#blueprint

1 messages · Page 49 of 1

tough badge
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Alrighty, sounds good thank you!

edgy ingot
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Heres a tip

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If you want to optimize. Start with soft references

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Thats one of the things that takes a tool in your game. Eg textures and data table

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Imagine you have a data table that contain hard ref skeletal mesh. They will all be loaded to memory along with the materials the skeletal mesh used if you use hard ref. Essentialy you might be loading the whole game unintentionally.

Casting is not avoidable imo and interface is not the answer.

tough badge
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alright, I'll look into soft references and see if I can implement them somehow, appreciate the advice!

stoic nimbus
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Anybody know how to get an Append Zero?

velvet sparrow
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I see, thanks for the clearance on the cast function, I started unreal not too long ago and had barely any idea what the cast function does. I'm not actually sure how I got that projectile movement component node though. 😅

stoic nimbus
dawn gazelle
stoic nimbus
loud tree
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Earlier I asked about binding things and maps/structs were suggested. I'm trying to figure it out but I'm having some trouble.

I'm trying to tie each player start to the sphere behind it.

I might just be dumb on this one lol...
But when I try to reference the objects themselves on the map the boxes are greyed out.
Using class just puts me back to square one on binding them accurately.
Soft object reference shows that I should be able to select any of the objects referenced that are placed in the world, but nothing happens when I click them.

If I just add them to the map I still have no way to accurately index them.

frosty heron
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@loud tree can u show full screen shoots

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and why soft object ref

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u want a hard ref

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U want to point at an actor in the world

loud tree
frosty heron
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You can think soft object reference as the path to the asset

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So they don't have to be loaded in bp when pointed at

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but for this context, since you want to point at object in the world then you don't want to use soft ref

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Anyway it's probably greyed out because you are inside your BP , instead the instance u drop in the world.
The BP class is just a template, it doesn't exist in the world. If you try to Plug something from ur level, it would be greyed out because it doesn't exist in that level.

Drop an instance of your bp that contains the map. Make the map variable instance editable, expose on spawn. Select the Instance that u dropped in the world, select the map and then you can fill in
the actors you want to pair

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In my screen shoot, you can see my Cube has a map type called Pair. I paired the gun and a box in the level

loud tree
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I think I get it, Thank you again! I'll give it a shot

lunar sleet
velvet sparrow
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I'll try that, and see the bp training, thank you for your help!

teal yew
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can you not use event beginplay twice in a blueprint?

frosty heron
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Just make a custom event and connect the pin to the nodes in begin play

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You can also call super::begin play on child class

waxen jolt
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what do the different color 'f's means? Blue, pink, green, etc..

hardy fable
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green is pure function. blue is impure. pink is just for subsystem accessors IIRC

waxen jolt
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ah ok that follows. Do all subsystem accessors look like this node? Huge text

hardy fable
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yes. they are all compact nodes

waxen jolt
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can other nodes be compact nodes? Can I uncompact it?

hardy fable
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any c++ UFUNCTION can be made compact with the CompactNodeTitle metadata

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oh BP funcs can too

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and no, you cannot uncompact them

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unless you wanna go into engine source and change UK2Node_GetSubsystem::ShouldDrawCompact to false

waxen jolt
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ooh ok, I see it in some UFUNCTIONs, so thats why float operators also look similar

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awesome, thanks for the help

hardy fable
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its kinda useful. but pretty much only pure nodes look good in compact mode

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and since you cant read pin names, anything with more than one input/output is practically unusable

waxen jolt
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yea that makes seense. Also seems good for extremely obvious ones like this with tiny names

hardy fable
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yeah. if you wanted to make, for example, a += node, you could make a macro, and give it a compact name

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like so

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^ this was made in c++, but AFAIK it could be done in a macro lib as well

waxen jolt
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not exactly blueprint related but do you know where I can find generated headers and the like? I'm just curious to look through some

hardy fable
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they are in /Intermediate/Build/

lime quiver
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Hey, how would you go about fixing the issue of a character going at high speeds off of a ramp and basically don’t retain any upward momentum when running/jumping off, they just go straight forward and have no arc.

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This second video shows what I’m trying to do. It’s using the Ninja Character Plugin. But I’m trying to build my own system and not use that, I just don’t understand what’s causing this to happen.

vivid bridge
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Not sure if this is the right channel for UMG, but I have a blur component that should be filling the entire screen and is instead only filling one small rectangle in the center. It's set to the fill anchor on the bottom right. Pictured is what it looks like in game vs what it looks like in the widget designer. Can someone help me figure out what's wrong?

vivid bridge
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didn't have the UI channels enabled 🤦‍♂️

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thanks for the redirect

trim matrix
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Hey guys I am new, is there really an event receiver in blueprints

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And event sender

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Like customs events

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For example I want to trigger from the trigger box to the gun, I open the gun’s blueprint and add a custom event, the when I add a custom event, then i go to open level blueprints to add the custom event to the exec to the overlapBegin , there is an error saying that the target is not supposed to be self.

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@toxic jay

trim matrix
vivid bridge
trim matrix
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Ok

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Can you please help me

trim matrix
frosty heron
# trim matrix Ok ? What is it

You mentioned using level blueprint , I'm saying don't use it (literary). Because communication with level bp is one way in blueprint. You can't talk to level bp from other actor in bp realm

trim matrix
frosty heron
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Make a blueprint which contain a trigger box

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And just do the overlap event there

trim matrix
frosty heron
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You will need to get the reference of w.e you are calling.

For example if you are in the box blueprint, and u want to call gun fire. You will need to tell the bp which gun in the world you want to fire.

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I suggest blueprint communication video by matthew

thin panther
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*pinned here btw

trim matrix
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So there is a communication node

frosty heron
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I already explain the solution.

You need to get reference to the gun inside your bp box

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If you don't know what I'm talking about, I suggest learning from the video

trim matrix
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Where is the video

frosty heron
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Blueprint communication by epic or matthew

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You pick one

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Type it in Google or YouTube it should come out

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Also pinned like cuppa said

trim matrix
trim matrix
frosty heron
trim matrix
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Because it tells me I have to cast to the gun and how do I make the gun castable so you can cast the gun node.

frosty heron
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casting is just a type check

trim matrix
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Because if I do it , it will open all of the nodes from the gun’s nodes

frosty heron
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You can get a generic object and morph it to something if it's the right type.

For example, Actor is an object that can be placed in the scene. Everything in the level is an actor.
The character also an actor.
So if you grab a reference of Actor and that happend to be the Character. You can cast that Actor to Character

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You can cast to anything. Cast is just a type check. If you are casting your gun to character, it will just return failed

frosty heron
trim matrix
# frosty heron Not sure what you mean

Look, the game I am making is vr shooting and what I am trying to say is that I am trying to reload a gun a way that if a magazine enters the trigger zone then the gun from another blueprint sets the reload integer to 24 which is the amount of ammo a gun has , I know how to do all of this but the problem is I want an event receiver from the trigger collider blueprint to the gun’s blueprint because the guns blueprint has the set reload integer and the if I put the custom event to the trigger collider then it needs a target to the gun

hexed cosmos
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hi
when i spawn my pawn with level blueprints it do nothing

frosty heron
trim matrix
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That’s why I used open level blueprints because if I select on the gun , it uses interface of the gun

frosty heron
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people used it when they don't know how to communicate between blueprint but it will bite at them back because you can't reference level bp from other actor in Blueprint realm

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I don't know what event receiver is but maybe you want to look at event dispatcher

frosty heron
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If you need to trigger something on Gun when something happend in your trigger

trim matrix
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You seem like you need to watch the famous epic training on blueprint communication.

hexed cosmos
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help me

trim matrix
frosty heron
hexed cosmos
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it need to move at begin play

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or print a text

frosty heron
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U can just do print string at begin play

hexed cosmos
frosty heron
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🤷‍♂️ you can post your blueprint maybe someone can take a look at it

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if you don't show what you have, it's gonna make it hard for other people to help you

trim matrix
trim matrix
frosty heron
frosty heron
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Lets say a box overlapped an Actor. You can grab the ref of the actor (OtherActor). Then you can cast to ask your self.
Is it a gun? A character? , etc

trim matrix
trim matrix
trim matrix
# trim matrix Ok but can u cast like an actor or any type of object right

You can cast any object in memory to any other type of object in memory. If you have a object in memory of the type Actor, you can cast that object to a Character type object. If the Actor object also qualified as a Character Type the cast will succed and you will be able to access the info specific to the character type objects.

trim matrix
# trim matrix You guys are legends 👑

In this example. If you took a actor type reference to the object identified as "PLAYER_CHARACTER", attempted to cast it to a CustomSwordtype. It would fail. "PLAYER_CHARACTER" does not inhert from the CustomSword type.

