#blueprint

1 messages Ā· Page 54 of 1

wild moat
#

right, have that

remote meteor
lyric quiver
#

thanks

frosty heron
#

It's there for me

remote meteor
frosty heron
#

but get widget is the same yea

spark steppe
#

because text widget isn't a user widget

wild moat
#

OH!

frosty heron
#

I would check the W_TextWidget type

wild moat
#

i'm in construction script

#

it shows up elsewhere

remote meteor
#

ah yeah

spark steppe
#

why do you even use get widget?

remote meteor
#

on construction you cant really use user widget object

spark steppe
#

the reference is already "pointing" to the widget

remote meteor
#

its not construction safe

wild moat
#

i just need to change the text based on editor text input

remote meteor
#

GetWidget should be fine

wild moat
#

doing a bit of rendering:

spark steppe
#

oh, i see it's a widget component...

wild moat
#

alternatively, if you know how to get a scene capture component to render text render component, i can avoid the headache of umg:

spark steppe
#

the text renderer requires a weird font format iirc

remote meteor
#

oh forgot to press compile

spark steppe
#

and often looks poop

remote meteor
spark steppe
wild moat
spark steppe
#

did you compile?

#

after adding get widget

wild moat
spark steppe
wild moat
#

šŸ˜… thank you i can't believe i missed that

frosty berry
#

If I want to have enemies that can walk, crawl, hover, etc (Zombies/aliens, spiders, hovering attack bots), what kind of BP base class should I use? I Know I can use Character base for walking enemies. Should I make my own movement bp for crawlers and use FloatingPawnMovement for hover bots... as in have 3 base classes to build enemies off of, and use an Interface to tie in functions and a simple base class to share variables?

remote meteor
#

does the hover needs to be real hover(as in actually have vertical movement? if not, you can just use character's CMC for all of it

dry sleet
#

Depends. Single player game?

remote meteor
#

just offset the "hovering" mesh in to the air

fiery tiger
#

Can anyone tell me how to properly check if an instance of an object within an array is element zero before I tell it to destroy? I have tiles I'm spawning and will eventually destroy if specific conditions are met but I want to ensure I'm getting rid of the oldest existing one.

frosty berry
#

Single player game, (I understand and use inheritance) just trying to map out best path for different movements types.

ancient heath
#

And dont use Add Impulse?

remote meteor
#

if its a projectile, you can use a projectile movement component

#

spawn the projectile in correct orientation, projectile have InitialSpeed that it will set itself and start moving forward

wild moat
#

so the bp is fine but my widget wont update the text:

dry sleet
#

Which I guess your projectile doesn't.

ancient heath
#

If I add it to the transform, the projectile doesn't spawn, I guess it teleports to some strange coordinate

#

It's harder than I thought to do this.

remote meteor
wild moat
ancient heath
shell wren
#

Currently getting a error with not much direction, best way to debug this? It's a BP controller that was reparented to another BP controller(but this controller is cpp based) I've done this before with this controller + another bp prior without issue
Overriden function is not compatible with the parent function <None> . Check flags: Exec, Final, Static.

lunar sleet
#

But also if you had an inherited function and now the new parent doesn’t have that, it might be what it’s trying to tell you

cerulean stratus
#

for the life of me i cannot figure out why this does not make this static mesh component rotate towards the other static mesh component, can anyone help out?

cerulean stratus
lunar sleet
cerulean stratus
#

for the record i couldn't get this to work with separate actors either haha

#

relative rotation didn't work

lunar sleet
#

Try attaching one to the other

#

Relative usually means in relation to attach parent

cerulean stratus
#

no dice

lunar sleet
#

Tbh idk if you can do find look at rotation like that

#

Usually it’s actor rotation to another actor

#

What usually helps me with this stuff is debugging

faint pasture
#

none of that matters

lunar sleet
#

Set a breakpoint and when it drops hover over the input and output pins to see what actual values are coming through

faint pasture
#

debug your data first and make sure it's all what it should be

faint pasture
modest monolith
#

I have a rope which is a static mesh. Is it possible to add a skeleton to it? Otherwise I can't simulate physics as it is a basically a stick

lunar sleet
#

If you have 5.3 it’s one click, if not you need to export and reimport it (tho that can be finicky at times)

lunar sleet
#

Ugh

#

the export and import as SKM might work, I’m not sure

modest monolith
#

Thank you!!

ember junco
#

if I have the vehicle at 0,0,0 in world partition it the child actor stays attached with physics constraint, if I drag this to a distance of 10,000 on X it will stay attached

If I have the vehicle at 10,000, 0, 0 and jump in the child bp physics constraint fails and it falls through the world

flat coral
#

What's the cleanest way to do like a SEQUENCE on Enum values, rather than SWITCH on enum values? Basically I want to do something for each of these, but this isn't a for-each loop, I'm executing an entirely different code path for each one

#

(The goal here is making a sorta report UI, where there's a different widget that needs to be updated for how many of each type you have)

dawn gazelle
versed sun
#

for each{Enum name}

cerulean stratus
cerulean stratus
#

i'm thinking finding rotations in scriptable tools is buggy or i'm missing something very obvious

#

most likely the latter

quiet pasture
#

does anyone know how to set new skeletal mesh on skeletal mesh component, so the associated ABP doesn't stop working?

#

ABP works fine if a mesh is set upfront, but setting a new one causes the actor to T pose

vocal prism
#

is there any way to make this thing hit multiple times

#

for my project i need this sphere trace to trace per frame instead of just once is there any possible way?

#

or just with a regular interval of atleast like .5 seconds

#

if someone knows a answer or solution pls let me know

dire frost
#

you'll want to use tick or timer

#

if the interval is not too small (.5 secs is fine) then i recommend using a timer

#

if you want a more frequent traces then use tick

vocal prism
#

which timer should i use?

#

i want to use tick but i already use event tick for something else or is there another tick variant?

dire frost
dire frost
#

one trace per frame i mean

vocal prism
#

this one?

dire frost
#

make sure to save the return value into a variable so you can pause or stop the timer later

vocal prism
#

i think its not possible for that node to tick multiple times

dire frost
#

hmm?

#

just call the set timer once

vocal prism
#

i checked the unreal doc and it says only once

dire frost
vocal prism
#

should i record a video so you can see what is going on?

#

because it is pretty difficult to explain it

dire frost
#

no just a screenshot of your code is fine

vocal prism
#

so i want to make a pickup and then place it at a different location and it also snaps on the grid i made

dire frost
# vocal prism

ah yeah you need to wrap all the code right next to the timer in a function (let's call it repeater). then for the function name put "repeater"

vocal prism
#

it works half way but because the sphere trace only ticks once the object TPs back to the first close tick

dire frost
#

the timer doesnt cause the nodes next to it to be called multiple times

vocal prism
#

ohh so i have to make it a group and then the end result will be repeated?

dire frost
#

yeah just group the nodes into a function. the timer will then call that function multiple times in a set intervel

vocal prism
#

should it look something like this? or do you want me to split it up entirely

dire frost
#

no i meant to pick the nodes you want to be repeated, right click->group into function. then put the name of that newly created function into the timer

vocal prism
gaunt stirrup
#

Is there a way I can have each button select a certain default pawn for the level? please help

dire frost
vocal prism
#

i didnt even know you could make functions before you told me this šŸ˜…

dire frost
dire frost
vocal prism
vocal prism
silk hinge
#

hey guys, any chance someone can explain me a little thing ?
My issue is simple, From server (player host) I cant see the client Aimoffset, but from client I can see the server AimOffset, here is how is the code setup, I followed a tutorial, it's not that bad but there is a few things I did not understand.

