#blueprint

1 messages · Page 55 of 1

solid trout
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"ChangeExits Array<true,true,false,true>" is my instinct

distant hollow
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You can use AppendString

solid trout
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but thats not gonna be right

frosty heron
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what is your objective?

solid trout
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to use CallFunctionByNameWithArguments with an array parameter

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in this case, an array of booleans

abstract oar
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Thank you very much, it works

frosty heron
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you can pass in arrays

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What's the problem?

solid trout
distant hollow
frosty heron
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thats to declare

solid trout
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yes okay

frosty heron
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when you want to pass in cpp

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just pass in like that in the parametre

solid trout
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i dont think you guys know how CallFunctionByNameWithArguments works even a little

frosty heron
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void MyFunction(TArray<bool> MyBooleanArray)

solid trout
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yeah no you don't

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it's okay i found a substitute

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but thank you for your time anyway!! genuinely appreciated

frosty heron
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kay

solid trout
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but no, CallFunctionByNameWithArguments targets blueprints specifically. it's an explicit function within unreal

frosty heron
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I mean you just asked how to pass an array in function

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i dont know where that come from

solid trout
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and it takes one argument which is a big string

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"to use CallFunctionByNameWithArguments with an array parameter" is not "i want to call a function with an array as a parameter"

modest monolith
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Why the media texture in my widget (which is a video) plays but stays frozen at one frame?? Holy moly I'm willing to pay the hero who will save me

frosty heron
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Yeah I don't know what CallFunctionByNameWithArgument is

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is it a CPP function or something?

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ask in #cpp if that's the case

distant hollow
solid trout
# frosty heron Yeah I don't know what CallFunctionByNameWithArgument is

that's fine, well for clarity's sake:
If you want to call a blueprint function (hence why i put it in this chat) inside of CPP code, you do CallFunctionByNameWithArguments("FunctionName true true false true"); (approximately) and it parses that string to call FunctionName inside the blueprint with four booleans: true, true, false, true

frosty heron
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If you show an example, it will be more helpful btw

solid trout
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so you can translate between blueprint and CPP

frosty heron
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Ohh yeah, this question deffinitly belong to #cpp most of us is Blueprint plebs

solid trout
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which is debatably not good practice in the first place, so my bad there

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fair enough haha

frosty heron
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I advice to ask the big boys and girls

solid trout
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it's like 50% blueprint and 50% CPP

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dw, i figured something out anyway

distant hollow
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Out of my league lol

solid trout
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thanks for your time, both of you!! <3

distant hollow
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I thought it was more of a blueprint question lol

frosty heron
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CPP ppl knows blueprint

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but it's not vice versa, just my opinion

solid trout
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professional discord helpers are doing god's work

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seriously

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when i was first learning game dev the unity discord helped me so much

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anyway just rambling now. you guys have a great day

frosty heron
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you too

dry sleet
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A blueprint I have has a variable for hooking up a button, which subscribes to an event that I have bound in the details panel (which I have assumed is fine, because Unreal lets me do it...) -- but I'm getting unexpected behaviour upon clearing that variable -- like it never unbinds the event.

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Is this not an okay thing to do?

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Or is it a bug? Serialisation issue? Corrupted BP?

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To clarify my issue: if I hook up a button by filling that variable, it behaves as expected. If I then clear that variable, the button still seems to be hooked to the event, and can still control the throttle even if it's no longer referenced by my blueprint.

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Of course, I already know the answer to this question deep down: no it's not okay, because that would be too convenient :(

frosty heron
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Not sure what actually went wrong, so you want to unbind an event, but have you unbind it?

dry sleet
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This method doesn't really afford me to unbind it manually.

frosty heron
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there is no automatic unbinding?

dry sleet
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It would seem not, that's the issue.

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The thing is, you can have a variable of an actor subclass, and then you can click on that actor variable and bind events from it directly (see image 3).

frosty heron
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I am kinda lost here

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Yeah I am aware

dry sleet
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The issue is that clearing the variable in the scene doesn't seem to unbind the event.

frosty heron
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I don't know what clearing the vaariable means and in what context

dry sleet
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The "button" variable slot is cleared and null, but the button still controls the throttle.

frosty heron
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but if u want to unbind an event, you have to call unbind

dry sleet
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Yes, I am aware.

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But that clashes with the method of automatic binding that the details panel would seem to suggest is possible?

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This field is None.

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It used to reference another actor which I assume binds an event automatically and serialises it somehow.

frosty heron
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There is no such thing as automatic binding affaik

dry sleet
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So that method is a trap?

frosty heron
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If doing that bind something, it probably does something behind the scene, assuming you are using a plugin

dry sleet
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This is default Unreal behaviour.

frosty heron
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I am not aware of automatic binding

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can I reproduce that with something I make?

dry sleet
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Easily.