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If you attempted to cast a actor type reference to the object identified as "PLAYER_CHARACTER" to the type MyCustomCharacter, it would succed. You now have a MyCustomCharacter type reference to the object in memory identified as "PLAYER_CHARACTER", allowing you to access the custom stuff you implemented in MyCustomCharacter, like any custom variables.

remote meteor
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  • UObject
  • AActor
  • APawn
  • ACharacter
  • AMyCustomCharacter
trim matrix
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worry ty i litterly just forgot about pawn

hexed cosmos
trim matrix
hexed cosmos
trim matrix
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Thank you so much

noble shore
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hi can anyone help me make a dayz camera system?

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im very new and unsure how to

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if you want add me and we can join a call

lime basin
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So I have bow actor i made an animation blueprint with bows skeletal mesh and ABP I added new variable of object refrence and I've set it to blueprint of that bow actor but when I try to do things with it ANYTHING I keep getting its trying to access none and I already check is valid, what am I doing wroooong?

trim matrix
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Also the actual error message as well.

lime basin
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let me add is valid pic

trim matrix
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You are checking to confirm that the owning actor is valid. The probelm is, accoring to the error message, the Bow is invalid.

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wait,

thin panther
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Are you accessing bow in that second branch

trim matrix
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your setting Bow to Bow?

thin panther
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Also that

lime basin
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well i got frustrated becaust it wasnt working so did all sort of stupid checks

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without using brain

trim matrix
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If Bow was never valid in the first place, setting bow to bow doesnt do anything?

lime basin
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just to get anything

trim matrix
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Bow = nothing,
Bow = Bow

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You need to set bow to something valid.

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Like an actual reference to the bow.

lime basin
lime basin
trim matrix
# lime basin

Another issues is that, on animation update, your attempting to start a new animation? The animation updates every frame of the game, every frame of the game you start a new animation?

lime basin
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that play animaton is just a test

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i wont do anything with it i just want to get bow to work

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the variable

trim matrix
thin panther
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You're using a sequence. You're checking validity on that first pin, but on that second pin are you using bow? Because that second pin doesn't stop if that is valid check fails

trim matrix
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You have a major missunderstanding.

lime basin
trim matrix
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A reference variable is, behind the scenes, a address in your computers memory. By default, the reference wont point anywhere. You need to tell this reference variable, exactly what object in memory you want it to refer to.

thin panther
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Then your is valid is doing nothing, even if that set was doing something (which it isn't)

lime basin
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like in code i had no issue getting this to work but here im getting confused and lost

trim matrix
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There could be multiple bows in your game, you need to tell the reference variable EXACTLY what bow in your computers memory its talking about.

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thats why they are equal to NULL by default.

lime basin
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okay how do I do that in blueprint

trim matrix
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Id reccomend watching this famous livestream by epic games. https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
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This will touch on different ways of finding references.

lime basin
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okay for every variable i set refrence to in blueprint it will be null by default got that

trim matrix
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If you create a reference variable, it will always be NULL by default until you specifitly in code somewhere, tell that reference varialbe exactly what its refering to.

lime basin
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i will give this a look

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i need that variable to point to an my bow actor and it should fix the issue

trim matrix
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Yes

lime basin
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thanks guys @thin panther @trim matrix

trim matrix
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Your in an animation instance, assuming your player character has a reference to the bow, you should be able to get the owner of the animation instance using TryGetPawnOwner, cast it to your custom player class, find the valid equiped bow reference stored on your character.

ashen narwhal
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Anyone know how to get the object reference to work when when spawn a actor from an array? They all have this function "next spawn point" but now I can't access it. Any ideas would be great.

trim matrix
# ashen narwhal Anyone know how to get the object reference to work when when spawn a actor from...

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
ashen narwhal
trim matrix
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Thing outside the scope of your simple question even, but very important to understand.

versed sun
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but still watch

daring laurel
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Anyone has an idea on how to do this in a BP ?

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or a PCG graph

daring laurel
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lmao, yeh its a fucked K that i drew

versed sun
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what are you wanting to do ?

daring laurel
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procedurally generated roads

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🙂

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im halway there

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the road is duplicating as you can see

versed sun
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i haven't messed with the PCG yet

daring laurel
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this was my thought so far

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its dumb apparently

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basically i thought that each spline point that is generated could build 2 points if the random seed is below 100

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maybe im not that far from doing it but im pretty noob

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the spline setup is in Standard BP

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it just then generate PCG element on each points

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Announce Post: https://forums.unrealengine.com/showthread.php?96257

To ring in the new year, Ryan Brucks came on the stream to explore more of the art of Paragon. He joined us to show off how the foliage was built for Paragon's environment, as well as how he uses Parallax Occlusion Mapping with materials. Come for the demonstration, stay for th...

▶ Play video
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i found this

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its an overview tho

elfin hazel
empty gust
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how to i make a projectile that spawns only spawns 1 and cant spawn another until delay is done

frosty heron
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Get player forward vector , negate it. Then times it by some X units

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in that location, you can project a capsule collision with the same size of your A.I

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Then u can trace down

versed sun
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Try spawn in a copy of the actor where you want, with Collision Handling set to Do Not Spawn

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If it Spawns, destroy old one

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Start the trace +1000z

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line trace up to see max height , then line trace back down

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also this if oyu have navmesh

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sounds right

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they are the best

azure smelt
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I want to know what this "GET" Blueprint node is, i understand that it's to check if the character exists and is valid, but i can't figure out how to replicate it other than copy paste. How do i reconstruct this? For note, this is found in the default ABP_Manny in UE5.

versed sun
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Right click the variable , and Convert to Validate Get

azure smelt
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oh cool, thank you

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@versed sun

versed sun
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0,0,0 means not found

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is it a Relitave vs world space issue ?

inland walrus
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just a quick one, how do I destroy the door if collision with key?

frosty heron
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You get a reference to the door in the world you want to destroy

inland walrus
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I thought I was already doing that

frosty heron
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not at all

inland walrus
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oof

frosty heron
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where exactly?

inland walrus
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cast to bp door

frosty heron
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Casting is just a type check

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you are checking nothing

inland walrus
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Oh

frosty heron
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The object is not fed

inland walrus
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I'm unsure how to get a reference

frosty heron
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you want to get reference to the door you want to destroy

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I would suggest Blueprint Communication video by Matthew W

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should be in his youtube channel

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btw there is soo many things that is wrong with your code

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You are checking if the one that overlap BP_Key is your character, then after that you are destroying self (BP_Key)
So here, what ever you have after the destroy actor will not run because you Destroyed the actor

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The one on blue will not run

tall veldt
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Hi, wondering if someone can direct me to the correct resources. I know there are Data Assets, and I am wondering if I can use that to populate a UI toolbar with buttons (e.g. a build mode where different buildings can be selected, those buildings come from the Data Assets)

versed sun
# tall veldt Hi, wondering if someone can direct me to the correct resources. I know there ar...

Learn about Data Assets. What they are and how they can be used in a project.

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but, yes you can use Data Assets for that

tall veldt
heavy lion
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I have an actor component on my base character. Base character has two children, player character and npc character.
What is a good way to get the movement states from the movement component?

