#blueprint

1 messages · Page 42 of 1

elder lodge
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store a variable

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try it with an up vector instead?

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Maybe the ground is blocking

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also try 99999999

frigid plume
elder lodge
# frigid plume thanks, up vector is works

yeah so it may be something to do with the forward motion/ground. If they're on the ground and they launchforward the ground probably stops them; so you'll have to try something else depending on what you actually want

proven garnet
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Hey! I want to show game over widget and mouse cursor and pause game when "game over". Everything works but the show mouse cursor can't use get player controller.

Building in the Third person starter level. I've tried with the player controller that comes with the third person starter level and now I have created my own player controller and added that in the project settings. But I can't get it to work.

What's going on?

hollow karma
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I think you might be using the wrong "Get Player Controller" function. I see multiple functions of that name. The one you have seems to be under the "Player State" category. I think you might want the one under the "Game" category instead.

proven garnet
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Oh

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I'll check!

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It worked!

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So it just defaults to the player state category

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Got it

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THanks a bunch!

barren dove
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Hey folks I have a question
How do you do loot rarity?
I can grab a 1-100 number and assign that to a rarity type, then grab a random entry from the associated array, but I kind of want a way of nudging the percentages towards certain classes or types of items rather than "spawn 1 random rare, all rares are equal in this array" but am having trouble on how to express that mathmatically, any ideas?

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could do further nesting I guess

elder lodge
barren dove
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Lets break it down
I drop 5 items of the same rarity
but the dude has a perk that gives him a 10% better chance of finding specific ammo lets say

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I'm thinking I have a array of options, some of which are ammo, or I could separate it into a just an ammo array, but would want to nudge the results towards the intended drop

last walrus
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can I somehow let player know that it has clicked something? approach from the first screenshot doesnt inform player. approach from the second screenshot works exactly like I want but but it ignores widgets that may be between cursor and 3D object

lunar sleet
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But you need to do something else for widgets, that one’s for actors

last walrus
lunar sleet
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Is it a widget or is it an actor

remote meteor
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3d space and 2d space is entirely separated thing

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if you want to handle clicking a widget

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do it from the widget

last walrus
lunar sleet
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But you have widgets interfering with input ?

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You can try to use set input to game mode only if you don’t need to click any widgets

last walrus
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so
what I want: player clicks something, this something notifies player that it has been clicked, player performs some action. if theres a widget between UI and 3D object I want to NOT notify player about this click and do action with widget instead. "bind event to on clicked" doesnt ignore UI but it doesnt notify player. "hit result ..." is casted from player class but it also ignores UI layer between cursor and object

lunar sleet
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I think I know what you need hang on

last walrus
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k

remote meteor
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Game input and UI input are entirely separated

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although there is an execution order

lunar sleet
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this is what I had to use

remote meteor
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if there is something that returns FReply::Handled in the UI input, the game input wont be processed

last walrus
lunar sleet
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As for the actor you’ll need to use its own event onClicked

remote meteor
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if theres a widget between UI and 3D object I want to NOT notify player about this click and do action with widget instead
exactly this, you make your widget hittestable, then handle the mouse down event, then the game input wont be processed.

lunar sleet
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Yeah, you still need one event in the widget and one in the actor

last walrus
remote meteor
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set Visibility to Visible

proven pond
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Hey guys I'm looking for high level advice on how you would organize your code to solve this problem.
So I've got procedural mesh dismemberment in my game, and am looking to optimize how meshes are dismembered in an explosion because by default way to much dismemberment is going on at once and there is serious hitching:

https://www.youtube.com/watch?v=QwfGhA23pyE

What I'm now trying to decide is, WHERE should I put this code that manages optimization? I'm thinking I'd create an orchestrator that each unit sends the dismemberment request to, and that orchestrator would then do the optimization? Just cant figure out how I'd aggregate dismemberment so that it could be handled optimally (spread out across ticks), any code  solution I come up with feels ugly.
I'm curious how games typically find a scalable solution for this. I'm wondering if maybe each unit should receive data from a global class on the state of the games performance (active physics items, FPS, etc.) and then decide itself how to dismember itself (less cuts, no cut just destroy, etc.), or if the orchestrator should take the input, then perform optimized cuts itself based  on its available data.
Basically I cant figure out a design pattern here that doesn't feel cluttered and convoluted once I write it out in blueprints. What is the typical design pattern for keeping any kind of visual effect optimized as it scales? 
And if theres a better thread for this, anything really about optimization/good code design, lemme know and I'll take it there.

If you slow it down you may notice a slight hitch as they're dismembered by the air drop.

▶ Play video
last walrus
desert flame
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The length is always 0, am i adding wrong?

remote meteor
# desert flame The length is always 0, am i adding wrong?

For Each Loop, by its default behavior, makes a copy of each iteration, you want to make a version that gets by reference. You can duplicate the whole macro to your own library and change it from there.

The reason of this is when you use by ref, the changes actually propagates the changes back to the array, which a by copy doesnt.

proud notch
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Hello everyone,

does anyone know if there is a way to categorize all the variables inside a custom struct into categories or groups? or some way to organize all the variables ?

remote meteor
proud notch
remote meteor
proud notch
slow flint
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Hello when i m in my simple lobby system i noticed something wrong . i have an input key "enter" for opening the chat . and some other buttons ( play...quit...) if i click on the play button and then i press "enter" on my keyboard the chat is not opening but instead it looks like the "enter" key is reactivating the button i pressed again . if i click outside the button and then press "enter" then the chat opens up again . how do i fix this ?

remote meteor
remote meteor
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(DisplayName="Level", MakeStructureDefaultValue="0.000000")) // Instead of this.
double Level;

UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(Category="SomeCategory")) // This would be just fine. 
double Level;
last walrus
tiny monolith
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My character fires when I want to shoot to the left while looking right, but when the shot is finished, she turns to the right and stays even though I shot to the left last.When I enter 0 in the value below, it automatically turns 180.

proven pond
tiny monolith
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If I'm standing to the right and I want to shoot to the left, after the shot is finished, it turns that way because I was standing to the right last.

proven pond
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Instead of saying "it", could you clearly define whether its the player or bullet that you are describing?

tiny monolith
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bullet

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sorry

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my character is returning

proven pond
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So your player is facing right. You want the player to shoot to the left.

You click "shoot left", and your player turns to the left to shoot. You now want your player to continue looking to the left, but after the "shoot" action the player reverts to facing right?

tiny monolith
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ys

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yes

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yes

proven pond
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Are you able to share your player blueprint, and especially the what the code is for the player shooting?

tiny monolith
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okey

naive isle
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I've mostly just been learning through blueprint programming, but I'd like to learn more about how to make fancytext markups for that piece of interface. All the tutorials I find just do the same two markups that either change font related stuff, or add an in-line image. Is there a better place to learn how I might do something that runs and gets the result of a function to replace text or change text color based on a value outside of a table? I haven't had much c++ education so what I might need to learn is how to write those classes and get them to do what I want mostly in blueprints.

elder lodge
grim sand
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A non technical question: What do you guys do with functionality you decide to cut? Do you just delete it and forget about it? Or do you mark it as legacy and leave it lying around in case you want to reimplement it in the future?

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Or is there maybe some kind of functionality in UE to mark a BP as deprecated to ensure it doesn't get packaged?

proven pond
grim sand
thorn fiber
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Was it ever explain why GetSeamlessTravelActorList isn't blueprint accessable?

hollow pond
thin panther
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Now that's a generous number :P

hollow pond
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trying to soften the blow

thorn fiber
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but this specific bit I'm sure has been requested quite a few times. It seems only a matter of someone submitting a commit for it, figure that has occured and it must have gotten reject, but why?

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And if no one has made the commit, then that too is surprising

polar trout
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For anybody interested, this was mi solution, it's not elegant by any mean, but it's work and i was incapable of finding the problem 😅

proud notch
dawn gazelle
# naive isle I've mostly just been learning through blueprint programming, but I'd like to le...

