#blueprint

1 messages · Page 48 of 1

frosty heron
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I know we are just saying, you can't convert a single player project to mp

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i mean you can but u will rewrite everything

edgy ginkgo
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that is good to know for sure

thin panther
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touche :P

edgy ginkgo
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thanks for all you guys' help btw I appreciate it

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I've been at unreal for only around 6 months so far

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so it has really helped me find my footing

frosty heron
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I don't think we helped you, I'm not sure what the bool does. But if you have specific question, maybe we can suggest ways to do it

edgy ginkgo
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oh I mean I solved that issue so no worries

frosty heron
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For example if you need to untick a series of bools, I would use array for that

hazy rover
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Trying to use the Epic Zen Garden projects cherry blossom trees but even in its own showcase the blossom leaves are gone. then when I create a new level and place the branch the blossom leaves appear. any Ideas what could cause something like this? really want to use these for my project

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messed with mip maps, LOD's, opacity... cant figure it out and I'm a bit new

ocean gate
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I'm trying to activate an actor from a public set which is populated from within the level editor but for some reason this refuses to output anything from the for loop? The print is completely empty and the cast to broken_vent fails as well. Any ideas?

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my bad I fixed it, I just didn't know what a "set" type was lol. Just use an array and it works fine

naive stag
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hi guys! is there a way to trigger a custom event or a key press on an actor when not possesing it? i have an action set up on a keypress on my character but i need to debug something on it and i have to be on the observer screen (F8) but i don't know how to trigger the action when not possessing the player

zealous moth
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use the player controller

storm bane
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hello, im trying to get point lights to blink on and off until disabled but the code only effects the last light in the array for whatever reason. at first i thought it was the timeline that was to blame so i took it out and did it manually with set intensity and delays but it still has the same problem. any ideas as to why?

naive stag
zealous moth
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you can set inputs in pawns but ultimately they need a controller because the controller interprets them.
you can also skip the pawn entirely and set your inputs in your controller

zealous moth
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instead use a timer

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@lunar sleet beat you to it 😛

lunar sleet
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lol and also manual loop within a loop like wtf

storm bane
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ah cmon now

lunar sleet
storm bane
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i had to try something

lunar sleet
storm bane
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man if i could hack it this shitd be workin lmao

zealous moth
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noodle goes into meat ball and loops... how you gonna eat that spagetthi?

storm bane
split rose
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hey quick question for loading a save and changing levels do i change level first then load or the other way around

zealous moth
split rose
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i just load a level, then i want to update the player pos

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when the event is called

zealous moth
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that shoudl be fine

storm bane
# zealous moth ???? you want blinking, no?

yea, i originally had it set up in a timeline that would go through the pattern i wanted and use the float output to control a single set intensity which is very simple but it only seems to want to effect the last point light in the array, which is the same problem the overly complex code i showed earlier had

zealous moth
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use a timer @storm bane

split rose
zealous moth
split rose
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Ah this is why "Accessed None trying to read property K2Node_DynamicCast_AsBP_Main_Game_Instance".

storm bane
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got any recommended resources for a noob to learn timers? i looked at their documentation but it brought in a bunch of other junk so something simple would be nice

zealous moth
split rose
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probably

split rose
zealous moth
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what does it look like?

split rose
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what part?

zealous moth
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the cast

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that failed

split rose
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i believe it should work like that tho ?

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im so confused ngl

zealous moth
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oh

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put your cast above too

split rose
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ohh

zealous moth
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you didn't cast to the continue game

split rose
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bruh yeah

zealous moth
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so you refer to something empty

split rose
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thought itd be more efficient hahah

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thank you so much

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it works :D

zealous moth
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👍

desert bronze
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I have a a blueprint setting up some variable. I need to get that varaible reference in another blueprint. Am I being particularly dense that I'm not able to figure out how to get another actors variable?

zealous moth
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If you register objects (or as we call it, Master Get/Set), you can access another object without having to search for it. Typically you don't want to be using the Get All Actors with Tags as that will iterate over all the actors in the map, which can be very computationally expensive (Get All Actors with Classes is better, however). Instead, ha...

▶ Play video
dark drum
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What are you trying to do?

worn kestrel
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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 😅 😄 (Posted this earlier and got some help, did not fully figure it out tho)

lofty rapids
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probably set timer by event, and invalidate timer i think it's called

worn kestrel
dark drum
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Ahh I get you. I don't think so. I've only been able to get it as a var type by promoting to variable which you won't be able to do with a BPI function.

lilac hill
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I'm failing at casting for some reason. Any ideas?
The object reference is coming from a ray trace break hit result, hit actor

zealous moth
lilac hill
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Yeah i just saw what i did wrong. I already removed the item and then did the casting. Silly

pearl niche
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How do i get the BallOne mesh from Thirdpersoncharacter to be applied to Ball1 in this actor?

Essentially I just need either the TDCharacterBP or this actor BP to communicate what mesh is being used. I can work with it going either way, but i can only cast from TPchar

blissful grail
zealous moth
blissful grail
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Just use GetAllActorsOfClass

zealous moth
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how would you specifically get that one actor?

blissful grail
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Registering to a "master class" in this case is extra work for the sake of extra work

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You can do the other stuff, sure.

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It's the registering all of your actors to an array in your "master class" that is extra work for the sake of extra work

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If you want a specific actor's variables, you get a reference to it. How you do it is context dependent.

pearl niche
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Is there no way to pull mesh information between bps like cast -> 'get static mesh' -> Set material?

blissful grail
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There are. What is your code?

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You have to have a reference to a static mesh component before getting the static mesh inside of the component

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Unless you have a function on said actor already that does it.

pearl niche
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Essentially its just two balls that spin around the character. They trade meshes with things they touch. I have SpinningBallsBP that tells the balls to do everything so far and placed that under the character BP.

Now, I want the make it so when the player hits E the character mesh becomes a copy of one of the balls mesh'

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but I cant seem to get the mesh information to go either direction. let me try to reference chain it again and show you the issue

glass vale
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I created a very simple game only with blueprints in Unreal Engine 5.2. My project doesnt use c++ at all and it uses the metahuman plugin very extensively as a foundational piece.

I have tried to package my project many times so far and I keep getting the same thing:

fatal error LNK1120: 3 unresolved externals.

I am writing this because the issue I am having is way above my skill level.

So thats where you brilliant minds come in. I have had no success using google, youtube, chatgpt, bard, claude to solve this rather complicated problem

Here is the problem in detail. I would greatly appreciate for any help, tips, guidance you can give me on this. You are the only resort I have left.

Upon closer investigation of the complete log that you can find here:
https://docs.google.com/document/d/1uzlvysUKktsgIxPKc0dJ_DkeEPRTKI3VUPcV6BgIxRQ/edit?fbclid=IwAR32eN1joDECjw_vYH4ny3PT5DYdDxwu8ZQWXraObaeg8gWkMVa7cpKWSPU

I discovered these lines:

FaceMeshSolve.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

FaceTracking.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

PCARigCreator.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

ImageIO.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

VertexWeights.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

solver_utils.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

string_functions.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

fatal error LNK1120: 3 unresolved externals

After investigating all these errors further I discovered every single error has to do with the MetaHuman plugin.

followed in the comment

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There is only one place online that someobdy had the same issue the way they resolved the problem is that they removed the metahuman plugin.

Except I can’t do that. My whole game is based on metahuman, everything. To remove metahuman for me is like trying the foundation of a house.

So I am trying to find a solution.

The best solution I found is this.

https://store.algosyntax.com/tutorials/unreal-engine/ue5-lnk2001-unresolved-external-symbol-solution/?fbclid=IwAR2BXFyaZqVNxGXp9b4RKSuBFpn6DNPGjrdA0nMeocnqO_UZ-aqDctNAsVo

So I have to do this, as mentioned in this article:

“LNK2001 error is thrown by Visual Studio Linker after the developer has attempted to inherit from or use a class that’s not in the module dependency list. It is a C++ Linker error meaning that the linker failed to find either the .cpp or .obj needed to link. The developer has to make sure to include all the modules containing the code that is referenced by his CPP files. Follow this simple step-by-step tutorial to solve it.”

Except I can’t do this. My whole project is using blueprints. I dont know how to code in c++.

Granted I can read c++ and make sense of some logic. I am good at following step by step instructions. But I can’t find any on this particular issue. And the article I mentioned above doesn’t really address my issue given my level of knowledge, skill and understanding in c++.

So thats where you brilliant minds come in. I have had no success using google, youtube, chatgpt, bard, claude to solve this rather complicated problem, way above my skill level. I need a way to solve the following problem:

need to ensure that the linker has access to the required modules containing the referenced code used within the MetaHuman plugin's code.

I would greatly appreciate for any help, tips, guidance you can give me on this. You are the only resort I have left.

Thank you so much for your attention and help!

feel free to private message me if you so desire thanks!

flat coral
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Or #metahumans maybe this could be an issue with that. #cpp for "why won't my CPP build" questions, they hate those but you'll get an answer

glass vale
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thanks!

flat coral
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I wouldn't go straight to #cpp though because it might not be a CPP build issue, it might be something more like "oh to use metahumans you also gotta turn this plugin on, or download this thing" type of answer

zealous moth
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LNK error means that something is missing in the compiler

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definitely a cpp issue

glass vale
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not sure if you read what I wrote here:

need to ensure that the linker has access to the required modules containing the referenced code used within the MetaHuman plugin's code.

