#blueprint

1 messages Β· Page 44 of 1

versed sun
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Clamps the distance

carmine palm
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Wait

vivid bridge
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am I correct that a character isn't destroyed until after the Destroyed event has finished?

carmine palm
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ryck flip it here?

versed sun
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no, do you have a IA input?

carmine palm
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yea

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mouse wheel axis

versed sun
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getto flip

carmine palm
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lawl

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thats beautiful

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And where do you set max/min distance?

versed sun
carmine palm
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The min max?

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oh

versed sun
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yup

carmine palm
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awesome

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I'll add those as vars for me

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ty

versed sun
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np

spice vapor
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Hi do someone kown why my hello print work but not my set text πŸ™‚

floral patrol
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Thanks again, that worked! I just set the collision to none after the hit.

elder lodge
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This is something silly but I want different colors for my debug dots for different entities paths.

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Is there a simple way to take an actor and turn them into a unique color

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like a hash of their ID or something or modulus or w/e

dawn gazelle
elder lodge
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rn they're all the same color but identifying different paths would be nice to do randomly

spice vapor
dawn gazelle
spice vapor
dawn gazelle
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Ok, so if it's a widget component, from the widget component you can do "Get Widget" and use that as your reference to feed into your interface.

spice vapor
dawn gazelle
# spice vapor So I should cast from the character BP to get a ref?

If the code is in your character, you should be able to drag the widget component into the graph and access it.
If it's not in your character, then yes, you could get a reference to your character and cast it to get the appropriate reference to your widget component.
Alternatively, you don't have to cast and could just "Get Component By Class" from an actor reference that contains your character and specify you want its widget component, assuming there is only 1.

eternal cradle
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this is how you could do it

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(World Marker being my widget component on my actor here)

dawn gazelle
zealous moth
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@thin panther is there an easy way to use json? I added the plugin but otherwise I am writing the data by hand... seems like a pointless exercise as opposed to csv

blissful dome
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Hello, I have been following Reid’s Channel’s tutorial on a spatial inventory and it’s been fine up to this point but somehow the icons inside my inventory are way offset. Does anyone know what might be causing this, or might be able to help me figure that out?

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I rewatched it and I think I did everything right, and it would be easier to pinpoint what I very obviously didn’t do right if I knew what could even possibly be causing them to be offset like this

frosty heron
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Those icons should be a child of the slot widget

rough wing
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would using timelines like this cause any problems? the timeline length is set to 999999 and I use it as an infinite loop basically :p

frosty heron
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I don't know what the tutorial showed you but it's trivial to place the icons in the slot

frosty heron
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Unless u need curves or some sort

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Actually that's for a key pressed? What's the goal here

rough wing
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only reason i use this is for better readability and to not use an extra variable just to check if i should be running the function

frosty heron
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U can get continues exec using the triggered pin

rough wing
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oh?

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lmao

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thank you so much

frosty heron
blissful dome
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the idea is that items can take up multiple slots though

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Like a resident evil inventory

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heres the bp for that

frosty heron
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I never do something like that

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Prob want to check the anchor

red berry
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How do you get/set a BP's initial values, inside another BP?
I circled what I want. I can change the values in the Details tab, but I don't know how to do it with blueprint nodes

frosty heron
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Wdym by bp nodes

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If u want to set default values for every instance of the class.

Just edit the default class values

red berry
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I need it programmatically with some preset variables. This is because I have an actor prefab, and I can copy/paste lots of them, and just change the shown materials and the text.
I figured out how to get access to the nodes, but it doesn't change anything, even if I set the variables from the editor.
Edit: As you can see in the screenshot, the title on the plaque ends with ".... Description" but the variable given and should display is "Bricks".
This blueprint code is in the Construction, so it runs in the editor I believe

frosty heron
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One way I can think of doing that is probably in the constructor (c++)

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Maybe u can edit some values using editor utility widget but I don't venture much there

frosty heron
red berry
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So you're saying its impossible to do this:
Parent BP > Child BP
Child BP has "name", but we can't access it in the editor, so we have to give the parent a "name" var, and pass it down and set it

frosty heron
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I'm sure u can access it

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Try editor utility widgets

digital palm
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I would like to draw a line from the center to the middle of one side. I know I can use actor bounding box but can't resolve it. Any example

barren zephyr
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Hello, I have this problem with a BP that the default location is not at (0,0,0) anymore. BP was not created by me and I don't know how someone was apparently able to set the a relative location on the scene root?
Any way to fix this or do I have to recreate the BP from scratch?

spark steppe
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the scene root holds the world transform if that is from the details of a level instance

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the BP probably has it at 0,0,0

dapper fern
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Anyone might know if there's a node that trigger the Play Mode ?

grim sand
dapper fern
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Like when you press the Play button in the Editor. I want a node or c++ code that does that (My goal is to trigger it from a remote program)

grim sand
dapper fern
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Ok I'll ask

manic vessel
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Hi Im looking to First remove Any armour before removing health . But Need a method that once armour is zero , the remainder of the damage can be grabbed to pass to health

grim sand
manic vessel
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Think I just figured a VERY clean method , what you think?

grim sand
manic vessel
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I just realize The armour is not being depleated

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like you said ,

grim sand
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Well yea, you are running into a few problems here:

  1. You are not saving the result of the substract node as the new armour value.
  2. Your current setup is not doing what you want it to. You need to check if armour <= 0, and if it is, take whatever amount is below 0 and pass that through as damage. If armour is above 0, we don't need to pass any damage through
manic vessel
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Im doing something like this already before, tthis remove armour

grim sand
manic vessel
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lets say the damage is 20 and the armour only has 10 left. I want to first remove 10 armour and pass the remaining damage to the health

grim sand
manic vessel
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ok

modest tinsel
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Why wont this level open?

grim sand
modest tinsel
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Okay thank you sorry πŸ™‚

modest tinsel
grim sand
modest tinsel
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Assertion failed: this->PropertyClass [File:Runtime\CoreUObject\Public\UObject/UnrealType.h] [Line: 2234]

0x00007ffe2c8b531c KERNELBASE.dll!UnknownFunction []

burnt obsidian
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Hi I made a spline blueprint that adds spline mesh components but when I bake lighting for these it seems like all of them use the same lightmap rather then bake their own lighting per object. Does anyone know what I can do to make it unique

frosty heron
modest tinsel
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I press host server with my packaged game and it loads me in the server I can look around ect for a second ect then it crashes πŸ™‚

frosty heron
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Probably should install vs, debugger and run the game with debugger attached

frosty heron
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If u need to see further into error and crashes. You need to install visual studio and run the game in debug mode

modest tinsel
barren zephyr
shut compass
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what is the easiest way to inspect values? like for instance how can I see what value the bound min is outputting?

frosty heron
modest tinsel
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Now I just need to fix my steam servers not being able to find each other I think!

grim sand
amber spindle
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Hey guys, I am new on Unreal Engine, trying to learn stuff by watching a lot of youtube video and etc. While I was copying blueprints from one project to other blueprint changed it's form (idk how its called). Why this happen and what should I search to find more information?

