#blueprint
1 messages Ā· Page 54 of 1
thanks
It's there for me
or you can use this
but get widget is the same yea
because text widget isn't a user widget
OH!
I would check the W_TextWidget type
ah yeah
why do you even use get widget?
on construction you cant really use user widget object
the reference is already "pointing" to the widget
its not construction safe
GetWidget should be fine
doing a bit of rendering:
oh, i see it's a widget component...
alternatively, if you know how to get a scene capture component to render text render component, i can avoid the headache of umg:
the text renderer requires a weird font format iirc
oh forgot to press compile
and often looks poop
what is the warning here?
omfg
š thank you i can't believe i missed that
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?
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
Depends. Single player game?
just offset the "hovering" mesh in to the air
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.
Single player game, (I understand and use inheritance) just trying to map out best path for different movements types.
for crawlers and hovers alike.
And dont use Add Impulse?
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
so the bp is fine but my widget wont update the text:
AddImpulse only has an effect if it is applied to a primitive component that has SimulatePhysics enabled.
Which I guess your projectile doesn't.
Of course, I don't have it
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.
should be fine, though mine is a function instead of an event, they shouldn't matter though.
make sure the widget class is already set in the WidgetComponent
yeah that's what i ended up doing, one extra click to update the text but i'm fine with that
Sorry, I didn't mean add impulse, I mean add force.
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.
Flags are things you set on the #cpp side, youāre prly missing some
But also if you had an inherited function and now the new parent doesnāt have that, it might be what itās trying to tell you
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?
Are they separate actors?
no each is a component of same bp
Try using relative rotation then
for the record i couldn't get this to work with separate actors either haha
relative rotation didn't work
no dice
Tbh idk if you can do find look at rotation like that
Usually itās actor rotation to another actor
What usually helps me with this stuff is debugging
none of that matters
Set a breakpoint and when it drops hover over the input and output pins to see what actual values are coming through
debug your data first and make sure it's all what it should be
This should rotate Body to align its local X with Sphere.
You might have something else also settings its rotation later, overriding this (like control rotation).
Body and Shere locations might not be what you think.
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
It needs to be converted to a skeletal mesh.
If you have 5.3 itās one click, if not you need to export and reimport it (tho that can be finicky at times)
I've UE4
Thank you!!
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
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)
I think there's a foreach enum.
for each{Enum name}
this got me the results i wanted. body and sphere are where they should be, rotation of actor and all components default to 0,0,0, there's nothing changing the rotation of the actor before or after the function is called. so confused
doesn't matter if the node is set actor rotation, set actor relative rotation, or set relative rotation of body as in screenshot above, they all provide same result
i'm thinking finding rotations in scriptable tools is buggy or i'm missing something very obvious
most likely the latter
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
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
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
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?
set tick by name or event both should work fine
nope. but i think for just one trace it's fine
one trace per frame i mean
this one?
sure
make sure to save the return value into a variable so you can pause or stop the timer later
i think its not possible for that node to tick multiple times
i checked the unreal doc and it says only once
huh?? the timer's only purpose in life is to call a function multiple times! (or be used like a timer...)
should i record a video so you can see what is going on?
because it is pretty difficult to explain it
no just a screenshot of your code is fine
so i want to make a pickup and then place it at a different location and it also snaps on the grid i made
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"
it works half way but because the sphere trace only ticks once the object TPs back to the first close tick
the timer doesnt cause the nodes next to it to be called multiple times
ohh so i have to make it a group and then the end result will be repeated?
yeah just group the nodes into a function. the timer will then call that function multiple times in a set intervel
should it look something like this? or do you want me to split it up entirely
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
I got this now but it still doesnt repeat the node could you point out what im doing wrong?
