#blueprint
1 messages · Page 43 of 1
@leaden sun Yeah that sounds like something the constructor should be handling. Or BeginPlay if you don't need it at instantiation time.
Yeah for sure. Basically trying to make a Sound Cue component which grabs a static mesh from it's parent and plays some sounds based on impacts that the parent static mesh makes. I could instead make a static mesh component, attach the sound cue via constructor/beginplay, and then do all the logic inside that component instead with no "grabbing of references willy-nilly"
yup ^ I think this is probably what I want
I hate chucking comps in in beginplay, I love the visual nature of components in the hierarchy in the viewport but unfortunately it's not really possible here 😅
since I for sure don't want to be using child actor components 😛
When I go into graph and click the eyelid it is not made public
Set brush from texture
Thank you
Fucking googled it for 20 minutes and couldn't find what it was called
There's a few other Set Brush From... options in there when referencing an image widget.
Texture I think is the one most commonly used 😛
I'm trying to figure out an ideal system for an "animated moveTo" in UMG, but neither seems to make much sense to me...
- in Animation Timelines, I can't specify a transform to an arbitrary variable xy point; just the same location every time.
- if I Set Render Transformer, it on'y allows instantaneous moves, and since widgets aren't actors, I can't have a "smooth"ly animated transform?
I feel like I'm missing something...
Guys, a question, I want to do a mechanic to get sparks where my sword hits. My question is better to use the weapon's rayCast or use the weapon's collider and then take the point of impact. Thank you
at the end i managed to get a pretty good result with these two macros
So I'm trying to make it so when a person talks to someone, it changes the textbox to one made for the character. I have .pngs for each character's box, but switching between them is proving difficult
As in, I literally have no clue what I'm doing
you need to create a brush from the png of the text
and connect it to the return node
it's a bit of a mess but i have the image that gets the variable i set
I just realized I haven't eaten all day. I'll brb
I realized it’d be way easier to do it another way, specific to the problem I’ve got, the second I stood up. So nvm
Basically each dialogue tree is a widget, and I already duplicated them like 5 times so I’m just gonna use different widgets for each character
Hey all, new developer here trying to get some help with a troublesome blueprint.
I have an actor that I’ve set the transform of in a function. Everything works great until I get down the execution line to a function call for a function in a separate actor’s blueprint. Somewhere between calling the function and executing the function, the transform of the actor I just set shifts by a couple units. This is incredibly annoying since I’m trying to set it to a very specific location that if shifted by a couple units makes it look strange. It’s not consistent either. Every time I try to debug the actor shifts differently and randomly.
I’ve used print string nodes to narrow down the problem to this specific function call, but I just don’t know what to do about it. I appreciate anyone who takes the time to help me with this.
Where the function is called:
the start of the called function:
Output log:
I can give screenshots that show what it's doing in game too but don't want to spam
hi all, i was wondering cuz i never used interaction widget, how to set the text inside it from the player character?
and set this, not sure how :P
Anyone could link me to a tutorial on how to script splines to randomly generate their point coordinate ? THANKS
the screenshots you showed unfortunately don't give much info on what could the problem be
show the insides of those functions
any chance you're spawning an actor (and have "adjust if colliding" set?)
could be UE trying to stop them colliding
Heyyyyyy ur a boss
I was trying to decipher this blueprint i found
Lmao
No I'm not spawning any actors with my scripts. Everything is already in the level before I run the sim. Appreciate the suggestion though 🙂
Man we really need a channel for animations
#animation true
Yes that’s content creation not programming
Well shit that could be double meaning
Is it for showing off content or for creating content
It's for everything related to animations i think
Oh okay
some channels are kinda dead here tho
@solid needle Yo Harambe, it looks like ur technique is missing a keypoint
this blueprint does nothing for me 😦
can someone help me with this accessed none issue?
uhh i assume you want to creat them, this one literally makes a point in a random area
Yes, the idea is to generate procedural villages
ohh right, let me try find how to create them for u
I can make the spline to procedurally generate the meshes
but only from the Editor
I would like to script the spline to have different point cooridnate everytime the map is playing
😄
harambe
?
I get a headache by looking at the picture only 😄
Here's my entire ReleaseCoin function excecution line after I got rid of all the print strings, but like i said the problem is right where the Update Scores and Scale function is called.
How comfortable are you with UE5 ? Would you consider yourself skilled enough to be paid for teaching ?
im looking for a genuine guy who could teach me
im ready to pay 300$
i mean, im in uni for game designb ut i dont think i have a tutor skillset
its legit the only thing stopping me from packaging
I can show you the inside of the called function but print string nodes immediately at the start of that function print the shifted and incorrect location for the placed coin
I see I see.
My goal is to make a Procedurally Generated game where you need to harvest ressource and sell them to a scrapyard in a zombie apocalypse
i am focused on the logic part of unreal anyways :P i probably dont offer much more than matt aspland tutorials do
you have a mobile base ( a bus) wich you can modify
I want to ride the hype of this new game genre : Lethal Company
created by 1 single man
lethal was a single dev?
yeh
crazy
as i heard of
the best part of lethal is teh VOIP with being inside theres echo
and hear echo off walls
yes 😛
i would like to build a similar game but with zombies and a mobile base station
well... show that other function then
ah sweet, im opposite, 0 artistic knowledge
team-up with me and lets build this game and become rich by 2025
i know how to use blender but i dont know how to make something yk, good?

ah man, i got too much deadlines with uni to have projects
lol
i need more brain power
I dont understand your blueprint thing tho.. it doesnt work
Here's that function plus the GetPlacedCoinsTransform function at the beginning of it
I think you have references to your PlayerPawn variable within your animation states and you're not checking if they're valid before using them.
If this is the case, then ideally you would be pulling values into the animation blueprint from the pawn in the blueprint update event and then having your state read from those variables rather than directly from your pawn reference.
it only creates a spline point
does look like you have generation or anything, it just makes a random point randomly in the world
drag it in the world as well :P
The generation seen in the video is a pre-placed spline in the editor
not a generated one
the generated one should be the empty spline shown
yeah, it only adds one point lol
kk
how can i get the vertexID of the currently selected vertex while in modeling mode?
Anyone ever had it where the delegate even though being called and something binded to it doesn't seem to trigger
It's confusing me a lot and don't have clue what I'm doing wrong as it works fine if not in a particle situation
Maybe someone can help me - I'm trying to make it so that a player looks at a screen and hits Use, the camera then blends to the screen and if you hit escape, it blends back. Basically when you hit interact, I lock the controls, do a set view target with blend over X seconds, delay x seconds, then possess the new pawn and unlock controls. In the reverse, it's lock the controls, blend back to the original player character over x seconds, delay x seconds, then unlock.
The problem I have is when you return to your character, as soon as the blend is done, the view snaps up, rather than finishing with your eyes directly on the console. Do I maybe need to save the original camera data before doing the blend and then blend back to that? How would I even do that? Is there a better way?
Ends up looking like this.
Should note the console view, camera panning is locked (there'll be a UI overlay you'll mess with like a phone).