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Both functions inside are the same

grim sand
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If so, you just need to create the function again inside your second blueprint and put it in the graph again

wild moth
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The left function is marked as Pure in the function's settings, it's best suited for functions that return values

amber spindle
grim sand
wild moth
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Also, it might be that where you copied the function from was calling it with a reference but you pasted it in that class itself, if you get what I mean

amber spindle
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I tried recreating it but got same thing. But I found Pure option and it helped

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So I guess I will google more about pure function to get more information

wild moth
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I'm actually encountering a weird issue, if anyone has any advice. It seems simple but basically I have an array of transforms and when I try to remove a transform from it using RemoveItem it doesn't succeed even though the exact transform is present πŸ€” (Tested with print strings)

shut compass
wild moth
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Sometimes you can and sometimes you can't, and actually using a printstring would also allow you to use breakpoints on the PrintString if you need to follow flow

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because converting the values to a string will allow you to see them at the breakpoint

versed sun
wild moth
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literal array RemoveItem nothing fancy

versed sun
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well, Remove Item only works if it is an EXACT match, and a print string is only so accurate
1.00000001 != 1.0, and many times calculated transforms will have a floating point

wide smelt
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is this the right place to ask material blueprint questions?
im trying to figure out how to generate a unique random number in each material instance

frosty heron
dry lynx
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Hi, does anyone know why unreal crashes when I try to change a blueprint's name?

thin panther
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do you have the asset closed?

dry lynx
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yes

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"Duplicated actor descriptor guid"

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I think I fixed it

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I had the actor placed in the world, maybe it was that

modest tinsel
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Could someone help me test my game multiplayer real quick? πŸ™‚ please I could paypal like 5$ if it works xD

harsh wasp
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Hey everyone,

I'm diving into app development and could use some guidance. As a game developer comfortable with both UE5 and traditional software, I'm torn between the two for building a mobile app focused on personal account finances. I can handle coding and interface design well, but I'm curious about the efficiency and speed factors. Any insights or recommendations? Thanks!

thin panther
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blueprints would certainly not be the move for this

harsh wasp
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I can handle c++, but was confused as I have to go a bit into the learning curve for a personal app if I choose traditional method.

Anyways, thanks for your advice

grim sand
wild moth
tough creek
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Anyone know what might cause this error:
"LogScript: Warning: The data table type is incompatible with the RowData parameter"

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I'm trying to add a row to a data table & I'm using the make... node that comes from the Add Data Table Row function

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Also, I'm trying to make a Utility widget which can write a JSON file. Is that possible? All I can find is the right click on a datatable to export as JSON.

magic solstice
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Hello, I don't know if you know the game slice it all, but I need help. I would like to copy the "knife" movement of slice it all in unreal engine5, but despite many attempts, unfortunately my knowledge is not enough, as I am a 3d modeler. Could you help me?(this is how I currently move my character)

crystal epoch
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Hi!
I'm creating a system where player selects an action, then has to click a target.
Is there any option to let the game wait until the player clicks?
I've seen a node called "Wait input press" but can't use it on my character, it doesn't even appear ^^'
Is there any other way to do these kind of "wait for player input"? Thanks!

mild basin
crystal epoch
mild basin
crystal epoch
remote meteor
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you can have an object reference to the action, during your left/right clicks, if the object reference is valid, handle them differently rather than usual left/right click

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can separate those action to be, ground target, single actor target, area actor selection, etc etc

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and based on the different action the click would behave differently

mild basin
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Easier to have a boolean imo, either way they are going to have to add "too many checkers"

crystal epoch
crystal epoch
mild basin
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As I don't know the actions you wish to prevent, I chose moving the camera as my example.

crystal epoch
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Hmm okai, i'll try with bools, thanks

mild basin
# crystal epoch Hmm okai, i'll try with bools, thanks

To try and keep it simple you could have just ActionSelected as a bool, but depending on how many actions you have, you might then need another data structure to store which action is selected.

Don't forget, the entirety of your computer is essentially nothing but boolean checks πŸ˜‰ Booleans are very useful

remote meteor
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if you are talking about blocking inputs while an action is selected

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might aswell utilizing adding/removing/overriding priority of InputMappingContext

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then you dont even have to bother about checks

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the whole point of IMC is to be able to use the correct input mapping suitable for the current context

mild basin
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That's a good point

shut compass
grim sand
shut compass
shy gorge
shy gorge
sweet silo
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hi there why am i getting multiple "BP planches" instead of one ? thanks !

shy gorge
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the triggered event is every frame and you are resetting the Do once after spawning the actor.

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use the started pin

sweet silo
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oooh ok didn't it was every frame tahnks a ot

shy gorge
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its oneshot

sweet silo
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thanks

opal quail
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Anyone know why I seem to lose all my velocity on impact with a physics object rather than relative to the motion and mass of the thing I'm hitting?

elder lodge
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Turning on Simulate Physics for your "character" will result in gnarly whackiness

opal quail
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hmmm I haven't turned on physics from my "character" because of said Whackiness...

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just the CharacterMovementComponent physics atm

elder lodge
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the CMC physics i believe are set up to have your character dominate; a physics object will react to you like a brick wall

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but in exchange you also don't inherit velocity/momentum/impulse from physics objects

opal quail
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hmmm, I'd like to though, be able to be knocked over and moved around by these objects

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If that's the effect I want should I switch over to using Simulate physics and start to peel away from movement component for a phyiscs built character controller?

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using more force, velocity, impulse etc?

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I'm going for wackiness anyway

elder lodge
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That is something I'm also asking in my system; I'm doing a 6DOF grav sim and the character moves using Add Force

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But physics interactions are tricky since I am also trying to "walk" on phsyics objects

opal quail
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The goofier my system is, the better

elder lodge
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for simplicity I may have walkable surfaces be non-physics

opal quail
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Are you networking yours?

elder lodge
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no plans yet

opal quail
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kk, mine is being networked

elder lodge
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sounds like you'd know more than I would about how much you'd have to have the system replicate the physics

opal quail
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yeah

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I just didn't realize the systems were silo'd haha

elder lodge
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yeah CMC has its own "Phsyics Interaction" section

opal quail
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I'm used to working on a much larger team previously and I've never been the one to do the character controller πŸ˜“

elder lodge
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as well as its own "Add Force"

opal quail
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ooof

elder lodge
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I think there are ways to constrain the physics to a plane if that helps

opal quail
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yeah but if you're talking about wackiness that makes it way worse

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I think I'm just gonna start stripping the controller and switching to a more sim approach

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it'll make it feel better anyway and more tunable

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Thanks Zap!

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btw for your 6 degrees of freedom sim have you gotten relative directional gravity working?

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I got that working for myself 2 days ago, it wasn't too bad

neat bluff
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Hi guys, is it possible to display VRAM usage in a Widget? Similar to how you can view FPS, I would like to monitor VRAM usage during gameplay

mild basin
elder lodge
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because of the character interaction

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I think I just have to make a separate gravity function for the character, I was trying to figure out how to have the math apply to both primitives and CMC but it'll probably be easier to just duplicate it at this point

neat bluff
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or maybe I can 🧐 I have to try one thing

mild basin
undone thistle
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Hello, is there a brave soul that could spare me 30 mins to explain a couple of things?

elder lodge
opal quail
elder lodge
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with physics on, my character would get stuck on a planet and spin uncontrollably lol

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maybe I just had the gravity on too high such that at a short distance it became overwhelming to my thrusters

regal venture
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Are Blueprint Function Libraries the only way to create static functions in BP?

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Or can you, like in native, make static functions within the context of a class?

lime basin
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so I have this bow and i want when animation is playing with it my character to dynamically grab the string do I need to use IK to achieve this?

mild basin
lime basin
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Once you've done this, you can call this static function from other Blueprints, just like you would with functions defined in a Blueprint Function Library.

thin panther
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especially when you don't reveal them as such

regal venture
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So... is that incorrect?

blissful grail
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BPFL is the only way to create a static function in BP

regal venture
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Alright, thank you

thin panther
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i smelled chatgpt bs and copy pasted your question as the prompt and sure enough

Blueprint Function Libraries (BFLs) are a common way to create reusable functions in Unreal Engine's Blueprints.
As an alternative to Blueprint Function Libraries, you can also create static functions directly within a Blueprint class itself. In a Blueprint class, you can add functions and mark them as static, which means they can be called without the need for an instance of the class.

regal venture
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"I apologize for the incorrect information in my previous response."

dawn gazelle
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XD

amber spindle
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I am switching between cameras and rotating them but I have problem with rotation. Maybe someone could help? I rotate camera and when I try turn it back (adding - to possitives values and + to all negatives) but my camera just turns somewhere else than it should. I don't get it πŸ˜„

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Before, after and what I get when it should be back to first image

undone thistle
mild basin
undone thistle
mild basin
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That aside, ask away.

undone thistle
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Ive searched on google but couldnt really find it

faint pasture
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You still haven't asked a question.

carmine palm
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Blueprints can get so long...

