#blueprint

1 messages · Page 46 of 1

viscid viper
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Hello I need some some help , I have a ship player actor and I've attached to it several turrets actors , my goal is that when the ship get close to the enemy every turret that have a clear line of sight will fire , because the turrets are inside the ship collider I can't do a trace line what else can I do?

steady night
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why cant u linetrace ?

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just ignore the ships collision ?

trim matrix
steady night
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or just made a different trace channel

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and do it that way, thats how i would have done it tbh

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im a rookie tho 😛

viscid viper
steady night
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well u can seperate it :/

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kinda hard to tell you how to do it without any visual representation

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got an image ?

viscid viper
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Sure just a sec

manic vessel
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Anyone know why this tag is not working

viscid viper
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ok the two spheres represents the turrets and the cube represent the enemy in this situation only the white sphere has line of sight to the cube and can fire but the golden one dont becuse of the ship
however they are both inside the collition of the ship (they are child actor) so a trace line that will ignor the ship will make the gold sphere be abble to fire

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what can i do in order to solve it?

steady night
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You could just add more collision boxes inside and make them block all and put them where u dont want the tureets to be able to fire ?

manic vessel
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The trace must ignore the ship collision. set it in the collision settings.

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Oh I think I get what You Mean now. How about using a plane to block it going negative

viscid viper
tawdry surge
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You could just use complex collision on the ship.
Unless you have a ton of ships at one time it shouldn't hurt your fps

honest idol
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how can i covert exec into bool?

past swan
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Hi guys. Is that possible to get custom primitive data value in blueprints?

pulsar pulsar
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So I'm trying to produce some form of recoil here on the weapons end of the line trace but i can not seem to be able to get the line trace to go any other way than either just horizontally, vertically or diagonally 🤔 any pointers? 😁

pulsar pulsar
viscid viper
pulsar pulsar
honest idol
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way easier and allows for continous rotation

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also this bit

pulsar pulsar
honest idol
thorn agate
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I have created game mode and put a character in my level but if I want to try the game with the green play button and second character spawn in where the viewport is, how can I make sure I start on the players starts character i put in the LV

real patio
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hi,I have a strange problem, I have two widgets, the first one has a float variable, which I increment by one tick. The increment works without a problem, it grows over time, but the other widget that does exactly the same thing, this variable never goes beyond 1. Duplicate the widget that works but the duplicate presents the same error, the variable only remains at 1. What could be the mistake.

thin panther
astral estuary
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is there a way to order the blueprint instance editable variables? 🤔
I can set the category but how can i force a category to be at the top of the actor properties panel? 🤔

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even on top of transform if possible 👀

remote meteor
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but it may not override some category!

astral estuary
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can I define a new Section? 🤔

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winged holly
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is there any way to set stat value instead of toggling it ?
im using ExecuteConsoleCommand stat fps but it toggles

lunar sleet
winged holly
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yea but I want to set it directly

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not on off

steady cosmos
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Does anyone know any good videos on yt that teach blueprints?

lunar sleet
steady cosmos
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Is there a difference between blueprints in ue4 and ue5?

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Mat seems to be focused on ue4 blueprints

thin panther
lunar sleet
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inside source 😅 says he will be making new ones soon (though not repeats of the old stuff)

frosty heron
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@thorn agate What do you actually want to happend? because I don't see a player start.
Do you just want to start the game controlling the cat you spawned? If that's the cause, select the cat and look for Auto Possesed. Set it to player 0

steady cosmos
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thanks for the help guys

sonic arrow
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what could I plugin for the object reference, I am trying to get a reference to a pawn, not the player character

thin panther
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A reference to the turret

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Though this seems flawed

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You shouldn't need to cast immediately after an interact interface

sonic arrow
thin panther
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Why is the turret controlling that instead of the power box?

sonic arrow
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I mean I guess I can move the isPowered to the turret, but how would I reference the power box once its there

frosty heron
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Depends on the game. I would make the turret have a list of power box that it owns

sonic arrow
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only 1 per turret

frosty heron
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Each power box can have its 🔋 and its currently switched on state

sonic arrow
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okay, how do I tell the turret that the battery is switched on or not?

thin panther
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You could even use an event dispatchers to listen for when a power box enables or disables

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Then the turret holds a ref to the power box, and binds to those dispatchers

sonic arrow
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how do I get a event dispatcher

frosty heron
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There is resource online that demonstrate how to use event dispatcher

sonic arrow
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what should I link the dispatcher too? the box or turret?

frosty heron
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The dispatcher just broadcast an event. You can do w.e with it.

Eg event power is switched on. Broadcast that the power box is powered. Any object that listen to the broadcast which in this case can be the turret, will be notified.

You can then do things like, activate turret gun via the dispatcher

sonic arrow
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yeah, still no idea how to do that

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im just trying to get a bool from one object to another, no overcomplication

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mainly, how do I get a event dispatcher from one script to another

thin panther
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create the event dispatcher in the power box bp.
make a reference to the powerbox on the turret, and set it in the editor.
the use that reference to bind to the event

sonic arrow
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ok, back to this, how do I setup a reference to the powerbox, this was the original question

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hello?

frosty heron
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By getting reference to the power box

sonic arrow
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thats the question, how do I get a reference to the power box

thin panther
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make a reference variable on the turret

frosty heron
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Set node is the answer

thin panther
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an power box object reference

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and then you can set it at editor time by clicking instance editable, or the eye icon

sonic arrow
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how do I get a reference variable in the first place

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im so confused

frosty heron
thin panther
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you make a variable, and you look for the type that is an object reference of your power box

sonic arrow
thin panther
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well it depends what your power box bp is called of course

sonic arrow
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I FOUND IT

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WHY WASNT IT SHOWING UP

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im less confuese

thin panther
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now is your turret placed in the level?

sonic arrow
thin panther
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so click the little eye icon on that variable

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then go into the editor

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click the turret, and you should see that variable in the details panel

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and now you can set it to the power box you want

sonic arrow
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thanks

thin panther
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i'd give the blueprint communication video pinned here a watch

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its a good one

frosty heron
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Matthew have new video on blueprint live coms

lunar sleet
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Yeah that too

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It’s on the epic learning portal

elfin hazel
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What is this used for?

dawn gazelle
lunar sleet
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Fyi that requires a bit of cpp to implement

sonic arrow
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Blueprint Runtime Error: "Attempted to access GreenScanner_C_1 via property GreenCardObjectRef, but GreenScanner_C_1 is not valid (pending kill or garbage)". Node: Bind Event to Scan Card Green Graph: EventGraph Function: Execute Ubergraph Multi Door Blueprint: MultiDoor

why is this happening

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im trying to use the same stuff I learned for the turret on a door that requires multiple keycards, but for some reason it cant access the scanner

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OOHH

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I think its because the actor is destroyed

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hollup

hollow pond
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use Is Valid to avoid errors from referencing actors that are (being) destroyed

sonic arrow
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nah I got it resolved, it was being destroyed as a temporary way of telling the player that the card was scanned

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is there a way to make it so that when I scan a card in the keycard reader it can trigger the door which is a seperate blueprint?

hollow pond
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does one keycard reader always control one door?

sonic arrow
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I need something to connect to the branch to setup the WHOLLE line

sonic arrow
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its going to have multiple keycard reading capabilities and its modifiable so there can be 1 - 4 keycard readers at once

stoic nimbus
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Anybody know how to move a character's turning animations (left/right) along a spline (circle) when clicking keys A/D?

hollow pond
hollow pond
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you can just make the keycard readers hold a reference to the door they control

sonic arrow
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I just need to figure out if there is a way that every time you interact with one of the scanners it can send a pulse to the door to check if its able to open yet or not

hollow pond
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again, make them hold a reference to the door. or, you can look into Event Dispatchers

sonic arrow
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is there a event dispatcher that starts a script?

hollow pond
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event dispatchers start whatever you want them to start when you set them up

sonic arrow
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any hint?

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like how I could make it so that interacting with the scanners also interacts with the door

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got it workin

timid cosmos
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Hey, my game in editor isn't fullscreening despite this being in my main level blueprint?