This definitely is in C++ territory, and I can tell you there's definitely not a lot of information about how to go about doing something like this.
The closest thing you'll find is using this Temaran Rich Text plugin, which allows you to insert a widget into a rich text field which could then call functions for you and you can look at its C++ to try and figure out how they did certain things, and duplicate it yourself. Note that this plugin is only for 4.27 or 4.26 and it doesn't work on 5.0+ and would require some retooling to get it to compile right.
https://www.unrealengine.com/marketplace/en-US/product/temaran-widgets

west yoke
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Is there a good way to time a function call in a BP?

trim matrix
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Do you mean latent function?

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That take time to complete, like a delay node?

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Are you trying to make one of those?

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Bp functions cannot do that. You would need to use a macro.

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Talking about profiling?

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Please be specific.

grim sand
west yoke
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I just want to know how long it takes a certain function to run, but I don't care about profiling everything, just this one function.

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In normal code I'd just get timestamps before and after, but bps don't do that apparently

desert flame
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In UI, if i wanted a blend between orange and blue based on the value of the progress bar (orange being low, blue being high) how could that be done? I know in blender its called color ramps. Not like only 2 options but a genuine blend between them based on the value.

barren dove
west yoke
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BPs have a GetAccurateRealTime node but this is a very incorrect name because it said my function ended before it started...

grim sand
proven pond
proven pond
trim matrix
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In its style

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guys i have a car that explodes, the last thing that i want to add is a little animation of the car that moves when explodes, so how can i make it like jump?

barren dove
desert flame
grim sand
trim matrix
proven pond
grim sand
proven pond
trim matrix
grim sand
trim matrix
barren dove
trim matrix
proven pond
trim matrix
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In each case, you are setting your progress bars colors using blueprint script.

steady night
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Het Guys im trying to do a Blend AimOffsett pose where the upper body only moves

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what am i doibng wrong ?

lunar sleet
steady night
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<)

steady night
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How would i rotate the character with the X Axis from the mouse ?

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now im only rotating the camera with the mouse

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i want the player to rotate with the mouse X

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now the camera rotates aroudn the target i want the target to trotate with the x

compact vapor
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how can I make the player controller use a different camera than the one attached to them?

trim matrix
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my zombie is not taking damage, what could be the problem?

heavy lion
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Pretty sure I asked this previously but I think I got distracted or whatever. I can't find where I asked it. But...
If I have player characters and NPC characters.
Should I make them both derive from the same base class or separate them. Just have them both derive from the built in character class?

versed sun
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If the NPC and Player have similar traits/functions, make a Base class, and the Children contain the Unique parts

heavy lion
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That's what I was thinking and been doing. Just wasn't sure if I was making it more complicated for myself.

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I'm now trying to figure out if it's best to move all input and other functionality to the controller instead of the player character class.

gusty shuttle
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Hey guys, quick question

What is the best way to take a enum, subtract 1 from the selected and display that to a text. I highlighted the nodes I'm trying to make work but after I subtract, I get a numeral value instead of the enum info

trim matrix
versed sun
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After subtract , do Byte to<YOURENUMHERE>
But.... what if enum is 0 ? do you want tit to go to the last enum?

flat coral
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I know I know, Array inputs need to have something wired in. No empty array inputs allowed, right? Except...

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Why then is it legal to leave Actors To Ignore without any input?

hollow pond
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whereas leaving Object Types empty means you would get nothing

flat coral
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Or everythign

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But the point is, how do you do that? How do you make an array input optional?

hollow pond
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c++

flat coral
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Sigh.

versed sun
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c++ can do anything

hollow pond
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you're using 1% of unreal's power

flat coral
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Look I just haven't reinstalled VS since getting a new computer and the longer I go without doing that, the less I want to

thin panther
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So do it now

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🧠

flat coral
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On a friday afternoon when I'm allllmost done a big change that I know I won't have time to work on next week? Naaah

gusty shuttle
flat coral
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Is there seriously no way to get the actual radius from a radial damage event? Or is it nested inside one of these structs?

crystal crown
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When i'm spawning an actorbp into the world. when is it's begin play executed? after it's actually spawned?

dawn gazelle
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Unless you mean the radius supplied to the apply radial damage event?

flat coral
noble ledge
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What can I do about unreal just freezing everytime I try to debug blueprints?

surreal peak
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Depends on a lot of stuff

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Is your PC strong enough?
Does this happen in every blueprint?
Does this happen in every project?
Does this happen on every UE version?
Have you tried verifying your Engine installation yet?

noble ledge
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  1. I have a 13900k, 4070, 64gb ram
  2. Yes every blueprint that I have tried to debug.
  3. I am only working with one project right now so I haven't tested others.
  4. I am only using 5.2.1 right now.
  5. No
trim matrix
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why doesn't adding the controller input work here?

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i have confirmed that the axis values are correct

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i'll do it in the player character, but im just curioz

dawn gazelle
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There's a setting on pawns if you haven't touched them:

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Otherwise what you have should feed it in.

trim matrix
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well you see, it works fine if i do it on the input axis

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but doesnt on tick

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on the standard input axis

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not the enhanced ones or whatever

dawn gazelle
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Do you have tick enabled on your player controller?

trim matrix
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ofc

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i am able to move around

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with add movement inp

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just cant look around

surreal peak
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Fwiw character movement should be coded in the character

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At least in most cases

uncut elk
surreal peak
trim matrix
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its particularly weird because

surreal peak
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Strange indeed

trim matrix
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what's worth noting is that im using an older engine version so u might not get the same results if you tried to reproduce it

midnight field
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I'm working on a platformer with elaborate character movement, which requires stat values and other settings to be applied to the character during different states, likely via some kind of stat/setting module.

I'm trying to decide how to go about this sort of state system though. I've heard the StateTree system is meant to be fairly general-purpose, but would it be good for this kind of thing? Perhaps an entirely original character state component? Or perhaps using UGameplayEffects to create a sort of "stance" system?

I'm just kinda not sure what the most "Unreal" way to handle this is.

faint pasture
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also single or multi player?

midnight field
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Multiplayer. Basically things such as like run, slide, roll, sprint, drift, all making use of the CMC's walking mode, but with different values. (I've heavily modified the CMC's math since math is my thing, I'm just not used to Unreal or the Unreal way to do things.)

fervent bramble
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How would I get an index from an Input Action?

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I wanna target them for remapping

frosty heron
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To enter new custom state , there is already helper function for it

midnight field
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Hm... I may have over-complicated the question. I'm basically just looking for a good infinite state machine.

west yoke
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Is it possible to make a BP as a kind of abstract base class that has a primitive collision shape as the root component, but doesn't specifiy which shape? Then all child blueprints that inherit from this must specify what kind of primitive component it wants as the root comp?

edgy ingot
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Finite state machine for bp

pliant jewel
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I have a class that Inherits from UObject, and has a couple params defined in C++.
I have it marked as Blueprintable, and Blueprint type, but I'm unable to use the "Construct Object From Class" node to create any of the blueprint's ive made, the entry simply doesn't exist. Am I approaching this incorrectly?

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EquipmentDefinition is the C++ class, and I have a couple BP child classes.

edgy ingot
midnight field
pliant jewel
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GAS is 100% worth the investment

edgy ingot
pliant jewel
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😐 they're in my developer folder haha

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that'll do it

dawn gazelle
pliant jewel
dawn gazelle
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Ah ok good stuff.

pliant jewel
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I think that means that its gotten too late and im supposed to be done haha

west yoke
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In BeginPlay of my Game Mode I spawn an actor and save it in a variable Foo.

In another actor's BeginPlay, I get the game mode, cast it to the right type, and read some stuff from Foo. But it says Foo is None.

I was under the impression that the GameMode always has its BeginPlay called before any actors. Is this not guaranteed?

zealous moth
west yoke
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The cast is fine, and it shows that variable in the game mode is None, but I didn't think it could be.

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I'll probably just delay it a tick and see if that fixes it.

dawn gazelle
# west yoke In BeginPlay of my Game Mode I spawn an actor and save it in a variable `Foo`. ...