Is there a way I can have each button select a certain default pawn for the level? please help
oh yeah the timer doesnt pass params through, you'll need to save them and use that saved var instead
i dont understand, sorry how do i save them?
i didnt even know you could make functions before you told me this š
just create a variable and set that to the function inputs
a neat little unreal hack for ya
Did you mean this ^
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"
no...if you're struggling with basic bp functionality i'd sugget following a tutorial before making your project. you can check the #ue5-general pinned messages for that
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
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
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
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
what sort of state? if you are accessing out of bound array u will get error in the outputlog
same thing with accessing null ptr
bad casts
for instance, if this cast fails I want to stop everything because something is badly configured
put a Print with a Break Point
If this cast fails nothing will happen anyway, since nothing is plugged to fail, I don't understand the exemple
i do that when i want to alert myself that i forgot to input a setting
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
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
alright, thanks guys!
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?
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
you Mean ADS ?
Aim down sight ?
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
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
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
get forward vector from your camera ?
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
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?
#blueprint message If anyone can help me with that one
Currently to get where I'm looking, I'm using a line trace by channel, that's not the problem, I don't know how to direct the projectile in that direction
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)
I'm not new to UE but depends what they done it on as the opitmised ways of doing stuff are here and there with me
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?
well, most opitimsed way of ADS was for me, camera manager
You shouldn't need to have the timer set to looping to then have it call itself again to rebind the timer.
Replication only happens from Server > Clients. Your RepAimOffset function then won't execute properly for the client on the server as the client's character isn't locally controlled.
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.
why do I feel stupid to dont even understand anything you said on this one ? xD
It's looping every frame cause the offset is replicated manually to the other people, without the refresh of the control rotation it would stop moving for the other clients.
So this means that the Server is not getting the infos from the other clients, about where they are looking at ?
i will try this
What does this warning even mean? How is the default value even relevant during a Set call?
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.
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.
I think I remeber going through a tutorial ages ago where a camera manager was used
Projectile movement component has a homing mechanic built in
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
But I want the projectile to go straight
its the 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.
Untick gravity on the projectile movement settings
yup thats what i used thanks
is this correct?
im getting my score using get text convert it to string conver tto float
then add in
You just said you want to direct it to where you are looking
what do you actually want?
You can direclty set velocity if that does what you want
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.
I made a line trace by channel that comes from the camera, and I would like my projectile to go where the line trace is looking
Projectile velocity would be in the direction Normalize(TraceHitLocation - ProjectileSpawnLocation)
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
thanks. got it. so basically the widget should just receive and i calculate the munition lowering in the actor itself? or the controller? or the player state? its too many options dont know how to decide sometimes
Be careful with that because you can end up in Animal Crossing territory where players are constantly changing their device time settings to cheat the game
There's a plugin in the engine called Sun Position Calculator. Give it a lat/lon and time, and it can set the sun position š
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!
Yep, wherever you may be storing the value, the widget should read from.
where do you store it? player state? controller?
ok
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.
I understand that I have to modify the Projectile Velocity of the Projectile, but I don't know what Direction Normalize is
so maybe the munition should actually be in the BP_Gun
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?
Yep š
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.
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
makes the ones not in use invisible iirc
though i cant do that for tanks
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)
I donāt rly understand what you mean, thereās no stop sound in the code youāve shown but maybe you should ask #audio
Stop sound will reset, I dont want because I'm doing a kind of radio
So you just want to lower the volume ?
Might be AdjustVolume node but #audio will know for sure
is there a way to get dynamic material instance from camera modifier's post process materials?
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?
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?
Iāve been working with UE4 for 1-2 months now so Iām 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...
Bad collusion settings
I know what pass by reference means but I dont know if blueprints do any weird things
I donāt think so. But I linked that because it says to mark the functionās inputs as pass by ref
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.
So is the original value not changing or have you not tested ?
I haven't tested. I have loads of things going on in this project I would need to create a new one and test.
Afaik those set by ref nodes should do what they say, but I canāt check rn
How can I check in code if a component is using Simple or Complex collision?
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!
It will take me a few
I'll do it
Get ref to static mesh b get the material. Set it to static mesh a material
Thank you very much.
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
Thats it in a nutshell I guess
I think I understand the logic. Although, I'm not using a character blueprint (only a static camera and a mouse cursor).
It'll still work just ignore the rest
OK great. So would the Event Graph be under Level Blueprint, or something else?
take out level blueprint from your dictionary
Cold summer is right
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.
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.