The code is fired from a "receive controller changed"

The fuction is fired over and over from the timer event
And receive controller changed is firing on server / client normally, so I wonder what is preventing the server from having the client Aimoffset Replicated, also the rotator variable is set to "replicated : SkipOwner"

dire frost
modest monolith
#

Do you know why I run with Shift and interact with F but if I interact with something with F while I'm running holdin shift F doesn't work? I can't interact with stuff while running

#

I have to stop holding shift for that

river swallow
#

Is there a reason to not 'reuse' a variable like 'Size Box Root' above? Its cleaner to pull it out twice and use it as the target for the width and height... but im wondering if there is a functional reason to not just use one 'Size Box Root' and apply it as target for both overrides

trim matrix
#

So i'm watching a tutorial online for making the player character always be looking toward the camera looking. The impact below is from the video I'm waching and on the control rig that they have open some of them nodes I simply do not have

#

so To Rotator and From Rotator, are they names something different or something

faint hound
#

is there any way to do assertions inside blueprints? like there's an invalid state that should never be reached and I want to stop execution

frosty heron
#

same thing with accessing null ptr

faint hound
versed sun
#

put a Print with a Break Point

silk hinge
#

If this cast fails nothing will happen anyway, since nothing is plugged to fail, I don't understand the exemple

versed sun
#

i do that when i want to alert myself that i forgot to input a setting

faint hound
#

yeah, I want the game to stop running if that happens

#

it's in a bad state

#

well, not necessarily stop running, but at least alert me if that happens

silk hinge
#

When your developping use print string to see the error, otherwhise the game will just quit and getting answers on what happened is even more confusing

#

Print string and wright into it "this cast failed" and keep it printed on screen for 5sec for exemple

#

Press F9 to run a breakpoint on a selected node as well to see what nodes are fired and what results they give

faint hound
#

alright, thanks guys!

heady burrow
#

Whats a good way of going into pause mode? meaning that actors that were previously moving or shooting will stop

#

including mid-air projectiles, for example.

#

or any DoT too

#

I can always manually mess with tick event

#

but is there a better way?

trim matrix
#

Anyone have a good source for how I would implement a Aim can't of thing ?

#

It seems the videos etc on youtube are either UE4 or I don't have same nodes as them etc

silk hinge
#

Aim down sight ?

trim matrix
#

yeah and also when your not aiming down sight still want like the character to lean forward and back obvs else it'll look bit wierd

#

one video i just watched did it using control rig but it was using Nodes I don't have etc

#

nevermind I believe I've got it to work and it seems it may be just how they set their variables aren't same for me

tight bloom
#

Qnybody can help meet

#

How can a i make a shader of water that gets destroyed when i rotate the bowl@mesh and from the mesh apears an aemmiter that shows like if water is meking the bowl empty so the water shader gets destroyed after the emmiter dies

ancient heath
#

Hey, does anyone know how I can direct a projectile with add force or add impulse to where my camera is looking?

#

I made some attempts but they didn't work

silk hinge
silk hinge
# trim matrix yeah and also when your not aiming down sight still want like the character to l...

well, I can send you something that a guy made with a template, then you can dig into it to understand how the guy made a decent ADS with the camera manager in a verry optimised way,

The tutorial in under UE4 but you can migrate to UE5 easily, and re use some code to your project, this is by far the best FPS feeling tutorial I could find, and it also shows you a bit about replication, but it's not a beginner tutorial at all, with 0 explaination

#

it takes in consideration

Left hand location on weapon
Aim down sight
Sprint
Crouch
Aimoffset
Weapon Sway
Turn in place rotation
Seperate Upper and Lower body

etc...

#

but if your new to UE, you most likely will not understand anything about it

faint sand
#

is this expected - i have a child character based on parent character. i edit parent character with new event, but its not showing up in child character. other changes ive made, like camera location, and added components and widgest show up, but not this event (keyboard 1). is this normal?

silk hinge
ancient heath
hardy tide
#

Hey there Elian, have you tried Forward vector?

#

(get forward vector from the camera, or whatever you wanna shot from, and plug that into the direction for the add force/impulse)

#

(also multiply the vector X float)

trim matrix
hardy tide
#

then plug

#

Btw guise, im trying to do something with arrays, and for the life of me i can never understand arrays properly. Heres the problem:

I have 7 actors running through a spline, so i want to position them according to the distance along the spline (i managed to get the distance)

But how would i go around to getting those distances, and getting out a position for the racers? i got stuck at here:

(Ignore the tick, is just for test purposes)

#

even if i do manage to sort throughout the floats, and sort them in size, how do i know which distance belongs to who?

silk hinge
dawn gazelle
faint sand
#

how do i Possess a character without moving my camera to that character. assume i have a field of 5 on the board. i want my camera to be static but be able to switch characters on the board without moving my camera to them. - Note: i do not have any camera actors on the character bp.

silk hinge
ancient heath
flat coral
#

What does this warning even mean? How is the default value even relevant during a Set call?

dawn gazelle
# silk hinge why do I feel stupid to dont even understand anything you said on this one ? xD ...

Control rotation is sent from clients to the server automatically, but replication of variables only happens from server > clients.
That means in here, it will only ever work when the server is calling this function on its controlled character as the server is the authority, and it has it locally controlled.
If the server is calling this code for another pawn that they aren't in control of, then your branch will return false as it's not locally controlled.
If a client ends up calling this same bit of code, they do not have authority, so the branch will return false, and even if it did return true, then it won't replicate to anyone as its set on the client, not the server.

dawn gazelle
# silk hinge why do I feel stupid to dont even understand anything you said on this one ? xD ...

In terms of the timer, this is some odd logic.
You're binding the timer to call the event that is creating the timer, and also setting the timer to loop.
It doesn't need to be set to loop if you're constantly creating the timer again.
And it's a bit nonsensical to even use this.... You may as well use tick to call RepAimOffset (after a HasAuthority check) as you're basically doing this every frame anyway.

trim matrix
faint pasture
kind estuary
#

which one do i use to update scores in the widget

#

string is not because its for when you need to change it

#

text or name

ancient heath
kind estuary
#

its the name

dawn gazelle
# kind estuary text or name

Name is meant for unchanging text based values. Good for human readable identifiers.
Text is meant for anything being displayed and can support localization. Most text that is displayed in widgets use the "Text" type.

hardy tide
kind estuary
#

is this correct?

#

im getting my score using get text convert it to string conver tto float
then add in

faint pasture
#

what do you actually want?

#

You can direclty set velocity if that does what you want

dawn gazelle
# kind estuary

Your widget shouldn't be in charge of holding the actual values of these things.

#

The widget should be used to represent the value stored on the actor that would actually be using these values.
Also you're opening yourself up to typos and mistakes if you're switching on Names. You're better off using GameplayTags or Enumerators if you absolutely must have a generic function like this, otherwise, you may as well just have separate functions that update what you need.

ancient heath
faint pasture
mystic panther
#

This a bit specific but I'm struggling to find anything.

Does anyone know how to use the real-world time to create day night cycle? So like if the real world time is 3pm, it would set the sky to look like how 3pm would look. I dunno if that makes sense or not

kind estuary
flat coral
dawn gazelle
mystic panther
#

I'm aware of the pitfalls and it's not a big deal for my project. I did not know about the plugin so will definetly check it out!

dawn gazelle
kind estuary
#

ok

dawn gazelle
#

Depends on what you want it to be a property of.
PlayerState is usually a bit more useful for multiplayer, but in single player controller or playerstate are interchangeable.
Things like "Health" though sounds like it's more related to the Pawn itself rather than the controller or playerstate.
"Munition" sounds more like a property of a weapon rather than a property of any of the standard player related actors.

ancient heath
kind estuary
#

and the health in the BP_Character

#

And then things that are more general of the player itself then on thats on the PlayerState

#

is this correct?

dawn gazelle
#

Yep šŸ™‚

#

So then in your UI to display the munition value, you may have a property like "Equipped Gun" on your pawn that stores a reference to the BP_Gun they are currently using, so then you can get the owning player pawn, get its "Equipped Gun" property, and get its "Munition" value from there.

kind estuary
#

yep thats kind of what im doing

#

whast confuses me too is that im trying to do something similar with the tanks i control

#

so my player has 3 different tanks and switch between them like you would switch weapons

#

so that means i must spawn them everytime i switch

#

or what do i do

#

set visibility?

