#blueprint

1 messages · Page 41 of 1

edgy ingot
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Async load class for loading class

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Async load for objects

lyric oak
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Can anyone tell me why this is happening? well, basically I'm doing a line of sight effect, it's this blueprint that creates a series of linetracer according to the tracecount, it works well, but there is a delay, when I move my blueprint, there are delays when updating the transform, but the linetraces are working well, even when I move the point, what could it be?

red berry
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Is there a way to find the exact node usages of a struct or enum inside blueprints? I know you can use the Reference Viewer to find out which blueprints use those structs/enums. But I need the exact location INSIDE those blueprints. If I have a blueprint that refers to EnumA, and I have 100 functions, I want to know WHICH function refers to the enum/struct. Is this possible?

trim matrix
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Try setting the mark render state dirty to true

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@lyric oak

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To not make it set the pc on fire, do that only on the last index

forest agate
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Please DM me if you think of something I will be at work

lyric oak
lyric oak
trim matrix
trim matrix
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with the attach actor to component node

forest agate
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so I cant use that or am I being dumb?

forest agate
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I'll try that real quick though

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thanks

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so im using the hit detection from the trace

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which is an actor

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and the grappling actor is an actor

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so I cant do that

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I appreciate the help though 🙂

lyric oak
# lyric oak ah, got it

So, do you think it's better to change the transformation when I add a new instance? in addinstance there's a Transform parameter...

trim matrix
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use the hit component

forest agate
trim matrix
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Show updated code pls

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you can just ss it

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the changed part

forest agate
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sure one moment

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for relevance

trim matrix
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you're never setting it

forest agate
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what you mean?

trim matrix
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see the arrow pin on the set node?

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it only will get set once the execution flow runs through it

forest agate
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ya I promoted them to variables

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oh OH

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I NEED A TICK?

trim matrix
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Wha

forest agate
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is that what I need?

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to tick those to set them?

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same issue

carmine palm
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For storing possible loot objects off an object, should I store them as an object array?

forest agate
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same issue

thin panther
carmine palm
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That way when interacted it randomly chooses a number between 1-10 for item count + random items up to item count

thin panther
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it depends how you have the system set up as to what type you make it

forest agate
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Thank you for the help though @trim matrix unfortunately same issue. I will keep trying after work

carmine palm
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Okay. And then is storing on an object fine? IE for weapons have a structure for them that has type, damage, enchant slots, condition, etc.

thin panther
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yeah it can be. again it's all system dependent. you can use actors, data assets, data table rows, what ever really.
use soft refs for things like this tho

carmine palm
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And if I add a save game (have to figure that out) do those objects retain those structures values? (Ie are they persistent)

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Okay soft refs yea

thin panther
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if your weapons are made at editor time then they will be persistent

trim matrix
carmine palm
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Ah okay a database then

thin panther
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but any values you change at runtime will be need to be saved and handled

carmine palm
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For player inventory

thin panther
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a data base also isn't strictly necessary

carmine palm
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Oh rip

thin panther
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you absolutely can go the data base route, but you can also just go the save game object route

trim matrix
carmine palm
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Ty buddy

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In class but going to game design lab after to fuck around on my portfolio game more lol

thin panther
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but yeah, you wont be able to just save an object ref to save everything in it. you'd save possibly the item data, and then respawn it on play.
c++ gives you finer control over saving and restoring everything

carmine palm
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Yea im just learning bp for class whenever i get to it

thin panther
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(there are also plugins that just save the world state for you if thats an option)

carmine palm
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C++ I've done (not in unreal)

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Oh nice

thin panther
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if you've done any significant amount of C++ then the unreal api should be trivial once you've avoided the non standard noob traps

carmine palm
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Should be? FeelsWeakMan

thin panther
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i would only personally go this route if you plan to do unreal in your own time as well though. if it's just for a quick school project, you probably don't need to

carmine palm
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Yea I just haven't taken time to look at api yet 😛

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We are going next semester to Tokyo to meet with Square Enix for class so want to have a small project to showcase

thin panther
carmine palm
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I mean if you look at my profile the non unreal game I volunteer on is over 500k lines of code (c++) 😅

versed sun
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I miss SWG

carmine palm
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It's pretty good still

elder crown
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Hey guys, Im super new to unreal ive done a gamedev course or 2 haha. Im making a topdown shooter game and im trying to get the character to flow better. if you see games like endless dungeon the new one or suit for hire, the characters top half kinda leads the directional turn and the legs follow, I thought maybe it was aim offset but i can only see tutorials for up and down aim offset and im starting to go crazy because i have no clue how to do this. any help would be aprreciated.

hollow pond
echo storm
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can i not set vector parameter values for my text component?

carmine palm
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Can you modify mesh/skt/animations all in unreal?

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My model I have from someone has an animation set but it doesn't work with all my other ones I own. (They all work with mannequin, etc)

elder crown
hollow pond
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might just need to look into your blend space more. afaik it is also possible to split animations so you can, for example, use 1 set of bone animations for the legs and another set for the torso

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which kinda seems to be what you're doing already? I don't have a very good eye for this though

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and I haven't used blend spaces myself, I just know of them from a friend that has made good use of them

elder crown
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No im not doing this yet, its just a simple blendspace that im using

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but if you see when im running around my head and legs are always pointed the same way which is not what i want

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Ill keep checking around

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Pretty sure its aimoffset

hollow pond
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aim offset is a type of blend space

elder crown
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Yeah

hollow pond
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but if you look into blend spaces more generally, you'll find more advice and you'll be able to do what you want

carmine palm
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Just had to use blend space for post process material lol

elder crown
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My goal is to understand animation and blendspaces but im like uber new lol

versed sun
zealous moth
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is there a way to show gizmo for maps of int:vector?

versed sun
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I don't think so
try having a separate Vec with 3d Widget just to visualize it , the copy/paste the value to your Map once it is where you want it
Can also Draw Debug Point/Box/Sphere on a For Each Loop, If you want to see all the points

zealous moth
sly forge
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Is there a built in tool to copy a bunch variables from one bp to another at once?

zealous moth
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in editor

versed sun
# zealous moth in editor

have you looked into Editor Utility Widgets?>
You could make a widget that would let you build your Map variable

versed sun
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it doesn't transfer the default values though

sly forge
lyric oak
versed sun
trim matrix
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have you considered doing the same effect with a material?

carmine palm
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Does anyone know if the editor has a quick key while in bp editor to straight connections (when you are moused over a node)

versed sun
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there is a list of keys in the Alignment tab dropdown

lyric oak
# trim matrix It *must* be the problem

Well, I have no idea of an alternative to InstanceStaticMesh, I tried Procedural Mesh, but I think it's a bit advanced for someone like me, who joined Unreal a few weeks ago, do you have any idea of generating a mesh according to linetrace?

versed sun
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are you remove all instances , and re-adding them every tick?

trim matrix
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so you could try adding them once and updating them on tick i guess?

versed sun
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Add Instance Transforms (Array) is about 20% faster than Add Instance transform (Single), not sure if that helps

carmine palm
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q perfect. ty

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Anyone know if there is a plugin that will let me zoom in further to bp editor lol

versed sun
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hold Ctrl while zooming

carmine palm
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Sick

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gracias

versed sun
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4k monitor?

carmine palm
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getting a little more anal about looks

trim matrix
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use blueprintUE you ppl

hollow pond
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I think this is just them showing that they're making their code neat

spark robin
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Can I reparent a Blueprint macro library to "Object"?

