#blueprint

1 messages ยท Page 47 of 1

hoary junco
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the issue you run into with that and the reason this is likely breaking is becuase of how if statements work, I used to have a similar if statement to what you have controlling my door opening and it would always break when trying to close the door but the moment I swapped it out it worked fine

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as in the if statement works fine when going down the true path but just breaks going down the false path because if statements in blueprints don't seem to have the same else functionality that they do in C++

steady night
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yeah so i swaped it to a flip flop same issue tho

hoary junco
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honestly you might need to split the camera and the character rotation into 2 separate blueprints

steady night
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hmmm

hoary junco
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oh wait, I think I know what the issue might be..

so the logic here is you have this variable which is camera offset and a second variable which is how far the camera moves right?

steady night
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yeah

hoary junco
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well what it's doing is get current offset, set it to range over the time, then set new offset

so the math is

to keep this simple offset is 0 and range is 100

over 0.8 seconds change from 0 to 100 then set offset to 100

then in reverse it's saying change offset from 100 to 100 then set offset to 0
because the reversed version of the animation doesn't mess with the camera size range variable

steady night
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hmm

hoary junco
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in other words you have to have a variable for the start position of the spring arm, a variable for the end position, and then a variable for where it exists currently and use the LERP to bounce the current position between the start and end

steady night
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oh revese goes b to a

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not a to b again right

hoary junco
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exactly

steady night
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ahhh

hoary junco
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the thing is though there is already a function for what you're trying to do that you're doing the hard way

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which is set actor relative transform

steady night
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hmm

hoary junco
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in that instance what you would do is have the B in the LERP be your range value and A be 0 then have the target be the spring arm and in that case it will transform the position of the spring arm by the range value on the appropriate trigger

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or you can just do relative location too that could work

steady night
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yeah

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i mean i suppose i could do that

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however

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a "noobie" hardcoding workaround

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or wait

hoary junco
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the problem you find with those workarounds is they tend to break

steady night
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yeah

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dont even need to set them liek that

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i just preset the value and it works ..

hoary junco
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so.. the issue you run into there is activation order... essentially the camera would move before the timeline begins wouldn't it?

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I mean if that works it works I suppose XD

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anyway back to trying to make my double door work...

steady night
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haha tyeah ty for help

hoary junco
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I have to say this has been pretty helpful to me too, I literally started UE5 a week ago having had 0 development experience outside a few years in a QA job for bossa studios and the fact I'm able to comprehend any of this is astounding to me

steady night
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it works for the camera the character rotation dosent tho -.-

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hehe

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nice work

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keep at it its a good sign

hoary junco
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so what's the character doing now?

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I'm guessing you want the character to start rotating the moment that the camera starts moving rather than pausing?

steady night
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yeah oh was my bad the timeline was 0.8 but the character uses the 0,4 node value so the reverse way the first 0,.4 sec did nothing

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so fixed now ๐Ÿ™‚

hoary junco
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nice

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I was about to say yeah don't forget it's B-A on the way back

steady night
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yeah exactly

hoary junco
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goood luck on your project!

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so I got them both to rotate just not quite in the way I hoped for XD

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๐Ÿ˜ฎ I did it

mental trellis
hoary junco
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funny thing is I'm following a tutorial on how to do C++ in UE5 and like the absolute autist I am I can't just do what the tutorial is doing, I have to go on a 5 hour tangent figuring out ways how to do things that the tutorial creator doesn't do

mental trellis
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That's good. You're learning more.

hoary junco
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also @steady night what did you use to record what was happening on your screen for that first video you sent?

steady night
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gyazo

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www.gyazo.conm

hoary junco
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does it cost anything?

steady night
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nope

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free

frosty heron
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Just use geforce experience

dusty crane
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im trying to make a grabbing component using a physics handler but it wont pick up the actor until i physically touch the actor with my player pawn, does anyone know why my actor might preform this way and possible solutions

lime basin
thin cradle
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hey, anyone ever had issues with blueprints not recompiling on other ppl's machines after pulling changes?
4 times now this happened seemingly at random:
Person A modifies blueprints
Person A pushes blueprint changes on perforce
Person B, with unreal closed, pulls changes
Person B tries game, blueprint does not behave as it should (no compile error on launch or anything)
Person B goes into blueprint, changes absolutely nothing, just presses compile manually
Person B tries game again, blueprint works as expected

hoary junco
mental trellis
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So it should be recompiling them.

thin cradle
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it's not doing it as I explained

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and there's no error as far as I can find

mental trellis
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Have you checked the entire console log?

thin cradle
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but multiple times now ppl have pulled blueprint changes, and the blueprints still didn't behave as they should until manual compile

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it's thousands of lines so no, I typed "compil" in the search bar

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now we just had someone say that after they closed and reopened the project they had to recompile the same blueprints again

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so unreal isn't detecting outdated blueprint compilations and isn't saving manual ones unless we actually edit the blueprint itself

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after restarting (the blueprints causing problems still need recompiling btw)

mental trellis
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Have you tried updating from within the editor?

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I know, not a solution, but yeah.

thin cradle
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as in going into the blueprint and pressing compile?

hoary junco
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so, is there a way when opening a door to have an animation continue from a current location instead of resetting then animating?

thin cradle
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that works but doesn't always save and that's gonna be a lot of blueprints eventually

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to recompile manually regularly

hoary junco
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so I have a partially opened door in a level, and I want it to continue opening to full then close/open fully as normal but it currently teleports to closed THEN opens fully and.. it's something I see in a lot of games and it's not entirely a negative I just feel it looks a bit goofy so wouldn't mind a way to fix it if possible

thin cradle
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only way you can really do that is either not actually use an animation and instead handle the motion from code, or prevent the animation from switching until it's over

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might be able to have just 1 open animation and switch the direction it plays depending on if it should open or close too

hoary junco
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yeah that feels a bit beyond me at current so.. I'll come back to it later

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honestly idk why I'm putting so much extra effort into polishing this, it's not even going to become an actual game it's just a test project to go along with a tutorial ๐Ÿ˜…

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the OCD in me is strong

mental trellis
raven fox
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Play standalone mode dosent spawn character i only able to control camera and if chose multiplayer unreal engine crash error all of this happen after i apply first tutorial anim blend what should i do?

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I undone my actions but it still continues

thin cradle
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especially since we have cpp in our project too

mental trellis
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It's not the best idea.

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It won't cause a crash, though, unless you update bp structs or something.

thin cradle
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I'd rather avoid this and ideally find a proper fix instead

mental trellis
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Are you using perforce?

thin cradle
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yes

mental trellis
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It might be that they're read only (due to perforce) so it's not even checking.

thin cradle
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that seems like it should be an awfully common problem that there would be a documented solution to

mental trellis
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It does seem likely.

surreal carbon
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Hi I'm having this issue where i setting the points on a spline to display a path for the player to take to get to a location but whenever im getting the spline points it also connects to a random point separate from the path and im not sure why

high ocean
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I'm having a weird issue that frankly makes no sense: I have an actor spawning around 5k hisms from about 12 hism components. I'm moving this whole thing with the player on tick. In ue4 i have no problems at all, 60+ fps smooth, no drops, all good. In ue5, this particular actor throws up the game thread in the 50ms range - WTF?!

versed sun
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Not sure if it helps, but I noticed that if I have a graph open and visible with A LOT of nodes on it , my FPS tanks
But , if the graph isnt on screen , it runs smooth

high ocean
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@surreal carbonMaybe you are basically adding a world 000 to the i0 of your spline, because you're only adding spline points. Is your spline component (that you're adding points to) nested inside the actor that's traveling around? meaning, is the spline's first point always the actor's location? if not, then there's you problem, if the first spline point is in world 000. Just insert your pathfinding actor's location at index0 and make sure the spline starts where your actor is and not at world origin.

