#blueprint

1 messages · Page 43 of 1

ruby egret
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I remember I did it years ago by setting something but I've tried googling and I can't figure out how I did it

west yoke
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@leaden sun Yeah that sounds like something the constructor should be handling. Or BeginPlay if you don't need it at instantiation time.

leaden sun
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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"

leaden sun
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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 😅

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since I for sure don't want to be using child actor components 😛

dawn gazelle
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It should appear in the variables section of the blueprint graph.

ruby egret
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Set brush from texture

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Thank you

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Fucking googled it for 20 minutes and couldn't find what it was called

dawn gazelle
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There's a few other Set Brush From... options in there when referencing an image widget.

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Texture I think is the one most commonly used 😛

scenic swift
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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...

hard charm
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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

trim matrix
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at the end i managed to get a pretty good result with these two macros

brazen pulsar
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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

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As in, I literally have no clue what I'm doing

trim matrix
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and connect it to the return node

brazen pulsar
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how I do that?

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like what node creates the brush

trim matrix
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it's a bit of a mess but i have the image that gets the variable i set

brazen pulsar
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I just realized I haven't eaten all day. I'll brb

brazen pulsar
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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

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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

clever ridge
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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.

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Where the function is called:

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the start of the called function:

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Output log:

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I can give screenshots that show what it's doing in game too but don't want to spam

solid needle
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hi all, i was wondering cuz i never used interaction widget, how to set the text inside it from the player character?

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and set this, not sure how :P

daring laurel
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Anyone could link me to a tutorial on how to script splines to randomly generate their point coordinate ? THANKS

solid needle
trim matrix
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show the insides of those functions

sudden hare
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could be UE trying to stop them colliding

daring laurel
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I was trying to decipher this blueprint i found

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Lmao

clever ridge
kind atlas
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Man we really need a channel for animations

kind atlas
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Well shit that could be double meaning

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Is it for showing off content or for creating content

trim matrix
kind atlas
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Oh okay

trim matrix
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some channels are kinda dead here tho

daring laurel
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@solid needle Yo Harambe, it looks like ur technique is missing a keypoint

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this blueprint does nothing for me 😦

carmine scaffold
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can someone help me with this accessed none issue?

solid needle
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uhh i assume you want to creat them, this one literally makes a point in a random area

daring laurel
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Yes, the idea is to generate procedural villages

solid needle
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ohh right, let me try find how to create them for u

daring laurel
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I can make the spline to procedurally generate the meshes

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but only from the Editor

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I would like to script the spline to have different point cooridnate everytime the map is playing

solid needle
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lol

daring laurel
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😄

solid needle
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harambe

daring laurel
clever ridge
daring laurel
# solid needle harambe

How comfortable are you with UE5 ? Would you consider yourself skilled enough to be paid for teaching ?

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im looking for a genuine guy who could teach me

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im ready to pay 300$

solid needle
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i mean, im in uni for game designb ut i dont think i have a tutor skillset

carmine scaffold
clever ridge
daring laurel
solid needle
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i am focused on the logic part of unreal anyways :P i probably dont offer much more than matt aspland tutorials do

daring laurel
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you have a mobile base ( a bus) wich you can modify

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I want to ride the hype of this new game genre : Lethal Company

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created by 1 single man

solid needle
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lethal was a single dev?

daring laurel
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yeh

solid needle
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crazy

daring laurel
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as i heard of

solid needle
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the best part of lethal is teh VOIP with being inside theres echo

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and hear echo off walls

daring laurel
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yes 😛

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i would like to build a similar game but with zombies and a mobile base station

trim matrix
solid needle
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sweet

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goodluck :P

daring laurel
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I am more of a 3d artist tho

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I barely begin in programing 😄

solid needle
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ah sweet, im opposite, 0 artistic knowledge

daring laurel
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team-up with me and lets build this game and become rich by 2025

solid needle
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i know how to use blender but i dont know how to make something yk, good?

daring laurel
solid needle
daring laurel
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lol

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i need more brain power

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I dont understand your blueprint thing tho.. it doesnt work

clever ridge
dawn gazelle
# carmine scaffold can someone help me with this accessed none issue?