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I wasnt sure if I should cast to my base character. Not sure what input I would use as i dont want the node "Get Player Character" surely?

versed sun
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cast to Base , yes

heavy lion
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can I use Get Player Character? Or will it screw up using the child classes with AI Controllers?

versed sun
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yes, use Get Player Char, Cast to Base to get the Comp

heavy lion
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And it will be fine with AI controllers down the line???

versed sun
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yes, as long as you need the Comp in the base class, you cast to Base class

remote meteor
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if you are sure about the actor having the component

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you can just use GetComponentByClass from an AActor reference

dark drum
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Does anyone have any tips on handling recipes? I'm working on a cooking system but now sure how best to handle the data to get a receipe from the inputted items.

remote meteor
remote meteor
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how would you like to solve multiple recipe having overlapping/subset of ingredients?

versed sun
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Like BoTW cooking? 5 ingredients make a {find recipe}

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or , Sandwich takes 2 bread , 1 Meat ?

dark drum
empty gust
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how hard is it to make a flamethrower

tall veldt
versed sun
dark drum
thin panther
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you might want a map of recipe to result.
So you can construct your recipe struct, {Ham, Cheese, Bread, Nothing}, then look that up in a map you store somewhere, and if it doesn't get anything, you have no recipe, or you get your result and subtract the ingredients

versed sun
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I would say:
Enume of Ingredients names : Including Empty for 2,3 item recipies
Recipe = Array(4) of Ingredients : sorted by Enum Byte
when you cook , re-order potential Ingredients by Byte, and search thru an Array of Recipies

empty gust
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i would like to make a flamethrower for my game and i donno what to do

versed sun
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or , a {Set} might be useful ( the Single, Array, SET, Map kind)

heavy lion
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I cant figure out how to create pauses and such.
I am using a branch to determine something is happening or not. Then when its false, I want it to fire something else off, but only after a delay.

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The stamina check is fired off from begin play as a timer.

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Then once it becomes false, I need a pause of # seconds, then StaminaRegen should kick in.

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I am aware

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But if its hooked up to a timer...

empty gust
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can someone help me make a flamethrower

frosty heron
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I would think of flamethrower as a projectile, no special treatment

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but it's something that can be emmited from source every X seconds

remote meteor
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for damage box, maybe use sphere but with changing size and velocity

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its just a gun that shoots very fast in the end

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attaching individual flame particle to each sphere (hence a projectile)

bold phoenix
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Hello ! I have a small question, I want to outline my actor using an outline component, to remove the outline i need to trigger the event using an interface. But because I need to implement this component to a few blueprints, I don't want to have to create a function to bind to in every single one. So would it be possible to send directly from the game mode to the actor component by interface, if i only have an actor reference and not a referene to the exact blueprint ?

dark drum
remote meteor
empty gust
frosty heron
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@remote meteor I guess you scaled the projectile over time?

remote meteor
remote meteor
pallid nest
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Hi guys, do you know how can I convert a level name to an int? I have two maps (l1 and l2) and I am trying to use a get current level to obtain the level name and transpose it somehow to an int so I can use a switch on int and do multiple outputs, any ideas please?

remote meteor
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you can do switch on strings too

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since you cant exactly guarentee how many letters of number you have in a level name, might as well just do a switch on the whole string

pallid nest
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many thanks, is that executable "switch on name"?

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oh thanks, I just saw the screenshot

remote meteor
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switch is available for both FString and FName

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by highlighting the node, you get some options on the switch node

pallid nest
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really appreciate it mister!

remote meteor
bold phoenix
fallen glade
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I haver this spline setup, if I tigger it from construction script it's where is supposed to be. If I generate it through UI, it builds at world origin? not sure what's going on. It's the same function. anyone have an idea?

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Setting the default scene root to static fixed it, no idea what's going on anymore I was just clicking random things on and off

crystal flax
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hey i am facing a strange issue i followed your this video i did everything same but i dont know why my progress bar is not working it is not showing any progress my level is working fine and my other progresss bar working fine but not this one i changed i did a print string nothing worked it says exp is 0 but my level up system working fine

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Hey guys, in today's video, I'm going to be showing you how to create a system for gaining EXP and levelling up. Every level also gets harder to achieve, and excess EXP will carry over to the next level.

SFX:
Level Up: https://freesound.org/people/suntemple/sounds/253177/
Gain EXP: https://freesound.org/people/Narjara/sounds/527522/

#Ue4 #Unre...

▶ Play video
frosty heron
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show your code

crystal flax
crystal flax
# frosty heron show your code

this code where i am calling my function i did exact same thing as done in video later on i am calling it from game instance

frosty heron
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what actually don't work?

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your widget not reflecting your data?

pallid nest
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anothyer newbie question please, I am trying to get a boolean from a trigger bp I created. I did create a variable reference to an actor but cast still fails, what did I do wrong please? (I am using on begin play node)

crystal flax
frosty heron
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if your progress bar suppose to show your xp

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It should be currentxp/maxXp

crystal flax
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yes it is like that only

frosty heron
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If the cast failed, the value of EndTutorial Ref (Actor) is not EndTutorial

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you want to make sure that the Actor that you have SET is of type EndTutorial

crystal flax
frosty heron
pallid nest
crystal flax
frosty heron
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use break point

frosty heron
pallid nest
frosty heron
crystal flax
pallid nest
frosty heron
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you are just declaring the variable type

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U never set the value

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It's pointing at nothing in the world untill you do

pallid nest
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ohhh

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I understand now

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many thanks that explains a lot now with casting (always get confused)

frosty heron
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casting is just a type check

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is X is Y?

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if X is Y, morph it into Y

pallid nest
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like this instead?

frosty heron
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You need to Point at something

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Do you have any End Tutorial Ref placed in the world?

pallid nest
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yes

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it is a collision box trigger

frosty heron
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ok then get that PARTICULAR End Tutorial Ref

pallid nest
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that sets a boolean when overlapping

frosty heron
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you can get the reference when you overlap

shell wren
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So just going to toss this out

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But I'd create a xp comp, and cast to get your stats and then do the xp evaluation in that function after casting to your particular character with their PC(0) if this is multiplayer to get their verified current stats

pallid nest
frosty heron
crystal flax
shell wren
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Also, I think your variables should be floats

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Not ints

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Level should be a int

crystal flax
frosty heron
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@pallid nest

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Take a look at this, Other actor in this context is the Actor that overlap with the trigger

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So I get that actor that overlap with the trigger, then I cast it to check if it';s of type BP_Hero, if it is then I tell it to run it's attack function

shell wren
#

Where is the math nodes for this? Where are you doing your calculations for the xp multipliers

pallid nest
crystal flax
shell wren
#

Oh my

#

Okay so do this - move that code into either a newly created stat comp(highly suggested) or your PC - the function that has the XP currrent/XP needed you should cast to the player and get the controller, or if you had a stat comp, cast to player from the "As BP" area from the player character get the stats, then get the xp needed and current

frosty heron
#

@pallid nest Take a look at this example. When something overlap my box, I tell the box to print the actor that overlapped with it.
As you see in the first screen shoot, it prints Other Actor is Bp_Hero_0

shell wren
#

This is similar to how I would do it again

frosty heron
#

An object reference is called Pointer

#

It point at something in the world

frosty heron
#

If there are 3 players in the world and they are all BP_Character
There will be BP_Character_0, BP_Character_1, BP_Character_2

Now you have a variable in your blueprint called BP Character. It will be EMPTY until you SET (Point) at a BP_Character in the world

manic vessel
#

I got a error message that Is a Mistry, I have looked at the attached to nodes and nowhere amd I trying to attach the skelmesh to itself

shell wren
#

Reload your bp?

#

Content browser > BP > right click > asset actions > reload

manic vessel
# shell wren Reload your bp?

Its Ok I think I found It By disconnection each Attach To node one after the other and testing fire. as that when the error happens. 🙂

frosty heron
#

@pallid nest Don't DM me, just post here

#

unless you want to hire me 😏

steep marten
#

Any idea why when I break a linear color I would get 0's for R, B and G? The color works fine on the material so I know something is there but I'm trying to compare it to other colors and I cant get anything to come up.

pallid nest
frosty heron
#

K just tell me what u want to do

gentle urchin
#

A reference variable is just a "container" for an instance reference

noble ledge
#

Does this set the value to nothing? Or does this just do nothing?

gentle urchin
#

That sets the var to nullptr

#

So it points to nothing

noble ledge
#

ok thanks

pallid nest
# frosty heron K just tell me what u want to do

I am trying to do a branch in my BP character that checks whether I passed a determinate point in the map (the tutorial) because I want my inventory (on 1 key) to be triggered only after tutorial has ended. To do so I created an actor with a box collision that sets up a boolean (the one I sent earlier ; tutorial has been complete)

gentle urchin
#

Avoid crossing wires between different exec paths.