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right, and these are the metahuman pieces that dont have that link:

FaceMeshSolve.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

FaceTracking.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

PCARigCreator.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

ImageIO.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

VertexWeights.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

solver_utils.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

string_functions.cpp.obj : error LNK2001: unresolved external symbol __std_find_trivial_2

blissful grail
flat coral
glass vale
blissful grail
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It's complaining about the std library. Which is weird to me. May just be an issue with the metahuman plugin. I've never used it personally though.

opaque mauve
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can anybody guide me on how to use enum as a movement state?
i dont really know where to begin or how to set everything up
for example, i want to disable my sprint during ADS
can anybody guide me on how to start?

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Hey Friends! Today I'm bringing you a quick little video on Enumeration Lists, why they are really powerful, and how we can use them in our Character Blueprint to change functionality of different actions!

Thank you guys for the support! We just hit 230 SUBS on the channel and you guys are the best for making that possible!!
Our next Milestone ...

▶ Play video
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but he doesnt get into the detail much

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i have everything setup, but i dont know how to start lol

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any assistant would be much appreciated

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im still having trouble understanding enum

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most of the tutorial is mostly on items and class

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not character movement

pearl niche
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when i press E only my character gets the information, is there a way to make it so other actor bps react also?

dreamy yacht
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Hey 2all! . Short question - I am trying to create a weapon for my combat racing game - some sort of scrap launcher, that fires randomly 1 of 3 pre programmed bullet types

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I have created the bullet type array

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But I cannot link it to set static mesh, I can't set static mesh input to integer no matter how hard i try

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how to solve ?

north lynx
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Ok, hear me out...
I'm working on Sanity mechanic. I want to build the opacity of the widget in time according to the Sanity level, and there's a catch...
On event tick I can do widget to check the sanity level, but I don't know how to remove the other widgets every tick so the Sanity Widget don't duplicate thousands of times

dawn gazelle
# opaque mauve can anybody guide me on how to use enum as a movement state? i dont really know ...

You create a variable of your enumerator type and that variable now acts as your state.
When you want to change your movement state, you change what is contained in that variable.
Anything that needs to know about the movement state should read that variable.
How and where that movement state changes needs to be based on your design of how you want your character to move, and you'd check the current movement state to see if the player is allowed to preform the actions you want.

In your example of wanting to disable sprinting while in ADS, you'd likely want to have another movement mode of "ADS" and set your movement mode to that when you've successfully started ADS.
When starting to sprint you'd need to check that the movement mode is in an acceptable movement mode for sprint to start before actually starting the sprint.

stiff tendon
# dreamy yacht how to solve ?

scrap the for loop. Drag a pin from your 'BulletTypeActorsArray' (which should really be named StaticMeshArray, it's confusing :pp) and search for 'Random'. Plug that random node into the SetStaticMesh's NewMesh pin and that's it, it'll randomly select one of the three static meshes

dreamy yacht
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Wonderful!

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Thank you !

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Just 1 more problem

rough wing
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What does my path need to look like? This one I have does not work

dreamy yacht
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When I do pre-set of the static mesh in options it works like a charm, using projectile movement

dreamy yacht
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But when I remove the pre-set bullet static mesh actor and leave it as random

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the engine behaves like one of three bullets from array do not use the projectilemovement thingy

opaque mauve
dreamy yacht
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and just fall flat on the ground

opaque mauve
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ohh and also, how do i connect the enum to animation blueprint?

dreamy yacht
faint pasture
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tick -> set opacity

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done

cursive wigeon
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Hey does anyone know how to go about making a setup like the lightsaber construction mini game in jedi fallen order or whatever game? (Several custom parts uou can choose to make a new lightsaber) Or topics I should research?

ashen gazelle
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I am following a tutorial using UE4 Engine Input but since they have been depricated, how to i add bindings with a scale now?

faint pasture
lunar mulch
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Strange question maybe, but i have a simple weapon sway code, and the sway values behaves very differently inside the Editor & Standalone-play then it does when i package the game. Inside the editor the effect is barely noticable, inside the packaged game it's very noticable.

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What could cause the values to change so drastically when packaging the game? ( anything helps, just looking for directions where to look. Been at this for days.)

silver garden
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Hey, does anyone knows an article, post, etc, that goes into the FPS sameple blueprints?
As a programmer, it confuses the heck out of me how that sample, its player and gun works/are tied together.

lunar mulch
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Havent actually followed that one, but couldnt find the one i used so it serves as an example i guess :p

lusty hedge
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how can i check to see if the users text input is == any of the enum commands

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i want to make a system that checks if the users input is a certain command

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and run code appropriately

amber spindle
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Maybe someone could help with player movement. For some reason my player is not losing velocity while stopped moving. He is moving on the wall and mode is set to flying. While moving on ground it's all good. Orange numbers are velocity length

silver garden
thin panther
amber spindle
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ye it losing but too slow

thin panther
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might wanna check your general friction/air resistance settings and see if they help

amber spindle
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yep thats what I needed

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Frictions settings already making a difference

amber spindle
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cause there is no option for custom of flying mode

dawn gazelle
thin panther
lunar mulch
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Lesson to self

lilac hill
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Getting weird results from line tracing. it's returning both true and false hits on the landscape and other objects

lunar sleet
lilac hill
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It's hitting landscape when it's hitting, when it's not hitting it's just false. The hits are correct, but i don't see why it also doesn't hit

lunar sleet
lilac hill
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No difference

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Could it be something about the types? I've just put every type in there

crisp gulch
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I'm trying to make the ship tilt slightly to the side when moving in that direction, but I can't seem to get the Add controller roll input node to affect anything. I tried entering a bunch of values in it and messing around with it with no results.

unique cloud
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I'm spawning and updating the Mesh of a Character BP that both use the same animBP (male or female), the animation work for male only if the mesh is pre-set to male (same for female), their counter-part won't work if the other is set, both won't work if the mesh is set to None.. What can I do to "refresh" the ABP and have it work ?

crisp gulch
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Okay, this is what I was able to come up with. Ends up I had to reference the mesh. The only problem now is that the tilting isn't smooth but instantaneous.

unique cloud
trim matrix
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im trying to find where in BP_Box_Truck is BP_BT_RearTire referenced

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Cant find it there

unique cloud
trim matrix
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So im trying to use only one blueprint for all cars, makes sense right?

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though the asset is super good

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here you can see it has one bp for each car

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and instead of changing the BP im changing the skeletal mesh only

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though dont know if what im doing is good

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Because they have one BP for each car for a reason. im trying to understand why

unique cloud
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good question, maybe ask who ever made it to havve a better idea

trim matrix
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though cars are complicated

unique cloud
trim matrix
unique cloud
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that's literaly the only thing I'm doing, they both work with the ABP but not when switching, print string confirm its the right ABP set after the switch

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I though of something dumb... trying..

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tried directly with set skeletal mesh asset, no success

unique cloud
junior prairie
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Is there a bug where sometimes the Play Montage node just randomly doesn't work? I have a setup that plays a melee montage chosen from an array of montages, and each one has an anim notify that sets CanMelee to true towards the end to signal when the play should be allowed to punch again. I'll throw a hundred punches and it'll work fine and then randomly one of the anim montages won't play and I'll get stuck with CanMelee set to false and not being able to melee again

trim matrix
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but its a quick simple game dont bother maybe

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i maybe wont bother because its just a silly car game

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so like if you have 6 cars, it sucks that you have to work on 6 bps, so the best is to make them a parent class and work there

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inheritance is still confusing to me though

lunar sleet
lunar sleet
hazy dock
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So I'm getting this error when packaging. It seems to have something to do with the World Context pin, but that's as much as I can glean and I need help knowing where to even start with it:

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I did have 2 functions in blueprint libraries that had "__WorldContext" input pins, but I got rid of them and I'm still getting the error... Not sure what else to look for/how to look for it.

lunar sleet
junior prairie
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the result was like 95% success but occasionally it would print the montage name and then nothing else, so that leads me to think the montage was not playing hence no print from the anim notify or from the montage completing

lunar sleet
iron wing
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can someone tell me why this won't work and how to fix it? I just keeps accessing none everytime

hazy dock
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since it was blueprint related I thought someone here may have an idea

lunar sleet
lunar sleet
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And it seems maybe you’ve found that already

dawn gazelle
hazy dock
dawn gazelle
# iron wing yeah

Ok, so that means you've probably created a variable of the type of BP_Player, but you haven't set a value into it. To do that you need the reference to the player and set it in to that variable. An example of how to do this would be on construct of your widget to "Get Owning Player Pawn" and cast that to BP_Player and then set it into "Player Ref".

iron wing
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👍

wicked marten
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wanna ask who can i hire to fix UI BP forme

tawny jackal
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What would be the best way to store extensive player statistics, including things I would want safe and usable for multiplayer competition?

dawn gazelle
elder lodge
nimble wasp
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I'm trying to set up a waypoint system. I have a series of BPs I'm using AI Move To to target. I figure I'll Get All Actors of Class to target those BPs. I'll probably do a For Each Loop and maybe once a waypoint is reached, I'll turn it off. The question is, how should I specify that first waypoint?

frosty heron
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@trim matrix

trim matrix
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So I created 2 render textures attached to 2 scene captures in my player character, my character's actual camera called "masterCam" has the post process blendable of the Anaglyph Mat in the first image, but I dont see any difference when I run my game?

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Technically the material AnaglyphMat is working since I added the material to an ingame plane object , so i dont know why it isnt working as the post process blendable

frosty heron
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*cough

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put something on him or at least censor it

short zephyr
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Is it possible to build an entire game using only blueprint?

dawn gazelle
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Depends on the game.

lunar sleet
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Also see #rules on cross-posting

gaunt dawn
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I'm looking for a tip. I'm making a rideable rail system in TPP project. I made a cart that moves on a spline using timeline going from 0 to 1 and SetWorldLocationAndRotation. But when player gets on it's jittery. Right now I think about attaching player to cart when he gets on, but maybe one of you could propose something simpler/better? Link to video (google drive, so there is streaming, no need to download): https://drive.google.com/file/d/1ragr4M6Mt7dyMDUfaJloKOY2x5KeQL8D/view?usp=sharing

short zephyr
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Nice

magic crown
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What would cause some static meshes to be not working for Only Owner See?
I have two weapons. One works perfect and is hidden from other clients and is only shown to the owner, but my second weapon is shown to everyone.

