#blueprint

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dark drum
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Have you set the animation in the montage to play on the upper body slot?

timber crystal
tropic pendant
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hmm alright

dark drum
timber crystal
dark drum
tropic pendant
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wait

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what do i do then

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hold on I tried removing

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the finish execute

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it still doesnt work

dark drum
tropic pendant
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damage the player

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specifically, if the event is claled

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as its claled

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called*

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only when it collides with the player

dark drum
tropic pendant
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i was debating whether to do it like that or not

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wait a minute

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ohhhhhhhhhh

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there was no reason to do it like that

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yeah I will just do it in the missile

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yup worke

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worked

dark drum
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Is there a way to have child data tables (something along those lines) ? I wanting to have different sets of data tables that use the same structure for its data but want to limit selecting the datatable to only those that use that structure.

tepid willow
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Hello, does anyone know why it's impossible to use gameplay static functions in macro libraries? I need to get game instance, but the node isn't appearing, unlike regular macros.

earnest swan
dark drum
dark drum
earnest swan
earnest swan
# dark drum That's just a way of combining multiple tables into one. In essense, i have a da...
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It's a c++ solution though

dark drum
tepid willow
dark drum
tepid willow
dark drum
heady burrow
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Is there any plugin or setting that allows me to search for stuff in a more comprehensive way, let say, if I want to find Bind Event to On Level Loaded, if I input: "bind level" it should bring back the result?

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makes sense what Im asking

remote meteor
dark drum
heady burrow
tepid willow
remote meteor
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OnLevelLoaded is a delegate in a ULevelInstance, naturally it only available off a level instance

dark drum
heady burrow
versed sun
remote meteor
dark drum
heady burrow
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because when searching for the exact terms you can do "bindevent" and it works, but "bindlevel" doesnt.

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got it, thanks.

remote meteor
rapid helm
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does anyone know why my progress bar won't update? (ignore the turret)

dreamy mountain
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Is there a way to make a flip flop have an A, B, and C output?

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I'm trying to make a flickering light

versed sun
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a Flip Flop Flap?

dreamy mountain
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I've got it so that A is a permanently on, B is a flicker, and C is off

dreamy mountain
versed sun
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it is now

dreamy mountain
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I thought in my head, because I'm on the bus, that's a funny name, imagine it was called that

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Like prior to asking

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I didn't actually think a flip flop flap would be a thing

versed sun
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hehe

dreamy mountain
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What about a 4 way?

versed sun
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use a multigate

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as many pins as you want

remote meteor
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flip flop flap fluck

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yeah a multigate

versed sun
dark drum
lofty rapids
rapid helm
rapid helm
lofty rapids
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oh i c a 3d widget

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never used one of those

earnest swan
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Did you bind percent correctly in the widget?

dreamy mountain
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A multigate is actually perfect for what I need

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Especially the is random thing

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My flip flop was literally just swap from a to b but have a delay between the two

lofty rapids
rapid helm
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both health and maxhealth at 100

blissful grail
dark drum
rapid helm
dark drum
# rapid helm wdym?

What BP is the 'Health Update' function in? Is it the same BP the function it's being called in?

rapid helm
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OH

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it's right in the pawn blueprint

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for the cube itself

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And Yeah

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it's the same bp

mild pine
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What causes this to happen? The variables/graphs page has been crossed out, nothing can be selected. Reopening the blueprint works fine, just curious

remote meteor
timber crystal
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im trying to make a combo attack but my character stops his combo after first hit why?

I also added notifys

remote meteor
mild pine
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Oh, okay. Encountered this in 5.3? I'm in 5.1

remote meteor
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usually happens when there is a hitch when dragging windows

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been here since the early ue4 days

mild pine
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Gotcha, doesnt occure often

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Oh wow okay, havent encountered it often at all then šŸ˜†

remote meteor
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when dragging windows, be gentle, especially if the bp is quite heavy

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šŸ˜…

rapid helm
remote meteor
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when an execution is trying to run the node that has the red stop symbol, it would stop before running the node, notifying you
you can use that "breakpoint" to check for variables values, or even step the execution to see where it is going

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by using this you can see what node has been executed and what did not

rapid helm
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Oh my...

heady burrow
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get streaming level always throws an error when I try to access it, whats exactly the package name?

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I tried just the level name, the level.umap, the thing that get current level throws, etc

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always an error

dark drum
heady burrow
dark drum
heady burrow
dark drum
remote meteor
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what exactly is the scenario, if you dont mind repeating

heady burrow
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if I start my game from main, its fine, but when I start from menu, the actor Im looking for doesnt exist yet

wise patrol
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Forgive me if this is obvious, quite new to blueprints and coding in general!

What is the syntax for finding out what class the currently controlled character is?

I'm trying to switch characters gta style and having all the code in the character parent class, with four child characters. I have been able to make this code work if I copy and paste all the code separately in the child characters, but I'm unsure if it's possible to do generally in the parent class?

This is what I've got at the moment but not sure it's the way to do it

dark drum
heady burrow
frosty heron
lunar sleet
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Don’t use == for that

dark drum
frosty heron
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If you want to have different behaviour between Parent and a child class, just have the same input event

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so when parent press 1 -> X will happend
when child press 1 -> Y Will happend

For functions or event, you want to get fammiliar with calling super and overriding

heady burrow
frosty heron
dark drum
frosty heron
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call to parent function

lunar sleet
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Call to parent ?

frosty heron
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yeah

wise patrol
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Ah so I need to cast to the child B (in this example) and reference the self in that way?

heady burrow
frosty heron
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That's a misunderstanding of inheritance if you are trying to cast between child / parent

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Lets say the parent class is called Animal, the child is called Fish

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Fish it self is animal

lunar sleet
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Yeah sorry I prly explained that wrong. I meant if you need to access an event/function from another bp, that is not inherited by the current bp, use cast. Otherwise you can call it directly

dark drum
remote meteor
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same goes to gamemode/gamestates

wise patrol
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Ok I see, so I'm thinking if my way is possible? I've got 4 child characters and I want to switch between them (used this video for most of the code, but it's only between two characters https://www.youtube.com/watch?v=4xo6x6mROPA&t=1287s&ab_channel=PyroDev). I have been able to alter the code so this works between all four characters, but all the code is copied and pasted for each child blueprint with the references changed respectively (using 1 to go to charA, 2 to charB etc.). Is it possible to have this general code in the parent blueprint, leaving the code empty in the child blueprints and making it tidier? Would also make it easier to change anything (eg. the speed of the camera). I thought maybe like in my picture above I press 1, check that the currently controlled character is NOT character A, then check to see if it's character B. If it is character B then run the code

Hey guys and welcome to the next Video.

In this Video we work on Gta singleplayer character switch

In the Future I will Recreate all the things you always asked yourself, how did they done this?
If you have any ideas just comment under the video!


Stay Informed on Facebook and Twitter:

https://twitt...