#

Also the cast includes a null check, and as you set the reference to null pre cast, it will always fail

frosty heron
#

Create a Variable in your BP Character. Call it bTutorialHasBeenCompleted

#

Then in your EndTutorial Actor.
On begin Overlap -> Get Other Actor, Cast to Bp Character -> Set bTutorialHasBeenCompleted

steep marten
#

I am trying to create a laser splitter that will take a laser and split it into two colors based on the color wheel. For example I want a yellow laser to hit the splitter and spawn a red and green laser. The laser spawning is working fine but I cant seem to get the color changing to work. When I break the linear color and have it print the float values I am getting all 0's

pallid nest
elfin lagoon
#

hey guys, i want to draw a perception range of an AI-controlled pawns in development mode
but i dont understand, how to get their sight
both Sight Radius nodes is not compatible with 1 and 2 nodes
what should i do here?

spark steppe
#

stimuli source != AI Sight Config

#

the config is on the AIPerception component iirc

elfin lagoon
spark steppe
#

no shit

#

because it's not an AI Sight Config ...

elfin lagoon
remote meteor
#

use the Gameplay Debugger

#

it has debugging for perception

#

' key then Numpad 4/5 whichever for perception

#

under project setting > gameplay debugger you can change the keys if you dont have them

elfin lagoon
#

take two:
which node i need here?

spark steppe
#

not by default, but you could inform the actor

remote meteor
spark steppe
#

depends on your game, if you have a ton of actors which don't inherit from the same base class an interface

#

rather... go for an interface if you aren't sure about which way to pick....

echo storm
#

Why exactly is the output pin of an event node called "input" instead? Event nodes can't even receive any inputs?

spark steppe
#

you can't tell them that, but you can set an timer on the actor which get's reset every time he got hit (once the timer finishes without interruption you know that he wasn't hit anymore)

echo storm
desert bronze
#

Hey is it possible to have blueprints flow Top -> Down instead of Side -> Side ? ie. BPs that orient better for vertical monitors

lunar sleet
#

Otherwise write in cpp

ruby tendon
#

I am setting it that the projectile the player fires. the collision is set to ignore other projectiles. but for some odd reason it still uses collision

#

anyone know if this is like a bug or anything

#

i am using 5.2

broken wadi
frosty berry
#

I have a Pawn with a sphere and it moves with WASD (floating pawn movement with inputs). I am in the starter scene (floor and 4 walls). What collision settings do I need to not move through those walls?

desert bronze
desert bronze
rugged lion
#

Does anyone know if there is a way to get a line trace to do a camera effect to the hit player?

rugged lion
#

thanks ill read throught that and try to make sense of it all 🙃

spark steppe
#

tl;dr: implement an interface call on your player actor(s) which you call on the hit actor when line tracing

rugged lion
#

ok thank you

midnight plank
#

Hi there!
Does anyone knows where can I find one course/turorial/book/anything that teaches how to do this kind of combat ?
https://www.youtube.com/watch?v=bFwhrqkh36M [that's insane!] I try to to find some content about it, but just found the basic of the basics.

any content with blueprint or cpp are welcome, thanks you!

Decided I'll share my Combat System with you guys. Which is a recreation of Rocksteady's Arkham Freeflow Combat. So I'm currently working on turning it into an Asset Pack for the Unreal Marketplace.

The system is using a custom made Move To System, that is conceptually akin to UE5's Motion Warping, to handle all the location and rotation stuff....

▶ Play video
frosty heron
dire mica
#

Hi I am having trouble making my mouse cursor at the center, currently i have event tick into set mouse position but i can still move the mouse off the center even if it is for a split second. I want to make it lock in at the center after event begin play

west hare
#

I really enjoyed this video. You can attack from any distance

earnest swan
#

zooming across the whole map

#

guy has cheatcodes fr

lilac hill
#

Can't for the life of me get an object to attach to the player. What can i be doing wrong?

#

It's returning true, but the object remains on the ground. I also disable physics and collision right before attachment

wicked cairn
#

I feel so silly, but I'm awful at math so I thought i'd ask;

I'm trying to get the distance value between Point A and Point B then figure out where the value of Point C lies in between those two to create a measurement of Depth in the water, but I think its returning the wrong amount of distance, Idk if I might need to show more information I feel like I'm at the tip of the solution here

#

the division part is making the centimeters into feet then truncating the value

#

I might have to use lerp actually

desert aurora
#

hey,
How can I assign references to BP components?

I have a BP component that needs to reference a Mesh in the Owner actor.
I have this BP component added in the BP actor, together with this mesh that component needs. But I cant assign the reference in the details panel. When I try to drag and drop the mesh into the variable in my BP component, the details panel switches away.

Am I using a wrong approach from this?
I am new in Unreal, coming from Unity, so I am used to this way of doing things.

earnest swan
desert aurora
#

☝️ this is what I mean. I am trying to assign that reference to my component.

frosty heron
earnest swan
frosty heron
#

It's a skeletal mesh component

desert aurora
#

LeftHand is of type AC_Hand, which is a component blueprint. It has a SkeletalMeshCompoent variable. The one I am trying to assign.

I need my component to reference this mesh component. It also seems I cant have this skeletal mesh component be a child of my bp component, so thats why it lives in the actor.

frosty heron
#

Skeletal mesh component or skeletal mesh?

#

They are not the same

desert aurora
#

skeletal mesh component

frosty heron
#

Show the bp

desert aurora
#

ok

earnest swan
#

style reasons?

wicked cairn
#

THATS A LOT OF FEET

#

iirc cm is the distance measurement that unreal uses

earnest swan
#

oh it's using relative location

wicked cairn
#

If i use the distance node i get this instead

#

The set up for how it gets the depth is like this:

#

green is the top of the water, red is the bottom

#

i then get the distance between the two and divide by how much it is from eachother

#

^ that is in the water source itself

earnest swan
#

can you try using world location?

#

instead of relative

wicked cairn
#

ok

desert aurora
#

@frosty heron I renamed the variable to not cause confusion.

earnest swan
# wicked cairn ok

oh, there's another simple way you can try too. If you know the Z value of your water surface you just take the Z value of your hook and get the difference

#

although I'm sure you need the bottom of the water in the equation for some reason

#

but even then as long as you're dealing with 1 axis the calculations are a little bit easier

wicked cairn
#

this is the result with world location for everything

#

yeah i was trying to see about only getting the Z bc i just need the depth

earnest swan
#

how did that go?

frosty heron
wicked cairn
earnest swan
desert aurora
# frosty heron You can set it in construction script

I see, so in Unreal this approach of assigning cross component references in the details panel doesnt make sense, right? (this is common way of working in Unity...I am still adapting to Unreal)

also, there is no way I could have that SkeletalMeshComponent be part of my AC_Hand component BP? that way I could make this work selfcontained in the AC_Hand component.

wicked cairn
#

thank you sososososo much

pallid nest
#

hi guys, maybe you can help me to set my mind in how to do the following please.... I have a map (named LA) and also this achievement system plugin (https://www.unrealengine.com/marketplace/en-US/product/achievement-system-blueprint-compatible/questions?sessionInvalidated=true).
I am creating a static mesh blueprint actor in LA level, that if the particular achievement is achieved, then static mesh is not visible.
I thought to set a boolean to add up a mark on the achivement when it is get, the problem is that the achivement is in another level and I don't know how I can communicate with it. Any ideas please?