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It's not being set at runtime, I've got the mesh enabled for Owner No See by default in the Static Mesh component of the character.

This happens on singleplayer as well Not a replication issue or anything.

distant hollow
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Can someone guide me how to change from one to the other?

nova ledge
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Guys can you say why my Sphere trace is not following the sockets of the sword but its like it follows the character ?

nimble wasp
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How do I access a variable stored in my level blueprint?

mental trellis
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With great difficulty.

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Don't use level bps.

dark drum
nimble wasp
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Should I use a game instance then? I basically need to store a variable somewhere independent.

dark drum
nimble wasp
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I've got a resource that goes up when an enemy is killed. When that resource reaches a certain number, it can be spent on an upgrade.

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On the death of the enemy, I can increment it - but the thing to be upgraded isn't always around. Nor is the enemy.

dark drum
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Would anyone know how I could improve this? It's find the look at yaw between it's start and end actors and clamps the yaw to the desired angle. It works but I have an issue where is the start actor is rotated at 45 degrees I get an issue where the direction vector flips between negative/positive depending on which side of the center the target is standing on (the player).

Hopefully that makes sense lol.

dark drum
worn kestrel
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Hey there. Im making a KOTH gamemode right now and have made some basic BP on how long a person is in a zone.
I want it to keep counting up everytime they enter. Right now it only works the first time someone enters. If they leave and come back in, the loop has stopped and they are only granted one point. How would I solve this? Thanks in advance for any help or guidence 😄

dark drum
worn kestrel
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appreciated the help 🙂

magic crown
narrow stratus
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Our new action mapping doesn't get included in the build, it only uses the old mapping

pastel maple
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is it possible to make a sequence not work in order?

thin panther
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That would kind of defeat the purpose of a sequence.

But in general, yes accidentally. If a branch has an asynchronous action it will not wait for it to complete

fathom vigil
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this is in my animation bp can someone tell me why this doesnt work. When I press shift my max walk speed gets set to 800 from 600 til I release. If I set it to 600 its always true and it works but if its not it doesnt

thin cradle
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I have a mesh component A with a specific scale and a child component B with a specific position, rotation and scale
when changing the scale on one axis on component A, the wrong axis gets scaled on component B
How would one fix this?

dark drum
thin cradle
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this is a default unreal cone

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so if I want to reuse any mesh in multiple objects I need to make a slightly rotated copy of each of them in my DCC every time? and presumably can't dynamically move any child mesh around at runtime then?

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there's gotta be a better way

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like, iirc unity just properly transforms the scaling on child objects, and I saw a post saying unreal did this before 5 too

dark drum
# thin cradle this is a default unreal cone

You'll need to make your own cone then. You can export it as an FBX, import into your 3d modelling software and rotate accordingly. Alternatively, I know unreal has some experiment modelling plugin so you might be able to do it in the editor.

dark drum
thin cradle
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yes I understand, what I'm saying is Unity and apparently UE4 did it differently

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instead of requiring peoples to open blender or whatever and make a bunch of copies of the same mesh

lime basin
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so if I want to use this actor in animation blueprint i need to make sure this thing is set correct? because by default it wasnt and i was getting null all the time when i was trying to initialize variable

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im still getting used to ue5 such a noob question

thin cradle
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like I can't imagine why anyone would want scale to be solved like that, and it's afaik relatively basic transform math to figure out the proper position, rotation and scale of the childs relative to the parent

#

I'd be baffled if there isn't some option somewhere to change this behaviour

dusty hazel
#

Hi everyone, been trying to look for a solution for months to no avail...

BP works fine but I'm getting the dreaded "accessed none, getplayer controller error"

#

This is in the level bp

#

Any light shed greatly appreciated

frosty heron
#

Means you don't have valid controller at the time of accessing it

#

Also avoid lvl bp

dark drum
# thin cradle like I can't imagine why anyone would want scale to be solved like that, and it...

The way it works makes perfect sense. You scale on the X so all the other children also get scaled on the X. Making it take into account the rotation would mean it would have to scale on the Y or Z depending how it's rotated. This is less intuitive. It's only an issue because you've rotated the child mesh of which the fix is very simple, just import a new mesh that is already aligned along the axis you whish it to be so you don't need to rotate it.

thin cradle
#

it's how practically every other 3D software work

#

and the fix is not simple it's making a copy of the same mesh and reimporting it every time I wanna move a child element around

#

if you're one of the team members that don't know how to use external 3D software you just can't do anything

#

it's seemingly how UE has worked until 5 too

dark drum
thin cradle
#

that "when" could be dozens of times a day and now I have a bunch of duplicates of the same mesh in my assets

#

& we've had other problems with construction scripts being pretty unreliable for actors placed in a level and not always rerunning when the original blueprint was modified

#
  • having to setup that custom math for I guess every single actor in our game in order for it to work like one who's used other DCC, or unity, or previous version of unreal would expect
#

like there's gotta be some hidden option somewhere, 90% of the time for weird stuff like this there is

#

especially since this is the kind of change that'd break porting projects from UE4 to 5

dark drum
lime basin
#

i dont get it why is this failing i cant cast to my actor blueprint

dark drum
lime basin
#

no i made a new one with code

dark drum
lime basin
#

this will make it more complicated to connect animations

#

im still learning ue5

#

but you just gave me a good starting point thank you men @dark drum i didnt know this! i will figure it out

lilac hill
#

Anyone know why Line Trace returns both true and false on hits?

dark drum
lilac hill
wicked cairn
#

Hello!! I asked this in #pcg-framework but I'm unsure If it were the right place to ask, so just incase;

I'm making a game where Players start at point A and find their way to point B, but would like the map to procedurally generate the path between the two points each time it's loaded!

Any idea on how I'd approach this? I'd be using sets of tiles that the map can place together. (Ex. Players spawn at point A in a Forest map and will traverse the procedurally laid out paths to find their way to point B) Any tutorial links or guidance is appreciated!!!
(please excuse the silly mouse drawn examples ;u;)

dark drum
lilac hill
dark drum
#

Check if the character is locally controlled would probably do it.

lilac hill
#

Allright, thank you! I'll dive into it

dark drum
dusty hazel
dark drum
dusty hazel
dark drum
dusty hazel
dark drum
# dusty hazel Ohh I didn't know that, thanks... Yesss, 3 fixed cameras! Although I'd like th...

Well as luck would have it, I recently uploaded a tutorial for a fixed camera system where you can choose to have it move along a track. Check it out, you might find it useful.

https://youtu.be/RctV_1MGuP4

Welcome to this comprehensive tutorial on building a fixed camera system in Unreal Engine!

In this step-by-step guide, you'll learn how to craft a seamless and immersive fixed camera setup for your game projects. Whether you're diving into level design or seeking to enhance the player experience, this tutorial covers it all. From setting up the...

▶ Play video
waxen gull
#

how can i achive similar behaviour that i get with AI Move To, but for a pawn controlled by a player controller?

versed sun
#

i believe:

waxen gull
#

that kind of just teleports my player

#

yea

#

just teleports it

#

oh nvm

#

you have to enable this

#

on floating pawn movement component

waxen gull
dark drum
# waxen gull that kind of just teleports my player

Adding to what Ryck0Shae said, when using the simple move to location for the player character, if you need to know when the character gets to the location, you can create a BP with a sphere collision capsule that you spawn at the desired location and have it trigger an event dispatcher when it's overlapped by it's desired target (the player character). That way when you spawn the marker, you can bind to the event dispatcher and have something happen when the player gets there.

For the one i made for this purpose, I also have it auto destroy itself when it's been reached so you don't have to worry about doing it afterwards in another BP.

waxen gull
#

thx

narrow stratus
magic crown
#

Still having troubles with this one here. Any assistance please ? 🙂 I've checked Google and no result on this one.

steady night
#

hey guys im trying to spawn decals from a parcitle spawn "(shoot dude spawn blood create decals on ground)"

#

is it possible to do simmilar with a niagara system ?

wicked cairn
north lynx
#

Is there a way to update the sound volume in time?

#

That the sound is playing along all the gameplay but it will be higher volume and lower volume when I change it

worn kestrel
#

Hey there. Im making a KOTH gamemode right now and have made some basic BP on how long a person is in a zone.
I want it to keep counting up everytime they enter. Right now it only works the first time someone enters. If they leave and come back in, the loop has stopped and they are only granted one point. How would I solve this? Thanks in advance for any help or guidence. (I wrote about this earlier and got a tip about is timer valid. Where should I implement this?)

dark drum
dark drum
lofty rapids
zealous fog
#

Im making an editor Utility widget. Anyone have any idea why this will only fire off on my third mouse button ? (I got 2 buttons on the side of my mouse, and it only works with one of those?) Left/Right mouse click works fine in rest of editor

lofty rapids
worn kestrel
#

But thanks to you both! Will continue to try around with the info! 😄

lofty rapids
north lynx
worn kestrel
lofty rapids
dark drum
worn kestrel
#

Ohhh wow okay. Will try it out! Thank you both for taking your time. Super kind. ❀

frosty heron
#

Master -> BGM -> voice -> sfx. Etc

#

Then you will push push modifier to change a group volume

#

There is youtube tutorial for this

lofty rapids
worn kestrel
#

Big thanks to both for putting in so much time in such a simple thing!

lofty rapids
#

the other is probably better in ways i'm still learning, i just like like to help if i can

north lynx
frosty heron
#

Hey guys, in today's video, I'm going to be showing you how to change the volume of audio in your game on a slider. In this example, I will be doing the master audio, but this works with anything, for example music, SFX, dialogue, etc. I also go over that in this video.