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f11 also doesn't work for going from fullscreen to windowed, but it does in other levels?

rough wing
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why is this not working

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does AddMovementInput not work for vertical movement? If so what should I use?

dawn gazelle
timid cosmos
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got it will try

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still nothing, its like this window is locked for some reason

dawn gazelle
# rough wing why is this not working

Add Movement Input is meant to communicate to a movement component on the pawn. How it interprets that data is based on the movement component itself. If you're using a character movement component, adding movement in the up direction doesn't do anything unless the movement mode is set to flying, otherwise you need to call a jump to move upwards.

shy gorge
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@timid cosmos are you playing from selected viewport or what?

shy gorge
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so when you press play and then that f11 nothing happens?

timid cosmos
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yep

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im perfectly fine with other levels but this one for whatever reason doesnt allow it

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could it have to do with my gamemode or something?

shy gorge
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you can try alt + enter

timid cosmos
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nothin

shy gorge
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strange

timid cosmos
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very

thin panther
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welp, i didn't scroll down

novel island
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I'm having some trouble here... So I have these two Widget Blueprints (WBP_InventoryIcon and WBP_Menu). I'm trying to make it so that when you click the WBP_InventoryIcon button it also unhides some contextual buttons stored in WBP_Menu. The MenuRef variable is set to be an object reference for WBP_Menu but when I run this it tells me MenuRef is empty. I'm sure I'm missing something here, can anyone advise on how to call the active WBP_Menu and change the buttons from hidden to visible?

(This is from the event graph inside WBP_InventoryIcon)

glad root
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hello, can anyone spare 10 mins to help me find out, if it is i have bug or is it engine side bug? need someone with ue5.2+

sonic arrow
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hey, is there a way to make a level order. so like I can make it so if the player is in this level, the next level to load once they get to the end is this?

dawn gazelle
hollow cedar
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Hey all, so I'm trying to get a list of all levels in a folder and add them to an array.
All of the info online points to using the Asset Registry>Get Assets By Path but I'm having issues trying to refine the list to only **Level **Asset types.
Can someone tell me if there's something wrong with my setup?

novel island
dawn gazelle
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When you create the widget the return value that you normally "Add To Screen" is the reference to the widget that you need. You can promote that to a variable and pass it around, or store it in somewhere that is accessible easily to the local client, like the HUD class.

If you're absolutely certain there is only ever one copy of the widget existing, you could also try using Get Widgets By Class and get the first one.

river wigeon
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how can i add in settings hardware raytracing, and or Lumen so i can give the choice to activate or deactive it?

flint forum
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Not sure which channel to ask this in. Since I figure I'd be most likely be doing this with Blueprint coding I'm posting here first.
I have a level designer who's not very good with coding. He gets stuck when I ask him to give me any of: size, orientation, or placement of an object. All I can do is asking him to simply place an object or create it with whatever 3D tool he is familiar with. So I need to automate stuff and "idiot proof" the process. I need him to place a class of object (in this case an exploration badge trigger) and have the object placement trigger a prompt for textual details, and populate a database with his inputs and the location/rotations of the object. I don't know how to set up a design-time trigger on object placement (in Blueprints please!) that will create prompts, etc. Any guidance or sources I can use?

thin panther
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you're going to have a much better time teaching the level designer how to do the other parts of level/game design.

novel island
brazen stirrup
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Anyone know how to get the projectile movement correct from enemy to player?

novel island
mental trellis
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Sounds like an aimbot to me.

brazen stirrup
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My problem is with velocity of projectile in local space, like how would you set that up

lunar sleet
novel island
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Rather than just an instance of WBP_Menu

lunar sleet
novel island
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It is the HUD class

lunar sleet
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Ok, so use getHUD

novel island
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So for instance like "Set MenuRef" and then it's object is Get HUD

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Nope...

lunar sleet
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No, you need to getHUD, cast to your HUD bp and set its return value to this menuRef thing

novel island
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Bottom one?

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Sounds like what you are talking about

lunar sleet
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Yeah

novel island
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(Blueprint is very new to me, I'm used to C#)

lunar sleet
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If you want access to your hud’s bp functions and variables then you do that and drag from as WBP Menu

novel island
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What is the target of Get HUD

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MenuRef?

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Nope...

lunar sleet
novel island
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Alright let's give it a shot

lunar sleet
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Tho I have to check cause idk if you need all this when you’re inside an actual widget

novel island
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No it's throwing errors on player controller

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it does not like that

noble ledge
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If I search for an "Event Dispatcher" in my entire project and only see a single "Call .......". Is it safe to say that this could be deleted since nothing is actually binding to it?

lunar sleet
novel island
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rgr

lunar sleet
novel island
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Current mess

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(I haven't hooked it up to the execution line yet because I'm not sure where to

lunar sleet
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What does the warning say

novel island
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WBP_Menu does not inherit from HUD

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Cast to Menu would always fail

lunar sleet
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So then your wbp_menu is not your hud

novel island
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Ah

lunar sleet
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It’s not an extension of HUD class

novel island
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WBP_Menu is like the backpack

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the inventory screen

lunar sleet
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Ok

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Where are you creating this widget

novel island
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The Event Construct?

lunar sleet
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It’s not a HUD so you have to be creating it somewhere

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Alright

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Show that code

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And event construct of what bp

novel island
lunar sleet
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What’s in BuildInventory

novel island
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It's a big long

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I'll see if I can fit it in a single snip

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(That function creates the icons in the backpack in a grid)

lunar sleet
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Alright so you’re creating inventory widget

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But where does this WBP_menu come in ?

novel island
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That is WBP_Menu

lunar sleet
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Ok 😁

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What blueprint class is it

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User widget ?

novel island
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WBP_Menu? Widget Blueprint

lunar sleet
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Ok

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Are you calling Create Widget WBP_Menu anywhere ?

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And also are you following some tutorial for this stuff?

novel island
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Yes in my Player Blueprint

lunar sleet
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Ok perfect

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So for you to access that menu ref you need to access that player bp

novel island
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Okay so I'm already Casting to BP_Player

lunar sleet
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So drag from that return value and get the menu ref

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And if you need to, promote it to a new variable inside your widget, so you can ref it again

novel island
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Drag from highlighted?

lunar sleet
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No

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From as bp player

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Drag and type get menuRef

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Then from there, either use it directly or promote it to a var

novel island
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Like that?

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@lunar sleet You're a king among men, thank you for pulling the veil from my eyes. It works... Now to get it to vanish when Unclicked

lunar sleet
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Basically what Datura was trying to tell you, I kinda took you around the scenic route

novel island
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Yeah but it's actually helpful

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So was @dawn gazelle

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I knew I needed to get the actual instance, it's just an active class

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I just didn't know how/where to get the instance

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Blueprint is very new to me, I'm very green

lunar sleet
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We’ve all been there

dawn gazelle
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Question.... Is the "Item Button" a thing that exists in the WBP_Menu?

novel island
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Sort of

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Highlighted is the "InventoryPanel" which is a Uniform Grid Panel

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And then inside that grid

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So every grid square is an inventory button

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It's messy and hacky, but it's just a concept that I'm working on. This will be redone better later... Or be eternal tech debt that everyone will curse

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But in the event construct of the WBP_Menu it Creates WBP_InventoryIcon Widget

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An array of them

flint forum
small relic
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I don't know where the right place to tell Unreal this, but I absolutly HATE that variables are usually a set height but the pins are a slightly smaller distance apart from eachother so when you use Q to straighten it all out they always overlap just a tiny bit. Can one of these not simply be adjusted to the same height as the other?!?!?

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at least it's harmless

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The UI designers of blueprints better never meet me or they will have a stern talking to

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then a handshake because otherwise it's pretty alright

undone thistle
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Hey, I wanted to create a menu that let's you access info of differents actors of the level

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Like this

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But don't quite understand the listview logic to get to this

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Does anyone have an idea on how to do this?

novel island
undone thistle
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Hmmmm and how do I make it so that when I click on an actor it shows me the info of this actor in particular?

dawn gazelle
# undone thistle Hmmmm and how do I make it so that when I click on an actor it shows me the info...