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.

solid needle
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does look like you have generation or anything, it just makes a random point randomly in the world

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drag it in the world as well :P

daring laurel
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The generation seen in the video is a pre-placed spline in the editor

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not a generated one

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the generated one should be the empty spline shown

solid needle
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yeah, it only adds one point lol

daring laurel
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ok so this should be better

solid needle
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no

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dm me, lets not flood this chat lol

daring laurel
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kk

cerulean stratus
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how can i get the vertexID of the currently selected vertex while in modeling mode?

trim matrix
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Anyone ever had it where the delegate even though being called and something binded to it doesn't seem to trigger

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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

lament ginkgo
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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?

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Ends up looking like this.

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Should note the console view, camera panning is locked (there'll be a UI overlay you'll mess with like a phone).

daring laurel
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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

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this is the spline code so far

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or bp if u prefer

wary skiff
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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

daring laurel
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maybe if you offer some buckaroony people will be tempted more 😄

wary skiff
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im open to paying as well

daring laurel
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Good luck, i'm a fellow noob

wary skiff
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xd

ruby egret
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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.

versed sun
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you can get it from the Payload

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err, make your own Dar Drop Operation

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Inside the Operation, make a Enum, Expose on spawn

dawn gazelle
versed sun
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Set it on your Drag Started

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and grab it on your On Drop

ruby egret
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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.

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Thanks

versed sun
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like nyahhh?

dawn gazelle
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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

versed sun
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its been a while since I used them

stray halo
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is a mutligate supposed to do all out comes on each pin or just one?

ruby egret
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Got it working! Can finally push this to my repo and go to bed.

true valve
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Anybody knows the fix for the City Sample? When I try to drive the car, it goes flying. Probably collision issue or destruction issue.

floral patrol
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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.

dawn gazelle
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You could try changing that to get player pawn

floral patrol
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Thank you!!!!!! It worked!

dawn gazelle
# floral patrol Getting an error when I possess/unpossessed a vehicle. I have a foliage intera...

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.

floral patrol
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So what impact do you think that has had on game performance the way it's set up? Jw I'm still learning

edgy ginkgo
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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!

dawn gazelle
floral patrol
loud cipher
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Whats the difference between using a blueprint interface vs a custom event in the same blueprint

frosty heron
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If u are using interface in the same class you are probably not using it right

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Just call the event directly?

dawn gazelle
# loud cipher Whats the difference between using a blueprint interface vs a custom event in th...

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".

elder lodge
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at least for me, maybe someone else knows the instant answer

dawn gazelle
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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.

mild basin
edgy ginkgo
edgy ginkgo
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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

elder lodge
dawn gazelle
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I think it's to make sure player 1 starts at the player 1 spot, player 2 at player 2 spot etc.

edgy ginkgo
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and all of these input recievers do spawn in in the correct locations I confirmed this by giving them meshes

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I think the issue is that they are not all being possessed or when one actor spawns all controllers are unpossesed

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since any controller can spawn player 1 but then all controllers controll player 1

edgy ginkgo
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player 1 now will not even spawn

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which seems odd since I think doing the method this was makes more sense

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the error under further inspection is from this node

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it says it is getting node from the get player controller return value

dawn gazelle
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Just directly call it from the create player node, no need for the ID#.

edgy ginkgo
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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

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oh

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let me try that

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even when doing that player 1 does not spawn in

edgy ginkgo
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my thought is perhaps index is not being set correctly

dawn gazelle
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Well, part of the problem could be because player 1 already exists?