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It doesnt show up in the Class Setings > Parent Class dropdown

stray halo
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simple question

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How do i get the x,y values on the right side of the subtract also on the Project world to screen?

dire frost
dire frost
carmine palm
hollow pond
carmine palm
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Oh nice

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Yea just showing off clean layout

wild crystal
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hello I have a few questions on speed and velocity.

  1. How do i find the velocity of an imported fbx animation (for e.g a plane flying)
    2.How do i find the velocity of an object animated in the sequencer (i.e not possessed by the player)
  2. Is there a node that finds the instantaneous velocity (derivative )

Thank you so much.

faint pasture
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The easiest approach would be to just store position every frame and calculate velocity as (Position - OldPosition) / TimeStep

wild crystal
faint pasture
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Probably not, you'd probably have to write some utility that basically does the key frame interpolation and calculates the derivative for you.

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If you have access to the slope or tangent of the curve then it'd be simple

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Otherwise you'd just have to sample it multiple times and math it out

wild crystal
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thanks for the suggestions. most of the suggestions on the net have an answer to this only after possessing the object

carmine palm
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What colour would be good for loot highlight

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Need one that stands out

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And line thickness might be too excessive lol

hollow pond
carmine palm
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Valid point. Didnt think of making it a setting lol

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Right now it's just exposed on BP object

wild crystal
faint pasture
faint pasture
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That's pretty gross though. You should write your code such that velocity is an actual variable, then divide by timestep for your offsets

kind estuary
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how do i see the call stack

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or how do i see what created this widget

dusk wing
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hello am new here but really need some extreme help I am stuck on fixing a pressure plate puzzle and the plates for it and I have very few hrs to get it done but do not know what I am doing

lunar sleet
dusk wing
versed sun
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I don't really use debugging, because I don't make mistakes

lunar sleet
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The last arrow? I think that just takes you out of that function

versed sun
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it took me to the node right after the Add to Viewport

dusk wing
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is there a way I can DM them to you as theres several pics of my issue

lunar sleet
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Just post them in here

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Use win+shift+s so it’s legible

dire frost
dusk wing
potent coral
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Hi, I'm having a difficulty when switching from my MainMenu level to the actual game. For some reason, my virtual Joystick isn't working when I open the level via "Play" button while other buttons are working just fine. Joystick is also working as expected when I open the level directly from the Editor. Anyone has any ideas on what it might be?

dawn gazelle
# dusk wing

This is cursed. You somehow have a bool input connected to an int input. This means you have a int value going into both of these but there's no actual int defined.

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This is the equivalent

lunar sleet
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Oof

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Circular logic?

dire frost
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more like UB

dawn gazelle
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This is what you want based on the comment.

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Here I think all you want to do is add the cast's As BP Pressure Plate back to the PressurePlates array.

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And this also makes the resize earlier a bit pointless as you're constructing the array again anyway.

dawn gazelle
# dusk wing

This will just result in an infinite loop as your loop appears to be calling this function.

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Based on what I'm seeing, what you want to do here is drag off from the Array Element and call "Reset Pressure Plate" which then should play the timeline you have in reverse for each of the pressure plates in your puzzle. Get rid of the "Reset All Pressure Plates" call here.

dusk wing
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all that makes sense thank you all I am going to try to input it all and see what happens.

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now this is my real issue it makes no sense when the bp is the parent actor

kind estuary
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doesnt show call stack

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only breakpoints

dawn gazelle
# dusk wing all that makes sense thank you all I am going to try to input it all and see wha...

Maybe work it the other way around. Create an event dispatcher that has an integer input in your BP_PressurePlate that you can call when you want it to send out the message that it was triggered (you'd connect this event dispatcher in that empty space you have right now). In your "Populate Pressure Plates" function back in your BP_PlatePuzzle, when you're looping to populate the array with your plates, you can also bind to that event dispatcher and have it call Event Plate Pressed.

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You'd need to hook in the Plate Number of the plate into the dispatcher too of course.

dire frost
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i dont think there another way to pull the bp callstack

dusk wing
lunar sleet
dawn gazelle
lunar sleet
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School making them use CAC ?

grizzled roost
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Epic Developer Community Forums

Let me preface this by saying I’m new to Unreal. I created an NPC that only moves when not in view of the camera, the AI checks for this using the “Was Actor Recently Rendered” node. (Because the more popular method of converting the object’s world location to screen location and checking if it’s within the screen bounds does not seem to work ...

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I'll just drop this here while I wait for an answer, I appreciate any help I can get.

cyan bone
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could be the bounds

grizzled roost
cyan bone
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go on the mesh

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and type bounds

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if the bounds go over the wall

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then it will assume its being rendered

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have you tested it more far away from the wall

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put a wall and the actor after wall far away

grizzled roost
pallid nest
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hey guys, what I am missing here ? I've set up a timer that basically runs to 0 and you die unless you are on a checkpoint, it works fine but what I am trying to do is that when you are overlapping a checkpoint (static mesh with a trigger box) the timer will be frozen. I thought to do a loop but for some reason is not working?

dire frost
cyan bone
dire frost
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a better alternative is to use "tick" instead

cyan bone
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make a breakpoint in it using f9 and check the variable values

grizzled roost
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You mean the branch right?

cyan bone
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dont take it from the set

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put one there separately

pallid nest
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that is what i dont understand for some reason it goes like if i wasn't into a checkpoint but the actor is actually overlapping the box

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and the other BP is set wit the checkpoint after overlapping

grizzled roost
fleet comet
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Hi, just wanted to get some help (please bear with me, if it sounds like i'm asking silly questions it's because i've only been learning the software for a month or so for my Uni work). I have a mesh that basically will damage the pawn on collision, but it only damages once on collision and won't continue to damage over time until the collision event happens again. Does anyone know how I can loop the damage so it will keep damaging the player while they are in the collision radius?

grizzled roost
cyan bone
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one is true when it should be false

cyan bone
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disconnect it

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and put there the variable Player Seen separately

flat coral
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Why is the physical material param of this hit empty every time? I know I've got phys mats on these objects.

fleet comet
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nvm i am stupid lol

grizzled roost
# cyan bone and put there the variable Player Seen separately

I'm sorry but I'm very confused.
I'm new to Unreal, how are you able to tell which variables are true or false? Are you talking about runtime or something I set in the blueprint itself?
Also I told you the part about the NPC detecting the player is working fine, I'm sure my code isn't perfect but the part I have a problem with is the player detecting the NPC, not vice versa.
The player seen part is intentional.
How do I fix the part about the NPC continuing to render even though it's behind a wall?

cyan bone
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and i could tell that you connect a set output boolean to the if statement

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which sometimes can cause issues

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but other than this

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you must debug it

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normally you connect the output of the set variable if the execution is connected

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else is best to just place the variable again

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but this might not be the issue

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learn how to debug

lunar sleet
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You should use the latter @grizzled roost

carmine palm
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Is there a way to mass create blueprints that adds an inherited thing to them (from clicking on meshes and create bp from selection)

grizzled roost
pallid nest
grizzled roost
carmine palm
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Doing this one by one sucks lol

cyan bone
grizzled roost
lunar sleet
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You want to cull it or what

grizzled roost
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I want to cull it when it's behind a wall, which should be happening automatically.

lunar sleet
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Based on what, are you using world partition? Or are you talking about it being culled when the camera is not looking at it

lunar sleet
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You could prly use some form of blutility but not sure it worth the effort

carmine palm
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I have to do that now. I just have static meshes lol

grizzled roost
lunar sleet
grizzled roost
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Yes, that's already working.