This is looking sick, idk how to help you. But this is my question to the chat:
Hello, I am generating scripted spline and I wonder if anyone has an idea on how to build the spline in a way where it wont intersect
this is the spline code so far
or bp if u prefer
hey is there anyone here who might be interested in taking a crack at a system implimentation problem. I know exactly what i want to do and the logic behind it however not sure how to actually make it.
More details
Building system with a simple support mechanic
need to be able to check to make sure object is supported, attach to object, inherit support value if building vertically or support value -1 if building horizontally.
before building would need to make sure support value is greater than or = 1 at least
i have more details but to anyone interested in helping either @me or DM me
maybe if you offer some buckaroony people will be tempted more 😄
im open to paying as well
Good luck, i'm a fellow noob
xd
Anyone know how I can access a public enum I had on a widget blueprint from an On Drop event? I have the enum inputted to the event as the tag. I can print the enum that comes out of the On Drop Operation as a string but I cant use it in my interface.
you can get it from the Payload
err, make your own Dar Drop Operation
Inside the Operation, make a Enum, Expose on spawn
you were right here. You can pass in the widget into the payload of the basic drag and drop operation.
My only options for the payload where I create my drag and drop are textures for some reason. I'll make my own drag drop with enums instead of textures.
Thanks
like nyahhh?
Yeah that'd be if you fed the widget in... That's why I deleted what I did as you were explaining using a custom D&D operation
its been a while since I used them
is a mutligate supposed to do all out comes on each pin or just one?
Got it working! Can finally push this to my repo and go to bed.
Anybody knows the fix for the City Sample? When I try to drive the car, it goes flying. Probably collision issue or destruction issue.
Getting an error when I possess/unpossessed a vehicle. I have a foliage interaction system set up in the level bp and am getting accessed none when I use the vehicle. Not sure of the best way to fix it. If anyone has any tips or can point me in the right direction I'd really appreciate it.
Get Player Character tries to return a literal "Character" reference which your car probably isn't.
You could try changing that to get player pawn
Thank you!!!!!! It worked!
Also just a suggestion for some optimization, rather than always ticking and checking what the game mode is, on begin play you could start this actor with tick disabled and if the gameplay is the one you want, you can enable it, allowing the tick to do its thing. Additionally, it's not great to use a string comparison. You're better off getting the class of the game mode and checking that directly.
Thanks, that was just a blueprint I had found to incorporate the brushify foliage effects.
So what impact do you think that has had on game performance the way it's set up? Jw I'm still learning
I am having trouble implementing something into my game, it is multiplayer but it's done with blueprints and is local multiplayer. I am attempting to make a character select where upon game start four input receivers and four local players are spawned and are set to possess all of the input receivers. The input receiver simply detects a player pressing the start button and spawns a character and lets the player controller possess it.
Sadly I have an issue. Regardless of the controller I use the first player is spawned upon pressing start but no additional player controllers are spawned. I will post the blueprints used bellow. If anyone thinks they can help I really need it. Thank you
Game Mode Blueprint that spawns the receivers and possesses them.
Part 1: making the player start array https://blueprintue.com/blueprint/iy5dq4wg/
Part 2: making the input receivers and possessing them https://blueprintue.com/blueprint/bnrcimek/
Spawning Actors:
Part 1: Input receiver checking for input https://blueprintue.com/blueprint/ztl9qbc5/
Part 2: Spawn Player function in game mode: https://blueprintue.com/blueprint/f74vodiv/
Error Recieved: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerController_ReturnValue". Node: Possess Graph: SpawnInputRecievers Function: Spawn Input Recievers Blueprint: BP_BeatEmUpGameMode
Please help!
It's minimal overall, but it's something to keep in mind when using tick. You can turn it on and off rather than just running it always and gating it with a boolean like that. It's definitely more of a performance save if this was happening on several actors in the world, but seeing as this is your map blueprint there'd only ever really be one map.
Oh I see, I changed it like this
Whats the difference between using a blueprint interface vs a custom event in the same blueprint
If u are using interface in the same class you are probably not using it right
Just call the event directly?
Interfaces are meant to be a means of declaring a function that can be implemented across different classes.
Eg. I can have an "Interact" interface function that I implement in a door and a light switch. My implementation in the door causes it to open, where the implementation on the light switch turns on a light. All I'd need to do to call it is have a reference to either a door or light switch and call the interface with that reference and they'll do what they need to do, and it doesn't even need to be casted - as long as the reference you have contains something that implements the interface then it'll work (ie. if you have an "Actor" reference storing reference to a "Door" it should work). If the referenece doesn't implement the interface, then nothing happens.
An event being declared in a class means your reference needs to be of the exact type (or a parent of that has the event) in order to be able to call it, so you may need to cast to several different classes if they don't share any common parent in order to call events across several classes to do something similar to an interface. Eg. I could have a "CauseDamage" event declared in my "HeroCharacter" and in my "Door" classes, but these classes don't really share a common parent - in order for me to call to the "CauseDamage" event on either of them, I'd need my reference type to be "HeroCharacter" or "Door".
I take it no one has leads
i think your problem is just too involved to get a quick forum answer
at least for me, maybe someone else knows the instant answer
You should go to #multiplayer
I'm not sure why the double loop here.
And then here you're creating a controller, but not using it and getting controller by index instead, you should be able to feed this directly into the possess node.
Also I think you need to hook in the return value from the create player node into the Player Controller Array at the end.
if you want you can take a look at my example project on GitHub : https://github.com/Thor110/ABC-UE5 I also have a UE4 version and a UE5.3 version, all of which have multiplayer support and everything is in blueprint, though it's not very fancy or finished.
so the first loop sets the array element by the number of the array it is currently on, the second loop uses that array number
let me try this I think you mgih be onto somethign
in order to make sure the array matches the spawn name (basically to make sure the player spawns at the correct place) the first loop sets it then the second loop runs through all values until one matches to spawn it
can't you just use that index number directly? do you use it again later?
I think it's to make sure player 1 starts at the player 1 spot, player 2 at player 2 spot etc.
correct yes
and all of these input recievers do spawn in in the correct locations I confirmed this by giving them meshes
I think the issue is that they are not all being possessed or when one actor spawns all controllers are unpossesed
since any controller can spawn player 1 but then all controllers controll player 1
tried these changes but it seems to be more broken now
player 1 now will not even spawn
which seems odd since I think doing the method this was makes more sense
the error under further inspection is from this node
it says it is getting node from the get player controller return value
Just directly call it from the create player node, no need for the ID#.
before it had this error appear two times (which may be because I only have 2 controllers plugged in) but now it appears 4 times
oh
let me try that
even when doing that player 1 does not spawn in
my thought is perhaps index is not being set correctly
Well, part of the problem could be because player 1 already exists?