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Not even close to done lol

mild basin
carmine palm
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What

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The fuck

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Lmao

mild basin
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It's every possible option that I could add to a graphics options menu.

carmine palm
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Wow

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Was going to ask what it is

mild basin
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Bit of a mess I must admit, but it works well.

carmine palm
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Condense it into functions lmao

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Or nodes

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Christ πŸ˜›

mild basin
mild basin
carmine palm
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Lmao

amber spindle
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I tried putting timeline to see how it acts and if you put big number it just go spinning a lot of times. Maybe I need use lower numbers? I calculated if I put 1.05 it will turn 90 degree and 4.2 is 360 degree

mild basin
# carmine palm Lmao

I like how it ended up looking 🀣 there's really not all that much to it and it isn't as if condensing it into functions would do much more than make it take longer to look through for the time being anyway.

carmine palm
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Oh it stresses me out

mild basin
carmine palm
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You have no reroute nodes

mild basin
carmine palm
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So its not straight lines

mild basin
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reroute nodes are turned into classes, stresses me out.

amber spindle
amber spindle
blissful grail
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Don't listen to these naysayers

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(For reference)

mild basin
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Looks like a musical instrument almost! I love it lol

carmine palm
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Why

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Would you show me that

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That gives me so much anxiety

hollow pond
carmine palm
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Great show

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Thanks

mild basin
flat coral
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What's the most appropriate collision object type to use for projectiles? I'm trying to fix an issue where my projectiles from a really fast weapon keep hitting each other and causing chaotic behavior

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I know in theory I could make them ignore their own object type with ANY type, but obviously I don't want them to pass through random other objects in the scene either

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Really if there was a way to have them JUST ignore themselves, that would be the ideal

lunar sleet
random pulsar
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hi there is there a way to stop a function ?

dawn gazelle
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Set Tick Enabled to false or within your function use a branch and a bool that is set by default to true and you set false when you want to not execute Update Animation.

hoary summit
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How do I perform a basic collision check?

blissful grail
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I'm more curious about what's going on in that method to be honest

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"WolfAIBehaviourTree"...why is there a tick being used to do something to the BT. And why is it dealing with updating animation?

blissful grail
hoary summit
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I want to check if an enemy has hit me with his weapon

blissful grail
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Can either do an overlap check with a box/sphere collision component, or do sphere traces in the animation with an anim notify

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These are often the basic implementations that work well enough in most situations

hoary summit
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I've tried to set up notifiers inside my animation but don't understand how to access those inside my character blueprint

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Could just do the old box overlap

loud timber
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https://cdn.discordapp.com/attachments/846520322642411570/1176600271858716823/image.png?ex=656f7564&is=655d0064&hm=8fa724c880fb29f07696a16d0cfd29260b5d096d5fb64e4f5a7d83bb1073a299& could someone help me understand what im doing wrong here?

this blueprint rotates a sphere based on joystick input.

on begin play im setting the original rotator of the sphere.

when the jotstick is inputting it rotates the sphere and when that completes, it sets the current rotation and is suppoed to rinterp it to the origin but it's not

autumn crane
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Quick question. Attaching two pictures. When I interact with the pink cube, the wall changes color. I did this by searching for the tag, and then changing the stencil value to show the true color. The rest of the map is grayscale via post processing. However, when I change the wall.. the background of objects that have color are showing it slightly. Depends on where the player is looking (only at that wall). It is as if there is light coming from the wall, or I am not understanding the post processing / custom stencil etc. Any ideas? Thanks!

opal kraken
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I got this dash mechanic, and uses this nodes to get the direction of the player, do you know how can i do to make the dash not affect the movement only on the x and y axes, for example if i dash while looking up i want the character dashes into the direction i'm looking even on the z axes so it will go up and forward

lunar sleet
lunar sleet
opal kraken
autumn crane
lunar sleet
opal kraken
lunar sleet
#

then yes

opal kraken
# lunar sleet then yes

How can i do this, i have tried adding the forward vector and the up vector and then multiplyng by 1000 but it doesn't work like intended

lunar sleet
autumn crane
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Ooph. And now I see the grayscale objects are still reflecting their color'd light >_<

shell breach
#

how can I print in BP editor simulation

elder lodge
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You can probably get what you need by
Get Camera > Forward Vector > Multiply > Add Impulse or Launch Character

lunar sleet
opal kraken
elder lodge
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Launch character has more things going on under the hood

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Try Add Impulse, maybe

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Launch Character has interactions with the movement modes(walking/jumping/falling etc)

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but either way get the vector from camera if you want to dash in the direction of view

opal kraken
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But i think in my case the the problem is not the movement but the real problem is the way i take the vectors to tell the direction where i want to apply thoose forces. Anyway i will try using the camera rotation vector

opal kraken
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@elder lodge It works exept the fact that when i'm on the ground and dash while looking up the player move only in x,y axes but when i'm mid air and dash it moves diagonally too, probably i have to use the launch character like you said or i don't know, any suggestion?

loud timber
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im trying to clamp the rotation of an object to 180 degrees but for some reason this isn't working

elder lodge
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you either have to use a custom CMC or do a little hack; set the movement mode to jumping before you apply the move

opal kraken
elder lodge
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like i said
Launch character interacts with the CMC's movement modes

steady night
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hmm

opal kraken
elder lodge
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Set Velocity is simpler than that and doesn't change the movement mode

grim sand
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Alright, I have an interesting problem. In trying to create an edge scrolling functionality (mouse is moved to edge of screen, camera starts panning), in essence it works, however 2 nodes are contradicting each other.

Note: I am using Play in new editor window to get consistent results and simulate a packaged environment.

Get viewport size is returning the correct size (1280 x 720), however get mouse position in viewport is not (1920 x 1080).

Could anyone explain as to why this is happening? If I understand correctly the get mouse position node is trying to read off the size of the canvas panel, which is indeed set to 1920 x 1080, which gets autoscaled to the right size when I change the window size. So how come the get mouse position node isnt capable of taking in the correct viewport size?

opal kraken
ruby tendon
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Does anyone know what this node is?

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its in a material btw

broken wadi
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its a collection parameter

grim sand
uncut elk
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does anyone have a resource or an idea on how you handle spawning Niagara particles on moving objects on impact.
for context im trying to spawn sparks on my vehicle when it collides with something. but the particles spawn at the impact point in world space

lunar sleet
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what did you plug into the transform ?

wild moat
#

How do I make a render target only capture the meshes inside it's own blueprint? or only select objects, i don't want to keep hiding my entire scene just to create a RT

versed sun
uncut elk
earnest fog
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If a node says Editor-Only, does that mean it won’t work in a packaged project? How do I get around this?

versed sun
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what node?

earnest fog
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Set MipGenSettings (of a texture object)

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I need per-texture functionality. Per-material or per-asset won’t do, unfortunately

versed sun
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sorry , no XP with that

trim matrix
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earnest fog
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I wonder if there’s a way to just force them to work in packaged form anyway. I can’t think of a technical reason why they shouldn’t be able to. The node does work at runtime in PIE, but I’ll have to wait for packaging to finish in order to check that

Edit: For future reference, it doesn’t work when packaged (5.0.3). It only works in the editor, like it suggests

trim matrix
#

MyTexture->MipLoadOptions = ETextureMipLoadOptions::OnlyFirstMip;
MyTexture->LODGroup = TextureGroup::TEXTUREGROUP_UI;

earnest fog
#

Ok, interesting, thanks for letting me know. Good to have that as a backup

undone thistle
#

Hello, this might seem like a dumb question, but how do you create a list of items?