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So player controller 0 doesn't require the creation of a local player.

edgy ginkgo
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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

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but maybe create local player fails

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that's a good point

edgy ginkgo
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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

edgy ginkgo
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I put this back to default -1 to see if it fixed anything and it did not

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the difference is If I use -1 for create local player it makes 2 split screens and if I use index it makes 4

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not sure why this is the case

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wiat

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hold up

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with my blueprints set up like this I am no longer getting the possess error which means all my players are possessing correctly

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Unfortunately this has not fixed my problem, so I believe the problem lies in the player spawning in that case

haughty egret
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Does anyone know what causes this in blueprint diffs?

edgy ginkgo
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I have found as a follow up what is not my problem

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all input recievers are possessed by players

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but still only one spawns

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also when I spawn in one layer it shows the other players are still possessing the input recievers

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is it possible both of my controllers are player 1 for some reason

mild basin
edgy ginkgo
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let me try that

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good call

mild basin
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😇

edgy ginkgo
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sadly it's not printing for an unknown reason

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I now know the reason

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so yes both controllers come back as controller 0

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that would be the issue lol

mild basin
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at least you know for certain now though

edgy ginkgo
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now just need to figure out how to fix it

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that did help I really appreciate it

frosty heron
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????

mild basin
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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

frosty heron
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Local multiplayer is not really network by nature unless a support is given

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It's the same as single player

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No server what soever

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Unless u want to support remote play

mild basin
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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

frosty heron
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Also what is that playerindex? Your made up int?

edgy ginkgo
frosty heron
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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

mild basin
edgy ginkgo
frosty heron
edgy ginkgo
astral orchid
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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)

edgy ginkgo
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it is declaired but it should change for each controller as it's a number that differs depending on the number being possessed

astral orchid
mild basin
edgy ginkgo
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here is the full thing but this is the part that works

astral orchid
# mild basin definitely possible.

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

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Is there a weapon to just impose the AimOffset once the weapon is given?

mild basin
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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.

astral orchid
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Like, what's the end goal here?

astral orchid
edgy ginkgo
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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

astral orchid
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keyboard?

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I mean, if you're trying to spawn players, i'm sure there's a better way then that

edgy ginkgo
astral orchid
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isn't the input component supposed to be on the character?

astral orchid
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like applying a weapon mesh

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completely seperate from the original mesh

mild basin
edgy ginkgo
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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...

astral orchid
edgy ginkgo
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this is non online multiplayer so I am playing standalone

mild basin
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might be worth making a new project and just setting things up to tinker with separate from your main project

astral orchid
astral orchid
mild basin
astral orchid
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And the array is an Array of Player Controllers

astral orchid
mild basin
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gl

edgy ginkgo
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well found out something

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turns out this version of unreal just assigns both controllers to 0 regardless

astral orchid
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I guess update to a better version

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should fix it

edgy ginkgo
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can you change your default project's version by updating to a new unreal version or will it just cause issues

astral orchid
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it shouldn't usually

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you could do a rebuild

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like, delete the binaries, .sln, intermedieates, etcs

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and then starting the project again

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it should give the option to choose which version to build it in

edgy ginkgo
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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...

astral orchid
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you're not gonna delete the whole thing

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just the data files, keeping the sources, content and config and uproject files i think

edgy ginkgo
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oh I see

astral orchid
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then open the uproject file, and it should allow you to build the thing in a different version

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you'd still keep everything

edgy ginkgo
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I'll try updating to 5.3.2 then

astral orchid
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just remember

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do your research

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make a back up

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i'm not gonna be responsible if you lose your project

edgy ginkgo
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yeah no worries I appreciate your help

silent kestrel
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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?

frosty heron
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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

silent kestrel
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That's where i'm running into the issue. For some reason, mine isn't showing up in the dropdown in the detail panel.

frosty heron
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Ur cmc class is in cpp?

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Make sure it's compiled

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I have no issue with extending cmc

silent kestrel
frosty heron
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Can u share image file

silent kestrel
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Sure, one second

frosty heron
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Check if you derived your cmc class from cmc base class

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I just opened the turorial and for the record, I am following the same one

silent kestrel
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I think that's the right base class. These are my character classes as well:

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I wish there was an error message or something, anything is better than it not working without giving any reason why

frosty heron
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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

silent kestrel
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I'll try that then, thanks

edgy ginkgo
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as an update that fixed it

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needed a second controller

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(don't mind the messy camera lol)

woeful yoke
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Is it possible for BP object to not receive decals? I seem to find no answer to this

toxic summit
edgy ginkgo
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New problem

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now up to four players will spawn in the game, however they will all only control the first player character

edgy ginkgo
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I fixed it too

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it is working

thin cradle
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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?