You can't guarantee when Begin Plays fire.
To correct you could:

  1. Create an event dispatcher in the game mode.
  2. Call this event dispatcher when you've spawned and set Foo.
  3. In the actor attempting to read the game mode for Foo, you can use the Begin Play to still attempt to get Foo, but if Foo is not valid, bind to the event dispatcher in the game mode you created and have it run the same logic you would if Foo was valid.
plain jay
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question for anyone, im working on a dismemberment system and ive run into something thats kinda driving me nuts lol.
im trying to hide the bone on the character skeleton using "HideBoneByName" but when using this method the entire bone transform (location, rotation, scale) is set to 0,0,0. this causes a massive cavity in the mesh since its scaling back to its parents 0,0,0 transform. this makes it very hard to attach any "gibs" to the model.
preferably I want to ONLY scale the bone down and keep the rotation and location the same so spawning a gib is much easier and will take much less manual work. is there any way to do this?

modest tinsel
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Why wont this swap places code work in multiplayer?

dawn gazelle
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Overlap events can occur on clients and the server, and you likely don't want any of this to be RPC'd or multicasted.
Overlap > Has Authority (Authority) > Set the actor you want to teleport to the desired location.

modest tinsel
dawn gazelle
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If it's a replicated actor, setting the location on the server should suffice to move it and replicate its position to others.
Since the overlap can be detected by the server, you only need to check that the overlap happens on the server to know that it happened and since you know you're running on the server, you can set actor locations and it will replicate properly.

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No need for the client to request the server to perform the action. No need for the server to multicast the teleport call.

dawn gazelle
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No RPCs needed.
Overlap > Has Authority (Authority) > Teleport / Set Actor Location

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The extra stuff you have is fine to add to that.

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But no RPCs.

modest tinsel
modest tinsel
edgy ginkgo
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I need a hand if anyone has a second, setting up multiplayer and it's driving me crazy

dawn gazelle
tiny monolith
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help me

upper badger
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I have a character and I want to prevent it from moving too close to walls but only if its facing the wall. I added a second capsule collision in front of my character and set the collision presets to InvisibleWall (I also tried a bunch of other presets) but I'm still able to move close to walls. What am I doing wrong here?

frosty heron
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Just make your main capsule radius bigger

dawn gazelle
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It doesn't care about other things colliding.

frosty heron
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If your problem is the hand clip the wall. Consider doing ik and some math to offset

upper badger
frosty heron
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Why would u move it forward. Either make the wall collision bigger or try what I suggested if clipping is the prob

upper badger
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The issue is that my character can pick up items, but I need to disable the collision of the picked up item when it's attached to the character. But then the object clips through walls. If I keep collision enabled, weird things happen.

dawn gazelle
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You can do what a lot of other games do and use a render layering system where anything held is rendered on top of everything.

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No more clipping 😛

frosty heron
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Won't have to worry about clipping to walls

upper badger
frosty heron
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When too close to the wall. Player will have to pull their rifle towards them because it collide with the wall

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U basically offset the hand when it's too close to the wall

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But if u don't want to deal with that I suggest just doing what datura says

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To render the fps arm and any object held on top

upper badger
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neat, but I don't think that'll work with what I had in mind. I'll look into what Datura suggested. Thanks!

short phoenix
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How do I manage stacking widgets that are nested menus? I'd like to set up menus that lead to submenus and back without necessarily hard-coding the links between them directly. That would be for what gets hidden/backgrounded and what gets active control. I saw the page for UCommonActivatableWidgetStack and it smells like a thing I'd need for this, and I was assuming I'd have to drop into C++ for it, but I thought I'd check first.

trim matrix
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guys i am using the Automotive Bridge Scene but the bridge is a blueprint and i want to use it as a static mesh because it has wrong collisions

frosty heron
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Edit the collision then?

trim matrix
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how should i do it?

wraith olive
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Hello guys!

Could somebody please help me with this issue? I've been trying to find a fix for a lot of hours and I can't seem to understand what the issue is (I'm a beginner).

Basically, I've set up a FPS and TPS perspective change, using the V key in my project, and I've also set up a reload animation for my gun using the R key.
I want to make it so that you can't change perspectives (the player is not allowed to press V, or make the V key don't work, somehow) while my reload animation is playing, but let the player change perspectives only after the reload animation is done.

I've posted some images to show what I've tried to do (among other failed iteration), and my blueprint, and I just can't get it to work..

trim matrix
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make a simple bool isReloading

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set it to true before the montage plays

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and to false once On Completed fires

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does it work making only a third person animation and make it look decent on first person?

trim matrix
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or disable collision entirely on all of your bridge

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and make your own with collision boxes and stuff

spark steppe
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or write a editor utility widget which spawns the blueprint static mesh components as static mesh actors in their correct location

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a good exercise on editor tools

trim matrix
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thanks guys i'll try it

trim matrix
spark steppe
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his initial question was how to get rid of the blueprint

trim matrix
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It's kinda worse if you split it into actors i think

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to optimize it you could use some instanced meshes here and there for example

spark steppe
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the blueprint apparently consists of multiple static mesh components

waxen magnet
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Hi Guys i am having an issue i have not had before it says
but wasn't having it before here is the code

wraith olive
# trim matrix make a simple bool isReloading

Thank you very much!!
Finally I fixed this issue

It works very well, there is only a small bug, if I spam the V key and R key it allows me to go through the animation and through the perspective change
But a delay would fix this I think

Wish you the best bro

trim matrix
oak fable
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hello i need help
i haven't opened my project for like a month now when i open it it loads then crash i dont know why
can someone help figuring out why is that
i can provide the logs
also i see this in the crash screen

Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\BufferReader.h] [Line: 52]

hollow glen
#

anyone on here have tribal knowledge on looping a function while a key is held down?

I set a bool to keep track of the key press but I'm still getting an infinite loop

remote meteor
hollow glen
tight pollen
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hi

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i want Render CustomDepth Pass default set to True

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how can i do it

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?

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because there is no such option directly in Mesh

surreal lantern
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Any ideia on why this 'select' node returns 'no data' instead of one of my maps ?

trim matrix
frosty heron
frosty heron
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Print string to make sure. Watch isn't reliable

remote meteor
#

ppl need to remember, that the node that the breakpoint stops at, hasnt actually been ran. so the pins are not evaluated yet.

tight pollen
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from niagara

surreal lantern
frosty heron
surreal lantern
surreal lantern
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it works fine if I get the maps I want inside the function instead of pass it trought argmen/param

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theres any problem on passing maps this way to a function ?

frosty heron
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Never tried but I don't see why not

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Should be fine if it has value

surreal lantern
frosty heron
surreal lantern
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no point in having what

frosty heron
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Having option 0 when you never feed it a map

ruby tendon
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Is it possible to make projectile movement bounces a bit smoother. the bounce that occurs now is very sudden and looks unnatural. I want the bounce to be lerped or something

remote meteor
ruby tendon
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linear interpolation

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right now the bounce just feels super sudden

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idk if it's possible or logical to make it more smooth

frosty heron
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You can do anything bro

remote meteor
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idk if you still call that bounce, but like pre-emptively adjust velocity direction so it would curve away from a collision?

mental trellis
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Sounds more like repulsion

ruby tendon
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can that be intergrated with the build in projectile component

surreal lantern
lofty rapids
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i just tried with some logs and a proper index seemed to work just fine

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i don't see why yours isn't working correctly

warped juniper
#

Hey there
I have a player controller with a an action that increases movement speed.
I also have an anchor Actor that follows a given.
How can I make it so the Player bp can modify the movement speed variable on the anchor actor?

