#blueprint

1 messages · Page 51 of 1

versed sun
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there is a plugin that has a lot of useful shortcuts, one being auto-connect pins

frosty heron
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Do you know how to use data table?

random pulsar
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i assume i need a 'wallet' for money i have ,some functions to waste money ,some functins to receive money and functions to get what i want

versed sun
glass blade
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this looks cool

frosty heron
glass blade
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who has $11 to spare )

frosty heron
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populate the Shop item lists in data table, then the shop keeper can just display information from it

random pulsar
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i am a noob ,just a beginner

random pulsar
# frosty heron populate the Shop item lists in data table, then the shop keeper can just displa...

In this series we will be creating an in-game shop with a NPC where you can spend in game currency.

In episode 5 we give the player some money and start purchasing items from the shop.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my projects and much mo...

▶ Play video
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i found this one

proper vigil
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Where could I put Talk 2 so it doesn't run at the same time as Talk 1?

silver bolt
proper vigil
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Dialogue between character and NPC which has two different convo events based on what the objective is.

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I had an issue and it stemmed from both events being called from the same time.

dim agate
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I was trying to make an enemy spawn emitter and when I was testing it in the editor play, suddenly my player character is floating while in the falling animation and is unable to move (can still do actions like fire when clicking). I saved, the closed the editor, and now when I try again the character is now completely invisible but still stuck (still able to fire when clicking). I get this error message.

heady burrow
#

so I did implement this, I checked that the location was only set whenever the tile was detected as different, but still see this "bouncy" effect, what else you think I could try?.

fallow epoch
#

Can I get a more precise output for the Joystick when its using the enhanced input? Im trying to get it to only fire when the joystick his reached almost the halfway point of going down. Right now it fires directly off center of the top axis. I've tried using a less than but there is something weird happening and even when I use a less than for the negative side it still fires at the same point.

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Didn't see there was an Enhanced Input channel. I posted it there.

dapper grotto
fallow epoch
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Blueprints work to an extent. You have far more control and access to variables when you code it out.

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Not knocking blueprints. Im using them haha. But sometimes you look online for a solution and the only solution is coding..... oof.

sour crater
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mm

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can someone help me make the bp appear to grow on the widget progress bar?

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No errors but no grown in the power up

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mana goes down

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the constant mana tick

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and

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the reduce mana ofc

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any help would be great

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shouldnt the bp progress bar work?

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wait

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imma check something

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k

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here is my Get BP Function that is binded to the percent of the widget

elfin hazel
#

A useful debug tool is the print string. Print the BP value in that last function to see what it says. Also, did you find out why you got that issue previously? Because if that happens again now, and the ref for some reason is invalid, that BP float will not provide any useful number. That's the first I would check. Print the BP float and isvalid (bool) of equipment component.

sour crater
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okay ill try that for now

dawn gazelle
silver bolt
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y'all, not sure if this is the right channel, but I edited a field in a struct definition, my project crashed and it won't open again, stuck on this... Has this ever happened to you? I'm at my wit's end, tried deleting the saved and intermediate folders, still nada.

sour crater
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I have a different question for a second involing the same thing.

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i made those vars when i was making the updatebarconstant for the widget. does this mean i have to use those vars when calling bp?

elfin hazel
dawn gazelle
sour crater
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Little simplier terms lol? What do i have to mark as Rep With Notify?

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(I'm a novice trying to break into intermediate)

dawn gazelle
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The variable itself.

sour crater
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okay so i did that, and i got the string

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however, still same results

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i need to put the string in a different spot

raw lantern
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im not able to get the follow target

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what have i done wrong?

raw lantern
# raw lantern

Support the channel on Patreon:
https://www.patreon.com/CobraCode

Get my 12 hour course on how to make 2D games with Unreal Engine:
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Learn how to make 2.5D Platformer/Jump and Run in Unreal Engine 5. This is a quick and easy tutorial and even beginners should be able to follow along.
I'll show you how you can rest...

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silver bolt
dawn gazelle
#

There's a couple of checkboxes you need to do here. If you've done them, make sure you compile your blueprints and try again.

raw lantern
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let me give it a try

raw lantern
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what i did wrong was, after adding the variable, i didnt hit compile and just check marked the 2 boxes

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but when i compiled 1st and then check marked the 2 boxes

raw lantern
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?

dawn gazelle
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If you don't hit the compile then the changes aren't necessarily "applied" to the blueprint. When you created the spawn blueprint node, it's then reading off the unchanged version which didn't have the exposed variable change applied.

raw lantern
indigo lake
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Hello! Got a question here about Bindings in blueprint. Could someone enlighten me on how the OnComponentHit(Capsule Component) delegate works without having to have a "Bind" call to it like in the event lower in the picture? Presumably I'd hook up the Bind Event to BeginPlay or something.

dawn gazelle
trim matrix
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There isnt much of a difference in the underlying cpp code that is getting used to handle the bindings. The top one is basically just a shortcut epic implemented so you dont have to manually call the binding function.

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Just some blueprint editor graph magic.

indigo lake
spring osprey
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So I must be missing something but is there no way to delete a single element from an array in the editor? Seems my only option for removing items is to delete the entire array. Is there a way to resize the array and remove the last x elements instead of all the elements? Context menu doesn't seem to have a remove option

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Maybe I'm just stupid or something idk. I'm wondering if this functionality is just not provided in the editor

lunar sleet
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Some of them have the functionality hidden

lunar sleet
spring osprey
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lol i clicked on every other arrow before I even saw the one you were talking about

crisp gulch
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I have a laser projectile and both a hostile and friendly ship actor, they can both shoot lasers. When the laser hits something, it is destroyed.

I want to be able to make sure that the laser fired from the ship, does not hit the team it was fired from, and only hits the other team. I also want to damage the ship that is hit by the laser. I'm guessing the laser actor should call the damage event of the ship from the laser's hit event, but I feel a bit lost on how to begin.

What's the best way of handling this?

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This is what I have for the laser projectile so far

slender quest
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I'm trying to set up a pre-made spline that I want a spawned enemy to utilise for its movement around the map. I'm having trouble orienting the spline before adding it to the spawned actor, or even orienting it after it's spawned and added to the actor. It just seems like it does not rotate no matter which rotation nodes I use. Any ideas on what I could do here?

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If it helps, this is the first point in the spline, and the X is pointing downwards, I want to rotate the whole circle 90 degrees so that the X points to the right

lunar sleet
unborn heath
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hi there, I'm finally transitioning from unity to ue5, which i also put off for the longest time since i did not dare to get used to visual programming but now there no real viable alternative until i decide dabble into cpp.
But enough rambling, the thing i actually wanted to ask about is variables in this case a variable "flashlightOn"[bool] which i can change by pressing 'F' and the visibility of the spotlight is determined by "flashlightOn"
Normally I'd do smth along the lines of:

bool flashlightOn;
spotlight flashlight;

flashlight.visiblity = flashlightOn;

if(Input.GetKeyDown(KeyCode.F) && flashlightOn){
flashlightOn = false;
} else [
flashlightOn = true;
}

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But now i've set a boolean "flashlightOn" in my eventgraph but how do i correlate the state of visibilty with this variable?

noble brook
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I figured out the solution. Basically I needed to find the slope angle, and use some ACos math to build a new transform matrix, then rInterp between current and new based on the normal of the slope. fun stuff. works great and looks good.