Why don't you just have two meshes in one blueprint - one is static mesh A, the other is B.
A is visible from the start, when you interact, swap A with B (set one visible, the other invisible).
Otherwise in event begin play, store a reference to wherever you have static mesh B (if it's in another blueprint), then use that saved reference as the target.
Thank you, Iāll attempt that as well. Sounds very doable.
So if I do that, and there is a button (static mesh) driving that swap between static mesh A and B, I imagine I need the button to be inside a blueprint, with its event graph containing something like On Actor Click (or Left Mouse Button) and then a node to drive the swap between static mesh A and B?
yup that's how I see it essentially
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.
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.
yea I'm like you. It just needs you to immerse yourself enough where you're speaking in the language of the engine. Soon this will be easy and a complex project will make you feel this same lost feeling, but with talking it out you'll see solutions in your head.
Awesome, thanks for understanding. Maybe Iāll be back tomorrow with some progress. I appreciate everyoneās help.
if you need any help and don't get a response send me a message and I'll try to see, can't promise a timely response but I'll try
Thank you!
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.
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
What is the variable type of your array?
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
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.
Show codes
How you spawn the tiles
And how you are trying to get the reference
sorry, took a second to clean it up so it was easier to read.
Its too small for my phone. Can you just screen shoot the code to spawn the tiles
@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.
Well i dont know how the tiles are generated
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
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 >_>
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
yeah I might have to revert to something such as that. I was originally doing that but for gameplay reasons went with distance
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.
Why not just start a fresh fps template in 5.3?
because I'm following tutorials in ue4
You were right. I was WAY over thinking this and I got the behavior I wanted by setting a collision 12k away. Ugh.. thank you for planting that seed into my brain, it just took a while to fully process.
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.
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 thereās any alternative to that in unreal engine five though
Not sure Iām allowed to post the tutorial though
The template in ue5 is setup to use enhanced inputs. (Which you should use if starting a new project) other than that it's pretty much the same. (Afaik)
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 youāre lucky. Mainly because theyāre 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 donāt rly want to stay in tutorial hell long, youāll learn better by trying to build something of your own than copying some random guyās code to make what he wanted to make (speaking from xp)
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
Its an exact copy from L_InventoryTestMap. Everything works fine in that map. If I move it to another map. The line trace stops hitting.
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
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
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.
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 ?
The thing is that each car has damage and weapons/ammo specific to the car. So if i destroy it just to change to the other car, but then need to get it back, then i need to load back all the little variables belonging to the car
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
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
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
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 !
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
you can use a decal material to show a "shadow", can be coloured or not, depending of what u want to be
oh cool i didn't know taht
how do you do that ? just adding it as a decal in the bp?
do what works for you cause there's not really a "correct" solution š
My C++ is mad bad, wish there was some python or java interface in unreal lol
I like that way more lol xD
you should use a foreachloop and the index from that :)
technically there's as a python interface but it's only for in-editor interactions

so the for each always starts at Index 0 of my list, right?
so I can technically ask if <=5 ++1
?
right
I love you
š¤£
is the Max Stone set to a value?
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
You are not setting the "wave timer handle" to be the timer you start
yeah!
testing now!!
that means its returning false on the branch, hmm
woow, I actually didn't even think of that
you probably want to set the Monster Count Stone before the branch
I actually didn't set the value in the origin widget when constructing, I shall try that
Works like a charm!! Thanks
still returns false
hmm
can you put in a break and see where it is getting stuck?
I know that Add Child deffinetly happens...
I shall try
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? š
click on the foreach node and press f9 to add a breakpoint, see if that executes
Also, why isnt your shop variable an array?
also as I said, perhaps you want to do mounstercountstone +1 -> set(monstercountstone) before the branch
I use it to get a refference to the array initialized in the shop widget
ah
it did take me ages to get to this :,)
maybe this is wrong? no?
maybe the array is empty, thus the for each loop isn't executed
lol do a foreach loop print string to say what is in the array! LMAO
it deffinetly adds things into my array
also, what does the break point tell me?