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I tried using a cast, but it doesn't work. The variable in question is already public

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Also, the Anchor is placed into the level

faint pasture
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Show a video clip of a non-sudden projectile bounce

twilit jacinth
#

How can I make my character mesh "disappear" when Camera goes inside the capsule? This code doesn't work

honest flame
#

For some reason my render target "expires" after around 40~ seconds. This isnt documented anywhere though, why is this so and how could i go about fixing it?

frosty heron
#

I think what u want here is to enable camera collision channel

#

Don't have editor on me but u can set it to probe afaik

#

I would make the character support dhitter alpha and make it transparent when camera collision collide

grizzled roost
honest idol
#

how can i make camera yaw (rotate) by clicking a button?

frosty heron
grizzled roost
frosty heron
#

As suspected you are not in widget bp

honest idol
#

why this doesnt work

frosty heron
#

I never tried to pause anim, but you probably should use anim montage

honest idol
#

it doesnt rotate the character

kind estuary
#

Is the node Was Actor Recently Rendered, unreliable?
Its saying its being rendered, and then without me moving the camera its no longer rendered

frosty heron
grizzled roost
frosty heron
#

It pause anim of your UI

#

Not skeletal mesh

grizzled roost
#

Animation blueprint?

#

Is that it?

frosty heron
#

Yeah but that's for your U.I not for your skeletal mesh

honest idol
#

why this doesnt work lamo

grizzled roost
frosty heron
honest idol
frosty heron
#

Regular anim asset maybe not pauseable in blueprint. I don't know

#

But there is montage paused so you can use that

grizzled roost
#

I'll look into it, thanks.

honest idol
#

GOD I HATE THE NEW INPUTS

#

nothing works

frosty heron
#

Works for me 🤷‍♂️

#

Also it's way more powerful than the deprecated one

honest idol
#

but on god i cant rotate the camera

#

tf is wrong with ue5

frosty heron
#

It's not ue5

#

Most likely you just miss some steps

#

I'm on ue5/ue4 and it works fine

honest idol
#

what u mean i miss steps

#

i just wanna rotate the pawn

#

and i cant

#

cause stupid fucking new fancy systems

#

tf

frosty heron
#

Because u missed some step?

honest idol
#

even this doesmt wprl ;,ap

#

work lmao

frosty heron
#

Are u in your player controller? Or character?

#

Where exactly are u calling this inputs

honest idol
#

camera controller / pawn

frosty heron
#

That's very confusing

#

What is it derived from

#

Player controller?

honest idol
#

i dont have player controller

#

for such a simple thing i dont need a fucking player controller

#

just lemme rotate the camera

#

god

twilit jacinth
frosty heron
#

Player controller always exist

#

Controller = the brain

frosty heron
honest idol
frosty heron
#

Deprecated input system

honest idol
#

even this doesnt work

#

lamo

frosty heron
#

Then work on your checklist

honest idol
#

simplest thing

#

doesnt work

#

welcome to the ue5

frosty heron
#

Skill issue bro

honest idol
#

what checklist

frosty heron
#

Not the engine

honest idol
#

lmao

#

input > rotate

#

checklist

#

ffs

twilit jacinth
honest idol
#

,,most advanced game engine in the world" my ass

#

literally a piece of dogshit which cant work

#

lmao

#

ue4 was golden

#

and here we are

#

spending whole day to TRY and learn new input system

#

cuz old one was bad lmao

frosty heron
#

I don't have editor to check

#

Have u add radius for the camera collision?

#

It should be in the camera detail panel / the spring arm I can't remember

twilit jacinth
#

12 is the radius of probe on the spring arm

frosty heron
twilit jacinth
#

This seacrh wasnt fruitful

frosty heron
shy pecan
#

i think you need to add a context mapping and activate it in bp

#

that's what i've done with input

ruby tendon
#

when my actor dies it ofcourse removes the variables it has along with it. the problem i now face is when i want to show the score of my character when its game over (when the actor is destroyed) it doesnt show any points because they got removed aswell. is there a way to store them somehow?

frosty heron
#

Or your player controller

honest idol
#

@frosty heron got it to work

#

but had to use the old system

#

cuz the new one wasnt keen on working with me for whatever reason

#

dont know maybe im locked in on the old workflow

frosty heron
#

Don't limit your self

#

You can do it

#

Take your time

honest idol
#

simple city builder

#

nothing fancy lmao

frosty heron
#

Kay

edgy ingot
#

@twilit jacinth do collision test is ticked?

zealous moth
#

I guess this is more philosophy than actually doing it.
In a co-op game with no regards to cheating should I bother doing rpc calls? Why not just multicast everything?

edgy ingot
#

Multicast isnt answer to lots of thing

#

Think about late joiner

#

Or players outside of relevancy

#

The rpc not gonna run on them

#

So if u do multicast and make this char dance

#

Ppl who join laters not gonna see the char dancing

#

Multiplayer imo for the most part is syncing states

zealous moth
#

That's a good point

#

Like I said though this is mainly for coop

#

A lot of mp documentation is based around competitive play or dedicated servers

#

I am more aiming for a quick co-op session

edgy ingot
#

I dont think cheating is something we should worry about as small fry but the question to use multicast or not is not constrained to the subject of cheating imo

#

Use it where it should i guess?

#

Many action from client side is predicted. Client would do something, then make server do that something. It will validate and rewind if necessary, then multicast to all machine except the one that send the locally controlled client

feral ice
#

i want to add physics/movement to my sword when its on the players back. What should i search for?

ornate rock
#

I've got the default BP_ThirdPersonCharacter walking onto an overlap trigger volume.
I logged the name of the triggering actor since it was triggering twice.
LogTemp: Warning: Activated via BP_ThirdPersonCharacter_C_0
LogTemp: Warning: Activated via BP_ThirdPersonCharacter_C_1
LogTemp: Warning: Activated via BP_ThirdPersonCharacter_C_0
LogTemp: Warning: Activated via BP_ThirdPersonCharacter_C_1
What exactly is the naming scheme at the end there? Why would one single BP trigger an overlap twice?
Only the capsule collision in the ThirdPersonCharacter is set to trigger overlap events. If I disable that, it doesn't happen at all.
Networking is enabled, if that matters

#

basically trying to figure out what _C_0 and _C_1 represent object or component wise

dawn gazelle
#

You're running multiplayer?

ornate rock
#

yes

dawn gazelle
#

Overlap events can trigger on the server and the client.

ornate rock
#

gotcha

dawn gazelle
#

So you can end up with two triggers from one actor. You can gate it using a Has Authority node - Authority should be on the server, Remote would be clients.

ornate rock
#

HasAuthority fixed the problem. Thanks!

#

i was actually coding in C++ but it was an issue related to the default character BP so it was a quick if statement

honest flame
#

hey i come from a text programming background, whats the based way to do a (if x< y and x < 1) statement? this is my current setup but its kinda blegh

shy pecan
#

and node

#

drag out of one of the compare nodes and search and

#

theres also or, xor etc

frosty heron
#

If you come from text programming background you should be familiar with the AND OR , XOR operators

shy pecan
#

also not

#

blueprints have so many utility nodes so if you think of some better way to do something, theres usually something for that already

lunar sleet
#

@dawn gazelle @mental trellis thx for your help on the frame-independent timeline issue. I kept struggling with it, thinking I need to get actual world locations to use as the B point of the lerp (which would not work at scale). But really, all I had to do was create another vector var and do V1x + value = V2x & V1z + value = V2z, then lerp between V1 and V2, rather than constantly overriding V1 and trying to add to it until it reached the desired value. Took my slow brain a while to let that sink in, but thank you for steering me in the right direction 🙂

languid condor
#

im trying toi drop my weapon but when i run my code to drop it the project crashes

carmine palm
#

put breakpoints

#

if it doesnt crash

#

move to next node and break it there

#

etc

languid condor
#

uh what's a breakpoint?

carmine palm
#

right click on node

#

click add breakpoint

#

they are debugging breaks that when the program reaches that execution point it basically "pauses" it from executing.

versed sun
#

also, instead of many branches, try a Switch on Name node

carmine palm
#

^

#

switch is nice

astral granite
#

Hi everyone, has anyone here come across a really strange bug? This one:

"ColorRT", this bug occurs after some time of running the project in any test format.