So player controller 0 doesn't require the creation of a local player.
correct but in my game defaults there is no player pawn for it to control, as those are spawned in this way so it still needs this blueprint to posess
but maybe create local player fails
that's a good point
okay so I have been testing things, I went back to the original code for a second after saving my changes since that seemed to be a bit closer to working I turned on split screen and have confirmed only 2 inputs are being possessed
this issue happens if we plug in the create local player return value but does not if we do not as if possessed uses the ID from index it will always possess even player 1
I put this back to default -1 to see if it fixed anything and it did not
the difference is If I use -1 for create local player it makes 2 split screens and if I use index it makes 4
not sure why this is the case
wiat
hold up
with my blueprints set up like this I am no longer getting the possess error which means all my players are possessing correctly
Unfortunately this has not fixed my problem, so I believe the problem lies in the player spawning in that case
I have found as a follow up what is not my problem
all input recievers are possessed by players
but still only one spawns
also when I spawn in one layer it shows the other players are still possessing the input recievers
is it possible both of my controllers are player 1 for some reason
you could print string the player id from each controller via a button press?
😇
sadly it's not printing for an unknown reason
I now know the reason
so yes both controllers come back as controller 0
that would be the issue lol
at least you know for certain now though
????
at a guess, given that you don't have a server structure, it would be something along the lines of not checking and assigning the relevant player id when they join in the first place. As something needs to keep track of that
Local multiplayer is not really network by nature unless a support is given
It's the same as single player
No server what soever
Unless u want to support remote play
Right, but I think the actual problem for them is that all connected controllers are possessing id 0 and therefore spawning at the spawn point for 0
Also what is that playerindex? Your made up int?
not quite, the others refuse to spawn since they both only control player 1
I don't know about local multiplayer, not something I want to venture. But obviou step is probably to figure out spawning controllers and saving their references then knowing how to map inputs
ah, well I haven't followed the problem in it's entirety and generally prefer to give methods and thoughts that might direct users to discover problems for themselves as opposed to outright solving them for them.
player index is the number that is passed into the input reciever by the game mode on spawn. it essentially tells it what number it is
I don't know that Playerindex variable doesn't even follow unreal naming convention so I bet it's a variable u declared
I mean you've helped I appreciate it, just clearing up any misconceptions about the full issue!
Quick question, it is possible to give an ABP, or more specifically the AimOffset, only when you give the character a property?
(Like, a character will only get the AimOffset when it has the gun, or sword, etc)
it is declaired but it should change for each controller as it's a number that differs depending on the number being possessed
Hold on rq, what are you trying do to here?
glad to be of some assistance, best bet is usually just to go through everything again and re-think the problem through, as troublesome and time consuming as that can be.
definitely possible.
I mean this is just a snapshot of where I am getting one variable
here is the full thing but this is the part that works
Then what is the best way? I don't want to do linked anim layers, cus it sounds like a chore. I feel that changing the ABP itself when the weapon is given will be too cumbersome
Is there a weapon to just impose the AimOffset once the weapon is given?
perhaps try tracing out the array index of the player start array and checking everything when joining the lobby, but in part what you do next to solve this problem all depends on how the entire system is setup.
I mean, what is it you want it to do?
Like, what's the end goal here?
the best way? no idea.
damn, is there any that is like this?
I am trying to spawn players, however both my keyboard and controller are apparently assigned to player 1 and so I cannot spawn any additional players
keyboard?
I mean, if you're trying to spawn players, i'm sure there's a better way then that
isn't the input component supposed to be on the character?
So, is there just a way to apply the AimOffset to the character only when it's given to said character?
like applying a weapon mesh
completely seperate from the original mesh
really depends how you have everything setup, realistically you are going to require a check to see if they have a weapon equipped that requires an aim offset variation.
I'm not certain on the specifics tbh, you just asked if it was possible, to which the answer is almost always of course heh
it works since it does spawn 4 players and they all possess properly, the problem is a controller issue, I just need controllers that connect on different player inputs...
are you playing as "standalone" or "as a client"
this is non online multiplayer so I am playing standalone
might be worth making a new project and just setting things up to tinker with separate from your main project
Let's say theoretically, I have a character's ABP and it doesn't have an AimOffset. And I have a weapon class that will apply an AimOffset to the character.
So what should happen is that the AimOffset from the weapon should "overlay" or "override" over the original ABP; it applies the AimOffset on top of the ABP.
Ok, why don't you just skip the Integer Index variable, just use the Array Variable directly.
I hardly dabble in animation blueprints tbh perhaps check : https://www.youtube.com/watch?v=jHM7JzsNyvQ or some other similar tutorials
And the array is an Array of Player Controllers
Alright, thanks for your time
gl
well found out something
turns out this version of unreal just assigns both controllers to 0 regardless
can you change your default project's version by updating to a new unreal version or will it just cause issues
it shouldn't usually
you could do a rebuild
like, delete the binaries, .sln, intermedieates, etcs
and then starting the project again
it should give the option to choose which version to build it in
I am kinda deep into this project actually, unfortunately this is one of the last features I need, I might just get a new controller...
you're not gonna delete the whole thing
just the data files, keeping the sources, content and config and uproject files i think
oh I see
then open the uproject file, and it should allow you to build the thing in a different version
you'd still keep everything
I'll try updating to 5.3.2 then
just remember
do your research
make a back up
i'm not gonna be responsible if you lose your project
yeah no worries I appreciate your help
Kinda frustrating issue: I'm following this (https://www.youtube.com/watch?v=17D4SzewYZ0) guide on a custom movement system. One of the last steps is to attach the new custom CharacterMovementComponent to a pawn, however i'm at a loss for how to do this, and he kinda glazes over it in the video. Asked around in another server and nobody there knows either, google couldn't bring up anything. How exactly can you do this?
I am not gonna open the video but why do you need to "attach" cmc? If you gonna use cmc you should derive from character in the first place which already have cmc.
To replace your cmc to your custom one simply go to the detail panel
That's where i'm running into the issue. For some reason, mine isn't showing up in the dropdown in the detail panel.
Ur cmc class is in cpp?
Make sure it's compiled
I have no issue with extending cmc
Yep, it successfully compiled. I tried restarting Unreal, refreshing the visual studio project, and nothing worked.
Header (https://hst.sh/eceherudor.cpp) and cpp (https://hst.sh/alodovaqar.cpp) files for the movementcomponent are here, and here are the ones for the character: (https://hst.sh/liwakidogu.cpp) (https://hst.sh/alodovaqar.cpp)
Can u share image file
Sure, one second
Check if you derived your cmc class from cmc base class
I just opened the turorial and for the record, I am following the same one
I think that's the right base class. These are my character classes as well:
I wish there was an error message or something, anything is better than it not working without giving any reason why
Might have to rematch some of the steps and perhaps asking in #cpp. Can't help u now as I don't have editor on me but I got it work on my end
I'll try that then, thanks
as an update that fixed it
needed a second controller
(don't mind the messy camera lol)
Is it possible for BP object to not receive decals? I seem to find no answer to this
Not for a "BP Object", but any PrimitiveComponent-derived component has a ReceivesDecals setting you can uncheck.