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@versed sunyea, thanks. That's normal, it's not that. Besides, That's usually more impactful towards the render thread iirc. This is absurd from ~16ms to 50+

thin cradle
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the same blueprints work fine on other maps without recompiling

versed sun
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maybe different/transparent materials?
Press F5 while playing to see if you have bad textures

high ocean
versed sun
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ok, last thing i can think of, since you are you updating the transform on tick, are you only Marking Render State Dirty on the last instance?

high ocean
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But I'm not manipulating instance transforms on tick, I'm updating the actor's location. The hisms stay where they are in their local space.

versed sun
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hmmph

high ocean
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unless... ue5 handles each hism instance as they would indeed change their transforms every time the parent does (which would be retarded since their relative transforms never change) but idk...

versed sun
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are moving around a buildable vehicle with many parts or something ?

high ocean
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I'm moving a whole procedural city underneath a track ๐Ÿคฃ
It's fine, I've fixed it. UE apparently decided to reset my HISM collision settings to defaults so all buildings had collision. It's fine now ๐Ÿ˜„ Thanks for the help anyways m8 ๐Ÿ˜„

versed sun
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np

neat stream
versed sun
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Looks like left/right is good , but up/down look wonky
can you change this 1.2 float into a vec (1.2 , 1.2, 1.2) and tweak each value ?

neat stream
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Well I think the pitch is particularly wonky

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This divider is not that useful

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I could try to add some z offset based on distance โ€ฆ

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Itโ€™s just that the screen aligned UVs in material is doing magic stuff that I canโ€™t really control

versed sun
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is your screen cap saving a rectangle shape? , looks like the aspect ratio is off

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but , its not streched

gentle flare
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Aight. So, I'm working on a star map for my space game, and I need some advice about data structures in blueprint:

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I'm using a blueprint with a spine to do the nebula, I just spawn boxes along it and put a volumetric material on them

untold cave
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how to modify hud

gentle flare
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but for that spline on the left I wanna use it to "mark" stars to have planets on them...
I.e. just draw out a spline to draw a trade route for want of a better name...

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RIGHT. spline on the right

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ah, wait, I got it ๐Ÿ™‚

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spawn boxes like my nebula, but snap them to the nearest star

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good talk, ta!

surreal carbon
ruby apex
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Hi, I want my character pivot to be feet, how to move this collider?

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I move character position by spline which lays on the floor so it would be much more convenient for it to be in the feet

wild crater
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I have a data asset class. The goal is to define an asset with very simple and accessible input but to be able to get different data out of it with functions. To make this translation, I want to use some variables that I'd rather not expose to the derived data assets. Setting it to private and read-only doesn't prevent assets from modifying this piece of data. Is there a way to realize this? Or should this global data be stored elsewhere? (I can't get the game instance from a data asset for instance, so outside of a data table there's no super easy way it seems)

ruby apex
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(I can just calculate height and make some kind of getter into my character but thats dumb)

silent drift
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I'm trying to save a variable to my save game from a another object trigger, but I can't manage to do this. I fail on the casting since I don't know how to set the object. Anyone knows how to?

minor wolf
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is there a way to get all data assets of a specific type? im not using primary data assets, just normie ones

frosty heron
frosty heron
silent drift
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Yeah, I just don't know how to grab the refernce. ๐Ÿ™‚ That was my issue

frosty heron
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You should create and load the savegameobejct in gameinstance

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so to access it from practically anywhere, you just go

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GetGameInstance-> GetSaveGameObject

silent drift
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Oh, so I store the actual game-object in the instance?

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Because now I do like this to solve it.

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Which I was literally just thinking seems bad. ๐Ÿ˜„

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But I'm just learning, so any tips to make it better I would love to hear it.

frosty heron
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in here you should just be grabbing the SaveGameObject from the game instance then set what ever you need to set

silent drift
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To re-save the data with new data.

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Will re-do this!

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So basically having a varaible like this?

frosty heron
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Your LoadGameFromSlot should happend only once

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if you have LoadGameFromSlot everywhere in the code, I don't think you are doing it right. You will get different ref everytime you load

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Have a variable of your SaveGameObject Type. Call it SaveGameObject in game instance

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when you load or create Savegame, you set the variable SaveGameObject to the return value from create/load

silent drift
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Thank you! Will change to that.

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@frosty heron Sorry for poking again, but this is more correct then for the creation right? (When the player chooses a slot to play from)

frosty heron
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also when creating new Save you should check if there is an existing Save for that particular slot

silent drift
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Sorry! This is just the "create" function inside of the slots blueprint.

frosty heron
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Do a Does SaveGameExist? If True : Do your override logic
If false you can continue creating the savegame object

silent drift
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It's inside the "save-slots UI widget".

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So it's inside that widget and not the game instance.

frosty heron
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Right but I would have a CreateSaveGame function in the game Instsance

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not in the widget

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The widget can just call SaveGameSlot (pass that specific slot name as parametre) if a save game of that slot don't exist

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What you have might work but I keep it encapsulated
My GameInstance have the following function.
Create Save Game
Load Save Game
Override SaveGame
Delete SaveGAme

silent drift
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Oh, so I would just have functions inside of the game instance and call those instead of creating it here, and then I could maybe add a "UpdateSaveGame" and such all in the game instance?

frosty heron
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Not sure what UpdateSaveGame does
I just need those function I listed mainly in main menu

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Once u load and open map, you don't need to touch them anymore

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You will be loading and playing Slot1 for example

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So in game instance your savegameobject will refer to Slot1 when you play the game from Slot1

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anytime you need to do any changes you go
GetGameInstance->GetSaveGameObject (This SaveGameObejct Ref points at Slot1) -> Set Hp to X
Reach checkpoint -> SaveGameToSlot

silent drift
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Thanks!

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That sounds way more logical!

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I think I understood it (and update save game, would be what I belive you call "SaveGameToSlot". ๐Ÿ™‚

frosty heron
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It takes a while to fully garsp but once you understand it, would be a breeze for you

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took a while for me because I am not bright but I can save/load easily now

silent drift
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Haha, I'm not either, especially when it comes to coding. ๐Ÿ˜„ But I will get there! Thanks for all the help and answers.

frosty heron
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Your savefile will not be written unless you call the SaveGameToSlot function

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So you can get the savegameobject and change the player health

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That data will sit somewhere else

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only when u call savegameto slot will the changes reflect to the .sav file

silent drift
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Yeah!

remote meteor
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PSA, there is also LoadOrCreateSaveGameForLocalPlayer() functions now

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๐Ÿ˜‰

frosty heron
silent drift
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What is the difference for those?

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It is a SP game

remote meteor
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not much for simpler environments, could do everything it does yourself too.

LocalPlayerSaveGame extended normal USaveGame functionality to include more stuff like controller association, pre/post save events, initialize events, reset to default events, and small versioning support.

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also supports more platform data for consoles

frosty heron
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๐Ÿ˜” my brain melts

remote meteor
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read more @ SaveGame.h ๐Ÿ˜†

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when game gets more complex, its a good start to know what kind of structure the save game should have

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specially for versioning

silent drift
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I guess I should look into that.

remote meteor
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when you are free ๐Ÿ˜… i suppose..

silent drift
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Wow, it looks like I don't need to do several steps I do right now if I switch to that.

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I liteally just started with the save-game, so I'm not far with it yet and could do the switch without really losing time

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It even does the load OR create... ๐Ÿคฏ

remote meteor
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that is the simple part ๐Ÿ˜†

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will really need to read into its c++ implementation to see how it would fit your use cases

silent drift
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Yeah, but since I'm not further yet I need to learn which ever path I take from here. ๐Ÿ˜„

remote meteor
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its more templated than USaveGame, thats about it

silent drift
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Got it. My game is quite simple, so I won't need to save a lot of data anyway (Time played, time per level, if the level is finished and such things, but currently not insane amounts of stuff)

remote meteor
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more and more new stuff

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Gameplay Targeting System is another one i want to jump into, very useful when most game is about tracing actors and filtering for target selection
the target selection/filtering method can be made into a presets then can be used anywhere, its modular too ๐Ÿ˜†

silent drift
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Unreal is inanse. ๐Ÿ˜„

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(Like I have said before, coming from Unity). They give you so much good stuff compared to Unity (the difference between a company actually publishing games with their Engine VS just selling the Engine I guiess). ๐Ÿ˜„

remote meteor
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the only caveats is, one man probably can never grasp everything

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itss tooo muchhh

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a blessing and a curse at the same time

silent drift
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So it would be more like this?