ā–¶ Play video
heady burrow
remote meteor
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different pc for different levels, achieved using different gamemode for different levels

lunar sleet
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Make a function in the parent. It can be completely empty. In each child, you override it to do what you want that child to do (if it needs to be different from other children or the parent’s functionality)

remote meteor
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also as for getting reference, probably can get them on demand instead

lunar sleet
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At that point you just use Self if absolutely needed

wise patrol
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Would that not just be the same as having the code in each of the child blueprints anyway? So I any changes to any variables for eg the camera would have to be done four times?

lunar sleet
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You can also use events in the parent, then in the child use that event, make a call to parent if needed, and add the extra functionality in the execution path

lunar sleet
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And override variable defaults in each child

heady burrow
lunar sleet
lunar sleet
wise patrol
remote meteor
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though they always come in a set

heady burrow
lunar sleet
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Yeah

remote meteor
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the gamemode has to change for anything else to change

lunar sleet
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There’s also defaults in project settings maps and modes

heady burrow
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right

frosty heron
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I load my save game stuff with MainMenu GameMode

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once loaded -> Show Widget

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like wise with other level. For Dungeon, I will have generic DungeonGameMode

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It's going to handle Scores and EndLevel

balmy niche
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dumb question, does anybody know how I would disable my sliding animation while jumping/falling?

north bear
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Quick question, I'm pretty new to using UE but I'm wondering if there's any way I can connect the Default Pawn to my character reference in order to make my HUD target the character I'm playing as, instead of one set character.

lunar sleet
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It turns true as soon as you jump and back to false when you’ve landed

lunar sleet
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What are you trying to achieve

balmy niche
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I have my Animation blueprint like this, I'm unsure of how I would get it to check for my slide animation though

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and this is my char blueprints jump / slide

lunar sleet
north bear
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So my HUD shows different variables as progress bars(Health, Stamina, Hunger, and thirst)

Right now that character reference is set to one specific character, so the HUD will only show the stats of that character. I want the HUD to show the variables of whatever character I have selected. I know I could probably just duplicate the HUD for each character but that seems like I'd just be bloating the game unneccesarily.

lunar sleet
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Well how are you currently getting its variables ?

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And what triggers the HUD to show this stuff

north bear
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This is how I'm getting the variables currently, it was using a cast to my character, then setting the character reference variable to that character using the output on the cast node.

The HUD shows it on Event BeginPlay

lunar sleet
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This way any instance or child of that character class will pull its own values

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You’ll need to communicate the other way around, where you get HUD and cast into it

remote meteor
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there is something very handy called GetOwningPlayerPawn in all UUserWidget

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šŸ˜„

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when you add the widget, have the owning player set correctly

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then you can use that

lunar sleet
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Would HUD class actually have an owning pawn or is it the usual confusing widget for HUD class ? šŸ˜…

remote meteor
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In AHUD, you can access controller then the pawn

north bear
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This is a widget, if it helps

remote meteor
lunar sleet
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Get controlled pawn

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Yeah I getcha now

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I was thinking RTS like where you don’t possess one char

remote meteor
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ah if in that case then it needs to be specific actor reference

north bear
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yeah thats how it is at the moment.

should i create a separate HUD(widget) for each character that's added to viewport on selection of said character?

remote meteor
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probably can use the same widget

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just need to update the actor reference

north bear
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As in, I could duplicate it and change the actor reference? or is there a way to have the game update the actor reference of the one widget depending on what character im playing as?

remote meteor
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when you select something, i assume the event is on a controller, you can create/update existing widget to show info about the actor you have selected

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the widget reference can also be in the controller too

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with the widget reference then you can update the character reference on it

north bear
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so I have a widget that's a character selection screen using buttons, when a button is clicked, it uses a possess node to use that character, and sets the default pawn class to that character using event on clicked, the HUD displays on beginplay but currently the object reference sticks to one character, whereas I want that to update to whatever character I'm possessing.

remote meteor
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ah that explains more

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then within the widget

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GetOwningPlayer()->Bind on Possessed Pawn Changed

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do that on construct, and also call the function with the first pawn it is currently possessing

north bear
remote meteor
pallid sonnet
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Hi guys i have a question, I have a trigger box that activates a text widget, how do I make it deactivate after X seconds?

north bear
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you could add a delay node for a few seconds, then remove from parent

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i think

north bear
# remote meteor

it says I can't connect the delegate in OnPawnChanged

'Delegate is not compatible with Delegate(by ref)'

sorry for the hassle btw!

untold niche
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Question: How would I go about finding a substring and deleting it?

For example, the display name of a room I enter is called "LivingRoom.Box" and I'd like to find the ".Box" in the name and delete it so it doesn't show on the HUD

untold niche
tall plinth
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So I'm a huge noob but I need some help. I'm trying to be able to attack while moving. So far I have it where I can play 3 animations in combo, but when I attack it makes my character stand stil.. Would anyone know how to set it up so that I can move while attacking? Not exactly sure what to do. I've created an "Attacking" state that connects to my idle/run state, but I don't know how to add transitions or coding to get it to access that state.... If anyone could help that'd be appreciated. The image included is as far as I got. I know I need to apply that to a state and have the state accessed.

frosty heron
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@tall plinth Why do u have a cached pose called attack?
It should be locomotion -> Slot "Upper Body" then into the Blend Posses 0

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let the montage drive the attack animation

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Hey everyone! Today we're looking at the Layer Blend Per Bone function inside the Anim Graph. This cool little thing allows us to play animations only on certain parts of the body whilst leaving other parts unchanged. This is extremely useful for separating animations between the top and bottom half of your characters so they can do things while...

ā–¶ Play video
lost coral
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I have a volume and I want an action to be performed as long as the player character is inside this volume, currently I see "On Component Begin Overlap" and "on Component End overlap" events but is there an event for something like "While Component is currently overlapping"?

versed sun
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On Overlap, set a Bool to true
On End Overlap, same Bool to False
On tick, If Bool true, then [your code here]

dark drum
tall plinth
tall plinth
dire frost
frosty heron
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But what ever you need is in that video.

boreal tangle
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Hey
I'm making a top down couch coop game.

I have a camera actor that is similar to diablo.

How do I make the camera follow the remaining player if the other has died?

What would be the best method to achieve this?

frank sparrow
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I assume this is something I have to handle in the game instance but I’m not sure how.
I have several levels that my character can run between but when each level opens, the movement inputs don’t persist. I get its because the character is built new each level but I’m curious if there’s a simple and quick solution either with level streaming or not, to allow my movements to persist. I have 50 levels so If the answer is level streaming, how do I make that quickly? I don’t want to spend hours setting everything up again if it’s avoidable

silver garden
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So I'm trying to do some portals stuff, but I'm having difficulties to think the math of rotating one portal's camera that renders the view into the other portal, according to the player viewing the current portal (I might've phrased that really weirdly).

I want to rotate the blue portals camera (forward blue vector) to match the rotation that the player's camera (forward black vector) based on the orange portal forward (orange vector).
The black arrow on the blue "portal" represents the desired result. Also, remember that this is also a 3D problem, not 2D

I tried doing the Dot product of Orange.Black and then the ACos of that to get the degrees.
I used said degrees to rotate the Blue vector around the Player.Up vector.

However, this didn't work.

I also tried to think the problem around Quaternions, but I couldn't get my head around it.