In other words - go to the mesh component (and any other rendered components) of your BP and uncheck ReceivesDecals
New problem
now up to four players will spawn in the game, however they will all only control the first player character
hey, in our 3rd person game we have a camera setup where each possible camera is on one or more several springarms with different positions, rotation and length setup
this handles wall collisions for individual cameras fine, but we're also lerping between these cameras depending on player state in the PlayerCameraManager and when that happens there's no collision check and thus the camera can go through walls while moving from camera A to B
is there any solution to this that won't involve remaking our entire camera setup again? like some way to do additional collision/avoidance calculation in the PlayerCameraManager when calculating the final camera angle?
Instead of having multiple springarms, have a single springarm that lerps between different positions.
We'd still have to redo the camera setup as each camera is a child of each springarm and also one of our cameras chains 2 different springarms so that wouldn't be covered
Hey guys, i'm trying to create an ammo system with blueprints, does anyone have on i can borrow or possibly look over so i see where i'm going wrong?
there's an entire firing system provided in the existing sample projects from unreal. Perhaps you need to go and start with some basic tutorials first.
Alright cheers
Springarms are what do the collision checking. Lerping between them involves no checking. So either do it manually or lerp using a springarm. Those are your choices.
Hi!
Does anyone know how can I sort (and update) the elements of an array based on a stat? I want to make a turn based combat where the speed determines who attacks first, but i'm failing to properly sort the array based on the stats, any clue or resource that I can check? Thank you in advance 🌸
Currently Making an RPG and each Party Member has a lot of Data to save.
So I'm wondering if the best way to handle this is to create a structure with everything that needs to be saved.
Then, within the Save Game Object, create a Map with a String and Structure. The string being the Member's name.
Sure, why not?
Just wondering if it's fine to have all of that data, confined to one variable.
If it'll cause any issues.
Nope.
Thanks. 👍
Hey, does anyone know what the most optimized way of creating floating damage numbers are? I'm currently creating a widget with an animation on, which then updates it's location on tick so it looks smooth. Just wondering if there's a better way of doing this performance wise? As it can start to affect performance when my game gets quite hectic. Thanks
There's a plugin on the marketplace that gives you access to all the sort by predicate and stuff.
Sad to hear it 😦 I'll try to do so, thanks!
I've tried one but does not sort precisely how I need, or at least didn't get it to work properly
you could potentially make the array that of a blueprint class, which contains say an information table, that you would then need to pull and compare according to the specifics of the way you want things to work.
hey im back at doing some ue stuff after working fullstack web for 2 years, im brainwashed
is this the correct node for moving objects in world space
i inferred that this one is just a shortand for current location = current location + delta loc
yep 2x
top Triggered
Doesn't that just trigger once
so much changed, i'm basically learning ue from scratch
Ongoing should execute stuff as long as the input action is pressed
(so that was why my mac10 was shooting 9000 freedom per second)
not really, what was the unreal version you last used?
i used the latest pre 5.0
i tried 5 when it first came out but didnt do a lot
is this VR specific or the new input system is based on this
But I'm not sure (still stuck in UE4, i haven't really played around with the new enhanced input actions sys in ue5)
i think VR or not, no difference
yes, triggered is on tick
im liking the new stuff so far tho
when are we getting Copilot for blueprints
Triggered: The action was triggered. This means that it has completed the evaluation of all trigger requirements. For example, a "Press and Release" trigger is sent when the user releases the key.
lol
the desc are so confusing to me then
i wish i could just type "get forward vector of the hmd camera and add delta location to origin based on facing direction"
now i gotta fiddle with nodes X)
c++ is always out there
yes i'll try it soon
last time i used c++ it was terrible DX
my good ol i7 6700 didnt help though
im doing VR stuff for the first time
i've had my headset for like 4 years lol
one of the reasons i got a vive was to do VR stuff in unreal
took me 4 years
but the performance and graphical quality of ue 5.3 is basically nuts
i tried unity for some time, c# is very nice but when you try building a UI or input system, its a nightmare
ue just looks gorgeous out of the box
unity's hdrp is such a hassle
im baffled by this again, lmao
join us at unrealsharp (Soon™) 
iirc laura dreamed of c# and ue
im working on it, packaging and delegates left
im gonna try something crazy
gonna paste BP nodes into chatgpt
wth, it almost worked?
You'd be better off just explaing the logic
im just trying to rotate the 2D input vector in a way that it is aligned with camera's forward vector instead of world forward
its trivial but i've been awake for 24+ hours and havent done math in a long time lol
RotateVector with camera's Z rotation
yep it worked
with some weird additional steps tho
probably my input axes are wrong
did you Swizzle them ?
Hey guys, can someone help me with something?
I have a few characters that are rolling initiative in a turn based game.
How can I arrange them based in their rolled number?
Hey. I want Blueprint compilation fail if some of the data is incorrect. Can I do that?
Why?
most likely possible in c++, but not in BPs themselves
hold on, I'll try something stupid tho...
Define "incorrect"
I know how to make the engine lag out and then crash with BPs only if it'd be wrong 🙃
I have a c++ class derived from UUserWidget and a blueprint that is derived from it. This is basically a custom Table widget. The Table class has the layout of the table that must be filled. But there may be some inconsistencies like forgetting to set the CoulmnType. I want every time I use this Table and forget to set the column type for compilation to fail
Something that can prly be done with #cpp , doubt you can achieve that within bp, whether you should be doing it this way is another story
Dont understand this compilation error wishlist thingy. All you have to do is just check the value of column type?
Sounds like a simple check to me why are u overcomplicating stuff
I'd just add a screaming debug print on constructor
yes
I have a problem, I launch my project but I can’t play with my character, can someone help me please😭 🙏
okok thanks you
Found the solution. The UWidget::ValidateCompiledDefaults does what I need
some one im begging
im trying to shut all lights off with a array of light actors but when it goes through anything to do with time its only using one actor
Wdym “anything to do with time”? Are you using delays in a for each loop?
so like when i used timers it would work but if i hook a RandomFloatInRange to the time on it, it would choose different numbers in the range to turn off each individual light, same with delays
Show code. Also for each loops by default are meant to run in one tick, so introducing latent actions such as delays will instantly break them
i was just about to run this string not sure if it works yet but its what i have set up now
turn off power is ticked on right side now just noticed them if you were wondering yourself
U r not even looping
Also i dont understand what it is u r trying to do
Just bare in mind that loop happend in one single frame
when the power is back on i want it to run a randomized time to turn it back off
For all lights or per light?
all lights
How do you want it to turn off? Like how should the delays happen and stuff
this is how it currently shuts down
well right now i just have test times set up to it but i want it to take a range of 45 secs after to 1min 30
Describe what you want to have actually happen. You press a button, and then what happens in the world, and then what happens after that?
@stray halo correctly
Press power switch, turn on lights, then when lights are back on have a delay for the lights to turn back off in a set range of time so it doesnt happen right after the lights are back on with the range also being random
i want all lights to turn off together, i managed to get all lights to turn on together but because i set power off up to timers and ranges it scatters the lights turning off at different times
@faint pasture Are you excited about #game-math ? 😀
Press switch -> for each light, turn it on
Done -> delay (random time) -> for each light, turn off
To reiterate, press the switch, turn all the lights on, delay for a random amount of time, turn on the lights off.
sorry if this may sound stupid but how would i go about getting all lights if they are in an array
i did what you just said but i have an issue with it picking only one light out of the array and turning it off
Then you aren't looping through it
The for each is a critical part of that
that seems to have fixed it so far
Does anyone know the difference between select node and branch node? like when is the best time to use either of those if they both works similar 🤔
Thank you all so much bro
ive been going through so much just to do it on my own but i didn't think i could make something so simple that complicated i appreciate all the help
will event begin play fire off in an actor if I spawn the actor in a level?