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And inside of the matching functionj I would actuallz assign the object?

remote meteor
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that function as the name implies, tries to load a save game for the given player controller and slot name

silent drift
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Yeah, so the local player controller will always be 0 since its a SP game.

remote meteor
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if the save game doesnt exists, it will create one and returns it to the delegate function

silent drift
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๐Ÿ‘

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Okay, so sounds like how I thought it would be. ๐Ÿ™‚ And if exists it will jhust load it?

remote meteor
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so the result is, nomatter what, you will get a save game object, its either loaded or created if doesnt exists

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then you fill in the data you want, then save it again

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here is what i recommend, have all the savegame object related stuff in game instance, and always keep them one copy in your game instance

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you usually only need to load game on startup, then subsequent are only saves

silent drift
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๐Ÿ‘ Thanks!

remote meteor
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so something like
GameMode Starts -> GameMode ask GameInstance for SaveGameObject for certain player -> GameInstance LoadOrCreates it -> Cache it as a variable so you can get them without load from disk again -> When GameMode ask to save, ask GameInstance for proper SaveGameObject -> Fills it -> GameInstance SaveObjectToSlot

silent drift
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๐Ÿ‘ Thank you both for all the help! This is a huge help

subtle glade
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ill go for that

silent drift
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@remote meteor I have one issue that I can't seem to solve. When it delegates it, it does it to the "normal" LocalSavePlayerNormalObject, and not to my created class that I added at the top. Am I doing something wrong?

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And if I try to change it I get an error.

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Should I do a cast?

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Actually when getting the name it seems to give me the right name? I'm confused. But when I try to click on the slot several times, it seems to create aa new one each time, rather than telling me it already exists.

modest crystal
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I may be stupid but I cannot for the life of me find this block

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I have multiple trigger boxes in my level but all I can find is cast to triggerbox and cast to triggerbox (class)

remote meteor
remote meteor
# silent drift

you may want to reparent your savegame to the LocalPlayerSaveGame instead, you can do that in class settings

modest crystal
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I can't figure out how to edit the blueprints for the instances

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also why is this sequence not working

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it's in my level's blueprint editor

remote meteor
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like go to your level editor

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highlight those trigger box first

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then go into level blueprint

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then rightclick

modest crystal
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got it thanks

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also fixed the second one

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I j put it on the player blueprint

remote meteor
silent drift
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I did save it, but will triple check this.

ruby apex
frosty heron
ruby apex
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Yeah I see

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Sadly they decided the center is at the tummy which is straight bad

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Is there any convenient way of disabling character physics during some time? My character is falling when some root motion animation is playing, I just need input+physics+collision to be disabled

modest crystal
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why does this not work in the level blueprint editor?

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it doesn't pull up the widget at all is the issue

lunar sleet
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Are your casts failing ?

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And also thatโ€™s not how you use overlap + you shouldnโ€™t be doing this in the level bp

frosty heron
lunar sleet
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Yeah you can turn off simulate physics anytime

frosty heron
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before you are playing your anim montage, disable physich

ruby apex
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You cant
There is a Character->DisableComponentsSimulatePhysics() but no enable alternative

lunar sleet
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lol, are you in cpp or in blueprint ?

ruby apex
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cpp

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oh wrong channel

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My bad

frosty heron
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GetCapsuleComponent()->SetSimulatePhysics(true);

You don't use this?

lunar sleet
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Then #cpp but just fyi itโ€™s called Set Simulate Physics, and itโ€™s a bool like Cold has shown

frosty heron
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not my territory tho

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i can only think of using it for ragdoll

cursive ermine
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Hello everyone,
I have a question.. I don't know why but my "Is valid" node is causing errors. I already tried the function and also this one with a Bool as an output but its causing an error regardless.
The "Depending On" Variable is a Actor Ref that is editable and visible for everyone.

And I know for sure (by troubleshooting for a while) that exact this "Is Valid" is causing trouble

Does anyone have an Idea what I could try?

I am trying to achieve that the blueprint asks if the Variable is empty or not and outputing the result as Bool or Execut

frosty heron
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It's not your IsValid node causing the trouble
At the time you are accessing CurrentUsedPath it is not valid

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it does not point to any object in the world. It points at nothing

cursive ermine
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Ohh..

frosty heron
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You need to set CurrentUsedPath, what ever it is. Make the variable point at your target instance

cursive ermine
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Well.. my bad maybe I should read more carefully what the error says haha. Thank you! that fixed my problem

modest crystal
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I've only been able to get those event boxes in the level bp

lofty rapids
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do the overlapping of the character, and cast to what is overlapping from other actor ?

modest monolith
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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?

lofty rapids
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you should be using one widget

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and just change the text

modest monolith
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how do I change the text?

lofty rapids
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you get the reference, and do set text

modest monolith
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So I gotta create the widget at the beginning of the level and change text?

lofty rapids
modest monolith
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what about if I want to make the text disappear after 4 sec

lofty rapids
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well start with just setting the text

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then worry about making it disappear after some time

modest monolith
lofty rapids
modest monolith
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I have the widget. shall I create it on begin play?

modest crystal
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the player actor

lofty rapids
modest crystal
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yeah I have

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and it worked

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the issue is I have mutliple triggerboxes that I want to do multiple things

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and I can't

lofty rapids
lofty rapids
modest crystal
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cause it always calls the same thing even if they're different instances

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the only way I can call the seperate instances is in the level bp editor

modest monolith
lofty rapids
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as the default

lofty rapids
modest monolith
lofty rapids
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this

modest monolith
lofty rapids
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there ya go, so it should be displayed i would use a "test" to make sure

lofty rapids
modest monolith
lofty rapids
modest monolith
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(because this is the only level that will contain dialogue)

frosty heron
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Just do it, it's called debugging

lofty rapids
frosty heron
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well you can't communicate back to level blueprint in BP

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Tldr: don't use it

frosty heron
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if you see Unreal Documentation using it, it's because they are very very old. Level blueprint is a deprecated feature. Has it's uses but very limited.
You deffinitly don't want to create your Widget there

modest monolith
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not even in character blueprint works

frosty heron
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there is more chance to get help if you followed a reply with screen shoot

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there are things that needs to be checked. Make sure your code ran, make sure the widget is added to viewport, make sure the text is visible

modest monolith
frosty heron
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For now, print string after you create widget. See if you get a msg

frosty heron
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Hardcode the text you want to edit right now. Write some gibbrish

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if you don't see it, then it might be set to be invisible or it doesn't occupy a space in the screen (watch where you place your anchor)

modest monolith
lofty rapids
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it shouldn't matter if you just create, or promote to variable

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should still add to viewport

modest monolith
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Ok I found the problem

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was adding to viewport in zorder 0

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so behind my cinematic black strips

lofty rapids
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now just set the text the same way except this time you don't have to create

#

just get the two refrences and set text

modest monolith
#

Is this the best way?

