#blueprint
1 messages · Page 39 of 1
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.
looks like this is exactly what I need, however is there a way to use this in blueprint?
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%.
This still requires me to set an arbitrary time for the timeline, so its basically just spitballing it.
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?
Any idea why I can't get "Set Material Instance Vector Parameter"?
you can set the timeline length to 1 and then before the timeline plays you can set the Play Rate
this setup would take 3 secs to finish the timeline , even tho its length is 1
not sure if this helps
yeah there's built in functionality, or easy to access plugins for http post and get calls
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
Hey thank you for the idea, this gives me some food for though! 😉
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?
because I display speed and see 58 60 56 60 62 50
its jumping like crazy
sometimes is delta worlds 0.02 0.03 0.025
show what you're trying to do
you absolutely want to multiply something like speed by delta seconds
I am printing speed of plane and i dont want its speed to be connected to FPS so I need multiply it before implementing
if I dont use speed * delta ms then someone with 20 fps will be more slower than me
but if I use delta ms * speed then everyone has same speed every frame
yes exactly
but outputs from this multiply is crazy you see 64 64 59 59 64 63
it cant be like this 😄
when you have constant speed
because my delta ms looks like this
its everytime different value
idk how to make it smooth
hi there how would you create a routine system with characters moving at specific times throughout the day ? thanks !
a frame will take differing amounts of time to execute
that's just how it is
though in your above example im not sure why you're multiplying the result of the delta by 100
you definitely don't want that
because its slow without it
so increase the speed
okay lets say I am not multiplying it by 100 , then result is this with constant speed, also very bad numbers it solve nothing 😄
problem is definitely not *100
Probably an event dispatcher that is called at specific times of the day. You’ll need to implement some form of time system
can i ask what your fps is?
Isn’t it speed = speed * delta + speed? Can’t rmbr
ok cool yeah i see i already have a time system but i don't know how compatible
but thanks !
nah.
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
I mean you could use an event by timer to check what the current time of day is at certain intervals, and call the dispatcher if it’s above a specific time
i.e. my frame took 1/50 of a second, so give me 1/50 * speed
great idea i'l do that
Ah so just multiply it to make it not be tiny then?
or just increase the speed :P
Is it possible to do this with timelines? I’m having issues with them when fps drops rn
the issue here though seems to be some very unstable frame times which hunts at poor optimization
i mean you can access the frame delta anywhere with get world delta seconds
Well on my end I’m using a Niagara 3D Flip template and let me tell you, that thing is fricken expensive lol
whether this would work with your timeline implementation is improbable at best
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
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
You need to watch the blueprint comms video pinned here. Also that looks like an anim bp you’re trying to cast to, not a widget, and generally, you want to cast from the ABP to other stuff not the other way around.
To cast to a widget you need to either store its reference once it is constructed or use the (expensive) node https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Widget/GetAllWidgetsOfClass/
Get All Widgets Of Class
i want to use a play rate variable in the ABP to control opacity of an element in the widget, my cast is at the right place normaly, its to use an event dispatcher created in the anim bp
He’s not casting to a widget tho
they could have named their widget like that 🙆♂️
And idk what “my cast is at the right place normally” means
If they named a widget ABP, I’m going to go to another channel lol
lmao
my cast is here to set the variable and use it to target the event ? does that make sense ? thats a real question im lost lol
cause that how i operated until now and everything work
is ABP_ShowNPC a widget?
no its not lol
Guys
I said i want to use a variable in an ABP to control opacity of an element in a widget via an envent dispatcher
i just need to know what should i get to cast succesfully
ABPs are not meant to be accessed this way
i sure trust u cause i have some weird idea since i m a nooby but is it possible ?
they can be tho but why do you need to do it throught the anim bp?
that is the big question
are u kidding me i said it 2 times already
when I fix fps of editor its fine because delta world seconds are always same but when fps are not fixed then its problem 😄
ah
how are people solving it?
they aren't meant to be used in this way
Sure, it’s possible. I can’t rmbr how, but there’s some weird detour you gotta take
Or you can just do it right 😀
ok, do u know the way ?
thats look like its a way but it stipulate a context i have to say i dont know how to "from the char"
im sorry it look basic but i dont understand the exact way
You can see the implementing class below the function name
Thats the context you need
Character is a native unreal class that many utilize
For their player characters
wrong node
whats then node name bro 😄
Get Anim Instance
Oh so i need to put the skeletal mesh targeted ?
you need to obtain a ref to the skeletal mesh, yes
isn't there a way to get directly the anim instance straight from the character actor?