Nothing happens
when you play
if it reaches that node, it will pause the editor there
and you have to resume to go past it
ahh
this tells you, the code is executing that element
well, it didn't xD
if... when you run, you dont get the break point, then its not getting to the for each loop
I put a break point on my add child
give me the big screenshot again of where you break point is
put it on the branch
well, I made the summon widget a child of my GUI widget
and it is collapsed within my GUI widget
do you hear the sound?
yes
put a breakpoint there
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
.... well then that isnt good
lol xD
cause that means the breakpoint tells you nothing at this point š
and the entire point of the breakpoint is to tell you how far the code is getting before it doesnt fire or gets stuck
I can put the print string right after the loop
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 š
well, then look at this site and see if it helps.... (cause I am not good enough to guide you)
Okay, well I wish I could help more, but I exhausted my knowledge level lol
thanks! same with you my friend
okay, so the list gets expanded when I buy a stone habitat
but when I call for it in another widget it is 0
yes please 
what's the issue? didnt you just need to iterate through an array or something?
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
are you sure you have the right instance?
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
so this first print string...does it print what you'd expect?
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
oh yeh, I always press multiple times
ah :D
till I got both events to trigger a couple of times as well
yeah so the array wouldnt get emptied on its own. so either you have the wrong instance or you are emptying the array somewhere
Could set it to 0 for debugging
I check if it gets emptied
nope, doesn't get emtied
I will record what is going on...
its so weird
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
I put a button on my stone widget that will print the array length
so it apparently is the wrong instance, as your gonna see in the video in a sec
but the pressing question is WHY
for the instance that has the empty array. how are you setting its reference?
it is executed in the GUI widget, but Shop is a child of that Widget
Summon is a Child of that widget as well
you never actually set the reference in this code snippet
do i have to?
yeah
im surprised it didnt scream Accessed none error at ya
I'm clearly a noob, I don't even see it
maybe because it runs on its own process š¤ can you play your game in PIE?
and FYI, that error means you are trying to access data from an instance that is null (doesnt exist)
but why is it null, its initialized, innit?
hmmm can you search for all references to that reference? just right click the option should be there
(good one) is it tho? you never showed that to me š
how
I thought what I did initializes it
hold alt and drag that variable from the right to the graph
that is so weird, like it allows me to get the reference but it won't initialize it?
that should make a "set" node
i mean how would it know if it is set before or now?
upon Event Construct?
ye that one
yeah now you'll need to grab the reference to the shop somehow somewhere
oh god please no this is cursed af
I figured
so what is Shop again?
ok phew
Shop and Summon are children of GUI
so it's not scatered around that should make things eaiser
oh...alright
nobody taught me how to make a widget the child of another widget
but if that isn't it, then what is lol
in a user interface way that is a child
deffo not object oriented though
but in the programming world a child is something that inherits from a base class
yep.
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
but if I make Shop an actual child, GUI won't get the array either, right?
more or less
oh yes
I remember, good old coding
if the GUI has the array already then the array wont go away
in fact the shop will also have an array
means I will make the Array in GUI
yeah. well this isnt programming 101 so let's focus on getting a proper reference to the shop š
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
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
wait a isValid check fixed it? well go me lol didnt know i was that smart
@dire frost did you read this?
actually you can just disable collision and the other things
i mean that could work, the latest fnaf game pretty much does the same thing for your player but as the game shows, the approach is super inconsistent
why is it incosistent?
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
what is the outcome for? 1>1.5>0?
hey, So I been reading this again, I understand better how it replicates then, TY
This means I need a more versatile way of replicating my AimOffset, in a way that everyone will have the info about where is everyone looking at ^^
I dont exactly know how I'm gonna do that tho.
I there a way to just replicate properly the "AimOffset" node from the locomotion system ?
you could check out the latest fnaf glitches videos. but if it works for you and it's actually consistent for you then go for it!
IS there better wsy to check if player is between 4 points? This not working well
there is Float in Range
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
you make another Text Widget that represent the precentage
"Current Value / Max Value"
no, you just drop a text component to the UI
what do i bind it to?
what ever you want to
i just want to display the BP stat
then bind it to the BP stat
it will just work?
so bind your bp stat
binding it to is enabled will work then?