Any ideas?

tall plinth
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I'll try to trial and error with the information that video gives but I don't think I'll accomplish what I want because of how my stuff is setup.

frosty heron
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Not sure if I would do any diff than how dynamic combat system in market place does it

tall plinth
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I'll link it here, one sec.

frosty heron
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Locomotion -> upper body slot -> blend by layer

tall plinth
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Should I just apply all the attack anim montages to upperbody?

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That should work?

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then following the setup with layer blend per bone?

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I'll try. DM me when you have time if you'd be willing to help me for that amount T-T

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Sorry. Broke and dumb and desperate to get this understood/working.

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Appreciate the video and responses already.

frosty heron
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@tall plinth post your relevant bp, maybe someone else can take a look at it meanwhile. I will check it tom.

tall plinth
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Gotcha. Thank you. And I'm not even sure which BP is relevant.... I'll post several.

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First issue I run into is I can't even call the upperBodySlot in the anim graph T-T

frosty heron
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The anim instance, the play montage and the montage being played.

tall plinth
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Anim instance = anim sequence? Play montage = anim montage? and idk what you mean by the montage being played.

frosty heron
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Anim instance == anim blueprint

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Find the code in your character bp that plays the montage

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Then final check is to ensure the montage being played uses the correct slot

tall plinth
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I've tried to setup the slot and I can't even call it into the animation blue print. Should I post inside the state machine or??? Sorry sorry sorry I'm noob.

nocturne fossil
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is there any difference between the two?

tall plinth
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I feel dumb and I should just get direct help/handholding for this T-T

frosty heron
tall plinth
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I can call that in the abp but I can't call the upperbodyslot

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and don't know what i'd plug into it anyways

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because I have 3 animations with an attack combo

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is that even where i'd do it?

frosty heron
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Yeah but u need to cache your locomotion pose

tall plinth
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wouldn't i also need to create an attacking state inside the main state machine?

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cache when where

frosty heron
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Ur state machine is your locomotion (idle or running )

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Attack is handled by montage

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So while u move around as usual. When you left click, you can swing your sword (while the leg move as usual)

tall plinth
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i have that set up in a blueprint separate from all of this and i'm not sure how to call on all of them or what i should do.. hold up i have a little video of it

frosty heron
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Do u watch YouTube tutorials?

tall plinth
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yep

frosty heron
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Not a setup that I will use

tall plinth
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other tutorials either leave me clueless or dont have as many features as i want to implement

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and even the one i'm following i'm cutting out a lot of stuff

frosty heron
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I would delete that "combo" system anyway tbh. Not scaleable

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My learning come from dynamic combat system in market place

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Have proper use of input buffer

tall plinth
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i aim to make a simple adventure rpg so i dont plan on doing too much besides having a melee and a ranged weapon T-T

frosty heron
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What UE project do you use?

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Version*

tall plinth
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what do you mean? oh 5.3 or whatever the newer/newest one is

frosty heron
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How big is the file?

tall plinth
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5.3.1

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let me check

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entire folder is 681mb rn

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project file is 287 bytes

frosty heron
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Upload it and dm me the link, I will take a look tom.

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Google drive preferably

tribal gazelle
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Can badly optimized blueprint code affect your frame rate?

tall plinth
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The entire folder or just the project?

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entire folder i assume

frosty heron
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I don't need intermediate, binaries but if it's 600 mb just the entire folder is fine

tall plinth
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doing it now! thank you!

naive stream
crisp gulch
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I can't get it to fire a hit event. Could someone help me figure out what I'm doing wrong?

lunar sleet
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Make sure both objects are set to block each other

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Might also need to enable generate hit events iirc

pallid nest
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any ideas why my trigger box is NOT working in a specific place in my map? it was working fine earlier but I must done something that now is not and it only works when I move it to a different place, a bit odd?

frosty mural
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Nvm, seems to be an instance issue, only A is being run

grizzled ruin
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Hi all, im trying to LoadAsset in an editor utility widget to load my GameMode asset and set a FName on it, for some reason the cast always fails, if I print out the name of the object returned, it is the correct name, but for some reason I can't cast it, any ideas what's wrong?

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(the asset path is obtained from right clicking and Copy Reference on the asset)

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I tried to have a GameMode field but it seems like for some reason I cannot assign it a value either, Im assuming those are somehow connected and its something to do with the fact im trying to reference a GameMode. I've used LoadAsset successfully in other places with different asset types fine

grizzled ruin
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I got around it by storing the FName in a data asset file, and then I loaded that with LoadAsset and it was fine. Weird behavior

lunar sleet
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I’ve not seen cast used like that before tho it makes sense ig

unique silo
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how can I access the point of view from a camera that is in a different blueprint? Im trying to make a first person view from a camera that is attached to a socket on the weapon blueprint. But I am calling it from my character blueprint. The casts succeeds, and I also set inactive the current character camera, but I dont know how to "switch" the view to the camera on the weapon?

fiery swallow
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set view target with blend

unique silo
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nevermind, I can change the target

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the problem is though, that view target with blend expects a new actor object target, where in my case the camera on the rifle is a component

mild glen
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how do you make a script that moves a mesh

fiery swallow
#

are you saying that..

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the gun is already attached to the pawn you're using?

rapid helm
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does anyone know why the healthbar (it's a 3d object) only updates when the value is in between 27-75? (the health & maxhealth at 100, printed the values of the percentage and it is exactly what it should be (ex. 80 = 0.8), the widget is a progress bar)

unique silo
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seems I have a new issue now. Since the camera is on an actor that is not a pawn, It cant be controlled with pawn rotation.....

radiant cape
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I am trying to use the "create event" function to bind a delegate to a function I have in my class but it won't show in the list of functions if I give the one i'm trying to call an input.
I was able to do this in another class but applying the same technique won't work in this one.

In the past i'm pretty sure deleting the node and adding it back in worked but not this time

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if I use the create event node to make a custom function, then add the desired input it will give this error

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if i try to use the node to find the function with the input it wont show

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i've got a deletgate or whatever calling a function with an input in another class and it's working fine, i don't know what i'm doing differently :/

dawn gazelle
radiant cape
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well ok i thought i already did that bahaha tyty i'll make sure to check next time

kind estuary
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how do i make pawn sensing not detect on tick

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so just make it check every 3 seconds, for better performance too

dawn gazelle
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Turn down the tick rate on the pawn sensing component to 3?

kind estuary
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tick interval

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i changed it before to 10

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didnt do anything

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it still detects as soon as you get close to the enemy

lunar sleet
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And it usually doesn’t need optimization, did profiling show that your pawn sensing is what’s slowing down your game? @kind estuary because if not, premature optimization is a bad idea

kind estuary
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didnt know that

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yeah its premature. but since i dont need it to be detecting always, and i actually need some delay in the detection

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i can tell this is checking if it has actors around on tick

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or wait maybe not, maybe its just a collision

lost coral
dark drum
dark drum
west hare
#

Rate my wiring

random pulsar
#

hey guys i made a tile and spawn it correctly and i want to make in this tile a navmesh for ai is it possible to make this?

paper pond
#

I rembemer being able to uncook a mesh and open it up in editor, changing it's materials collison etc. However when I try to run the uncook editor utility blueprint it crashes unreal engine.