Main Menu Tutorial: https://youtu.be/K1vVbwMJCTQ
Options Menu Tutorial: htt...

▶ Play video
distant hollow
#

How do I draw a line and make sure it runs straight along an axis?

ancient folio
#

Hey all, is there possibility to check if actor is hitted by other actor? Let's say one actor is constantly hitting another actor, but I want if hitted actor know when it is not hitted anymore?

distant hollow
#

If you want to filter out specific actors, you can try using Tags

fallen glade
#

I'm getting horrible results when trying to offset spline meshes along a curve, convex points are fine but concaves are wrong because the points end up intersectiong each other. Does anyone know if there is an easy way to get around this?

spare pike
#

I am getting really fed up with the perception system, why can't these pawns hear each others noise events? It's the very same setup as on my players character, which they can hear perfectly. They have stimulisource just like my players does, their hearing is set to all affiliations yet it refuses to fire.

dark drum
naive stag
#

any ideea how i can constrain 2 actors at runtime? i have a fishing rod and a fish and i want to create a physical constraint when "hooked" but it seems that the constraint i'm creating has no effect on the fish. Here is how i'm creating it and attaching to the components

mild basin
#

I am trying to create a widget blueprint that plays a video, the video portion is working, but when setting the media player for the audio component the video itself stops playback altogether and no sound plays.
https://blueprintue.com/blueprint/vq_th_7b/

Best as I can tell this is how it's supposed to be done and is how it is done in many tutorials, it doesn't however seem to be working here.

TIA for any assistance.

faint pasture
naive stag
spare pike
faint pasture
#

What you have right now is a constraint between 2 characters

#

if they are both not simulating physics then it'll do nothing

#

the CMC is not physcis

naive stag
#

the fish is not simulating physics, they are controlled by AI

#

if i enable physics on them they stop walking and go rolling around

#

so, no physics, no constraint, got it

dark drum
spare pike
spare pike
dark drum
fallen glade
# dark drum What are you trying to do?

I was trying to make a cart decal, I resolved it in the end by extruding the spline by 10 units each time in a loop and removing/merging points that got too close together, bit of a hack but it works for what it is

sturdy notch
#

Anyone aware of what settings might cause decals to stop spawning properly? I don't recall changing anything but now if I call multiple decals (bullet holes) from a loop, only 2 of them spawn in. I don't get this behavior in other projects or if spawning in other types of objects - just decals.

charred berry
#

5.3 images of splines are Maggie no attempted fix from details panel is helping,,known issue ?

#

Using add spline feom ue not bep as such so wasn’t sure where to post

#

Not from bp

#

They are fixing some cracks near control points which I have but not related fail

sturdy notch
# dark drum Show how you spawn them.

The spawning doesn't appear to be the issue as I can spawn other objects fine. There's a bug in the spawning of multiple decals. It works fine, using the same code, in other projects and on different version of the engine. I just, for the life of me, think of what would've changed to not spawn them correctly in my project - some setting buried somewhere, perhaps.

dark drum
flat coral
#

Okay I've got this function that tests several structs to see if they're valid, and updates a boolean if they are. Except, I've just proven that even if they're valid, it still isn't updating the damn structs, I test afterwards and it's still set to invalid. What the heck!

elder lodge
#

maybe a later result overwrites the first result

dawn gazelle
elder lodge
#

womp womp

dawn gazelle
#

You can use a Get by ref from the array and use the array index from the loop

undone thistle
#

Hey, I can't seem to open doors In the map I just bought

#

Here is the blueprint, does anyone know what I need to do?

elder lodge
flat coral
#

Yep. Thanks!

elder lodge
sturdy notch
#

It spawns only 2 - but shows all 8 line traces firing. If I change the Spawn Decal node for a Spawn Actor from Class node, all 8 actors are spawned.

flat coral
dawn gazelle
# sturdy notch The code worked as expected until it just, didn't.

Your issue stems from:

  1. Sending multiple RPCs in one frame (having the loop run on the client)
  2. Sending multiple multicasts in one frame (from having the loop calling the multicast multiple times)
  3. Sending hit results in a multicast - hit results have a lot of data in them. If you're only using the two fields from the hit result, then modify the multicast to send only those two values.

Instead....

  1. Send one RPC from the client to the server.
  2. Have the server loop and aggregate the two values you want from the hit result in an array of a custom structure that has two vectors.
  3. Send ONE multicast on completion of the loop with the array you've constructed.
  4. On the multicast event, again loop through the custom structure array and use the values as you want to spawn the decals.
sturdy notch
#

I'll give that a go. It's just odd that it does work in other projects, but I agree that it's probably more performant going your route.

dark drum
sturdy notch
#

Then why does it work if I spawn actors instead? All the line traces (with debugging enabled) hit as intended.

#

I like the elegance of the other solution, and will do that moving forward, but don't think it rectifies the issue.

dusk atlas
#

Are blueprints innately less performant/any different than similarly functioning code?

#

Any highly competitive, fast paced multiplayer games using blueprints, for example? Is there no downside?

faint pasture
#

depending

#

but whether or not that matters, also depends

dawn gazelle
# dusk atlas Are blueprints innately less performant/any different than similarly functioning...

They are less performant as they run on a VM instance, so yes, anything you do in blueprint would technically run faster in C++.
That said, sometimes the performance gains are minimal, and you don't necessarily want to do everything in C++ as it's just easier to do in blueprints.
If you're going to do multiplayer, you will more than likely need to dive into some C++ in some way or another anyway.

Rule of thumb is, if you want to prototype in blueprint, nothing wrong with that. Profile your game, identify any problem code that could benefit to be running in C++, then convert those bits to C++.

faint pasture
#

The tighter and hotter the loop, the worse it is to run in BP.
Open door event, thats fine in BP.
Block building system like Minecraft? Probably do it in C++.

bleak merlin
#

Pretty sure this is just me being dumb but quick question. I have started messing around with an isometric-esque view (can't truly do isometric in unreal due to lighting apparently). I am using the third-person template and just changed the FOV and perspective and how far away the spring arm is. I am trying to make a smooth rotate and zoom in/out but due to trigonometry and the way the camera boom works I am having trouble. I have tried messing with just the x/y positions of the camera and changing the spring arm length and the offset all that give varying degrees of success but none of them are game ready. Is there a tried and true method for zooming in with a camera that I am overlooking?

lofty rapids
#

setting the arm length i would guess should would

#

is it just to jittery ?

#

or it's not working at all ?

narrow pendant
#

when spawning a force feedback component, am I supposed to destroy it, too? does it auto destroy itself when it finishes playing?

#

"this is a fire and forget effect" - means I don't have to deal with anything after spawning it I assume

bleak merlin
plush ether
#

Hey everyone, I'm working on an editor tool and for that tool I will need to know the bound of the current terrain (X and Y)
What I found so far is this

#

But the print give me really big values

#

LogBlueprintUserMessages: [BP_WorldBuilder_C_2] X = 63000.0Y = 63000.0

#

And to validate I tested with a cube and those are my result

#

The cube is by far bigger than the terrain value I get

honest wraith
#

I think box extent refers to from the origin, how far out from either side should it be

#

If you want to test it working, try getting the actor 3D scale

plush ether
honest wraith
#

Is the bounds pretty much half what you'd expect?

plush ether
#

No I expected that too but its still massively larger

honest wraith
#

Cause I'm fairly sure if you had a 1mx1mx1m cube, it'd return 0.5 units

#

Could it be affected by the scale?

plush ether
#

But I think you got it (mostly)

#

I do a quick test and I give the formula

#

The terrain scale is 100 and the bound I have is 63 000

#

I have to do 63 000 / 100 * 2 and that give me exactly the right size

#

In that case 1260

#

So divided by 50 if you want to save a step

#

But I suspect its affected by the number of ocmponents and all

#

Well I tested on other terrain setting and the result still work

#

So its bound / 50

#

Thanks for the help 🙂

honest wraith
#

You're very welcome 🙂

bleak merlin
#

zoomed in view image 3

rugged lion
#

does anyone know how to make a "box collision" not a part of the player. Im trying to use the box colission to deal damage to another player when it recieves damage then it also hits the player

bleak merlin
rugged lion
#

when the box collision recieves damage so does the player

bleak merlin
rugged lion
#

im trying to get a "flashlight" to do damage to a "ghost" and im using the box collision as a way of detecting whether the ghost is within the flashlight, and if the player gets to close to the ghost then the player dies. So now when the flashlight shines on the ghost to deal damage, the player dies. I am also very new to UE5

bleak merlin
rugged lion
#

i dont know what that is...

bleak merlin
#

you can change the shape of the trace

#

it makes a line "trace" from one point to another.

#

and can tell you if you hit an object or not and return data from it

rugged lion
#

ah ok

bleak merlin
#

the way a bunch of fps games determine if you hit your target when you shoot

#

probably eassier

rugged lion
#

ok give that a try, thank you very much

bleak merlin
#

start should be flash light and end should be calculated amount from flash light + distance to end of light effect

#

one way of doing it

rugged lion
#

Ill try implementing that thank you

bleak merlin
#

no worries, also check out matthew wadstein's videos

#

on youtube

mild pine
#

Hey, Im setting up Chain Lightning, and Im doing a SphereOverlap into a ForEachLoop, and my particle will go from X, to Y, to Z. I would love some tips on how to get the first overlapped actor to be the position of X, the 2nd actor to be Y and third to be Z. Been struggling with this one for a bit 😅

bleak merlin
#

also checkout the unreal engine videos and tutorials on the epic site

rugged lion
#

will do thanks!

bleak merlin
dawn gazelle
mild pine
bleak merlin
grave apex
#

Why is this happening?