mental trellis
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Instead of having multiple springarms, have a single springarm that lerps between different positions.

thin cradle
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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

potent wedge
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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?

mild basin
mental trellis
crystal epoch
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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 🌸

noble crescent
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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.

mental trellis
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Sure, why not?

noble crescent
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Just wondering if it's fine to have all of that data, confined to one variable.
If it'll cause any issues.

mental trellis
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Nope.

noble crescent
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Thanks. 👍

shadow holly
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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

mental trellis
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There's a plugin on the marketplace that gives you access to all the sort by predicate and stuff.

crystal epoch
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Sad to hear it 😦 I'll try to do so, thanks!

crystal epoch
mild basin
elfin inlet
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hey im back at doing some ue stuff after working fullstack web for 2 years, im brainwashed

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is this the correct node for moving objects in world space

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i inferred that this one is just a shortand for current location = current location + delta loc

elfin inlet
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one more 😄

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do any of these exec pins trigger like tick

versed sun
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top Triggered

trim matrix
elfin inlet
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so much changed, i'm basically learning ue from scratch

trim matrix
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Ongoing should execute stuff as long as the input action is pressed

elfin inlet
trim matrix
elfin inlet
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i used the latest pre 5.0

versed sun
elfin inlet
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i tried 5 when it first came out but didnt do a lot

trim matrix
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see what it says once you hover over them

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the pins

elfin inlet
# versed sun

is this VR specific or the new input system is based on this

trim matrix
versed sun
elfin inlet
#

yes, triggered is on tick

#

im liking the new stuff so far tho

#

when are we getting Copilot for blueprints

trim matrix
# elfin inlet yes, triggered is on tick

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

elfin inlet
#

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)

trim matrix
#

c++ is always out there

elfin inlet
#

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

tame pecan
elfin inlet
#

iirc laura dreamed of c# and ue

tame pecan
elfin inlet
#

im gonna try something crazy

#

gonna paste BP nodes into chatgpt

#

wth, it almost worked?

trim matrix
#

You'd be better off just explaing the logic

elfin inlet
#

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

remote meteor
elfin inlet
#

yep it worked

#

with some weird additional steps tho

#

probably my input axes are wrong

versed sun
#

did you Swizzle them ?

elfin inlet
#

it should work tho

#

maybe its something with the crazy nested vr pawn

idle notch
#

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?

vestal jolt
#

Hey. I want Blueprint compilation fail if some of the data is incorrect. Can I do that?

lunar sleet
#

Why?

trim matrix
#

most likely possible in c++, but not in BPs themselves

#

hold on, I'll try something stupid tho...

trim matrix
vestal jolt
#

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

lunar sleet
#

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

edgy ingot
#

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

trim matrix
#

I'd just add a screaming debug print on constructor

trim matrix
#

are those two bools the exact same one?

tame pecan
untold cave
edgy ingot
#

Check your game mode

#

Add player start

untold cave
#

okok thanks you

vestal jolt
stray halo
#

some one im begging TrollDespair 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

lunar sleet
stray halo
lunar sleet
stray halo
#

turn off power is ticked on right side now just noticed them if you were wondering yourself

edgy ingot
#

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

stray halo
#

when the power is back on i want it to run a randomized time to turn it back off

faint pasture
stray halo
#

all lights

trim matrix
#

How do you want it to turn off? Like how should the delays happen and stuff

stray halo
stray halo
#

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

faint pasture
trim matrix
stray halo
#

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

lunar sleet
#

@faint pasture Are you excited about #game-math ? 😀

faint pasture
#

To reiterate, press the switch, turn all the lights on, delay for a random amount of time, turn on the lights off.

stray halo
#

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

thin panther
#

Then you aren't looping through it

stray halo
thin panther
#

The for each is a critical part of that

stray halo
ebon olive
#

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 🤔

stray halo
#

Thank you all so much bro TrollDespair 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

compact vapor
#

will event begin play fire off in an actor if I spawn the actor in a level?

edgy ingot
compact vapor
edgy ingot
#

Only at run time

#

It doesnt fire in editor time

compact vapor
edgy ingot
compact vapor
edgy ingot
#

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

compact vapor
edgy ingot
#

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

compact vapor
#

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?

edgy ingot
#

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

compact vapor
# edgy ingot I dont know what you mean by storing an instance of struct in data table. Data t...