This all started after I had deleted, added stuff to the content in windows. I suppose causing some desynch. Then i started having corrupt fbx crashes, not being able to see uassets in the engine, tangent errors, smoothing errors, failed imports.

I have tried reinstalling UE several times, different versions, wtf is going on?

versed sun
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after Begin play (Delay Until Next Tick), you can check for Actors overlapping the Component @lost coral

dark drum
dark drum
proven karma
#

Looking for some pointers. Have a PickUp BP with a static mesh, dynamic material and 2 description text variables, all of which are instance editable. When player interacts, those variables are passed to the player along with the PickUp BP class and transform via interface, then PickUp BP is destroyed. The static mesh being used by PickUp BP is set to a SM component in front of the player, which is then made visible. Player can examine the mesh. When the player next presses the interact input, that mesh is hidden and the original variables are used on a new spawn instance of PickUp BP, so it’s the same , when it’s put back down, as the one picked up. I’m casting the newly spawned instance to PickUp BP to access the variables and set them from the ones stored in the player. But that’s not happening. It’s spawning the default PickUp BP mesh and material. When I interact with that new instance , it just disappears. PickUp BP is tagged as ā€˜examinable’ and this is checked to differentiate between non-examinable actors. Hope this makes sense. Also to mention that line trace is used for player interaction.

brazen pike
proven karma
brazen pike
proven karma
#

So I can’t grab a reference to the newly spawned PickUp, then cast it and set the variables? It would be easier to not destroy the original since this is just an inspect mechanic, but I’d like to figure it out anyway

versed sun
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Hide it / set visible to false ?

brazen pike
brazen pike
proven karma
chrome pumice
#

Yo guys quick question, im trying to bring root motion into my game but for some reason whenever the animation ends my character kinda tilts like the mesh and stays there, it adds more rotation the more often i play the animation, is there any way to reset the rotation after the animation has finished?

pallid nest
#

hey guys good morning, I am trying to get three booleans from three different blueprints (sender) and then a trigger box (receiver) on overlap check if these three conditions are meet (with branch?) something occurs. I understand casting is not effective to do this for a variety of reason so I am trying to learn and understand interfaces. I watched so many tutorials on interfaces and while I understand the concept of transfering the information I don't know how to apply to this scenario (3 blueprints with three different booleans send to trigger box). Any ideas please?

hidden shard
#

Hello.
I am currently struggling to figure out the best way to set up a blue print. (e.g. how to use "cast to" as little as possible)
Does anyone know of any books where I can learn about these designs?

thin panther
hidden shard
thin panther
#

Unfortunately unreal moves too quickly for books, so any material you buy would be already outdated

hidden shard
thin panther
#

It is a problem, when because of it, no one makes good books :P

#

There aren't good unreal books

dark drum
thin panther
#

Most of unreal design is just being sensible with OOP though.

Try to design modularly, and be data oriented, as opposed to hard coding things. Use casts when you have an established hierarchy, and sensible inheritance chain. Use interfaces for class agnostic behaviour, and use components for plug and play modular behaviour, like a health component etc.

Don't do silly things like including assets in base classes, as then you incur huge memory penalties for casting to unloaded classes

dark drum
thin panther
#

Basically, pretty standard stuff for other engines

chrome pumice
#

the wrong direction is a skeleton problem and i can fix this with bp but the way he is leaning more and more after every animation is the main problem

thin panther
dark drum
# chrome pumice does anyone know how to fix this?

That looks like your animation is moving along the wrong axis in the animation. Forward is normally positive X so if your root motion isn't moving along this axis it'll look like what you show in the video.

thin panther
#

And another big thing is to not be scared of c++.

You want to be using it for anything you plan to ship, even if it's just for your structs and enums.

chrome pumice
hidden shard
thin panther
#

You'll start to gain a Spidey sense of sorts

dark drum
thin panther
#

Picking up some resources on basic object oriented architecture will help a ton, and learning what things like data driven design are can as well. But after that it's pretty much practice makes perfect

dark drum
#

Making something that doesn't work well is the best way to learn as you start to understand why what you did doesn't work well in the situation you made it for.

hidden shard
dark drum
#

A good project for getting a good sense of this is an item/inventory system. That's what really made me understand and appreciate good hierarchy.

hidden shard
#

I also wonder if we're going too far because we don't know useful nodes like APPLY Damage and BPinterface.

dark drum
thin panther
#

Optimal and blueprints are a bit of a misnomer.

If it's not causing you issues in the profiler, and it isn't obviously awkward then it's probably fine, until you may stumble on something that reveals it isn't.

#

A key thing is to be DRY. Don't repeat yourself

#

But it's natural to finish implementing X and then realise it exists already. It's part of learning.

dark drum
hidden shard
thin panther
#

You see, that's where learning about general OOP helps. You could just have a base class for your enemy, and cast to that

#

My honest advice is to tackle basic programming principles in an object oriented language. You'll do yourself some favours in unreal, after that, it's just experience really.

#

Looking around the pins of the channels have some useful info too.

Like this one has a video pinned about blueprint communication

dark drum
thin panther
#

Hell I was staunchly bp only for ages. Learned about c++ structs in unreal, and kicked myself for not knowing it sooner. Now I rarely touch a BP node, if at all

#

(for major things)

#

C# is great, it has interfaces too :D

hidden shard
#

Encapsulation, polymorphism, inheritance
These have snapped my heart to pieces. ;;

thin panther
#

And they're real interfaces instead of unreals ungodly hack

thin panther
#

They will click one day, and you'll wonder why you ever struggled

(Been there, done that)

hidden shard
#

What did you guys learn C++ from?
I'd love to know if you can.

I've only touched JavaScript at work.

dark drum
thin panther
#

My primary knowledge came from bits and pieces online, as well as the cpp reference. After that I jumped headfirst into sfml, only allowing myself to use the documentation as a reference.

Did some work in directx, because of uni, and then had some fun in unreal. A very convoluted path. I tend to reccomend people go to learncpp.cok instead, and pick up a C++ book if you're really interested in it (like for the industry)

#

Though I would say if you don't want to use it in industry, learn the concepts with a friendly language like c#, and then gain a working knowledge of c++, to use in unreal, when that interests you

hidden shard
thin panther
#

Don't get burned out by it. You'd be surprised how much good knowledge of BP, with just some basic programming concepts can take you

#

Though it's not as bad as everyone pretends

#

In unreal at least :P

amber spindle
#

Hey I am having problem with Launch Character. My player can walk on walls. When walking I use launch character blueprint to jump and negative direction to go back to wall. But there is a problem that if player is standing still and jump somewhy it rotates. I even tried setting rotation and giving it back after launch but it still doesnt work. I am adding video of slowmo

#

All jumping part looks like this

naive stream
#

as long as you learn C++11 or newer you'd be fine

naive stream
amber spindle
#

I found out that somewhy I get launched not only on x axis (how should be) but Z axis aswell. I think of this small velocity makes player turn into z axis change. Image: Green - start location, Blue - velocity after 0.1 sec launching player, Red - location after landing

versed sun
#

isn't there a 'Character faces velocity' checkbox or something ?