#

when I select the character movement component on one actor, it doesnt show anything in the details

#

but if I select it in another actor, its details do show up!

lunar sleet
elder lodge
#

see if you have any bp autosaves

#

I was able to recover by replacing the file with the autosave renamed

lunar sleet
#

Yeah or source control

mild pine
bleak merlin
#

then have your lighting hit each of those targets in that order

zealous moth
jade skiff
#

I have a variable named cash. It seems to have two different values in the same blueprint and I don't understand why. Here are the details: It defaults to 25. Every three seconds, it is increased by X (x is number of owned tiles). Every tile the player clicks, cash is decremented by 5 and then the player owns a new tile (this is partially shown in image two). My issue is Cash seems as if it has two different variables. When a player clicks, the UI updates to 20, then jumps to 26 (25 + 1 owned tile), then back to 20, then up to 27, then back to 20 etc. There is a restriction the player must have more then 4 cash to click. This is enforced correctly, but once the player has clicked 5 times cash shifts between 0 and the current number it's increasing to (66, 71, 76, etc) so it looks like the 0 cash is being used and the increasing cash is not being used for anything. Anyone have any thoughts?

neat basin
#

Can we add blueprint node to component owned by actors that have been placed on the level?

tribal gazelle
#

I'm trying to measure the length of my landscape using 2 player starts. I done this and it prints almost 5000, is this correct to show how many metres it is apart?

#

So it means my landscape is 5 square kms?

dawn gazelle
#

Sounds right.

tribal gazelle
dawn gazelle
#

Yep

tribal gazelle
# dawn gazelle Yep

Great because this is the map (I measured square under water) which looked that big anyways, thanks

royal vale
#

Can anyone help with a question on Rep notify?

lean compass
#

this is the most brain fuck bug ive encountered so far when im setting my health variable the amount of health is right but when i actually set it, it says to go fuck myself and doesnt do shit the first time i shoot? does anyone know why this is happening

restive anvil
elder lodge
lean compass
ember lichen
#

I have a plane and I'm trying to see how hard it hits something in order to decrease a health variable, how can I use the Event Hit in order to see how hard you're crashing?

#

Also if it does hit 0 health, how would I make it fall to the ground not accepting any input

lean compass
elder lodge
lean compass
#

nah theres 2 players

elder lodge
#

see if both players print on one interaction

iron wing
#

I'm having this weird issue where \a widget that has an inputAction node doesn't work when I'm in one level but works in another

lunar sleet
iron wing
#

I'm in ue5

lunar sleet
#

And?

elder lodge
#

Is there a way to rearrange the root transform component ?

I control the camera direction with the mouse but want to keep the camera view locked and rotate the body until the relative camera rotation is 0 again

lunar sleet
#

Input logic doesn’t belong there^

elder lodge
#

rn I'm grabbing world rotation and unrotating the body but jw

lunar sleet
iron wing
#

ah ok

#

thx

lunar sleet
vocal stratus
#

Anyone know if you can collapse certain parts of custom macro nodes? Would be nice to hide unused pins like other UE nodes that have Advanced options. Like below, I want to hide the N, Any, and Value pins

vocal stratus
elder lodge
distant hollow
#

My PlayerStart is at Z pos 2000
So my PlayerController spawns there at runtime
But my PlayerCharacter spawns at Z pos 700
No matter what values I change my PlayerStart (100, 5000, 10000) it still spawns at 700
What could be causing this?

vocal stratus
vocal stratus
#

np, hope that helps!

tough badge
#

What's the difference between Async Save/Load and the regular Save/Load blueprint nodes? I tried reading the documentation but I'm pretty smooth brainy and couldn't understand the difference

lunar sleet
tough badge
#

Oh alright. The reason I asked is because I can get my game to save with the normal Save/Load node but it doesn't save when using async so I was curious

lunar sleet
tough badge
#

The true pin returns that it completed successfully

#

Just nothing happens if I load, unless I change the nodes from async to normal then it works fine

lunar sleet
#

Well some older posts on the forums are saying it doesn’t rly work well if anything else is writing

#

Idk how accurate that is but either way just use sync

tough badge
#

Ah man, would be hhype if it worked

lunar sleet
#

What you’re saving should usually only be vars and not rly heavy

tough badge
#

Yea I'm only testing at the moment so I've just got dummy variables I'm trying to save

#

I'll test it in a template level and see if the same thing happens

crisp gulch
#

What's a quick and easy way for me to count up this alpha value over a duration of time?

I want to slightly rotate the ship when moving from side to side and someone the other day mentioned I could use FInterp, but I can't seem to find a way to smoothly tick up the alpha value.

lunar sleet
#

Make a track 0 to 1 over whatever time you want. Plug the track output into the alpha

lunar sleet
ember lichen
#

How can I get my distance traveled on an infinite runner?

lunar sleet
#

Get the actor location in the beginning, store it in a vector variable. Get the actor location at the end, subtract

ember lichen
#

I want to add 1 to a variable each time I travel X units

lunar sleet
#

Then do that

ember lichen
#

How would I trigger it every 10 units for example without just setting 10,20,etc

lunar sleet
#

It will overcomplicate things I feel, but đŸ€·â€â™‚ïž

ember lichen
#

You think preset numbers would be better?

#

The problem would be trying to figure out exactly how many units converts to what time

lunar sleet
#

I didn’t say that

#

I mean there’s like 4 diff built-in functions to keep track of time

#

Time is not a problem

ember lichen
#

The issue is I need it to be distance based because you can slow down, so it would be easy to beat the system with a timer

lunar sleet
#

Does your character actually move from like X = 0 to X = 250 (for example)?

lunar sleet
#

Ok

#

So take that difference and multiply/divide as needed

ember lichen
#

Alright

lunar sleet
#

So for example if you want to count 1 meter for every 10 units travelled, (endX - startX) / 10

lean folio
#

Is anybody else having issues with Motion Warping not importing correctly when moving from 5.2 to 5.3?

I validated that Motion Warping is enabled in plugins.

And then I have to reimport motion warping and all of these warp target blueprints.

But then when I save and close and reopen it breaks again. Why do these nodes keep breaking even after readding them again and then saving and reopening the project?

I have tried to replace the existing project and tried to create a copy as well. Both methods return the same results.

frosty heron
#

By moving you mean you open the project in 5.3 ? Or copy the assets from 5.2 to 5.3?

#

Those red marks normally appear when you haven't compile cpp file

remote meteor
#

might be due to loading phase of the plugin

#

double check whether if it changed in the .uplugin from 5.2 to 5.3

lean folio
lean folio
frosty heron
remote meteor
#

trying changing the LoadingPhase to PreDefault

lean folio
#

I am not able to locate the uplugin folder under the project.

remote meteor
#

its on MotionWraping.uplugin

#

it will be on the engine plugin folder

#

\Engine\Plugins\Animation\MotionWarping\MotionWarping.uplugin

frosty heron
#

@remote meteor instead of writing the version manually, isn't there a macro for latest version? I prayed I don't have to change version but would be good to know

remote meteor
#

uplugin engine version you mean?

lean folio
remote meteor
#

yeh

remote meteor
#

since reinstalling the engine will remove this change

lean folio
#

Ok restarting now

remote meteor
#

the cause of this is something is loading your bp earlier than the Default loading phase

#

since this plugin is only loaded on the Default phase, when the bp is loaded eariler, the plugin reference is not available yet

#

same issues with the Enhanced input node missing back in a few versions đŸ€·â€â™‚ïž

lean folio
#

oh wow no errors

lean folio
frosty heron
#

đŸ„ł

remote meteor
# lean folio Looks like that totally fixed it thank you. Any issues to be on the lookout for...

not exactly a good idea to always just push to load earlier. if you could, try on a fresh 5.3 project with motionwraping enabled and used, to see if you can replicate it in a new project.

if it doesn't, might be due to the IncludeOrderVersion in both of the the Target.cs of your project

DefaultBuildSettings = BuildSettingsVersion.V4;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;

While usually project upgrades is just selecting new version on the uproject. these part needs to manually updated and verified.

lean folio
glossy cloak
#

I have an actor component that needs to listen for it's owner's health to change. I don't want to cast because I'd like to use the component on various classes. Is there a good way to use an interface to bind to a dispatcher? Or am I barking up the wrong tree?

lean folio
lean folio
remote meteor
glossy cloak
#

When using a component to manage all health would you find the component and call functions from it directly (when dealing damage) or would you use an interface and have the interface direct the damage to the component on a base class?

#

I guess the first one. The second one seems like it's making the entire component pointless.

remote meteor
#

it does make sense to have a interface. for example, you could have multiple actors that shares the same health pool

remote meteor
glossy cloak
#

Okay, cool.

lean folio
# remote meteor yeah

Ok I confirmed this issue happens after saving and restarting a fresh project.

Made a default third person project. Added a Motion Warping Component to the component editor followed by warping nodes in the BP.

Compiled and saved successfully and was able to play the map without any errors.

Saved and Closed.

Reloaded and then everything was broken. So this issue happens regardless of importing the blueprints.

#

Looks like this issue is a confirmed defect of UE 5.3.2.

QA skills disengage

serene condor
#

how do I jump using the FloatingPawnMovement in a Pawn Blueprint?

lean folio
frosty heron
#

@fallow needle show your code

dreamy storm
#

Hi all sorry to butt in, I just got some corrupt Blueprints and even 6 months old autosaves won't be accepted by the Engine as a replacement. For God's sake why?

tall veldt
#

Hi! I'm trying to build a city builder.