I thought so but maybe memory fails me
Im not doing detour like this anymore so idk 😂
there should be smh
you can do get component by class
don't use that node with the context input
im probably doing atrocity
idk what that context even is suppoused to be
👆
im forced to get a skeletal mesh here ?
.
You asked for this
ok, just for common knowledge u generaly dont use variable set in the abp in other bp ?
thx i will find an other way
AnimBP is a slave
To the Character
Generally not used to provide any statefullnes to anything else i guess
perfect thx for the valuable information
Good way to look at it
How’s the intercooler realistic physics system coming along ?
How do i get the angle between my characters forward vector and my camera direction?
It's coming. Did you know that the math behind thermodynamics is pretty complicated? lol.
I think there's an angle between vectors node but you can also do a dot product then an atan
Haha, yes I had an inkling
yeah that gets me so far but i need an angle with - or + "How do i get the angle between my characters forward vector and my camera direction and if the players camera is looking at the left of the player it should be a negative angle? " Sorry didnt fully explain my problem
i think you mean acos :P
negative implies there's an axis to rotate around
what axis are you using?
I'd check sign of dot product between camera.forward and character.right for that
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
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
ah yeah true
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?
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
is EditAnywhere used on the UPROPERTY specifier?
yup
like I said, the first BP class I can modify the root on but not the other BP classes that then inherit from it
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
it either detaches the component or doesn't do anything instead
Children are usually allowed to change the default value not the type of variable
weird that it'd work when inheriting from the cpp class but not from the bp class
weirdly enough too placing a get root in the bp lets me change the type which doesn't sound intended https://i.imgur.com/nDKbHYR.png
Why would you do this to begin with, what’s the use case?
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
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
hey anyone with a bit of free time to help me out on a small thing
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
any idea why?
it might be due to the controller rotation
how are you setting the rotation back
sometimes, in certian cases controller rotation is always overriding it
im doing a set world rotation inside the player blueprint
Can you make your base class include the static mesh with nothing in it as default and just change the static mesh?
wouldn't that mean any inheriting actor that doesn't need a mesh end up with just an empty static mesh component?
can that become a problem in any way
Not really
I'll do that then
It’s not tied to any assets so not rly expensive
there's no overhead from a staticmesh with no mesh? is it just treated as nonexistent or smth
If there is, I’d imagine it’s negligible if it’s got no asset hard ref
oh also while that solves the type changing thing I still can't change anything on the component through the details panel
How so
even with "editable when inherited" is on
Did you recompile both?
yup
nevermind fixed it
my earlier workaround of setting the type through the get node broke it
resetting the type in that fixed it even tho it's the same type
oh and I can change the type in child classes now too. go figure
yeah, you'll want to be using control rotation, not set world rotation
or unposess, set those, then repossess
although I need to cast to their respective type whenever doing anything not covered by scenecomponent for some reason
yeah I'm just gonna make the default root a mesh
Prly needs it to access the specific functionality of said component
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
if it were all cpp I'd get it but BP tends to abstract away stuff like that
can i damage an actor?
what do i need to do to report all my hits through several layers?
during the trace, i see a green
but i want to report all hits throughout
huh i guess trace by channel doesn't do it
but trace by object does
interesting
all traces stop at the first blocking hit
One thought would be to have a cooldown time. Timestamp when the player enters. If timestamp + cooldown < current time, then the logic can execute.
multi traces will hit any amount of overlaps, but will also stop a the first block
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.
not true for objects if you do complex
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.
im trying to create an exploding veichle that i can shoot but it doesnt seem to take any damage
there is something i have to use like a collision box?