#

i tried using visibility, but the actor is still there

#

in the tut i saw he was switching weapons and they are child actors in the character

kind estuary
crimson prawn
#

Hello I want to turn off/on a sound but if my new volume multiplier is > the current volume multiplayer it will not change. Is it an issue ?

#

Volume multiplier variable will have a value of 0 or 0.5 (I've tested)

lunar sleet
crimson prawn
lunar sleet
#

Might be AdjustVolume node but #audio will know for sure

chilly jacinth
#

is there a way to get dynamic material instance from camera modifier's post process materials?

noble ledge
#

I have a project that has this bit of blueprints in it. Both of this variables are passed into this function and not by reference. Does that mean they are not being update correctly?

crimson elbow
#

Any logical reason why a lineTrace would work on one map, but the same lineTrace, with all the same objects and code, not work on another map?

lunar sleet
# noble ledge I have a project that has this bit of blueprints in it. Both of this variables a...
Epic Developer Community Forums

I’ve been working with UE4 for 1-2 months now so I’m pretty familiar with most of the Blueprint/Event Graph stuff, however I am still a bit confused about the Pass-By-Reference checkbox on function/event inputs. I found plenty of threads here talking about Pass-by-Ref problems, but none that actually explain what it is, so I looked online and f...

noble ledge
lunar sleet
noble ledge
#

Yeah which is my confusion because in this project the variables are not marked as pass by ref but then those "by ref" nodes are being used. So not sure what is going on.

lunar sleet
#

So is the original value not changing or have you not tested ?

noble ledge
#

I haven't tested. I have loads of things going on in this project I would need to create a new one and test.

lunar sleet
#

Afaik those set by ref nodes should do what they say, but I can’t check rn

rough wing
#

How can I check in code if a component is using Simple or Complex collision?

humble turtle
#

Hi folks. I could use a big hand... I need to change the material of static mesh "A" by clicking on static mesh "B". I've been through so many tutorials over the last 3 days and none of them exactly address the proper steps. Any help would greatly be appreciated!

trim matrix
#

I'll do it

frosty heron
#

Get ref to static mesh b get the material. Set it to static mesh a material

humble turtle
trim matrix
#

Ok IDK how you want to click but i have a code that will explain in a nutshell so the element Index you can get from pressing the static mesh in the editor in my case i will be changing "palette" to: "door poop" element 0 is pallete

#

3 images to explain

#

the elemnt index is on my right

trim matrix
humble turtle
#

I think I understand the logic. Although, I'm not using a character blueprint (only a static camera and a mouse cursor).

trim matrix
humble turtle
#

OK great. So would the Event Graph be under Level Blueprint, or something else?

frosty heron
#

take out level blueprint from your dictionary

trim matrix
#

Cold summer is right

humble turtle
#

Just to clarify (and please excuse my naivete), but assuming that Static Mesh "A" is a button, should I be creating a BP_button blueprint, then placing the button static mesh inside, then putting this code in its Event Graph? Because it seems like doing that would prohibit me from assigning the target as Static Mesh "B", as it only can reference itself. Correct me if I'm wrong.

solemn basin
#

can someone help me with the mouse button's? I'm trying to spawn a widget where i click and I cant figure it out.

bright frigate
humble turtle
bright frigate
humble turtle
#

Great. Thank you, sorry for the lack of proper terminology. I can visualize the relationships, but I struggle to know where to place these nodes.

bright frigate
#

your BP is your class, for doing swaps that don't need anything external, you can have whatever you need within one BP and just swap out things. As an example, I made a streetlamp for my earlier project but I wanted to keep one blueprint and just change its light-type based on a checkbox exposed to the editor. So I just put all the lights I wanted (cone, sphere whatever) in one BP. In the construction script, I checked which light was checked. Whichever was checked, made that light the one visible and set/active while the others were disabled and hidden.

bright frigate
humble turtle
#

Awesome, thanks for understanding. Maybe I’ll be back tomorrow with some progress. I appreciate everyone’s help.

bright frigate
humble turtle
#

Thank you!

fiery tiger
#

How can I check if the instance of and object is index 0 in an array? I'm trying to make that check and then destroy it if it is.

edgy ginkgo
#

is there a way I can change an active player's player index?

#

I have an endless runner style map for my game where player's each exist in lanes but when they are close to one another they are able to switch lanes with each other

edgy ingot
bright frigate
#

anyone please? My mesh simply does not appear as long as I have auto possession (or possession from any other way) of it. Never had this problem before

fiery tiger
# edgy ingot What is the variable type of your array?

An object array referencing a blueprint. Essentially I'm spawning and destroying tiles but I want to ensure that the one that gets destroyed is index 0. The way I'm doing it I can't just say get index 0, it's conditionalized among other things.

edgy ingot
#

How you spawn the tiles

#

And how you are trying to get the reference

fiery tiger
edgy ingot
fiery tiger
#

@frosty heron Sorry! The issue I'm trying to solve is when the player turns around and goes the other direction, it deletes the wrong tile. I always want to delete the oldest existing tile.

edgy ingot
#

Shouldnt they be generated at the start?

#

And if they do how r theh generated

#

From one line to other line?

#

In any case you should know which tiles is the start and forward since u spawn them

#

Oldest tile would be the first index

#

Last tile would be the end

fiery tiger
#

I may think on this some more. The way I'm spawning in the tiles is based on the players distance to their spawn point. I do it this way so that tiles don't delete directly behind the player and will instead wait til they are a full tile distance away. The issue with that is that if they turn around and go a full tile distance away in the opposite direction then it deletes a tile that the player needs when they turn around and go the "correct" direction. Which is why I'm trying to figure out how to check if the tile to be deleted is actually index 0. If I just say "delete index 0" then the player will fall forever.

#

I know what I'm trying to do is a lil specific and probably the wrong way but I'm learning >_>

edgy ingot
#

Only delete the oldest tile after the player went past the area

#

I would have a trigger volume instead checking range

#

Each tile set will have an end point, when the player overlap. Do the remove

fiery tiger
#

yeah I might have to revert to something such as that. I was originally doing that but for gameplay reasons went with distance

whole hill
#

Can anyone help me with this please?/Or have any good tutorials on how to import the Unreal Engine 4 shooter template to Unreal Engine 5 (5.3) without any errors as because I'm following tutorials in ue4 but I'm doing them in ue5. Help will be greatly appreciated.

lunar sleet
whole hill
#

because I'm following tutorials in ue4

fiery tiger
fiery tiger
# whole hill because I'm following tutorials in ue4

I would suggest starting with a template in 5.3 and not porting one over. If the tutorial you're following was made for UE4 you're likely going to run into more issues anyway. The good news is that it's all a learning opportunity to google how to do the thing that's being described in the tutorial.

whole hill
#

It was like some really advanced AI thing the AI will flank you and take cover similar to how to combine do in half life two

#

Not sure there’s any alternative to that in unreal engine five though

#

Not sure I’m allowed to post the tutorial though

dark drum
lunar sleet
# whole hill It was like some really advanced AI thing the AI will flank you and take cover s...

We also have an #gameplay-ai channel, I recommend watching the 4th pinned link there to learn BTs and EQS. Most tutorials you find from randoms on YouTube are crap, sometimes sprinkled with a bit of decent info, if you’re lucky. Mainly because they’re made by amateurs looking for views. The stuff on the Unreal learning portal, Mat Wadstein videos and maybe Ryan Laley (tho he has a cringe intro) are the exceptions

#

But you don’t rly want to stay in tutorial hell long, you’ll learn better by trying to build something of your own than copying some random guy’s code to make what he wanted to make (speaking from xp)

edgy ginkgo
#

I have a line trace that when hitting another player character it is meant to display a widget, however this line trace never seems to hit, any advice?