I have a isometric grid with e.g. 64x64 tiles. I have a function that takes the current mouse position, takes a line trace a based on that Vec3 checks the grid-tile-array for the closest grid position. So it checks 4096 actors simultaneously. This works okay.
But now I want to build zoning, so I save a Grid-tile based on my mouse down, and I save a Grid-tile on mouse up. I extract the x and y positions, and through a loop for x and a loop for y I make a new array of the to-be-zoned tiles. This works okay for small amounts, but whenever I want to zone big portions, it detects an infinite loop. This is because I use the closest grid position function. So e.g. a zone of 30x30 = 900 time the 4096 actors, so 3.6 milllion (which is too much and UE calls this a infinite loop).

How to approach these 2 functions better?

dreamy storm
#

There is a a function to check for actors or components below your mouse, that seems like a better option?

frosty heron
#

When you want to remove something in iteration, try to use reverse each loop

#

Yeah

dawn gazelle
#

Removing something from the array doesn't really do anything in this context.

frosty heron
#

Maybe what you want to do is destroy actor?

#

Then u want to cache it

#

What u have does nothing as datura says

#

I get what u want to do tho, in this case do this

#

Get all actor of class. Promote the result as variable

#

Then from that variable u can do reverse each loop and remove

#

Not sure what that person mean

#

You get a copy of ref anyway

tall veldt
glossy cloak
#

Anyone know an easy way to keep my screen space widget components aligned to the world location of the actor they're attached to?

dreamy storm
#

This makes ZERO sense to me. How Can something be SO corrupted that it doesn't accept legit old backups??? T_T

dark drum
dreamy storm
#

Well after a clean close of the editor it now fucked everything I tried it saved latest, which means a blueprint a widget and a map

#

For the map it says "failed to load it appears to be an asset file"

#

which, I might add, is the worst error message to give if you want your user to understand what's going on

frosty heron
#

Use source control

dreamy storm
#

that's great advice... for the future

#

But I'm quite sure that wouldn't fix my issue in this case, cause like I said older versions are "also" suddenly corrupt

remote meteor
#

It's probably a case you haven't found the source of the corruption.
this

dreamy storm
#

Well I tried deleting anything dependant on it but that does not fix anything sadly

#

So it might be in the appdata folder or smth, but can't delete anything there cause this is a shite work computer 😠

dark drum
# tall veldt Hi! I'm trying to build a city builder. I have a isometric grid with e.g. 64x64...

With it being a grid, I would store the tiles in a map using the key as an Int Point.

When you do your line trace, you just normalize this to the grid. (Divide by your grid size and round) You can then use this to get it from the map easily without having to loop through all the tiles.

As for the zoning, I would take the first click and normalize to the grid (as before) and on the second click do the same again. With the start and end tile locations, you can then get the zone size and use this to form a 2d loop and add it to the start location and get the tiles from the map.

Hopefully that makes sense but it should significantly reduce your loops.

lime basin
#

yea im too stupid for blueprints please help

versed sun
#

do a Is Valid check

lime basin
#

Ok

dark drum
lime basin
#

im doing is valid wrong i bet đŸ€Ł

dark drum
limber parcel
lime basin
dark drum
lime basin
#

yea it does and bow has got its own skeletal mesh

#

so you are saying to this in bows animBP?

dark drum
lime basin
#

I have no idea how to refrence player right hand socket in diffrent animation blueprint :/

#

player is pawn and bow is actor

dark drum
#

In the bow blueprint, you would want to have a var (most likely of type character) that stores who is currently holding the bow. This way, the bows animBP can cast to it's owner (the bow BP) and get the character that's holding it. From that you can just get the skeletal mesh and the socket from that.

lime basin
#

i will try that is it okay if i dm you about it later if you arent online @dark drum ?

dark drum
lime basin
#

okay

#

thank you

crystal flax
#

Hey guys i am facing a strange issue like i am firing from my gun and when i fire line trace runs and ai dies if line trace hit but the problem is ai is dieng but i am not getting any bone name becasue lien trace is not hitting the ai and ai is dieng bcz of line trace only not by projectile overlaping and you can see in the pic line trace is not hitting the ai can anybody help me i want to get the bone name for headshot

opaque acorn
#

could anyone please explain me how does transforming 0 0 1 vec from viewspace to worldspace giving us the direction of camera ? ? ik its related with material but still there is more on code than a pure material thing

dark drum
tall veldt
ripe sun
#

This is a function. does anybody know why only arrays are locked as "pass as reference"?(This caused a bug for me, now I'm curious)

versed sun
#

It causes a bug , or a warning ?

dark drum
ripe sun
ripe sun
dark drum
ripe sun
#

I know what a ref does, and where it should be used, but why is it locked?

#

I can't set it to false

#

You can see it's greyed out

dark drum
# ripe sun You can see it's greyed out

Because you can't change an input value on a function that isn't pass by ref. Having an input array that isn't pass by ref would me you would only be able to get values from it and if that's all you want to do having it pass by ref wouldn't make a difference.

ripe sun
#

then why aren't maps or sets locked as true?

dark drum
dreamy storm
#

Well after 4 hours of trying to get my corrupt files uncorrupted I decided to just roll back a good 20 hours of work

dreamy storm
#

It corrupted pretty much all autosaves from that day so, have to roll back on older backups

amber spindle
#

Maybe someone could help with branch and hit actor on line trace by channel? I got blueprint BP_Floor and I need to stop further action if line trace hits that bp, but I get problems because target hit isn't bp_floor but is bp_floor2

open crypt
#

I'm testing some ballistics but the output of the hit result for "Distance" is giving me numbers that don't make sense to me - I'm shooting across to what looks to be 30 meters (rough estimate) but it is returning 3.0 am I interpreting this incorrectly? -

#

In fact no matter where I am it is reporting around a distance of 3 even if I am hitting (and impacting) items all over the place)

versed sun
#

Draw Debug Sphere at your Location to see where you are hitting, you might be hitting a different collision

dark drum
sand yacht
#

hi, how can I change the default audio input device? Im using an audio capture but I cant specify which mic to use

open crypt
night dust
#

I'm stuck creating a working delete function in an inventory system which is going to create a display of rows of entered items. So far I can't get the Interface event to fire. This is in-between two widget blueprints, one is a child of the other. I have a child widget checkbox which is inside of a vertical scroll box which is inside of the Main widget blueprint. The display of data entries is working fine. The goal is to have the row containing the checkbox be removed when checked. I have added the checkbox in the last column and included the blueprint nodes for both the Delete checkbox widget(child) graph, and the Main widget event which is intended to both remove the entry from the array and then clear and redraw the display. The Main widget spawns the scroll box with child widgets as they are created at runtime by user inputs. I've used blueprint interfaces before in the door demos so I know they can work, but so far in this project I can't seem to ever get the event to fire off. I've added the interfaces to both widgets, and only one at time while expierementing. It is currently in the Main widget with the event. While testing I know that the message node is being activated, and I can see the values changing via the game instance intermediary variables. The closest I could come was when I created a custom function and casted to it. I could only consistently cause the Editor to crash. What am I missing here? If this whole approach is wrong I'm open to ideas on how to achieve the same effect.

open crypt
night dust
open crypt
#

The other thing to consider is why you need to use an interface when you should already have a reference to each widget and to eachother

#

just create events on the widgets themselves and communicate back and forth - then you can use the game instance to call those events if needed, for the time being that should work

night dust
#

How do I access that check box from the game instance?

open crypt
#

whenever you create teh widget you can add a reference to the main widget onto your game instance -

#

the other thing to remember is that when you "remove from parent" you are effectively deleting the widget from memory, so anything that changed in the widget while it was on screen will be lose, as well as the original reference to it you might have saved

night dust
#

I guess I'm lost on how to change this up? I'm not worried about losing the widget or the data, that's the goal to drop it

open crypt
#

so, first make the event that drops it occur on the actual widget that contains the data itself, literally the child blueprint wherever that price thing is that you are trying to remove

#

a test might be that on construct you make an event that adds a line, then have a 5 second delay, then run a custom event that deletes that same line, so this ON the actual child widget, the same one

#

test it to make sure it works

#

then the next step is to figure out the best way to CALL that custom event from somewhere else

#

interfaces should be use when the blueprint in question might differ in WHAT it does, - the classic example is you could have an interface call damage on different actors, an "ice actor" might responsd with an event that spawns ice particles, a "stone actor" might spawn stone fragements, but they both will respond to the SAME interface call, "Damage Actor"

night dust
#

Ok, so when I created the custom event, before I was able to crash the editor (lol) but I couldn't understand why it was crashing but I think it had something to do with the REMOVE node

open crypt
#

yes, blueprint structures are great but they can easily causes crashes if you don't handle them correctly

#

remember, the structure is just a data structure, it is NOT what you see on the widget - that is it's own widget data - you have to change BOTH

night dust
#

So I think thats along the lines of what I was attempting here. first removing the entry, clearing all the child widgets from the scroll box, and then repainting the whole box from the resulting data.

zealous moth
#

to specify: BP structs are great with default data but will be prone to corruption if you add in custom class references

night dust
#

But w/o that event firing nothing has happened yet

zealous moth
#

if you do a struct of int, string, texture, it's fine; if you make a struct of your BP_Enemy and custom classes or other structs, big problem

open crypt
night dust
#

If you search on my handle above, I recently dealth with the data structures, successfully actually.