this is my current bp
you'd probably run that event whenever the bullet hits the car
where are you applying damage though
that's receiving damage, which is great
but you need to apply it
also this ☝️
i think i know, my weapon hits only actors with a tag
(just show the code for your damage)
i followed smart poly's zombie game tutorial
yeah if the object doesnt have the zombie tag it wont recieve damage
im working on that
multi line trace
I did do that, but it only works if you muti line trace (complex) by objects, not channel
maybe do another line trace with the same input that checks for the tag "destructableObject" or something and then apply the damage
no?
read again what the multi line trace does
it returns still after the first block, but returns every overlap between
(my unreal knowledge is still small so I might not be as helpful) @trim matrix
so set the trace channel on those things to be overlap
yeah that's not great
for a tutorial
i needed something to start and i wanted a game about zombies so, its at least something
@thin panther
it's all in there
but after first hit, it will not report the next hit
i've been using ue5 for 5 days so anything i can learn is useful
dont worry
you still aren't reading what I'm saying 😭
a multi trace stops after the first blocking hit.
it reports all overlaps between.
so the objects in the world must overlap that trace channel.
you haven't shown me anywhere you doing this
I don't get it, why would the channel differ in results to the objects?
I literally plugged in the same params
and got different results
@zealous moth make the objects overlap the trace hit not block it
Interface means something else here, just fyi. What key are you using for that input action?
Tbh I didn’t realize a line trace can detect overlaps, that’s nice
no problem, if you result in issues like camera clipping from overlapping visibility, you may consider a custom trace channel for that
yeah i knew that part, but I completely forgot that most SMs block the channels all the time
so tracing by objects makes more sense now
Custom collision channels/objects are also an option
absolutely
though i'd only have one
and apply a series of modifiers based on hit object, probably via gameplay tag
hmmmm...
should the amount of BP nodes you have on the graph make a difference on FPS, but only if that window is open ?
I've noticed that it can.
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
can a BP be "too big" ?
Probably not. Like, if you were to organize that into separate event graphs, then you may not see the same problem.
or Convert to Function
Usually better to break it down into functions if it gets too big
i already have a few functions
Collapse nodes 😄
ewwww
I’ve seen people get lost in their own code cause they collapsed
Other than sluggish response which can be annoying to code in, editor fps doesn’t really matter
i get local variable errors when i collapsed things
collapse them differently
make sure the right varaibles are either scoped right or input/output correctly
don't collapse willy nilly
Or just use functions/macros and call ‘er a day
yup, didnt know if there could be an issue with too many functions
was driving me crazy that sometime when i play its 15fps, and sometimes its 70
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.
Did you try the Directional and Planet Gravity plugin?
no clue if its any good...
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.
Idk if you can extend that in bp but try #multiplayer
Same goes for you
It's not a blueprintable class.
i've already got gravity implemented to my satisfaction so far, it's the flying/walking transition which I may have to rewrite
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.
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.
Is that a function you were showing with delays in it?
You could use a bool check at the start of it
Well, so you want the sounds to queue after each other?
Have you tried #audio for this? There might be pre-built or obvious solutions
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
And why are you allowing this instead of doing what #audio suggested by using a distance check
Depends, I’m having a hard time picturing your use case
Alright
So you want to account for those players that go back and forth in the bunker’s door?
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
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
Just sphere overlap or whatever you’re using, cast to the parent class
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!
I see, thanks
What are the Set Timer by Function and Event Name Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
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 😁
Neither of those is accurate
oh there's a sphere overlap actors node, never saw that 😄
i think you're confused.
because both of those aren't true
a cast is type conversion
taking a reference and seeing if it is of a more specific type
A cast checks if a ref is of a certain class and if successful allows you to access its innards
:P
Yeah, add a for each loop on it
yup yup I got it 🙂
because it's called a cast
why rename the fundamental thing, that is used across languages, because people interpret a meaning it never had
This is why I don’t like using this definition
🧙♂️ because wizards
Yeah, the hogwarts people will get confused and think it’s a magic wand
"cast is a type conversion" did not help me back when my understanding of programming was in the negative digits
Type conversion can make a rookie think you can turn any ref into some other bp
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
Oh my god what have i done to this channel at night 😆
yeah a type check is a better way to put it
"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)
For one , use a cast instead of == actor, and second, I don’t see a call to change the number anywhere in your overlap
that would be a good middle ground.
i still don't like renaming it tho 😭
Laura again, i thank you for your help, this is the one that actually makes sense for me
it just returns a more specific pointer. its still pointing to the same thing
What is Casting? Casting is a means of making a less specific object reference more specific so that you can access the functions and variables that are accessible to that specific class. Casting will only succeed if the input object is of, or inherits from, the defined casted class. In the be...