When you're populating something like a grid view, you'd create widgets and add them into the appropriate place on the grid, either programatically or by designing them to begin with.
For those widgets you'd probably want to have a numeric value associated to them, easiest would probably from 0 to 8 if you were doing a grid of 9 as this then can easily relate to an array.
However you're creating and keeping track of patients, they should be added to an array when they are created - this is the array your widgets could read from, and associate to so that when you click on that particular patient widget, it reads the number associated to the widget, looks up that index of the array, and can display the data of that particular patient stored in the array.

undone thistle
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And can the array have differents types of info, like a picture, age, name ect ect?

lunar sleet
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You are describing a struct

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You would likely need to have an array of struct for that

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Though if the data does not need to change at all at runtime you could maybe use a data table or a data asset

undone thistle
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Okey thanks everyone for the help

blissful summit
# flint forum Been working with the guy for years. I've tried.

what you typed for the most part was incomprehensible... but if your issue is that your level designer doesnt know how to setup triggers, you need to teach him how to use them. Also the "idiot proofing" you do to stuff like triggers so its easier to use is not a bad thing

flint forum
# blissful summit what you typed for the most part was incomprehensible... but if your issue is th...

OK. I'll break it down>
When, during design time a given person places object type X on a level I want it to trigger a specific cascade of events:
a: The creation of a prompt for specific data about that object
b: The recording of that data and the objects position and rotation on the level.
So the first question is: Can a placement of a given object type on a level become a trigger at design time of a specific set of Blueprints.
Give that the designer may be placing hundreds of these objects automation becomes a must. This project is a large open world.

rough wing
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my multi sphere trace isn't multi sphere tracing

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it's only detecting one actor at a time

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problem was it was set to visibility and I guess the points that were culled weren't visible

radiant cape
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oh is stack a data structure of some sorts, google wouldn't answer but gpt did lol

lunar sleet
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You can use the stack or the heap to load things into memory, each with its own pros and cons, but that’s a bit of a lengthy topic

remote meteor
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hes talking about the push/pop and peek function of a "Stack" would have, TArray has them too.

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states are more about switching

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doesnt really need push/pop operations

lunar sleet
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Oh, was I way off? 🙊

viscid viper
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Hello,I need some help
I have a ship class with 2 weapon hardpoint (the two spheres the white and gold) they are actor attached to the ship and are inside of its colition capsule
When I have an enemy ( like the cube )I only want the weapon who got a clear view of the enemy to fire how can i do it?
I can't use a trace line cuz they are inside the ship colition capsule and so the gold sphere will trace line through the ship mesh
Is there any other way I can do it?

frosty heron
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look into the line Trace options

viscid viper
frosty heron
viscid viper
frosty heron
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by adding the ship mesh or what ever you want to ignore to the list of actors to be ignored in the trace option

viscid viper
frosty heron
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I don't quiet understand the issue, I hope someone else have the answer for you.
If I were in your shoes tho, I would use AI perception (Cone shaped) to detect enemies and have the turret rotate to the target in interpolating manner

viscid viper
frosty heron
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detect Target -> Set Target -> Aim for the ship -> Fire

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if you already tried, I suggest sharing your code in #gameplay-ai for some feedback. There isn't a reason to not fix/build from there

radiant cape
proud wasp
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does the set game input ui only function not exist anymore ?

frosty heron
proud wasp
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i cant find it thats why i am asking

frosty heron
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What are the step that you tried?

proud wasp
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...

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i wrote "input game mode"

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instead of "input mode"

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...

frosty heron
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sometime typing less is better 😄

proud wasp
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i mean i woke up and saw a list of bugs a player found

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ugghh

random pulsar
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Guys who played spider man remastered ?

tribal gazelle
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How can I fix this error?

grim sand
tribal gazelle
feral ice
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i am trying to make my ai fly but i dont understnad how to add movement to it, tried watching yt videos but it didnt work fo me. This is all i am doing atm in the aifly characater

shy gorge
# feral ice i am trying to make my ai fly but i dont understnad how to add movement to it, t...

First of all a little tip: you should set the movement mode on begin play or CMC defaults itself because it is not needed to be updated every frame. But here is one easy way you to get enemy flying: https://youtu.be/XEqUWYb6n8I?si=nGTYTUjEUM_pfan6

Hope you enjoyed the tutorial, comment with any questions or suggestions.

Follow and support my Instagram and Twitter to track the development of my games!
https://www.instagram.com/joshgoblue_dev/
https://twitter.com/JoshGoBlue_Dev

If you would like to see more tutorials in the future, subscribe and comment ideas!

▶ Play video
trim matrix
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how can i delay each action from a for loop node?

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doesn't really work

shy gorge
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You need to modify the for loop macro

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Or more specific make your own ”for loop with delay”

trim matrix
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thanks, i'll try that

feral ice
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why cant i just do this in blueprint and then the character will go up?

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if i use behavior tree task i can use this video but if i dont want to use behavior tree it doesnt work, wh is that?https://youtu.be/5y0tZY_xjC8

"Simple Flying AI" project-ready asset on Epic Marketplace: https://www.unrealengine.com/marketplace/en-US/product/flying-ai

Watch the follow-up tutorial where we go into more detail: https://jacksonnexhip.gumroad.com/l/FlyingAI

In part 2 we cover step by step:

  • Random roaming flying behavior
  • Patrol point flying behavior
  • AI awareness so...
▶ Play video
shy gorge
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Well I am not entirely sure, but the question is why you would not want to use behaviour tree?

feral ice
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well i want to in the end but im not really sure how to make it not skip to the next step without the first step being fully done yet in BT. Like i want it to smootly start flying from the location to the target location but if i directly set velocity to 1200 it will jump from 0-1200 constantly and there is no way of adding timeline or anything to make it accelerate in task(Not what i know of) @shy gorge

shy gorge
trim matrix
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guys how can i create a spawn system?
i have a bp of a enemy that i want to spawn at the location of an actor that i can place in the world but randomically

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i don't know if i explained myself

versed sun
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you want a random point close to player ?

trim matrix
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i have an actor so i can place it in the world and i want to get its coords

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but i don't know what to do to make the spawn randomically between two or more

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i have this but when i have two it doesn't switch

frosty heron
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From the Out Actors -> Drag and type Random. Then from the output of the random pint, drag and type For each Loop

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Then spawn on each iteration

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or do a for loop if you want a fix number of spawn

trim matrix
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thanks, it's working now

quaint anchor
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I have an issue, i have a torch which i "attach component to component" to the third person mesh, i add a bool to the character, tick the bool and the torch moves away from where its supposed to be. It also deletes a load of components from the character in the outliner. Any ideas?

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I removed the animation blueprint from the character and it still happens, there is no code attached to the bool at present, i made fresh bools to try it with them and it still occurs

#

i've unattached the "attach componenet to component" and althought the torch stays still, the components are still being deleted

shy gorge
#

Can you show the blueprint

quaint anchor
#

Ah, i've changed the bool through blueprint rather than in the editor and that doesn't break anything

#

i think it might be an editor issue, so stops me testing stuff but doesn't impact final build

#

seems to rebuild the entire actor on manually changing the editor, which breaks all the code connections

digital palm
#

How can I linetrace on the actor bounds, not on each component?

winged holly
#

@digital palm get the bound of actor then use FMath::LineExtentBoxIntersection, I dont know its BP

onyx token
#

why are for loops in blueprints so unoptimized? rooMadCry

#

it does not spark joy

violet glade
#

Hi. I was wondering how i can fix the code for my impulse. Basically i want him to get shot in the direction i am looking at him. So the green line is the impulse he get sents to. No matter where he is looking at or what direction i shoot him. He always goes that way (green line) but i want him to go the way im looking at him (red line) Any help? Impulse is attached to the + float and the Location is connected to the Impact Point. Bone to Hit Bone.

thin panther
dusk yew
#

Hello guys, a question, what do you recommend I implement so that the hand does not come loose from the hang glider?

thin panther
#

use IK, the same way people attach hands to weapons

#

or feet to the ground

trim matrix
pure walrus
#

im guessing the answer but is there any way to know about the sum of every forces and torques acting on a static mesh on a specific tick ?