I will send the log.

twilit jacinth
oak fable
#

i have a vaulting system and im trying to add a mantling or climbing in case the object was longer then the trace area but im struggling to find out how its real easy but im just missing the starting point
here is my code

oak fable
solid needle
#

im not really sure how to do an NPC queue system where they queue up, right now im using spline points to make them follow the path, how do i assign an NPC to a spline point and have them check if its occupied?

versed sun
#

When the reach their destination , add them to the Queue

#

i think there is a Nearest Point Along Spline node

trim matrix
#

how do you properly respawn a player?

solid needle
trim matrix
#

i tried using the "restart player" node but it didnt anything

solid needle
#

you can restart the level or just spawn a new one

trim matrix
#

but that wont respect the gm

solid needle
#

?

trim matrix
#

just spawn a new one

#

reopening a level won't cut it for mp

trim matrix
solid needle
trim matrix
#

that still doesnt respect the gm player spawning logic

trim matrix
#

oh wait

#

that same tutorial has a better version of it but on UE5.3

oak fable
#

i can share my screen

trim matrix
#

ah

#

gotta do that like this i guess

frosty heron
thorn agate
#

Q> I have a question I try to learn a unreal program

so I want to start with a simple game where a character is moving forward and the player can press left and right on the keyboard to move the character
I don't think it's very complicated
but I try a lot of things and my logic is not working I don't know why
if someone can make an example how I can achieve this it would be helpful to look where I am wrong
also this way I cannot increase the movement speeds ? ...


trim matrix
trim matrix
trim matrix
#

here the bools are turned into floats (True to 1.0, False to 0.0)

#

or like this

thorn agate
trim matrix
#

you can just plug the bools into the multiply/add i think (the screenshots i've shown were made on a older version of the engine)

#

here's another way also which some ppl here would get mad about

thorn agate
#

i try this but it dont works ?
i wondering what i do wrong and i dont know that select float is ? 😅

trim matrix
thorn agate
trim matrix
#

you'd generally want to use an add world offset for this. The problem now is that it would not respect the collisions unless "Sweep" was enabled. However if it is enabled, you'd need to have at least 2 of those nodes for it to work (one for moving forward, the other one for the sides). This is because Sweep will abort changing the position if it can't move the object 100% to the destination (for example, if you had AddWorldOffset(5.0, -1.0, 0.0) and there was a wall in front of the player, it would not move left).

trim matrix
#

then play the game and see if anything happens once you press the arrow key

thorn agate
trim matrix
#

guys i don't know if this is the right category but i need help about lightning

#

how can i make a completely closed room bright?

trim matrix
trim matrix
#

you could also make the materials emissive

fringe coral
#

I'm trying to bind some text to a slider for a volume control widget but I don't know how to convert the position of the slider into an integer on a scale of 0-100. Help please?

subtle thorn
#

how to move multiple decal components along a spline?

trim matrix
near shard
#

Does anyone know how to choose a random vector within a box collision component?

trim matrix
# trim matrix just like how would you move any other stuff along the spline

A simple setup to move a static mesh or a character along a loopable spline.

If you found this helpful and have money to spare, consider buying me a coffee
https://www.buymeacoffee.com/nozoochee

Contents:
00:00 Setting up the spline
03:00 Testing
03:30 Add character
06:19 Results

Why do the chapters not work?
#UE

▶ Play video
honest idol
#

@frosty heron just letting u know i found the way i wanted to make my bp from the start. For whatever reason ue5 doesnt let u change any vector / rotation before init of any movement. So we cant use rotation to init a movement without the new input system.

near shard
#

Not sure what you mean, but using a random point in bounding box and just plugging in my components worked for me

frosty heron
placid abyss
#

Hey guys, does anyone know how to apply both physics and complex collision to a Procedural Mesh?
If I turn on “Use Complex as Simple Collision", I get the warning message:
PIE: Warning: Trying to simulate physics on ''/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BooleanTest02_C_UAID_D8BBC14D48275DBD01_1214001113.ProceduralMesh'' but it has ComplexAsSimple collision.

frigid swallow
#

Can anyone recommend a good video/series for beginner and intermediate blueprint?

compact vapor
#

this node is setting 2 variables at once, what even is this thing? and how can I break them apart?

trim matrix
compact vapor
trim matrix
#

the target input there specifies what do you want to have the Animation State set on

compact vapor
#

the data type changed, need to reset that variable

compact vapor
trim matrix
compact vapor
# trim matrix in the 1st one

See how in that first one there are 2 variables that have the potential to be set within one node?

what if I just had 2 different set nodes? would that be any different?

trim matrix
#

If you had actor A and actor B, you use that target to specify on which one do you want to set the var

#

So set animation state with target A, would set it only on A

dawn gazelle
#

This means you're setting Animation State in this actor to the value of Animation State in this actor. (Effectively doing nothing)

#

If this was not giving you an error, this would be setting the animation state variable in the character ref to the value in the animation state variable in this actor.

#

You can get these kinds of set nodes if you drag off from a reference and call to set a variable from that reference. The "Target" is telling you that the variable is going to be set in the target reference you feed into the target pin.

compact vapor
trim matrix
compact vapor
dawn gazelle
#

If you hover over the "Target" pin on this node, it'll tell you the reference type it's expecting.

trim matrix
#

that target isn't always self btw

#

it just defaults to self if you have nothing connected to it

compact vapor
#

then I got to that set node with two inputs and it is expecting a character pin, so I drag character pin into the set but it rejects it because the reference object has been converted to AI

#

its looking for the third person BP object ref unaware that the reference no longer is for the tird person char, but it didnt sem to update when I changed the data type

trim matrix
#

Have you tried refreshing the graph?

#

r click>refresh

compact vapor
# trim matrix Have you tried refreshing the graph?

unfortunetely not really sure how to go about doing this.
but you can see those two variables in the event graph, so who ever in this chain of comments said I first need an object reference to pass into the pin, I already have it

compact vapor
trim matrix
#

refresh nodes/refresh all nodes

#

cant remember what its called when i dont have the engine open

dawn gazelle
#

If your reference isn't an "AI Character" type then you can't use the reference you have if you're trying to change the variable in an "AI Character".

compact vapor
#

thats it

compact vapor
silver bolt
#

Hey folks, does construct object from class work for you? I get this cryptic error inside a blueprint function library. The object it's constructing compiles fine.

 cannot construct objects of type ...
bright void
#

Hi everyone,

I'm trying to load a stream level from a UMG Widget Button Clicked Event.

It does not work.

However, it works 100% fine if I trigger the stream level load from "Input Key", ie pressing B to load.

Does this mean there is some weird limitation with UMG and nodes that control level streaming?

dawn gazelle
dawn gazelle
silver bolt
#

It inherits from "Actor"

dawn gazelle
bright void
#

In my character, The blue nodes are what I use to stream the level

#

If I press "B", it works 100% fine

#

In my Widget, I call the same event from my Character BP.

But the level does not load

#

I do get only the first Print String "Loading ..."

but then never get the "done loading" message

#

as if it got stuck on the load stream level node (but only if it is called from the UMG button press event)

#

I can only assume this is some kind of UMG bug

lunar sleet
#

If you want it to load a level, maybe put that functionality in the PC or GM and cast to it from the widget

bright void
#

I am casting to the PC and calling a func there to do the streaming.

#

but it does not work

#

if i call that same func from the PC Itself via ie "Input Key" , it works 100%

dawn gazelle
#

This here will basically stop everything from happening afterwards.

bright void
#

how did you know this?

dawn gazelle
bright void
#

hah 😄

#

nice

#

I assume there is no way to work around it?

dawn gazelle
#

Experience.

#

Anything you want to happen after the level load you need to sort of get ready to do, like saving variables in the game instance, before changing the level and then when things start loading in the new level, read those variables to do the things you want to do when the level is loaded in.

regal venture
#

Do Construction Scripts not appear for Blueprints derived from UObjects?

bright void
#

been trying to solve this for a long time, i just assumed it was a umg bug 🙈

tough badge
#

I've got a question! In the content examples given out by epic in the Physics map it shows off being able to pickup objects and move them around, but for some reason they clip through stuff really easily when you have them grabbed. Is there a way to fix this?

remote meteor
regal venture
#

I see. Thanks

frigid plume
#

hi, I want to check if the character is in the green circle (marked with red arrow), how can I do this?