#

In this case, its all user input at runtime, think of of a table order and receipt. Thats the printout essentially here

open crypt
#

try what i told you to test first

night dust
#

So the Name, item price data is all entered at runtime. I can clear everything by wiping the varaibles in mass

night dust
open crypt
#

oh, I see - if you are working with teh structure I've had more success, less crashed by using the "make structure node" then you have to "break" the structure first, so all the variables are seperate - you connect the ones you are NOT changing from the old one to the "make structure", then you substitute the changes - it's a bit cumbersome but that's the way I've always had to deal with changing blueprint structures during runtime

open crypt
#

in this case, the "Hit Item" is a stand in for the part of your structure you are removing or changing

#

the remove should work, and i know you are using an array of your structure but it is probably due to when you are doing it

night dust
#

hmmm. So this would all exist in that child widget alongside the checkbox event?

#

I just need to get the structure refences to it...? Thinking... thanks for the looksee. this is helpful to change the approach

open crypt
#

YOu can keep the structure variable anywhere you find convenient - I am only recommending that, while you are learning how these different systems work, that you keep it modular - first get it working entirely on one child BP - that way you know the errors aren't because of a null reference or bad blueprint communication

tall veldt
snow eagle
#

Ahoi ! Can i Ask question here for problem in blueprint, i'm stuck with one problem ?

open crypt
snow eagle
#

Thanks ^^
Sry for m'y english in advance i'm not an english native speaker

I want to reproduce a pod racing like game, i wanted for the player to control a pod racer with 2 reactor separatly, the right one with right shoulder right trigger and right thumbstick button and the left one with left button too, with only one Xbox controller, i'm stuck with thé fact that my two reactor are pawns but only one receive input, i have make m'y blueprint code with each good input in his right pawn but the second pawns don't react of his input

#

I have two player controller and each one possess Is own pawn

open crypt
#

I would look for one of the multiplayer projects in unreal and look at how they handle input - check the learning tab in the Epic Launcher

snow eagle
#

It's for a solo game, the player control separatly the two reactor but with only one Xbox controller

#

Btw thx for responce me 😄

open crypt
#

you don't need two pawns then

trim matrix
open crypt
#

you can create an actor with two different "reactors" like a "left reactor" and a right reactor" they might just be static meshes or some other blueprint component

dreamy storm
wild moth
#

Why does it seem that nested structs always break in UE5? Every time I add a member to the nested struct, the main one breaks compile

#

until I either change a var type, or edit something in it

#

always "Couldn't parse xyz"

halcyon vapor
#

is there any way to convert a struct to just text, since I know it's possible to import/export data table using xml files, is there a way to get that sort of text from one struct at runtime for debugging purposes?

#

since I have multiple struct variable that get calculated and passed around, it'd be nice to make a function to more accurately debug rather than making a print string per struct variable of the struct

#

nvm, found this from json blueprint utilities plugin by epic games

dry sleet
#

C++ ones are a little better, but you can still have weird issues if you edit them a lot.

#

But yeah, blueprint structs are finicky.

frosty heron
prime stump
#

Hi, if i wanted to check a value against multiple different ranges, is there a better way to do it besides branches for each range?

elder lodge
prime stump
cobalt gulch
#

So I currently have it where my character can double jump, how can I make it so if the down button is pressed you fall faster. Like in Smash Bros

elder lodge
#

Probably not, I wouldn't know how to do that even in code

#

unless you can collapse those ranges into states

lunar sleet
elder lodge
cobalt gulch
#

They cant trademark unreal light beams

prime stump
trim matrix
#

So i've tried to see why calling functions on widget is crashing editor and most likley game and below is what I'm getting. For me I would see that as well somehow the function is being run not on game thread like it says

Assertion failed: IsInGameThread() || IsInSlateThread() [File:F:/DEV/ND23-BuildPublicEditor-EpicRelease/Engine/Source/Runtime/SlateCore/Private/Widgets/SWidget.cpp] [Line: 1119] Slate can only be accessed from the GameThread or the SlateLoadingThread!

#

I can't access the Cpp side so can only do BP stuff

#

Thats from the log

#

seems to try setting the text but then doesn't appear to have managed to call the other function

marble tusk
trim matrix
#

There the two functions I'm calling and yeah

wild moth
#

I break the structs and also use them as params, idk regular stuff

marble tusk
#

I take that as a no

wild moth
#

No i hate doing that

#

Too much clutter

marble tusk
#

Okay, well that's my theory out the window. I've personally only had issues like that when splitting instead of using break nodes

#

Maybe splitting just makes it more likely to happen or something

frosty heron
#

use cpp struct 🙏

#

you don't even need to know cpp, make a blueprint struct. Right click and view header file

#

pretty much just copy paste from there

steady night
#

hey How would i make it trace in a random angle Down

#

like this

#

imagain the red circle being the Impact point

#

and the "yellow lines" are the Random angle always going downwards

#

is ok i solved it 😛

tough badge
#

If I use the save game to slot node where can I physically find the save file? Where does that node save things to

#

as soon as I ask a question I find it nevermind im big dumb EDIT: For me it was under UnrealProjects > (Project Name) > Saved > SavedGames

frosty heron
prime stump
#

Hi, i need some help.. i need to make it so when the players health is updated it checks if that health value falls between 1 of 3 ranges, if it does it calls an event to do some stuff based on the range its in but I'm not sure how best to set it up

#

At the moment I have this 'CheckHealthForHeartbeatSound' event that gets called any time damage is applied, but because its getting called every time damage happens the 'SetHeartbeatHealthRange' event is called multiple times because, for example, any value between 50 and 25 health is within the 'half health' range so when the players health hits 50 'SetHeartbeatHealthRange' is called, again when they hit 40 health and again at 30 health, so ideally i'd like for it to only be called once when the player's health has first entered into that range rather that every time there health meets the requirements to be in that range.. if that makes sense

#

I tried it with Do Once nodes but i realise that it wont work properly and it causes another issue because hitting one range should actually reset the Do Once's of all other ranges so im not really sure how to best do it, any ideas?

edgy ingot
#

Simple nested if will call once

#

It goes to true then thats it

#

Reason why stuf is called multiple times is most likely because you are doing multiplayer

#

Btw i just read your problem again

#

Just set the state (enum) there then do a check

#

For example on low health if state is already low health do nothing

#

Otherwise set state to low health

prime stump
# edgy ingot Simple nested if will call once

It calls multiple times because the range itself can be hit multiple times, the first range of between min 25 and max 50, 50 health, 40 health and 30 health all make that range go true

#

Gonna try the enum thing now tho

edgy ingot
#

If u r trying to change an enum state, then simply have a check if the state is already the same will suffice

waxen fog
#

Can widgets be spawned on an actor if it is not a character?

#

I have a widget childed to an actor but it does not appear when playing. it does apper in scene view however

#

it is in world space

#

this wont work because the actor is not a character so does not have a player controller. I assume you cant attach to a viewport without a conroller reference.

#

I have a local co-op game. Getting 1st player controller and using it for owner player also does not work for this

edgy ingot
#

You can attach widget comp to any scene comp

#

Dont matter wat it is, including character, pawn or an actor

untold niche
#

Question: How do you make a variable instance editable, but only visible if you check a boolean true?
So like having hidden variables in the editor that you can't see unless you check that you want to use them

steady night
#

it kinda works but the range is like unlimmited :/?

edgy ingot
#

@untold niche probably not possible with bp. But i see gas pop more option when certain condition is met eg. Ticking a box. so im sure its a thing in cpp. But in bp ? Dunnoe

loud tree
#

Anyone have a reliable method of binding spawn points together?

Ie
If player spawns at this spawn then Spawn another actor at the spawn it's linked to.

#

Hopefully that makes sense 😅

dire frost
# steady night

Might wanna normilze the rotate result then multiply by the length you want

dire frost
loud tree
dire frost
dire frost
steady night
#

look at the links

loud tree
dire frost
#

Preferably not. Gamemode would be best suited for this kind of logic

dire frost
steady night
#

oh

#

ok well its only going in 1 straight direction

dire frost
#

Might wanna add some random float in range to it

steady night
#

erhm

loud tree
# edgy ingot Struct or map

It's not a struct, and if you mean like a mapping function no to that as well.

If you're referring to the random spawning
I pull all actors of class and assign that location to a player controller on a for each loop that removes that index after.

vivid bridge
#

This is in a Character blueprint. Is binding to the On Landed event limited to the ability task in the error message?

edgy ingot
dire frost
loud tree
dire frost
vivid bridge
dire frost
#

I'd honestly just have a bool check

#

Instead of the hoola hoops to bind and unbind an event that could either lead to bugs or a painful dev experience

vivid bridge
#

sure that's easier for now, but this is what binding events is for, right?

#

for me personally having the logic for this event nearby the logic for entering the state is much cleaner and easier to understand than a bool in an event somewhere completely different

dire frost
faint pasture
dire frost
#

So basically same code just...easier to deal with ig

vivid bridge
#

yeah but there's still the asterisk of having to go find where the bool is checked and what it actually does. and it could be among a sequence of totally unrelated boolean checks if I do this multiple times

loud tree
dire frost
#

The name alone should be enough to tell you what the bool does

#

You never ask yourself "hmmm what does this 'IsLanded' mean" cause the name describes its purpose

worn kestrel
#

Hey there! I got some help yesterday making a system that updates the players score everytime they enter a trigger. I also followed a tutorial making a leaderboard for multiplayer. Right now my BP for point giving is not multiplayer and I tried myself but it still only shows in one game and also gives to both accounts. Is there a easy way to fix this or is it complicated haha😅 Still kinda new to this so thanks for any and all help!

vivid bridge
#

seems like we just have different preferences for how to organize, which is fine but ideally I'd also like to know if my way is possible/how to do it

#

I think I found it, had to bind to the Landed Delegate instead of the On Landed event (which I think belongs to something else besides the Character)

dawn gazelle
# worn kestrel Hey there! I got some help yesterday making a system that updates the players sc...