#

So if I interact with something else it will set the new text without overlapping isn't it

lofty rapids
#

you could even just add an input

#

thats the text

modest monolith
#

Wow this is a super clean way. Dialogues are way easier now. I used to create 3000 widgets and it was a nightmare. You're a legend sir

modest monolith
lofty rapids
# modest monolith What do you mean

so you have a custom event that displays a specific text, you can add an input to that event, so when you call it you send the text you want

#

and it should work np

#

i would probably make it a function or event that just displays whatever text you want, and do the branch logic outside so you can have multiple different things

modest monolith
#

But you can't use delay in functions

lofty rapids
#

right so event

#

either way it's easier with inputs so you don't have to create a ton of events either

modest monolith
#

Isn't it good the way I did? After all they're just small texts when interacting with objects

#

I'm just wondering if this could create bugs

#

or it's clean

lofty rapids
#

because you coded the text in the event

#

where if you pass the text, you can re use the event

#

and not have to create a ton of them

frosty heron
#

3000 widgets? the f

#

Subtitle only need 1 widget

#

after all you can't have 2 text at the same time?

#

if there is another one called, just replace the text of w/e being used

modest monolith
frosty heron
#

For cinematic, I just call event notify. It will take parametre of Text and Duration

modest monolith
frosty heron
#

and display it to the widget with respective life time

modest monolith
#

What about if I create a macro that does this where I just have to input the text

frosty heron
#

For my purpose, i want 2 Inputs
Life time of the text and the text it self

#

I can show what I do for my cinematic subtitle, sec

modest monolith
#

Here we go. I found the first problem. If I interact with somehting else and pops up another text. the delay of the previous one will make it disappear

remote meteor
#

ideally i would let the widget to have its own timer for removing texts, so you could spam it, and the widget will handle with a timer

#

or use a retriggable delay

north lynx
#

Hello!
I'm currently having some problems with this code.
I want to do smth if the random number is 20 or less (20% chance)
But for some reason it happens completely randomly according to the string
Anyone know how to fix that?

modest monolith
#

How

modest monolith
remote meteor
#

ofcourse the delay/timer has to be in the widget

north lynx
frosty heron
remote meteor
frosty heron
#

@modest monolith

lofty rapids
north lynx
lofty rapids
remote meteor
modest monolith
#

What about this

#

in my character blueprint

lofty rapids
#

makes sense

modest monolith
#

and then in the other blueprints I just trigger the even and text

#

but will the delay problem be fixed after?

#

I think something is missing

#

Now it's like this.. cleaner

lofty rapids
#

idk about the delay, i'm still learning

#

you forgot the branch

modest monolith
#

branch is fine

#

ah no it's not

#

llol

lofty rapids
#

are you calling itself ?

#

what is that all about ?

#

i feal like thats a problem

modest monolith
#

Ok fixed

#

So basically the problem is that if I change text and after 3 seconds delay I put the text back to empty

#

If I trigger another text the delay of the previous text will make the new text disappear in less than 3 sec

lofty rapids
#

makes sense too

#

i don't know much about delay, i know it can be a pain in the ass

modest monolith
#

Hhaha okay lemme see

#

maybe I can sort it out with booleans

remote meteor
#

Hover the delay node and read, then read retriggerable delay

autumn crane
#

Recommend tutorials.. udemy.. etc. Or just hop in and get lost + look up as you go?

lofty rapids
autumn crane
#

The structure is nice of tutorials, but I also feel like its misleading. I did the unreal sensai free thing to get a brief overview

remote meteor
#

Maybe start by looking for small things you want to make

#

Can search from there

#

Start small, look for stuff that you think you can understand how it would work

autumn crane
#

Yeah. Been grinding at it. My current idea isnt working to well with Custom Stencil masks in a gray scale world lol. Since things render at different times. I am still getting small glitches in the color

mental trellis
#

Sows? Is he a cow? It's pronounced sews ๐Ÿ˜ฆ

lusty hedge
#

If I cast to third person character. Is it a reference to the character instance in the game or just the class

frosty heron
#

final boss will be a cow then

#

@modest monolith The retriggreable delay should be a parametre too if you want long text to survive longer

autumn crane
#

I know there is a multiplayer channel, anyone here every attempted a multiplayer game? Non dedicated server, just p2p connections.

modest crystal
#

how can I reference different instances of an object in an actor blueprint? I've only been able to do it in the level blueprint but then it doesn't work

#

in this case I have two trigger boxes that I want to have two different events, however both of them do the same thing

jolly cipher
#

Hello!

Im wrapping my head around enhanced inputs, got everything setup and working.

I wanted to recreate the Crouch / Prone key mapping from Call of Duty.
If you tap crouch you crouch but if you hold the same button it prones, if sprinting then you slide or dive if button is held,

So far I got it working but I dont like that my slide animation starts and mid way my character dives because I held the crouch button,
Just creates this impossible move from going from sliding on your back to magically go flying mid air lol

Was trying to see if there would be a way to handle this via the enhanced inputs somehow,
For example when button is pressed wait to see if its held for minimum 0.4 secs or else execute just the tap action,
Fairly new to enhanced input and not seeing any examples online of what im trying to setup precisly.

Any idea how this could work?

frosty heron
#

If you are open to do it in cpp, there is physic sliding and crouching tutorial

jolly cipher
#

Yeah I have my Slide Physics setup. Its just that I created a crouch function and setup a manual timer to calculate the holding of the button.

GetWorld()->GetTimerManager().SetTimer(TimerHandle_EnterProne,

While it does work, pressing the button would trigger my slide action and then would execute my prone/dive action almost simutanously.

Basically just wondering if I could use the enhanced input to better manage this.

flat coral
#

Okay I know we hate the Level Blueprint. However, I need something which is responsible for knowing, for each level, when conditions are satisfied such that it's time to pop the level-end screen and move on to the next level. Those conditions are very different for different levels, sometimes it's finding a specific item or several, sometimes it's getting to a particular room, sometimes it's killing a boss enemy. Where should I put that logic and data, if not the level BP?

frosty heron
#

https://discord.gg/uQjhcJSsRG
https://github.com/delgoodie/Zippy
In this video I create the slide mechanic in a custom character movement component. I also demonstrate how to create your own custom movement mode and give you the tools to extend movement beyond just sliding.

0:00 Intro
01:24 Overview
03:30 Setup
05:57 Slide Implementation
29:09 ...

โ–ถ Play video
jolly cipher
#

Exactly the system I am using XD

#

Im trying to tweak it to make it feel more like call of duty ๐Ÿ˜„

frosty heron
#

hmm me too but I don't apply slide

frosty heron
flat coral
#

What's an actor manager?

jolly cipher
#

But just wondering, in the enhanced input, I see we have many trigger options.
Is it possible to know for example if a button was held or tapped?

frosty heron
#

just an actor you drop in the world whos job is to track and manage specific task you tell it to do which in this case can track, bos killed, room open. etc

frosty heron
#

@jolly cipher

jolly cipher
#

AH interessting, never messed with macros before but might have found another solution for tap and held actions via blueprints:

frosty heron
#

Yeah I reckon the new enhanced input should covered this

#

good find, im gonna save that lol

brazen pulsar
#

Probably an easy problem, I've got an open world level, and level transitions in front of buildings to other interior levels.
The problem is when the player exits a 'building level' they get put at the same start position each time. I'm just looking for a way to switch it from one to the other, have it so they start in front of the building they exited

flat coral
#

If I've got a data table row handle, how do I get the NEXT row?

#

I know I could get all row names, search that list for the row name I have, and check index N+1 on the array, but like... that can't possibly be the "right" way to do it, can it?

nimble wasp
#

Does an actor have an ai controller. I made an actor I need to move to another actor. Simple Move to Actor wants a controller.

flat coral
celest acorn
#

first week using ue5 too

undone thistle
#

Hey, how do I add the values of a struct or datatable to the view port

#

Ive been seraching for hours but cant find how

undone thistle
#

for example the names and picture of all npcs that are spawned

celest acorn
# celest acorn

my map may be wrong through 3ds max, seeing as its black and i cant actually see any of my text on the map

frosty heron
#

You can have a custom widget slot. Have the necessary variable in it like , text , image etc

#

Then make a master widget that have grid panel or a vertical box. Add your custom widget for each entry from the data table

lime basin
#

How to have Two bones Ik target socket everything is set up just not sure how to connected, socket is of weapon so Ik will posotion hand in corret place during animation.

frosty heron
modest crystal
#

I have an input action to turn my character with 'a' negating the value of 'd', however whenver I have them both pressed the input of 'd' overrides 'a'. How do I get them to cancel out?

brazen pulsar
modest monolith
#

How do I make my character return to Player Start?