#

nvm solved it lol

crimson elbow
kind estuary
#

i have a character that has many cars. and he can switch between cars (like you would switch between weapons).
so lets say i have blue lambo and want to switch to red ferrari. How do i switch between them?
Do i set visibility to the to blue lambo to hidden? And make red ferrari visible? Or i destroy it and spawn red car?
Or i just set skeletal mesh of the red ferrari, and update all the variables of the actor to correspond to the red ferrari?

#

Its 3 options. 1-Visibility, 2- Detroy/Spawn, 3-Set Skeletal mesh

dire frost
# kind estuary i have a character that has many cars. and he can switch between cars (like you ...

the solution depends on what bottleneck you want to avoid. do you have a memory bottleneck? maybe too many cars to change between them? then visibility is out of the question and 2nd/3rd (they're the same basically, just one is harder to code but is little faster) option might be preferred. are the cars too slow to change? (either by spawning or changing meshes) then the first option is preferred

cunning flume
#

Finally figured out level stream instances. You have to first create the instance with the new name and then load it like a normal stream level. You would think after you create an instance of something already in memory it's "loaded" but nope.

steady night
#

Hey

#

im trying to check if "Enemy target" is infron on player*

#

based on player rotation not forward vector i suppose

#

what do i need to do ?

kind estuary
#

Set visibility will hide the mesh but wont hide the collision and other things

#

And Set Skeletal Mesh only changes the skeletal mesh, so id still need to change the variables of damage, weapons, munition etc

#

So now im thinking on a 4th option. That is just moving the car to a location on the map. Like -1000 in the Z

#

and get the other car that is in the position -2000

#

This way all the data inside the actor is preserved

minor wolf
#

is anyone having issues with Get Game Mode > Restart Player? if i destroy my starting character and call Restart Player on my PC, i get a new pawn spawned in and the On Possessed function on the PC is called but my camera is stuck where my starting character was destroyed and i have no control over the new pawn

minor wolf
#

so the issue seemed to be with me doing the restart inside of the character blueprint. moving the respawn logic to the gamemode has resolved the issue

sweet silo
#

i have this throwing plank mechanic
how could i make it so that i have some preview of where the plank is going to be ? thanks !

narrow pawn
#

anyone can help me with a blueprint algorithm to feed my array of widgets with an integer?

#

but like, not all at the same time, rather starting with the one with the most value on one integer, till it hits 5, then going to the next element in the aRRAY

coarse grove
sweet silo
#

how do you do that ? just adding it as a decal in the bp?

narrow pawn
#

I'm confused

#

how do I get the Integer from the Elements in the List?

dire frost
narrow pawn
#

does that loop through the elements of my list?

dire frost
#

dont need the old ancient C way šŸ˜„

narrow pawn
#

My C++ is mad bad, wish there was some python or java interface in unreal lol

narrow pawn
eternal cradle
narrow pawn
dire frost
narrow pawn
#

That actually works lol

#

it gets my variables, I'm in love

eternal cradle
narrow pawn
#

so the for each always starts at Index 0 of my list, right?

#

so I can technically ask if <=5 ++1

#

?

eternal cradle
#

right

narrow pawn
#

how do I get a setter method here for the variable of that Element?

eternal cradle
#

pull out of the array element

#

set monsterCountStone

narrow pawn
#

I love you

eternal cradle
#

🤣

narrow pawn
#

hmm, it somehow doesn't work in the game

#

time for debugging

eternal cradle
#

is the Max Stone set to a value?

narrow pawn
#

for some reason it also doesn't print me the string at the end

magic parcel
#

New to BP, dont flame me!!!! However, I used a SetTimeByEvent node... and I cant seem to pause it

#

It just keeps firing every wave duration delay

#

I am thinking maybe I should put the pause and unpause branch at the StartEvent node (before the SetTimeByEvent) fires.... and that might be the trick, but not certain

eternal cradle
magic parcel
#

So this?

eternal cradle
magic parcel
#

testing now!!

eternal cradle
narrow pawn
#

woow, I actually didn't even think of that

eternal cradle
narrow pawn
#

I actually didn't set the value in the origin widget when constructing, I shall try that

magic parcel
narrow pawn
#

still returns false

eternal cradle
#

hmm

narrow pawn
#

actually doesn't even return false, weird

magic parcel
#

can you put in a break and see where it is getting stuck?

narrow pawn
#

I know that Add Child deffinetly happens...

magic parcel
#

Also, I was using a for each loop to do my spawner.... and then I found out about the timer node

#

not sure a timer node works for you here, but.. maybe? šŸ˜›

eternal cradle
#

click on the foreach node and press f9 to add a breakpoint, see if that executes

magic parcel
#

Also, why isnt your shop variable an array?

eternal cradle
#

also as I said, perhaps you want to do mounstercountstone +1 -> set(monstercountstone) before the branch

narrow pawn
magic parcel
#

ah

narrow pawn
magic parcel
#

makes sense

#

nesting within nesting... scary!

narrow pawn
#

it did take me ages to get to this :,)

narrow pawn
#

maybe the array is empty, thus the for each loop isn't executed

magic parcel
#

lol do a foreach loop print string to say what is in the array! LMAO

narrow pawn
#

it deffinetly adds things into my array

#

also, what does the break point tell me?

#

Nothing happens

magic parcel
#

when you play

#

if it reaches that node, it will pause the editor there

#

and you have to resume to go past it

narrow pawn
#

ahh

magic parcel
#

this tells you, the code is executing that element

narrow pawn
#

well, it didn't xD

magic parcel
#

if... when you run, you dont get the break point, then its not getting to the for each loop

narrow pawn
#

I put a break point on my add child

magic parcel
#

give me the big screenshot again of where you break point is

narrow pawn
magic parcel
#

put it on the branch

narrow pawn
#

the add child breakpoint doesn't happen either

#

nope, nothing

magic parcel
#

where are you calling the on clicked?

#

bound to the ui element?

#

on the widget?

narrow pawn
#

well, I made the summon widget a child of my GUI widget

#

and it is collapsed within my GUI widget

magic parcel
#

do you hear the sound?

narrow pawn
magic parcel
#

put a breakpoint there

narrow pawn
#

wait

#

do I?

#

yep, have sound

magic parcel
#

so you get a breakpoint with the sound

#

hit resume, and then nothing else breaks

narrow pawn
#

it doesn't break lol

#

but it plays the sound

magic parcel
#

sounds like its being played somewhere else

#

and that the entire onclicked event is not running

#

do this

#

after the on clicked, before the sound, put a printstring, PLAYING SOUND

#

and unhook everything else from that print string

#

see if you see the string

narrow pawn
magic parcel
#

okay, now...

#

put a breakpoint on the string

#

and see if it breaks

narrow pawn
#

nope

#

no breaking

magic parcel
#

.... well then that isnt good

narrow pawn
#

lol xD

magic parcel
#

cause that means the breakpoint tells you nothing at this point šŸ˜›

#

and the entire point of the breakpoint is to tell you how far the code is getting before it doesnt fire or gets stuck

narrow pawn
#

I can put the print string right after the loop

magic parcel
#

so, your for each could be working

#

put it before the loop

#

and after theloop

#

on says, ADDED CHILD and then the other says (after the loop) AFTER LOOP

#

see what happens

#

that is odd, I would assume breakPoints would work in UI stuff..... again, I am a noob and know very little

#

I just watch my coder do all the work and learn as I do šŸ™‚

narrow pawn
#

yes, the Loop ain't happening

magic parcel
#

well, then look at this site and see if it helps.... (cause I am not good enough to guide you)

narrow pawn
#

I'm fairly certain it is a problem with the Stone List

#

can i debug this smh?

magic parcel
#

Okay, well I wish I could help more, but I exhausted my knowledge level lol

narrow pawn
#

no worries, you helped plenty

#

appreciate you lots

#

gl with your game

magic parcel
#

thanks! same with you my friend

narrow pawn
#

okay, so the list gets expanded when I buy a stone habitat

#

but when I call for it in another widget it is 0

dire frost
#

holy, what a thread

#

can i get a tl;dr šŸ˜„ ?

narrow pawn
#

yes please haHaa

dire frost
#

what's the issue? didnt you just need to iterate through an array or something?

narrow pawn
#

so here I add elements to an array, and the array does get expanded

#

when I then ask in my main GUI how many elements are in the array...