Unreal Engine

Easily define and manage achievements in any UE4 project

trim matrix
#

On begin play, your going to have to check if the achievement is obtained. If not, hide the mesh.

pallid nest
#

yes the problem is that the achievement is achieved on a different level so I don't know how to communicate that check between the levels

trim matrix
#

Yes so im asking, does this acheivement save things to a savegame? Does this acheivemnt system save acheivements to some server?

pallid nest
#

yes (the achievement save it to a save game, I think)

trim matrix
#

I asked two questions, what is it

pallid nest
#

well, I believe so. When I delete the save games the achievement disappears

frosty heron
trim matrix
#

The data in a savegame can be written in one level, then read and loaded anywhere else in the game, including other levels.

#

On being play in some class that exists on level LA, load the savegame. Check your savegame for that acheivement.

#

If its not there, hide the mesh

#

Load savegame from slot? Is the node name i think.

pallid nest
#

yes, that is right I have it but how can I actual "read" from the savegame the achivement ?

trim matrix
#

This plugin creates a savegame storeing acheivements correct?

#

Do you know the slot name for that savegame?

#

You need to load the specific savegame that stores acheivements

pallid nest
#

ohhh I believe when you say the save game slot then it is the actual key you use for the achivement, could that make sense? I think it would be like this :

trim matrix
#

Well it looks like you dont need to load any savegames if you have a reference to your acheivement manager then.

#

I would imagine AcheivementExists is exactly what you need.

pallid nest
#

thanks for your help, it gave me an idea where to look actually

#

i had no idea this reference existed lol

wanton path
#

Hey, sorry to bother you guys. But does anyone know any good tutorials for a tycoon project I can follow and modify?

limber parcel
wanton path
#

Huh....
Didn't think of that.

#

Thanks!

naive stream
#

I currently use FName for item names, would it be a good idea to switch to gameplay tags? (game is multiplayer)

trim matrix
#

Gameplay tags are litrealy just FNames.

trim matrix
#

Fnames that you select from a list instead of typing them out.

#

Execpt that if you had 1000, items. It would be horrible to navigate the selection list with gameplay tags..

naive stream
#

thats kinda what I figured but wondering if there's something im not considering. sounds good then

#

gameplay tags have levels

trim matrix
#

Maybe gameplay tags for item types xD?

#

Not the actual items.

limber parcel
#

im using UObjects for my items

naive stream
#

I need a more data centric approach for multiplayer reasons i believe

trim matrix
#

I don't understand what your concern is about multiplayer.

limber parcel
#

it works fine for my multiplayer survival game

naive stream
#

what does your crafting blueprints/recipy look like?

limber parcel
#

its a map with class references and item count

naive stream
#

array<uobject> neededComponnts? or array<FName>

#

right makes sense

#

yeah uobjects could work fine, you're right. I think i'll stick to my string based approach though as it would be lighter weight in a lot of situations

#

though I guess you could just pass class references/names around

faint pasture
wanton path
#

What'd you mean by that?

faint pasture
#

Do you mean like a theme park tycoon type thing or more like game dev tycoon?

wanton path
#

Theme park, something akin to Jurassic World Evolution.

heady burrow
#

I've found out that when loading a level and attaching some logic to begin play actors are not there yet apparently

#

if I put a delay it works, so what other event should I wait for?

trim matrix
heady burrow
#

playerController needs the instance

#

so Im using getActorOfClass and returns null

#

I checked the lifecycle in the documentation so not sure why its failing

trim matrix
#

Player controller gets setup before other random actors in your level.

faint pasture
#

I'd start out by thinking in the abstract and starting with whatever code is orchestrating the whole thing. I'd start with some object that represents the entire park itself, probably a component on GameState or just the GameState itself.
Do everything in that context.
Someone pays to go on a ride -> Park.AddMoney
You spend money to do something -> Park.RemoveMoney
You have monthly upkeep -> Park.OnNewMonth -> for each UpkeepThing -> Park.RemoveMoney

You can see how half of the game can live in one object

heady burrow
faint pasture
heady burrow
#

when the level starts

#

if I start my game from the level that contains the actor, it works

#

if I star from main menu, then load the level, doesnt

#

clearly Im missing some knowledge here

faint pasture
#

yeah it's just a race condition

heady burrow
#

makes sense

trim matrix
#

When you load a level, while its not your initial level, level loading passes throughthe level streaming system.

heady burrow
#

I see

trim matrix
#

I beleive you can actualy get a reference to the streaming stuff

heady burrow
#

is that the "traveling" thing?

faint pasture
heady burrow
#

just 1

faint pasture
#

just have it also contact the PC on its begin play

wanton path
trim matrix
faint pasture
wanton path
#

Ooooh, I see.

heady burrow
heady burrow
shell flower
#

How could I get the direction the player character is facing and then make them move a fixed distance in that direction? Noob question, but I've been puzzling over this for days now...

trim matrix
#

This logic could be placed anywhere. Up to you.

trim matrix
#

Are you talking more like a dash?

#

A burst of energy moving them?

vital dagger
#

There is a blueprint hotkey for 'cluster/organize selected nodes' right?
Seen it used in videos but cant find the hotkey itself

shell flower
shell flower
#

Effectively moving one """tile""" in an invisible """grid"""

vital dagger
trim matrix
#

ai move to

shell flower
#

tysm, i can finally move on to something actually important TwT I was stuck on that for quite a while

trim matrix
noble brook
#

Hi all, I am trying to find a solution to my pawn moving fast on slopes and not looking like he is moving up, down or sideways on a slope.

I have detected the slope angle of a stair case collision as illustrated by the line traces in the image attached (I have the normal). I believe there are two possible solutions to the angle problem: 1) I need to make sure the pawn's up angle is orientated to the slopes normal, then yaw rotation revolves around the normal angle of the slope. 2) Detect the rotation of the pawn, orientation of the stairs, and normal of the slope and somehow control an animation blend using this data to blend between predetermined poses (as illustrated in the drawing on the attached image).

To be honest, I am not sure which solution is best, nor how the math works out for detecting the rotation of the pawn in relationship to the staircase and slope angle to achieve either result. I can get all the data needed such as the normal of the slope, the location and rotation of both the character and the slope model, but need help with the math to achieve either solution.

The second problem is with the speed being too fast when going up a slope. I know I need to slow the velocity based on the slope angle, but not quite sure how to get this number that can drive the velocity adjustment.

Thanks in advance!

heady burrow
#

Im no expert but maybe the first thing I would try is to get the normal. @noble brook

noble brook
autumn surge
#

I mess around with random generation and I notice that sometimes a box trace registers a hit, for the size of the room, with nothing around and sometimes it does doesnt register at all when actually hitting something. is it my fault or what could be the cause?

dark drum
# noble brook Hi all, I am trying to find a solution to my pawn moving fast on slopes and not ...

Well the issue I can see is that unless you have a sloped collision on the mesh (not having tight collision), the normal will always be pointing up (the top of the step) and not tell you much about the actual slope.

Edit: I would imagine doing 4 line traces for each paw going straight down would be the solution. With the 4 hit locations you'll be able to use trigonometry to get the different angles between the 4 paws.

noble brook
#

Which trig formula would I be using to find the angle and what would I do with the resulting data? How do I determine the rotation of the character in relationship to the slope to drive either the blend space poses or the angle of the pawn on the surface?

#

I understand basic maths for finding vectors and directions, just not how to use this data to set the appropriate rotations. And I am not sure how to deal with rotations entirely. They are an illusive bunch.

dark drum
autumn surge
#

@noble brook the issue you are having is already been solved by using IK handlers. there was a plugin they gave out sometime ago.

noble brook
#

I was thinking I could find the forward vector for the stairs, dot that against the forward vector of the pawn and take the data to find how far from foward the paw in compared to the sloped object to detect orientation. But I have no idea how to find the rotation angle based on the single output number of the dot product.

noble brook
noble brook
#

I wish I could show you the character because it would make much more sense, but it is under NDA at the moment.

#

This is why I need an alternate solution.

dark drum
noble brook
#

Where would the resulting float be used? From what I understand, rotations are quite different than location or directional vectors.

noble brook
dark drum
dark drum
lunar sleet
autumn surge
#

I place the start room then a path room and it registers a hit at a spot where is nothing. it happened once so far. really the first room spawned. I made an extra collision channel for only the room gen stuff.