#

cuz that'd be really really handy

pure walrus
#

(or alternatively current acceleration)

neat stream
#

Can Scene capture component do a proper 180° capture ?

trim matrix
thin panther
#

yeah unfortunately i don't know of any to judge their quality :P

frosty heron
#

@trim matrix @dusk yew

dusk yew
tough basin
#

is it possible to make an ability system like league of legends with just blueprint? if so is it hard?

dusk yew
dusk yew
thin panther
tame pecan
#

its a system made by Epic primarily for fortnite

#

It's very flexible

lunar mulch
#

Hey guys, im trying to set up a IsMoving check inside my AnimBP, is there something similar to a Branch that could give me 2 outputs depending on a boolean check? (blend poses by bool doesnt really work, i need it give an output thats depended on the check)

formal wren
#

Anyone can help me with vector math? I need to transform a local-space bone position to world space:

frosty heron
#

The output would be the one you plug on true slot if the bool is true

#

The same in the case of false, the output would be what ever you plug to the false pin

frosty heron
lunar mulch
#

Hmm, i guess im dumb. I basically want it do 1 thing if im moving, and do the other if im not moving. But right now to me it looks like it will take 1 input or the other depending on the boolean check.

#

To me its like an opposite branch in way, but i guess im mis understanding the node

tough basin
lunar mulch
#

Where as with a branch node, i'd only have to have 2 results.

frosty heron
#

if Im crouching, i will play CrouchIdle_Female
When Im not it will play A_Female_Idle

lunar mulch
#

@frosty heron With how you describe it, if i understand correctly. I'd have to do it like this :

earnest swan
lunar mulch
formal wren
earnest swan
#

Ahh

frosty heron
lunar mulch
frosty heron
#

use Cached pose to save states/pose

earnest swan
lunar mulch
#

Im inside an overlay layer for aiming

formal wren
lunar mulch
#

I want to do something depending on if im aiming while moving

#

a simple branch or something similar would allow me to do this action if i am moving while aiming.

earnest swan
formal wren
lunar mulch
#

I am applying an additive before it goes into the ironsight cache

#

i want to change the value of this additve depending on wether hes moving or not.

frosty heron
#

@lunar mulch the anim graph just read. I don't quiet understand the part where you need to "redo" codes, it sounded like you are not sure how to use cached pose.

here is example

formal wren
#

I will try my traversing approach and see the results. My current approach is to set the character to ref pose and just get the world position. But this is a hit and miss and I need to work with delay nodes

earnest swan
frosty heron
earnest swan
#

Oh, damn

formal wren
#

I use this function right now, but setting the character to ref pose for 1 frame and reading the world position does not always seem to work

#

so I want a function that will work 100% of the time and does not need delays

lunar mulch
#

Is anything like this possible in a ANIMBP?

#

I would lose the ability to decide the strength of the additive tho that way right?

frosty heron
#

Then using the cached pose, you can do blend by bool (Is moving)

#

then apply your apply additive to respective pin (true / false)

obtuse yoke
#

Would anyone know how to go about making this kind of animation/cutscene with widgets?

lunar mulch
#

saved the pose as a cache directly after Bolt start check

frosty heron
#

looks about right

lunar mulch
#

Sadly there is some strange behaviour happening now ingame.

#

Thanks for the help tho, i dont wanna exhaust you you've helped me plenty enough

#

For now ill just copy the code i guess and and learn a bit more about pose caches

frosty heron
#

I wouldn't know what to debug sorry. I would keep anim bp open and look at the anim flow and work from there

lunar mulch
#

this is how i saved it btw i hope i understoud u correctly

frosty heron
#

gl m8

lunar mulch
#

cheers!

formal wren
fringe valve
#

Hey guys! Sorry for bothering, but I have this button blueprint and door blue print. The button animates correctly, and the door, despite not animating relative to its axis, also animates correctly. But when I try to connect the button press with the door opening, It does nothing. I have tested with prints, but they also don't show up in my VR ... Thanks!
("Porta" means door and is an actor reference)

frosty heron
#

been a decade since I last use VR in unreal but I think print string don't print to your VR screen

brazen stirrup
#

Hey guys! so my projectile is not moving in the direction I want

#

and I dont know whats causing it

#

like its not simulating physics or anything to mess with the projectile

fringe valve
neat stream
#

Any good way to achieve something like this? A Scene capture somewhere in world, rendering to a RT then on a screeen. Is there a good way to tweak perspective for a moving pawn in front of the screen ? 🙂

frosty heron
brazen stirrup
#

ok so , it still isnt working at some angles

formal wren
#

Not sure how convincing it will look

neat stream
#

I'm moving the camera on X/Z and rotating based on control rotation

#

the "window" is a hangar bay Oo

formal wren
# neat stream the "window" is a hangar bay Oo

Finally! We got around to do doing a UE4 tutorial on a topic people have been dying for, a seamless portal door effect! This one was inspired by a post we saw on Twitter (https://twitter.com/mxweas/status/745765338629865474) and has also been asked a few times in suggestions (http://fusedvr.com/forums/topic/htc-oculus-portal-like-game/). We will...

▶ Play video
#

I googled "How to create portal in unreal engine". I assume that is pretty close to your use case

neat stream
#

quite close yes I'll look into it thanks 🙂

brazen stirrup
#

so the projectile only goes toward the player in some locations

formal wren
brazen stirrup
#

in others it just goes to another location

#

somethings off with the direction of the projectile

#

I cant tell what

neat stream
brazen stirrup
#

like, when you get the rotation, what should you give for velocity of projectile?

remote meteor
earnest swan
brazen stirrup
#

it shouldve been like 1 or 2 and i had 500

remote meteor
#

500 sounds fine though

brazen stirrup
#

yeah it wasnt working though

#

for the initial speed it would work, not velocity

#

so like initial speed 1000 then 1 for velocity

remote meteor
#

Initialized Velocity = Starting Velocity set in the projectile movement comp * Initial Speed

ruby egret
#

So I have an actor component with a public text variable for adding story info to the UI upon interaction. The only problem is my UI element is a multi line text box and I can only type in plain text into my component and it looks like ass. How do I make a text variable on my AC into a multiline text variable? I tried pressing shift + enter and alt + enter while in the text variable in my component with no luck.

#

Sorry if this would be better suited in UMG channel but I think this is about an actor component variable

outer brook
#

hey, anyone here who worked with the "MotionWarp"-Plugin in UE? would like to know your experience with the precision regarding the actor wwarping to the target location. my actor doesn't go "exactly" where i want which i hoped motion warp would to precise...anyone experienced the same?

lunar sleet
ruby egret
#

I actually need an eye test. There's a checkbox right there in the advanced variable details that says multiline that I only noticed after I googled for 10 minutes and asked this server.

lunar sleet
#

We make excellent rubber duckies sometimes

trim matrix
#

Hey everyone,
I'm using an asset for my UE5 Project. It's an FPS Parkour Controller and it works completely fine in the Editor, but when I try it out in the Standalone Version, it doesn't work at all and this message pops up. I don't work much with Blueprints and I saw the Message coming from this BP and thought that it could be fixed from here. Any Ideas on how to fix it?

lofty rapids
lunar sleet
#

you probably need to go to your char, hit the + and add that component

#

you'd think whoever made that project would have some instructions but 🤷

lofty rapids
trim matrix
trim matrix
lunar sleet
lofty rapids
lofty rapids
trim matrix
lunar sleet
#

the code translates to : does FPC have component of class FPC State?