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Does anyone know how to make a bone look at a hit location? I have the hit location and know you can rotate an object based on a start and end vector (bone origin and hit location), but cannot get a bone to rotate. What am I missing?

dawn gazelle
tiny moat
frosty heron
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If u need toggle boolean just do a not when setting, that will flip the value

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Flip flop is nast because it always remember the state.

Imagine if u want to turn off the flashlight for cinematic or other reason

small jetty
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anyone know how to get an actor or camera's rotation where it doesnt loop back to -180 after hitting 180? i want it to just continually add forever if i keep rotating one way, and subtract forever if i keep rotating the other way

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all these things just loop and dont go on forever im pretty sure

frosty heron
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Use delta time so it's not frame dependent

small jetty
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i dont know how i would do that, im really inexperienced with unreal engine

frosty heron
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Use add rotation node

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Or just use rotating component depending what you are doing

small jetty
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so i would get the last tick's rotation, and then subtract it from the current ticks rotation, and then add the new value to a variable?

frosty heron
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I would just use rotating component

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Add component -> add rotating component

small jetty
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but it has a constant rotation rate? idk, but the rotation that im trying to get is my player's rotation

rugged elk
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Hey guys, i've been having a weird bug with my DataTable, it's been working great in the past but now when we fill a field with a class ref, it completely stops the engine from loading. I'll join screenshots of my DataTable and the code of my Row Struct.

#
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "ClassEffect.h"
#include "FItemStruct.generated.h"


USTRUCT(BlueprintType)
struct FItemStruct : public FTableRowBase
{
    GENERATED_BODY()

    FItemStruct()
    {
        Name = FText::FromString("Item");
        Description = FText::FromString("Item Description");
        Thumbnail = nullptr;
        ItemClass = nullptr;
        StackSize = 1;
    }

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Inventory")
    FText Name;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Inventory")
    FText Description;
    
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Inventory")
    UTexture2D* Thumbnail;
    
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Inventory")
    TSubclassOf<class AActor> ItemClass;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Inventory")
    int StackSize = 1;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Inventory")
    TSubclassOf<class AClassEffect> EffectClass;
};

#

More details :

AClassEffect is a cpp class that derives from AActor and has nothing more, it is just to allow the cpp code to identifie the class
This data table is used to store data about items that will be put in an inventory, basically we got a calss called LootableActor that will look into this datatable for its key and set its others variables to the other field of the row

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if you need anything else just ask ! I hope you can understand the context and what my problem is, i've been stuck on this for quite some time and it's currently putting the project at a halt

lunar sleet
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Did you mean to put all of this in #cpp ?

rugged elk
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well i wasn't sure where to put it but now it makes more sense to put it overthere (it's the code of my teammate and i assumed it was mostly BP due to the DataTable)

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i'll move it right away

lunar sleet
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They’ll prly be better at helping you with this regardless

rugged elk
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thx sorry about this 😄

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should i delete the other messages ?

lunar sleet
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No need to be sorry, just trying to get you to the right place

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I’m sure it’s fine

fallow epoch
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Any idea why im not compiling?

distant hollow
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I have a number of walls generated using DynamicMesh, some intersecting one another.
How do I identify enclosed areas, and obtain those "corner points" in that area?

distant hollow
fallow epoch
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In the UI

distant hollow
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This is a UI widget blueprint?

fallow epoch
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The BP you are looking at is the generic function library

distant hollow
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What does the error say? No world context object?

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Wait, GenericFunctionLibrary, is it by default or was it something you created?

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Open it up and compile it to see if there is any error?

fallow epoch
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I deleted a function in my Hud.

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If I disconnect my hud it compiles fine.

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Deleting a function caused this.... oof

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@distant hollow Ok I figured it out. Im super new to this sorry. But for some reason get player controller was deleted off my hud widget.....

zealous moth
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is there a way to unload a reference?

earnest ember
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Question i making a game in uneral engine 5 and I want to do it when player finished level comes to the door if door is blue colour it's safe place if red colour fight monsters and yellow traps can I make it that the colour change rendomly so if player dies it's not the same colour and environment

fallow epoch
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Look up random number generator UE%

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UE5*

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@earnest ember

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@zealous moth By unload what do you mean?

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Destroy? Delete from the entire file?

zealous moth
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If I make a hard reference to something, it gets loaded into memory. If I no longer want it in memory, how can I unload it?

fallow epoch
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Look up blueprint interfaces.

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They can access variables and data without making a hard reference

remote meteor
zealous moth
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or do i need to unload it manually?

remote meteor
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the data table reference itself is the focus here
for example if you game mode is referencing the data table, the game mode needs to be no longer referenced for the data table to be eligible to be unloaded

fiery ridge
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Is there any way to extract/find a number in a string?

zealous moth
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@fiery ridge you can do a string parse and compare to all numericals OR use regex

fiery ridge
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which one of them?

zealous moth
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sorry it would be "find substring"

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but it's a pain

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get regex

fiery ridge
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I will try Right Chop

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and use an underscore before the number

zealous moth
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regex would be even better

fiery ridge
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aight ill check

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ty

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done, its a mess but it works xd

kind estuary
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Im in a bit of a dilemma here.
Im making vehicles that have different weapons systems, this weapon can be changed on the vehicle.
1- Heavy machine gun. 2- Rocket launcher. 3- Grenade launcher.
So they are attached to the vehicle actor.
But since they are different in shape and size, they are attached at different position offsets.
And they also fire different projectiles, have different shooting speed.
Should i do this all data driven? Create a data table, and then when spawning the BP_Gun, i just get the offsets and shooting speed and projectile from the data table?

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Or i create a child blueprint for each different gun type?

gentle flare
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Hey everyone, how do you get the color of a specific pixel in a volume texture in blueprint?

summer nexus
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Is there any option or plugin for when you drag out a pin and drop it that suggests the most common nodes? So you don't need to type every time what you are looking for?

distant hollow
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Question:
I have a number of walls generated using DynamicMesh, some intersecting one another.
How do I identify enclosed areas, and obtain those "corner points" in that area?

earnest ember
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@fallow epoch ty

narrow pendant
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do not talk about pirating software on this server 😄

frosty heron
#

its againts the rule

narrow pendant
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profiling question:

I fucked sth up and my game thread is taking forever on some frames. WaitForTasks is like 99% of it

any advice on how to read this? how do I go about finding out which task is waiting for what?

frigid narwhal
#

Hey. How can I calculate the turn rate from my mouse so that I can use in in a Transform bone to tilt my character to the sides when I turn?

dreamy mountain
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How would I get a reference to a trigger volume within an actor blueprint?

frosty heron
frosty heron
# dreamy mountain Editor

You can have a variable of the trigger type in the bp you want to call it. At this point it's not pointing at anything tho, so make it instance editable and expose on spawn. Then you can drop pick it from the scene from the instance you dropped

dreamy mountain
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Ok

frosty heron
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Though for trigger, do you need to get a reference to it early in the game?