#

it tells me 0

#

thus my for each loop doesn't execute

dire frost
#

are you sure you have the right instance?

narrow pawn
#

uhm

#

this is the only array in my entire game so far

#

there shouldn't be more instances

#

and the shop gets set visible and collapsed

dire frost
# narrow pawn

so this first print string...does it print what you'd expect?

eternal cradle
# narrow pawn

the problem might be in here. why are you using random bool with weight? this will cause the branch here to be 50% of the time true

narrow pawn
eternal cradle
#

ah :D

narrow pawn
#

till I got both events to trigger a couple of times as well

dire frost
# narrow pawn yup

yeah so the array wouldnt get emptied on its own. so either you have the wrong instance or you are emptying the array somewhere

narrow pawn
#

Could set it to 0 for debugging

narrow pawn
#

nope, doesn't get emtied

#

I will record what is going on...

#

its so weird

dire frost
#

yeah use tick and keep printing the array length

#

pro-tip: expand the print node and for the key type "my arr length"

#

this will prevent it from printing the same print with the same key twice on the screen

narrow pawn
#

so it apparently is the wrong instance, as your gonna see in the video in a sec

#

but the pressing question is WHY

dire frost
narrow pawn
#

it is executed in the GUI widget, but Shop is a child of that Widget

#

Summon is a Child of that widget as well

dire frost
# narrow pawn

you never actually set the reference in this code snippet

narrow pawn
#

do i have to?

dire frost
#

yeah

narrow pawn
#

the array is from this widget

#

what do I have to reference it to?

dire frost
#

im surprised it didnt scream Accessed none error at ya

narrow pawn
#

I'm clearly a noob, I don't even see it

dire frost
narrow pawn
#

same issue in PIE

dire frost
narrow pawn
#

but why is it null, its initialized, innit?

dire frost
dire frost
narrow pawn
#

AHAHAHHA

#

at least in PIE I get screamed at

dire frost
#

oh here we go!

#

yeah so you'll want to initialze that reference

narrow pawn
narrow pawn
#

I thought what I did initializes it

dire frost
narrow pawn
#

that is so weird, like it allows me to get the reference but it won't initialize it?

dire frost
#

that should make a "set" node

dire frost
narrow pawn
#

upon Event Construct?

dire frost
#

ye that one

narrow pawn
dire frost
# narrow pawn

yeah now you'll need to grab the reference to the shop somehow somewhere

dire frost
narrow pawn
#

I figured

dire frost
#

so what is Shop again?

narrow pawn
#

one of many widgets

dire frost
#

hmmm alright....

#

where do you create these widgets?

narrow pawn
#

in GUI

#

I mean

#

no

#

I create GUI

dire frost
#

ok phew

narrow pawn
#

Shop and Summon are children of GUI

dire frost
#

so it's not scatered around that should make things eaiser

narrow pawn
#

GUI is initialized once

#

in the LevelBlueprint

dire frost
#

like a child in the OOP way

narrow pawn
narrow pawn
#

no

#

I just dragged the widget in there

dire frost
narrow pawn
#

nobody taught me how to make a widget the child of another widget

#

but if that isn't it, then what is lol

dire frost
#

in a user interface way that is a child

narrow pawn
#

deffo not object oriented though

dire frost
#

but in the programming world a child is something that inherits from a base class

dire frost
#

there's a lot of resource online that goes into detail

#

but tl;dr you can use a child as a parent but the parent cant use a child

narrow pawn
#

but if I make Shop an actual child, GUI won't get the array either, right?

dire frost
#

more or less

narrow pawn
#

I remember, good old coding

dire frost
#

in fact the shop will also have an array

narrow pawn
#

means I will make the Array in GUI

dire frost
#

yeah. well this isnt programming 101 so let's focus on getting a proper reference to the shop šŸ˜…

#

get the shop and use a isValid node

#

on false put a print and add a breakpoint on it

#

just double checking if it's actually null

narrow pawn
#

working on it :D

#

IT WORKS

#

OH MY GOD

#

I mean, kind off

#

it for some reason went on above 5 and then set all the values to 6

#

but I guess I can work around it

#

it is kind of buggy

#

but well

#

tysm for your help

dire frost
kind estuary
dire frost
#

no must've missed it šŸ˜…

#

just a sec

dire frost
dire frost
narrow pawn
#

even got rid of the buggy thing going over its limit

#

wonderful

#

love my life

kind estuary
#

the car would be hiding below nobody can see it, its just because its more convenient

#

so when i need that car i just get it into position and put the current car below

remote meteor
#

what is the outcome for? 1>1.5>0?

silk hinge
dire frost
hallow patrol
#

IS there better wsy to check if player is between 4 points? This not working well

versed sun
#

there is Float in Range

sour crater
#

trying to convert this progress bar into a Text string display instead. The Get BP function is attached to the Percent bind

#

whats the easiest way to do this

frosty heron
#

you make another Text Widget that represent the precentage

#

"Current Value / Max Value"

sour crater
#

that wouldn't be a new widget all together right

#

just drag out text to the UI?

frosty heron
#

no, you just drop a text component to the UI

sour crater
#

XD

#

all good im just too novicey need to check

sour crater
frosty heron
sour crater
#

i just want to display the BP stat

frosty heron
#

then bind it to the BP stat

sour crater
#

-w- i mean

#

what do i bind it to

#

the function

#

in the textstring

frosty heron
#

you bind it to what ever you want

#

you said you want to bind to your bp stat

sour crater
#

it will just work?

frosty heron
#

so bind your bp stat

sour crater
#

binding it to is enabled will work then?

frosty heron
#

I suggest to just start doing it and see for your self

sour crater
#

fine

frosty heron
#

cuz I don't even know what you want to bind based on the picture

#

what you want to change from the text is obviously to set / bind the value to w/e you want

#

not the vissibility or the is enabled or the tool tip

sour crater
#

I am really new to widgets, im better at bps. I just need to know where to code the function in

frosty heron
#

you can set normally like what you would do in a normal bp. or you can set it with function

#

^ Like this is function

sour crater
#

Yes, but having this function within the progress bar does not make it work within the the text UI widget

#

i need to know how to get this function, into there

frosty heron
#

You would do the same way you do with how you make the function for the progress bar

#

except it's for the text you dropped

silk hinge
sour crater
#

bind it to percent

#

?

frosty heron
#

bind it to what ever you want

#

if u want the text to show the percent then so be it

#

if you want to show a Current Value/Max Value, then get the data from your bp

sour crater
#

let me see what i can do

#

k i think i got it

#

to answer the question

#

i binded it to text

#

new error

#

0.16 is suppose to be 16

frosty heron
#

not really

#

percent is 0 to 1

#

if you want it to be 16, make a new function

#

do the same but multiply by 100 before the output

sour crater
#

let me try

#

thank you

teal lantern
#

I'm trying to spawn an actor but nothing is spawning. I can't even find it in the outliner when I play my game. The spawn location is supposed to be near the actor that is spawning it.

small rose
#

Have you checked if the spawn transform location is correct? Try printing that out to the screen

elfin hazel
#

It could be inside the object, though with your collision override, it may not be spawning. Change it to something else, like "always spawn, ignore collision".

teal lantern
#

yeah it was inside the object. I didn't know there was a check to see if it spawns inside an object

sour crater
#

I love it when you break through your errors, and then you get to code seamlessly

#

(until you make your next error)

#

whats missing at the end of the BP +

#

its not working and i think im missing something there

#

wait maybe ill set

#

instead?