#

like is it that it doesnt work properly or my fault?

magic mica
#

Need some help, it does not stop adding mana after leaving the the sphere for the "on component endo overlap."

autumn surge
#

@magic mica because the clear event timer is only when the pawn leaves the overlap.

lunar sleet
#

If it’s the room, then make sure the room ignores whatever channel you’re using for your trace (visibility or other)

#

You can also make your own custom trace channel

#

So only the things you want are hit

dark drum
# autumn surge like is it that it doesnt work properly or my fault?

It wouldn't register as a hit unless it actually hit something. The only time this might not be true is with a tight collision where floating point errors make the box slightly bigger/the room slightly smaller during the calculation. And by slight I mean 0.00000001 type of stuff.

autumn surge
#

yeah I should have this in place everytime, I lag debugging stuff.

lunar sleet
#

Yeah, or you have some component on the room like a box collision that is registering

#

alt+C sometimes helps, tho not always

#

A weird one I had was destructible object 3 stories below a room generating a hit on a projectile travelling through it (but no visible fragments travelling that far up)

#

But that’s prly just chaos being chaos

dark drum
autumn surge
#

yes I tried chaos as well, it not so easy to use as propagated.

#

I will use blender to cut the objects and spawn it somehow.

lilac hill
#

I got a very weird problem. I'm trying to pick up object with attaching the actor to player component. It works fine if i never enable physics on the item before i pick it up. If i do enable physics for the item, which i want to, i can't disable physics later on and then pick it up.

The physics is disabled, it returns false for "is simulating physics", and collision is turned off. But the item just stays on the ground, and won't attach.

#

Works, and does not work.

rough wing
#

How can I translate 2 execution pins (on success and on failure) to a boolean?

lilac hill
#

Might be an easier way, but idk

rough wing
#

yeah i was looking for a way that doesn't introduce any extra variables since I will only use this once

versed sun
rugged lion
#

Im trying to make a game where its hunters vs a ghost. I want the hunters to have camera effects based on how close they are to the ghost in order to tell where it is (The ghost is invisible). Ive tried using line traces but im kinda in a corner with that right now. Can anyone explain to me a good way to go about this ( I am very new to UE5)

#

If anyone has played Nintendo land I'm trying to recreate the Luigi's ghost mansion mini game for reference

shell flower
trim matrix
#

A reference to the enemy pawn/character

shell flower
#

...would self work?

trim matrix
#

if the code is placed on the enemy character class, self will work

shell flower
#

i tried this for player, i am unsure as to why it isnt working

#

oh its probably because the player doesnt have ai

rugged lion
#

i also have some other issues but this is the main one right now

lunar sleet
#

Do you have a navmesh?

shell flower
#

whats a navmesh

lunar sleet
#

There’s your problem

#

A navmesh allows your AI to generate paths and travel

shell flower
#

oh wait i think i remember what that is

lunar sleet
#

Your char needs to be on it for AIMoveTo to work

shell flower
lunar sleet
#

Kinda. It’s a plane, if you press P it’ll show up in green

shell flower
#

a mesh for naving

lunar sleet
#

Yes

shell flower
lunar sleet
#

It only works as a plane by default

noble shore
#

can anyone help me set up a camera system using set view target with blend

flat coral
#

Got a blueprint that's failing to compile with this error:

#

Trouble is, that DEAD_VAR isn't even visible. The struct it's referencing has been deleted, and correctly. It's gone, and it should be gone. So... how do I fix this?

lunar sleet
lunar sleet
lunar sleet
unique cloud
#

I'm feeling dumb, I need help 😂 , my next logic is not displaying "Hair 2" it goes from hair 1, 3, 4, 5
And the back logic goes from 4, 2, 1, 0.... I'm not sure I understand why the back refuse to show 3 and the next refuse to show 2 ?

lunar sleet
noble shore
#

im trying to make a dayz camera system but im just having trouble setting it up

#

im pretty sure its easy work but im so confused cuz i just started

#

any chance i could add you and we could hop in a call?

lunar sleet
unique cloud
#

1

#

and the default text value is Hair 1 (which is working fine)

lunar sleet
noble shore
#

i literaly have no idea how to start thats the thing

#

i've been told to use set view target with blend

lunar sleet
unique cloud
#

I just tested with print string, if Hair text = 3 (for next) the actual current hair value print string show 2.
For the back logic print string its the opposite, if the Hair Text = 4 the current hair value print string show 3

lunar sleet
#

What’s in that Set Hair function?

unique cloud
#

just storing the integer value inside the Character Data

lunar sleet
#

Storing it in what

unique cloud
#

Character Ref

lunar sleet
#

Is there an array in there or what are you doing with these ints?

flat coral
#

This class isn't too complicated I can look at each method and SEE I'm not accessing it

lunar sleet
flat coral
#

Yeah

#

Well more specifically, I deleted a struct and now a BP that USED to reference that struct is throwing errors

unique cloud
#

no no, its really simple, just sending the data to the character displayed for the character creation and then using the Integer with a select to define which hair belongs to it, also using that data to transfer to the player character / save data

lunar sleet
flat coral
#

THIS is especially cute. If I try to make a new variable with the name of the deleted one, it DOES say there's one with that name. Just, it isn't in the list.

unique cloud
#

It is a struct yup

flat coral
unique cloud
flat coral
#

COG?

unique cloud
flat coral
#

Ah got it.

#

Bad news.

lunar sleet
#

Just restart the engine at this point

flat coral
#

Already done, several times.

#

But we can try it again

unique cloud
#

ok so, save all, open your content browser (ctrl+space), right click on the Content folder, Fix up Redirectors

#

then try again, if it fails, yeah restart engine like Neo said

#

oh...?

flat coral
#

HELLO this is new

#

And now it compiles!

#

WEIRD that didnt' show up before.

lunar sleet
unique cloud
#

its weird because its working fine for other values

#

I mean, the struct is displaying the right value... the Text isnt

#

so the text is the issue, before getting to the struct

lunar sleet
#

Ok

#

You know how to use breakpoints?

unique cloud
#

fixed it...

#

so weird wtf...

lunar sleet
#

How’d you fix it

unique cloud
#

I removed the Add and Subtract, replaced them with Increment and Decrement

#

it should behave the same way... not sure what happen

lunar sleet
#

You had 4 and 1 now you have 5 and 0

unique cloud
#

Initially when I sent the screenshot the current value default was at 0

dawn gazelle
#

You set the value to the value +1, but then you're reading the value and adding 1 to it again.

#

so if the default is 0, you'd be setting the value to 1, but then displaying 2.

unique cloud
#

ahhh I see!!

#

you're right

true zealot
#

Do blueprints have any kind of optimization pass done on them?

Like....
If I do something like get and cast an animation instance on "tick"
Is the Engine smart enough to pull that out into it's own variable so that it just has it instead of recasting it every single time?

fiery swallow
#

In fact, from my experience so far. The easiest method to do something in blueprints is almost always the least optimized way

#

Everything's unoptimized

#

I think blueprints were made with the idea that if you're using it, optimization isn't something you should be worried about ❓️

true zealot
#

I think the main thing is they value the speed of iteration and putting a concept together, over prematurely optimising or taking a long time to prototype or develop a concept that turns out it sucks

#

that said... I can do this cast once on BeginPlay and make my own variable and hold it.... And then reference that later, and my assumption is that this would be faster than doing it it every single time... but I really didn't know for sure...

#

sometimes in C++ the compiler can catch on to things like this and optimise them for you... I didn't (and still don't) know if blueprints had any similar system under the hood somewhere

rugged lion
#

Im trying to make a game where its hunters vs a ghost. I want the hunters to have camera effects based on how close they are to the ghost in order to tell where it is (The ghost is invisible). Ive tried using line traces but im kinda in a corner with that right now. Can anyone explain to me a good way to go about this ( I am very new to UE5)
If anyone has played Nintendo land I'm trying to recreate the Luigi's ghost mansion mini game for reference

dawn gazelle
rugged lion
#

do i have to do that in the ghost bp or the hunter bp

dawn gazelle
#

Probably in the hunter blueprint assuming you're doing the same thing as luigi's ghost mansion in which there are multiple hunters, and are applying the effects to them.