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?

edgy ingot
#

My inventory would be an array of item struct

compact vapor
# edgy ingot 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.

edgy ingot
#

I have no idea what you mean sorry. What is number greater than item instance even mean

compact vapor
edgy ingot
#

0 > item instance

#

Oh you mean pairing index with item instance using map

compact vapor
#

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

edgy ingot
#

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

compact vapor
#

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...

edgy ingot
#

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

compact vapor
edgy ingot
#

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

edgy ingot
compact vapor
edgy ingot
#

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

compact vapor
#

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)

edgy ingot
#

I dont agree with whats written but if u need real answer, maybe ask in #cpp . The people there have brains

trim matrix
#

why is it still white?

edgy ingot
#

The material used is not the same

trim matrix
#

thx

tidal marlin
#

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?

dawn gazelle
elder lodge
#

Is GameMode's beginplay guaranteed to fire before everything else? Is that where I should instantiate my manager classes or in GameInstance?

remote meteor
elder lodge
# remote meteor depends on the scope of the manager classes GameMode begin play fire on each lev...

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?

faint pasture
tidal marlin
#

Fixed Always Relevant.

elder lodge
tidal marlin
#

Thank you

faint pasture
elder lodge
faint pasture
elder lodge
remote meteor
#

i suppose if they dont need transforms they could just be an UActorComponent on the AGameMode

#

so they would initialize together with the gamemode

elder lodge
#

The abstraction of components and GameMode, for some reason I didn't consider that.

faint pasture
#

The correct approach is probably a subsystem but a component on GameMode or GameState is good for the BP version

elder lodge
remote meteor
#

depending if such system needs to stay after doing a level change, if no need to change, then it should be a subsystem

faint pasture
#

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

elder lodge
surreal juniper
#

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

serene condor
#

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’

grim sand
grim sand
serene condor
#

I have make slate color.

#

Doesn’t give me the option of make color

grim sand
grim sand
serene condor
#

User widget

#

Target is a Text Block

grim sand
serene condor
#

Yup. It works

#

Thanks

grim sand
#

Does anyone know if function local variables can be seen in the blueprint debugger?

surreal juniper
trim matrix
#

how can i create a macro that works like this?

frigid narwhal
#

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?

grim sand
# surreal juniper aye, so i have a couple states. sprint, crouch and prone. When sprinting, if the...

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 🙂

surreal juniper
#

hmm thats basically what im doing for the stuff except enum

#

damn was hoping for a cleaner way

idle notch
#

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?

grim sand
surreal juniper
#

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 :(

grim sand
#

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

surreal juniper
#

aye ill do that then

#

thank you!

grim sand
trim matrix
outer garden
#

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.

edgy ingot
#

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

outer garden
#

I've created a a pause and start menu already, fwiw.

#

Mathew is...who? idk who mathew is

edgy ingot
#

Nothing to do with how to use widget switcher

hasty sable
#

Should you put input actions in the player controller or character actor?

edgy ingot
#

Type widget switcher unreal in google. it will be the first video

lunar sleet
#

If it’s a character driven gameplay, most of them can prly live in the character

crisp urchin
#

Anyone experienced with invalidation boxes (?

lunar sleet
#

For some things, like making an RTS, playeCon might be better

edgy ingot
outer garden
#

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

edgy ingot
#

You should follow some basic tutorials. Right now u are assuming a lot of things

outer garden
#

I have been following them.

#

Like i said, I made two others sucessfully

edgy ingot
#

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

outer garden
#

okay, adding to viewport, that makes sense yeah

floral patrol
#

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

grim sand
floral patrol
edgy ingot
#

Print string or add breakpoint to see if the simulate physic code is run

grim sand
edgy ingot
#

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

floral patrol
edgy ingot
#

Its literar

#

Drop a print string after the simulate physich node

#

If it never get called then ur simulate physic node never ran

floral patrol
edgy ingot
#

Ye and i will suggest to look for resource on how to debug your game

floral patrol
floral patrol
outer garden
#

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

edgy ingot
outer garden
#

Wow.