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I would like to create a list of symptoms

versed sun
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many ways , what do you want to DO with the list?

trim matrix
undone thistle
trim matrix
undone thistle
#

Thanks

ornate kraken
#

Hello everyone. Can someone point me in the right direction to make a Quake style strafe camera tilt?

flat coral
#

Am I missing something with how Clamp works? If Min=0 and Value=-11, shouldn't the return value be 0?

inland spade
#

Is there a way to create a custom scene component containing various other components to attach to actors? would like to do that instead of creating a new blueprint and attached it as a child actor.

west yoke
mighty frigate
#

I would like to create the follow pseudo code in BP but it seems like i'd have to create a BP Variable and use an execution Branch but it feels like it must be do-able without an Execution branch and stored variable...

if x >= 0:
nodeA.y connects to nodeC.input
else:
nodeB.y connects to nodeC.input

there must be a way to do without the "New Var" in the BP below:

west yoke
#

Normal people call it a Switch, for some reason Epic calls them Select nodes

mighty frigate
#

amazing! so select will act as a boolean switch

west yoke
#

I went a long time without knowing these existed either because of the stupid name

mighty frigate
#

is there a more generalizable case?

#

yea i totally did not google for that name

#

haha

elder lodge
#

SWITCH integer?

inland spade
solid fox
#

naming an if statement branch is also ugh.

mighty frigate
# elder lodge SWITCH integer?

switch integer acts like an enum right?
is there a way to have choice be not based on an integer, what if i want to see if this one is between 2.5 and 3.2. and then other random stuff for another?

west yoke
inland spade
mighty frigate
# west yoke Like this?

yea this works. BP sometimes seems crowded for common functionality to me. that would do it! Thanks!

mighty frigate
# versed sun

this gets back to Executables but yea this is pretty tight so i dont mind it too much. Thanks!

west yoke
west yoke
#

Blueprints often require stupid or ugly workarounds.

#

Still better than cpp tho lol

carmine palm
#

If I want to perform an action say, 9 times how can I achieve that?

carmine palm
#

at once

west yoke
#

For loop

carmine palm
#

oh didnt know there was a regular for loop

west yoke
carmine palm
#

ye

pearl niche
#

hey guys I'm hard stuck for 12 hours and could use the advice! I have a SunSky that is on a 6 minute "timeline" time curve that i s very core to my gameplay loop. I am trying to get the 'Solar Time' value from the SunSky to close a doorway after hitting 19, but I cannot seem to cast or get the variable of SolarTime onto a normal Object BP to be used for functions. I cant seem to understand casting. I am missing a critical step in getting an object refence to work do I have to attach it somehow in its details?

solid fox
#

This is a silly question. More for saving me time. Is it possible to change the default time on print string to 0 instead of 2.

visual crest
#

Is there another way to get my varible other then get class defaults?

#

I have way to many defaults now for that to be practical

carmine palm
#

I know its umg, but anyone know why the vars on a umg object wont let me make them public?

wild moat
carmine palm
#

Got it. Set the sets as custom functions

versed sun
wild moat
versed sun
#

Click on your Sky Sphere , and press F

nocturne fossil
#

i want to go trough each camera, but when pressing n it goes back to the camera (camera0), is this the right way of doing it?

versed sun
wise pilot
#

Does anyone know how to make an item mining system for survival games?

versed sun
compact vapor
#

how performant heavy is a line trace in blueprints?
i know obviously not much but what if there's 8? how about 16?

spark steppe
#

legends say they are cheap, i say it depends on the scene

vivid bridge
#

I've created a subclass of CharacterMovementComponent, but when I try to set a variable on it the blueprint fails to compile. How do I replace my CMC with my subclass?

dawn gazelle
dawn gazelle
dawn gazelle
# wise pilot Does anyone know how to make an item mining system for survival games?

Break it down into simpler pieces.
First try getting an interaction system working.
Next, try getting it so when you interact with that thing, it gives you something in your inventory.
Then you can expand it from there how you need, like requiring a specific tool in your hand, the item only having so many items to give, having different types of items, etc.

vivid bridge
#

I set this field

dawn gazelle
#

I don't know, I've never created my own custom character movement component, but if you're attempting to use the character class I imagine you need to override the exisitng one.

wise pilot
vivid bridge
wise pilot
#

Do you happen to know where I can learn about mobile game development?

dawn gazelle
# vivid bridge I am overriding the existing one. I just don't know how to actually make the cha...

Ok, this may or may not work, but I think it's something like:
.h (Immediately under the GENERATED_BODY()

public: 
explicit AYourCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());

.cpp (Your constructor for your character class)

AYourCharacter::AYourCharacter(const FObjectInitializer& ObjectInitializer): Super{
    ObjectInitializer.SetDefaultSubobjectClass<UPlayerCharacterMovementComponent>(CharacterMovementComponentName)
}
{
   //rest of your constructor stuff
}
#

This should make it so it appears as your default movement component on your character and should be of the right type so you don't have to cast.

dawn gazelle
vivid bridge
#

Unfortunately the problem still persists

#

is there some other way of accessing the component that I'm not using? I'm just dragging it from the component sidebar

dawn gazelle
#

Maybe try adding this?
(I'm just pulling this stuff from my character classes that have the CMC changed in them, and making some guesses)

.h

protected:
    UPROPERTY(BlueprintReadOnly)
    TObjectPtr<UPlayerCharacterMovementComponent> PlayerCharacterMovement;

.cpp (Somewhere in your constructor)

    PlayerCharacterMovement = Cast<UPlayerCharacterMovementComponent>(GetCharacterMovement());

#if WITH_EDITOR
    StaticClass()->FindPropertyByName(FName{TEXTVIEW("CharacterMovement")})->SetPropertyFlags(CPF_DisableEditOnInstance);
#endif
#

And yeah, you'd normally just need to access the component from the list.

#

If it's not the right class though, you need to cast it.

compact vapor
#

if we take a point in 3d space, is there away to get the vector of the lowest point beneath that original point?
(basically so that we can have a vector at different elevations but always on the grounds surface)

dawn gazelle
versed sun
#

Line trace
Start up and End down from that

compact vapor
versed sun
#

Nearest reachable Point

#

i think is a node

frosty heron
#

https://discord.gg/uQjhcJSsRG
In this video I setup a new project and create a custom character movement component. I also implement movement safe sprinting which works at any ping.
https://github.com/delgoodie/Zippy

0:00 Create New Project
1:02 Setup File System
02:50 Create Custom CMC
04:43 Saved Move Class
08:37 Compressed Flags
13:35 Client...

β–Ά Play video
subtle thorn
#

how to move a decal along the spline in the constructor?

ripe timber
#

Is it generally preferable to add actor components to GameMode classes (PlayerState, GameState, etc) or extend them?

frosty heron
#

πŸ‘€

#

U would use component when you need common function to be used by different actors

#

Don't think game mode player state will need a comp

#

The idea don't make sense to me

#

Creating a child class is the way to go

ripe timber
#

Ok, I was curious since it seems like it was something that I could technically do, if there was a reason to

compact vapor
#

how would you clump together actors that are the hit actors of line traces?

because not every hit is going to be the character., which means creating an array would liekely consist of an array of different types, wouldnt this throw an error?

frosty heron
#

The hit actor will output actor type

#

Anything can be placed in the world is actor type

#

Afaik there is a class filter? If not you can just loop through the hit actor and cast to your target class

compact vapor
frosty heron
#

I don't have editor on me

#

Just check multiple trace nodes

#

There should be class filter

#

If not loop through then and cast. If you need specific class, get the out actor, get class then just == to compare

shell breach
#

hello all I am not sure if it's a good idea to ask here. Any of you created GPT4 instructions for Unreal Engine quesions?

true crater
#

Hello friends,

I have an inventory system built on BP_Item_Base. BP_Materials_Base is divided into subclasses such as BP_Food_Base. I also want to make an equipment class, but I don't know whether we should use the same method again. For example, there should be the ability to mod a rifle. Or, how many bullets are in the magazine of each gun should be recorded. For example, I used a gun and left 5 bullets in its magazine. And drop gun. When taking this gun, I would expect it to have 5 bullets in its magazine. How do I achieve this? Any help would be greatly appreciated.

Sorry for used translator.

BP_Item_Base: Have DT_Item
BP_Materials_Base: Have DT_Item and DT_Materials
BP_Food_Base: Have DT_Item and DT_Food
.
.

carmine palm
#

So I have multiple outputs. (keypress 1-0) and they put an output pin called key struct

#

Does anyone know how I can do a switch statement on those?