#

in Character class defaults

amber spindle
#

I unbox it but everything looks the same

versed sun
#

bummer

amber spindle
#

ye :/

#

I don't get how it launches player into Z axis if I only input X axis velocity

amber spindle
heavy lion
#

I'm second guessing myself.
I am working on a bed which saves and advances time, and alters player stats.
It calls lots of functions from other classes. And the only way I can think of doing that is casting.
Is there a better way?

#

I dont think an interface applies here, because i dont need two classes to implement a function in the same way.

And an event dispatcher doesnt make sense as I would need to cast to that class anyway right?

#

For example. When I interact with the bed, I call a function "AdvanceTime" in the game mode. But I also call "SaveGame" from the GameInstance.
And finally, I update stats on the PlayerCharacter.

Thats 3 casts for a bed

brazen pike
heavy lion
#

Well, people say you should try to avoid them. I am just wondering if I need to avoid them in this instance.
I cast to like 3 other actors from the bed actor.
Doesnt that pull all their functionality into this one class?

vapid grotto
#

how to attach cloth to shoulder of charactter rigs and add simulation on cloth in ue5

frosty heron
heavy lion
#

Thats what I was thinking.

frosty heron
#

Doing cast will produce hard reference, that will load them to memory

#

That's just the cost of using blueprint

brazen pike
frosty heron
#

In cpp land it will not load the object to memory

#

Yeah well if you have hard ref everywhere, you might load the entire game just by loading your character

heavy lion
frosty heron
#

It's not the casting is the problem but the hard ref in bp. If you want to optimise then use soft references

#

It's kinda mandatory to use soft ref, especially if u have data table

#

Data table with hard ref = rip

brazen pike
#

Yeah you really only need to worry about it if you're doing it in the other direction. For instance, if you cast to the bed from your character. That'd cause the bed to be loaded whenever the character is loaded.

heavy lion
#

That makes a lot of sense.

brazen pike
#

but yeah, look into soft refs

frosty heron
#

@brazen pike u are doing multiplayer?

brazen pike
frosty heron
#

Ahh ok

#

I will keep a look out

brazen pike
#

are you in UE5, if so there's a super easy fix. But if not then source code editing is the only fix (if you HAVE to use soft references, otherwise like me just switch to hards)

frosty heron
#

I'm in 5.1

#

Got like 400 items to load, I can't hard ref them šŸ˜„

brazen pike
#

then you don't have to worry about it. Go nuts with soft refs

brazen pike
frosty heron
#

The system is done , rest is just adding to data table

amber spindle
#

or maybe how I can edit movement mode (flying) so this mode wouldn't have gravity?

versed sun
proper vigil
#

Duplicated this MetaHuman code to run different dialogue when the Objective Text is something different. Different vars and a different new text for the Objective after the second event run. The one that says Test Text is the second one and the one that is first has the text change to Visit Cemetery. For some reason, they both result in the objective becoming Test Text.

#

Other image but with the other variables.

dark drum
# proper vigil Duplicated this MetaHuman code to run different dialogue when the Objective Text...

You should check this out if your needing a dialogue system.

https://youtu.be/88xikHeYQDA

Welcome to this tutorial on how to create a dialogue system in Unreal Engine 5! In this video, we'll go over the basics of setting up a dialogue system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to add dialogue functionality to your projects,...

ā–¶ Play video
proper vigil
#

I already have a good dialogue system, just one issue.

indigo bough
#

Hey, so I've tried both methods of adding a new row to a data table in an editor utility widget, but I'm getting this warning when trying to run the event. Any help would be very appreciated šŸ™‚

frosty heron
#

Are you feeding the right struct to the data table?

indigo bough
#

I feel like I am. It's a custom struct which was made for this DT 😬

#

As you can see above, the same struct is used for the row structure of the DT

#

There is only the one struct with this name:

#

This is the whole thing:

frosty heron
#

After you set member

#

Get the Struct ref then break it

indigo bough
#

Yeah, I tried with the "Make S_WorldBookmark" instead of "Set members ..." but it seems to have the same issue regardless of whether it's a ref or value

frosty heron
#

then make then plug it? I dunnoe

indigo bough
#

I tried this

#

No different

#

(missing other inputs in this image, but yeah)

frosty heron
#

is your struct declared in CPP? if it is, does it derived from FTableRowBase?

#

that's my last guess

dark drum
# proper vigil I already have a good dialogue system, just one issue.

If you're having to copy and paste/duplicate the entire thing, I wouldn't call it a system. Either way, with what you've shown it'll be difficult to say what the cause of the issue is. Most people wont take the time to figure out what the spaghetti does. If it's saying some test text it would be a case it's not being updated so you'll need to work backwards to debug the issue.

frosty heron
proper vigil
indigo bough
versed sun
#

did you try to manually set the DT with the drop down ?

#

If the Data Table pin is a Copy of your Ref , then it would be saving to a copy ?

indigo bough
#

LogScript: Warning: The data table type is incompatible with the RowData parameter.

versed sun
#

yah , like that , same thing ?

#

hmmph

indigo bough
#

Very confused šŸ˜„

#

It's a new struct, DT and blueprint

versed sun
#

unplug row data , and compile

dark drum
indigo bough
proper vigil
indigo bough
#

I don't understand why it's defaulting to a wildcard input on that node in the first place

#

Surely it should set the input to whatever the valid struct is

versed sun
#

even after compile?

indigo bough
#

It's not just that node either, with a new AddDataTableRow node it does the same thing

#

Must be a 5.3 bug?

#

Find that hard to believe though

#

Might just store this stuff in a DataAsset array variable instead at this point 🤣

dark drum
proper vigil
#

Oh, called, not created.

dark drum
# proper vigil

That still doesn't answer the question. You've already shown the events. I need to know how/where they are being called.

proper vigil
#

They aren't in the BP any other times.

heady burrow
#

Nitpicky question, Im setting the location of an actor, and when I see the actor get there it feels like it does it in a "elastic" fashion, meaning, there is 1 frame that it appears half the actor occupies a place that is a bit further away then goes back to the proper location.

#

Any ideas I could look at to find out whys that

heady burrow
indigo bough
#

Should usually solve that

#

Ahh

heady burrow
#

Im setting the position using a gridsnap

#

might be related to that but unsure how

indigo bough
#

Shouldn't be an issue, the output location is still a valid vector so that's all the Set node will care about

dark drum
heady burrow
indigo bough
proper vigil
heady burrow
proper vigil
#

Oh, I think you mean this.

#

In the first character BP.

indigo bough
heady burrow
#

ah, no, my actor is just a static mesh basically.

dark drum
heady burrow
#

just a simple empty actor with a cube in it

#

just moving the white thing accroos the grass

indigo bough
#

You don't want to be setting your actor's location every tick, try setting it using an event only when you need it to move

heady burrow
#

in a tiled fashion

heady burrow
indigo bough
#

Yep šŸ™‚

#

That's probably the cause, I mean it feels like it might be anyway

heady burrow
#

thats how I had it on my older prototype using another language

proper vigil
heady burrow
#

still not sure what could cause the bouncy effect

indigo bough
#

To be honest, it probably should be fine, but it's the first thing I'd suggest changing anyway as it's just bad form to use tick for stuff like that

heady burrow
#

yeh definitely, thanks

dark drum
proper vigil
#

I mean the code in first person BP.

dark drum
proper vigil
#

Yeah I'm gonna try to do a better solution. All I know is that it can stay in the first character BP.

dark drum
high ocean
#

I have a weird problem: I have a little game where you can program a robot to do stuff. It's all good until you program it into an infinite loop (which obviously crashes the app). How would I go about allowing the player to make the mistake of programming it in such a way but not crash the program & just display a warning in the app instead. I'm using a bunch of recursive calls to list up registered actions for the robot, but the problem is as soon as the engine detects it, it straight up crashes, so (at least in blueprints) I don't get a chance to break out if the counter goes above a certain increment.