#

You can do the same thing in the ghost blueprint too, but you'd need to be checking the location of all the hunters.

rugged lion
#

ill put it in the hunter bp, what do i do before the "get distance to" because im not entirely sure where to go with it

keen schooner
true zealot
#

It's honestly something I only just relised I was doing and realised how bad it probably was

keen schooner
#

Yeah, casts are known to be somewhat expensive operations, so you'll want to limit them.

#

Also, take my word lightly. I'm by no means well-versed in this stuff, that's just what I've picked up from...every "best practices" list or vid I've seen

dawn gazelle
true zealot
rugged lion
#

this is what I have right now, i followed a yt tutorial but i cant figure out how to get a reference to the ghost character

dawn gazelle
#

Casts aren't all that expensive, and you can literally have tens of thousands of them executing every frame and use very little resources. Casts are only expensive in blueprints in that they force a hard reference to a class that you may not necessarily be using, but because your blueprint references that class, it has to load that class as well - so if you're not careful with what you're casting to, you could end up loading every asset in your game unintentionally 😛

rugged lion
#

im just using the print string to print the distance right now and im going to replace that with the action of the camera effect

dawn gazelle
# rugged lion this is what I have right now, i followed a yt tutorial but i cant figure out ho...

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keen schooner
dawn gazelle
rugged lion
#

ik its a lot to ask but do you have some kind of picture i can reference, im really new and Im only kinda understanding what your saying.

#

i started on monday 🥲

dawn gazelle
rugged lion
#

youre an angel

#

i apricate you

#

how do i get the ghost actor reference

dawn gazelle
#

How are you making the ghost actor exist?

rugged lion
#

he is a bp_character

dawn gazelle
#

Are you spawning it? Are you placing it in the level?

rugged lion
#

meant to be a playable character

#

placed in the llevel right now

#

that him

wispy pewter
#

is that the character you are playing as?

rugged lion
#

one of them

#

theres multiple players

#

im trying to make it couch multiplayer right now

#

and then eventually online

#

but thats very very far off

dawn gazelle
#

Ok, so right now, just to get this working, though this isn't the best way, if you know there is only ever going to be one of a particular class and it is going to exist when the hunter blueprint exists, on Begin Play of the Hunter blueprint, you can use "Get Actor of Class" and specify the class of the Ghost. You can then promote this to a variable and use it elsewhere in your hunter blueprint. On tick, you'd want to use the reference and convert it to a validated get and the hook it up like so.

wispy pewter
#

ok and where are you wanting to get a reference to it from? the widget, player controller, or?

dawn gazelle
#

Argh, does that show multiple images or only one? I posted 3 -_-

rugged lion
#

only one 0_0

dawn gazelle
#

There's the other two 😛

rugged lion
#

is it a problem that the event begin play is being used for the input mapping

dawn gazelle
#

No, you can collapse your input mapping into a function (highlight the nodes for the input mapping, right click on one of them, select collapse to function), or use a sequence node

#

If there's nothing like a branch, you should be able to hook it up along the path without any issues.

rugged lion
#

ok ok one sec ima try and work it out rq

wispy pewter
#

just do this, ez

rugged lion
#

i still cant figure out where your getting the ghost reference from

#

but i got most of the rest

wispy pewter
#

"get actor of class" is an expensive operation that just kinda gets it from the world. it searches everything in the level and returns the first thing it finds of that class

rugged lion
#

so now that's working :D

#

how should i go about making a camera effect using this based on the distance to the ghostplayer

frosty heron
#

Get actor of class will look at the world and get the first actor you specified.

This will get random actor when you have multiple of the same one in the world

#

I suggest to learn how to cache, communicate between bps, and know how to use references

#

For this you probably don't want to spawn your ghost player in the level at editor time.

On begin play, in your normal char. Spawn a ghost character, and set a ref to it

rugged lion
#

thats a lot, can I ask first, how do take an output from the "get distance to " to detect if a player is within, say, 450 units?

trim matrix
#

@lunar sleet hey man i just wanted to let you know, that i got a A+ on my game that i made for my final assignment of my degree, thank you so much for your guidance man 0pinkheart

frosty heron
rugged lion
#

ik im just new is all. im sure to someone who know what there doing it makes sense

frosty heron
# rugged lion ik im just new is all. im sure to someone who know what there doing it makes sen...

Take it on your own pace. But be wary that get actor of class is not scaleable and outright not usable if you have multiple of the actor in the world. It's a beginner trap to have them all over the place.

The only time you want to use get actor of class is only when you are 100% sure and promised there is only one of such actor in the world OR when you want to get All of the specified actors

rugged lion
#

there will only ever be one of the ghost so i dont think that should be a problem

#

its meant to be a 2v1

#

or a 3v1 type deal

#

the ghost being the 1 player and the hunters being the 2 or 3 players.

elder lodge
#

Even for something that only exists once, it's better to store it in a variable that any other actor can find easily
like a reference to the ghost in the Game Mode so that any actor can simply Get Game Mode -> Cast -> Ghost reference

rugged lion
#

ok ima give that a try

frosty heron
#

If the ghost is tied to a player, do it in the player bp

#

and I assumed the hunters are A.I?

rugged lion
#

no theyre all playable characters

#

its like a couch party game type deal

frosty heron
#

Not network supported I hope? just local Multiplayer

rugged lion
#

yes

#

just local

#

so the ghost player is invisible so they players will only know that they are near it by camera effects, so if they are 850 units away then a certain effect happens to the hunters camera, and if they are 450 units away then a different more extreme effect happens. Then if the hunter colides with the ghost then the hunter dies, but if the hunter flashes the light on the ghost it does damage to the ghost, ive implemnted that part. I just need the camera effects based on distances

frosty heron
#

then start writing the logic

#

You can do the check every frame

rugged lion
#

i dont know how to do that :(

frosty heron
#

On Tick -> Check distance between Player and hunters . if Distance is <= 450 Play this effect otherwise play the other effect. If Target effect already playing then don't play the effect

#

if you don't know how to translate ^ , I suggest watching some tutorials and try to understand what each node does

rugged lion
#

Any recomendations for tutroials, ive been strugling to find anything good

frosty heron
#

I can't recommend any tutorial from youtube. Altough most of them are crap and you most likely will delete what you learnt when you are better, it's still a start

#

there is also learncpp.com to learn Inheritance and OOP which is what unreal is built upon

#

You should not focus on trying to implement feature but to get comfortable in the engine first.
Things to learn.
Using Custom Event / Functions
Know how to Get and Set Variables
Know how to communicate between blueprints
Know how to use Inheritance / Polymorphism
Know how to Cast to Objects
Know how to use Structs and Arrays (Additionaly Maps in the future)

#

once you get a hang off them, the rest is all about knowing which node to use (or make one if it doesn't exist)

rugged lion
#

ok i gotcha

#

so ive got a lot of base work to do the huh

frosty heron
#

Tick the check list and see that it's completed imo

rugged lion
#

much appreciated

dreamy sierra
#

Hello, I am trying to get an actor to bob up and down continuosly, but it stops after finishing one cycle, what am I doing wrong?

elder lodge
#

BeginPlay happens once at the beginning of the actor's life

frosty heron
#

You need to define the start and end value

#

don't be using value that you changed on the fly

#

you won't get the result you want

dreamy sierra
#

what do you mean? I am lerping between actors starting location and plus 5

frosty heron
#

you are adding to it

#

So the target value is more than it should be

#

here's a fix

#

Define your start rotation

#

and your end rotation

#

Then plug that in your lerp

#

A being the start rotation, B being the end rotation

dreamy sierra
#

how is get actor location not a valid start location for A?

#

I dont get it

#

define it how

frosty heron
#

You promote it as variable

#

Before the time line

#

Set Value A, and Set Value B

#

then on update u just lerp between a and B

#

Here is example

lunar sleet
dreamy sierra
#

I am trying change location not rotation, and also that means I have to set the start location manually each time rather than just moving the actor anywhere on the map and having it bob up and down

frosty heron
#

Interpolate on tick instead

dreamy sierra
#

how does that work?

frosty heron
#

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This Tutorial will teach you how to use the RInterp node to smoothly Interpolate between 2 rotators.