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you can just get it when u overlap with it

dreamy mountain
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Tbf, that's what I need, I need to know when it's overlapped, but I can't find anything in the actor bp

frosty heron
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Show your code

dreamy mountain
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I have none so far for the character blueprint

frosty heron
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You shouldn't need a trigger in the character blueprint

dreamy mountain
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I'm trying to make it so when the player gets close enough to the enemy

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It turns and runs away then despawns

frosty heron
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So who owns the trigger?

dreamy mountain
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I have something like this in the level blueprint but idk if that's the right place lol

frosty heron
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Nope, don't use level blueprint

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you can't get a ref to the level blueprint in blueprint. That makes it a one way communication

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So for this case, just attach the trigger volume in your enemy bp

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When overlapped -> Check if it's the player that overlap -> Run away

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For distance check, you probably don't even need Trigger volume

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Just have AI perception to check if it sensed sees the character and check the distance

dreamy mountain
keen hedge
#

Does anyone know why Get Location At Spline Point in World coordinates always returns a completely wrong location? I tried mitigating by switching this to Local and adding the spline component's world location to it and it's almost correct but still wrong. Are spline components just broken outright?

frosty heron
#

I just did it btw, never heard of that error

dreamy mountain
frosty heron
#

print screen

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Also add one in the bp

dreamy mountain
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Don't have discord on pc

frosty heron
#

not outliner

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GO to your BP_Enemy

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Top left, on component tab

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hit the + button to add component

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add box collision

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That will be your trigger volume

dreamy mountain
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Ah o

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K

frosty heron
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not that I know the answer, but can you give an example of one of the way?

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Don't know what is anyway

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But WPO is one of the way to manipulate vertex afaik (Rotating coin etc)

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Oh, like Soft body?

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if there isn't one on the net for Unreal , you might have to write it your own

#

Topic: Unreal Engine 5.2 - Introduction To Chaos Flesh

In this video we take a look at Chaos Flesh to perform real-time softbody simulations. We will also take a look at how these simulations can be transferred onto a more detailed mesh by transferring deformations to a rig/skeletal mesh.

Patreon:
https://patreon.com/renderBucket

Discord:
h...

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dreamy mountain
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Ok, now I'm back at where I started lol, I can't get the character to move to this box I've got placed

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That's the box stored in goal

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It gets past the corner barely, then resets its position

frosty heron
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The A.I will need an AI Controller for it to accept the move node

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also need actual navigation

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Look it up on youtube on how to setup I guess

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Oppps 🙊

dreamy mountain
#

So how would I get it to move there?

frosty heron
#

you get any error in output log?

hoary junco
#

so, something I want to do in blueprints is I want to have a set of 3 pickups in a level, when you pick one up it gives your actor a tag that allows you to do something and the pickup disappears, then when you grab one of the other pickups it replaces the actor's tag and the other pickup reappears.
I've figured out the tag replacing and making the pickup disappear, what I can't figure out is how to make it reappear, any help?

fiery ridge
#

what are you using the tag system for?

hoary junco
#

the concept is it's a stealth game where the pickups change your colour and if you're standing on a panel that shares your colour the guards can't see you, so the tag is to make the guards ignore you

fiery ridge
#

what exactly do you need to make reappear?

hoary junco
#

so, I have 3 pickups, a red one, a blue one, and a green one, I want to be able to have the red one picked up then it vanishes, then when you pick up the blue or green one the red one reappears

fiery ridge
#

oh

hoary junco
#

so you can go back to red if you need to

fiery ridge
#

there's a "workaround" i can share with you

hoary junco
#

so is there no standard way to do this in blueprints?

fiery ridge
#

1 sec

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that's one way to do it

#

you dont really remove/destroy the actor

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you just disable it and make it invisible

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and when you need it back, re enable collision and visibility

hoary junco
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tbh I don't think I'd have to disable collision, just have it so collision only activates if you don't have the tag of that pickup already

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like if you have the tag red you can't interract with the red pickup

dreamy mountain
hoary junco
#

so how would I re-enable visibility for the red one when I get the green pickup?

silk star
#

I'd go even further than redsid,

have each pickup as a blueprint component. (that way when you want to add further features etc it's easier).

when you trigger the pickup it changes a string variable to the name of the color you picked up. then having an event that fires on the pickup use the node "switch on string" and have it match the name of the string variable which will then make the pickup component reappear

fiery ridge
#

do you have references between them?

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so they can communicate?

dreamy mountain
hoary junco
dreamy mountain
#

If I have a destroy actor at the end after MoveTo, it instantly destroys it

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If I don't, it skips back to where it started the animation

fiery ridge
frosty heron
#

Simple moveTo Don't have any Finished call back

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calling destroy afterward just gonna delete the actor in the same frame

dreamy mountain
#

Ah

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Is there any other way to do this?

hoary junco
fiery ridge
#

can you do what Scott suggested

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how do you trigger the pickups?

hoary junco
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this is how I do it currently

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and I have a collision sphere around the pickup to trigger the overlap

fiery ridge
#

you could do interface instead

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since it isnt a one time/actor thing

hoary junco
#

interface is something I've touched briefly on for opening doors but I'd like for it to be on overlap rather than hitting a button for it since that's actually part of the challenge. There's areas where it forces you to switch by placing a pickup right in the way

fiery ridge
#

u can do interface with overlap too

frosty heron
#

you are destroying already before adding a tag

hoary junco
frosty heron
#

If you get lucky

fiery ridge
#

you have 3 different colors, and you need to make one disappear when you pick the other one

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which means you need a ref of some kind

frosty heron
#

You don't want to destroy a BP and still pray that it runs the code afterward

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racing with GC

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and destruct

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Just have the Destroy Actor AFTER you add the tag

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but hey if that works for you, then all the best

dreamy mountain
fiery ridge
#

when you say "reappear" you mean spawning the colored thing back again right?

hoary junco
fiery ridge
#

ok do you have them as references anywhere?

night bolt
#

im sorry to ask again but it's giving me a headache i can't figure out how to fix, any input would be welcome

fiery ridge
#

you could just store their references on your player character and do whatever you want with them

hoary junco
fiery ridge
#

oh no

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level blueprints are a big no-go around here

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you have 4 objects = player, red, green & blue. they need to communicate with each other in some way

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i assume its singleplayer so maybe start storing references on your player char bp

hoary junco
#

yeah it's singleplayer

fiery ridge
#

just do a BeginPlay>set self for reference

frosty heron
fiery ridge
#

cast to playerBP

hoary junco
frosty heron
hoary junco
#

surely there are situations where that would be beneficial though.. granted not in this one but in others perhaps

fiery ridge
#

rarely

frosty heron
#

Sure, but not for gameplay element

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maybe to show a main menu at the start of the game

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though u can use game mode for that

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but hey the Level bp is there

fiery ridge
#

things also become exclusive to that level if you tie things to the level BP

dark drum
#

Does anyone know a good way to handle montages that need items spawning/attaching during them? I know I could set something up to spawn items and attach but I'm trying to think of a system that's easy to handle different montages and items.