#

basically going from uh

#
1,2,3,4 -> get hotbar action
#

vs doing 1->gethotbar action, 2->get hotbar action, 3->gethotbaraction, etc

#

actually that wont work lol

shell breach
true crater
#

If I have a silencer on, I should also take a gun with a silencer when I drop the gun and pick it up. Or it should be seen that he already has a silencer when he puts the gun down.

shell breach
#

I cannot understand just store necessary info as member variable of the weapon actor itself so they will always stay persisent

true crater
shell breach
#

could you come to dm

carmine palm
#

When you play a temp animation (like an attack)

#

do you have to store the original animation so that you return to it?

#

right now its leaving me stuck in animation I play (end of it)

junior violet
#

Hey everyone, not sure if this is more of a CPP or a BP problem but more than happy to ask in the CPP chat as well.

I've got the below code defining a custom struct in CPP. I'm trying to access values in this struct in BP but only seeing 2 out of the 5 variables. Hoping it's an easy user error fix

struct FPBItemInformation
{
    GENERATED_BODY()

    FPBItemInformation() {}
    FPBItemInformation(FName Name, EItemType Type, EItemRarity Rarity, EItemPrimaryAttributeType PrimaryAttribute, TArray<FPBItemAttribute> TagValues)
        : ItemName(Name), ItemType(Type), ItemRarity(Rarity), ItemPrimaryAttribute(PrimaryAttribute), TagsToValues(TagValues) {}

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    FName ItemName;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    EItemType ItemType = EItemType::Axe;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    EItemRarity ItemRarity = EItemRarity::Novice;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    EItemPrimaryAttributeType ItemPrimaryAttribute = EItemPrimaryAttributeType::Strength;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    TArray<FPBItemAttribute> TagsToValues;
}; ```
dawn gazelle
junior violet
mental trellis
#

Are you activating hot reload or live coding?

junior violet
#

No, I've turned that setting off in the editor so I'm rebuilding each time I compile.

faint pasture
#

You can just get actor of class SunSky then just reach in and get whatever you want

burnt obsidian
#

Does this node support lightmaps asin that each "add instance" node will have its own lightmaps or will the first one that I spawn generate a lightmap and copy it to the rest?

#

and if so is there a way around this or should I use add static mesh component instead of Add instanced Static mesh component

worthy tendon
burnt obsidian
#

Currently I have made a function that is called in the contruction script once and has a seed attached to it. Would this work or should I go about this differently?

#

It has the "Call in Editor" flag set to true

worthy tendon
#

I think it should work as long as components and instances are only added in the construction script. I suggest you to test it to be 100% sure.

burnt obsidian
#

hmm interesting cause that is how I now set it up but I'll do some more googling around

#

thanks for responding

worthy tendon
burnt obsidian
#

yea that was my assumption as well but I'm trying everything that might increase the chance of success πŸ˜“

#

this bug has been driving me nuts for the last 2 days

#

I checked that I put everything i can on static already so that aint it

worthy tendon
#

which bug?

shadow marten
#

I had a question, dont know which is the right place.
Im learning water plugin and Buoyancy, Ive added pontoons, Everything works, but the boat is kinda static over water, not reacting to waves, like when the water level goes down because of current, it just floats at the same place, Any help?

burnt obsidian
#

I currently made a minetrack which has these planks underneath it but as the first one might be in the dark all the following one use the same LM

#

meaning they are all black although the other ones might be near a lightsource

#

give me a second I can show a screenshot

burnt obsidian
#

while there is clearly some light shining onto it

worthy tendon
burnt obsidian
#

hmm, why would I do that? Not a bad suggestion but just curious what would help with that

worthy tendon
# burnt obsidian hmm, why would I do that? Not a bad suggestion but just curious what would help ...
Epic Developer Community Forums

Hey all. After a break I returned to UE4, and saw, that I needed to rebuild the lighting. I just upgraded to 4.9 shootergame. The build is fine, but it gives errors at the end. Warning Hill Instanced meshes don’t yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect It only happens for my landscapes, and it wr...

#

do you get this wraning after you build lights? some one else mentioned you can change LOD group of the mesh to Foliage. this might do it.

burnt obsidian
#

Ah I try that!

#

I need to find out a way to do that in the blueprint though πŸ€”

#

cause this is a modular tool that can be used with several different meshes and to set everything as foliage is not possible

burnt obsidian
vivid bridge
spark steppe
#

making something movable instead of static to fix light build issues is a solution i would give my worst enemy

worthy tendon
spark steppe
#

the foliage LOD group thing also feels more like a solution which works on accident, i'm not even sure if he has the same problem as the people in the post

#

iirc there's an LOD limitation with instanced static meshes, but that also shows as warning on light builds

#

another option is that his light map is bad, or that the material is really glossy and missing an reflection capture

noble crescent
#

Within the Advanced settings for variables, is a tick box labelled SaveGame.
If I'm planning to have this variable saved, should I tick it?
If so, what does it do exactly?
Thanks in advance.

hollow pendant
#

Hi - I am rendering some image frames during runtime. The problem I am having is that I need to send these frames to a server for storage. But I am not sure how to do it. Any ideas how I can achieve that?

frosty heron
#

Normally #cpp ppl have more idea

frosty heron
noble crescent
frosty heron
#

We r calling the same function

noble crescent
#

I see. I'll do a bit more research, but it sounds like I shouldn't worry too much.
Thanks for response.

frosty heron
#

I'm saving and loading just fine without touching the box πŸ™‚ but yeah doing research is good. Perhaps share with us the use case if u ever found one

noble crescent
#

πŸ‘

thin panther
#

It is for the cpp side of things indeed

dusk folio
#

Hey Folks, a question, i have a AnimNotify, that Casts a MultiSphereTraceForObjects, to create a Hit box, to Kill Enemies, so , Everyone in the Range of the sphere, Must, die, But, Its just Killing the Firsts in Line, There is a way with trace, to get All in the radius? or i have to use other stuff?

#

I try the Overlap Sphere Actors too, but have the save behavior

noble crescent
exotic valve
#

I have two actors in the same level, the aDoorButton from the DoorButton class and the aDoorFromButton from the DoorFromButton class.

The DoorButton have a variable which is a reference to a DoorFromButton, and the blueprint have a function SetDoorFromButton that receives a DoorFromButton on the input and sets the variable.

I have made that blueprints some weeks ago, and its working (the button opens the right door). But for my life I cannot find where the function is being called, and how the right door instance is on the input of that function.

I know the function is called on the start, but it`s not from the Button blueprint neither the constructor, which is empty.

I think it`s from the level editor, because the door instance is given to the function input. But where could it be?

dark drum
exotic valve
exotic valve
dark drum
exotic valve
#

Yeah, I know how to program in C++, but I`m making a tutorial, following a flow of tutorials in fact, that begins on blueprints

#

I`m thinking in going straight to the C++ part...

dark drum
# exotic valve Yeah, I know how to program in C++, but I\`m making a tutorial, following a flow...

The best thing to do is add a reference to your Door Button BP that is of type of the door (I would assume), you can then set it as instance editible. This then allows you to populate the var via the details panel when it's selected in the level. (The door the button should talk with)

Then you would have the button call what ever functions it needs on the reference when it's interacted with.

exotic valve
#

Will try that mate, thanks

exotic valve
amber spindle
#

I was editing something yesterday and had some problem. Now this part of code doesnt work. If I replug extra pin it works all good. But maybe someone knows why this happened so I don't make it agian

trim matrix
#

a bool isn't an object

mental trellis
#

Nvm.

fast finch
#

I have a spline wall mesh, for medieval walls and when they go up a slope, they look like this...