#

I want him to return to player start after he goes to sleep

lunar sleet
lusty hedge
#

Google's bard AI

#

I'm transitioning to unreal from Unity and it can instantly make comparisons to help me understand

#

Far better than chat GPT for understanding blueprint

modest monolith
#

it doesn't work.. the camera keeps looking at the bed instead of initial position

lunar sleet
#

Cache the initial rotation in a variable and feed that in

vale pine
#

I've got this array of transforms that are used as 3d Widgets. Is there a way to interactively duplicate them, in the same way you can duplicate actors with alt+drag?

undone thistle
frosty heron
#

Make a widget for your slot. Let it have text and image of the actor

#

Make a widget to display the list of the slots. Add a vertical box

#

Populate the vertical box with your widget slot based. Make sure to init the slot data right before adding them

modest monolith
lunar sleet
distant hollow
#

I have two PlayerCharacters, CharA with a camera setting of Orthographic, and CharB with Perspective.
When I start the game, the camera angle is directly topdown, as intended.
However, when I switched characters, the view becomes a mishmash of purple and blue lines.
What is happening?

modest monolith
lunar sleet
#

Why not just grab the xform from it directly if youโ€™re going that route

modest monolith
#

the fkin code totally ignores whatever rotation I tell it to use

#

it doesn't work anyway

#

the rotation

#

I even made a blueprint with a billboarda and an arrow and doesn't work

lunar sleet
pulsar vigil
#

hey guys i need once again ur help, it worked before but now (few month later probably an update) i can't get "self" to work to set the variable of the bp

image 1 is the npc and image 2 is the player character it was an interaction wich require to set in the bp_npc himself as a variable redirected to the player

zealous moth
#

billboard rotation???

modest monolith
#

Nah I give up

#

i'm in burnout

#

fk this crap

modest monolith
#

I'm fixing crap since this afternoon

frosty heron
pulsar vigil
modest monolith
frosty heron
#

@pulsar vigil what self node? Which one are u talking about?

Self just refers to the blueprint it's in btw

#

You have error in your 2nd pic. That leads to compilation error. Fix it first

#

U are pulling a pointer that don't exist. See how it's greyed out

pulsar vigil
frosty heron
#

I don't know what works but I surely know the 2nd pic is fked. I'm surprised If u can hit play at all.

Why don't u f I x it first?

#

I don't think anything else matter when you can't compile Ur bp

pulsar vigil
#

if i dont resolve that i can't make it work

#

this is a related error this is not something else

frosty heron
#

You can't compile because u have average npc target which doesn't exist (greyed out) that's your problem

#

And on another unrelated matter since you insisted to keep going to Ur first pic

#

Self refer to the blueprint it's in

#

So if u are in bp character, self is bp character

#

If u can't plug self to something then that something is not the same variable type

pulsar vigil
#

yes but im using it in the npc bp bro

distant hollow
frosty heron
#

U make it really hard to help you ๐Ÿ˜”

#

I'm gonna go to sleep, gl. Hopefully someone can pick it up

pulsar vigil
#

sry bro thx for the help

zealous moth
#

@pulsar vigil in your second pic, you are trying to get a variable that is greyed out, this means you removed it from your original BP. that's the entire problem

distant hollow
frosty heron
#

If that happens in pie, I have no clue how you got to that

distant hollow
frosty heron
#

Also isn't the orto view experimental?

zealous moth
#

typically it's a view

distant hollow
frosty heron
#

2nd pic happend when you are in play in editor?

zealous moth
distant hollow
zealous moth
#

cine camera?

#

is that the same camera type as player camera?

distant hollow
zealous moth
#

try both, regular and then try both ortho

frosty heron
#

No idea how u go to wire frame mode. Normally you have to press some number to change the view mode

zealous moth
#

yup ^

lilac igloo
#

Ah thank you. I didnt know you have to toggle to view the channel

distant hollow
zealous moth
#

you still get wireframe???

#

5.3?

distant hollow
#

I don't have any codes in the blueprint to get into wireframe

distant hollow
frosty heron
#

I don't have a clue ๐Ÿค”

distant hollow
#

Sigh

undone thistle
distant hollow
pulsar vigil
frosty heron
#

Plugging self to something is a matter of compatible variable type. The name is not the reason why it can't be plugged

lilac igloo
#

I did consider this but this "length" for Ribbons as I found determined by lifetime as it "creates" or ribbons at the end the longer it lives. Faster velocities also increases the length but not what I want. Given my limted knowledge of niagara, would you know how to do this correctly?

frosty heron
# distant hollow

Odd. Nothing in the camera detail panel that sets it to wire frame mode?

distant hollow
#

Nothing

frosty heron
#
#

Lots of ppl with same prob ? ๐Ÿฆฆ

distant hollow
#

Damn

lunar sleet
#

Iโ€™ve heard of this before yeah

steady night
#

hey

#

how would i make the emitter rotation face towards the impact point ?

dawn gazelle
#

Find Look At Rotation Start being the emitter location and the target being the impact point, and use the rotation into the rotation of the emitter?

steady night
#

okok

#

ty

#

@dawn gazelle how would start being the emitter location since im spawning it on impact point also :/ ? both being same ?

dawn gazelle
steady night
#

exactly

dawn gazelle
#

it can't.

steady night
#

exactly but isent that what you wrote ?

dawn gazelle
#

What I wrote isn't in the context of something being at the location you're trying to look at.

#

Mathematically being at the location means you can't look at the location as you are the location.

frosty heron
#

Never got the chance to play with decal but my brain tells me the logical thing to do would be to get the normal of the hit surface

dawn gazelle
#

There is an "impact normal" on hit results. That gives you directionality.

steady night
#

hm

dawn gazelle
#

I just can't remember what it is you need to do to get it to rotate to that normal ๐Ÿค”

frosty heron
#

Rotatexvector? I dunnoe

tall field
nimble wasp
#

Actor1 overlaps with 1stCollisionBP and spawns Actor2. When Actor1 overlaps 2ndCollisionBP, Actor1 is destroyed. But I want Actor2 to fire a function.

I know I can add an interface to Actor2 and access it from 2ndCollisionBP - but what if there are multiple spawned copies of Actor1 and multiple Actor2s?

zealous moth
tall field
#

The issue is that the arrow will spawn at the location at the bottom

#

And not the top one where it's actually at

#

It's debug tracing at 2 places at different frames

zealous moth
nimble wasp
#

I probably want to do this with an event dispatcher, right?

versed sun
zealous moth
tall field
versed sun
#

yes, what is the value? 0,0,0?

tall field
nimble wasp
#

@zealous moth You are exactly right. How do I get Actor2 to fire that function when Actor1 overlaps it?

versed sun
#

get relative

nimble wasp
#

I'm trying to "get" Actor2 but failing.

tall field
zealous moth
nimble wasp
#

Unfortunately, that actor (Actor2) doesn't overlap.

versed sun
#

whatever the relative value is, see if that is the same every time, if so, do a == check and ignore if it is

#

or fix your animation

zealous moth
#

yeah thats a good fix for now

kind estuary
#

Im doing an endless runner, but instead of a character its kart. Can i still use a character, or it should be a vehicle

#

what does vehicle has that is different than a character?

zealous moth
#

use the character and just add your own meshes over it

#

vehicle is a headache not worth using

kind estuary
#

so what is it used for?

zealous moth
#

unlike you need to simulate physics, suspension, actual vehicle (realistic) features, no

#

unless*

#

I made tons of pawns that are characters, made the mesh blank and added a mesh on top

#

it just works

kind estuary
#

well the car will have to explode sometimes, might upgrade to tank too?

zealous moth
#

sure, but do you need physics for it?