#

Thanks for the kind critisim.

grim sand
# outer garden

Alright this is definitely not how you would want to do this 😅

outer garden
#

i just want to make it work :( darn it

lunar sleet
#

I believe there are dialogue plugins you can get btw

serene condor
#

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?

outer garden
#

at this point im just trying to get it to let me didsplay something from a clicked button that isnt a second button

edgy ingot
outer garden
#

Dude, if you have nothing kind to say, then just don't...

edgy ingot
#

Im not being mean or kind

sly vine
#

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?

outer garden
#

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?

edgy ingot
#

I just say my honest opinion

#

Where am i being a jerk?

lunar sleet
grim sand
# outer garden i just want to make it work :( darn it

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 🙂

edgy ingot
#

Dont even understand why u feel attacked

lunar sleet
outer garden
lunar sleet
outer garden
dark drum
# outer garden i just want to make it work :( darn it

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.

https://youtu.be/88xikHeYQDA?si=5160QKEsLRytBGif

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,...

▶ Play video
floral patrol
outer garden
edgy ingot
outer garden
#

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

lunar sleet
#

Dialogue systems are not easy afaik

#

Hence the plugins out there

outer garden
#

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

lunar sleet
#

But #cpp can help in that regard

outer garden
carmine palm
#

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

edgy ingot
#

Have some input in the UI

#

You can use listen for input action or
Override on key pressed

carmine palm
#

listen event in the widget graph?

edgy ingot
#

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

keen girder
#

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?

edgy ingot
#

Are u gonna use set member or set array element? Chose one

keen girder
#

oh boy... 🤦‍♂️

#

yeah thanks for taking your time

edgy ingot
#

Thats not the answer to your problem

#

I mean w.e bug u have

keen girder
#

ah no... it is still happening

edgy ingot
#

What do u actually want to do?

keen girder
#

just saw it... so i just want to add the mesh instance to eachh existing struct but i keep adding a new ones

trim matrix
#

this will get always the center of the game in any monitor right?

keen girder
#

struct loop > get every item and at a mesh instance to the existing item

edgy ingot
keen girder
#

this bp is a level actor which is called by an editor utility widget

edgy ingot
#

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

keen girder
#

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

edgy ingot
#

Show how you populate the array

keen girder
#

EUW sends data to actor BP... only new items are being added and its running fine... just the screenshot above is adding items

edgy ingot
#

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

keen girder
edgy ingot
#

I think just try to clear level editor mesh right before the loop

#

Other than that i have no idea

keen girder
#

EUW is not able to create duplicates this way. only if i set members/set array element

#

ok i ll give it a try

edgy ingot
#

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

keen girder
#

yes i know, ive done it this way before... but as soon as i connect "set member" i am getting dupplicates

edgy ingot
#

Unconnect and see what happend

#

And by duplicates u mean ur leveleditor array size increases?

carmine palm
glossy cloak
#

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

carmine palm
#

How do I make sure the input is "I"

#

i key*

edgy ingot
glossy cloak
grim sand
carmine palm
#

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)

edgy ingot
# carmine palm

Go to proj setting, input. And add an input actuon mapping

carmine palm
#

I have my IA map

edgy ingot
#

Name it something and assign a key

carmine palm
#

My I key currently opens inventory

edgy ingot
#

Just make the key the same as your IA map

#

Ok so use I then

glossy cloak
carmine palm
#

wait so make another input?

#

Another input action map

edgy ingot
#

If you go with listen for input action route u are using old input system

carmine palm
#

oh

#

so that will trigger my I button on player?

#

that I have?

edgy ingot
#

On your widget

glossy cloak
#

If you just type "Inventory" or whatever you named the control mapping it should give you an input action event.

edgy ingot
#

Not your player

glossy cloak
#

Oh, this is on a widget?

carmine palm
#

yes

edgy ingot
#

If u want ur player to trigger then u need to set game and ui for input

#

Instead UI only

glossy cloak
#

There's a couple ways to do this on a widget.