A Google doc? Did you make this?
Some time ago, yea <_<
Becomes also suffers from the issue that calling it type conversion does, where it also leads to the assumption that anything can become anything
I've tried to do it like this but I just don't understand how to get the coin BP to talk to the HUD
Only issue I have is on mobile it seems like the picture resolution is garbage 😀
Holy, half discord is discussing about a single name, this wasn't my intention
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
how can i fix this? ive only been using locomotion until now
it's a controversial topic just like math channels ducks
Where is your widget created, in the hud bp?
it's a pretty useful discussion though
its only when i run
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
Yes, I have updates for health and ammo also but right now want to figure out score.
Looks like a collision thing, did you move your capsule down or something ?
unreal is a hard adjustment especially coming from nothing, indeed
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
most things are only half as scary as the big fancy word it's named after make them seem
exactly what i mean
On overlap, get player controller, get hud, cast to your hud bp, call the function - provided this is not a multiplayer game
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 😄
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
Blueprint comms video is the only thing that cleared up for me, mind you I hadn’t read Datura’s blog back then
Not multiplayer, just learning! Thanks! I'll try that, hopefully doing it the right way.
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.
You’re not in Roblox anymore 😀
the official guides for beginners and such help simplify that, but a lot of folks don't even know they're there
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) ?
Haha I'm too stupid for this. I don't know how to do anyof that. But thanks. I think I'll just watch some other tutorials on other stuff..
What do you mean, I gave you the exact nodes
Just type
they gave you all the nodes
there is no collision its just samples i downloaded
damn beaten to it again
They ? 😀
cant i make it not play the running animation during a y velocity between 0-100
Did you move the capsule?
Follow it again from the beginning
he has the same issue but he doesnt show it
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.
I mean I don't know how to do that. I assume you mean here. But I mean going from this to what you said is like a couple of hours of digging through documentation. I've got like 20 hours into UE.
Go back and read my message thoroughly
is two years enough to stop following tutorials and courses and instead start problem solving and googling your issues
2 years?! You’re 1.7 years overdue
You really want to tackle some of that coding experience. Learn some fundamentals
You can't use bp without em. It's a programming language
I mean you should mostly stop following random tutorials that are not peer reviewed within the first 3-4 months
Too much. You're in tutorial hell. IE - your progress/growth is massively stunted.
Just build stuff
Im 700+ videos of Wadstein in, i guess im gonna do that when im through with him
Random tutorials and MatWadstein tutorials are not the same
yeah i am problem solving
His channel is one of the exceptions ^
why is the guy still walking in the air thats not perfection
Does anyone encountered here a bug when reparenting a user widget revert back to the previous parent after relaunch?🤔
#umg for widgets
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
I'm drawing a blank. I've read your message carefully now but yeah. Maybe I should do some other tutorials. I don't know.
Stop with the tutorials lol
I think I need tutorials, I'm very new
What you need is reading comprehension and more than 30s of patience
I’m going to tell you how to do this again
Pay attention
If this overlap code is on your coin, delete the player char node, the == and the branch
You don't really want to be following tutorials still after like 6 months maybe
You should ideally be able to start learning in other forms
From other actor cast to your char bp, then on success (not failed pin the other one) get player controller, get HUD, cast to the HUD bp, then from its return value call the function that increases your coins
Follow these instructions to the letter
“More tutorials” is rarely ever the answer
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
Or here, it doesn’t really matter
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?
You mean custom switch? Maybe like a select?
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
Something like this?
I don't believe that it removes 2/3rds. It removes more.
What does the warning say
Just hover over the node and there will be a little button you can click at the top right of it.
What class is your UMG HUD made from then? 😁
Widget Blueprint
Test and find out what works best
What class stores your UMG Player HUD reference you want to use? In what blueprint did you create it in?
Ah - maybe that is messing with it then.