#

for reference:

#

this would crash because sequence 2 (purple) calls seq 1 and vice-versa

#

but I want the player to be able to actually allocate those as they are (wrong)

dark drum
frosty heron
#

Just add condition?

#

SEq 1 -> Condition (Counter can go here) -> Seq 2

#

Iff condition is not met don't go to Seq 2

high ocean
#

it seems to crash before reaching my counters in bps

frosty heron
#

EG if the counter goes more than the limit

#

What's ur counter?

#

U can set it in Project setting

high ocean
#

it's what I've tried already @frosty heron. It never reaches the counter, it crashes at function input

high ocean
#

so it's probably a check in the codebase that doesn't even allow it to call the function somehow

frosty heron
#

show your code

dark drum
brazen pike
#

You could force every function the player can make to be slightly latent (by at least 1 frame, but I'd probs recommend 0.1s), that way they can't write code that'll make an infinite loop, then you can add a counter anyway and check

high ocean
#

it's kinda hard to follow along but this function is re-called

#

& the counter never actually increases, the engine breaks out and lists callstack before ever increasing the counter

high ocean
dark drum
brazen pike
#

you probably wouldn't want players to be able to write code that's too powerful anyway. They might get carried away and crash the game by making something extremely complicated that is looped 100000 times in a single frame, so 1 action per frame will stop them

high ocean
crisp gulch
#

I know this is probably a silly issue, but I'm trying to implement a projectile into my project and it never calls On Component Hit (StaticMesh). Everything I see about this issue is telling me to check the collision is blocking, and that Simulation Generates Hit Events is set to true under both meshes collision tab.

Could someone please assist me in figuring out what I've missed?

high ocean
#

@dark drumsry, just too much to explain. I have a level generator in place too, so it also checks for valid run bla bla...

#

then I use the same system for actual action to keep the code light etc etc

versed sun
brazen pike
crisp gulch
amber spindle
amber spindle
#

ye, I will make it better now it's for testing šŸ˜„

frosty heron
#

well not a good test if it's the one responsible to screw things up

#

but anyway I can't tell

brazen pike
crisp gulch
#

I think it does have a collision mesh. It's a custom model, but I had originally used a regular sphere primitive, but that didn't work either.

brazen pike
crisp gulch
#

Yep

brazen pike
crisp gulch
#

Yeah

crisp gulch
kind estuary
#

Im hitting a vehicle with rocket, how do i make a vehicle move into the air as its hit by a rocket
Add impulse doesnt work
Launch doesnt work

#

just need it to jump into the air

#

but dont seem that there is such a option with vehicle movement

lyric quiver
#

How can I constrain the movement of an actor in bp? There is the set constraint mode but I don't see a mode that is all planes.

#

also for set linear limits idk what to put for accessor

brazen pike
#

@crisp gulch Okay, take your static mesh in the projectile's BP hierarchy, and drag and drop it over the defaultSceneRoot

#

should fix

#

apparently hit component doesn't work if there is a default scene root

crisp gulch
#

That works! Thank you! I wonder why default scene root keeps that from working.

brazen pike
sour crater
#

I have a error going on im tired of trying to figure out. Can i get some help?

#

asking so i dont interupt anyone really ^^;

brazen pike
sour crater
crisp gulch
dark drum
sour crater
#

So i have the resource component inside my BP_PlayerCharacter, but it says it does not inherit it

dark drum
brazen pike
# sour crater

In that situation you don't want to cast to it. You're currently asking the engine "hey, is this BP_PlayerCharacter a ResourceComponent?" but it's not a resource component. You want to get the resource component from the player character instead. The first cast (to your character) gives you access, so now you can drag off the blue pin and search for the component

sour crater
#

thank you guys

crisp gulch
sour crater
#

Gets 50 can not read errors.

#

;w;

crisp gulch
sour crater
brazen pike
# sour crater

Have you added a resource component to your player character?

sour crater
#

yes

lyric quiver
kind estuary
sour crater
brazen pike
# sour crater

Click on "Get BP" in this error here, and it;ll take you to the problem

sour crater
#

okay let me see

#

it took me back to the error i just fixed

crisp gulch
lyric quiver
#

Something like that yh

crisp gulch
lyric quiver
#

K

brazen pike
lyric quiver
sour crater
#

says error is in there

brazen pike
# sour crater

where is this function, "get BP", where is that running and when

sour crater
#

well ill show you but i dont think i called the function yet

crisp gulch
sour crater
#

okay

#

the white progress bar is the bar that has a bind to the percent

#

which is the Get BP function

lyric quiver
sour crater
#

ill get the ref that calls the protrait now

crisp gulch
#

Gotcha, so this is for freezing a cube actor, correct?

brazen pike
# sour crater

Okay, so right click on the "Resource Component" get node here, then click on "Convert to validated Get"

brazen pike
#

that way, it'll only run the code if it is valid

sour crater
#

dont we all just love sortting through unreal engine and their many event graphs

brazen pike
#

my brother in christ, you made the graphs

sour crater
#

XD not all of them lol

#

my dad did a lot of this

#

its family team

brazen pike
#

nice, that'd pretty be cool working with my dad, but he's more of a web design kinda guy

brazen pike
sour crater
#

thats still cool in its own way

ruby apex
#

How to make such a thing?

sour crater
#

the delegate?

ruby apex
#

When I make a custom one it goes like this

sour crater
#

make a custom event right?

ruby apex
brazen pike
versed sun
ruby apex
crisp gulch
brazen pike
ruby apex
#

Yeah

#

How to make it

versed sun
#

Assign [your dispatcher here]

#

you can also make one this way

brazen pike
# ruby apex How to make it

The object with the dispatcher needs to be a component. Then it'll be at the bottom of the details panel. If you dont have a component, but have a reference, then you need to bind to an event/function

crisp gulch
# lyric quiver yh

This is what I found worked for that. I created a branch at the begining of the tick with a new bool value I called IsFrozen.
When IsFrozen is true, it sets CustomTimeDilation to 0, which stops any timeline animation (if the object is using any), and then sets SetSimulatePhysics to false on the root object (in this case the cube) to pause any velocity, gravity, or other physics based force that's acting on the cube.

ruby apex
#

Sorry I still don't get it
I just need to subscribe to my custom DECLARE_DYNAMIC_DELEGATE Im passing as a custom parameter

#

@brazen pike

#

I just use .AddDynamic on the cpp side

#

And don't get how to do it in blueprint

sour crater
#

ill brb but im on the right track now thanks lemon and others

ruby apex
brazen pike
ruby apex
#

Is different from this

versed sun
#

how to add the Value(String) ?