#

right

#

i need a set?

dire frost
#

yeah you need to set the var

trim matrix
#

guys how can i pass only one variable based on the string i take from the variable?

dire frost
#

first, convert the string to a name. then ig you can switch on the name?

versed sun
#

or , change Ammo Type from a String to an Enum and Select

trim matrix
fiery ridge
#

Why is it not possible to have a Delay or Timeline nodes in a function library? I just want a global custom function across all blueprints, preferably with timer logic

sour crater
#

not sure why its not working

versed sun
dry sleet
#

I don't like macros myself but you can do what you want with a macro library instead.

fiery ridge
dry sleet
#

Hmm, on second though I think delay nodes will work but timelines maybe not.

#

Since I believe they add a component?

fiery ridge
#

Whatever timer logic works im ok with it

#

I just need a global function with timer for easy access

remote meteor
#

depending what the timer is used for

#

you can place it in GameState or GameInstance

brittle canopy
#

Hi guys, I have a combat where I’m melee attacking the target actor and at the first attack the camera rotates to face the target actor .
I have to things that currently aren’t working smoothly for me:

  1. When I hit the target actor the montage that currently playing is overriding the desired rotation and slightly misses and not aiming directly to the character, I want to get the every hit the character will rotate to the target actor exactly and will magnet to it.
  2. I want to add another layer on this system that performs a direct attack and rotates the character to the target actor when the movement input ā€œaimingā€ to the target actor.
    Can some of you please help or direct me to the way I can perform and execute this visions?
silk hinge
#

your project looks to have the wrong setup to handle this type of system

#

you should probably have a structure per item, and this items struct holds :

Item type
Projectile Required
current ammo
max Ammo

etc...

Then you could get the projectile required and compare the classe to see if it match the Item type of the bullets, or something like that.

In all cases you wont be able to do what you want with integer

sour crater
#

Im having a error when im adding a second text block for my newest stat im working on,.

Get Knowledge Unable to bind DoubleProperty, Unsupported type

#

what does that mean?

#

nevermind

#

figured it out

#

had to use ToString to make a float into a text string

undone surge
#

i have this piece of code that i want dynamic for all my child classes. is there a way i can dynamically cast to the child class's anim bp instead of the parent one. can i like store it in a variable or something

sour crater
#

yes but you cant call parent functions or vars

#

i think

#

ask more people

undone surge
#

hmmm

fiery ridge
#

yes, thats the whole point of children

#

but you have to make them into variables

#

just promote things that you wanna change into variables in the parent

undone surge
#

bbut the cast node would be diff right ?

#

if i want to cast to another anim bp

fiery ridge
#

i havent worked much with anim bp but im assuming your parent bp has an anim variable?

undone surge
#

the one at the end is a variable with the ref to the pawns animation bp

#

i want to change it so that for each child bp it casts to that childs anim bp

fiery ridge
#

if i understand, yhou want children to have different anims?

undone surge
#

yes

#

i have a different animation bp for each child

fiery ridge
#

then change it on the child, no need to dynamically change it

undone surge
#

alright

#

thanks ill try that

tulip patio
#

Hello i have a simple problem, i am running two unreal engines projects on the same pc but when I am inside in one of them the otherone drops down on CPU usage. (I have already uncheck the checkbox that says use less CPU on background in the editor preference)

amber spindle
#

Hey, I need to check if player walks by specific location but looks like Line Trace doesnt see character. What should I use to make stuff like this?

silk hinge
#

you gotta change the collision on the mesh so it can get hit by a line trace, but if it's specific locations into a pre made map, I would just create a collision Box with an actor I can place where I want and re-use

plain inlet
#

Hi All! Does anyone know a problem with Line Trace by Channel when setting Draw Debug Type to anything regardless none. My complete application crash + UE Editor. If Draw Debug Type is none it works. Argh. Its a VR Environment.

#

Nothing special :/

mild moon
#

Hello, I'm having a problem with the "Add to player screen" node for a splitscreen project. When I use it I am no longer able to interact with the widgets and they don't even scale well. If anyone has a suggestion I would be grateful

crystal flax
#

hey guys i need some serious help i have to submit a project in 2 days i have to create a game my character faces some situation and when the situation occurs there are multile option player have to choose any one no option is incroorect but every option have diffrent scoring as player progress in story they get more question and they select the option at the end the score is calculated can any body tell me how can i do this is there any tutorial or template avilable for this which can help me

vivid marten
#

nothing like waiting until the last minute to do something.. I am sure a quick google search for "unreal engine choose your own adventure" would likely have some results for you to find a tutorial of some type

Good Luck and I hope you get it figured out

mild glen
#

how do you create a skeleton mesh from a skeleton, i have a rover that i want to convert

hallow mirage
#

does anyone have any idea how to fix a corrupt Blueprint which is caused by a node in the pre construct event? I tried to plug a button style into an inputkeyselector on pre construct and saved over it (dumb) and now I can't recover the Blueprint. Disabling the "Execute Pre Construct Event" check in my editor preferences allows me to open the project with the blueprint in my contents folder, but it's an immediate crash every time I try to open the Blueprint. I'm wondering if there's some way I can delete the button style variable altogether by editing the uasset file or something

#

nevermind, hooray for Unreal Engine autosaves

thin panther
hallow mirage
#

I perforce most projects but this is like

#

the mini-est of projects

#

and I am lazy

#

lol

thin panther
#

it's barely any effort

#

laziness isn't even a good excuse lol

hallow mirage
#

The max risk I'm probably running is like an hour of lost work

thin panther
#

not if the project itself is screwed, and your autosaves aren't there to save you

hallow mirage
#

my perforce keeps getting clogged up with my mini projects ugh I might just nuke it

thin panther
#

then use git :P

hallow mirage
#

No I mean like, the project is literally me just making a key rebinding menu

heady burrow
#

How would you about making an actor appear through a portal, in a way that its only visible within certain area of the level, sort of like ships in Homeworld pop up.

glass vale
#

hi there. would you you guys know why does 5.3.2 crash on reopening the editor and also doesnt package if I have a game instance bp, and it crashes with this eror message
appError called: Assertion failed: Linker [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp

quartz mural
#

Can I put a wildcard in slots I don't care about? I want to see if there are any remaining items of rarity 0, but don't want any of the other data to influence the filter.

deft cobalt
#

hi all, i'm trying to figure out how to make a component add a dynamic amount of subcomponents. within the component blueprint, however, i can't seem to add a component. how do i add subfolders of components like seen here:

humble turtle
deft cobalt
#

to add some more context - i am looking to place patrol point actors throughout a level, then bind them together by setting their signature variable to the same number. then, if an NPC actor has a "waypoint set" component, it will look for all waypoint actors of the same signature and get their locations to be used as coordinates for the NPC AI to pathfind between. i was planning on implementing this as a dynamic number of child components of the waypoint set component, but i don't know how to do that

hardy bough
#

This may be a dumb question.. I'm a C# developer by profession, just been diving into unreal and mostly doing blueprint stuff. Eventually going to start doing stuff in C++, but anyway... is there a way to query an array of structs for a specific value in one element? I know there's a Contains but it searches for a perfect match for all elements. In C# I would just use a little linq & lamda to query the collection for whatever property values i'm looking for. Struggling to find something similar in blueprints

gentle parcel
#

Hello fellow slackers. I see there's a lot of activity so I hope I can have still a little help. I have this problem with a component I'm making updating an older project and I have this problem right down below. How do I get that Duration value in Play Montage, in order to get rid of Play Anim Montage without breaking the code!??

marble tusk
lunar sleet
gentle parcel
lunar sleet
gentle parcel
#

I used the most immediate solution below but I'm not sure if the result is the same