Click on the node, hover right above it
You should see an ellipsis
That’s not what dyslexia is but ok
I believe it means you read blueprint as blpreutni or such, you can google to find out for sure 😛
you both don't know what dyslexia is
Hence the disclaimer
Is it possible to set defaults to a BP struct somewhere?
defaults tab
in the struct
asset
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
Ah ok thank you!
I forget the exact specifics - I'm not in BP that much these days 😅
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.
Like in Elden Ring for example
What the fuck?!
This does work
That is what I said yeah
With what array size
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
Did you test with any other array size?
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
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
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)
Are you properly sending or setting that information to the animbp? Beginners usually do this by retrieving the variables from the character and then setting it in the animbp every frame. There's lots of tutorials on this
Does anyone know if it's possible to make a component only visible in the editor when the actor is selected?
Youre destroying the character you were using? If so then you could use a view target blend, or you could setup a spectator pawn
How do I use the Set View Target with Blend node to change cameras during gameplay using Unreal Engine 4 Blueprints.
Source Files: https://github.com/MWadstein/wtf-hdi-files
I am sure I do I just dont know how to use that bool that controls transition of animation in AnimBP for my RMB input action how do i link them together
Oh you already have the variables setup properly in the animbp? If that's the case you just need to plug it into those little transition circles. You can open them by double clicking it lol
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
yes everything is set up and enchanted input action is set up, I have added animations just dont know how to link this bool to Input
Not when it's selected. You'll need to use variables for this.. usually something called like "debug show components". And it's logic lives in the construction function
You can probably have some logic for when it's selected through c++ but nothing like that is exposed to blueprints
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UInputAction* AimAction;
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
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
I will try this
I thought that would be the case. I'll just have an editor function to set their visibility in the editor.
If you’re destroying the actor when respawning it and the camera’s attached or it, it might be going to 0,0,0
Thank you! Ill check this out
Yeah just to clarify, after watching the video. You want to change the camera just before the actor is destroyed
does anyone know if there's a way to print the name and triangle count of all visible meshes?
In your anim graph, on event anim update. Set the isaimingbp of your animbp to isaimingbp of the owner of the anim instance
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?
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.
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!!
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.
once you change the level, dosnt the ref reset ?
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
what would be a soft reference ?
yes but the reference to the blueprint still exists, like the Class and blueprint. The widget no longer exists but all their code or whatevs is still loaded, in case u were to create them etc.
I tried that but they still are treated as hard references, so now idk what to do.
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 ?
I saw this post about them https://medium.com/advanced-blueprint-scripting-in-unreal-engine/object-references-in-blueprints-4c0df7f4dc1d But it seems to be partially misinformation (or most likely outdated) cuz it doesn't work in practice
Object references are one of the building bricks of every project. However, when you try to manage them in blueprints, there are many…
creating soft reference variables still loads them as if they were hard references
You can test it in a new project. Create 2 objects, Only create a variable to the second object in one of them, as a soft reference.
Go to reference viewer
it's treated as a hard reference
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.
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
not in memory though
i mean you can look at that yourself
the implementation is not hidden
If soft refs didn’t work it’d be a pretty big deal and we would know 😁
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
whats not working about it, is the sound playing ?
When I open Size Map and set it to show memory it still shows that. I know that's how it's supposed to work in theory, but, imma share ss
Ah what fun 😀
I jsut created 2 objects, Atest and Btest, created a soft ref variable to B test, and it shows that.
that's not in theory though.
that is how it works.
you can literally look how TSoftObjectPtr works in c++
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
then the size map is broken? I legit want to know, cuz ti's confusing when different sources say different stuff
showing just the size of basically a string path wouldn't be much use in a size map
perhaps it could be something that works in c++ but not in blueprints?
no, they work in blueprints
Is there any way that can be verified?, cuz ReferenceViewer and SizeMap both claim it's not working properly, as per the screenshots I shared.
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
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. 🙂
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.
How come you be so confident and blindly believe they do
Because there is literally 0 reason for them not to. From the source code. A soft pointer is not valid until loaded, thus it is not a valid pointer. The hard pointer gets made when you load it
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
It also helps having been around for longer than 2 weeks 😀
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.