They serve completly different purpose, not even compareable
Ofc
even at runtime?
yea, I guess that was kinda a stupid ass question lol
No question is stupid, just ask what u dont know
are there specific uses where a data table should be used over a struct?
trying to understand both a little better
They are not the same thing.
You use data table normally to read static data
Like a libary of anim montages for example
Or item infos
what If you needed an index of each item (a name / description / icon for UI)
would this be for a struct?
Your data table will require a struct
Make the struct FItemInfo.
It can contain , name , desc, icon.
Create a data table and use FItemInfo.
You can then start adding item infos in the data table
so if the player picked up a weapon and I need to see what weapon that was and what data was associated with it, would I just look it up in the data table at runtim to see if an (id for instance) mtaches?
what if 2 guns are instances of the same class but have different amounts of ammo left?
would this invole storing an instance of the struct in the data table?
I would setup weapons and items more coherent than that. But im not good at explaining. Maybe others can help.
But in a case of weapon and items, i will use both data table and classes.
Each weapon can look up its default value on weapon data table, but it would also have a class that defines the weapon.
So the damage of the weapon can be read and write beyond what the data table offers
I dont know what you mean by storing an instance of struct in data table. Data table is read only entity (at least in bp) and i see it as static object .
Dont see what instancing got to do in this context
i understand, although I guess an instance of a struct would have to be stored to some degree to store item specific instanced data for inventories/
(how else is the Minecraft sword supposed to display half durability once you pick it up?)
I guess I'm thinking of this in terms of an inventory.
If you had an inventory object that stored each item the character had, would you use a struct to hold each instance of the item?
My inventory would be an array of item struct
I had an idea a while back that my inventory would be a map of int's pointing towards items
0 > item instance
1 > item instance
ect ect
and then you would have a "none" item type that way you could handle blank inventory spaces.
doing it this way would be i guess a type of array but gives you the flexibility of using indexing because the map contains that functionality.
does this implementation have big flaws?
it seems like the right way to go about it.
I have no idea what you mean sorry. What is number greater than item instance even mean
?
where did i type that, can you be more specific?
yes
the map starts with its first index (imagine only one thing in the map)
the key is an int ( 0 )
value is BP class i guess
I dont use map for inventory so i dont know. Doesnt seems like the right approach
Normally just struct with guid and other infos
I took inspiritation mostly on dynamic combat system from market place
actually, with a array, you could just remove an element and it would auto adjust.
so dropping an item out of your inventory would almost adjust sutomatically.
with a map, you would need to loop through the entire thing to re assign each element to one less index.
I didnt think of this, arrays might actually be the only way to go...
Weapon and inventory system can be a daunting task. When not done right , life is a little hard.
Im still learning my self and i dont think i could come up with better method than others. Hence why i look into other projects to see how things r done
same thats exactly what im doing, im using a community template
If u dived with guts alone, chances are u might end up redoing the system
Thats just my opinion but i can vouch thst for most of us. We always end up redoing our system everytime on new project because we discovered better ways to do stuff
K as long its not youtube tutorials
lol what else you got for references? lol
i got nothin
I would say look at epics or some credible project
I used dynamic combat system and still stuck with it atm. Working on new multiplayer project tho, and i will have to figure out my inventory system too eventually
Well I'll definitely think more about this.
Perhaps we could get a larger discussion going in the discord server? about different data types and their advantages / disadvantages with creating an inventory systems.
all are welcome to contribute!
it seems to me, by my estimation,
Maps are the go-to if you need built in advanced indexing (and will absolutely acell at blank inventory spaces and / or inventories where some indexes are more important than others, especially in a UI)
Arrays are the go-to for when specific indexes are not any more important than other indexes, (and arrays are god tier at sorting and auto adjusting size)
I dont agree with whats written but if u need real answer, maybe ask in #cpp . The people there have brains
why is it still white?
The material used is not the same
thx
Hello. Faced with the problem that the player pavn without a player controller is destroyed after a some time. Please tell me, is this a problem of the engine or my code?
It's part of the player controller's code in APlayerController::Destroyed() as it calls APlayerController::PawnLeavingGame() which destroys the pawn.
Is GameMode's beginplay guaranteed to fire before everything else? Is that where I should instantiate my manager classes or in GameInstance?
depends on the scope of the manager classes
GameMode begin play fire on each level opening
GameInstance initialize fires once on the game startup
I have a Manager class that runs the gravity on the level; gravity objects sign themselves in with the manager class in an array when created and when destroyed. It also has some gravity constants and logic.
I'm getting some race conditions where some actors at the beginning load before the gravity manager is properly loaded, so I'm trying to figure out how to best arrange this without just using a bunch of delays. Event Dispatchers?
What is the manager, just an actor?
No, it turned out that the engine considers the Character irrelevant when the motion component is disabled, physics is disabled and visibility is disabled, after which it removes it from the Client side.
Fixed Always Relevant.
Yep, just an actor that holds an array, a constant, and Event tick logic to propagate the gravity forces.
Thank you
Is it spawned at runtime or exist on the map?
I had it existing on the map and on its BeginPlay, it assigned itself to the GameMode's GravityManager variable so that from the GravityEntities they could ref GameMode > GravityManager.
Why is it not just a component on GameMode?
Because that idea didn't occur to me 😂
i suppose if they dont need transforms they could just be an UActorComponent on the AGameMode
so they would initialize together with the gamemode
The abstraction of components and GameMode, for some reason I didn't consider that.
The correct approach is probably a subsystem but a component on GameMode or GameState is good for the BP version
It's a good idea. I had been trying to figure out how to expose the GameMode's variables such that I could assign the GravityManager from the editor, but that makes sense as what I was trying to do.
depending if such system needs to stay after doing a level change, if no need to change, then it should be a subsystem
your race condition is probably between the manager registering with gamemode and the other actors looking for it, they all fire on begin play so who knows which is first
I'd go with a component tho
GameState if it's meant to be multiplayer
Such a simple solution, thanks.
probably a dumb question but right now im finding the right speed for the player based off of a bunch of booleans
surely theres a better way to detect if the player is sprinting and moving forward
or like moving backwards
anyone have any good ideas
like, i really dont wanna have to do this for prone and crouch too
How do I change the colour of a Text block in the Blueprint of a UI widget. Like what do I add to the ‘In Color and Opacity’
Right click it, and it should allow you to break it, which allows you to set a colour
Alternatively you can drag out from it and type "Make Color" like so:
Don't worry, dumb questions don't exist. I assume sprinting is a user based action right? They press a button and then the characters starts sprinting?
Which type of BP are you in?