#

like complex physics

steady night
#

What do i need on a AI to make it be able top hear noise ?=

kind estuary
#

what do you mean by complex physics?

steady night
#

pawn sensing, and on player noise emitter

#

right ?=

kind estuary
#

like it will fall or something?

zealous moth
#

like, do you need a wheel to turn to change the wheel rotation of the front wheels, do you need a friction system to propulse the vehicle? do you need tire suspension?

#

if not, then you don't need the vehicle

kind estuary
#

well i guess no

#

just need it to go forward and turn sideways

#

though it will go over ramps

zealous moth
#

exactly, most folks don't need this stuff

#

and you can do a single trace below to get the ramp angle and determine if it can decelerate and stuff

tall field
# versed sun

Turns out the server was never playing the montage and was always in idle. Is there a way to enable playing montages server side? Just checked and the play montage is definitely called server side but it seems the skeleton isn't moving at all despite it being called

shrewd meadow
#

is there a way to recover my blueprint that got corrupted because of saving during a crash

#

it's massive so recovering it is much much easier than recreating it

#

last autosave seems to be from ages ago so that doesnt cut it

tall field
#

Found out, โ€œoptimizationโ€ group and Itโ€™s called โ€œVisibility based anim tick optionโ€. Set to update frame and bones and it works server side now

zealous moth
#

is there a way to enable/disable tick if an actor is not on screen?

sand slate
#

Hey I have a question. I spawn a geometry collection with a pulse when something explodes. But the game lags littlebit when I spawn the pieces. Is there a way where I can make it less heavy?

nimble wasp
#

How would you get a Pawn to Move to Location? Add a movement component and an AI controller? The object I want to move is an orb, thus it doesn't touch the ground. I had it moving... but it floated off to 0,0,0 and I don't know why.

subtle glade
#

i believe there is a move to location node

#

does anyone know why this wouldnt work? for moving a character left to right

#

i casted player controller and used the right mapping context

#

debugging shows that it responds properly to input but it doesnt do any character movement

nimble wasp
#

Unfortunately, I tried the Move to location or actor. Because it is a pawn I can't use the character movement component.

subtle glade
subtle glade
nimble wasp
#

Better question - how do I add an AI Controller to a pawn?

#

Oh, it looks like I don't inside the BP. It's not a component.

elder lodge
#

Force tick?

#

theoretically also "World Direction" should always just be to the right; its the Action Value input as (-1,1) that changes whether a character moves right or left along that same world vector

lusty hedge
#

how do i get an object to receive information from a raycast

#

i want to press f on an object and run code in that object

dawn gazelle
#

Add a component or an interface to your actors that you want to respond to your input.
Input > Trace > Get Component from Hit Actor > Call Function On Component
or
Input > Trace > Get Hit Actor > Call Interface

lusty hedge
#

how do i get the hit actor. i keep using overlap events and its not detecting the line trace from the player

#

thats on the receiving object ^

thin panther
#

line traces won't

#

line traces give you the hit result on the line trace node

lusty hedge
#

but can another object recieve a line trace and say: "that came from the player"

thin panther
#

Yeah. You can just call something on that actor

subtle glade
elder lodge
lunar sleet
subtle glade
elder lodge
elder lodge
gentle parcel
#

Hello old slackers. I'm working on a player's drone and made this section to adjust the 6Dof based flight preventing the drone's rotation on the Y axis, which was too strong and annoying.
I wonder if you guys think it's well put together as it is or I should clean it someway. Thanks in advance as always. Cheers!

dawn gazelle
#

Unless you're caring about setting the scale, but I sort of doubt that.

subtle glade
#

is it because target is pawn?

elder lodge
elder lodge
rustic mauve
#

What's the difference between these two?
I set up a WheeledVehiclePawn, and it came with the VehicleMovementComponent. However, if I want to use the Set Max Engine Torque function, it specifically requires a ChaosWheeled component.
Both of them seem to have the same internals based on the Details, but is there another difference here?

lunar sleet
rustic mauve
#

Very confusing, since VehicleMovementComponent also shows this.

lunar sleet
#

Idk, could be that one has extra stuff in it like GM and GM Base

subtle glade
#

pretty sure it's facing x

#

when i output the forward vector it gives 1,0,0

elder lodge
#

try eliminating all constraints and seeing if you can get it to move at all?

subtle glade
#

no dice

#

i did this to test if it would move at all

#

and it moves up properly but it also flips 10 degrees

elder lodge
subtle glade
elder lodge
#

in the hierarchy?

subtle glade
#

idk how to make a neat text file with all the properties but here is most of them

#

should be default

#

i might just make a new blueprint and try again

#

okay so doing that worked

#

i'll never know what happened lol

#

the controls are inverted tho ill just flip the cam

trim matrix
#

Does vinterp work in multiplayer? A friend told me that its not replicated?

dawn gazelle
trim matrix
#

i mean the question should have been...
is the CharacterMovement Component better for multiplayer replication

#

or i can make my game using setactorlocation and vinterps

fathom vigil
#

How can I edit the second jump height to have more velocity than the first? Do I have to make a double jump bp just for this?

dawn gazelle
# trim matrix i mean the question should have been... is the CharacterMovement Component bette...

CMC has client side prediction built into it which allows clients to manipulate their controlled character's location before sending those instructions to the server and the server then validates it and can correct the client location if the server disagrees with where the client should be.
It's not a requirement to use the CMC as you can make your own pawn and your own custom movement component for it, but you'll likely have to build similar systems to what the CMC has to facilitate smooth, responsive movement for the client while still maintaining server authoritative movement, if you care for such things.

trim matrix
#

i see so basically my game wont work multiplayer

#

because its full of vinterp -> setactorlocation

#

and i heard doing a custom CMC is a bit of a pain

still socket
#

Quick question, Did i write this wrong? i want to check if the overlapped object is The same as the selected one and then have it marked true or false. In a print screen it marks them as the same but the condition keeps coming back as false for some reason

dawn gazelle
dawn gazelle
neat grotto
#

When i respawn the ai in my game they no longer move or shoot. am i missing something to make the ai start running its logic again?

trim matrix
frosty heron
#

if you are doing your own custom cmc you might be sitting on your computer for years

trim matrix
#

so actors are never used vwhen the game is multiplayer

dawn gazelle
#

Sure they are.

frosty heron
#

What is it that you need that CMC can't give you? A lot of brainy people ๐Ÿ’ฉ on it for it's performance.
CMC is good for competitive shooter, it is designed with such in mind.

If you need something large scale, CMC is not the answer for you

dawn gazelle
#

What you do with your multiplayer is up to you. The Character Movement Component is just something that Epic has given with the engine and can be used by people as a starting point for client predictive movement, but that doesn't mean everything needs to have client predictive movement.

frosty heron
#

there is also GMC which a lot of people praised in market place. Cost $350 in marketplace

trim matrix
#

vinterps and rinterps + set actor transform feels better to me

frosty heron
#

I mean you can always do that in CMC

#

CMC allow you to enter new Physics state, you can do your own custom calculation there

dawn gazelle
#

Moving things around takes a lot more than just setting an actor location. Like, how do you determine if something is capable of jumping? If it can crouch? If it is allowed to fall of the ledge? How does it actually fall? Is it allowed to move through certain types of meshes or not, etc.

trim matrix
#

or like Send Actor here

#

dont remember exactly the node

frosty heron
#

Also if you are doing Multiplayer, you have to use C++ for CMC

#

no way around it

#

Well there is, with GMC

#

$350 dollars is a bargain for the work it done for ya

#

You want to Interpolate rotation and location for Proxies

#

But for the local player, you want to apply things instantly

trim matrix
#

though most of my games dont require jumping or crouching

frosty heron
#

What you need to know in one video

trim matrix
#

So i changed it to Actor, and started vinterping

#

i dont know why feels better and like i have more control

frosty heron
#

If you are doing multiplayer you should get familiar with concepts like client prediction, server authoritive and correction

#

anyway watch the video, it has more info than what can be provided by a discord talk

trim matrix
#

okay im watching

frosty heron
#

btw for first game, doing multiplayer is insane, just saying. The level of complexity is tenfolds

trim matrix
#

but still is better to maybe get used to the CMC now

#

i though the CMC was actually easier...