toxic nacelle
#

@hoary junco You can do a "manager actor" that manage this behavior. It's like a "radio button group", you can have a "PickUpGroup" actor that have the references of each of your pickups, with delegates and events, this manager can can make disappear/appear pickups, and the pickup actors are not coupled together

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if its a actor component (pick up group component), you can do a vizualizer that show you the pickups that are "linked"

sonic crest
toxic nacelle
#

if you have 100 pickups of each color and do this behavior automatically without referencing 300 pickups, you have to do a manager actor for sure

fiery ridge
#

automation is key

dark drum
sonic crest
fiery ridge
#

we are telling him that, i dont think he wants to do it though xd

sonic crest
#

Or game Instance, I honestly never understood the difference between Game Mode and Game Instance.

fiery ridge
#

game instance persists throught levels

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until session is terminated

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game mode resets upon level change

sonic crest
sonic crest
#

I never used Game Mode

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Just game Instance

frosty heron
#

They have completly different Use case

dark drum
toxic nacelle
#

why don't using subsystem ?

fiery ridge
#

you can save stuff on game instance (like save files, upgrades, etc)

frosty heron
#

Subsystem for?

toxic nacelle
#

to answer the question of Mike MW

dreamy mountain
sonic crest
hoary junco
#

so I just thought of something, can I call an event whenever a character's tag is changed?

frosty heron
#

Probably, with repnotify. I never tried tho

fiery ridge
#

i really do not think you need the tag system for this

sonic crest
#

I think

fiery ridge
#

but its up to you

frosty heron
#

You can make your own Setter Function, which then broadcast an event

rapid helm
#

hey folks does anyone know why this rotator returns the same value every tick?

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despite the target moving all the time

frosty heron
rapid helm
#

I printed it

#

for every tick

frosty heron
#

That's odd, show how you print it

sonic crest
#

Check with Body and Target if they're referencing correctly

frosty heron
#

You probably want to print the location of body and target too

rapid helm
#

I did this

frosty heron
#

see if they are actually moving

#

other than that, i have no idea

toxic nacelle
rapid helm
#

how?

toxic nacelle
#

store the result in variable before updating your components rotation

#

because the function is pure

frosty heron
#

he prints before he set the rotation tho, just a hunch

rapid helm
#

Well i did print the lerp too

#

Same result

toxic nacelle
#

Body->SetWorldRotation will compute Find Look at Rotation once, then Rotation->SetWorldRotation will recompute Find Look at Rotation but because Body has changed, the result could be different

sonic crest
#

Print Body Location and Target Location, see if they change

frosty heron
#

disconnect the set rotation then, see if u get different result

toxic nacelle
frosty heron
#

I see no problem with this, the value always update

#

even after updating rotation

#

My guess is your Target and body doesn't move?

rapid helm
#

the body doesn't move Yea it's supposed to be a sentry

dreamy mountain
#

My character just doesn't move on ai MoveTo or simple move to

sonic crest
toxic nacelle
dreamy mountain
#

Yes

frosty heron
sonic crest
#

I'm not sure what you mean by Body and Target, different actores??

frosty heron
#

You can see from the video, my box stand still too

toxic nacelle
rapid helm
sonic crest
fiery ridge
#

@hoary junco what did you decide to do?

rapid helm
#

lemme try printing

hoary junco
dreamy mountain
sonic crest
dreamy mountain
#

Idk why

rapid helm
rapid helm
#

The body changed

fiery ridge
sonic crest
rapid helm
#

I actually did that before putting it in the function

#

same result

toxic nacelle
toxic nacelle
# rapid helm Btw wut does this truly mean

for exemple, if you do something like this, your Lerp is computed once for the mesh world rotation, but after, for capsule component rotation, you will recompute the lerp, and because inputs has changed (mesh world rotation), it will change the result

rapid helm
#

So how do i recompute the lerp?

toxic nacelle
#

but it doesn't affect your actual issue because you don't use your lerp for the moment (your alpha is always 1)

toxic nacelle
#

if it's not clear, i can show you an other exemple with floats

rapid helm
#

I'll try dat

#

I'll return to tell how it went

#

Thanks y'all

frosty heron
#

Pure functions gets called everytime an exec is run

fiery ridge
#

is this something that can be avoided with c++?

toxic nacelle
sonic crest
#

I had an issue with boolean in UE. where it's inverted, settings it to true, it returns false

rapid helm
#

So is it better to mix bp with c++ or just pure blueprint or pure c++

sonic crest
#

I'm using c++ with my new project, it's much better, c++ based with some BP.

rapid helm
#

so after i (almost) master blueprint is it an obligation for me to learn unreal c++ aswell?

#

I wouldn't mind learning c++

fiery ridge
#

.... but i like bp structs

sonic crest
sonic crest
#

Sounds like my life

frosty heron
#

@toxic jay Any wisdom on how to navigate codes? I can write something for my self but I can't read other people code.
Do i just need to read more on learncpp.com?

rapid helm
#

wait so if i were to start a new project i should pick c++ instead of bp?

frosty heron
#

When people said "just read source code"

#

my brain melts

sonic crest
#

Same

toxic nacelle
#

and to debug Harold

frosty heron
#

Im just ctrl clicking function but it still feel like a maze

sonic crest
#

@toxic jay c++ uses Game Instance like BP??
Game Instance for c++ felt obscured or like "it's there if you want it"

frosty heron
#

What's the diff between cpp gi and bp gi?

toxic nacelle
rapid helm
#

@toxic nacelle so do i store it like dis?

toxic nacelle
toxic nacelle
frosty heron
rapid helm
sonic crest
#

Thanks

frosty heron
#

If u tap cpp you can make subsystem out of the game instance. Kinda useful

toxic nacelle
frosty heron
#

I used it for loading screen because I don't want to clutter my main GI

rapid helm
#

But how do i put the variable to use with the calculation is what i'm confused on

rapid helm
#

,,,whoops

toxic nacelle
#

just plug it

rapid helm
#

Well i actually did that initially

#

Still the same result

#

Unless i'm missing something crucial

hoary junco
#

@fiery ridge what was the code again to deactivate and hide an actor on pickup? I want to test something

fiery ridge
#

set visibility and collision

toxic nacelle
fiery ridge
#

turn both off

rapid helm
#

Oh

hoary junco
#

also how do I get a reference to an actor because I saw it there before now it's gone

toxic nacelle
fiery ridge
hoary junco
#

like I drag off the target node, type in the name of the blueprint and it only says cast to

fiery ridge
rapid helm
toxic nacelle
# fiery ridge

it's better to use Set Actor Hidden In Game, because sub-component will remain visible no ?

fiery ridge
#

havent tried that one yet

#

not sure what it does with the collision

solid needle
#

hi all, im making a PC / controller game and not sure how make an action button work for elevtaor, currently i have 2 inputs W + S to go up and down respectivly, how can i check which key was pressed to control the code

fiery ridge
rapid helm
#

i did set it properly though i think

minor wolf
#

is modulo in blueprint broken? -1 % 5 is supposed to be 4

frosty heron
#

I used modulo just fine. Never tried negative number tho

#

Also watch variable can be broken afaik. Just print string to check the value

minor wolf
frosty heron
#

👍

toxic nacelle
#

Yes, modulo doesn't necessarily give positive result

toxic nacelle
rapid helm
#

Oh you mean the sentry

#

It's not supposed to move

#

it's a stationary

toxic nacelle
toxic nacelle
rapid helm
#

that's the target

#

the bp of the target to be exact

toxic nacelle
rapid helm
#

Yup

toxic nacelle
#

and your target is literally moving in the level ?