Ah check, that makes the difference. Then slate colour is indeed what you want 🙂
Does anyone know if function local variables can be seen in the blueprint debugger?
aye, so i have a couple states. sprint, crouch and prone. When sprinting, if the player is moving forward theyll go faster than moving sideways
how can i create a macro that works like this?
Anyone know how I can lerp transform between skeletal meshes?
So I am tring to blend out of physics control in a hit reaction. Someone suggested to use 3 bodies, 1 for physic simulation, 1 for kinematic and 1 that is not hidden that will lerp between the other bodies. Anyone know hot to do that?
Gotcha. So you probably would want to check on a timer (set to 0.1 or something), the forward and right vector of the player. Based on the value coming out of it, we know if we are going forward/backward and left/right in your context.
Then based on that you set 2 booleans: bMovingForward and bMovingRight. You set these based on the result of the timer.
Then I would make a generic "UpdateMaxWalkSpeed" event, that I can call for the sprint, crouch, and prone, and based on the earlier set bools, you can now set the max walk speed.
You could switch on an enum for the different states you have to make it a little cleaner on the last step 🙂
hmm thats basically what im doing for the stuff except enum
damn was hoping for a cleaner way
Hey gues, quick question.
If I use the insert (array) node to insert something in an index that already has something else in it, what happens to the original object?
I mean, alternatively, you can just disable the sprinting when the user is moving in any direction other than forward. That would cut back the bloat
yea but i wanted like different speeds for side walking, forward and side movement and so on
im thinking im just going to have to do the tree thing :(
Right, then yea I think this is the way to go. I would highly recommend making a generic update event to make sure you don't copy the same code 3 times
This would be how I would do it.
thanks man
So I have this set up for trying to get one widget to bring up anohter. This is meant to trigger a text to come up when the button is clicked in the first, but the button clicks are doing nothing. I'm using the widget switcher. I'm definietly missing something, I just dont know what.
Thats not how you use widget switchrr
U r just creating a new widget
There are tutorials covering how to use it
Look at matthews video
I've created a a pause and start menu already, fwiw.
Mathew is...who? idk who mathew is
Nothing to do with how to use widget switcher
Should you put input actions in the player controller or character actor?
Type widget switcher unreal in google. it will be the first video
Depends
If it’s a character driven gameplay, most of them can prly live in the character
Anyone experienced with invalidation boxes (?
For some things, like making an RTS, playeCon might be better
Whats that?
Okay, so it turns out i dont have a widget switcher, thought i did
but either way, i think the issue lies in that the second widget isn't getting called somwwehere
and i dont know why
You should follow some basic tutorials. Right now u are assuming a lot of things
Anyway if u want to create widget, and want to display it. You need to add it to viewport
Creating them will not display the widget out of the box
okay, adding to viewport, that makes sense yeah
Trying to get my vehicle to make my ai character ragdoll/ get damaged after being hit. Any ideas how I'm doing this wrong? I set this up in the vehicle bp, cast to the child ai bp
Does the zombie enable physics? What is the actual issue you are running into?
The car just runs into him and the zombie doesn't do anything. Kind of like I bumped into a building
Print string or add breakpoint to see if the simulate physic code is run
Ah because you are not simulating physics on the skeletal mesh. You are doing it to the capsule component instead
Like this?
Also orint string at the top after simulate physich
U shouldnt need to simulate physich on thr capsule
Just the skeletal medh
Also check if you have an actual physich assets on the skeletal mesh
What do you mean by this?
Its literar
Drop a print string after the simulate physich node
If it never get called then ur simulate physic node never ran
Ye and i will suggest to look for resource on how to debug your game
Will do, I've been trying to find any forums/ youtube videos regarding any of this but haven't had much luck.
remove from parent is apparently what i was looking for lol
but now i gotta figure out how to only get one text box and not all of the text boxes from the other one in response
What a mess
Alright this is definitely not how you would want to do this 😅
i just want to make it work :( darn it
I believe there are dialogue plugins you can get btw
How can you communicate between a UI widget and the Player. I tried adding a custom event in the player blueprint and tired to get message in UI. But it wouldn’t show up and when I turned off context sensitive and found the Custom event message node. I could get the reference to the player character and the message working. I tried Blueprint interface. And that didn’t work. Is there any other way?
at this point im just trying to get it to let me didsplay something from a clicked button that isnt a second button
With how things are setup from your end. You will end up scraping the whole thing anyway
Dude, if you have nothing kind to say, then just don't...
Im not being mean or kind
Hello!
I have made a WorldSubsystem blueprint which has an intermediate cpp parent that will only register the subsystem if it has IsInBlueprint = true (ShouldCreateSubsystem override).
It works pretty good except that to get it to be registred I have to open the blueprint (then the ShouldCreateSubsystem is called for it). If i don't do that the GetSubsystem will be null.
Any idea how I can have it auto register so I dont have to open the blueprint everytime I restart my project?
I appreciate critisim and people's responses when they're meant to help and not be a jerk but...
Really? That's not negative at all to you?
Btw for widget related stuff, you should ask in #umg
I would highly recommend following some kind of tutorial on widget switchers. Widget switchers are meant to switch between widgets that already exist, generally speaking.
But if I assume what your context is (displaying responses from shops/shopkeepers) you just want to have one dialogue widget, that gets created and hidden at the start of the game. Then once the player interacts with the shops, the widget gets set to visible, and you change the text (through a text variable), to show different responses 🙂
Dont even understand why u feel attacked
May need to expand on what you’re trying to achieve
that makes a lot more sense than what im going for yeah, i had kinda just based this off the start menu and it seemed to be going okay
Prly best to let that one go
I'll ask there from her on
I made this a few months ago if your wanting a dialogue system. A lot of people said it really helped them understand a lot of concepts. It might get you going.
Welcome to this tutorial on how to create a dialogue system in Unreal Engine 5! In this video, we'll go over the basics of setting up a dialogue system using Unreal Engine's powerful Blueprint visual scripting language.
Whether you're a beginner to Unreal Engine or an experienced developer looking to add dialogue functionality to your projects,...
Hmm no print string popped up.
i think i saw this earlier yeah
Then work from there i guess. Make sure ur hit event actually triggered
And "it sucks so bad you're probably gonna need to toss it!" is like. disctintly not positive. Honesty can actually be mean, i've been in that camp before and learned how to tone it back. That's all i'll say on it, i'll probbaly take a break rn cause ive been working on this for a couple horus and probably could benefit from it lol
I'm gonna take a look at the other options ya'll mentioned tho
the irony is i can code this in c++ easily and im good at that side, but this side of things im struggling hard
regular c++, not with unreal lol
It’s def an adjustment
But #cpp can help in that regard
True! I've scrolled through there a couple times.
So opening inventory UI and setting it to input mode ui only, but then I obviously cant use i to close it again. Any ideas on what I could do? Need no char movement/input but want to be able to use same button to close inventory lol
Have some input in the UI
You can use listen for input action or
Override on key pressed
listen event in the widget graph?