#

i am mildly annoyed

#

it should be fully straight

#

and not

#

shit

versed sun
#

something might be up with the Start or End tangent

fast finch
versed sun
#

looks like one side is right

fast finch
#

i use a distance based length accumulation

#

if only one side is right

#

that means i got an error in the frontend code

#

how does this even happenb lol

versed sun
#

this should to be attached?

fast finch
#

no fix no 😦

#

this just moves the object left and right

versed sun
#

dunno, I'm rusty on spline meshes

#

is Mesh Length correct?

shadow marten
#

I've made a boat. but when the main player hits it. it starts to move. how can I make so it doesnt move when hit by the player

spark steppe
fast finch
amber spindle
# trim matrix a bool isn't an object

ye I get that πŸ˜„ Just somehow Return value changed from bool to other. I wasn't doing anything with this part so wonder how it could have happened

fast finch
#

ok that helped A BIT ben

#

thanks

spark steppe
#

a bit? how does it look now? also, shouldn't you work on your book? @fast finch

versed sun
amber spindle
#

maybe

dusk folio
frosty heron
#

Print string the hit actors actor , see how many actors actually hit

random pulsar
#

hi guys

#

how can i fix this type of bug

#

i am not sure ,how is it called clipping?

formal spear
#

It might be on layers on top of the soil layer

random pulsar
formal spear
#

Oh, weird

random pulsar
#

in the world they are placed in different layers

spark steppe
#

is the material of the grass in front masked or translucent?

random pulsar
spark steppe
#

is there a masked version? looks like masked would be good enough for your use case

random pulsar
#

the lit is the one i'm looking for?

spark steppe
#

unlit, since you already used unlit before

random pulsar
#

yeah it helped thx

spark steppe
#

masked is also cheaper to render

#

so whenever you just have visible/invisible pixels on a material you should use masked

#

translucent is for having stuff like glass, where you want the color of the material to blend with the background

steady night
#

hey guys whats the best way to put a delay between loops ?

#

like i want a timer between each loop for like 0.5 sec*

fiery swallow
#

Gotta put it inside the forloop macro

hollow pond
#

which is a big no-no

fiery swallow
#

Make your own

hollow pond
#

or just make a timer that increments a counter and executes that Switch on Int block

fiery swallow
#

I'm not sure why that's a no no for you

steady night
#

yeah just looked up a tutorial on the forloop macro

#

whys that a nono -.- ?

pure walrus
#

erm anyone knows how to convert rotator to quaternion ?

#

unreal says there is a function but cant find it in blueprints

dusk folio
hollow pond
fiery swallow
thin panther
pure walrus
#

no workaround really ?

thin panther
#

Get a plugin that exposes the functionality for it, or expose it yourself

fiery swallow
pure walrus
steady night
#

@fiery swallow ah yeah ofc

pure walrus
#

i found an equation using quats

steady night
#

that would have been fun

#

lets mess with my 10000000x for loops in the project already

thin panther
#

I would use that equation you found most likely

steady night
#

right about time for chrismass and all that fun stuff

pure walrus
#

ok thanks

#

i hate using c++ cuz it always take 100h to get it to compile and stuff

formal spear
#

Hello, IΒ΄m really new to Unreal Engine and IΒ΄m currently making a minigame where I have to collect 9 objects (called calabaza) and what I want to do but donΒ΄t know how is I want the actor in BP_Kingfrog to appear and a cutscene to play, I added the blueprints I have for now regarding that. BP_Kingfrog has nothing for now. Thank you

pure walrus
#

if u wanna learn how to cutscene there are probably millions of video about it

#

asking a specific question is better here

steady night
#

so ive made my own macro, but i can access it in the list ?? even without the "Context sensetivity" thingi

#

do i need to enable somewhere or something :/?

formal spear
#

nono I meant I donΒ΄t know how to make it so that when I collect 9 objects the other actor appears

pure walrus
#

@carmine storm uninstall and reinstall unreal

pure walrus
#

@steady night hey im joking dont do it

#

google it thats prolly common

formal spear
#

Making the actor appear, I have in my blueprint the counting objects, but I don’t know how to make it so that when I specifically have 9 the actor appears

steady night
#

huh ?

pure walrus
#

if not u need to spawn it

#

using spawnactor from class

formal spear
#

Ohhh

pure walrus
frosty heron
steady night
#

hmm anyone ? cant find my macros anywhere..

dusk folio
#

without seeing its hard to guess

remote meteor
#

rider or resharper wont make your code compile faster πŸ˜…

remote meteor
#

FYI child class cannot access macro that is declared on the parent class

dusk folio
steady night
#

well i tried parent class of the BP i wanted to use it in but no luck then either

#

but if i do the macro inside the BP im using then it worked -.-

remote meteor
#

since th macro library is an Actor class, only Actor and its subclasses have access to that macro

#

if you want a macro that can be used anywhere, it should be parented to object

hollow pendant
#

In the documentation it says ```Results Shot Data

This contains lists of the render passes and the file paths for the files that were generated on disk. This can be used in the event you want to load these images for further processing.```

amber spindle
#

I am having problems with camera rotations. Before I used add world rotation now I settled on set world rotation but I am having problem if you move mouse and then rotate back it just goes to wrong position. I need to be able to move mouse in one mode and not other so there is a problem. I have timeline which goes from 1 camera position to other. I don't know how to fix camera to get to same 2 places I set

remote meteor
amber spindle
compact quiver
#

Hello, I need help. Does anyone know how to make a traced line detect a collision from another side of a plane or from inside a sphere as soon as we encounter the sphere. Even if I put the material on both side it doesn't work

remote meteor
#

meshs have one side collision, if you want both side, you would have to change its collision, not the materials

compact quiver
#

I know but it was my last change, i change everything on collision but nothing change

dusk folio
amber spindle
#

I am only using one camera for both modes

formal spear
#

so what I want is that when the variable "calabazas" is 9 it has to be cast to bp_kingfrog so I can make it the condition for it to spawn. How can I do this?

dusk folio
amber spindle
#

Timeline works fine. It only smoothly changes cameras location. Problem is with rotation

frosty heron
dusk folio
dusk folio
random pulsar
#

guys i want to make a inventory system with merge mechanic,trading with dealer ,stack objects ... where is a lot of things to do so can someone explain in what order and what videos do i need for this?

#

cuz i know i will get stuck if i do this without asking

shadow marten
#

I've made a boat. but when the main player hits it. it starts to move. how can I make so it doesnt move when hit by the player

amber spindle
thin cradle
#

is there a proper explanation somewhere of how the savegame box on blueprint variables work? most I could find in the doc is a copy past of the tooltip

#

like I don't get how it relates to the rest of the save system since everything else I see had variables being manually copied one by one to the savegame class

frosty heron
shadow marten
#

Yes

#

simulate physics true

frosty heron
frosty heron
thin cradle
#

we do have cpp base classes for our actor and components so I'm interested

frosty heron
shadow marten
thin cradle
#

okay, thanks

frosty heron
shadow marten
#

Yeah

remote meteor
thin cradle
#

oh so it won't matter on like actors and components since those probably can't be saved as is?

remote meteor
#

when a uobject is serialized with a savegame archive, members that are flagged with that SaveGame tag will be saved into the archive

#

when an object reference is serialized, its path to object is actually being saved

#

the problem is when the the actual object is destroyed (e.g. level change or restart game or destroyed), the path would point to nothing, so you get nothing when you load from the serializer

thin cradle
#

oh yeah so the vast majority of the time you'd have to handle all this yourself then?

#

unless your entire game is 1 level with no dynamically spawned or destroyed actors

remote meteor
#

for those you probably want to manually save the actor class, its transform, and its data contained(this part can be serialized)

thin cradle
#

is there an existing function to get like all the saveable data from an actor and then manually apply that to the actor after spawning it on load?

remote meteor
thin cradle
#

or do I need to create this data container and populate it myself

#

thanks

remote meteor
#

here is an example on those functions

frosty heron
#

What's serializing is actually about? If an object ref is tagged with savegame flag, it is preserved on map change?

remote meteor
#

serializing is when you save data about an object into bytearrays, so its easy to transport/stored

#

then in the future, you could also spawn a new object of that same class, then used the bytearray to fill in the data, kinda like restoring its state

#

same technique is used on how USaveGame works by saving your object into a file, or even network replication where your variables are serialized so they can be transported over the network easily.