#

only the area marked with the purple arrow works

#

ok, i fixed it

upbeat vapor
#

Hello, have a general question about my pawn controller. Im using set controller rotation to turn left/right, which only works because the Use Controller Yaw in the pawn settings is enabled. My issue is I want to allow the player to freely move the camera around while holding a button, but still be able to rotate left and right. Since the rotation of the pawn is configured by the controller...if the camera moves the character faces. Can I use set actor rotation in some way so its not based on camera?

#

From what I can tell you cant set actor rotation if its a pawn with a controller

surreal peak
#

You can code something that changes the useControlRotation runtime

languid condor
#

My project crashes whenever I try to spawn a weapon class from player to drop the weapon

#

any solutions or ways of checking as to what the cause is would be helpful i'm all ears

frosty heron
#

Breakpoint and see which node give you crash

languid condor
#

how does one use break points

#

I don't have much experience using or messing with debugging

frosty heron
#

Nothing that reading or even youtubing don't solve

remote meteor
#

F9 on a node 😆

languid condor
languid condor
frosty heron
#

I don't actually use it my self. Normally just print string. But I know a bit of legwork can fill in what I don't know so, I don't mean to make it difficult just not know what the shortcut is

#

Never have the need to breakpoint in bp cuz I don't know what can crash the engine. Normally it just give u accessed none which brought you to the node right away

red berry
#

Is it safe to have non A-Z 0-9 and space characters for blueprint variables? E.g. "(Local) Variable1"? I feel like its safer to just write it as "LocalVariable1" but the latter isn't as readible. I even see some people use emojis for their variables

frosty heron
#

L_HitActor
L_LocalIndex
L_bFound

Etc

red berry
#

Yeah I do something similar to that, but I was wondering if using brackets or other weird characters would cause bugs? Because you wouldn't do that in other programming languages, but I get the impression that blueprint variables have a proper safe variable name under the hood, and what you see is just some alias

remote meteor
#

yes you can add some other symbols but i reckon to keep it the same convention throughout the project 😅

trim matrix
frosty heron
#

Nightmare to sync and cooking spaghetti to fix can only get soo far

#

1:27:24

red berry
#

Is there something like a Data Asset Map in blueprints? I need like a DataTable, but for Data Assets

modest tinsel
#

How can I create a widget for the hit actor? Please @ me with reply 🙂

sudden hare
#

You can right click on the graph if you want to see it

modest tinsel
#

I know but how can I choose who it creates the widget for? 🙂

sudden hare
sudden hare
modest tinsel
sudden hare
#

The UI isn't replicated, so you just have to be on the correct client. If this logic is happening on the server, you can do a multicast RPC (and ignore on other clients) or route an event through some component/etc on that actor

red berry
#

@sudden hare I forgot to elaborate, I need it as a file, like this. This is from a plugin (easyballistics) but I dont know how to create my own custom map of data assets. It seems like its C++

trim matrix
#

Is there a way to get a actor using a material from a array?
Or more simply, is there a way to get a actor that is using that material in the scene?

modest tinsel
sudden hare
sudden hare
frosty heron
#

Widget just read replicated data

sudden hare
#

There are nicer ways but that's the easiesf

frosty heron
#

Don't multicast unless it's for chat msg where it doesn't matter for late joiners

sudden hare
#

Multicast is fine for something like this - since it happens in a moment in time and only to players that are connected

frosty heron
#

For what exactly?

red berry
# sudden hare I'm not quite sure what you're showing me here, or what exactly you mean by "map...

The file is a map. Each row refers to an existing file, and has data associated with the row. So like a map with key (file) and value (data).
I'm thinking of using DataTables since this isn't possible since I can't find anything, but then that means I'll have to have the row name duplicated with the first column (which should be the id).
(I guess that's what I'm trying to do, avoid redundancy by having hardcoded variables. The ID should be a direct reference to another object, kind of like how its done in databases and SQL. I don't want to have a hardcoded string of another object/file)

modest tinsel
frosty heron
#

The owning player

sudden hare
frosty heron
#

Rpc doesn't even make sense since you create the widget locally

sudden hare
trim matrix
sudden hare
trim matrix
#

If you wanted something like this for data assets. Make the key a data asset, make the value a struct.

#

Although im not sure why you wouldnt just put the data inside the data asset.

sudden hare
#

The reason I mention doing an RPC is: if this event happens on the server, and causes two different clients to open a ui (that's how I'm understanding it)

#

Then it's very easy to just pass those pawns as RPC properties and compare them to the (get player pawn 0) result to see if you should open the UI

modest tinsel
#

Hmm Ill try 🙂

sudden hare
remote meteor
sudden hare
#

Yeah the reason why I suggested that is that IMO it's much easier to do a multicast on a server owned object rather than route them through specific player objects

#

But you are correct that the best way would be to have a component on each pawn or game state that handles the event

remote meteor
#

in a small scale, sure. the problem comes when the network gets larger

#

RPC bandwidth are precious

modest tinsel
sudden hare
#

Yeah I don't get the impression this was for an MMO or br lol

remote meteor
#

you wouldnt want to repeat what blizzard did to D4

#

they load the entire other character's inventory when they show up in your screen

sudden hare
#

Yeah I worked on a game that shared the list of guild members with the whole instance including player details lol - not a great time

#

But I think for a starter learner project the simplest thing makes sense to get it working

red berry
sudden hare
#

Nah - I wouldn't worry about that

remote meteor
#

they are not necessary bad per say, but you should practice proper reference gathering when you do stuff.

#

the only time that getplayerx is really bad when it comes to local coop

sudden hare
#

The caveat is you need to be careful if you're running a dedicated server

#

Or yeah local split screen

#

But if you're running a standard multiplayer game, it'll return the pawn/controller of the computer that's running it

trim matrix
# trim matrix Bumpin!

An actor does not have a material. Actor components may have a material property. You would need to take your array of actors, check each actor for a specific type of component that has a material property (like a static mesh), then read that material property and compare.

trim matrix
#

GetAllActorsofClass without a selecting a specific actor class is expesnive and cursed.

modest tinsel
#

How can I add to this where the person that gets hit by the actor gets a widget created? on there side?

frosty heron
#

Get the owning controller of the actor that is hit and run client function on their end

modest tinsel
frosty heron
modest tinsel
#

You mean like this? and the other actor is suppose to be there person it hits you know? 🙂

frosty heron
#

Not sure why u have to promote them to variable and make it replicated

#

U prob want to make the hit check on server only

#

This will run on both server and client atm

modest tinsel
#

I'm so sorry I'm an idoit I'm so confused lol I'm still learning alot about actor 😓

frosty heron
#

Multiplayer requires some cpp btw. Especially if u are doing shooting game. Right now if u dont emulate lag u are just creating fake multiplayer because in real game there is no such thing as 0 latency.

U have to know that the client will be ahead of the server in terms of its position if it's going forward while it's hit. The server and client not gonna see the same thing.

I suggest just doing single player or if u really want to make multiplayer it's best to get comfortable with single player framework -> some cpp knowledge -> then maybe turn based mp?

#

Multiplayer is not easy even for vets imo. I am currently learning and it's the hardest task I have faced. And I haven't even done much mp yet. Been reading for the past 5 months

modest tinsel
#

cpp?

#

my games an rpg atm naruto based

frosty heron
#

Doing multiplayer with pure blueprint is not a good prospect. There are things u can only do in cpp land

modest tinsel
#

How could I emulate lag?

frosty heron
#

Try to edit character movement component to allow your character to sprint, walk on wall etc

#

That's not possible in bp only

modest tinsel
frosty heron
#

To emulate lag. Open console. Type net.pktlag number

I can't remember don't have editor on me rn

frosty heron
#

All I can say is doing multiplayer pure bp is not something I would do

bold phoenix
#

Hi ! Quick question on blueprint structures, if i get a member inside an array of structures and then set one of its parameters, is that enough or should I reimplement the structure back in the array using "set array element" ?