#

but the Find Look at Rotation always return the same result ? HyperThinkRotate

rapid helm
#

Myyyees

#

it would seem so

honest ember
#

does someone know why Unreal doesn't let me to set the default value of a "sound component" variable?
I couldn't find much online
If I set the variable to "sound cue" than I can set the value but I can't use the "fade out" or "stop" nodes to stop the sound when I want
Also worth mentioning is that because of this I am getting an "accessed none" error after I stop playing. This is not game breaking just very annoying.
It happens because I try accessing a variable which hasn't been set yet.
Thanks for any help or tips.
Cheers🍻

thin panther
#

Well you're storing a reference to an audio component. What would you expect the default value to be able to be.

It can't know what audio component youre looking for at editor time

#

When you use something like a sound cue, it can have a default value, because it's an asset

honest ember
thin panther
#

No, because it's an audio component pointer

honest ember
#

and are there any other options to fade out or stop the audio

#

using an sound cue variable?

thin panther
#

Either have an audio component on the thing, or at begin play, assign the ref into that variable

honest ember
#

I see it is weird cause in the ue documentation of the sound component is says I can add a sound cue

#

or maybe I am understanding it wrong

thin panther
#

You can, but you're not creating an adding a component. You're making a variable that is a component pointer, there's a big difference

honest ember
#

I see. Thanks for the explination

thin cradle
#

anyone know how to get the original bounds of an actor as if it was unrotated? get component bounds takes rotation into account and thus is inconsistent

dark drum
native wigeon
#

Is there something i can do after using Enable Input to kinda refresh the key down inputs? If i'm already holding W and Enable Input, the W isnt recognised as down, and has to be pressed again to activate 🤔

native wigeon
#

actually, i think my movement is still on the old system

dark drum
native wigeon
#

it's definitely not anywhere else, but i think it might also be because i'm flushing input when i swap to UI mode only

#

i wonder if there is a way to undo the flushing, or whatever that terminology is 😂

hoary junco
#

@fiery ridge sorry to bother you again but a question, why are tags seen as a negative when setting this stuff up? Because after a bunch of testing I got the switch on string method to work, when Red is picked up I hide all instances of Red, and when setting up the show green and show blue, wouldn't it save a bunch of time if I just got GetAllActorsWithTag and set them all to NotRed so hide all Red and show all NotRed? I figure if I ever wanted to add more colours I could just asign them the tag of NotRed so I don't have to extend the blueprint any further

if there is a reason why this wouldn't work or why it's bad I'd like to know so I don't commit to this

thin cradle
wild crater
#

So I'm looking into exporting some data, preferably to csv. From what I've read you can easily export data tables, but you can't edit data tables easily at runtime. So what would be the quickest way to export some data to csv without a data table?

thin cradle
# versed sun maybe? not tested

I don't think that's gonna work, the box from get actor bounds is already scaled based on the actor's rotation, rotating it won't change anything
I don't think you can even rotate extents since they're not representative of a position

versed sun
thin cradle
#

that's only gonna work for 90° rotation then

#

and the initial extents are still already wrong

#

well wrong relative to what I want from them

versed sun
#

ahh yah , extents are always in a grid

native wigeon
thin cradle
#

yeah that is going to break many many things

native wigeon
#

i was actually doing stuff regarding object bounds yesterday

#

and i managed to get the proper rotated bounds after a bit of math

#

but i deleted it all because i didn't need it in the end 🤣

distant hollow
#

I have a number of walls generated using DynamicMesh, some intersecting one another.
How do I identify enclosed areas, and obtain those "corner points" in that area?

sweet silo
#

hi there how can i check what is colliding with a box?

#

i have a box on my hand and a box on an object and they seem to be colliding even though they haven't touched yet

distant hollow
sweet silo
#

iv'e tried everything but i need to know what's collidiing

#

im on vr btw

distant hollow
#

Ya, check the Actor, print out to see what is the Other Actor that is colliding

sweet silo
sweet silo
distant hollow
#

Drag out from “Other Actor”, print

sweet silo
#

yeah

distant hollow
#

Then see what is the print showing

#

It should show what is the other actor causing a collision

sweet silo
#

omg like this ?

distant hollow
sweet silo
#

damn cool it worked !

#

its vr handshake cc 0

#

i have this on it

#

but i don't know what are the right settings ? It should be just the box colliding

#

thank you so much for your help i'm going insane

distant hollow
#

So the actor hitting is of a class VRHandshake

sweet silo
distant hollow
#

You can ignore the cc0

sweet silo
#

LogBlueprintUserMessages: [t_cell_60fps_Blueprint_C_0] VRPawnHandshake_C_0
LogBlueprintUserMessages: [t_cell_60fps_Blueprint_C_0] collidedd
LogBlueprintUserMessages: [t_cell_60fps_Blueprint_C_0] VRPawnHandshake_C_0
LogBlueprintUserMessages: [t_cell_60fps_Blueprint_C_0] collidedd

#

ah ok what does it mean

sweet silo
#

but what collider on the VRPAWNhandshake

distant hollow
#

Try going to your Viewport and check the collision box

sweet silo
#

i have set everything to this setting

distant hollow
#

Do you want them to interact or not to?

sweet silo
#

here is the line

wild crater
sweet silo
#

this is the box setting on the hand

frosty heron
#

if you are talking about Data Table, it does take both csv and Json

sweet silo
#

and this is the box setting on the obejct

distant hollow
#

You can customize the collision settings

#

Just search for Collision in the Details

#

And play around with it

distant hollow
sweet silo
#

yeah are those settings ok or should i set it up to collision enabled ?

distant hollow
#

Test around your settings

sweet silo
sweet silo
distant hollow
#

Check further below

#

There should be a set of interactions showing what they interact with and not

sweet silo
#

oh so i could enable only the relevant one

distant hollow
sweet silo
#

but there also seems to be some sort of slight offset with the collision box

#

thanks i'll check

distant hollow
#

@frosty heron I have a number of walls generated using DynamicMesh, some intersecting one another.
How do I identify enclosed areas, and obtain those "corner points" in that area?

distant hollow
sweet silo
#

its only working when i activate world dynamic for some reason

#

and its working without my hand touching anything

#

i think it's colliding with the player start

#

wait i have an idea

#

i'll add the actual vr pawn instead of the player start

#

so i can see better

#

yeah no it still collides at some random point

#

isn't there a workaround here ?

plush hornet
#

Hi all I hope your well. I have a very specific problem with the AI perception. Basically my main actor has an ability where he can swap out with another Actor and I want the enemies to chase the current actor that is being controlled. The way I have it set up in my Ai controller works for a little bit but the enemies stop chasing the other actor after a while. If I switch back to the main actor the enemies start chasing again. Also if the switched out actor leaves the level and comes back the Enemies dont detect him at all. Ive provided blueprints and a GIF to better expplain what I mean below. Any helps appreciated. Thanks

sweet silo
#

ok i foudn a way

distant hollow
sonic crest
#

why is this printing Destroyed??

distant hollow
# plush hornet

You can set a variable in the AI blueprint to hold a reference to the controlled Actor, then change that reference when you switch Actors

distant hollow
versed sun
frosty heron
#

I think each people approach it differently

sour crater
#

yay if i ifnally fixed my code

frosty heron
#

some have their own unique setup with "seeds"

distant hollow
#

Which is easy

#

But what I need now is cause the user can place their own walls in any angles

#

So I’ll need to identify the space inside

frosty heron
#

I've never done anything like that. I will tho later after I finished my combat system

#

have plans to do PCG dungeons

#

so I guess I will leave the research for later 😄

distant hollow
#

lol

#

Ok tks anyway

frosty heron
#

all the best

distant hollow
#

Try to skip that node and see what you get

sonic crest
#

yup, it worked. oof.