RPC to a client indicates that you're trying to replicate something to the owning client. It doesn't get called if there is no client owner and you're likely getting warnings in your log about this indicating sometihng along the lines of no owning connection.
Score values are something that should likely be a replicated variable set by the server anyway. If you use an OnRep, you can then use that to drive the UI updates.

faint pasture
#

Just change the score serverside and use repnotify to see it change clientside

worn kestrel
#

Okay, got a better idea of what to do! God I love this DC😅 Thank you guys for the awesome help! ❀

dire frost
# vivid bridge seems like we just have different preferences for how to organize, which is fine...

Glad you got your issue sorted out! My advice before came from a painful experience I had when I did what you did exactly (binding/unbinding delegates to avoid using bools) tho the reason why is different (I thought my approach was "optimised" spoiler: it wasn't lol) i still had to deal with spaghetti code where the event worked then stopped working seemingly randomly and it was so annoying that I needed to recreate my character class from scratch just to fix it up!

#

Obviously you didn't need to follow my advice after all I'm just some hobbyist on the internet but I hope you at least take it into consideration

vivid bridge
#

I also don't think my way is going to be any more optimized, but just to know going forward, did you ever figure out why your issue was happening?

dire frost
#

Just some flawed logic in the code 😅

#

The ones going out from the green nodes specifically

#

Those can be a big performance trap

#

Since they're executed every time you "get" the value. Unlike the blue node

vivid bridge
hexed scroll
#

Hey, I could use a little bit of help if anyone has an idea of what I'm doing wrong here. I'm trying to create an automatic fire setting for a weapon. I currently have it set up in a While Loop, but it seems to generate all the bullets in the magazine at once, rather than running through the full While loop and waiting for the delay to complete to generate the next bullet. Any idea why this might be happening?

elder lodge
#

while loops don't work that way i believe

dire frost
elder lodge
#

loop logic shouldn't encompass more than the tick

#

you think adding the delay fixes that but it doesn't, i don't think

#

If you want something to span ticks gotta do it differently

dire frost
hexed scroll
#

Oh, I see. So if I want to loop then I need to place it on the event tick?

dire frost
#

You'll want to use a timer instead

hexed scroll
#

Oh, ok! I'll start researching timers, then!

ionic palm
#

Do any of you know if it is possible to edit data table values for an item in blueprints?

I am trying to come up with a solution for varying resources cost and sell price per merchant child based on the proximity of the resource to the merchant. This I can edit manually based on the merchants location I don't need to do any distant casting or anything I am not a maniac haha

I have found a few potential ways to do it but all have their flaws. Most recently I found a way to check the owner of the inventory widget and if it is equal to the base merchant nothing happens and if it it isn't and is equal to merchant two I adjust the price and then this gets forwarded to the merchant inventory component and edits the buy and sell price there. This however doesn't work for individual items so I can only change the price inflation for everything in their inventory.

I was thinking a much simpler and cleaner solution, after 3-4 hours of tinkering to get the last solution to work, why don't I just trigger an event, based on a box unique to each merchant, which manually overrides the buy and sell price of individual items and then resets them back to normal when exiting the shop. I can't seem to find a node to make this happen though.

If I could edit the variables of the item directly as well i won't have to update any of the other UI code to compensate for the changes making it about 10x more simple to impliment

faint pasture
#

so use the delay to loop back around and check if the trigger is still held down,

#

Fire -> Open Gate -> Enter Gate -> Fire Gun -> Delay -> Back to Enter Gate
StopFire -> Close Gate

#

or you can use a bool like
Fire -> bool = true -> if bool -> fire bullet -> delay -> back to branch
StopFire -> bool = false

or the timer approach

Fire -> start timer
StopFire -> end Timer

Timer -> fire bullet

dire frost
#

I think timers would be an easier solution, no? 😄

faint pasture
#

delay is probably best for babbies first automatic weapon but yeah a timer is the play for anything real

dire frost
hexed scroll
#

Ok, I'll look into both and see what works best for my needs, then. I appreciate the input. I was stuck scratching my head on why that didn't work for a while

faint pasture
#

While is not for stuff over time

#

It's just a 1 frame mag dump

hexed scroll
#

Fair enough. I'm coming from Unity and I was operating off the logic of it working like a coroutine WaitForSeconds which I'm gathering is not right

dire frost
#

Unreal just officially supported coroutines in 5.3 lol

#

Might be a while till they reach blueprints if ever

hexed scroll
#

Makes a lot of sense that it didn't work how I thought it did, then lmao

faint pasture
#

but you're not doing anything after waiting

#

Enter -> wait -> do the thing after waiting

#

You're doing
While loop -> body -> wait -> ??? -> nothing

#

you're hittin them with the wait for it without ever giving them the DARY

#

giving the computer a cliffhanger

hexed scroll
#

I see. My logic was While loop > body > wait > loop

faint pasture
#

still the while loop will zoom

#

it'll say wait wait wait wait wait

#

it has no limit on its entry

#

the wait has to be BEFORE going back into the loop,

#

which isn't really a thing, you make it yourself like my examples

coarse grove
#

Its also possible to create your own macro with delay, you can create a while with delay or a for loop with delay aswell

faint pasture
#

yup

#

in BP a while and a for are both macros already so it's fairly simple to extend them to have delay

heady burrow
#

Whats the proper way of capturing a mouse over on a static mesh or actor and get it's relative coordinates ?

#

I've found like 3 ways so far but.not sure if I'm messing up

versed sun
#

do you want to be alerted of mouse over , or choose when/where to check ?

heady burrow
#

I need to get the coordinates every time the mouse updates it's local position

#

So I can then move a UI tile

#

In a snap grid fashion

versed sun
#

like a widget UI ?

heady burrow
#

It's an actor actually

#

Like a selection tile of sorts

versed sun
#

ok, then you can go Player Controller > Under Cursor? forget the node name but you get it off of player controller

heady burrow
#

right but should I use the getHitUnderChannel one you say

versed sun
#

and you get a hit result for whats under mouse

#

yah

heady burrow
#

ok, so I shouldnt use the custom events in the playercontroller

#

they have an array of possible mouse interactions

#

ideally I would like to make it so only the tile moves when the mouse is over the board, in my case

#

so picture like a chess board, if the mouse is not over the board nothing happens

versed sun
#

ok

heady burrow
#

when I start hovering in the area of the board the selection tile moves, but only on the tiles

#

(the only on the tiles shouldnt be a problem)

#

just need to capture the proper coordinates

versed sun
#

sec , loading my similar project

#

I did it like this , whenever my mouse moves

#

Made my own channel for my tiles, if it doesnt hit , then you are off board

heady burrow
#

ah, thats the part of the puzzle Im missing

#

I was messing around with the objectTypes enum

#

but didnt understand exactly how it worked

#

so you created your own trace channel?

#

any documentation on how to do that

#

or I can swing it

versed sun
#

yes , in project settings , you make add trace channel

heady burrow
#

nice

#

btw when you say "whenever my mouse moves"

#

you have the actionable node tied to a tick?

versed sun
#

not "tick" but when IA_Mouse Look fires

#

or whatever i called it

heady burrow
#

no idea whats that

versed sun
#

Enhanced Input systen

heady burrow
#

ah ok I will read about that, first time I hear it.

#

I guess I could also bind a mouse event inside the board actor

#

not sure if its a good practice

verbal igloo
#

I literally have this bug on my project, it seems that it affects all 5.3.x versions, and the version fixed is 5.4? What should I do? 5.4 is not released yet

#

Should I go back to 5.2.x version?

#

Okay, I decided to not use overlap detection

#

Now I'm just detecting how far away the player is from the object

#

It's working perfectly, it's a good work around for it

sand yacht
#

Hey, how can I fix this error? What should I put into the owner

#

im constructing an actor component

verbal igloo
velvet sparrow
#

Hello! I have a problem with my grenade launcher, I have been trying to make a charge up mechanic that will change the distance the projectile is shot the longer you hold down the fire button. However, when I attempted to use the cast function to get the speed, it had multiple errors and warnings. I also couldn't figure out how to set the initial speed of the projectile using a variable. I am using Unreal version 5.2, Any help will be greatly appreciated, thank you!

visual stump
#

Hello I have a pawn that has a floating pawn movement component, any ideas of how can I get it to get to the other side using an ai controller? because even though it floats it still needs a nav mesh

kind estuary
#

How do i make sure a character or object is destroyed when they fall from the floor into the abysm ?

#

should i create box collisions around for this?

lunar sleet
lunar sleet
#

Also, you can’t cast a PMC to a projectile bp, a cast checks if a ref is of a certain type (class) and lets you access its insides if so

verbal igloo
#

I was trying to get a work around on this using bp

lunar sleet
# verbal igloo It's only when rotating

Weird, I haven’t seen that before, though I have seen collision detection issues with sphere collisions given that you can easily go from overlapping to not overlapping given the surface type, using a box fixes that tho

#

Perhaps use a box collision to fatten up your actor a bit, if it doesn’t need to be super precise

verbal igloo
#

The error didn't exist on 5.2.x

verbal igloo
lunar sleet
verbal igloo
#

and they will only fix on 5.4 probably

lunar sleet
verbal igloo
#

Yeah, and it's sad they didn't fix that already

kind estuary
teal yew
#

I need some help(UE 4.20.3) for a random integer timer that activates something

tough badge
#

So I have a question about the Casting/the Cast node. If I cast something in a level to something like the Game Instance will that hurt performance? I figure since the Game Instance is always loaded anyway it shouldn't be that big of a performance hit but I'm not sure

edgy ingot
#

Anyway for something like game instance and character, they will always be loaded. So cast to them anyway