#

But maybe at this point it does become more an animation thing more than just blueprint logic, I dunno

lunar sleet
#

Can you add a track to it like with timelines? šŸ¤·ā€ā™‚ļø

gentle parcel
#

I think it yes yes, because I couldn't find it anywhere, it seems it has really become Play Montage

#

Even if it does still work if used in the direct blueprint

gentle parcel
#

Anyway... Ill make try as it is, hoping the character does get animated, because it wasn't anymore

#

I'm still not good in creating the reference to the character when building components

eternal cradle
glass vale
#

since i cant use game instance, since it crashes UE 5, and doesnt pacakge i m trying to use game state instead but that doesnt work either

eternal cradle
eternal cradle
glass vale
#

I will show you what I am saying here it is:

thanks! this is the error message I get when I cant package and also similar to when it crashes
LogWindows: Error: appError called: Assertion failed: Linker [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2152]

LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: Linker [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2152]
LogWindows: Error:
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ff90c9427e2 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff90c96d4ec UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff90c96b918 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff90c96beb6 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff902ff3924 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff902ff3b6c UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff903006712 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff903032903 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff903031e97 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff902d1fe50 UnrealEditor-UnrealEd.dll!UnknownFunction []

....

complete package error log can be found here: https://drive.google.com/file/d/1EWKFJ1UpOVb68cVuh6VENaQkdrH389O8/view

#

this happens every single time i use a game instance in 5.3.2 when i restart the editor, same problem doesnt exist in 5.2.1. Also the same thing doesnt allow me to package
it has nothing to do with the bp. the moment i even mention game instance it immediately crashes upon reopenng UE editor

gentle parcel
# eternal cradle let me know if that works

It was making everything even more broken for some reason, but apparently this was a better option. Still dunno if it does work by the way... I get an error mentioning a variable I created in one of my earlier attempts but I cannot find any actual reference to that deleted variable anywhere

#

And the character still doesn't get the AnimBP working anymore since I created the component and moved the whole blueprint's combat section into the component.

gentle parcel
#

when I click on CombatComponent there in the message it leads nowhere

glass vale
#

ok this is most unusual. upon repoening my level with game instance the editor crashed with the follwoing log. But at the same time UE editor is open. While there is a crash log. So it has crashed but i the editor is open and not crashed at the same time

gentle parcel
#

The fact we cannot select more variables at once to copy and paste them into another blueprint really goes beyond any logic to me... it makes things so damn tedious... I really don't get why there's not such an option. I would just make a new component and try fixing the problem that way but it's quite annoying to do everything one by one with dozens of variables

eternal cradle
gentle parcel
#

All the issues come from the fact I'm doing something wrong when making the character communicate with the component, specially when it comes to play a montage or when generally communicating with the AnimBP.

#

I really wish I'd come to a solution for that which works with any component once and for all, but what I understood is that there isn't an unique way and there are several conditions to keep in mind when creating one.

#

I'm open to suggestions at this point, because I'm at the verge of getting desperate.

eternal cradle
#

I can't say much without seeing more of how you've built your system - are you using an actor component as your "combat component" or something?

gentle parcel
#

I'm using an Actor Component from the Blueprints Class selection, yes

#

Usually I do create components from an already made CharacterBP

#

I mean... I recreate in the AC what I have in the CBP, most of the times copying&pasting what I need to turn into a component

quaint fable
#

I'm a bit new to UE5. I've been trying to figure out how to make a wall become transparent only when the view of the player character is blocked. I'm using the top-down blueprint. One person said fire a trace from the camera to the player, whatever object it hits other than the player, give a material instance of a low opacity material... I also want to be able to have the cursor ignore the walls so that the character still goes in the direction I want. Otherwise, the Player character gets stuck

#

also I'm using geometry for the walls instead of a mesh

dawn gazelle
quaint fable
#

So I have custom animations, that way when my character holds a flashlight, he has it pointed forward. How can I set these animations to the ABP_Manny?

sacred forge
#

I'm working on a system that updates the UI in a Widget Blueprint based on events or conditions in an Ability Effect Blueprint. However, I am having challenges passing information from the Ability Effect Blueprint (specifically, whether a hit was successful) to the Widget Blueprint to trigger an event or function there.

I've tried both event dispatchers and interfaces and I can't seem to get either to work. Any advice or assistance would be greatly appreciated. I can provide additional information or screenshare if needed.

round marten
#

hi, can someone explain to me why this returns false? i have no idea why is this happening, is it a bug?

#

they're the same value, and when i check with the 'is equal' node it returns false anyway, why is that

lunar sleet
#

Give it a small tolerance

round marten
#

wow ok that seemed to do the job, you're right, computers are imperfect

#

thank you

dawn gazelle
#

It's not about computers being imperfect, it's how floats work - they sacrifice precision to allow you to store virtually an infinite number of possible numbers within 4 bytes, so even if you have two numbers being represented as 1.200000 one could be stored as 1.2000000005 and the other as 1.20000000006

#

which means, they don't == one another.

#

4 bytes can normally only represent ~4.2 billion values if each bit combination is used to represent a single number.
Floats are 4 bytes long but can represent 1, 1.1, 1.2, 1.3, etc. 1.01, 1.02, 1.03, etc.. 1.001, 1.002, 1.003, etc. or 49582252.525, 49582252.526, 49582252.527... They're technically unlimited, but they will not necessarily contain the exact number you actually want to store.

lunar sleet
dawn gazelle
#

yep. And actually I mispoke... UE5 made them slightly better as they're supposed to be doubles under the hood now, so they're actually 8 bytes long, making the numbers they can store even larger, and more precise.

lunar sleet
dawn gazelle
#

Yep

lunar sleet
#

Nice

remote meteor
round marten
empty gust
#

how do i zoom camera for sniper aiming

gritty wraith
#

Why does my widget not detect mouse events?

surreal peak
#

Actual Input Events, at least by default, aren't a thing in UI

#

Epic did release something along with CommonUI to allow EnhancedInput Actions to work, but not sure how far that is

thorny hatch
#

still shows up in inventory even tho i set the array element index 0 to nothing

dark drum
thorny hatch
#

since GetItems is just for blueprint that just retruns the item array, Not the actual item array

young meteor
#

Hey folks

Might have a stupid question here.
How do I remove my saved game when playing in editor? Want to test stuff from scratch.

frosty heron
#

The slot name is the name of your .sav file

young meteor
#

Okay, so I basically have to implement a bit of code in the game allowing me to do it?
Can't just do it from editor?

frosty heron
#

what you mean by editor

#

u can play play in Pie and run the node

#

or if you want a custom button you can do that too with slate

#

so when u click that button it will clear the .sav files

#

slate is probably cpp territory

#

I would need to implement some to select my most visited map

young meteor
#

Me being lazy here.
Need what you suggest at some point anyway probably.

frosty heron
#

but takes too long to execute it imo

#

u have to run the widget in editor, then press a button or w/e

#

if u do it with slate, u can just have a handy little button at the task bar

young meteor
#

I was basically trying to avoid having a button players could press to just start over.
Alternatively I would "secretly" bind it to a key press and not tell player. Sucks if they hit that key by mistake though.