#

not sure how would I change it now.

distant hollow
sonic crest
#

yeah after removing the SetChildActorClass it worked

#

but how would I change my weapon now

#

was doing it in c++ but since this messing it up, need to find a new way

distant hollow
#

Try changing the child actor class before setting the variable instead

frosty heron
#

You can do things in bp first, when they work. Then you can refactor to cpp

distant hollow
#

IsValid > SetChildActorClass> set AsWeaponBase

#

Rearrange the SetActorClass node to come before Set AsWeaponbase

#

See how that turns out

sonic crest
#

alright

distant hollow
#

@frosty heron Let’s say we put dynamic meshes aside

#

We have several walls of StaticMeshes in various angles

sonic crest
distant hollow
#

Would you have any idea how to identify the enclosed areas?

distant hollow
sonic crest
#

same error

distant hollow
# sonic crest

Then it’s probably the variable type since it is cast from a blueprint class

sonic crest
#

I did that too, same issue

#

tried that

distant hollow
#

You can try to have another blueprint class that contains the new child actor class, then set the variable to that instead

sonic crest
sonic crest
#

I can try the BP class rather than the C++

distant hollow
#

Because the class differs

sonic crest
#

and see how it goes

frosty heron
frosty heron
#

Probably think it from 2D perspective first before doing it 3D

distant hollow
#

Grid is not possible cos we are working with a 20m x 20m space (minimum) and the precision is down to 1mm

frosty heron
sonic crest
distant hollow
#

So if we are using grids that would be like 400million boxes

frosty heron
#

I mean grid is just imaginary lines. You can define 1 unit = 1mm

#

but yea not sure what you are doing

sonic crest
#

wait nevermind

frosty heron
#

better ask people with wisdom

distant hollow
distant hollow
#

Not resolved?

sonic crest
#

didn't work

frosty heron
sonic crest
#

nope

distant hollow
frosty heron
#

shouldn't need crazy ammount, unless u making a huge area

distant hollow
#

And I have a space of 20x20 minimum

frosty heron
#

I mean I would think of doing it in a style of any Game Building game

#

like Rust

distant hollow
#

So that’s (20 x 100 x 10)sq

distant hollow
#

generally 1m x 1m

distant hollow
# sonic crest nope

Use another blueprint class, but set that blueprint class variable only after the Set Child Actor Class is completed

sonic crest
#

I'm trying something else

#

it works first well with the first weapon, but when I change weapon it gets messed up

distant hollow
dark drum
distant hollow
#

Then either use an interface or cast to/from the PlayerCharacter or AI blueprint to change them

distant hollow
#

For office space

#

So precision is down to mm

dark drum
dark drum
distant hollow
#

To set floors

#

So if for example I have 6 walls forming two rooms

#

There need to have to different floor objects generated

#

Because each room floor is supposed to be individually customizable

plush hornet
dark drum
distant hollow
#

Eg like Coohom

distant hollow
dark drum
distant hollow
#

@plush hornet another easier way is to have the same variable in GameState

#

Then on Switch Charatcer change that variable in the game state

#

In the AI blueprint periodically check GameState and retrieve the variable and set it to the local variable to chase after

distant hollow
#

But I’ll discuss with my leader, tks for the suggestion though

frosty heron
#

Btw

#

I asked chat gpt, cuz why not

#

now I have a little idea for the walls

#

Just start from one of the wall . You want to have some sort of collision check at the corner of each wall

#

Get all the walls. Start from a wall, it can be any

#

then work your way through all the way. Check if a wall are connected to another wall

#

if they come back to the first wall, then you have enclosed space

plush hornet
distant hollow
#

Such as printing the variable regularly

plush hornet
#

And when entering the level again it will only chase the main actor if its being controlled

distant hollow
#

So that you know what is actually causing it to stop

plush hornet
#

I dont know whats causing it to stop thats why i posted the blueprint earlier

distant hollow
#

@frosty heron it would return a false point at BC

plush hornet
#

It works with the main actor, and works initially when i switch to the other actor but eventually stops

#

Thats what confuses me

distant hollow
#

Do you have a variable on the AI blueprint that defines the actor being chased?

frosty heron
plush hornet
frosty heron
#

i don't like pain so I won't do anything complicated

distant hollow
sonic crest
#

it worked

distant hollow
sonic crest
#
    if (EquippedWeapon != NextWeapon)
    {
        if (WeaponBase && WeaponBase->HasAmmo())
        {
            EquippedWeapon = NextWeapon;
            WeaponBase->SetWeapon(EquippedWeapon);
            GEngine->AddOnScreenDebugMessage(-1, 100.f, FColor::Red, "Changed");
            WeaponChildActor->SetChildActorClass(EquippedWeapon);
        }
        else
        {
            return;
        }
    }

not sure what was the issue it just worked

#

sorry for cpp in BP but yeah

#

tested this same in BP and worked

#

checked my older project, had same setup

dark drum
sonic crest
#

Thanks guys

dark drum
distant hollow
#

lol

#

Now I have even more things on the plate to do orz

distant hollow
dark drum
distant hollow
#

@plush hornet can you SS the part where it defines in the PlayerController on the character chased by the AI?

versed sun
#

you shouldn't be checking BC
Just AC, CD, DE, and EA

distant hollow
distant hollow
distant hollow
dark drum
distant hollow
plush hornet
#

this is the logic for the perception

versed sun
#

Start with 1 wall, check its Left Side
If there is a Hit, check the hit wall's left side
Repeat
If no hit, then its an open room
if there is a hit that was already hit, then room is closed

#

i would have 2 sockets on each Wall mesh, one on each side
Use the Sockets World Location to do a Sphere overlap trace for other walls

distant hollow
#

What happens if there are only two parallel walls?

versed sun
#

then room cant be enclosed

#

which is what you are looking for , right ?

distant hollow
distant hollow
plush hornet
distant hollow
versed sun
#

or this ?

plush hornet
#

It will also do its attacks like with the main actor

distant hollow
# versed sun like this ?

Kinda yes
Anyway what you are suggesting is probably like a multitrace, I would be exploring that tomorrow

#

Thanks for the suggestions anyway though

distant hollow
#

Could it be the radius?

plush hornet
#

I have a gif of it but it wont upload

distant hollow
#

See if the message appears

#

And also another Print right at the beginning of Execute AI, to make sure it was executed

sonic crest
#

isn't that the base class??