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But also

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Unreal is supposed to cull stuff that's obstructed from the camera by other stuff.

lunar sleet
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Maybe. I haven’t heard of that though, and it would be annoying to have to force each thing to render because you have an obstacle in between

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Nothing to do with blueprint afaik

grizzled roost
cyan bone
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show me the code

grizzled roost
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I know it's a mess, it's my first blueprint so don't be too mad lol.

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@cyan bone

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It's just a quick test anyway.

carmine palm
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View Frustum

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look there

grizzled roost
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First thing I did, doesn't help.

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That's where I got the term anyway.

carmine palm
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Whats your true return

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Checking if object is rendered?

grizzled roost
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Yes.

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The one that's behind the wall.

lunar sleet
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What does checking if it’s been rendered recently do tho?

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Also those docs basically say exactly what I said

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If not within camera angle (distance, etc.) -> cull

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There’s also the question of why you’re doing this

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Premature optimization is a bad idea

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And if it’s just a test, I’d say you have the result at this point

grizzled roost
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I'm not optimizing, the game will be a small one anyway, rendering is related to a game mechanic, the NPC only moves when not rendered, like I said in the thread.
So I want to move when not in view of the camera, OR when hidden by an object.

lunar sleet
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Maybe I didn’t read up far enough

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Basically, putting a wall mesh in between the two will not get it culled.

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It would need to be at a certain distance or outside the current facing angle of the camera

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What you can do if you want is use perception or line traces to determine when it should move

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Those you can customize to your heart’s content (some conditions apply 😅)

grizzled roost
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But yeah line traces are a great idea.

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I used them in Unity but only once, so i forgot about them.

lunar sleet
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I tend to skim when it’s a bunch of back and forth, mb

grizzled roost
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Fair.

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So I create a bunch of line traces to cover the entire fov of the camera?
Like this, but many, enough to cover everything I see.

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Would that impact performance in anyway?

lunar sleet
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Depends on how precise you need to be

trim matrix
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elder lodge
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my uneducated guess is that simply obscurign something isn't enough to cull it; how do we know that it doesn't have light interactions or bounces?

grizzled roost
lunar sleet
elder lodge
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the engine won't know this, I imagine there may be some way but I think you have to make sure it in no way impacts the rendering of the rest of the scene

lunar sleet
trim matrix
west yoke
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Do some math to see if the actor is in the camera frustrum and if it is trace whatever shape you want between the camera and the actor to see if it hits anything

elder lodge
lunar sleet
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A nice blend^

grizzled roost
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In what direction? The player could be anywhere.

elder lodge
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excepting half-walls, holes, windows, etc, you can do a very simple line trace from the NPC to the player for its "existence"

lunar sleet
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And no line traces are not generally expensive, thought the draw debug option can be when you have a lot (which is irrelevant for production

elder lodge
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or the camera

lunar sleet
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on a side note, I'm just gonna leave this in here 🙂

grizzled roost
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Another stupid question, the camera's fov isn't a cone though, it's more like a pyramid shame...?

lunar sleet
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That’s a BT built-in node ^

trim matrix
lunar sleet
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Miezko did a lot for us

grizzled roost
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Oh

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I don't want any 3rd party stuff, this is a learning project.

west yoke
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Here's a (hopefully) easy question: I'm using this to tilt a mesh based on its velocity. It works great without the RInterpTo node, but when I put that it to try and smooth out some things it just starts spinning like a top.

elder lodge
grizzled roost
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"Bunch of traces lines" plan will have to do.

lunar sleet
grizzled roost
elder lodge
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I mean can the NPC appear above/below?

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in which case you don't need to worry about the real FOV, just the left/right angles

grizzled roost
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No, I want everything to happen on a flat plane.

elder lodge
grizzled roost
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Won't be enough, what if the lines miss the NPCs?

elder lodge
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NPC to camera

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NPC ------> Camera

grizzled roost
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It's not just the location, the camera has to see the NPC, if this is gonna work the lines have to come from the camera, and there has to be enough of them to cover the entire FOV.

elder lodge
west yoke
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If you don't mind a little cpp you can make a node that exposes AACtor::GetLastRenderTime()

elder lodge
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1 condition: Is there line of sight to the camera from NPC -> Camera?
2nd condition: Is the NPC's position within x degrees of Camera's forward vector.

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Since it is on a flat plane, you don't have to consider the "pyramid" of the FOV
Just the left/right angles

grizzled roost
#

I already have half of that implemented, hmm.

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I just need a single line trace in that case.

elder lodge
#

sure, you can get away with that
the NPC's edges might poke out tho; which is why i suggeted from their outer bounds

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if they're peeking around a corner

grizzled roost
#

That's fine, adds to the horror.

brazen pulsar
#

I'm having a problem with persistent variables in game instances. I'm trying to make it so the game records the date between levels, and changes it if someone interacts with a bed/mattress. I've got the date saved in the instance, but it doesn't increase when I interact with the bed

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p.s., sorry if I'm interrupting

elder lodge
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I think he's got it

brazen pulsar
#

excellent

random pulsar
grizzled roost
# elder lodge I think he's got it

Just like that new game did it, Lethal Company I think.
Welp, I'll go do that then, I'll check back if I have questions, thank you all for your help!
Esepcially you Zap!

dusk wing
#

and I get the puzzle to work and the door to open...... when I exit the PIE I get this error!!!!!!

elder lodge
#

did this start happening in an unrelated blueprint sorta thing?

dusk wing
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I need to fix it but idk how I have 4 hrs til its due and I am sooooo close and I am now crying cuz this is stressful

west yoke
#

Your index is probably out of range in that array.get call

random pulsar
#

Hey,i made this logic and my rabbit must play the death flipbook after 2 hits,because he has 2 lives but he plays it only after 3 hits,also the projectile has 1 damage

west yoke
#

This should probably also be <= 0

random pulsar
brazen pulsar
#

This is what the bp looks like for the bed, and I got a thing that shows the date on the ui, but it's stuck on default even if I E at the bed.

random pulsar
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i didnt see that ,thanks

brazen pulsar
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this is the UI bp

dusk wing
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this is the bps with reset plates idk where I went wrong

brazen pulsar
#

that's probably more pressing, can someone @ me later? I can wait

dusk wing
#

thank you all that helped ngl you all saved me a huge migraine worse than I already have. I just fixed everything and completed everything

versed sun
#

hmmm, Can you get a Socket location from a ISM's instance?

dawn gazelle
dusk wing
#

is there a way anyone can test the obstacle course for me is I sent a zip file for it?

brazen pulsar
trim matrix
#

Hi all! does anyone know how i can implement a widget text that will pop up on screen my user hits a object? or possibly know of any good youtube sources for it?

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so for example, when my user answers a correct answer, that a door will open, i want to be able to notify them of it 🙂

dawn gazelle
trim matrix
brazen pulsar
fleet comet
#

hi, does anyone know how to make an acor respawn when it falls off the map? I have a ball I want to respawn back into it's original position if it falls off the map

short ivy
#

I am calling this toggle music event inside the game mode but the target that it is calling is a different one than the one that gets called. I printed the output of this get a copy node here and also printed inside the actor bp to see which one gets enabled. It's not the same although there are literally no steps in between

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how can this logically even be?