There is a node in widget graph called listen for input action
You can bind the key to some event
Eg calling your char to close inventory
why are items (an index) being added to the struct? i am just taking an item and changing a single value. what am i missing here?
Are u gonna use set member or set array element? Chose one
ah no... it is still happening
What do u actually want to do?
just saw it... so i just want to add the mesh instance to eachh existing struct but i keep adding a new ones
this will get always the center of the game in any monitor right?
struct loop > get every item and at a mesh instance to the existing item
Where is this bp? Is this for run time or editor utility widget stuff?
this bp is a level actor which is called by an editor utility widget
K i cant comment on editor stuff
Not sure how its serialized
How do you actually populate the array?
Might want to clear it first before adding
EUW part is running fine as the struct is being created and fed with its initial data correctly. the screenshot above is from the level actor BP which should just add data to its own struct
Show how you populate the array
EUW sends data to actor BP... only new items are being added and its running fine... just the screenshot above is adding items
The screen shoot above shouldnt add any items
As far as i can tell
I could be wrong but nothing indicate adding an element into an array in that function
Hence my suspicion with how the array is populated
I think just try to clear level editor mesh right before the loop
Other than that i have no idea
EUW is not able to create duplicates this way. only if i set members/set array element
ok i ll give it a try
Set member doesnt add element to your array
An array element gets added either by the add node or set array element with size to fit box ticked
yes i know, ive done it this way before... but as soon as i connect "set member" i am getting dupplicates
Unconnect and see what happend
And by duplicates u mean ur leveleditor array size increases?
exactly
Without using a spring arm, how can I create an offset for a widget component to float over my character's head? It just snaps to local 0
Have you tried clearing the array? Before the loop
Do you just want to run a function when the I key is pressed?
You could attach it to a scene point
Its for when my inventory is open, player loses game input and gets mouse input only. (Besides specific ui commands like i to close inventory)
Go to proj setting, input. And add an input actuon mapping
I have my IA map
Name it something and assign a key
My I key currently opens inventory
Ugh. I tried that, but I was using an existing scene component in the blueprint that might have been being moved to 000 for some reason? I added a new one and it's working fine... Thanks. lol
If you go with listen for input action route u are using old input system
On your widget
If you just type "Inventory" or whatever you named the control mapping it should give you an input action event.
Not your player
Oh, this is on a widget?
yes
If u want ur player to trigger then u need to set game and ui for input
Instead UI only
There's a couple ways to do this on a widget.
-
On your player or player controller where the inventory button is pressed, grab your widget reference, check if it's valid. If so, call a "close" function, if it's not valid, create it to open your inventory.
-
On your player when the inventory button is pressed do a dispatch call. On your widget, on event construct, grab a player char reference and bind an event to that dispatcher so the widget can run logic on the button press
Yeah. And this.
i have set up input bool value via code but im getting this error when im trying to read that value of isAiming no idea why its failing
Whatever the target variable is, it does not exist when you try to read something out of it
If you right click it, at the bottom of the context menu you can click "Validated get" which will help to avoid the error. However, your real problem is why the target variable is nothing at the time when you try to access it
yea idk why is setting name of my project as target variable it supposed to be player no
Thats not the right place to set target and char too
im just testing i know
its a dirty prototype
Do tell me where you should set it
your ref setting code here is doing nothing
Cuz i dont see why u want to set it every frame, prototype or not
im not here to argue or anything just trying to learn
Im not arguing either
Frame -> is stored ref valid? -> yes -> proceed
-> no -> try get it -> set it -> proceed
getting pawn owner and casting every frame won't kill you right now tho, that's fine for prototyping
i just to get it to work then i will set up a start of scene
im weird like that
in Initialize animation
i want my player just to play animation when bool is true
thats the only part of BP where target is mentioned
Well if its never set , then thats the problem
Target didnt point at any object in the world
I was hoping that my casting to BP_ player would do that :/
Casting is just a type check
men i suck with blueprints
U need to actually tell target, which object in the world it is suppose to point to
so isAiming? is controlling animation transition and isAiming is reading input value
Anim instance job is just to read values from its owner
And reflect the value to formulate which animation it should be playing
So right now, your bp character have a variable called isAiming?
Hey! If anyone can help with a quick hiccup I’m having that would be great
yes my Animationblueprint has variable isAiming? and my Blueprint of character has a bool value in code called isAiming (thats input action value )
Ok so u just need to set ref to your character
On anim init. Try get pawn owner. Cast to your bp character then promote that as variable
im using starter 3rd person player so its already set up
Do that and i will guide u to the next step
Yeah just show the part where you set the character ref in anim bp
i did promote as variable in the photo i showed
So, I have a system where the date changes, and I'm hoping I can make changes to the actors for different days. I figure it'd be easier than duplicating each level and switching them out depending on the date. Trouble is that while I can change the date, the sleep function isn't updating the actor. I think it's just b/c I don't have the sleep function connected to anything, not sure what I should do.
Basically, the sleep function should work like a refresh button
See the pins of the promoted variable? It is left unconnected
ohh one sec
Your first image is calling an interface called "Sleep". You need to pass in a reference to the thing that you actually want to call sleep on.
Right now, it's calling it on "Self"
Add a new pin on the sequence node
Yeah, what do I reference? Cause 'sleep' is just a function built to refresh everything after the player sleeps
Okay
There on empty space you want to get bp third person char. Then from the blue pin drag snd type IsAiming
okay then to connect isAiming and SET isAiming? to animationBP
I need better names 🤣
Yeah you basically get the reference of the character, get the value of is aiming from the char and set it to isaiming jnside the anim bp
like this
Yup
If you wanted to call it on an instance of a "milktoast1" actor, you'd need to feed in a reference to that specific "milktoast1" actor. If you want to call it on many actors, you need a reference to all the actors that implement it and feed them in to the target.
yay no more errors but it wont transition in animation
i will figure that one out thanks men
in unity its so much easier for me to set animatiosn via just code
🤣
Show me the transition rule if u want
I think I understand
like a reference to all Actor class
What you probably actually want is an Event Dispatcher. You can create that in your game instance, and call that dispatcher when you want things to sleep.
On begin play of actors that you want to listen to it, you'd get your game instance, cast to your custom game instance, and bind to the event dispatcher.
i ve put the function 1:1 into construction scrip and it is running fine
The circles between idle and aimstate. Double click the circle on the left to get in then screen shoot
Completely lost
the one on left
when bool is false to return to idle
how do I event dispatcher?
Dont think it work the same way. Im just not sure how euw is serialised, have u actually clear the array before the loop?
And the one on the right?
i am not sure if clearing is an option as i may want to keep "old" SM in the array
U r potentially creating duplicate if the data presist. But if u dont want to try then i dont know what else i can say. Thats prob the first thing that come into my mind when i looked into your function
Show pic of the update anim again. Make the picture a little bigger
Then also show how you changed isaiming on bp third person char
Looks allright. And i take it aim state already playing some aiming anim?
