

Gotcha that makes sense

lusty hedge
#

how would i go about setting up a 2d simulation

#

i just want to move some circles around with code.

#

i dont want to deal with any lighting tools

#

but i cant find a way around that

#

theres so many annoying features in my way i just want to code some objects

lunar sleet
hollow pond
dawn gazelle
lunar sleet
lusty hedge
#

unreal is the only thing i kind of understand and im having trouble making a simulation

#

im trying to make a clean 2d workspace

hollow pond
#

you can use a postprocess volume to display the scene as Unlit if you're still working in 3D

lusty hedge
#

that helps thanks!

#

i can just use an orthographic camera too right

hollow pond
#

that won't change lighting

lusty hedge
#

but then its still making geometry for spheres

hollow pond
#

well... it might break the lighting lmao

lusty hedge
#

if its unlit how would it break