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The toggle checkpoint event literally has a print string after the event node. So nothing else in between

dawn gazelle
short ivy
dawn gazelle
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If you have a second line coming out of the "GET", then it's going to call the Random Integer In Range twice.

short ivy
#

This toggle checkpoint only gets called once. I also thought maybe its being called twice and thus it shows different results but no it's only going through once

short ivy
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the get output value should always be the same?

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there is no second line, it's only connected to the target of the toggle checkpoint node as you can see there

dawn gazelle
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No it won't because it's a pure node, it's evaluated each time you pull a value from it.
So if let's say you're printing the "Get" before plugging it into the "Toggle Checkpoint" then the print will pull a value once and get its own random value pulled giving you one result, and the "Toggle Checkpoint" will get its own random value pulled giving you a potentially different result.

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Unless you're printing within the Toggle Checkpoint call... Then it should be the right one 😛

#

Eg. If you do this, then the function and print are each pulling their own copy from the array which each will get their own random value.

dawn gazelle
#

The fix:

short ivy
dawn gazelle
#

Yes.

#

At least then you'd know what is coming out from the random choice.

short ivy
#

but how I have it it actually is working?

dawn gazelle
#

Probably 🙂

short ivy
#

ya tried it out

#

it's right! Thanks fam, didn't know this until now ❤️

crystal crown
#

How can i do this without referencing the exact character? Otherwise i can't open the doors if the logic is not in the characterbp (second pic). Or how can i get rid of the cast.

trim matrix
#

ophhh this oen??

dawn gazelle
#

Sublcass that, and you'd update your game mode to use the one you create.

trim matrix
#

hmm

lofty rapids
#

check on tick the z ?

edgy ingot
lofty rapids
#

if the z goes below a certain number your probably falling off the map

mental trellis
#

There's a kill z in world settings that does tjhe killing part.

crystal crown
mental trellis
#

The answer is interfaces.

crystal crown
#

i'm using it but it won't work if the logic is not on the characterbp

#

cuz the character ref is the exact characterbp

modest monolith
#

I wanna do like that if the line trace hits the hitbox of the decal, the decal will rotate.. how??

#

My line trace doesn't hit the decal in the first place that's why I gave it a hitbox

#

but now Idk how to

mental trellis
modest monolith
#

Why my line trace doesn't hit my decal and make it trigger the custom event?

mental trellis
modest monolith
#

How do I put collision on a decal to make it hittable by a line trace

versed sun
hollow pond
# modest monolith How do I put collision on a decal to make it hittable by a line trace

it seems that you can't, you need a separate mesh / triggerbox that detects the collision https://forums.unrealengine.com/t/possible-to-detect-collision-with-decals/323368/4

modest monolith
modest monolith
elder lodge
#

i'm actually not sure if line traces trigger like that.

modest monolith
frosty heron
#

Check your collision settings

#

Make sure it block w.e channel you are tracing. Eg vissibility

versed sun
#

and if Self made the decal, don't Ignore Self on linetrace

#

if you are rotating it , i assume you made it

frosty heron
modest monolith
frosty heron
#

Overlap not gonna stop your trace

modest monolith
#

block or overlap the thing won't work

frosty heron
#

Also just share your code

#

It's easier for others to spot the error

modest monolith
frosty heron
#

Print string on empty space

#

Then connect your hit comp to it

#

It will auto get the display name node

crystal crown
mental trellis
#

An interface event to call another interface event?

frosty heron
#

Easy way to not get help in the future

modest monolith
frosty heron
#

Don't understand why people have to vent their frustration when they can't figure things out

mental trellis
#

The sun is a lie?

frosty heron
crystal crown
modest monolith
#

the bed had fucked up collisions oooooh my godnesss

#

looool

frosty heron
#

Always print string to debug when it comes to collision

mental trellis
frosty heron
#

If it's widget u can use widget reflector

mental trellis
#

I mean, that's fine, but still.

modest monolith
#

Lemme see if I can fix it

crystal crown
thin panther
#

vehicles can all share a base class, you don't need an interface

mental trellis
crystal crown
#

no because this is in characterbp

modest monolith
#

It doesn't read the static mesh anyway

frosty heron
mental trellis
#

That's what confused me.

crystal crown
#

i'm so confused. isn't that how it's supposed to work? one interface talks to both classes

modest monolith
modest monolith
small wedge
#

I know this screenshot is technically from MetaSound but I've got a question regarding comment bubbles.

Is this a clear way of writing out comments? Is there a nicer way to put what I'm trying to say?

frosty heron
# modest monolith

It seems to be blocking. For sanity check, make one afloat in space not behind wall.

Pie is play in editor

#

Trace to the plane only and see what you get

modest monolith
#

Purple is the decal

mental trellis
#

If you have something which can both be a vehicle and use a vehicle, you implement both interfaces.

#

You don't have a single interface where one half of the objects implement half the interface and another set of classes that implement the other half.

modest monolith
#

Okay. I found the problem. Basically all the collisions of the meshes of this pack are fucked up and are covering my decal.. it wasn't the decal the problem

#

my code was okay

#

lol

crystal crown
mental trellis
#

Sure it will work, but you're not using them correctly.

#

You can bash a nail in with the handle of a hammer if you really want to.

#

It'll work, eventually.

modest monolith
#

Thank you sir ❤️ old_man_yells_at_unreal

mental trellis
#

You try any sort of validation on your interfaces, e.g. "Does it implement all the methods?", then it will fail currently because yours aren't designed for that. And that's where bugs occur.

crystal crown
#

idk the "proper" ways but atleast i'm trying and so far is working 😄

#

there are not good enough guides out there to show the proper ways. everyone just shows the most basic stuff

mental trellis
#

idk the "proper" ways
You do now.

elder lodge
#

Is there a way to have the variables for an actor-component be set from the editor window to another one of the components?

#

My component AffectedByGravity is what the GravityManageruses to propagate all the effects; I'm wondering how each instance will find the mesh/primitive/character to apply the forces to

crystal crown
mental trellis
#

Something like that yes.

#

If you make other systems, you might add more interfaces.

#

But specifically for this, it would be 1 interface per class.

crystal crown
#

thank you. small progress is still progress

mental trellis
#

I suggest you copy the one you have, update either your vehicle or character to use the other interface, then delete the methods from each which are wrong.

crystal crown
#

Hmm but here i can't call the event on character if it's not implemented. what do i do in this situation?

mental trellis
#

Why would you need to call a vehicle event on a person ?

#

If the character needs to have the event, it goes on teh vehicle user interface.

#

If a vehicle has the event, it goes on the vehicle one.

crystal crown
#

ugh my brain. i need to get reference of the vehicle so i put it on the user because he needs it is what you are saying?

#

ye nvm i guess it makes sense

#

Now how would i fix this ugly cast? This cast is the child class of where the logic is

mental trellis
#

...use an interface?

#

The answer to everything!

crystal crown
#

It's easy to say but i haven't fully grasped interfaces yet! Not sure how to use them in every situation

#

Please be more specific. How!

frosty heron
#

How demanding 🤣

#

Interface is simple and straightforward

#

If something implement this interface, run existing function in the interface

crystal crown
#

I'm not a native speaker which is not making learning any easier

frosty heron
#

Interface is not your answer to everything, you need to decide sometime to use component or base class.
Putting interface all over the places is ugly and can be hard to debug imo

#

U use interface when you want something to run on classes that don't share the same base class

#

For interaction, it's normally either component or interface

crystal crown
#

i'm using components but interfaces for characters x vehicles

frosty heron
#

Easy example is like a door and a light. Both can be interacted, both implement the interaction interface

#

In your character bp you don't need to get direct ref of the door or light

#

U simply , for example line trace. Get the actor. It can be either the light or the door.