  1. 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.

  2. 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

lime basin
#

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

grim sand
grim sand
lime basin
#

yea idk why is setting name of my project as target variable it supposed to be player no

edgy ingot
lime basin
#

its a dirty prototype

edgy ingot
faint pasture
edgy ingot
#

Cuz i dont see why u want to set it every frame, prototype or not

lime basin
edgy ingot
#

Im not arguing either

faint pasture
#

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

edgy ingot
#

Im telling u how to overcome your error

#

Because they should be set at the start

lime basin
#

im weird like that

#

in Initialize animation

lime basin
edgy ingot
#

You need to set target

#

U havent show us where you set "target"

lime basin
#

thats the only part of BP where target is mentioned

edgy ingot
#

Well if its never set , then thats the problem

#

Target didnt point at any object in the world

lime basin
#

I was hoping that my casting to BP_ player would do that :/

edgy ingot
#

Casting is just a type check

lime basin
#

men i suck with blueprints

edgy ingot
#

U need to actually tell target, which object in the world it is suppose to point to

lime basin
#

i see and i will just have to google that to see what i can use

#

thanks

edgy ingot
#

U mentioned baiming?

#

Thats probably what a player character or pawn would use

lime basin
#

so isAiming? is controlling animation transition and isAiming is reading input value

edgy ingot
#

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?

blissful dome
#

Hey! If anyone can help with a quick hiccup I’m having that would be great

lime basin
edgy ingot
#

On anim init. Try get pawn owner. Cast to your bp character then promote that as variable

lime basin
#

im using starter 3rd person player so its already set up

edgy ingot
#

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

lime basin
edgy ingot
#

@lime basin u didnt connect it

#

Fix it and show new screen shoot

brazen pulsar
#

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

edgy ingot
#

See the pins of the promoted variable? It is left unconnected

dawn gazelle
#

Right now, it's calling it on "Self"

edgy ingot
#

Add a new pin on the sequence node

brazen pulsar
lime basin
edgy ingot
#

There on empty space you want to get bp third person char. Then from the blue pin drag snd type IsAiming

lime basin
#

I need better names 🤣

edgy ingot
edgy ingot
#

Yup

dawn gazelle
lime basin
#

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

#

🤣

edgy ingot
brazen pulsar
#

like a reference to all Actor class

dawn gazelle
keen girder
edgy ingot
# lime basin

The circles between idle and aimstate. Double click the circle on the left to get in then screen shoot

lime basin
#

the one on left

#

when bool is false to return to idle

edgy ingot
edgy ingot
keen girder
#

i am not sure if clearing is an option as i may want to keep "old" SM in the array

lime basin
edgy ingot
edgy ingot
# lime basin

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

lime basin
edgy ingot
# lime basin

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

dawn gazelle
keen girder
#

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

brazen pulsar
lime basin
edgy ingot
lime basin
#

ohhh

lime basin
#

in input action

edgy ingot
#

Show

lime basin
edgy ingot
#

I think just remove that

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The hold and release bit

lime basin
#

and replace it with what

edgy ingot
#

Nothing

brazen pulsar
# dawn gazelle

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?

edgy ingot
#

Dont need modifiers

brazen pulsar
#

oh, or suddenly it's raining

lime basin
edgy ingot
#

You can set is aiming to true and false using started and completed

dawn gazelle
brazen pulsar
#

oh, ok, perfect then!

edgy ingot
#

Print string isAiming on tick in third person char

#

Or addonscreendebug messages in the binded function if you want to print from cpp side

lime basin
#

yea i did but i will fix this myself

#

thank you SO MUCH MEN

#

i learned something from you today

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i will fix this on my own

edgy ingot
#

Good luck ser

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Im off to bed

lime basin
#

thank you bro good night

edgy ingot
#

I think ur almost there

lime basin
#

yep yep 🙂

autumn crane
#

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

edgy ingot
#

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

autumn crane
#

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

edgy ingot
#

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

autumn crane
#

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

edgy ingot
#

Then do the change when u hit the actor u want to target

lime basin
#

@edgy ingot this was solution lool

edgy ingot
#

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

autumn crane
edgy ingot
#

Eg. Get hit actor . Actor has tag "specialwall", set material 0 to red

autumn crane
#

Got it with the tags. Holy cow. Lol Im such a noob. Thanks

elder lodge
carmine palm
#

Man

#

I cant get this to work how I want

#

restrict to ui movement but be able to accept specific keys lol

zealous moth
#

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?