#

And more generally is it bad to have arrays of structures inside arrays of structures ? Or doesn Unreal engine manages that well ?

frosty heron
#

You want to declare struct in cpp because bp struct breaks often

modest tinsel
#

Do you know why this makes it create for everybodys screen?

frosty heron
frosty heron
#

Use has authority node

#

So only the server checks

bold phoenix
bold phoenix
modest tinsel
frosty heron
modest tinsel
frosty heron
#

@bold phoenix it's the same thing but the struct is declared in cpp.

Bp struct have problem with serializing afaik

#

U can do blueprint only for the most part but if there's one reason that you should do cpp, bp struct is the most common cause

bold phoenix
#

Oh okay I read it wrong, i misunderstood reference for copy

modest tinsel
#

Fixed it thank you! 🙂

bold phoenix
#

Okay I'm gonna start working on cpp structures then

#

thanks !

frosty heron
tropic pendant
#

Quite Funnily, Around 200 Actors from a Get All Actors of Class arent being registered, when i run the game from the main menu

#

quite a few artifacts too

#

this is the code for the main menu

#

code for the widget

#

this where the get blueprints of class is

#

Coincidentally

#

Everything

#

Works

#

Properly

#

If I run the game just by opening the level using the editor and then pressing play

tropic pendant
versed sun
#

Begin play > Delay > Get Actors of class

tropic pendant
#

aight

#

it worked

#

tysm

random pulsar
#

hi guys

#

i want the ai to roam around on x axis and when i connect this way it finds also a random point on y ,how can i do to find only x random point?

versed sun
#

maybe something like this ?

distant hollow
#

Did you do any log print to check the positions?

random pulsar
distant hollow
versed sun
#

pick a random point in a line , if it is on Nave Mesh , use Projected Location for your move to Destination

random pulsar
#

when you play and want to see what your game looks from other view

distant hollow
#

Ah

#

If you just want a random X then maybe keep it simple

#

Just generate a random float/int then make a Vector3 then plug it into the Destination

random pulsar
#

i made it this way and it worked)

#

thanks

elfin hazel
tropic pendant
#

is there any way to hide a sphere cast?

#

its visible in game

#

and id like for it to not show in game

elfin hazel
#

What's a sphere cast? But primitive components, such as static mesh components, sphere collision component, has "visible" and "hidden in game" settings you can change.

frosty heron
elfin hazel
#

Does it seem like the likelyhood of error increases with complexity?

frosty heron
#

Not really

#

Simply changing the struct order or inserting new one can break

tropic pendant
elfin hazel
#

then it's that the trace node has debug checked

tropic pendant
#

ohhhh

#

i see

#

so none

frosty heron
#

It's off by default

#

But u changed it to one frame

tropic pendant
#

yeah i see

#

thank you

elfin hazel
#

But yeah, I also have experience with structs breaking, but it was a very complex one that I kept on changing.

frosty heron
#

My condolonces

#

Start declaring it in cpp and u never have to deal with the error

elfin hazel
#

In hindsight, i'd have been better off using an Uobject to be passed around in that specific case.

frosty heron
#

Not even comparable

#

Just declare struct in cpp

#

Not complicated to setup

random pulsar
#

also when the wolf reaches the player he should play attack animation,and now he is not playing it,and i understand its because of tick event,but how could i make also the AttackPlayer to check and play

frigid swallow
#

Can anyone recommend a video/series for starter and intermediate blueprint? (UE 5) thanks

versed sun
# frigid swallow Can anyone recommend a video/series for starter and intermediate blueprint? (UE ...

If you need help with specific nodes , look here first https://www.youtube.com/@MathewWadsteinTutorials/videos

feral ice
#

is it possible to get what time the notifies are in a montage in actor blueprint?

frosty heron
# feral ice is it possible to get what time the notifies are in a montage in actor blueprint...
Epic Developer Community Forums

So there is a node “get current montage” (I am guessing this is what I need use), however, I am trying to calculate how much time has passed in the anim montage. I know there is a ‘get play length’ node that I can grab off of that, however, this just provides me with how long the animation is, not at what second in the animation that it is in. ...

ember lichen
#

Why no Random Int With Weight? How can I get a biased output without it?

versed sun
#

use a curve

ember lichen
versed sun
#

what is your goal ?

ember lichen
#

But I want the number 0 and 1 to be more common then 2

mental trellis
#

You could make your own little class. Array of structs, {weight, value}. And a total weight. MAke a random number between 0 and total weight and then go through the array, adding the weight part onto a value. When that value exceeds the random number, return the associated value.

versed sun
#

for something simple , you could have an array of Indexs
5 "0"s
4 "1"s
and 1 "2"
that gives you 10 options
%50 chance for Actor A
%40 chance for Actor B
%10 chance for Actor C

elder lodge
versed sun
#

keep simple simple , complex it up if you need

elder lodge
#

yeah, implement first, premature optimization root of all evil etc

mild basin
mental trellis
#

When I did this, I made myself a "roll table" data asset base class.

#

It made setting up new things really simple.

versed sun
#

here is a mock up of a curve method, more chance of a lower number

#

i think, didnt test

elder lodge
#

Been thinking about a problem for a few days; I have a gravity simulator that needs to apply force to actors, with an actor-component as a middleman, but I want to avoid casting out to do it differently for all three types:
Add Force To All Bodies Below: SkeletalMeshes
Add Force: Primitive Components
Add Force: CharacterMovementComponent

What's the elegant way of doing this? Three different actor-components? An interface?

frosty heron
#

You can freely cast to base class

#

They are loaded anyway

elder lodge
frosty heron
#

Why do u want to avoid cast?

#

Ppl want to avoid BP cast because having hard ref will load the object to memory

#

But you can just cast to cmc or pawn, they are already loaded anyway

elder lodge
frosty heron
#

I'm a bit lost , what is it you are trying to do? And why do you want to avoid casting

#

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

elder lodge
frosty heron
elder lodge
#

Yeah this is a function that will ultimately need to become CPP but I wanted to see what I could do in BP first whiel still prototyping

frosty heron
#

Interface isn't the solution imo

elder lodge
#

didn't seem like it to me

frosty heron
#

Most of the time ppl use interface but end up having a hard ref anyway

#

Which defeat the purpose of avoiding bp overhead

#

Casting is not the problem, the problem is having a hard ref

elder lodge
#

another idea I had was using inheritance and just having different classes overload a function

frosty heron
#

If u gonna add force , just cast away. There must be an actor that own cmc and pawn in your level anyway . So casting here is free

elder lodge
#

I see; casting only adds a cost if that base class is not already in the game

compact vapor
#

need to use the "GetForwardVector" node on the head bone of a skeletal mesh.

How can I get an object reference to a specific skeletal bone?

pastel garnet
#

Hello there, i am trying to get surface alignment/climbing up trees and walls and im quite stuck on how to make the player move up the tree/wall. any ideal or Tutorial to point me to for answers?

frosty heron
elder lodge
elder lodge
elder lodge
#

you'll need to figure out how you want to deal with that, I have everything set to flying

#

but when it hits a "tree" object you'll want to find the normal of the hit and reorient the character to that direction

#

Maybe attach actor to actor?

crystal epoch
#

Hi!

#

Is there any way to randomise the array size in blueprints?

frosty heron
#

For loop 0 to n (random) times

Set element , tick size to fit

Scratch all of above. There is actually resize node

#

@crystal epoch

stray halo
#

I'm trying to make the lights turn off randomly sometimes in 1 min and sometimes in 30secs how could i set this up?

mild basin
stray halo
frosty heron
mild basin
frosty heron
#

Not random value inside of an int array

mild basin
#

to randomize the size of an array, I lazily slapped a few nodes on screen that might have pointed them in the right direction and said "I guess" for a reason.

remote meteor
stray halo
#

wait you just made me realize i could just input a random float in range into a set timer by function, thank you so much, ive been stuck for hours on something so simple

remote meteor
#

remember to not make the timer a looping one, and do recall the timer after every callbacks of it, to reroll the timer duration

frosty heron
stray halo
#

I will thank you all! sm

frosty heron
#

Do note that executing set timer before it expire will reset the timer

#

Some people have it on tick and wounder why their timer never gets called

grave relic
#

Good morning,
I'd like to do something with Unreal Engine 5, but I'm not sure if it works in the context I want.