#

the whole idea is pretty simple once you try it

#

very useful for retaining or transferring object state

dusk folio
thin cradle
#

if you have some blueprint or uobject with savegame vars and ppl save their game, but then you update the game and change which variable are saved or not how well does unreal cope with it πŸ€”

remote meteor
#

you would have to make your own save file versioning

frosty heron
remote meteor
#

the rule is always, once you added something into the save game, never remove it(if its already live), cus you need it for upgrading if you change anything

thin cradle
#

fair enough

remote meteor
#

for USaveGame, the flag isnt needed, since every variable in a USaveGame object would be serialized

#

the flag is only used when you try to do your own serializations

thin cradle
#

is there any way to rename savegame variables and have unreal take that into account when loading save data? like redirects but for save variables, or is that something you'd have to implement yourself as well

remote meteor
#

πŸ€”

#

for classes i know how, but variables hmm.. i dont think so..

shadow marten
#

Now?

#

what will be the target

dusk folio
frosty heron
#

But it isn't a solution more like bandaid. What if something else hit the boat and it launched toward Ur char. On contact it just stop

shadow marten
remote meteor
#

you cant stop a simulate physics object like that, that velocity is for a movementcomponent

if you want you can disable the simulation to stop it from moving

frosty heron
shadow marten
#

Ohh

amber spindle
shadow marten
frosty heron
#

Try set all physic linear velocity

#

Set to 0 and see what happend

shadow marten
#

ok

frosty heron
#

Don't bother with the branch also

#

Test first

shadow marten
#

Okh

edgy ginkgo
#

quick question is there a branch equivalent for using floats and integers

shadow marten
#

Any way of adding like friction to water?

hollow pond
frosty heron
remote meteor
#

its just branches within tho 🀣

shadow marten
edgy ginkgo
#

basically I have this to determine my camera's location to keep all players in frame, but my game can be played with less than 4 people, in that case how would I invalidate certain locations

frosty heron
#

Where you set the linear velocity

#

Also set the angular velocty

shadow marten
random pulsar
#

@frosty heron can you reccomand some tutorials on how i can make the inventry system?

#

i know this is one of the hardest themes

#

but i want to make a merge 2 mechanic,a buy and sell to trader stack in slot etc

frosty heron
# random pulsar <@1050954229902213150> can you reccomand some tutorials on how i can make the in...

Inventory system probably vary project to project depending on the need.

Unfortunately I don't think there's tutorial out there that can give you a decent result.

Your best bet is get very comfortable working with variables types (mainly array and structs) . Once you know how to use them I recommend looking at example projects by unreal.

I personally learn a lot from dynamic combat system Inventory system from market place. It's not free and might not be easily dechiper if you are not comfortable yet

#

I piggy back my old project using their inventory system but I know enough to make my own now which would still be based on dcs because I can't come up with something better

random pulsar
#

but is there maybe a inventory free in market place and i will just custumize it to ,myself?

frosty heron
#

There really isn't one answer for system. For example, inventory system for rpg would vastly differ with card game imo

frosty heron
#

They would scrap what they have later on because they can make a better one but yeah if you are not comfortable yet it would be a challenge to come up with your own system

random pulsar
#

im not that smart to do it) i have 2 weeks to finish the game,but the inventory is not the only thing i want to make)

frosty heron
#

Games take a while to make. My character customisation took whole month and still not done yet

edgy ginkgo
random pulsar
carmine palm
#

Anyone know how I could do this: press 1 key and it call button press event on a specific button (hotbar button) so it does the button press "animation" or whatever that normally exists

frosty heron
#

Or make a shitty inventory system

carmine palm
#

Lol

#

I have til March to finish my portfolio small project.

#

Just all conceptual

edgy ginkgo
#

but yes make it an input in your game then make a function in your hotbar UI for that button press

#

Widgets are easy to animate as well so have fun making a little animation if you wish!

edgy ginkgo
#

I mean it depends on how many objects you are running that logic through

#

if you have an input check every object in the game to see if it's in slot 1 it might be more expensive

carmine palm
#

Yea I can get said button already. Just wanted them to animate like a button press lol

frosty heron
#

Why would u check any object from pressing 1

#

I would just have a slot for an item in the hotbar

#

Even dancing emoji can be an item

#

Each item have use interface

edgy ginkgo
frosty heron
#

So for dancing emoji, it will dance while for health potion it will heal Ur character

frosty heron
carmine palm
#

Well all I do right now with 1 is grab the hotbar 1 widget lol. Just didn't know how to make it animate like a button press

frosty heron
#

Make a base class for your hotbar slot

#

There u can do anim

carmine palm
#

They have one

frosty heron
#

Make functions to play the anims

carmine palm
#

They are dynamically added

frosty heron
#

Then just call it on key pressed from master widget

carmine palm
#

Via a function and int

#

Kk

#

Same with inventory. Didnt want to hard spawn them lol. Want to be able to use same function to spawn bag slots/etc

remote meteor
#
  • Have an Slot System
  • Assign Item to Slot
  • Widget will display what is on the Slot
  • When key is pressed, activate corresponding Slot's Item
  • Based on what Item it is, perform different action
carmine palm
#

That's easy part

#

I was curious how to get the button press animation lmao

#

That's it

remote meteor
#

key down and key up?

#

or just activation

carmine palm
#

Well pressing 1 activates the widget 1 button

#

In theory

#

But not actually

#

Ie doesn't actually press it

random pulsar
carmine palm
#

Was curious if I could send some event from pressing 1 to my widget to call button-press or whatever

#

So you're pressing it via BP instead of mouse click

remote meteor
#

if you uses a Game and UI input mode, you could just override KeyDown and KeyUp on the widget, react accordingly based on which slot it is supposed to display, and return unhandled

#

you can just handle them separately

carmine palm
#

Oh key down

#

Bro

#

I need that char / char creation

#

It's so good

frosty heron
carmine palm
#

Glow. Good idea

#

Didn't think of that

frosty heron
mental trellis
#

Appearance

frosty heron
#

πŸ™‡β€β™‚οΈ

random pulsar
#

im not familiar with em

carmine palm
#

Sell me that char stuff πŸ˜›

mental trellis
#

Also you should probably use "Cosmetics"

carmine palm
#

It's so good

remote meteor
#

me failing to convince my team to go stylized and we end up with semi-realistic πŸ₯Ή

frosty heron
#

But semi realistic is good

#

If I can make nier automata graphic I would do that with no hesitation

#

I actually prefer semi realistic than animu

frosty heron
carmine palm
#

Kk let me look it up

#

Anime is life

#

Anime is love

frosty heron
#

Close up. Just sharing if u want to see what can be achieved with it

dim agate
#

What's the advantage of creating a custom event for a button press (like the E key) to perform an action when there's an option to create enhanced input assets instead?

frosty heron
#

Edit the base material so it can take more layers. That way I can add facepaint and tatoos

frosty heron
#

Use the enhanced input instead

carmine palm
#

Omg

#

Where did you get the mesh

#

For char

frosty heron
#

My team made it using vroid

carmine palm
#

Ohh

frosty heron
#

And exported using vrm4u plugin

dreamy gulch
#

Where can i learn about the overall architecture of your entire game? een trying for 3 years to make one thing and i keep getting bogged down first everything was on one bp now i divide it all up into components and childs and thats killing it. Havent found anything. 3rd person rpg standard stuff.

carmine palm
#

You have a team ;P

frosty heron
#

I'm the only "programmer"

#

My brother do the character and UI

carmine palm
#

Nice

frosty heron
#

It's a 2 man job soo far

carmine palm
#

I'm doing mine all myself. So I have to rely on assets for art

frosty heron
#

That's why I'm doing animu

carmine palm
#

But it's just for a showcase project to show square Enix when my class goes to tokyo

#

Lol

#

So I can make contacts

frosty heron
#

My last day in tokyo tonight

carmine palm
#

How is it

frosty heron
#

When I'm back to my home country I will learn japanese and work on my portrolio

#

I want to apply for intern

carmine palm
#

I'm going in March

frosty heron
#

Rn weather is good.