I suggest to just start doing it and see for your self
fine
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
I am really new to widgets, im better at bps. I just need to know where to code the function in
you can set normally like what you would do in a normal bp. or you can set it with function
^ Like this is function
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
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
I would have create a volume in the map, and use the "overlap" of this volume to send info to the server that someone is into what ever Area
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
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
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
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.
Have you checked if the spawn transform location is correct? Try printing that out to the screen
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".
yeah it was inside the object. I didn't know there was a check to see if it spawns inside an object
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?
yeah you need to set the var
guys how can i pass only one variable based on the string i take from the variable?
first, convert the string to a name. then ig you can switch on the name?
or , change Ammo Type from a String to an Enum and Select
for that i create an ENUM bp?
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
yes
Functions can't be async in the event graph, but macros can.
I don't like macros myself but you can do what you want with a macro library instead.
SetTimerByFunctionName ?
Can't make custom event to connect it
I'll look into thay
Hmm, on second though I think delay nodes will work but timelines maybe not.
Since I believe they add a component?
Whatever timer logic works im ok with it
I just need a global function with timer for easy access
depending what the timer is used for
you can place it in GameState or GameInstance
Hi guys, I have a combat where Iām melee attacking the target actor and at the first attack the camera rotates to face the target actor .
I have to things that currently arenāt working smoothly for me:
- 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.
- 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 āaimingā to the target actor.
Can some of you please help or direct me to the way I can perform and execute this visions?
you would need those to be a projectile class not just an integer, or make it a map with string + Interger, but maps are not replicable
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
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
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
hmmm
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
i havent worked much with anim bp but im assuming your parent bp has an anim variable?
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
if i understand, yhou want children to have different anims?
then change it on the child, no need to dynamically change it
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)
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?
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
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 :/
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
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
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
how do you create a skeleton mesh from a skeleton, i have a rover that i want to convert
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
no. hooray for source control. set it up now
I perforce most projects but this is like
the mini-est of projects
and I am lazy
lol
The max risk I'm probably running is like an hour of lost work
not if the project itself is screwed, and your autosaves aren't there to save you
my perforce keeps getting clogged up with my mini projects ugh I might just nuke it
then use git :P
No I mean like, the project is literally me just making a key rebinding menu
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.
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
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.
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:
Sent you a message if you have a moment. Thank you!
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
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
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!??
You'll probably have to loop over the array and check each index individually
I think weāre technically āsourcersā now. Not sure what you mean by āwithout breaking the core or what exactly the problem is. #animation might be better at this stuff tho
Slackers still sounds too cool to lose that habit that quickly but yeah š Anyway, I thought it was more a blueprint structure thing than just about animation itself
Maybe try explaining the problem again, it wasnāt rly clear
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
Yeah montages usually are. Is that old node deprecated?
Can you add a track to it like with timelines? š¤·āāļø
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
might be, if doesn't imply modifying each montage
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
Perhaps what you could do is thru the Default exec pin -> Set bCanMelee(false) and then thru On Completed + On Blend Out + On Interrupted -> Set bCanMelee(true)
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
š¤ I'd try that one...
what are you trying to accomplish? its not normal for the game instance to crash Unreal
let me know if that works
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
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.
hmm, interesting
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
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
structs are always a bit finnicky to work with as well
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.
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?
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
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
Not with blueprint structures. You must have all the exact values placed into the comparison nodes like this one in order to find a match. In C++ you can override the == operator and make it so it checks only specific fields.
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?
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.
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
Prly because of the floating point error. Try a near equal when comparing floats, computers are imperfect
Give it a small tolerance
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.
So technically⦠good but not perfect š
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.
Is that what the double precision means ?
Yep
Nice
depending where the breakpoint is, it may have just not been executed
it did fire, it's just that the value wasn't perfect, thank god neoexcidious was around
how do i zoom camera for sniper aiming
Widgets usually have overrideable functions for this
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
You'll need to show what the loop is actually doing for help.
yeah i fixed it, I used the helper function so i didnt modify the actual array
since GetItems is just for blueprint that just retruns the item array, Not the actual item array
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.