#

if Yes: promote that component to a variable, if Not, yell at the user (you) to add the component

lofty rapids
#

most likely

trim matrix
#

Its already in here

#

Im so sorry if I trigger any of you with this but I just dont know how to use BPs well

#

Im too dumb for it I guess

lunar sleet
trim matrix
#

I thought that it would be in that Component since the Screen Message is in there

#

And I really like this Asset and Im just hoping to lose it

#

These are all the Components and the Message Node is in the FPC Template

lunar sleet
#

odd that it's firing not valid

lofty rapids
#

the first cast is succeeding too

lunar sleet
#

yeah, otherwise it wouldn't do anything

trim matrix
frosty heron
#

perhaps you are not using the same character in different map

trim matrix
frosty heron
#

eject from your character and actually look at what pawn you posses

#

make sure it's the intended character

trim matrix
#

It still pops up

frosty heron
#

game mode are tied to respective levels. Check if the map where you get the error used the same game mode as in your Editor preview

#

where the error happend, i never see the hand of your character

trim matrix
#

and where can I see the Game mode of the Editor and Game seperated?

frosty heron
#

game mode is tied to level

#

nothing to do with editor vs packaged game

trim matrix
frosty heron
trim matrix
thorn agate
#

i want to move a character using physics
is there a way to change the default sphere to a cube
or some other way to solve my problem 🫣

thin panther
frosty heron
#

Unreal Character Movement Component is designed to use Capsule Shaped Collision

thorn agate
frosty heron
#

if you want to use different collision you will need to either write your own movement component or use Market Place asset (General movement component can have custom collisions) the catch is, it cost $350 USD

lunar sleet
#

you can also add collision components to the character, like a box, to extend its collision, but some things like navigation won't take that into consideration

modest monolith
#

Let's say I have different interaction actors that trigger widgets. Is there a way to delete the previous dialogue widget when I trigger a new one to not make them overlap?

lunar sleet
lofty rapids
#

Or use the same one and just change the text ?

modest monolith
lofty rapids
#

instead of having 100 widgets

modest monolith
lofty rapids
modest monolith
#

text box

lofty rapids
#

where do you create the widget ?

modest monolith
#

from the actor

#

that gets interacted with via line trace

lofty rapids
#

so one thing you probably want to do if you want to just use one is create it and add a reference to it somewhere then show/hide set text

#

i like to put it in the HUD

lofty rapids
#

Update your score, your lives, images without crushing your frame rate in Unreal Engine. In this sub-5 minute tutorial you will see how to use the 'is variable flag' on the elements in a UI Widget to create dynamically updated UI. We will look at adding custom events to the UI Widget Event Graph, where the is variable flag is on the Design Tab a...

▶ Play video
#

here he just promotes it to variable in the actor i think, ig it doesn't matter

#

but HUD is a good place if you need access to it from anywhere

woven pond
#

Any one know how or if possible to check if the actor on click node is a specific Input Action? button pressed is a key structure

slim imp
#

Hello! Can you tell me why these variables and the array are empty? Another error appears after the session ends
Blueprint Runtime Error: "Accessed None trying to read property CurrentWeapon." Node: Attach Actor To Component Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter

dawn gazelle
slim imp
dawn gazelle
slim imp
dawn gazelle
#

If you don't have a BP_Sword or one of its children placed in the level then it wouldn't return a valid reference. That means when you're trying to get the class from the Get Actor of Class node, it would be a null pointer reference which wouldn't give you a valid class to spawn.

slim imp
#

Is there a similar way to get a class, but without an object at the level?

dawn gazelle
#

If you disconnect the class input from the Spawn Actor node, you can select the class you want to use directly on the node.

slim imp
#

I know this, I need a similar method as I did to set the variables

fallow epoch
#

Is there a way to re-trigger "event blueprint initialize animation" after the character has been created?

dawn gazelle
# slim imp I know this, I need a similar method as I did to set the variables

It's not entirely clear what it is you're trying to do. If the thing doesn't exist, you can't get a reference to it. You can make a class reference variable rather than an object reference which then lets you define a class and then use that as necessary without requiring the object to exist, but there's no way to reference an object that doesn't exist.

slim imp
dawn gazelle
slim imp
#

Thank

fallow epoch
#

Im having a character spawn after an event then possessing them in the level blueprint

#

when the newly possessed character spawns the get owner cast is failing

#

this is my printout.

zealous moth
#

@fallow epoch get owner or controller?

noble ledge
#

If a blueprint does not implement an interface function, and something calls that interface function what exactly happens?

#

I have a project and it is calling a interface function to a BP. This BP does not implement the function. But the parent class does. So I am guessing it goes up through the hierarchy searching if any class implements it?

tough arch
#

Thanks. 🙂 This was the fix for my utility widget with a phantom variable. It seems that Tools > Validate Data... will also achieve this, but the asset would have had to have been never opened in the editor session, as it only asks one time (the first time the blueprint/utility is opened). Otherwise, restarting and then re-opening the single asset is the fastest option (the validation of the full asset registry data is a long process; Only really good if needing to find the sort of error across multiple blueprints simultaneously)

dawn gazelle
noble ledge
noble ledge
versed sun
#

You can also Add Call to Parent Function and Expand Node if you want to modify the code for the child BP

zealous moth
#

I am a bit confused, I am using gameplay tags and am trying to make my BT check them however it doesn't seem to want to.
I have a pawn, I added a variable of type gameplay Tag and set it to a value.
In my BT, I have this condition:

#

However it doesn't work :/

dawn gazelle
zealous moth
#

No, how do you get that interface?

#

@dawn gazelle ok seems to be locked in c++... gonna make a decorator and a simple boolean bb var

noble ledge
#

What does it mean when a BP node has a yellow input pin?

surreal peak
#

Screenshot?

noble ledge
surreal peak
#

I think that's if the function is from an implemented Interface

noble ledge
#

If it helps, I am calling that interface function from another function from the same interface. In a class that implements the interface.

surreal peak
#

Yeah then that's probably it. It doesn't mean anything special. Just that it's an input that would require the interface to work

#

Since you are inside a bp that has the interface, it can fall back to self

noble ledge
#

Ok thanks

fiery tiger
#

Hello! I'm trying to track the distance a player has travelled. What I've got right now is currently working great but I can't seem to figure out how to do the following...

  1. Only track the distance travelled on 1 axis
  2. Do not increase the distance travelled when they turn around and go the opposite direction.
#

As you can see IDK what I'm doing and tried to break the vector and just use Y but it didn't work blobsweat

dawn gazelle
#

Are you doing a 2D game?

fiery tiger
#

No, it's a 3d game. I'm also worried that it's adding my jump height into distance travelled D:

dawn gazelle
#

If it was 1 axis and you knew that they were starting from a certain point, you can get the distance from the original start point and set the distance travelled variable to that distance. You can also clamp it before hand so the minimum is always the current distance travelled so the value doesn't decrease if they go backwards (which also wouldn't add to the total distance travelled)

fiery tiger
#

going to think on this, thank you for the answer!

fiery tiger
#

Okay I got it working! Thanks for the suggestion @dawn gazelle. Here's what I ended up with... maybe there's a better way but I couldn't think of one.

#

oops ignore that add distance node, leftover from trying something else

elder lodge
fiery tiger
#

I don't want to count back tracking but the player can turn around if they choose to. If they do that, then the distance travelled variable decreases which I don't want. So it's really more like distance progressed rather than travelled if that makes more sense.

elder lodge
#

maxPosition = max(maxPosition, currentPosition)

#

then you don't need the clamp.

dawn gazelle
#

Start location should be set by taking the start location's axis value you want to use on begin play.

zealous moth
#

given 2 actor locations, how can i get a location with a limit on it?

#

if I take A - B, I will get the directional vector

#

then normalize it and tried multiplying by 200

#

but that didnt work out

fiery tiger
#

@elder lodge @dawn gazelle wow thank you. Way more efficient and simplified. Learning a lot and I appreciate the help!

fallow epoch
#

Im spawning a character that is being thrown. This is the view of it. I have set the rotation of the character to flatten it out but non of the spring arm or camera rotation work for setting it.

#

The rotation is the angle it was spawned at.

zealous moth
#

like the picture, I have A and B, going from A towards B, but I want to stop at C, a limit of 200 units

elder lodge
zealous moth
#

yup

elder lodge
#

the position 200 units from A, towards B?

zealous moth
#

yup

fallow epoch
#

This is what it looks like without the rotation node in place.

elder lodge
# zealous moth yup

seems like you did what you're supposed to do;
FWIW, there is a node that gets the unit vector from one position to another.

#

then times 200, add it to position A

#

Are you forgetting to add to position A since these are all world positions?

zealous moth
#

I did but it doesn't work

elder lodge
zealous moth
#

i have an ai chasing the player

#

i want it to stop after it travels x

#

towards player

#

if i do B-A and add A, i get B

#

so no movement

elder lodge
zealous moth
#

yes

elder lodge
#

A + (B-A)normalized * 200; but also, does it happen every frame?