#RInterp
#FindLookAtRotation
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#

use VInterp for Vector

#

but the idea is the same as described in the video

dreamy sierra
#

there is no "find look at location" only "find lookat rotation"

frosty heron
#

That;s right. Look at is direction

#

btw

#

don't follow the tutorial literary?

#

the idea is to understand how to interp values on each frames

#

If you are not gonna use rotation, don't use rotation

#

Use VInterp instead

dreamy sierra
#

there is no look at direction, I am using Vinterp

frosty heron
#

Why do you want look at direction? arn't you just trying to make an actor go up and down

#

what direction will do for you?

dreamy sierra
#

you just said, look at is direction

frosty heron
#

I don't feel like you are reading what I wrote. Im just gonna leave it here,
Interpolate on frames from Current Location to Target Location.
If it's for something like jumping, I would also use a combination of Timer or Timeline because at somepoint I want to go down (Changing the target location)

dreamy sierra
#

I read everything you wrote, but its not explaining exactly what I need to do. Clearly its not enough for me to understand it, this is what I tried but it just keeps going up

frosty heron
#

Why would it go down? You never tell it to go down

#

define some rules and condition for it to go down

#

then you can just do the same but with - instead of +

dreamy sierra
#

I did this, but now it doesnt move at all

#

I dont understand

#

how would I make it go down?

#

where would the timeline go?

#

can someone please show me what it would need to look like for simple up and down movement?

lyric quiver
#

I'm getting this error from this blueprint. How can I fix it so that I don't get the error any more? Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor_1".

frosty heron
#

you want to check if Hit Actor is valid or not

#

if it's not valid to begin with don't run logic that access the actor

lyric quiver
#

ok thx

#

How can I do this?

fiery swallow
lyric quiver
#

thanks

dark drum
dark drum
lyric quiver
#

No I managed to fix the issue, thanks though

lyric quiver
#

How can I access variables and call events from one bp to another?

magic gorge
#

is it ok to stop a loop with a return or is it better to use a foreach with break and return there?

versed sun
#

the return will stop the Loop
Its fine to use , if you want that to happen

#

i use it often

magic gorge
#

ok i was somehow in doubt about it continuing somehow

#

ty

versed sun
#

yup, full stop, no Completed ran either

prime stump
#

Hi, im trying to set up some post processing for when the player is in a 'low health' state, I'm calling this function on a timeline over 5 seconds however the values being set for the post processing are completing way quicker than 5 seconds, how can I make it so that it takes exactly X amount of time for the values to get from their current values to the new ones?

#

but evenly, so like if the current value is 0 and i want it to go to 5 over 5 seconds it should increase by 1 every second? Lerping on timeline does it too quickly

frosty heron
#

dont lerp between a value u changed over time (A)

#

So have a variable for A, call it start intensity

#

Set it BEFORE the timeline

#

then use that for your lerp

brave idol
#

Hi i made the Standart First Person Weapon and i made that it will Damage the Player but the Server can Only Damage the Clients

#

What is the Problem

#

?

frosty heron
#

Client can only talks to server using RPC

#

make sure when you apply damage, you are using server RPC (As client)

#

Multiplayer FPS is not really blueprint territory

tropic pendant
#

So I have this weird issue with my projectile, it only registers collision from a certain angle, not when it first collides with the player

brave idol
frosty heron
tropic pendant
frosty heron
#

multiplayer is hard, you need lots of prediction. A lot of stuff can only be done in cpp

tropic pendant
#

true

#

but both should be used

#

complimentary

brave idol
#

Im only trying to make 1 Weapon

remote meteor
#

neko-chan, though cpp will help alot in multiplayer, its not utterly a must, alot of things still can be done with normal bp rpc

frosty heron
#

when you damage as client, you want to call server RPC and execute the Damage function

#

if we are talking about Unreal built in damage system, if you hover over it. You will see that it's only executed on server

#

I think turn based game is totally doable in BP

remote meteor
#

simply say, only the server shall deal damage, the "server version" of the player 2 has to fire the projectile and hit someone with it

brave idol
#

This is the BP

#

Im using

frosty heron
#

the Jump from Non lag dependent game to Lag comepsated game is Huge

#

If the projectile is spawned on the server and the hit happend on the server, it should apply damage

remote meteor
#

the issue is probably at firing

#

when a client fires, you need to rpc to server to tell the authorithy version of you that you have fired, then it also fires, then he(server version of you) will do the real damage.

brave idol
#

Ok what node that i need then ?

frosty heron
#
WizardCell

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03:33 - Replication System Basics
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stark patio
#

i have made a flying enemy who works by having a force constantly applying to it in various ways and it worked as i wished. However when i remade it from a pawn (who had the forces applied to the mesh) to a a character (who has the forces applied to the capsule component) the part of the code that helps it avoid obstacles (it linetraces in all directions and apply a force to the opposite side) just doesnt work anymore (however moving towards the player works fine) Does anyone have an ide why this could be? (Here is the code just swap capsule component to skeletal mesh and you have the other enemies code)

frosty heron
#

If you don't know RPC, replication, ownership etc. It's pointless for anyone to hand hold you.
If you are serious with learning Networking in Unreal I suggest to read the pinned articles

remote meteor
zealous moth
#

@stark patio my guess is that there is either a parameters that is different or your logic differs slightly

#

Why did you change it to a character?

tropic pendant
frosty heron
#

Try overlap instead of hit? i dunnoe

dark drum
# tropic pendant .

Personally, I've found that anything that has a scene component for physics tends to give weird results. I would remove the scene component and have the mesh as the root.

tropic pendant
dark drum
remote meteor
#

you mean the collision as the root, as projectilemovementcomp by defaults updates the root component

#

also make sure pawn blocks worlddynamic

kind estuary
#

Lets say you have a player Tank, and an AI Tank, do you create a complete new pawn for the AI Tank?
Or you make it inherit the player Tank?

tropic pendant
#

thank you so much man

dark drum
kind estuary
#

so i call it Tank Master

#

then Tank AI

#

and Tank Human ?

dark drum
#

Yea

remote meteor
#

the endgame is probably both player and ai can control the same tank bp en0kidPeek

frosty heron
#

"Load contents from a slot of file / slot into a buffer of save data"
^ What does this actually mean?

trying to figure out the difference between LoadGameFromSlot and LoadDataFromSlot

dark drum
dark drum
frosty heron
#

I will go easy mode and LoadGameFromSlot

remote meteor
#

loadgame uses loaddata

timber crystal
#

Hello and best regards

I made a simple 2.5D game, a jump and runner, the character automatically runs in one direction the whole time. Now I want him to do a simple sword slash while running, so basically while he's running he does the sword slash.

I tried this with a simple BP but it doesn't do anything

frosty heron
timber crystal
#

i have a default slot

remote meteor
#

in the end savegame is about data serialization

loaddata is the backbone of reading from a serialized file into byte array, then in loadgame, it creates a USaveGame object and fill the object with the byte array

timber crystal
#

ok thanks it works the default slot was not right connected

stark patio
timber crystal
#

Now i have the problem that the character surf while he makes the slash becuase i run automaticly in the right direction

BUT can i remove that in a way of blend space or something...?

stark patio
stark patio
dark drum
timber crystal
dark drum
stark patio
# dark drum But you're currently trying to add an impulse anyway.

ah, no im using the linetrace in order to just get if it is close to something and if it is it starts applying a force until it is no longer getting a positive response from the linetrace. Im making it move smoothly away instad of jetting away when it gets close to an obstacle so im using add force.

dark drum
tropic pendant
#

So, idk what I did wrong, but OnMissileExploded never gets called,

frosty heron
#

Print string here, if that never get called, find out why

tropic pendant
#

and the actor does get destroyed

frosty heron
#

I don't know, I don't do A.I. It's probably not the right approach to bind event in the Task

timber crystal