#

why not cast to the AI or actor that you are referencing to?

plush hornet
# distant hollow

If i leave the Level with the switched out actor and come back it wont fire at all until I switch back to the main actor

plush hornet
distant hollow
#

Have you tried adding the prints and see what the results are yet?

plush hornet
#

Thats how i had it set up first

distant hollow
#

Let’s find out if the issue is due to a failed cast first

plush hornet
sonic crest
plush hornet
plush hornet
#

So i know that the issue is to do with how the perceptions setup

distant hollow
#

Have you added the Print on the failed cast yet?

plush hornet
#

Thats how i know it doesnt trigger

sonic crest
#

use a breakpoint and follow it

distant hollow
sonic crest
distant hollow
#

The Execute AI? Or the failed cast?

plush hornet
#

The event execute Ai doesnt trigger, I have a print string before the branch and on failed but if I leave the level and come back with the secondary charecter it doesnt print any thing i.e it doesnt trigger

distant hollow
#

Ah ok

#

So Execute AI is not triggering

plush hornet
#

So i know the issue is to do with either the AI perception in the Ai controller or in the service logic

#

So either one of these

distant hollow
#

In that case maybe try to place Print nodes on the Perception

#

See where the branches lead you through and whether that route was intended / should be

sonic crest
#

print strings always saved the day

pulsar vigil
#

Hey guys, how do i get the name of the bp and not the whole actor placed in the scene name ?

plush hornet
distant hollow
#

Cos no Actor?

plush hornet
#

It doesnt know what to search for but it needs to search for the player controller NOT the actor

plush hornet
#

The actor can be plugged straight into the value as object but it will only target the main actor

distant hollow
#

Did it end up in the bottom route?

plush hornet
distant hollow
#

Did it reach here but not work?

plush hornet
# distant hollow Did it reach here but not work?

Not it doesnt fire with the secondary charecter. If I switch from main actor to the secondary one while the enemies see them it will follow the secondary charecter for a while. But if i switch when they dont see them it wont follow the secondary charecter at all.

#

Print string showed as well

distant hollow
#

“If I switch when they don’t see them it won’t follow”
You mean if the main or sub char is out of sight?

plush hornet
#

I need to connect the below but dont know how

sonic crest
#

get actor controller?

plush hornet
plush hornet
distant hollow
#

So perception is not retriggering or Reactivation is not retriggering

plush hornet
#

It doesnt trigger on the secondary charecter

distant hollow
#

Autocorrect lol

plush hornet
#

If i switch the main to the second while the enemies see it can kind of "trick" it into following that charecter

#

But if I switch without them seeing it will only follow the main charecter

distant hollow
#

When you say “sight” does it only shave visual sight (directions count) or simply being within range?

plush hornet
#

It has 180 degree sight

#

From the ai perception

#

This will show you what the issue is

#

Finally got it to upload

distant hollow
#

So it is not perceiving the changes actor as a target

plush hornet
#

no

#

Hence why i was saying about the player controller being the target

modest monolith
#

Is there a way to advance this enum via code? Example go to day 1 to day 2 ... Idk something like a Add Node

versed sun
modest monolith
#

thank you

distant hollow
versed sun
#

You can convert Enum to Byte, add 1, and then Byte back to Enum, and do a check if its at MAX

pliant jewel
#

I'm working on setting up a top down shooter, and I'm curious how folks handle slopes, specifically allowing the characters to go up and down, and be able to hit other things above and below.

Right now I use my pawns control rotation to aim straight ahead. Do you just use the angle of the slope you're currently on?

distant hollow
pliant jewel
lunar sleet
#

Or you could do a shape trace/multi line trace

plush hornet
#

unless i'm missing something😵‍💫

#

The only one that can be edited is actor classs reference but that wont plug into where i need it too

distant hollow
#

If there is an output it’s somewhere

#

Is there anywhere that you call the event Perception?

#

When/where is this triggered?

rough wing
#

how can I generate a random stream from a vector?

distant hollow
#

Where/when is this being called/triggered?

plush hornet
#

Bear in mind the AI controller is put into an Actors BP details panel so it acts indepently

distant hollow
#

Hmm
Guess I can’t help any further as I am not familiar enough with the subject, sorry about it

#

“This Event will fire when the Perception System receives an update and will return the Actor that signaled the update. “

plush hornet
#

😖

#

Thanks anyway

#

Anyone else that can help please?

frosty heron
jolly light
#

Hey guys does anyone know how to calculate the dimensions of your landscape?

plush hornet
frosty heron
plush hornet
#

also Other chats have a very slow response time

modest monolith
#

Why the hell this doesn't work? The tormentor doesn't pop up and lose "Hidden" but it show the print string if i put it

frosty heron
#

gotta check all of them

#

also your code not gonna work as intended if you have multiple tormentor

modest monolith
#

Tormentor is only one

frosty heron
#

hence the check list

#

but if u think u already checked all of them then, I dont know what else is the issue

trim matrix
modest monolith
#

It doesn't work not even if I reference it with level blueprint by dragging the actor

trim matrix
#

did you set the mesh component to be hidden in game, and now you are attempting to set the entire actor to show in game?

frosty heron
#

You should just toggle vissibility, I dont see the point of changing Actor Hidden in game in Run Time

modest monolith
trim matrix
#

Your trying to enable collision when the tormentor is spawned?

#

or disable?

modest monolith
frosty heron
#

WEll ur code set it to disable from ur last pic

trim matrix
#

Do the same, enable collision on exactly the component you need.

frosty heron
#

gotta tick the box

modest monolith
#

I mean my line trace doesn't touch iut

modest monolith
frosty heron
#

And if that dont work then you should check your other component as Rappy said

modest monolith
versed sun
#

Anyone have a way to SET the color? seems its not exposed 😦

modest monolith
#

Okay the mesh didn't have collision

#

lol

#

thanks for your help guys

trim matrix
#

there you go then gg.

modest monolith
#

❤️

trim matrix
#

Its the only mention of the word Color in the header file

versed sun
wide kayak
#

Hey guys, kinda "newish" to the UE5 (and Enhanced Input)

I want to know if there's a way to do what i'm looking for.

Basically i have a Input Action that uses a value type of Vector2. So that i can add the X-axis value for right/left movement and Y-axis value for forward/backward movement fed from the keyboard W/S keys. However, i don't really know how to make it distinguish between when it's pressing W or S from this node.

I set it already in the InputAction Mapping, but can't understand.

#

So far i can only move it forward (using W) because this blueprint will feed a positive value. But i wanted to know if there's a way from a single Input Action so it can verify that is being pressed from the EnhancedInputAction node and set the value being fed to negative.

modest monolith
#

Is there a way to make this text always centered regardlesso of the length?

trim matrix
lofty rapids
wide kayak
#

So simple, didn't even thought about it 🤦

lofty rapids
trim matrix
#

Make its position X, 715 / 2 * -1

modest monolith
trim matrix
#

Is that text placed inside a canvas panel? or in some other object?

trim matrix
#

Is it just the text that doesnt look centered, in game, or is the actual text box in editor not centered.

modest monolith
#

both

trim matrix
trim matrix
#

If your justification is centered. and your Size X is 715, and your position X is -357.5. then it should be exacltly centered within the canvas panel.