#

if it happens every frame that's very fast

zealous moth
#

nope, it has a wait

#

sec

elder lodge
#

have you tried debugging the blueprint and watching the numbers?

elder lodge
zealous moth
#

it worked

elder lodge
#

lol

zealous moth
#

i had to rearrange it

#

ty

elder lodge
#

np; there is a node that combines the minus&normalize

#

i think it's "get unit vector in direction"

zealous moth
#

works too

#

I'm making the binding of isaac spider walk

#

god i hate spiders

plain rover
#

I'd like to trigger something based on distance, and view it in the editor directly, so I can update the distance in real time, and see the changes in real time. How is it possible to have kind of "real time update" using the construction script ? Should I use a timer ?

plain rover
#

Also, how can I get the position of any object, in my blueprint ? I have a level with a spere, and a plane, and I want to perform an action on this plane depending on the sphere's position. So I'd like the sphere position from the plane blueprint

surreal peak
#

Then you can select the other in the details panel of the instance in your level

noble crescent
#

Not sure if this a known issue, but when opening levels by object reference in PIE, it works the first time.
But from the second time onwards, it adds [UEDPIE_0] to object reference name. Causing the editor to close.

cerulean sage
#

Hey everyone,can anyone help me to correct the camera tilt with a blueprint or whatever?

plucky escarp
#

can someone tell me how to disable enanched input for camera movement when i switch to a ui widget on screen like an inventory,map or things like that?

plucky nexus
#

Does anyone know how to fix only the host changing levels when calling open level in Advanced Sessions?

plucky escarp
true oriole
#

does ue have built-in node for spawn within an area but not too close ?

#

i want to randomly spawn enemies nearby player but not too near

indigo zephyr
#

I'm trying to offset a hitbox from my character, my offset is like "X:100 Z:100" (going off the assumption that the X is my character forward.) What transformation am I missing here to get the box to show up in 100 units from character forward???

versed sun
indigo zephyr
remote meteor
dark drum
dark drum
summer nexus
#

UE 5.3 FirstPerson template.

How can I get the Bone I hit on BP_FirstPersonProjectile?

I have no problem if I do a "Line by trace channel" in BP_Weapon_Component.

frosty heron
thin panther
#

Event hit also gives you a hit result

summer nexus
#

Yes but the problem is they do not return Hit bone Name if I use any other then trace

frosty heron
#

Check what you are hitting to begin with

#

if u have the capsule comp to block for example, then most likely your bone will never get hit

sweet silo
#

hi there i'd like the player to be able to modify the scale of an object before throwing it.. i've tried but couldn't make it work yet

#

like you'd be able to modify the size at runtime as it sits in front of you and then it would throw itself after 5 sec

#

wip

versed sun
#

do you want like how Metroid charged his Mega Buster?

sweet silo
#

really great way of doing it

#

how could i make it so that the player sees the object growing in front of him?

#

and could you explain what you did with the lerp and the division there ? thanks a lot

thin panther
#

you would see that? you're setting it's scale

versed sun
#

Spawn the same way you did , but 0 scale
If you need a visual of Charge% , you could use a Progress bar or something
the Lerp works with a 0 to 1 Alpha, so 5Sec / current time would be the % of growing you are

thin panther
#

(that's current time / 5 secs) :P

versed sun
#

I always backwards that....

sweet silo
#

ah ok i get it !

twilit jacinth
#

I have a bunch of child classes that inherit interface from their parent class and check if they implement interface. If actor does, I call my main functionality to change their transform( Location, rotation) . After some amount of transformation changes they fail the check for the interface. And suddenly after checking and transforming other actors they suddenly do have an interface. What could be the problem?

#

They fail even additional interface check too

versed sun
#

you might not be checking the actor that you think you are
If Does Implement fails, print that you actually are testing

twilit jacinth
#

Hmm. Yeah. Maybe

twilit jacinth
sonic garnet
#

basic question, i have an one sequence animation, how to control it using input
like when i press the anim should play forward and vice versa
Also should continue from the exact frame, and should not reset animation when for ex: i pressed up button and then down

i googled but couldnt find answer

summer nexus
frosty heron
#

Print string hit comp and hit actor to see what you actually hit

#

if you for example have capsule collision and that blocks the projectile. The projectile will never hit your skeletal mesh because it's obsecured by the capsule collision

zealous moth
#

I am trying to reproduce the lobbed projectiles from the binding of isaac but on an orthographic point of view with a sideways tilt similar to tboi.
We have the ability to add projectiles motion to actors and even to predict the path but it seems to be all Z axis based.
How would you do it to show it sideways top-down?

quaint grail
#

Hello I'm trying to set up IR night vision for my player held camcorder. I've tried setting it up with post processing but the night vision is inconsistent across maps. Is there a way to set a spot light that only the camcorder can see or does anyone have good post setting for night vision?

gritty plover
#

Hey, what's the keyboard shortcut to highlight all connected nodes to the selected node?

trim matrix
#

hey, how can I make global bind in common ui / common ui input? I would like the bind to the esc button to have the same behavior for each common ui widget (but with one bind to esc in hud)

steady night
#

why is it turning and then goinng ack to 0 ??

frosty heron
#

try untick shortest path

steady night
#

solved it by setting it to world rotation instead *:

#

hm trying to move up n down :/ ?

#

what am i missing ?

#

trying to move in the Yaw direction thats not possible ./?

versed sun
#

Why not use the axis value?

steady night
#

hm

#

if i would use the axis value whatt would the W,S scale be ./?

versed sun
#

one 1.0 , other -1.0

steady night
#

but the a,d is 1 and -1

#

left n right ?

versed sun
#

usually Jump/Crouch keys

steady night
#

the W,s should be up n down

versed sun
#

are you talking move on ground North/South Up/Down or Ladder/Jetpack Up/Down?

steady night
#

north south

#

its like a 2d isometric movement i guess

versed sun
#

oh, yah, try S -1.0

#

was thinking Z axis up down

steady night
#

ah okey

#

but wont it give the same stuff as A,d

#

w,s ?

versed sun
#

did you Swizzle it ?

#

(sounds made up)

steady night
versed sun
#

wait... you on the old input system ?

steady night
#

yeah i know,

#

yeah

#

i just changed the gampad left thunb from X-axis to 2a-axis

#

that might work then ?

versed sun
#

shrug

steady night
#

altho i need the new input system when i think about it

carmine oxide
#

whenever i press G to drop my cup it just floats in the air

#

here is the code for it

versed sun
lunar sleet
#

might be a replication issue yeah

#

or your collision isn't set right

carmine oxide
#

im not currently working with any kind of multiplayer. its just there whenever i tried it

#

i added the multiplayer whenever i was trying it but now i removed it

lunar sleet
#

then why are you using Server calls

carmine oxide
lunar sleet
#

okay, show the updated code that doesn't include run on all, execute on server etc.. And make sure your cup has collision set up properly, else simulate physics won't do anything

#

also line tracing 100,000 down on Z seems...excessive 😄

carmine oxide
#

enable simulate physics will not let me pick up the item

#

it just stays on the ground

#

ima work with it a bit more to see if i can get it to pick up with simulate physics

lunar sleet
#

I thought the issue was it wasn't dropping?

carmine oxide
#

yeah thats kinda the issue. it detaches from me just it dosent fall. enabling simulate physics dosent attach the actor to me at all

sweet silo
#

when i try to scale it before it appears it says access denied of course

#

for now i'm trying like this

carmine oxide
#

here is the current actor blueprint ive been picking up

sweet silo
#

ok got it i needed the cube

#

not the effect i'm looking for but still fun to lookat

steady night
#

@versed sun hm ok im using the enhanced now how would u say i should do it ?

#

ok fixed it *

carmine oxide
#

fixed my issue. just had to have simulate physics turn on and off and do some other stuff to get it to work

carmine oxide
#

ive gotten a functioning pickup system but how would i do the cosmetic side of it such as a montage or an arm pose

pseudo anchor
#

guys is there a way to simppify a fraction, like if i have 6/4 how do i get 3/2

undone salmon
#

so I have some pants armor that has some cloth physics added with Set Leader Pose Component to my character but it won't simulate the physics
any idea why?
if I drop the skeletal mesh in the level as it is, the physics works fine

lusty hedge
#

any tips on how to make an interactable PC like in lethal company?