Telepathy 🙃
thank you, for having the editor open to demonstrate it :P
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
What’s the current behaviour?
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
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
you can do all of this within the material
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
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
Actor Components & Class Heirarchy
Biuld the logic once, reuse it 🙂
Can you tell me how?
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?
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
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.
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
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).
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:
- Gets Player Character 0
- Casts to Player Character 0
- From the cast, reads some values that you want.
- 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.
So a hard ref is inevitable
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.
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...
woah... looks complicated I think I'll just cast then
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.
Set members, then you can pick and choose which to set.
Thx
Has to be done by ref though, so if you're accessing it from a copy it won't work.
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?
For that side of the engine you want to ask in #materials
How do I make the player run in a circle when holding left/right?
Like in Elden Ring for example
How can I limit the camera rotation speed so I cant just spin my camera a million miles an hour?
@prisma cedar
ignore above not intended, need this https://forums.unrealengine.com/t/tutorial-blueprint-spline-locked-sidescroller-e-g-klonoa-pandemonium-style-game/8396
I’m very new to blueprints so please feel free to share if you know a better way to achieve the same result and please do post videos of anything you make with this method. Would be great to see what people come up with. This example uses Blueprint sidescroller project as a start point and will modify it to the point your character is locked to...
This will help me with making the player run in a circle?
Why is a spline needed?
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
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
Yep but the player actually runs in a circle.
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
without forward movement input? That's really hard to do
I just want to add an arc to turning
Which would also result to running in a circle when only holding left/right
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
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
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
worked thanks 😉
You are right. Are there any tutorials on it?
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..
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.
Try movementcomp-> stop movement immideately
It will zero the velocity
wdym movementcomp?
sorry i'm a bit new so i'm still getting the jist of it
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
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 ^^
i tried but all it does is start moving the player instantly after
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
You probably should use behavior tree to run A.I logic
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
cheers
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
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
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
haha , i knew crossfade was next 🙂
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
how would we go about that?
ur putting in tremendous effort btw by creating the blueprint graphs for me i am greatly appreicative of that by the way
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)
no sound at all with this method, and vol multi is at 1
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
Yeah i set both to 3 duration
ok so it plays the new sound, it fades in, but then it fades out instantly and then nothing
mine works smooth, hmmm
it seems to be playing both the fade in and fade out at the same time on the same sound
what UE version are you ?
im 5.2, doubt that they changed it...
maybe add a little delay in the middle ? ?
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.
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
?
this way wont set the AC Amb until after the fade out
eww, spamming it keeps making more sounds...
Good😈
are you cycling thru songs or something ?
Seems like you are creating new ref everytime you call the function.
odd, this way for me seems to work perfect
nvm figured it out. In c++ changing BlueprintReadOnly to BlueprintReadWrite.
np, glad you got it
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.
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
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.
Ty
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
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!
- do not ever delay inside a loop, it does not do what you think it does
- You should pass the math from your macro inside of your material and just have an alpha value change instead. That would throw it onto the GPU and be more efficient.
- Why not use a timeline? Is this supposed to be on tick?
they updated this a while back to avoid stencils altogether, i forget what it is called
@carmine palm ^
o lordt
ty
5.1+
- Gotcha, noted
- This is a collapsed graph, so I could do that, but would it do anything?
- Never seen a timeline, I just want to execute the same code (get scalar speed, multiply by other scalar and return) for each array element. I have a new revision here that works a little better, I can see it executing in debug, but it crashes, and won't work on anything but the first array element
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
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
Yeah thats what I said in the message to lol, it only runs on the first array elem.
use a timeline
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.
I'll look it up
It's a weird issue, the problem im trying to solve is starting N amount of loops at X speed based on N amount of MaterialParameterCollection and X from each MPC.
So I want to make all N loops at begin play and keep looping forever
and update X when it changes
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
Here is a nice one i used a while back
@versed sun you can use blueprint ue share 😛 >>https://blueprintue.com/
thx , always forget that site
There's also the snippets page on the dev site which is powered by blueprint ue https://dev.epicgames.com/community/unreal-engine/snippets
Oh damn, that's cool
wow that is so restrictive
Infinite loop no? I would need a branch, that might work though lol, ill try it later
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?
yeah you'd need a branch
Is this right? It works 99% of the time but occasionally wigs out, often when I'm upside down
do i need to run load settings every startup(in menu level or game instance) or it runs automaticly?