#

I would then worry that the canvas panel isnt centered, is this canvas panel the top in the heiarchy?

#

I would then worry also that there is another setting on the text box you have changed that isnt the defualt.

trim matrix
#

I dont know. worryShrug

#

If this doesnt leave you with a centered text box in a canvas panel, im not sure.

#

I could imagine the text being rendered within the text box as being uncenterd

#

font could mess it up, translation could mess it up.

#

But the text box itself? the green outline when you select it?

trim matrix
modest monolith
trim matrix
#

disable that then.

#

It will mess it up.

#

text will render outside the bounds of the text box widget size anyways. You dont ever need size to content on a text box.

modest monolith
lofty rapids
#

center - (width/2)

trim matrix
#

btw you can do the same exact thing for the Y position offset.

#

hail ms paint

surreal peak
#

Just a random ad for our glorious #game-math channel!
Don't know the context, but maybe it's useful!

Until we meet again!

quartz mural
#

I'm getting an infinite loop crash when my function hits its 20th cycle. I need to run the cycle 24 times. How do I allow it to keep running the cycle until it's done, instead of the engine assuming it's a loop?

surreal peak
#

You can even set that somewhere in your Project Settings

#

Pretty sure it's a million even by default?

quartz mural
#

Hmm, ok. I'll keep gandering.

surreal peak
#

You might be calling it way more often than you think?

dark drum
quartz mural
#

It's a precedure, I'm trying to generate a house. I'm still just working on organizing the data, so it's just a bunch of named rooms right now.

Pressing F starts the procedure by sending a request the Room Manager.
The room manager goes through 2 functions, one to determine what the next room in the order is, the next to determine the space it needs to spawn. It then send that info to the Mansion Manager.
The mansion manager takes the size and name and sends it through several more functions, one to clear the space, then place the floor, then place the walls, then set the room in play.

Setting the room in play right now just prints it's name out and then repeats the procedure by sending a request to the Room Manager.

When I prepare the size, I can break the cycle at 19 and it'll run the whole thing. If I connect the 20th branch in the series, it'll crash the app.

woven sparrow
#

Hey there everyone:)
I'm trying to use this node in a geometry script BP, but I'm running into a problem:
Is there a way to get a reference to the "world" ("create in world" pin) using BP?
If not, what's the easiest way to get a relevant reference?

Thanks!!

lunar sleet
#

normally the code has better comments but this is still flagged as experimental so the only comments are stuff like TO DO 😄

flat coral
#

So I get this error, which is an easy fix. Right click, refresh nodes, and everything compiles happily.... until I restart Unreal.

#

Every single time I restart the editor, this error comes back.

#

How do I make it REMEMBER the refresh? Why does this keep reverting?

frosty heron
#

Bp struct?

flat coral
#

SJournalDescriptor is a struct, yeah

frosty heron
#

I see BP struct

flat coral
#

Where?

frosty heron
flat coral
#

Is there a distinction between "structure" and "BP struct"? I'm not sure what you're saying

frosty heron
#

Struct made in BP is known to break

#

they should be declared in cpp

#

anyway apart from that

flat coral
#

I dont use CPP

frosty heron
#

Are these the same struct?

#

Well you should if you dont want to break your struct

flat coral
#

And no the data id is just a GUID

frosty heron
#

You seem to have a data table plugged in as variable

#

The outrow is wild card

flat coral
#

THAT'S gotta be the issue!

woven sparrow
frosty heron
flat coral
#

But wait how do you cast a struct?

woven sparrow
frosty heron
#

You don't

#

But for sanity check

#

Can u chose a specific data table?

#

the one that uses SJournalDechiptor

flat coral
#

Multiple tables do. Each level has it's own journal data table

frosty heron
#

I mean im using this fine, so I don't know if that's the issue. In this case tho, the Data table i feed is always usses FashionStruct

#

but for sanity check you probably want to try hard coding a data table that uses SJournalDechiptor only. see if the error still presist

earnest ember
#

How do I make to shoot inside the car like drive by

flint night
#

How do I add a specific actor as a child actor component in blueprints? I basically just want to parent one thing to another

flat coral
#

I don't even reference the variable anywhere but that set call alone made the problems stop

frosty heron
#

normally I know the struct im breaking is of a certain type

frosty heron
#

but child actor is known to break as well

flint night
frosty heron
#

Bp struct and Child actor are most commonly uttered when it comes to stuff that break

#

it's just buggy

#

🤷‍♂️

#

but I never encounter it since I don't use it (child actor)

#

bp struct I learn the hard way

flint night
#

Is there a better way to have one actor mirror the transform of another? Setting it in BP every tick seems inefficient

frosty heron
#

Had to redo it pretty much

#

If it's something that must be done every frame, it probably belong to event tick tho

flint night
#

fair

flat coral
#

By adding that set call, I'm replacing the multi-use output with a strictly-typed one

#

So that's what gets cached instead

dark drum
# quartz mural It's a precedure, I'm trying to generate a house. I'm still just working on orga...

Of course there's no harm looking at reducing the number of things that needs to be done is the various functions but what you'll need to do is either jump to C++ and multi thread or learn to spread stuff across ticks.

Spreading stuff across ticks means having an actions list (in some shape or form) where each tick it completes the first action in the list and then removes it when complete. The following tick it moves onto the next action and so on.

Edit: I forgot to add, this does mean the construction script becomes useless but a potenial work around is using editor functions. So you would have to manually run x functions in sequence when the BP is selected in the editor via the details panel.

frosty heron
waxen fog
#

Hey does anyone know of a way to spawn an audio volume at runtime?

#

or get a reference to an audio volume thats in the scene?

frosty heron
#

Just spawn at run time and cache it. Anytime you need to get ref to it, you just get the variable

#

if you want to get a ref to an audio volume that you preplaced in editor. you can create an actor bp . Create variable type of the Audio , make it instance editable, expose on spawn
.Drop the actor into the scene and just drop pick the audio comp

#

I assumed audio comp not audio volume

spring magnet
#

Just wanted to check in to see if anyone here has a solution/workaround to the "text inside a retainer" bug, present since UE4

undone surge
#

is there a tool in ue5 that prevents my gun clipping into the camera when aiming down sights

earnest swan
#

You can try adjusting the near clip plane

#

@undone surge

undone surge
#

where can i find that

#

@earnest swan

brazen pulsar
#

So, I've got a bunch of player starts, one in front of each door to a new level, and I don't want the game to pick them at random when going from one level to another. How do I make it so the player starts a level at a specific player start?
I think its something to do with the 'options' in the open level node and the player start tag in the player start actor, but when I set both to say 'mall' it still just picks a random player start

earnest swan
undone surge
#

do i make it higher or lower

sleek timber
#

Hello friends! I'm beyond stuck with some blueprints and am in desperate need of some help.
Since you can break down an array like shown here in three steps, shouldn't there be a way to add stuff into the array working backwards? If so how?