carmine palm
#

Yea im taking Japanese next fall semester

frosty heron
#

As long u don't go on summer u will have good time I think

remote meteor
frosty heron
#

I use 3d Max because I love pain 😒

remote meteor
#

but if you already have vroid shading, probably not needed

carmine palm
#

Maya Is best

remote meteor
#

i never once successfully switch between game engine and 3d editing software without misclicking the controls πŸ₯Ή

frosty heron
edgy ginkgo
dim agate
edgy ginkgo
#

I ended up doing this for my task that I was asking about

frosty heron
remote meteor
frosty heron
#

The new enhanced input is just inherently better

frosty heron
#

But for debug stuff I just use the old system

dim agate
edgy ginkgo
remote meteor
#

unless you tell me they change it in ue5 suske face

dim agate
edgy ginkgo
#

basically this new int checks if the player has done so

undone thistle
#

Hey, i wanted to ask, how can I add a variable thats a list to one of my characters?

remote meteor
#

what the actual frick, they actually fixed the select node

edgy ginkgo
#

thats why none are null

tidal tendon
#

How can I delete this? It wont allow me to delete

edgy ginkgo
frosty heron
tidal tendon
frosty heron
#

U must delete from the parent and in the case of character class, u can't delete it. They come in one package

#

Leave it alone? That's your skeletal mesh

#

Use that one instead

#

Every character should have a visual representation. That's your skeletal mesh

remote meteor
#

ACharacter to be specific πŸ˜†

tidal tendon
#

well I have a skeletal mesh I created because others settings was a bit different

#

so I just put that below and hided it

remote meteor
#

you could just edit the default one

tidal tendon
#

But I cant put that under spring

#

So I cant change order of it

remote meteor
#

why do you need the mesh to be under a spring arm

#

πŸ€”

dreamy gulch
# frosty heron You will get better as time goes by. Ask any other people, when they make new pr...

i need to be actively learning new things. And everything i can see is based on brand new project scoped only to itself for the tutorial, nothing made for scaling or whats actually best practise. Right now im tryingto make my attack system, the next variable i create will need like 7 other things complete just for it to work. Made perception system that was great until it just stopped working for detecting anything and soft locking, need an interaction system to interact and pick up a weapon so all those bases need made too. Then ive got action component getting the inventory component and perception component and its just all fucked just so when i attack i have all my available weapons to pick from. Thiers loops everywhere. Just ready to flykick the pc its all perfect one second next its all worthless.

tidal tendon
#

removing that spring arm makes vignette static

frosty heron
#

I'm gonna be pulling my hair too when I have to do my combat and inventory system

#

@tidal tendon don't try to move the mesh comp. More the spring arm comp to the mesh instead

remote meteor
#

doesnt make alot of sense πŸ˜…

carmine palm
#

Yea im building inventory system from ground up

remote meteor
#

vignette is a post process effect
camera lag is supposed to be springarm to camera

carmine palm
#

All I have so far is inventory boxes being generated based on whatever amount you preset lol

#

And opening/closing

#

And able to use I to close but no input otherwise besides mouse

dreamy gulch
#

how have you structured it? base item, base iventory with tons of children, an actor compoennt, all on main character, this is the stuff i cant find out

remote meteor
#

the infamous phrase

Steal from Lyra

frosty heron
#

Look at other ppl proj

carmine palm
#

Yea I did that. Pulled a free inventory for the art assets lmao

frosty heron
#

Only downloaded it cuz Laura said to steal the loading screen bit

remote meteor
#

CommonLoadingScreen is Lit

frosty heron
#

Which I still can't figured out but creating the widget with tsharedptr like they do allow me to keep the widget on level transition

carmine palm
#

I didn't even consider level transitions yet

#

Lol

#

Future me problem

night dust
#

I am learning Unreal still but I am working on an inventory system which working a like a receipt at a restaurant. I am having trouble figuring out how to access and use an array variable which is a struct. I'm trying to normalize the data and so it's set up in third normal form(3NF). I have the following data: Customer 'name', menu item, price and is the item shared by everyone or not. These are represented as: text, text, float and Boolean variables respectively.

I have two structs named SPerson and SItems. Spersons Consists of a text variable 'name' and the struct SItems as an array. The SItems struct includes the menuitem, price and shared. I have created a new array of the struct SPerson called 'thebill' inside my main widget where the function to do all of this resides.

The goal is to have a list of menu items sorted by the unique customer’s name which can be totaled up, and also split the costs of the shared items. There could be multiple menu items of the same value and associated cost, but with a unique shared status, and all are of the same index in thebill as the name variable too. The idea is to call up the name and retrieve a list of menuitems associated with that name later.

Where I'm stuck is in how to access and update the name variable in the thebill array? I've created a function to accept runtime input of all varaibles and print them to a widget. I can populate one name value at a time no problem, and I think based on printing indexes I am adding multiple values, but I can't seem to figure out how to search them to verify that and prevent duplicate name entries?

How can I add values to the name variable and keep track of their index in the array?

#

What seems to work so far, is to get a ref of thebill, Break SPerson, geta ref to SItems and then break SItems so that I can access each variable. I have a MakeSPerson node connected to a ADDUNIQUE of thebill(then Set Array Elem) with a runtime inputted variable to name which I think is adding values to name as I can see indexes increasing when I use a print string. Also, immediately after the ADDUNIQUE node I am ADDing the runtime inputs to MakeSItems and then SetArrayElem. I have an onscreen widget which is correctly displaying all values upon entry, but I can't search through name for duplicate entries.

The biggest hurdle seems to be that the name variable isn't a container? When I attempt to search it it seems the only node options first need to convert it to an array? What am I missing, or is this approach just wrong?

frosty heron
#

Soo many inventory related issue one after another 🦦

mental trellis
#

Nvm, read wrong.

#

It might help if you showed your actual struct definitions and the code you're using.

night dust
frosty heron
#

Bp struct πŸ˜”

remote meteor
#

its FPerson rather than SPerson if we are following unreal naming convention πŸ˜‰ S is for Slate

mental trellis
#

Even if something is, say, a "sharing platter", it may or may not be shared. Or something which is meant for one person could be shared.

#

And, technically, I would argue that it could be shared by not the entire table. So really you should add an array to the purchased item to say which customers were sharing the item.

remote meteor
#

An Order have Person IDs and ItemIDs
something like that if my memory isnt failing me

night dust
mental trellis
#

Just being pedantic πŸ˜›

steady night
#

i know i cna get "Get distance to actor"

#

how would i check " get distance to "location" insted of actor * ?

tawny lantern
#

distance node

mental trellis
#

What is this meant to be doing?

remote meteor
#

from the actor->get actor location, then compare the 2 location with distance node

steady night
#

?

mental trellis
#

This seems like you're trying to use the equals node, but don't know how?

steady night
#

ok cool

night dust
# mental trellis What is this meant to be doing?

Thats the current attempt to inrate through the entered name values to find any dups which will then not re-add the name but instead point to the index of the current entry and stuff the Sitem data with that.

frosty heron
# steady night ok cool

How is Ur mp game going? Are u in a stage to test the packaged game with multiple players?

steady night
#

@frosty heron ive done that 100 times already πŸ™‚

mental trellis
steady night
#

been testing atleast once each week with 4x friends

frosty heron
steady night
#

i mean generally good id say, obviously alot of buggs here and there (thats why we test) but

#

overall good id say

frosty heron
#

πŸ‘

steady night
#

whenever u got time and wanna try lemme know πŸ˜‰

frosty heron
#

Haha I won't have time for a while but sure, I will let you know

#

U got steam keys I suppose?

night dust
steady night
#

yeah no rush at all*

#

steam keys :/=

#

?

frosty heron
#

U don't use steam api?

tidal tendon
steady night
#

nope

mental trellis
#

Nothing useful.

frosty heron
#

I just dump my game there and I give out keys to my friends

frosty heron
#

Anytime I want to update the game I just upload new build

steady night
#

oh i repackage and send them a file via discord "fileport" each time i mean its 1 gig not that big

#

but thats a way i would like to use instead

#

steam api*

#

@mental trelliseh ?