This? Output?
oops, my bad. I will ask there
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
What’s the use case, jw
an point and click/drag drop to solve puzzles using nodes
if there was, it wouldn't be shippable
per the eula you can't ship editor code
you'll have to come up with your own node graph
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
you want to round not trunc tho
its not a memory i want to keep
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.
Depends what floor does with negative numbers. Floor(-1.5) might be -2.
Sounds more like pruning but I guess that was already in use 😅
no no, not editor code, I don't want to reproduce UE5 BP at runtime, just the interface where I can link nodes that do stuff
that's a very fair point
for instance, Input color -> add red
thats editor code
?
you will need to make your own
yeah I get that
There’s blutility stuff too
even just the graph that you can add bp nodes into is editor code
blutility?
If it's in an editor or developer folder, it's offlimits.
i would use widgets
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
I meant, is there a solution out there already made that mimics BP logic with meatballs and spagghetti
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
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?
usually you can get other actor and cast it
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
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
Other actor worked! thanks a lot engage
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"
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
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
It works fine, you just don’t have collision set properly on that wall
You could technically store just reference to the data assets themselves in an array indicating their completion.
Isin't block all supposed to block linetrace?
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” ?
Well I want to trace from the center of this sphere to the player. But it ignores everything inside the blueprint what is in front of it.
Well yeah if that wall is in the same bp, you’d need to turn off ignore self for it to pass through it
Oooohh wait you're right thank you
oh ur right, I didin't know it's global across entire BP
I thought it ignores start/end point only
Nah, self means the whole actor
it still refuses to work with or without for some reason
Are all those lights instances of the same bp?
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)
There is really no code. The blueprint is just no collision cube which represent crystal, a test wall to test line trace and collision to start the line trace when entering
What I’m asking is, why are you starting a trace that’s meant to start from the character from inside the crystal bp
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.
So, my goal is when player enters the blue zone, we make line from crystal to player and there is smaller collision sphere which represent the radius (red one). I need the hit location so I can pull the crystal into this location and I wanted to try doing this with raycast, no vector lengths, math etc.
Ah I think we had that discussion yesterday in this channel with another user. You prly want your trace to overlap the box on its way to the crystal
A multi-line trace to be precise #blueprint message
ill try checking it
Hey, is it possible to have a DetailView widget in a EditorUtilityWidget display multiple assets details at once and edit them?
You need to trace the other direction to get that hit
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
Is there a way a can cap the max camera movement speed kinda like how you can adjust the mouse speed?
If the logic is needed to mostly stay the same, but some values need to change in the child, promote the values you want to change to variables.
If you want the logic to be different, override UpdateAnimation.
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?
You can define a curve on a timeline and have it output values as you need them over the course of the duration of the timeline.
They're easy to start and stop when you need, and can even loop if desired.
guys i created a simple grenade but it doesnt seem to do any damage
You have the AnyDamage event implemented in your target actor that needs to receive that damage?
yes
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!
How to set up two blueprints that will interact with each other in Unreal 4
Single player game?
Accessed None errors indicate you have a variable that doesn't have a reference set in it. While you may have created a variable of the type "Bob" you haven't populated it with the reference to the specific instance of "Bob" you want to communicate with.
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
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)
Does it just respawn at 0, 0, 0?
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
Okay yeah! I figured it out, but I want it to reverse once it reaches the end. I could do 2 things here, just copy and paste my curve and make it fade out at the end so it appears to reverse when it loops, or I could try to fuck with the reverse input, what do you think?
Like so, or I could do it the BP way, this feels a bit hacky, but if it works it works i guess
do you have an example you could show me?
by any chance
im a visual learner lol
let me look too
so would i just "get" trigger
or something
https://www.youtube.com/watch?v=2X0nYIV9L70&t=267s its from this
Hello guys, in this quick and simple tutorial we are going to learn how to make a checkpoint in Unreal Engine 5.