#

New Parameter in the Details Window

ruby apex
brazen pike
ruby apex
#

I've only seen 'create event'

tribal blade
#

Hey, is there anything in unreal for stuff like
"Press F to interact" where you can bind the 'F' to actually be an input action? there are ways to just get key names for input actions, but was wondering if there was something more convenient than me having to go through all my prompts and update them through code.

#

(maybe something w/ rich text block?)

brazen pike
tribal blade
#

yeah, just replace F with whatever the actual key for the inputaction is

versed sun
tribal blade
#

something like "Press <Interact> to interact" or whatever, and unreal knowing it means the input key

brazen pike
#

this is ue4 without enhanced input system

#

but I'm sure it's basically the same concept

tribal blade
#

yea i guess i can just do it manually, just making sure

brazen pike
#

I made this into a global function, so if you've made it once, call this on construction of any widgets and easy peasy

#

I imagine it's going to make localisation a nightmare, but I'll burn that bridge when I get to it

tribal blade
brazen pike
#

the keyboard layout is not

tribal blade
#

oo yeah

brazen pike
#

it might not be a pain, im just expecting it to be

trim matrix
#

so I have this wierd thing happening where my actor for some reason can see itself

#

When I get the sweep Result it seems to be saying it's hit itself and not the actually physics actor thats gone inside of the box

brazen pike
#

if (OtherActor =! Self) { do_stuff();}

trim matrix
#

it still seems to see itself

magic mica
#

Question; how do I remove a static mesh from the PC? I have pick up the hat to equip it, and while wearing it, it will replenish X-amount of HP, and I want to destroy it when it runs out of HP pool, but can't find the correct nodes.

ruby apex
#

Is there a way to execute event in blueprint (call MyEvent.Broadcast();)?

brazen pike
trim matrix
#

okay so made it work but that sweep result is for some reason seeing itself for some strange reason

brazen pike
trim matrix
#

I would prefer to do it on the actor but I don't think there is anything I can call to get if actor is simulating physics

brazen pike
trim matrix
#

Have I done this right as I think I have but not sure

brazen pike
#

Unless you need the other info

ruby apex
trim matrix
#

to be fair this prob won't work cause again the hit result is bugged so it's saying hit normal is 0,0,0 which it won't be

brazen pike
ruby apex
#

I dont see any

brazen pike
#

You are in the blueprint that inherits the delegate?

trim matrix
#

i'm gonna have to do it manually aren't I

ruby apex
#

I'm looking for such a thing lol

brazen pike
ruby apex
#

Yeah but I don't need to subscribe on something

#

I need to call .broadcast() on my delegate

frosty heron
#

Broadcast is Call in blueprint

frosty heron
ruby apex
spark steppe
#

i've never seen the red square pin as Output!?

frosty heron
#

You have to have Event Dispatcher

frosty heron
#

like HTTP request , etc

brazen pike
ruby apex
#

So I want to have a callback back to my cpp code from the GUI widget

spark steppe
#

i think this expects EventSetup to be called with a valid struct

brazen pike
ruby apex
spark steppe
#

this is most likely not supposed to be used there, someone correct me if i'm wrong

frosty heron
ruby apex
frosty heron
#

Delegate is what you plugged to events

#

or function

#

Have you watch some videos about event dispatcher?

ruby apex
brazen pike
spark steppe
#

nope, understanding cpp involves more pain

ruby apex
#

I basically need to do this thing in blueprint
Why is it so difficult?

frosty heron
#

In blueprint you just use Call

ruby apex
#

OnClosed is the delegate

frosty heron
#

You need to make an event dispatcher in blueprint

#

the same way u declare delegate in CPP

brazen pike
#

I dont think you can call using the delegate ref in blueprint. You need a ref to the delegate's class and call it from there

spark steppe
#

again... it's not supposed to be called from within the setup event

#

or rather from the parameters struct blob

ruby apex
spark steppe
#

if this is your own cpp class, make a method which takes the parameters and calls the dispatcher

frosty heron
#

Yeah kinda weird to have it in a struct that you break... does that even work?

ruby apex
#

That works in cpp

spark steppe
#

even epic uses that in some places iirc

ruby apex
#

Just moving some GUI logic into blueprint

frosty heron
#

I don't know, I do delegates in CPP but not like that

#

my cpp not good enough to understand how other ppl does stuff

ruby apex
#

How do you do it?

frosty heron
ruby apex
#

So I have the same thing

frosty heron
#

you probably have more help in #cpp tbh

#

they have big brain people there

shell flower
#

how exactly does one put this 'AICon' on a character/pawn?

sour crater
#

is lemon still here?

#

so i have where we set up the hud, can i pull you aside for some mentoring?

#

if possible?

surreal peak
# shell flower how exactly does one put this 'AICon' on a character/pawn?

AICon just means AAIController. which is a child class of AController, and a sibling of APlayerController. AAIController usually is used by AIs if they control a Pawn/Character.
You can either manually spawn one, and use it to possess a Pawn/Character, or you can check the DefaultSettings of your Pawn/Character. There is a drop-down somewhere that controls in which situations an AIController is automatically spawned.
Usually the options are "not at all", "when spawned (vis SpawnActor)", "when placed into the level", or "both".

sour crater
brazen pike
sour crater
#

okay alright but im gonna feel dumb

#

lol

#

in that it is a 7 step to set up the hud. I just need to add a ref to the resource component there?

brazen pike
#

As an example of someone more knowledgeable, I spend a good chunk of my time (when making multiplayer features) looking at a pdf written by Cedric, the guy who just answered a question

sour crater
#

Yeah but when you got someone like me, who can barely understand the doc unless i code with it, i feel dumb a lot lol

#

WEll going back tp the other question at hand

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remember how the resoure component wouldnt access or read? Well, you told me to make sure the resource component was vaild

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i guess i still have to find the right ref

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because it should be calling it already

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urgh

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brain steams out through my ears

frosty heron
#

How can it be invalid? Unless you destroy the comp or the actor

sour crater
#

no i still have both

#

the comp is within the bp player character

brazen pike
#

what is the error you are getting

frosty heron
#

So what's the error again?

sour crater
#

ill post relative code and error right noiw

#

one second

#

resource comp (what i added that led to the error)

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Get BP Function which is bind to the percent within the widget

frosty heron
#

Multiplayer 🫠

sour crater
#

lol?

lunar sleet
frosty heron
#

You are using Get Player Character 0 in Multiplayer?

sour crater
#

yeah?

frosty heron
#

I suggest to read Cedric compedium first

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Or wizard articles

brazen pike
#

oHHH this is multiplayer?

frosty heron
sour crater
#

lol yeah sadly

frosty heron
#

You basically should never use Get Player character 0

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In multiplayer context

sour crater
#

I see

frosty heron
#

It will give you different result, depending whos calling it

lunar sleet
#

Use Get controller and cast to the right thing

brazen pike
#

This is in a widget however, so get player character will work perfectly

frosty heron
#

Ohh ok

#

Yea I would just get the owner of the widget if that's the case

brazen pike
# sour crater

I would say turn the get node into a validated get (for the resource component), since this will run every frame it should work

#

it'll wait until the component is valid before displaying something

sour crater
#

how long does it take for it all to click? I know the basics but not everything thats basic