If the actor have interaction interface then run interacted via interface

#

Thus communication can be done without the need to get direct ref to the light or the door

crystal crown
#

Indeed that's what i have done so far. But it's alot more confusing to me with character x vehicle because of the complexity

frosty heron
#

Multiplayer is the real complexity

#

For me at least

crystal crown
#

Do i implement the vehicle interface on the animbp and send the variable though an event? does each variable have to be a separate event?

dawn gazelle
#

Should be the opposite... AnimBP should be reading values from its owner, you shouldn't have to feed values into the AnimBP.

frosty heron
#

Your anim bp shouldn't need to call any logic

#

Anim notify begin -> get owner -> cast to w.e it is. Run some function

crystal crown
#

i mean these are on the animbp but the logic is on the vehicle

#

but i need to feed the value into the animbp. i'm so confused again

#

lol

frosty heron
#

This is reading

#

Reading is fine

dawn gazelle
#

The value should be stored on the actor that has the timeline.
Your AnimBP should be reading the value on its Blueprint Update Animation event and setting the value in its own variables.

crystal crown
#

this was so simple but felt so complicated

#

Now my final cast problem is this in the vehiclebp. not sure how to get rid of this

frosty heron
#

Hence my first question, what's the concern with casting?

Your mission seems to be getting rid of all cast nodes

crystal crown
#

yes

frosty heron
#

Why?

crystal crown
#

i want to keep my character and vehicles separate

#

so they are not loaded all the time

frosty heron
#

Learn cpp so it doesn't get loaded all the time. In cpp land you can freely cast.

#

Casting to cpp class won't load the class to memory

#

You can't escape it in bp

#

You don't use interface for everything, this is not right

#

What's locomotion anyway?

crystal crown
#

you see me struggling with bp. what am i even going to do with c++ lol!

crystal crown
frosty heron
#

Well first of all u don't want to make a call to your anim instance

#

Anim instance just read

#

Ur bp is what drive the logic

crystal crown
#

okay, i think i might have an idea how to rework this

ripe timber
#

Question: I'm assigning an event in a child class of a gameplay ability to an event dispatcher in the parent class. The event fires when my instancing policy is per-execution, but doesn't work when I set it to per-actor. The dispatcher is being called in the parent class event graph, if that makes a difference. Why does setting the instancing policy to per-actor do this?

modest tinsel
#

How could I make this then one have a 1-3 chance to play?

frosty heron
#

Random int in range and switch

#

Or random int in range, select node, and a branch

dawn gazelle
ripe timber
crystal crown
#

Things that go through an interface are already replicated? My brain is kinda dripping from my ear already

dawn gazelle
# ripe timber So putting some of the logic in the parent class and calling it in a child class...

Oh I think read what you were doing wrong... Within the ability itself should be ok, but you shouldn't necessarily need to do this within a child class. As it is a child class, you can override events and functions of the parent, so where your parent class may be calling that event dispatcher, you can have it just call an event, and then have the child class implement that event how you want it to implement it.

ripe timber
dawn gazelle
#

Eg....
I have a parent class "Charge Ability" that has some logic for handling an ability that requires its input held, and then I override what I need to in a child class, like this ForceRepulsion that just needs to handle the execution.

#

You really shouldn't be using event dispatchers to communicate outside of the ability.

#

Again, that requires you to have a reference to the active ability and bind to it, which isn't great, and yeah the instancing set up can mess with that.

#

You can send gameplay events which you can listen to in other classes.

#

There's delegates that the ASC has for certain things too, like if ability activation failed or was activated successfully.

ripe timber
#

I thought gameplay events could only be received if the Actor has their own ASC on it, so I wasn't considering those. If that isn't the case then I'll try that. As for the built-in delegates that also sounds useful

crystal crown
#

yay i managed to get rid of the cast!

frosty heron
crystal crown
#

it's not completely avoidable but i can avoid direct casts and use indirects instead in components

#

that way the primary actors will not stay loaded

#

afaik

thin panther
#

It only loads if it doesn't exist. And if you use proper base classes, which you should, the cost is basically nothing

#

An interface does not solve the issue of the loading either

#

A hard ref is the cause of it

crystal crown
#

What im doing is the same thing. Removing hard references

thin panther
#

You're still using hard references though. And not all hard refs are bad.

Read: proper base classes

crystal crown
#

What hard refs do i use?

thin panther
#

The one to message your interface? The difference in size between one of those and a proper base class is practically nil.

Put it this way, if you cared about that loss, you wouldn't be using bp to begin with

#

You appear to have a casting is bad mentality

#

It isnt

crystal crown
#

I only try to cast to character not thirdpersoncharacter etc

#

I guess they are called base classes?

thin panther
#

Character is indeed a base class

#

Point is, don't abuse interfaces. A lot of interface work arounds end up doing the same thing a cast does, and just giving you more implementation cost

dawn gazelle
#

Yea there's something to be said about ensuring classes are decoupled, but in some cases it wouldn't matter. Like a door animation blueprint being decoupled from an actor that houses the door that is using it... why? It has to be loaded with it anyway.

crystal crown
#

I'm not using interface for everything. I only have a few events. I'm just not using a component for the vehicle stuff. Only for character stuff atm

#

I'm decoupling the character from vehicles. It's a big difference. I'm not trying to decouple vehicle animbp from the vehicle. That makes no sense

thin panther
#

As long as you are aware. You made some concerning blanket statements :P

crystal crown
#

I'm learning new stuff about the proper ways constantly. I'm not saying ik what I'm doing but so far i think I'm doing it right. Not being native also makes it harder to understand

solid needle
#

hi all, does anyone know why this doesnt work

#

ill make the links smaller one sec

#

the format text isnt showing with a pin :(

raw orbit
#

if a character has no ai controller it does not respond to either of these nodes, any idea what could be the cause?

solid needle
#

how do you get those unreal lines anywyas

#

versus curves

raw orbit
#

its electric something, a plugin

#

this one, its not super expensive especially if you grab it on sale

solid needle
#

this, correct?

raw orbit
#

ya

solid needle
#

thanks :)

dawn gazelle
# solid needle

You can click the "Add Pin" on the format text and then you can specify the actual variables you want to use and feed in what inputs you want for them.

#

In your case, you want an "x" variable.

solid needle
#

thanks :D

flat raft
#

hello! I have this function where I get the Savegameobject from the gamemode using a actor component. Using this method, is the component begin passed in vis Ref or Copy?

#

is prolly a copy right?

#

this would be a reference

#

(outside function)

frosty heron
#

So don't matter in this context

#

U r still pointing at the same reference

flat raft
#

a copy of the REF and not the data itself right ?

frosty heron
#

Not sure what u mean by the data it self

#

There's no diff from pic 1 and pic 2

#

U still get the same object

flat raft
#

so my game save can be pretty big.

frosty heron
#

Yeah don't really matter prob

flat raft
#

i dont want to copy the data, i want to just source it (ref)

frosty heron
#

What u get is a copy of the object ref (pointer/address)

#

U r not making new instance or anything

flat raft
#

ok awesome, that's what i was wondering

#

Thanks!