#

Figured there might have been some project setting etc. where I could just clear it

frosty heron
#

or even see it

#

It;'s for u to use

#

you can run the node via development custom event

#

Or just have a slate widget ( a button in your editor )

young meteor
#

They don't. But if I bind it to "P" key for example and they hit it

frosty heron
#

you can run a custom event

#

that's how I do it atm

#

when I know how to use slate, I would implement custom button

#

but for not it will have to do

#

I will show you how I delete my save file for debug purposes, sec

young meteor
#

Thank you

frosty heron
#

Custom event in Level Blueprint @young meteor

#

replace it with delete game in slot

young meteor
#

Oh, like that

frosty heron
young meteor
#

"ce" meaning?

frosty heron
#

Console only available in package mode

thorny hatch
#

This is when i drag an item over ainventory tile, Im just setting it to 17 now but it isnt working this is the result i get :

frosty heron
#

ce for custom event so . ce "YourCustomEventName"

young meteor
#

Got it. Thank you.

frosty heron
#

In shipping mode, player can't even open console. So it's all good

young meteor
dreamy gulch
#

Got drywall punch inducing problem with an array removing entries or what appears to be removing entries out of the blue. Loops through in range actors and pick target, it half works then stops. It was perfect before. Then just decided to bug the fuck out. It should print looping through all entries for the full lngth but it does a few loops then stops. Weeks ive been trying to fix this to no avail to the point im going to have to restart the full project because i literally cant see how its possible that this is happening .

random pulsar
#

Hey guys,i created the crafting system when i drag an item onto another there is created an object and i want to control the amount of these objects like for example 2 sticks and 3 leafs will craft am arrow,and it works with 1 and 1 but when i put 2 and 4 for ex it does not work

frosty heron
random pulsar
#

it just swaps the items

young meteor
young meteor
frosty heron
#

Reason for me to do it there anyway because Load happend in main menu anyway

#

for me

dreamy gulch
frosty heron
# young meteor Thank you

Can always use Keys of course like what you said earlier. There are times that I do that but I end up shipping one of my release with it šŸ˜„

#

at least 3 times, I took down my build from the platform because I forgot to remove the debug

young meteor
#

Otherwise I'll just do a cast.

frosty heron
young meteor
#

ok

frosty heron
#

if you want to use keys you can use your player controller

#

then u can pretty much do it from anywhere

young meteor
#

Right

dreamy gulch
#

and it just started happening

frosty heron
young meteor
frosty heron
young meteor
#

Not sure how honestly

#

Set it to "O" but nothing happens

frosty heron
#

mine one is ` by default

random pulsar
kind estuary
#

You have 3 types of bullets:
9 mm, 7.62, and 50 cal.
Each of these bullets cause different damage.
9 mm -> causes 30 damage,
7.62 -> causes 40 damage,
50 cal -> causes 50 damage,
Does that mean i should create a blueprint child for each different bullet?

distant hollow
#

You can have an Enumeration then set the values based on the Enumeration selection

distant hollow
#

Try setting to => instead, or swop the pins

thorny hatch
#

What should i use for drag and drop inventory? Grid panel or what

tall veldt
#

Hi ! i have a grid like the image: I want the white sphere to be able to detect that he can walk a circle around the building. I have been trying out A* but that doesnt really work when start and end pos are the same. In this scenario i can just check if the neighbours are walkable tiles and just continue until I see the start pos again, but I also want more complex routes, with different intersections. Can someone help me figure out the steps I need to take?

narrow pawn
#

Am I using this Timer Handler right?

#

I want to set the boolean to false for like 3 seconds

thin panther
#

no you aren't

#

create a new custom event on that event pin, where you set the bool to false

narrow pawn
#

my event is on clicked

thin panther
#

the event pin is where you plug in what you want the timer to execute

narrow pawn
#

like this?

thin panther
#

so make a new custom event, where you set the bool to true, and plug it into the red event pin on the timer

thin panther
narrow pawn
#

like this?

#

doesn't work

thin panther
#

no

#

keep everything as it was in the first screenshot

make a new custom event where you set the bool to true and plug that into the red event pin

narrow pawn
#

I think I'm dumb

#

by that you mean the red pin from the custom event?

thin panther
#

yes, the event that sets the bool to true

narrow pawn
#

this is confusing

thin panther
#

you're ever so close, but you don't want to unhook the white wire from the other side of the execution pin
what you've got there is saying "set a timer for 3 seconds, immediately set the bool to true, then after 3 seconds set the bool to true"

narrow pawn
#

ohhhh

#

but this looks weird to me, the event comming out of the left side of the node

#

so I want to set it to false, set the timer and then after 3 secs to true

thin panther
#

you can move things whereever you want. you can also move the bool being set to true into a function and use a create event node.

basically that red pin is whatever you want to execute when the timer hit's the Time
Whatever follows the timer via a white pin is executed immediately after the timer is set

thin panther
narrow pawn
#

ahh, I get it

#

tysm

thin panther
#

np!

narrow pawn
#

works like a charm

timber crystal
#

Hello friends...
I still have the problem that my Ai dont moves in the direction that i want if he sees me

its nothing special i try also the 2 ways but nothing work

kind estuary
#

other than that i dont know

distant hollow
strong rover
#

Hey all! Quick question.

For a project I'm working on I'd like to have a big map.
GUIDs are the keys, strings are the values.

I intend to generate this map at game start, as the user can add their own options at runtime. So a static map won't work.
Is there an upper limit to how big you should make a map in blueprints? Are there better systems to use when you might be working with a few thousand variables?
The key thing is that I need it to be dynamic while also as efficient as possible.

Thanks!

kind estuary
#

thanks

ocean gate
#

hi, I'm having troubles with optimizing my game on the cpu. I want to avoid using event tick in my blueprints as much as possible, however I can't think of a good way to do it. For instance I want to make my crate blueprints to not run their functions (gravity, burning damage and damage handling in general etc.) when not close enough to the player to be noticable. However, running a "distance to object" thing in event tick would arguably be even worse than just running these functions as is, right? Or am I wrong about this assumption?

dark drum
dark drum
strong rover
#

Aye-aye, thanks @dark drum
It's basically a live 'text' database that the player can maintain, to run alongside the actual localisation database for core functionality.
It's only called on event, no funny business.

ocean gate
#

Or should I have it running inside the player and disable actors outside of a given range instead?

dark drum
ocean gate
#

ah I see, thank you!

#

Also, gravity is running a ray cast every tick as well so I would like to disable that if possible as well. Any idea how to do that as well?

solid trout
#

hey y'all, i have a blueprint function that takes an array of booleans as it's input, and there should always be 20 booleans in that list. i want to call this function in a cpp script using "CallFunctionByNameWithArguments", as i have done before, but i'm not sure what formatting it recognises for an array of booleans as the pass-in argument. anyone got any advice?

#

it sucks, but i could just make 20 separate input variables and call CallFunctionByNameWithArguments with 20 different argumenets, but that's terrible code practice

#

soooo is there a way to pass in an array?

ruby cobalt
#

how can I make a static mesh look at another mesh using BP?

#

is there a premade function for that or so I need a vector between both objects?

#

i found solutions for ABP but in this case it's just to orient a light actually..

brittle canopy
#

Hi guys, I have a combat where I’m melee attacking the target actor and at the first attack the camera rotates to face the target actor .
I have to things that currently aren’t working smoothly for me:

  1. When I hit the target actor the montage that currently playing is overriding the desired rotation and slightly misses and not aiming directly to the character, I want to get the every hit the character will rotate to the target actor exactly and will magnet to it.
  2. I want to add another layer on this system that performs a direct attack and rotates the character to the target actor when the movement input ā€œaimingā€ to the target actor.
    Can some of you please help or direct me to the way I can perform and execute this visions?
ruby cobalt
#

I'm creating an interpolation between two parents.. but I suspect I don't have the correct approach for the rotator..

abstract oar
#

Hey there, I want to ask if there is an node to get all options from an enum as an array.

ruby cobalt
#

oh I should interp them seperately i guess..

frosty heron
#

like for a combo box?

frosty heron
#

@abstract oar If you want it as an array of strings, you can do this

abstract oar
distant hollow
solid trout
#

of course, but how do i set that up?

distant hollow
solid trout
#

for example, CallFunctionByNameWithArguments takes a string-ish thing as an input, so it currently works (with 20 separate booleans) as "ChangeExits true true true false false true" ... etc

distant hollow
solid trout
#

i do

#

but how do i convert the concept of an array into a string

frosty heron
#

An array of strings?

distant hollow
#

Oh