Delete game in slot node
The slot name is the name of your .sav file
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?
Why not?
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
Me being lazy here.
Need what you suggest at some point anyway probably.
There is also editor utility widget
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
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
Why do the player need to know about the button?
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 )
They don't. But if I bind it to "P" key for example and they hit it
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
Thank you
Oh, like that
Yup, instead a button
"ce" meaning?
Console only available in package mode
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 :
ce for custom event so . ce "YourCustomEventName"
This is not index 17
Got it. Thank you.
In shipping mode, player can't even open console. So it's all good
Menu picture looks great by the way š
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 .
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
When you are trying to remove something from an array with for loop, make sure to do it from the last index.
That said, use Reverse for loop instead
it just swaps the items
Oh, by the way. Can it access this Custom Event from any BP or do I need to put it in a specific BP?
level blueprint only
Thank you
Reason for me to do it there anyway because Load happend in main menu anyway
for me
im not trying to remove anything, its removing by itself but without removing it, it just stops existing in the array
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 š
at least 3 times, I took down my build from the platform because I forgot to remove the debug
haha, yeah. Can I access GameInstance instead of Level BP? I do my saving there.
Otherwise I'll just do a cast.
The ce command only work with level blueprint
ok
if you want to use keys you can use your player controller
then u can pretty much do it from anywhere
Right
I only add or remove via a sphere collider, which toggles the color of actors if they are added or removed from array. They are never removed, yet the array removes them
and it just started happening
well I can't virtually debug when I don't have access to the project but I never encounter an instance where my array just remove element by it self
Am I stupid here? It's not popping up.
"DeleteSave" is in menu level BP
open the console when you play in editor
mine one is ` by default
Could someone tell me why it does not work?crafting with the amount
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?
If the ācalibreā and the damage are the only parameter differences then you might not
You can have an Enumeration then set the values based on the Enumeration selection
Didnāt study them closely but it could be this
Try setting to => instead, or swop the pins
What should i use for drag and drop inventory? Grid panel or what
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?
Am I using this Timer Handler right?
I want to set the boolean to false for like 3 seconds
no you aren't
create a new custom event on that event pin, where you set the bool to false
the event pin is where you plug in what you want the timer to execute
so make a new custom event, where you set the bool to true, and plug it into the red event pin on the timer
no
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
yes, the event that sets the bool to true
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"
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
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
that's what you now have
np!
works like a charm
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
its that and there's also a difference in the weight of the projectile and the projectile mesh itself.
other than that i dont know
If there is a projectile mesh difference then would be easier to create child classes
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!
yup else id have to go full data driven, create data table, and each one has its mesh, damage, and other stuffs
thanks
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?
I've had map var with a few thousand entries before and it didn't seem to be a problem. Depending what you're doing, you can sometimes split it into smaller maps if needed but you'd probally be fine.
Timer by event functions. Burning Damage and Damage in general don't need to be on tick and would normally be checked at time intervals or as a one time event.
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.
Ah! So timer by event for checking distance to the player?
Or should I have it running inside the player and disable actors outside of a given range instead?
No, to apply the damage. Applying damage on tick isn't necessary and would probally only need to be applied ever 1s if recurring damage.
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?
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?
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..
Hi guys, I have a combat where Iām melee attacking the target actor and at the first attack the camera rotates to face the target actor .
I have to things that currently arenāt working smoothly for me:
- 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.
- 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 āaimingā to the target actor.
Can some of you please help or direct me to the way I can perform and execute this visions?
I'm creating an interpolation between two parents.. but I suspect I don't have the correct approach for the rotator..
Hey there, I want to ask if there is an node to get all options from an enum as an array.
Wdym, you want it as string?
like for a combo box?
Known or unknown enum?
@abstract oar If you want it as an array of strings, you can do this
A known
It would require an array of booleans as the pass-in argument because you specified so (input)
of course, but how do i set that up?
Then run a loop, Select enum and output to string or something and add them to the array
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
I mean do you want or not want an array of booleans as an input?
An array of strings?
Oh