thin panther
#

rip for that bp struct

carmine palm
#

Figured it out

#

Mind taking a gander cuppa?

thin panther
#

shoot, no guarantees i'll be any use

#

ui is not my style at all

loud timber
elder lodge
#

With an offset available

loud timber
#

sorry i meant to add with a joystick

elder lodge
elder lodge
# zealous moth

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?

loud timber
#

would that blueprint need to be a character?

elder lodge
loud timber
#

would it need to be a pawn?

elder lodge
#

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

loud timber
#

i tried just getting inputs to an actor blueprint and at runtime unreal defaults to creating a player character

elder lodge
#

huh. idk!

loud timber
#

all good thanks anyways

carmine palm
#

Whats the uh

solemn basin
#

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.

carmine palm
#

BP paste sight?

dawn gazelle
# solemn basin Can anyone help me understand Blueprint interfaces? I want to sent information f...

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.

sonic crest
#

[Deleted post out of embarrassment]
need to get my eyes checked

carmine palm
#

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

solemn basin
thin panther
carmine palm
#

Well its going from controller->playerController

#

object

#

unless there is a getPlayerController

dawn gazelle
# solemn basin It'll be used elsewhere but i'm just learning how to impliment BPI.

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.

zealous moth
#

@elder lodge if int appear for that particular row struct array, replace default tile with that

#

I think I will use a string parser

thin panther
solemn basin
carmine palm
#

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

zealous moth
#

@thin panther is the srruct that bad?

#

Otherwise I would do like A11A12T13

#

And parse it

#

Probably regex

thin panther
#

prone to breaking a lot

zealous moth
#

Yeah.... afraid of that

carmine palm
#

^

#

They literally just got me to make cpp structs

elder lodge
thin panther
zealous moth
# thin panther 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.

floral patrol
#

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.

zealous moth
#

I guess I could serialize it as an string like so:
[A:1,2,3];[B:4,5,6]

thin panther
#

You could also try your luck serializing it into something like a JSON object

dawn gazelle
carmine palm
#

Quick question:

#

How can I add zoom feature

versed sun
#

do you use a springarm?

carmine palm
#

Si senor

versed sun
#

Set Target Arm Length

#

on the spring arm

#

the smaller the number , the closer it is

carmine palm
#

Would that have to be a new IA then?

#

Since my look is x-y based

versed sun
#

for Zoom? yes a float

carmine palm
#

ah float okay

versed sun
#

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

carmine palm
#

oh man

#

thats long lmao

versed sun
#

thats.... small

carmine palm
#

How do you grab arm length

#

from the ref

#

oh weird

#

I see it now

#

Wasnt showing up

versed sun
#

Spring Arm, bottom Left in graph

#

make it once , and copy/paste it between projects

#

ill make a link

carmine palm
#

So my Timeline doesnt have an alpha node

#

Am I missing something?

versed sun
#

dbl click the timeline node

#

the colored title part

carmine palm
#

yea did that

#

Havent used timelines yet lol

versed sun
#

they are fun and handy

#

just a simple 0 to 1

carmine palm
#

interesting

#

this looks fun also

solemn basin
#

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.

carmine palm
#

@versed sun what is spring clamp x/y node?

versed sun
#

a Vector 2d , and Split pins

carmine palm
#

Did you just do a set before that?

#

Or where did you get it

versed sun
#

just the default values 100-250000

carmine palm
versed sun
#

that works too

carmine palm
#

ah its backwards

#

lol

#

Know how I would flip it?

#

up is backwards down is inwards atm

#

and want to limit it to a certain istance

#

distance

versed sun
#

flip the input values

#

distance would be the 250000 number

#

Spring Clamp