#

like its premade

#

and when i saw in tutorials they were lerping and etc it always confused me

frosty heron
#

What is your end goal here?

trim matrix
#

but then i thought, hmm i can lerp stuff i dont need cmc

frosty heron
#

You can't make your movement smooth enough?

#

what about gravity?

#

break, friction?

#

jumping to air

#

etc

trim matrix
#

well break is easy

#

most of my games are 2d fake 3d

#

like its a 2d board and then i have stuff in 3d

#

nobody jumps

#

but thanks

frosty heron
#

gl

solid fox
#

Ive search the discord but I cant find it. Has anyone had any issues with Primary Asset Labels not applying chunk ids?
not applying at all! driving me mad

trim matrix
#

it seems in most cases the cmc is necessary

#

but for example look at this tut:

#

Hello guys, in this quick and simple tutorial we are going to learn how to move a character along a spline in Unreal Engine 5!
โ†ช๏ธJoin my Discord Server, NOW: https://bit.ly/GorkaGamesYouTubeDiscordServer

Check out my Steam Game! https://bit.ly/3rVlXU1
Follow me on Twitter: https://twitter.com/GorkaGames
Follow me on Instagram: https://bit.ly/In...

โ–ถ Play video
#

it doesnt use the cmc

#

thats how i move characters

frosty heron
#

everything dependsโ„ข on the project

#

you use what your project required you to use. I have no comment in the case of 2.5D. Never touch the water for that

trim matrix
#

ohh i just messed up

#

i imported the thirdpersoncharacter (c++) into my project, by pressing the button Add/Import

#

it was blank

#

now it doesnt open

#

i didnt compile. i first closed the editor

#

then compiled and doesnt compile

frosty heron
#

Read the error log

#

You have all the necessary files installed?

trim matrix
#

2> Creating library C:\Users\Dane\Documents\Unreal Projects\TeckionFighters\Intermediate\Build\Win64\UE4Editor\Development\TeckionFighters\UE4Editor-TeckionFighters.suppressed.lib and object C:\Users\Dane\Documents\Unreal Projects\TeckionFighters\Intermediate\Build\Win64\UE4Editor\Development\TeckionFighters\UE4Editor-TeckionFighters.suppressed.exp
2>TP_ThirdPersonCharacter.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: static void __cdecl UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(float,enum EOrientPositionSelector::Type)" (_imp?ResetOrientationAndPosition@UHeadMountedDisplayFunctionLibrary@@SAXMW4Type@EOrientPositionSelector@@@Z) referenced in function "protected: void __cdecl ATP_ThirdPersonCharacter::OnResetVR(void)" (?OnResetVR@ATP_ThirdPersonCharacter@@IEAAXXZ)
2>C:\Users\Dane\Documents\Unreal Projects\TeckionFighters\Binaries\Win64\UE4Editor-TeckionFighters.dll : fatal error LNK1120: 1 unresolved externals

trim matrix
faint forge
#

basic question:
I am spawning 2 players with characters in a map.
I want that one cube I already have in map follows* player 0 (follows NOT like AI, to have same location but with an offset)
and the other cube follows player 1

-I have an array of the player controllers, array position 0 is player 1 and position 1 is player 2, always.
I tried on tick from game mode, from the cubes adding a tag, ... nothing
I would like this set up to work in multiplayer

trim matrix
#

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay"});

#

this solved it ufff

#

scary stuff

frosty heron
#

@trim matrix w/e you import depends on the HeadMountedDisplay module I suppose

#

none of my project includes that

trim matrix
#

yeah i wont do any headmounted stuff but thats what they ask for so

vernal hemlock
#

it never actually goes into the toggle settings timer function. anyone know why? it hits the node of set timer by event but never hits the first node inside toggle settings timer

dawn gazelle
#

Perhaps the timer is paused as you're pausing the game (basing this on the name of this widget)?

vernal hemlock
#

you are correct, thank you so much

vernal hemlock
dawn gazelle
#

There is this node, but it can't be triggered in a function, only an event.

worn kestrel
#

Hey there, i'm trying to make it so when "On Character Begin Overlap" is played it will continue to give points every second play until "On Actor End Overlap" is played. (I have heard of "set timer by event/function name" but not sure if this is where to implement it)
Right now it only gives me 1 the first time I enter and that's not optimal for what I have in mind. As you guys probably can figure out i'm kinda new to this so any help or redirection to a thread is helpful ๐Ÿ˜… ๐Ÿ˜„

dawn gazelle
# worn kestrel Hey there, i'm trying to make it so when "On Character Begin Overlap" is played ...

This would be the place to do a set timer by event. Start the timer on the begin overlap, promote the return value of the timer to a variable.
Set the time for how often you want it to trigger its bound event.
On the event pin of the timer, drag off from it and create a custom event node. This will be the event that is triggered by the timer, so do your increment on this event.
Set the timer to looping.

On end overlap, do your cast and grab the timer variable you promoted, and call a "Clear Timer and Invalidate Handle" on it - this will end the timer for you.

This isn't a foolproof way, but it'll get it working.

steady night
#

hi, how would i "set socket rotation" of a bone inside a mesh ?

worn kestrel
dawn gazelle
steady night
#

hm

vernal hemlock
steady night
#

@dawn gazelle done n done

#

Another Thing

#

im using Mobile input with virtual joystick

#

when im holding down a button on the Ui(touchscreen) then using the jooystick it get "unclicked" ?

#

anyone know how to prevent that ?

magic crown
#

How do I show shadows with Owner No See enabled? Trying to show the characters shadow for First person

wary tinsel
#

Hey guys I am creating a spline by automatically adding points on it. In the loop I am setting every points location, rotation and tangents and...I get weird numbers out of it (I am probably missing some math). Since I need specific values, setting the rotation BEFORE setting the tangents its resetting the point rotation and setting the rotation AFTER setting the tangents is making still weird numbers. I checked the method in c++ and of course tangents and rotations are related, quite obvious. Can someone tell me if there is a way to set this up properly?

tame pecan
#

in the component

bold phoenix
#

Hi ! Is there a way to change the position of a widget inside a grid/stack box/wrap box at runtime using blueprint ? I want to set only the child position in the box ( or at least just one value, not column and row as this wouldn't adapt to the screen size )

#

Like we would do in the widget editor using those arrows

versed sun
#

Here is how you can move something in a Grid

#

not seeing a way in Stack or Wrap

bold phoenix
#

If I use this and then only set the collumn value, would the child widget adapt to the grid boundaries ?

versed sun
bold phoenix
#

Okay I see, but then it would not automatically go the line bellow like it would in a wrap box

versed sun
#

nope

#

it would overlap whatever is in same cell

bold phoenix
#

Yeah that's not the best solution... But as you said I don't think there is a way to tchange the child position inside a wrap box

versed sun
#

a Wrap box dosnt have Rows or columns, more of an ordered list

tardy prawn
#

can anyone write me your default values of these fields:

bold phoenix
#

can this list be reordered though without unspawning child bellow ?

versed sun
#

you can have a Array of things you want in the wrap box, and Clear and re-add the children in a different order

bold phoenix
#

Yes that would work, but i guess it's not as efficient as the grid solution

#

Thanks for the hint !

versed sun
tardy prawn
gentle parcel
minor wolf
lilac hill
#

I am sometimes getting errors, after i close a run, with this branch node. Anything obvious causing the issue? I am fairly new

versed sun
#

if you didn't hit anything , the hit result would be NUL
Try before your branch, do another Branch for Blocking Hit

lilac hill
#

Aaah ofc, makes sense. Thanks!

steady night
#

How WOuld i Stop a Timeline if the target is Dead ?