I'm on a multiplayer game with a lobby and everything.
I created a lobby similar to a battle royale like Fortnite or Apex Legends with a "Ready" button

I don't have a server currently, because I want to do Pear To Pear, which means I want to make sure that as soon as people get ready, it adds them to a queue.
Once this queue is full, the system will take all 30 players in the queue and choose the one with the fewest PINGs to host the game.

Once these conditions are met, the game begins.
Is it possible to do this?

remote meteor
stray halo
#

well it worked but didnt when i put a time in the settimerbyfuntion all the lights go out but if i put a random float in range for the time the lights go out at different times

dawn gazelle
# grave relic Good morning, I'd like to do something with Unreal Engine 5, but I'm not sure if...

Unreal is based on the client-server model, not "peer to peer". A listen server host is a server that is also playing the game. If the host disconnects, everyone is booted. If you are trying to do actual peer to peer, then you won't be using Unreal's networking system.

You would need some kind of backend service for matchmaking and determining who should be the host, and having some means of communicating to the player that will be the host, and having the host communicate back to the matchmaking system that they've created the session and relay that information back to the players that are meant to be part of that game. This isn't something specifically built into Unreal but absolutely could be done.

grave relic
# remote meteor usually, the one that creates the session, is the host, i believe..

Yes, I have already created a complete system where you can create a session and search for a session.

However, I'm really looking to create a button with which everything will come together identical to the current game that exists.
Which means it will literally be a Matchamking system that will do the job all by itself.

It's clearly like Fortnite, but in Pear To Pear.
So the game searches on its own if there are games or queues that are not yet full, and if all queues in the whole world are full, then it creates a new session and waits for it. other players take their turn to fill the queue.

Is this possible without a server?

stray halo
#

wait actually think i just found out why, could it be because its going through event tick and giving it multiple times?

thin panther
#

outside of what Datura pointed out, you really don't want to do a battle royale on listen servers, or peer to peer

#

that is one game where cheating matters, and your host has full control of messing with other players

frosty heron
mild basin
thin panther
mild basin
#

or they could rather.

#

they'd have to use something else for people to organise groups in, yes.

dawn gazelle
#

And you can only directly connect VIA IP if the players are knowledgable enough to port forward.

frosty heron
#

Maybe sum1 can take a look

frosty heron
thin panther
outer brook
#

Hello fellas, I have a really important question!

I am currently tying to calculate an angle between two vectors (see BluePrint.png). a really simple task, just two vectors with z=0 and a "LookAt"-function to get the yaw-angle between those vectors.
Now, when I print the angle-value out, it prints me out wrong angles all the time. The values range between (-)90° and around (-)170°, but never start at 0° or less than around (-)90°...
I used an online calculator (WebCalculator.png) and tried to reproduce the calculated angle between the given vector-values which I also printed out (seen in PrintString.png)

My question is, what am i missing here? Am I doing something wrong here?

frosty heron
#

Last time I portforward was decade ago for wc3 and age of empire

grave relic
thin panther
#

for a battle royale, dedicated servers is your only real choice.

mild basin
#

in-game store, with no server? that's going to be hella messy, impractical and easily broken.

thin panther
#

if you don't have the funds, and can't take the risk, you shouldn't develop a risky game that takes lots of money

grave relic
thin panther
#

if you want to take the risk

trim matrix
#

hi, i am creating a weapons system and i need to add automatic fire, any ideas how to do it?

#

every loop crashes my game

dawn gazelle
#

You can always build local dedicated servers. For testing you don't have to have them hosted by anyone.

frosty heron
#

Not sure if I want to pay any in game goods when the dev have something like letting one of the player to be the host for a competitive match making game

grave relic
#

Google GCE?

thin panther
grave relic
#

Apex Legends runs on Google GCE, shouldn't it?

thin panther
grave relic
#

I think I'll take Google, Apex works on it so it shouldn't be a problem

thin panther
#

but yeah that's certainly something to have a research around. As Datura mentioned, you can build locally

#

it's also worth noting a Source build is required for dedi servers

trim matrix
grave relic
trim matrix
thin panther
grave relic
#

Okay, I'll do this

thin panther
#

see above about the source build of the engine btw

#

you're going to hit a wall extremely quick with a launcher build

remote meteor
#

now prepare yourself atleast 400gb+ of free space

#

😆

trim matrix
stray halo
#

why would it print out 1 , like 6 times?

remote meteor
remote meteor
stray halo
remote meteor
#

do once are per object instance specific if you are wondering

stray halo
#

i wish i understood haha

brazen pulsar
#

what am I missing here?

#

Cause like, I run up, hit interact (e), but no dialogue

trim matrix
brazen pulsar
#

Yea, it seems to be a problem between the two blueprints. Cause I can get the interact function to work on other blueprints/ actors, but this one it doesn't. I put a debug print between the two nodes on bp 2, but nothing

#

Also, the tutorial I watched recommended I put the interact function in the inherited interfaces, but I can onl add to the implemented interfaces. Don't know why

outer brook
trim matrix
brazen pulsar
#

I can. Actually, I've tested that out with the second level since that has an event begin directly tied to the dialogue

#

I can also get it to spawn with a simple collision/ press E when near character system, but not with the interact function

compact vapor
#

My parent is called MasterWeapons, and has a player shoot event node
there are 2 children (pistol and rifle) who call this event and execute code based on their calls to the parent event.

because both children call the event and both have separate code when the parent event is fired, will they interfere with eachother?

trim matrix
brazen pulsar
#

I'm not sure I understand?

trim matrix
#

i've seen that u used a input action interact, not a E key event

compact vapor
#

hopefully this makes more sense to everyone,

both children call the parent function, but both also execute code on the event calls

because the event is a parent and is global to all children, will both of these event calls executue both nodes in each BP where the event is being received?

brazen pulsar
stray halo
brazen pulsar
#

I might have gotten it working

grave relic
upbeat vapor
#

How do I rotate a pawn without using the controller? I just want a simple, rotate left / right with the a/d keys, not actually move. I seem to only be able to get success when I configure the pawn to orient itself towards the controller and update the controller rotatation, but this makes it impossible to have a free looking camera that doesnt effect the pawns rotation.

safe light
#

Are line traces or collision engine more performant? I'm going to use one of em for the 1000 bullets imma have flying around.

dawn gazelle
trim matrix
#

i am still working on the automatic fire mechainc and i can't get it to work

#

i just need not to crash

dawn gazelle
trim matrix
dawn gazelle
#

The next problem you'll run into is that people will be able to spam the shoot button... In which case you want to use a do once node and reset it after the timer expires

leaden sun
#

Hi, does anyone know if it's possible to have a component reference as a variable passed to another component? My use case is I want to create a blueprint scene component FooComponent which when placed on an Actor I can assign a reference in the Details panel to a component on the actor in which it is attached. Let me know if you need clarification 😅

trim matrix
#

thanks btw

dawn gazelle
#

You can have a variable that can contain a reference to a component, but you cannot set that reference in the editor before run time as it technically doesn't exist until the actor gets spawned. Even placed actors on the map with the component cannot be referenced in an exposed component variable.

#

@leaden sun ☝️

leaden sun
dawn gazelle
leaden sun
#

BP components are a little weird when you want > 1 piece/object. Have no choice but to use the construction script to add extra things in

ruby egret
#

Anyone know how to make an image a public variable on a widget blueprint? I want to change the image based on whatever item I want it to represent. I checked Is Variable on the designer, but I can't make it public in the graph.

dawn gazelle