#

now that you explained it, it clicked in my brain that I could have just changed a value inside the function and check if it carries through 😂

#

slow brain

frosty heron
#

Not sure with the goal 😄, I normally use game instance to store my savegame objects

flat raft
#

i had it on the game inst, but i moved it to the game mode because i think using a component would be much eaier to access

rough wing
#

How do I get asynchronous functions? Is there any way I can use an asynchronous function for a continuous action instead of event tick?

pallid nest
#

If you have a dmgbox attached to hierarchy of a mesh, and you move the mesh with a timeline, will the dmgbox move with it as well or do you need to move it as well ? I do not fully understand it

dawn gazelle
# rough wing How do I get asynchronous functions? Is there any way I can use an asynchronous ...

If you need to do something every frame, then tick is the way to do it.
You can use timers if it's something that you want to happen after a set amount of time.
Timelines act like tick for a certain amount of time, but if you're doing it all the time anyway then you may as well use tick.

Tick can be enabled and disabled, and you can also change the tick rate. So if it is something you want to continually happen for the lifetime of the actor, then tick is usually the way to handle it.

dawn gazelle
radiant cape
#

"By binding one or more events to an Event Dispatcher, you can cause all of those events to fire once the Event Dispatcher is called."
Is it ok to have it the opposite way where you have many calls to one function?

topaz thorn
#

I've got a bunch of buttons on the screen, all of which are mutually exclusive and modify the behaviour of the left-click in the game world. Right now I have an enum I'm storing in my playerstate that represents the left-click state, and my controller switches based on that to actually perform actions. Is there a better way of architecting this? I'm conscious I'm creating an enum that will end up having dozens of possible states

dawn gazelle
radiant cape
#

hmm as an example, in the future I might want the players health value not only displaying in a HUD widget, but also above their head in using a widget component
would this be a case for a dispatcher?

dawn gazelle
#

Yes, you'd have the event dispatcher wherever your health value is stored, and call the dispatcher when you change the health value.
Your HUD and your Widget Component would then need to get reference to wherever your health value is stored and bind to the health event dispatcher, and their bind can then have them update whatever they display as needed.

radiant cape
#

tyvm

radiant cape
#

would anyone be able to provide an example of where you would see or use aggregation and composition within a blueprint setting?
some of the examples online seem very foreign to someone who uses blueprints as a hobby

dawn gazelle
# radiant cape would anyone be able to provide an example of where you would see or use aggrega...

I may not be 100% about this as I'm not well versed with the lingo, but after doing a small amount of reading this is how I understand it:

Composition would be like adding actor components to an actor to give it functionality. An example in your case would be a component that manages health - you can have the logic for adding and removing health, as well as that event dispatcher we were talking about built into that component, including having it bind to its owner's "Any Damage" event to actually reduce the health when damage is applied to the owning actor. This then allows you to add this component to a variety of actors regardless of their base class, and they will all act similarly to managing their damage as you've defined in the component. Change the component, it changes it for all owners of that component. The component itself is useless and cannot exist on its own, but attached to an actor it can perform its function. Destroying the actor that houses the Actor Component also causes the Actor Component to be destroyed.

Aggregation would be like utilizing the game state for handling scores. Many things can read and write from the game state to manage and view the scores, or otherwise "use" the gamestate in such a fashion, but the gamestate can still exist on its own independently from any other actor. You create an association to the game state in whatever actor is using it, but destroying any actors using it doesn't cause the game state to be destroyed. Perhaps a different example would be like having "lights" and "switch" actors - you can create many associations between these actors, but destroying a switch wouldn't destroy any door or vice versa, so they can all independently exist.

Now if you had a "light" that had "switch" child actors (which are components!), you're now creating an example of composition in which case if you did destroy the light parent, all of its child switches would also be destroyed.

#

You wouldn't necessarily want to create separate actors for everything, but you would likely want to have logic that is shared among dissimilar classes, in which case a component is usually warranted, especially so if it's something that should be instanced per actor so it has its own state, and if the logic/entity doesn't need to remain if the actor itself is destroyed.

radiant cape
dawn gazelle
# radiant cape If i have an actor that spawns pawns in the world, but isn't the only way that c...

I don't think so. Spawning an actor doesn't really create any relationship at all between the thing spawning it and the thing being spawned, but if for example, you added in an event dispatcher in the pawn to signal when it dies back to the spawner and you bind to that dispatcher after having the spawner spawn it, you've now created an aggregate relationship. The spawner could still be destroyed and the pawn could still exist independently of it.

There is actually a composition relationship between player controllers and their controlled pawns because the engine destroys the player controller's controlled pawn when ending the play of the player controller, however, a pawn doesn't necessarily need a controller possessing it.

radiant cape
vocal tide
#

Can I get anybodys advice on this error? everything works as intended but it still pops up every time

dawn gazelle
vocal tide
oak parrot
#

You could also try using isValid on CharacterRef before using reference

fallow epoch
#

Why is my sword spawning below my character?

#

Socket names are correct. I copy and pasted them

grizzled cave
fallow epoch
#

Ya and infuriating haha

grizzled cave
#

did you add the socket to your skeleton

fallow epoch
grizzled cave
#

try renaming it to "SwordL"

#

maybe thats the problem

#

cause everything looks correct

fallow epoch
#

I've spent the last two hours trying to figure that out and if its the problem im going to lose my shit.... LoL

#

Nope

#

Still impailing him

fallow epoch
#

Why would it do this.

grizzled cave
#

what the hell

fallow epoch
#

When I drag it into the world its the correct scale. But when I preview mesh in the skeleton its a mile and a half long.

#

The scaling is set to 1 in blender.

frosty heron
#

Check Ur socket scale

fallow epoch
heavy lion
#

Trying to figure out loading a game from one level and transitioning to new level, then setting variables on the character. Location, Rotation etc.
My save and load functonality is held in the game instance. Called to from the front end menu on continue.
Anyone have any pointers?

#

@fallow epoch Did you have to scale your character down when importing?

frosty heron
fallow epoch
#

I think I figured it out. I had my root bone hidden on my character in blender. I applied all scaling to everything except the hidden bone..... fixing that and seeing if it fixes the problem. I just notices my scaling was not at 1 when I looked at all my bones scaling to see if anything looked off.

heavy lion
#

@frosty heron Sort of. I am on the main menu map, when I click continue, I want it to load another map. I can do that fine. But it doesnt want to load anything else after the level has loaded.
It should also be loading the character variables.

frosty heron
#

If you need to save your character variable or stat's. Set them in game instance before opening a new level. You can then reconstruct the character with the variables from Game instance

heavy lion
#

The only character variables I am concerned with at the minute is its location and control rotation.

#

Singleplayer yes.

frosty heron
#

. U can store any type of variable and apply them

#

Have u figured out how to do save and load to begin with?

heavy lion
#

yes in a single level.

frosty heron
#

Just test with saving and loading simple integer if u havent

#

Singlw or multiple Level is kinda irrelevant . Your savegame object is stored in game instance

#

U simply load from slot form continue button

#

Data will be loaded even before u open new map

heavy lion
#

Ok, Currently, for testing, i have save and load mapped to 5 and 9. All it is saving is the character location and control rotation.
In a single level, i can save, move and load and it works as expected.

#

When I click continue from the main menu. I am in a different map, I want it to load the correct level (There will opnly ever be one map). Then load the players saved location.

#

But the game mode, player controller, pawn are all changing on the new level.

#

And Im just not sure how best to tackle it

frosty heron
#

You should save the map you want to open too in your savegame object

#

Continue should open the last map opened or the map intended to be opened

#

Saving transform is trivial, is no different than saving any other types of variable. Eg an int.

heavy lion
#

And that is working. But it is getting lost when travelling to new level. As if it happens before the player character is loaded.