#

specifically the part that allows me to render the text i type and then input the text into a function

steady night
#

hmm whats wqrong with this x) ?

#

oh im multiplying

#

mb

#

hmm having issues with this tho

#

its suppose to do a random spread but this is obiously a pattern

trim matrix
#

hi all

#

when editor crashes and I have in the log the Script Stack

#

does anyone know whether I read the from bottom to top or top to bottom ?

dawn gazelle
# steady night

This is one of those rare situations in which the pure random node is executed only one time, and it's because it's feeding into the same node (where you're adding it). Create a second random in range node feeding in the same values and connecting it to one of your axis inputs.

steady night
#

jupp that did it, remember you told me about this before also

#

@dawn gazelle

#

ty

quartz mural
#

I'm suddenly having a weird issue where if I compile a blueprint, the variable I've been using becomes inaccessible?

ex. I got the error with my 'Room Size' variable, so I deleted the variable and tried to replace it, but it said the name was taken, so I used the name 'Floor Size' instead. It compiled fine, then I compiled again and got the error.

I'm restarting the software trying to troubleshoot it.

dawn gazelle
#

If you have a function (not an event!) somewhere that uses a variable as input or output that has that name within that blueprint or its parent classes, that could be causing the conflict.

quartz mural
#

Two different functions can't have local variables with matching names?

dawn gazelle
#

Local variables should be fine to use the same name, and functions can have the same input names too.

#

But if you're trying to use that name as a class variable as well, then you can run into conflicts.

quartz mural
#

Yea, I was aware of that, this error made no sense. I'm using local variables in a few different functions, but I'm refactoring one and that's where the issue cropped up. The restart seemed to correct it, I'll share anything else I discover.

#

Ahh ok, I see. So if I name the return output the same name, it'll give me this error.

#

Changing the return name fixes it.

subtle glade
#

Hello all! So I'm going to make a detailed post so what I say makes the most sense. I am working on a 2.5D platformer (3D graphics, 2D physics and movement), and I am trying to implement walk for the character. From my math background, I know I can plot the position over time by using euler's method to approximate the position curve. The image i provided is a sample of what I think would be nice for the walk speed, and maybe increase the cap for running speed. Slowing down would also work the same way and decelerate at the same rate it accelerated at. I tried working with the enhanced input and the project input settings and the character movement, but nothing seems to work for moving my character. How can I implement walk physics similar to this? I also am more familiar with cpp if it is easier to implement in that fashion.

#

here's a rudimentary way i implemented it, where frame time would be the delta time and walk frame is the t value over the course of movement, and thus would switch to constant speed after a certain threshold. This BP feels a bit clunky though and probably can be simplified, and also I am unsure how to actually update the player position instead of using variables in this case

zealous moth
#

is there a way to set a local offset instead of adding?

small wedge
#

Are negative numbers just not supported in math expression nodes?

trim matrix
#

Anyone know from BP stand point what can cause a core slate cpp crash to occur M

#

?

#

I'm calling brush color function from a border, and a set text function from.a text

#

It seem though when I call my customer event its causing a crash

dawn gazelle
#

It's assuming the - is always subtraction.

elder lodge
#

There are a bunch of friction and dampening and speed controls

#

Might be simpler to use things like Add Force than homebrewing positional data

#

Why didn't CMC work?

elder lodge
lunar mulch
#

Is it possible to apply several additive animations at once (Using the Apply Additive node)?
Im trying to do this, but it looks like the additive animation with the highest alpha will override the other. Is this an engine limitation?
If so, is there another way of adding several Additive Animations at once?

#

(posting here since animation is dead)

trim matrix
#

Okay so discovery my thing is crashing most likely because some how the set text is running on not the game thread

#

Question now is how do I ensure the set text is being ran on the game thread as its the sign at moment as cause of the crashing

#

I can't access cpp so

thin panther
#

yeah you don't have to worry about that

#

you can't magically force a node across to a different thread like that

trim matrix
#

Some how though the set text is being run on a none game thread it's causing an crash

thin panther
#

I can almost guarantee you it isn't

trim matrix
#

I get a core slate error thing on the crash

thin panther
#

show us the error

#

a slate function in the callstack is to be expected, because you're using UMG, which is built on Slate

trim matrix
#

Didn't take picture of the crash error but I remember it referred to a cpp line on core slate

thin panther
#

yeah that makes sense, and doesn't indicate anything about something magically running on another thread

#

UMG is just a set of elements and a visual editor for certain enhanced versions of Slate widgets, so an error in SlateCore makes sense

#

if anything UMG related was to crash, you'd see Slate mentions in the crashstack

trim matrix
#

Well there was a script stack

#

And in that it didn't mention the two custom events o made where on the one I'm doing the set text function

thin panther
#

no, it wouldn't

trim matrix
#

And that being the last item on the stack

#

Mot sure of from that your able to point me to where the crash would likely be happening

thin panther
#

what is BP_StoppingPointHelper?

trim matrix
#

It an actor I level that literally just have collision boxes

#

When they are overlapped they do a call out on a dispatcher

subtle glade
thin panther
small wedge
trim matrix
#

And then the scenario manager when it receives calls to a widget on player screen which has a function that calls to a child widget the relevant function to srt text

#

On that stopperhelper hud widget is the one which has the set text on

#

If I read the script stack right that last thing it calls is something on that stopper helper hud widget

thin panther
#

I'd start by tracing backwards. Make sure that the element that you're trying to set text on is valid. Then make sure whatever is a level up from that is valid, etc. etc.
keep removing elements until the crash stops.

trim matrix
#

I have the text as a variable so should be valid ?

thin panther
#

lots of breakpoints, disconnecting nodes, and is valid checks, and print strings.
you're basically trying to debug what is going wrong, and once you've figured that out, you can come up with a solution

#

once you can stop the crash, you can work to isolate it to a specific action causing it.
once you know that, you can fix it

trim matrix
#

Would you say I'm right though it's prob failing on the stopper helper hud widget

thin panther
#

I would say it's a pretty good starting point, yes

trim matrix
#

So I'm reading scrip stack right

#

I read from bottom to top in terms of execution flow

#

But obvs good to start top to bottom to begun what's not going right

dawn gazelle
#

The crash report you get from Unreal you usually read from the top, down, with the top most being the last thing executed. More often than not though the error will be related to something in C++ instead of what's in your blueprints, though it could be your code in blueprints that caused the crash, so it's not always entirely clear.

Logs like you posted above you'd read from the bottom up to see what was last executing.

trim matrix
#

Thank you for help all

thin panther
#

Yeah I don't typically found the stack all that useful most of the time, except for a rough idea of where it's going wrong

trim matrix
#

See what happens tommorow as I have clearer idea where issue is now

thin panther
#

after i have a rough idea, i just start tracking everything, i.e. is this null and shouldn't be, am i trying to change something that can't currently be changed

thin panther
small wedge
elder lodge
#

Ah, my b. I didn't know math expressions was a specific node, thought you were speaking of nodes in general.

Looking over the docs, it seems like it basically parses the string into math nodes, which means it doesn't know what to put in the first slot of the minus node?

noble ledge
#

In BP when you create a UUserWidget and add a button or something you can bind events to it. So looking at a project, for the On Mouse Button Down it is bound to event On_TitleBorder_MouseButtonDown function. Whats the point of this? Is it so you can specify a function versus overriding the OnMouseButtonDown function?

elder lodge
#

Damn this math expression node is actually really cool
Automates a lot of the math spaghetti

elder lodge
iron wing
#

I've been working on pause, main and options menus and there is this problem arises when I try exiting the options menu back into the pause menu like this

dawn gazelle
iron wing
#

and it works but for some reason even if I have "is valid" check when opening and closing the pause menu it just overlays the pause menu over and over again

dawn gazelle
jade skiff
#

This one's perplexing me. The graph in the first image shows a timer that increments a value "Cash" and displays that change in the UI based on the number of owned tiles every 2 seconds. This works fine. The second image shows me trying to update it the same way in the same section of code, but it does not work. On top of this, the "Cash" value starts at 25, decrements at 5 per click, and stops allowing clicks after 5 clicks as expected, but the displayed value simply increases by the number of tiles regardless and never decrements.

noble ledge
elfin hazel
jade skiff
#

Thank you Robin, I have noticed the first number is always higher

subtle glade
ionic palm
#

Does anyone have any idea how I can get the wheels to update in realtime? I'm trying to make a trials fusion style system from scratch and can't seem to figure out how to properly rig suspension with the hovercar arcade racer approach.