If thats already checked. All thats left is to check if isAiming actually altered in tps character
its running fine in construction script and not creating doubles as it should. clearing the array before dropping initial data is avoiding duplicates as well
thanks for taking your time
ohhhh
xmm im not sure what you mean by tps character
Third person character bp
ohhh
nah bp is alright i set up in as hold and release i think thats the issue
in input action
Show
and replace it with what
Nothing
I think I miscommunicated. I'm not looking for a system that makes all the npcs sleep at once or anything, I'm just looking for something that can change their positions based on the date. Like, the player hits the bed, wakes up the next day, and milktoast isn't in the scene, that kinda thing.
Does this work for that?
Dont need modifiers
oh, or suddenly it's raining
haha it needs it that constantly changes state it looks funny
You can set is aiming to true and false using started and completed
Event dispatchers are a means of communicating from one thing to many. You are "listening" for that event to be called in an actor that wants to care about that event.
oh, ok, perfect then!
yea i did
Have u tested the value?
Print string isAiming on tick in third person char
Or addonscreendebug messages in the binded function if you want to print from cpp side
yea i did but i will fix this myself
thank you SO MUCH MEN
i learned something from you today
i will fix this on my own
thank you bro good night
I think ur almost there
yep yep 🙂
My brain is exploding. Any idea how to Cast To a static mesh actor.. say the wall in the default 3rd person map named SM_Cube6. So when I interact with an object, I can change something about the wall. I know how to do it via a blueprint, but I dont want every single object in my map to be a blueprint for this specific change
Get a ref to the actor when you interact
Then cast away
Example, press E to line trace. Get hit actor, cast to static mesh, fo something
Thats what I am trying to get to. I haven't had any problems finding blue prints, but how do I get to where I can choose a specific static mesh actor that is currently in the world. Like a wall for example
I just describe how
You can line trace
The hit actor will be w.e u hit
It can be a floor, wall or door
Everything u place in the level is an actor
Hmm.. Maybe I am just not understanding. i'll keep at it. The actor I am "hitting" is not the target I am trying to change. I am hitting the object fine, it is just not doing what I want because I am not sure how to get the reference of particular static objects in my scene
Then do the change when u hit the actor u want to target
@edgy ingot this was solution lool
Get hit actor, cast to static mesh actor. If static mesb == wall then change material
Or you can check with tags
U define the rule
Oooo tags. That might work best lemme play with that
Eg. Get hit actor . Actor has tag "specialwall", set material 0 to red
Got it with the tags. Holy cow. Lol Im such a noob. Thanks
if hitting the wall is supposed to change a different actor, might be worth investigating event dispatches too if that's going to happen a lot.
Or you can expose variables on the wall such that the wall contains logic for sending something to a specified target
a few ways to skin the cat depending on your ultimate goals
Man
I cant get this to work how I want
restrict to ui movement but be able to accept specific keys lol
so this is my tiles struct to determine by index what tile it is...
I am starting to think there is a better way
parse string?
rip for that bp struct
hi there - how would i go about geting one object to rotate around another object like this using a joystick?
there is a rotational movement component
With an offset available
sorry i meant to add with a joystick
have the input from the joystick map to certain rotations of the object; I think there is an offset available somewhere in the transforms
lol what do you need to do with these?
Why can't you just have the tile have a function or a variable for what type it is, and to return that?
would that blueprint need to be a character?
not need to no
would it need to be a pawn?
don't think so
i have'nt dealt with movement applying outside of the character much but i'm assuming hyou can always map things to raw input
i tried just getting inputs to an actor blueprint and at runtime unreal defaults to creating a player character
huh. idk!
all good thanks anyways
Whats the uh
Can anyone help me understand Blueprint interfaces? I want to sent information from a widget (Hand) to another widget (InfoPanel). But idk how to set the target for the Call of the BPI.
BP paste sight?
Interfaces are generic functions that you can choose to implement in a variety of classes and each can respond to that function call in their own way. In order to call the interface on an object, you need a reference to the object you're wanting to call the interface on. If you're only ever implementing the interface in a single class or hierarchy, then an interface is probably not the tool to use.
[Deleted post out of embarrassment]
need to get my eyes checked
oh man
This website made it ugly
lol
woops
Widget
Just want to see if theres anything I should do to make it cleaner. IE un-necessary nodes/casts
It'll be used elsewhere but i'm just learning how to impliment BPI.
first off that player controller cast is unnecessary there
Well its going from controller->playerController
object
unless there is a getPlayerController
Ok, so you need a reference to the widget you're wanting to call that implements that interface. There is no "easy" way of doing that if there's no good relationship between one widget and another.
One potential way is to use Get Widgets By Class, but that then would only work well if there's only one copy of that widget class currently existing.
Another way is if there is some kind of logical hierarchy to the widgets, like if the one widget is a child to the other in some way, then you could potentially get a reference through getting parent/child widgets.
Otherwise if they're completely unrelated and there's multiple of them existing, you need some better way of signaling something to the other widget, and an interface isn't well suited for what you're doing. An event dispatcher is likely better as you could create it in say, your HUD class, and call it from one, and bind to it in the other.
@elder lodge if int appear for that particular row struct array, replace default tile with that
I think I will use a string parser
oh yep, you're absolutely right, missed that :P
thanks for the response, I'll have to look into each of those because i'm not sure how to do any of that.
nerd
😛
getPlayerController does it by ID, so as long as I keep it single player it would be fine
But the way I have it keeps it on whatever player object its on
@thin panther is the srruct that bad?
Otherwise I would do like A11A12T13
And parse it
Probably regex
bp structs are always bad
prone to breaking a lot
Yeah.... afraid of that
I mean that sounds even worse for scalability
Is this for an item id system?
a tiling system. I have a 0 to 90 indexed tile room, i want to assign it a specific pattern.
the default is an empty ground tile
by using a string code, i could make X tiles be this or that.
Getting this error when I drive my car into my zombie character, I've tried putting "is valid" on everything but it's still not working. Also here are my collision settings for the character idk if these are right or not. It does make the zombie character rag doll though when I hit it with a vehicle. I have to set the skeletal mesh to ignore/overlap vehicle or else it starts freezing up the game if I keep it on blocked. Any help or suggestions would be awesome.
I guess I could serialize it as an string like so:
[A:1,2,3];[B:4,5,6]
You could also try your luck serializing it into something like a JSON object
You probably don't want to destroy the capsule component in the event hit. There's a lot of things that are looking to read from it until the actor is destroyed.
do you use a springarm?
for Zoom? yes a float
ah float okay
usually like mouse wheel up and down
here is my favorite method
supper smooth , and locks into zoom steps, so that you can count your clicks and you will be where you want
thats.... small
How do you grab arm length
from the ref
oh weird
I see it now
Wasnt showing up
Spring Arm, bottom Left in graph
Effect is this
https://app.screencast.com/z6NdzTB9Zc2AA
World's leading screen capture + recorder from Snagit + Screencast by Techsmith. Capture, edit and share professional-quality content seamlessly.
make it once , and copy/paste it between projects
ill make a link
What is the best way to send the CardInfo to the InfoPanel whenever I Hover over a card?
all I can do right now is print the name of the card.
a Vector 2d , and Split pins
just the default values 100-250000
that works too