#

No point saving the level to load as it will ALWAYS be the same.

pulsar pulsar
#

Would anyone know why my BUllet count is not reducing ? First print always gives 11 while second print always prints 12. The event gets called once upon firing a weapon. It then gets the weapon in hands, get the bullet count, reduce by 1 and make new

dawn gazelle
#

You'd need your game to know whether it's loading from a save. Basically, you could just set a reference in your game instance with your save game. The game when loading in can check the game instance to see the save data it should be loading if it is valid. If nothing there, do it as if it's starting from scratch.

#

If valid, have the actors read the data they care about from the save game reference.

#

So clicking new game, set the save game ref to none... When confirming to continue from a save, set the save game ref and load the desired level.

frosty heron
#

Once u load it, it's there

heavy lion
#

Yes. What I am trying to find out is when and where can I apply that variable to the player character

#

It works, but not on level transition.

#

If the first thing the load or continue function does is open a new map, it is applying the variables to a character that doesnt exist yet

frosty heron
#

That's on you to design. Why is the character don't exist yet when you try to apply your values? It would give u accessed none error

dawn gazelle
#

You can override Spawn Default Pawn For in the game mode. Have it read the game instance to get the saved transform of the player if the save game ref is valid. If not, use your start spot transform provided as an input in the function.

frosty heron
#

Open new map, spawn player , apply your saved variable

dawn gazelle
fallow epoch
#

So for some reason when I export from blender as an FBX it adds a bone above my root bone with a scale of 100

frosty heron
#

I don't use blender tho so no idea how to fix it

fallow epoch
#

I had to change the scaling units in blender

#

it was 1

frosty heron
#

Unreal unit is cm

#

Instead changing the unit scale, change from metre to cm

#

@fallow epoch

heavy lion
frosty heron
heavy lion
#

Yeah. I have two game modes, one for the front end, and one for in game.

frosty heron
#

I mean only the game mode in the map you open will be relevant

#

Datura already told you how to do it.

Basically once you override and can get ref to your char . That's when you can load your saved variable

#blueprint message

heavy lion
#

@fallow epoch This was gonna be my next suggestion.

#

This is my load function currently. Within the game instance.

#

This works when I am in the level and save and load. It just moves the player to its saved location

frosty heron
#

Right now u r just creating new savegame object everytime you call load player

#

You should have a function in your GI called load savegame and promote it as variable.

Your load player will simply be . Get game instance, get the promoted variable -> get hp/transform/w.e

heavy lion
#

The save game object as a variable?

frosty heron
#

You should set reference to it once you load it yes. You load once, that's it

fallow epoch
#

I havent fixed it yet but I know for a fact its the FBX scaling from blender to ue5 that is causing the issue.

frosty heron
#

Unreal use cm not meter

#

Change it to cm so it's 1 to 1

fallow epoch
#

I did

heavy lion
#

@fallow epoch This is well documented yes. You need to properly set the scale in blender. Especially when working with skeletal meshes.
Also, wrong channel.

fallow epoch
#

It started as a blueprint problem because my mesh was not attaching properly.

heavy lion
#

@frosty heron So, The reason I added the create new save game object in the load function was because it wouldnt have a reference to it otherwise.
I am now creating it on init from the game instance. So that would mean it is only ever created once?

#

Save function

frosty heron
#

Does save game exist? No? Create new one

Yes? Load it and set ref so u can use that for your character or other bps

heavy lion
frosty heron
#

Your load player don't need to load any slot

#

It should be loaded in main menu

heavy lion
#

Again. This is loading and saving fine when in a single level

frosty heron
#

Your load player just get game instance, get mysavegame object , get transform. Apply transform

frosty heron
#

U r creating new savegame object all the time. Next time you run the function, it won't even get ref to the same savegame object

heavy lion
#

So why is it loading and saving just fine?

frosty heron
#

Its probably doesn't do what u think it does

heavy lion
#

I honestly have no idea.
When I load the map, i can run around. Hit save, move to a new location, hit load. And it loads the previous location. Thats literally all I have implemented it to do.

#

And I am using the same SaveGameObject everywhere. It is only ever created once.

#

On gameinstance init

frosty heron
#

You don't want to do that when savegame object already exist

#

You don't need to create a new one

#

Simply load from slot

#

U will get a return value of your savegame object. That's what you need to use

#

So get rid of that create save game on init

heavy lion
#

ok

frosty heron
#

Create a function in your gi called load game

It goes like this.

Does save game exist? If true , load from slot, promote return value as variable

If false create savegame object. Promote it to savegame variable

steady night
#

Hey Guys im trying to LineTrace on Random points in World

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how would i get start origin and end origin when i jsut want it top spawn "Randomly in whole level" ?

#

basicly "Spawn anywhere in level "

heavy lion
frosty heron
#

Also I will call it load game instead load player

#

Or at the very least loadplayerdata. But normally I only have 2 types of savegame.

Savegame for gameplay and savegame for achievements and settings

#

So I keep everything related to the game in one save file

heavy lion
#

ok cool

#

So for the save game, similar setup at the begining?

frosty heron
#

Or overwrite them

#

Nah, you would only call savegame when you already load

#

Or at least call the load function

#

U will have valid savegame object.

So all you have to do in savegame function is.

Savegameobject -> save game to slot

heavy lion
frosty heron
#

No no

heavy lion
#

So I dont need the create save game object and setter here?

frosty heron
#

Don't create a new savegame object

#

Yes

#

U don't set or create new object

heavy lion
#

Trouble with that is if I try to save I get errors stating its null

steady night
#

how would i get "ranom point in Level" or whatever without using a bounding box ?

frosty heron
heavy lion
#

@steady night You dont. Only other option would be within radius

frosty heron
#

You prob jump in editor

#

Going inside a level w.o loading

steady night
#

hmmm

heavy lion
#

Yeah exactly. So its breaking in editor. But in game, you HAVE to load before saving.
Is that what you mean?

frosty heron
#

U should think your savegame the same way u would in any video game u played. Resident evil, baldurs gate, etc

frosty heron
heavy lion
#

Gotcha

frosty heron
#

And load the slot then open the map

heavy lion
#

OK.

frosty heron
#

U can always make a debug function too ofc

#

If u just want to make a new savegame object but I don't c much point

heavy lion
#

This is the functionality for the continue button in my front end menu.

frosty heron
#

U will need to feed slot name

#

Name me games u played

heavy lion
#

At the minute that is manually set in the load function.

frosty heron
#

Yea u don't typically want to hardcode it

heavy lion
#

No I know. Just testing

frosty heron
#

Give me a name of a game

heavy lion
#

Why?

#

Skyrim

frosty heron
#

So I can explain but if u already understand then dw

#

Ahh fk I don't play that

heavy lion
#

Haha

frosty heron
#

Well should be the same

heavy lion
#

Sorry I thought asked the name of my game

frosty heron
#

When u try to load skylight u see your slots right?

#

That is basically your slot name

heavy lion
#

Yeah.

steady night
#

the name of your game is "skyrim"

#

😮 ?

#

wdym copyrightttttt

frosty heron
#

So in main menu whenever u create new game. You can just assign SaveGameX

heavy lion
steady night
#

xD

frosty heron
#

X being the number of last available slot +1

#

So creating 3 save game will look like this.

Savegame1, savegame2, savegame3 and so on

#

Or ask the player to input their own slot name 🤷‍♂️

#

Skyrim prob let u do that

heavy lion
#

Yeah I get ya. Not got that far yet.