#

or rather Dies While in timeline

#

so it stops'

versed sun
#

you can get the timeline ref and Stop it

storm stream
#

im lazy, sorry

steady night
#

11@versed suncool dident know that

versed sun
#

you can do all the actions to a timeline

steady night
#

ah coolio

#

then u might also know how to end a Montage prematurly ?

#

i mean i have a "take damage montage playing" and if i die while doing it i want it to do it instantly

#

but now it dose it after montage finnished

versed sun
#

pull off the Montage ref and look for similar

#

i haven't played with montages in years, but the idea should be similar

#

hmm, maybe not

steady night
#

dont know if that can be done

versed sun
#

i see an On Interrupted

#

but dunno

trim matrix
#

starting a new game project, a car that shoots.
should i use Third Person for this? Or should i go with vehicle?
This doesnt look very good.

steady night
#

@versed sunyeah but whats deciding when interrupted then :/ ?

versed sun
steady night
#

aye just found this tho

#

jupp seems to work

#

however have to tap it in individually lame if u have multiple but ๐Ÿ˜›

storm stream
#

Try connect mesh to "target"

#

Without this, blueprint doesnt know, on what mesh can execute anim montage

barren tangle
#

Hello

#

Is it possible to change the Update frequency of a Timeline??

versed sun
#

Set Play Rate

#

well, still once a tick, but you can change how fast it plays

barren tangle
#

i don't get it

#

you define it before the timeline loop

versed sun
#

not sure if you can set it to only Update every X time....

#

try this version of Play

barren tangle
#

ok so it's a Timeline Node use to affect the timeline

frosty heron
coarse grove
#

Go to your anim bp and add a 'slot' to allow it to play montage

thin panther
frosty heron
#

There are tutorials all over for it but in short, you need to create anim slot in your anim bp for your character

coarse grove
#

Im not on pc, but i found a ss from web. You need it

barren tangle
#

i never notice that the timeline is added on the list of variable as "component"

thin cradle
#

so I just saw that the construction script of blueprint actors only ever runs in-editor if the blueprint was added to a level and not spawned at runtime
is there a way to force it to run at runtime too?

coarse grove
#

the upperbody is a name convention, you could use whatever name you wanted but for example if you want to play an animation only on upper part of character, but keep the lowerbody the same one, so you can slot that animation only on upperbody and you can keep "running" and "attacking" at same time, for example

frosty heron
#

You can create slots

#

Dynamic combat system have samples for this

sour geyser
#

Hi, I'm having a problem: my goal is to link the text to the button press. When you press the button once, it displays a text, when you press it a second time, it should display another text, etc.
I'm using an switch on int to manage the text display and my problem is that as soon as I press the button once, it displays the last text. I know I need to add something to detect the release of my button or something similar, but I don't know how to do it. Does anyone know how I can fix this?

frosty heron
#

@sour geyser I would recommend learning array. Once you can utilize it, you can just display in sequence from the first index

pearl niche
#

Hey guys! How would I go about referencing the material of the hit actor in this case?

bold phoenix
#

Hi ! Is it not possible to set the value of a structure which is inside a structure ? In this case both my structures are declares in cpp. But when I trigger the function, it only prints 0 in the logs, meaning there is no element inside the array ...

twin robin
remote meteor
#

you would have to add it again to override it in bp, i dont think there is a Find that returns a reference in bp

bold phoenix
bold phoenix
#

Is there a way to get the value by ref then, without using the find node

remote meteor
#

find returns a pointer in c++, you can update it straight without adding it back

bold phoenix
#

So in bp it returns a copy but in cpp it returns a pointer ?

remote meteor
#

yeah

#

because we dont have struct pointers in bp

thin panther
#

if it's not an object reference, it's a copy :P

#

in bp Everything Is A Copyโ„ข๏ธ

remote meteor
#

or rather we dont even have pointer in bp ๐Ÿค”

bold phoenix
#

Okay thanks, and can I still add an element , or is it just editing the already existing array element

#

That's too bad, I would've assument that they would have ref, like they do for simple array

remote meteor
#

there is FindOrAdd if i remember, if you must have something

bold phoenix
#

Thanks ! I'll check this out more in details in the documentation

#

What about this node ? Anyone ever used it ?

remote meteor
#

that exist for most variable types, what is does is set the Target variable to input Value

bold phoenix
#

Okay, might be interesting but it won't make me escape cpp ...

remote meteor
#

you can just add it back to the map

#

๐Ÿ˜†

#

the bp way

bold phoenix
remote meteor
#

nah its going to be fine

#

have a function, local variables, do the update and add there

frosty heron
#

like 8 years late

edgy ginkgo
#

Okay so I have this actor begin overlap blueprint, for some reason it always returns string 3 regardless of the lane the player is in

#

the lanes are instance editable and are set properly in the level

#

okay so each player reads their initial locations it seems but refuses to update them afterwards

#

if you teleport the player into another location does it not trigger an overlap effect?

lusty hedge
#

here is a better explanation. not sure whats going on

remote meteor
lusty hedge
#

yes

#

it dissapears

#

i just found out it also dissapears when i click

remote meteor
#

do a switch on the commit method

lusty hedge
#

the input box and the buttons on my screen stay. but that input text box is gone

#

i think that helps

#

thanks!

frosty heron
edgy ginkgo
#

fixed it

#

made the octupus bigger

frosty heron
#

Not the way to go using bools like that

edgy ginkgo
#

basically since it wasn't detecting the collision when it changed I had it change the variable manually

lusty hedge
#

thanks @remote meteor

#

this makes more sense

remote meteor
#

What is that paint brush looking

edgy ginkgo
#

ah no worries It's a system I had to throw together I will do it with less bools on my revision pass

#

I just need a workign prototype basically

remote meteor
#

Still...

#

You need to know what is a select node

#

Shrink those into just 1

edgy ginkgo
#

got that too

#

also in paintbrush form

frosty heron
#

What are you trying to do btw? Like gameplay wise

edgy ginkgo
#

me?

#

I am making a multiplayer competitive beat 'em up

frosty heron
#

Bruvv

#

Sorry if this sound rude, but it would be very not likely to do so with your current skill

#

and you are choosing one of the hardest genre for multiplayer

thin panther
#

competitve multiplayer and new to blueprints don't mix

frosty heron
#

I would think Beat em up even harder than competetive shooter

edgy ginkgo
#

I am pretty far along actually

thin panther
#

especially since competitive multiplayer games = dedicated servers = source build of unreal engine and c++ knowledge

remote meteor
edgy ginkgo
#

I have all the core beat em up gameplay done, I just was struggling with multiplayer implementation

frosty heron
#

Spoiler : You will need CPP for multiplayer

edgy ginkgo
#

oh it's offline

frosty heron
#

oh, local multiplayer

edgy ginkgo
#

yep! I realize my skill is not high enough for that yet

thin panther
#

ah then it's not competitive in the typical sense

frosty heron
#

that's not a networked game

edgy ginkgo
#

so that might be a future update

thin panther
#

it's more of what's referred to as party game/local coop :P

edgy ginkgo
#

It's competitive in the way mario party with mates is competitive

thin panther
#

well you can, but you rewrite the whole game essentially

frosty heron
#

Networked multiplayer designed differently

#

if u do it single player way, you can't convert it to multiplayer

#

but multiplayer can be played in single player

#

only goes one way

edgy ginkgo
#

It's not a priority is my point since I know I am not there