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but i believe its just a variable
do what
what do you mean
yes
Does the overlap fire? Do you know how to use breakpoints, I can’t rmbr if we talked about that
Does last_checkpoint return anything
like does it return the object
in your 3rd person blueprint
like the if collided?
Yeah the red event
need to do last_checkpoint->getWorldPosition or whatever.
and set player location to that
it gives a print string (Working) when i hit the checkpoint
is this correct @lunar sleet ?
Right now you aren't feeding it a position from last checkpoint
so its always 0,0,10
Work calls brb
ohh so where do i put this?
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
oh in the bpthirdperson game mode one?
can someone help me ^^
like this?
and then do i connect it to thisd one or this one? or both?
bottom one
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
Nice! Congrats!
Is there a way a can cap the max camera movement speed kinda like how you can adjust the mouse speed?
A clamp prly
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?
Nice. I just started college for dual major in comp science with focus in game development and also major in game design with focus in programming aspect
oh wow!! impressive, hope it goes well for you, im going into a graduate position in sales enablement in the cloud sector of the company im with, and it has absolutely nothing to do with game development lol
Place your key frames further or closer along the time axis
Fancy
anyone got tips on a good save system?
Yeah, but I want to make it dynamic, I would have to edit it at runtime, seems needlessly complicated
What is your actual goal with this?
This might help https://youtu.be/_4usRrTiqak?si=l7XauZiTUryn10qL
How do I use the Save Game Object in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
thanks neo i will give this a look!
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
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.
🤔 this might be done better directly in the material
Maybe apply the randomness by changing params on the mat instance
Yeah I used to use this, I just thought that it would be better to use the BP to control it
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
I doubt it. Like I said, you can use bp to change a mat param tho, so you can achieve that randomness with each cloud
It would apply to every cloud though no? I can't say to apply to one or the other cloud, cause its all under the same material
Every instance
Yeah so that wouldn't work
Do you only have 1 cloud instance ?
You can set the playback rate of the timeline. So if you have your timeline as a 1 second timeline, all you have to do is divide 1 by the actual duration you want to get your timeline to play for the correct amount of time.
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 😂
Ah damn I didn’t realize
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
I guess Datura’s solution is the best one then, once again 😁
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
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
I don't think so. Timelines update exec fires with the frame rate, so their position in the timeline when its called should be based on the current position + delta which is then set as the new current position.
So you’re saying they should be frame independent to begin with?
I'd think so.
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
o_o
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 🥲
Oh
Neo any idea on this:
That’s in the timeline settings? I can test
Yea it's at the top above the curves
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
Neither option nor the ignore time dilation worked sadly
Wait, how?
basically, 1/10 would be 10 seconds on a 1 second graph, but what do you divide by?
by the number of seconds you want it to be.
Yeah I get that, I worded that badly, I just mean like, what do I hook that up to in the timeline node?
haha
Is there something you're doing to change the frame rate itself?
Like some console thing for testing?
I tried both capping it with t_maxFPS and just having it happen naturally due to a very expensive, yet to be optimized 😅 Niagara system
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
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.
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?
Yo the only Set Play Rate node I have takes in a sequence as an input, what're you using?
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.
Blend space, or sequence
Grab the reference to the timeline component from the left hand side and drag it on to the graph, and from that do "Set Play Rate"
Gotcha that makes sense
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
Ok, so it’s 1/FPS… which makes perfect sense now given the name 🤦♂️ . But based on that, could I not just adjust the play rate based on world delta to get consistent output values? 😅
you're using an engine purpose-built for 3d games with lighting, there's going to be some annoying stuff in your way if you aren't using it for that purpose
Maybe? That seems like not a great way of using a timeline. A better way would be to just have it output a value from 0 to 1 and use that to lerp between the starting value and the ending value.
damn.
Right, but the problem is I’m drawing a square using 2 line traces so I have x moving over the first interval and then y over second interval and then back to x. You thinking I should be using 3 timelines back to back instead ?
unreal is the only thing i kind of understand and im having trouble making a simulation
im trying to make a clean 2d workspace
you can use a postprocess volume to display the scene as Unlit if you're still working in 3D
that won't change lighting
but then its still making geometry for spheres
well... it might break the lighting lmao
if its unlit how would it break