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XD if that makes sense

frosty heron
#

The jump from single player and multiplayer is quiet a leap imo

sour crater
#

yeah lol it is

frosty heron
#

depends on how complex the game is tho

sour crater
#

(complex lol)

frosty heron
#

if u want to do Turn based stuff, knowing replication and RPC is probably enough

brazen pike
#

I tried learning it on my own, and wasn't able to get it until I was hired at a studio and was sat down and told how it all works

frosty heron
#

I lived in Australia too, there are barely any game studio 😭

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especially in Perth

sour crater
#

sorry for the dumb question. What get node do i convert?

brazen pike
frosty heron
sour crater
#

In USA there is only one or two states that has game studios

brazen pike
#

I work remote for a tiny studio in new zealand

sour crater
#

thank you

#

no errors

brazen pike
#

so woooo living the dream of having nobody in my field I can talk to IRL and because I work from home seeing nobody all day for 5 days of the week wooo šŸŽ‰ living the dream

sour crater
#

now i just have to get the BP to increase loololol

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trust me man

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its worth it

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you could be holding up a sign

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instead you code on your butt lol

frosty heron
sour crater
#

oh no

frosty heron
#

you shouldn't be accessing something you hvaen't set

sour crater
#

the bp in my code is not increasing

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look cold summer

#

can you help me with this one then let me get a screenie

frosty heron
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No ser, I got a deadline my own

sour crater
#

XD

#

all good

#

but yeah i understand

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i have it access through comma key

frosty heron
#

I would get the owner of the widget -> Get the character -> Get the component , then just display w/e I need to

sour crater
#

what i have right now if you press comma, it wastes mana

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i want it to increase bp

brazen pike
sour crater
#

the var

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the mana drains however

brazen pike
#

where are you changing the BP

#

Oh i see.

sour crater
#

i just noticed the equipment comp

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(hate learning my dads code)

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i have a lot to look through

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let me get back to you

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sorry for being a bother

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but thank you for the advice to look for the mana

brazen pike
#

Btw, the mana isn't going to replicate properly

sour crater
#

it does though

#

works perfectly

#

connected to the combat system

brazen pike
# sour crater

You're setting it on the client, but not the server, since it's a replicated variable it will be updated only on the client and not the server. Therefore, if it is ever changed on the server, the client's variable will then update to be the same, but it doesn't work the other way around

#

Any input presses will be on the client

sour crater
#

i see

brazen pike
#

Unless you manually do an RPC to the server and change it afterwards. I can imagine that being a form of client prediction

sour crater
#

thank you for that

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glad i came here

magic mica
#

Hey ya'll, how do I remove a static mesh from the player that was equipped in game?

frosty heron
#

Get a reference to the static mesh then destroy the component or set the static mesh to none

trim matrix
#

how can i stop an animontage? i have this montage that i start when i reload but this doesn't stop it

frosty heron
#

that should stop it, assuming you have an active montage

sour crater
#

i have another dumb question for yall

#

The call update character, how can i add the var BP and Max BP to it

trim matrix
frosty heron
trim matrix
#

i have this to switch weapons, and it still switches weapons but while doing the animontage

brazen pike
# sour crater

find the dispatcher in your BP, then click "add input" in details

sour crater
#

what is a delegate

#

i need to find the dispatcher yeah

brazen pike
#

it'll be below variables

sour crater
#

i dont have a dispatcher

#

just a setupdispatcher with nothing on it

brazen pike
sour crater
#

equipment comp

frosty heron
brazen pike
# sour crater

if it is called from there, it will be there under the "event dispatcher" section

sour crater
#

hold on

#

under this one we got stuff

#

thanks lemon ill take a look

#

found it

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thank you lemon your awesome

#

i even looked at the documention for dispatchers before asking, but how come i cant change the vars and the dispatcher is a read only and greyed out

trim matrix
#

is it maybe because i am using a montage?

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this doesn't work btw

frosty heron
#

I am using a montage

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works btw

#

You are playing a montage off a skeletal mesh component

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Meanwhile thr target is character

#

Do this instead : Get First Person Arms -> Get Anim Instance -> Stop active montage or something like that

#

Stop anim Montage probably target the default Mesh Component

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@trim matrix

trim matrix
#

thanks man, finally it works

#

thank you

frosty heron
#

I will guess that Stop Anim montage just stop montage on this specific Mesh component inherited by Character class

lime basin
#

any advice how to offset hand/bow position when this animation is playing when on idle it all looks okay

lunar sleet
sour crater
#

got it

lime basin
lunar sleet
#

bruh

#

lol

lime basin
#

thats the best I got idk šŸ˜›

random pulsar
#

Hey guys i am having an issue that i cant solve when i open inventory its fine but when i press one more time it removes all widgets so i am wondering how can i fix it to remove only inventory widget here is the functionality that opens and closes it

lunar sleet
#

you'll need a ref to said widget ig you already have a ref

frosty heron
#

How to fix from removing all your widget? Don't call remove all widget to begin with

lunar sleet
#

also just a tip, you don't need to spaghettify the code, you can Get that Widget ref multiple times np

random pulsar
sour crater
#

at the point where im looking for all the ways the widget is not connected to the BP stat lololol

#

hate that part of coding

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no errors?

#

okay!

#

still dont work

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sulk

dapper grotto
#

I'm trying to change cloud material parameter of volumetric cloud component (using simple clouds material from plugin) from blueprint, but it seems to work different than how it works for meshes. I didn't find anything about this being a problem for anyone else though for some reason. So I must be doing something wrong, but I can't figure it out. I only found here on the Discord where someone asked how to do it in C++ that you have to set the material again to the dynamic instance, but that still didn't do anything for me. Now I am clueless.

glass blade
#

is there any short cut to select group of nodes connect their execution pin all together instead of one by one?

dapper grotto
#

no, afaik

glass blade
#

BP is slower to "code". Have to learn to blind type with one hand

dapper grotto
#

but I don't know much šŸ˜„
I find it strange though that there are no helpers at all with wiring blueprints. It's so annoying. But it would help soo many people. Even just simple stuff like when you select two nodes, it could suggest what pins to connect and you hit space - bam. So easy. Maybe there is a plugin for this?

frosty heron
glass blade
#

It's frustrating when you pull the node and try to connect it but miss the exection pin to connect a bit then you have to pull it again

glass blade
frosty heron
#

doesn't happend much to me. Are you having low fps? or maybe you are cooking spaghetti?

#

try to use re-route nodes when you can

glass blade
#

cooking spaghetti?

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are you cooking one?

glass blade
#

I'm not a total beginner. But everyone cooks spaghetti when starting out.

frosty heron
#

Im not saying you are but I keep my nodes close to each other, I don't really miss when connecting nodes

glass blade
#

I'm working so fast and my pc is old that it freezes some times. That's when I miss to wire nodes

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I'm in UE5.3.2

elfin hazel
#

I think the point is that BP prototyping could be faster, even something simple as, if you drop a node close to another node, auto connect the execs. There's definitely potential that's not being used.

frosty heron
random pulsar
glass blade
#

I'd much rather prefer something similar what Unity is doing with it's scripting with C#

#

but with Verse