#

So on new game, I essentially save immediately with a new slot name

frosty heron
#

Right now u can hardcode it to test I guess

heavy lion
#

ok

frosty heron
#

It will create .sav file in your saved folder

#

For my game, I will save the game only when the player finished customisation

heavy lion
#

I think I am probably going to just use a single player profile.

#

In Skyrim for example you can have multiple profiles for multiple characters.

#

Not decided on wether or not to do that yet.

#

So just using a fixed slot name

#

What I need to figure out is continue game function.

steady night
#

how dose this Half size work ?

#

if i want it to include the whole box what do i do .o

trim matrix
steady night
#

aye and the center i just got box extend relative location

#

right

#

?

trim matrix
#

for center u use box component's location

#

for half size u use scaled box extent

frosty heron
#

Your centre is the size area location, your half size is your size area -> box extent

heavy lion
#

@frosty heron So how do I go about setting the location of the player AFTER the level has loaded. That's what I don't get

heavy lion
#

Got it. I think

#

Might be a hack but I got it working.

#

I have a bool variable in Gameinstance. bContinue, false by default.
When you click continue, it is set to true.
When the Gamemode for the map loads, it checks the state of said bool. If its true, it loads. Then sets it back to false.

frosty heron
#

Getting on train brb

heavy lion
#

haha

#

Safe travels!

shy kernel
#

Hi all, I'm trying to get an animation to sync and look the same for everyone on the server, does anyone know the reason my blueprint isn't working?

dire frost
#

and for authority it can just play it's animation no problem

frosty heron
frosty heron
#

You can try fast forward the time for the client (which is a drawback it self). Perhaps by accounting for Round trip time and the current position of the anim the server is playing

#

Other than that prob not much you can do

#

Also I don't think multicast is the answer here

#

You prob want server to run client rpc and send the anim time + rtt as a value for the client anim position

silver harbor
#

hey I've just started with blueprints today following a tutorial to get the third person character to fly
I'm trying to change the max fly speed to go quite high but there seems to be a limit to it no matter how high the value is.

shy kernel
frosty heron
honest flame
#

from a line trace, how can i get the color of the collided objects vertex?

shy kernel
#

They seem to be like .5 seconds out of sync for each client I add aswell

frosty heron
#

Not the hardest bit unfortunately. If you are doing turn base game it's probably fine. Real challenge is when we have to deal with a game that depend on latency. Eg fps

frosty heron
shy kernel
#

Nope

frosty heron
#

The rpc prob get called at begin play. Each player begins play are not the same. You can see lag when the screen start in pie.

#

That's prob what makes them get called in different time and we haven't even put some real latency for real test

#

I think Unreal uses repnotify to play animations. You can try to sync the time on the rep notify function

#

Set play at , server anim current position + round trip time

shy kernel
polar trout
#

Hi, I have a widget where I am rewriting the onkeydown function, and the issue is that the gamepad face button bottom is recognized as a left mouse click. Does anyone have any idea where the problem might be? I am using the common UI plugin to track the input method change, and it's for displaying text that disappears when a button is pressed. I don't have any issues with the other gamepad or keyboard keys; it's only when registering the A button. Thanks for your help.

frosty heron
trim matrix
#

can anyone help in terms of how I would ensure a timer I run is running on game thread.

#

currently I get the known issue of assert if accessed outside game thread

fiery ridge
#

Erm, how do I store an actor reference in a widget? There are multiples duplicates in the world but I need that one specific

#

yes but how do i tell it that one specific actor

crystal crown
#

I should set these variables in the vehiclebp instead right?

fiery ridge
#

@toxic jay

hollow pond
#

you can make the Auto Door a parameter with Expose on Spawn = true, so that you have to pass in an Auto Door reference when the widget is created

fiery ridge
#

thank you both, that worked

#

essentially, i needed 2 refs

#

one exposed on the actor that spawns the widget and in the widget

hollow pond
#

yep

fiery ridge
#

much love ❤️

trim matrix
#

Anyone know how I can hide and show variables depending on whether the enum is on corrosponding thing

#

and when their hidden they retain the value

hidden shard
#

Hello.
I would like to be able to remove the gun in the first person template after equipping it, does anyone know how to do this?

lunar sleet
#

Basically the opposite of the pickup

trim matrix
#

arr okay thank you

crystal crown
#

@frosty heron Sorry to ping but is this the "proper" way to do this?

honest flame
#

why is trace complex making my linetrace inconsistent?

#

like sometimes it manages to find something

#

and other times it completely fails

#

really jittery

#

i do need trace complex because findcollisionUV only works if its enabled

crystal crown
#

So weird i got rid of all casts between character & vehicle. The vehicle is still hard referencing the character, but the character is not hard referencing the vehicle. What is going on?

mental trellis
#

Variable types count as hard references.

crystal crown
mental trellis
#

Base class = Character?

crystal crown
#

yes

mental trellis
#

Shrug

#

Close the editor. Backup your content folder. Delete the character uasset. Load the editor. TRy to compile the vehicle BP. Look for errors!

#

😄

frosty heron
crystal crown
faint pasture
#

Character animbp should just read the locations (assuming hand locations are sockets on steering wheel mesh) and never write anything

raw orbit
#

why does my character not react to these nodes when the AI controller is set to none? as soon as i set the ai it works fine

#

i know asked this but it was really late and i think it got buried 😄

vital cargo
#

Can anyone assist me? So I have a conveyor belt which moves an item along it, the player can spawn/create them and place them on a grid. The issue I'm having is, I have a collision box to move the actor that lands on it but by the time it reaches the 2nd conveyor belt the offset speed is double due to double overlap, how would I get around this?

thin panther
#

Doing your grid based building with so many overlaps isn't good

#

Just clamp with maths

#

The engine even has built in functions for calculating grids

heavy lion
#

When using a pure cast to say the gameinstance. What is the difference between using an Is Valid and a branch from success?

honest flame
vital cargo
faint pasture
#

I'd guess normal direction

honest flame
thin panther
vital cargo
thin panther
#

Ah yeah I was getting confused with that. I don't remember the maths off the top of my head, but it's well talked about

tight pollen
thin panther
#

Just be patient

crystal crown
#

I need to write from the characterbp anyway tho for handik. i can't have all logic on the vehicle. Because i'm interacting with the vehicle

frosty berry
#

In BP's, when you have a big scene (space, forest, city, etc) and want to spawn things, what blueprint is best practice for doing that?

crystal crown
#

like car spawner, npc spawner etc

zealous moth
#

@dawn gazelle in the end, using the array was the optimal solution. It made insertion much more smoother at the construction level

trim matrix
#

guys how can i see the range of my radial damage with falloff

hollow pond
trim matrix
#

thanks

frosty berry
zealous moth
#

that is going to be more difficult than sp :/

#

I would refer to the multiplayer channe

fleet comet
#

Hi how do you get an actor to respawn in its original position when it falls of the map

#

Can someone visualise it for me

hidden shard
frosty berry
zealous moth
#

level streaming

elder lodge
#

set a killzone with a mesh or something that triggers when they hit it

fleet comet
elder lodge
frigid plume
#

Hi, simply want to use LaunchCharacter node with AI, but it doesn't work

#

Do I need to make a change in the actor details?

elder lodge
frigid plume
frigid plume
elder lodge
#

Try a bigger number honestly

#

and map it to a button and see if you can print string

trim matrix
#

guys how can i destroy a particle emitter without connecting the spawner exec to the deactivate exec?

frigid plume
#

😦

#

i tried 15.000