I basically figured out how to animate rudimentary suspension however you can see in the vid it's not ideal.

I have them updating on the event tick but it is reliant on the line trace cast on the hover component event's tick for the locations. Is there a way to soft attach the wheels to the mesh and have them maintain an offset on the Z axis?

https://streamable.com/bkye92

lilac igloo
#

Hey, Niagara question: does anyone know how to create uniform length ribbons? Right the ribbon velocity determines their length which makes ribbons very short with slower velocity

small wedge
lunar sleet
#

we have a #niagara channel as well btw, if a bit quiet

elder lodge
raw bridge
#

Hello, does anyone know how to orbit (Horizontally and vertically) the Camera on a specific World Location?

#
Epic Developer Community Forums

Hello 👋 I need help on making my Camera orbits on a Specific Location in World. The input will be Left click + Hold + Drag. I already set this up. The only thing I need to do is calculating the new location for the Camera to make it move around, orbiting on that selected part or target. And the Camera should also not lose focus to it. I also t...

fiery tiger
#

Are math expressions more efficient than using nodes?

elder lodge
#

so, probably par at runtime, depending on whether the engine optimizes those under the hood when running

fiery tiger
#

I'm very visual so I like seeing the nodes but if the expression is cheaper to run in some way I would prefer that more.

elder lodge
#

though I think they'd be more efficient in simply writing the code; it's nice to just be able to plug in variables and have the answer come out right

fiery tiger
#

I feel like if you're only doing simple expressions it wouldn't make much of a difference at all.

elder lodge
#

But I also think there's visual value in the expression being explicit in the name of the node

#

vsdebuggin a mess of plusses and minuses

elder lodge
#

That or a spring arm that rotates maybe?

#

quite a few ways that seem easier than mathing out the location on the circle, tbh

subtle glade
elder lodge
subtle glade
dawn gazelle
# fiery tiger I'm very visual so I like seeing the nodes but if the expression is cheaper to r...

If you care this much about the performance, then you probably would want to make the function in C++ and expose it to blueprints rather than doing any blueprint math.
End of the day, I wouldn't worry too much about it until you can actually determine if some of the math you're doing could benefit from optimization, and that likely won't happen unless you're calling this math frequently and on dozens if not hundreds to thousands of actors.

fiery tiger
#

Thank you that is very insightful. I'm certainly not doing it on thousands of actors but I do think that typing out the expressions is getting me more familiar with math in a non visual way which I feel is good for me.

elder lodge
elder lodge
#

you can lock the axis to one plane and then you have a 2d side scroller.

solid needle
#

shalom, making a multiplayer game and wonder how i can get the player index from widget

#

to get player index, i need player controller which NEEDS player index

frosty heron
#

it will gives you different result, depending whos calling it

solid needle
#

not "multiplayer", more just split screen

frosty heron
#

Player Index in that context is for Local Multiplayer

#

Ok so Local Multiplayer then, entirely different architecture

#

Don't know many guys who does Split screen game. I wish you luck. Try to scour the pinned articles in #multiplayer. Maybe you will get the info you need

solid needle
#

🫡 thank you

dawn gazelle
# solid needle

If you're feeding in the owning player correctly when creating your widgets, then you can use "Get Owning Player" to reference their player controller or "Get Owning Player Pawn" to reference their controlled pawn which you can then cast to your desired character.

solid needle
#

its an interaction widget :P

#

i found a way now, thank you

#

didnt know "get widget" existed 🤦‍♂️

summer nexus
frosty heron
pulsar galleon
#

hey im trying to setup an upgrade system on some turrets, i want to set a mesh attached by a socket to the turret to invisible but when i press the button when in the radius of one of many turrets it only does it to the first turret i placed down even if i do it in the radius of a different turret

frosty heron
#

You want to set AsBpTurretFinal when you want to do the actual upgrade. Right now you are setting it at the start of what ever you instance of the object you are in become live

#

@pulsar galleon

pulsar galleon
#

should i set it on the On Clicked

frosty heron
#

Depends™ on your game

#

but doing on initialised make no sense

#

as you want to Search for the nearest actor at the time you want to upgrade

pulsar galleon
#

i tried it on the On Clicked but it does the same thing, it makes sence why On Initialized doesnt work though

frosty heron
#

You need to see it in the perspective of design. Write it on paper first and figure out what happend when we do X.

#

It make no sense to set it on Initialized altough I know nothing what your project is all about

#

I probably look at it, as the player can run around the map. And when he is close to some turret and he clicked on Upgrade button, it will upgrade the nearest turret if the condition is met

#

Simple logic is
Click Upgrade -> Is there any nearby TurretActor? Get closest TurretActor
-> Upgrade the TurretActor

#

Also do mind the origin point when looking for the nearest actor

#

Do u actually want to nearest Turret actor from the world origin 0,0,0 or do you want it nearest to your player?

#

if you want it nearest to your player then get the player location and feed it to the origin

pulsar galleon
#

im doing it on overlap, is there an easy way to get the actor that has the trigger

frosty heron
#

Maybe fix your current upgrade problem first

#

i can see obvious mistake in looking for find nearest actor

pulsar galleon
#

i think im doing it in the wrong BP, the find nearest actor is in the widget bp when it should probably be in the actual turret bp

frosty heron
#

The node Find nearest actor it self has nothing to do where it is called

#

please read what I wrote

frozen spruce
#

okay thank you

summer nexus
frosty heron
#

it should be as simple as ignoring projectile on capsule collision setting

#

and ensure the Skeletal mesh component block the projectile

#

so your bullet will ignore the capsule but will hit your physic assets from your skeletal mesh

fallow epoch
#

What is the max for the angular dampening float?

hoary junco
#

so fair warning I'm new to this and still learning the very basics so, I'm doing things the inefficient way at the moment please don't go too complex with the solutions as I'm a bit of a slow learner

I'm trying to create a double door which opens when pressing the interact key while you're standing inside a collision box (aka while you're overlapping you can interact)

so far my setup is a mesh with a box around it, an interact interface which goes into a flipflip which goes into a timeline and on update the relative rotation changes by 110 degrees on the z axis and this works fine for a single door

what I'd like to do is have 2 meshes and each one rotates by 110 degrees in opposite directions but I'm having trouble figuring out how to do that, any tips?

#

like if I have 2 instances of "set actor relative rotation" one after the other in the update chain coming off the timeline would it wait until one was finished rotating before the second one activated or would they both activate at the same time?

twilit jacinth
#

How can I rotate the velocity vector of the actor? I currently have a system that changes actor location and rotation, but since velocity vecto is the same, character still travels in the same direction, regardless of the rotation that the target actor have.

hoary junco
twilit jacinth
#

Yes thats exactly what is happeneing

#

I do not think that there is such thing as relative velocity in UE

twilit jacinth
#

The other door will just have mirroring rotation

steady night
#

hey guys having some problems with TImeline

#

the Reverse is kinda instant ?

hoary junco
#

also what's to the left of the timeline? like what's triggering them?

steady night
#

@hoary junco

hoary junco
# steady night

so you can actually streamline this, take out the branch and the 2 sets and replace it with a flipflop going from the turndirection into the 2 camera size range sets

#

something like this

steady night
#

a switch u mean ?

hoary junco
#

see above it's specifically called a flip flop

steady night
#

yeah but from the direction,

#

but yeah sure i could do that

#

howeveer

#

the "is facing right" could chang elsewhere

#

so the flipflop could "breake" then

#

or be reversed

#

so iid rather keep the branch tbh