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Gimme a sec.

frosty heron
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I mean I don't get how's that automatic

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u are pretty much subscribe to it when u click the Plus button

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it's probably the equivalent of Assign event to (this)

dry sleet
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Yes but this is the Blueprint template.

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How is it aware of the button in the scene at this point?

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The binding must happen at a later stage.

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Assumedly when the variable is filled, or when play begins?

frosty heron
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not sure what you mean. When you click the Plus button, it will create an event (the callback) for you which will get executed whenever the event is broadcasted (eg Value Changed)

dry sleet
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Yes.

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But the class itself cannot be aware of the value of the variable at this time.

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So when does it actually bind?

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Like, now I have filled that variable.

frosty heron
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it's the equivalent of this

dry sleet
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So it has a dispatcher to bind to.

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Yes, yes, I know.

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But with your approach it is clear when the binding happens.

frosty heron
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This event is just a template

dry sleet
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Whereas if you click the plus in details it binds at some uncertain point.

frosty heron
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it doesn't need to know which button (at least now I know ua re trying to pass a button) is being called

dry sleet
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Yes, that's what I'm trying to say.

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So when that button variable is filled, it binds.

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When does that happen and how?

frosty heron
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when the broadcast happend it will fire the event while passing the values it's assigned to

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so if I create an event dispatcher for OnTakeAnyDamage, I can pass in the damage value and the DamageCauser

dry sleet
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I am well aware.

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But when does the blueprint instance actually bind to the dispatcher of the variable that I am passing in, when creating the event receiver using the details panel?

frosty heron
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in the CPP file

dry sleet
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???

frosty heron
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you can probably read

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when it get executed and what's binded

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If that's too confusing for you, I suggest to not use the + button and manually assign the event your self like the pic i showed

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You are trying to Bind an event that has been declared in codes

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not something you can see in blueprint

dry sleet
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I made that dispatcher myself.

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This is an engine and serialization issue, not some basic confusion over how dispatchers work.

frosty heron
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Right, it actually showed for events that I created my self

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just checked

dry sleet
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It shows for all events of the class, yes.

frosty heron
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yes it does

dry sleet
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Then I assume it binds that event at editor time and serializes that binding somehow.

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Previously I assumed it would bind at begin play or something like that.

frosty heron
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To be honest I never used the plus button hence why I just noticed it

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so I have no idea

dry sleet
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Okay.

frosty heron
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sorry to waste your time

dry sleet
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Well, no worries.

frosty heron
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completly misunderstood the question

dry sleet
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It seems like a very convenient way to bind events, which is why I'm a bit miffed if it turns out it's not a viable option :(

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I never enjoyed doing a bunch of begin play bindings in horrible BP spaghetti

frosty heron
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i always use the caveman approach with assign and unbind so I don't know until I step on the mine I guess

dry sleet
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Guess I'll have to switch back

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Thanks for your time regardless!

hallow patrol
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Any suggestion how to check if player is between 4 points? (area is defined by 4 spline points.

prime stump
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Hi, is it possible to access the material being used in the Post Process Materials array so I can set a scalar parameter on it? im not sure how to get it out of the Camera > Post Process Settings to where i can set the parameter?

dry sleet
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(like this)

distant hollow
mellow pike
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any one know how to check the master material is "X" of a material instance ?
im looking to selectively run this on the next node

rotund flicker
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I'm not sure how to do this in BP

But, is there a way I can have a two different list of names, it choose 5 random names out of both list, present them to you, and it needs to change the %'s of said names chosen to be higher/lower depending.
I actually think the graphical problem will be harder for me, since I don't really know UI all that well.
I'm not asking for someone to do it, I'm asking for a direction so I can figure it out.

I would do a spinning wheel, but I think that's way out of my depth.

mellow pike
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use an enum

rotund flicker
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figured.

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Enums are a given in this case.

mellow pike
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as each name would be assined 0 to N and you could use any random number generater with it

rotund flicker
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The problem here is that wouldn't allow me to change the %'s of said names

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so enums likely wouldn't be fully plausible.

mellow pike
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you play with the numbers a bit, such as rounding the results of the random number generator to land on a 5 more,

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as I was typing that it it just hit me that a data table might be better

rotund flicker
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Yeah

mellow pike
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have to look at that more but you should be able to group a name with a % value

rotund flicker
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I can Assign a Name, and Percent Chance

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and then update these fields

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Data Table will work

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now for the UI part.

dark drum
rotund flicker
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I'll look into it

silk star
lime crow
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is there a way to return nothing? i could return an empty print string, but this cant be the correct way of doing things. thanks

sacred forge
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I created a blueprint Interface to connect two blueprints, implemented it in both, but the function in the blueprint 1 isn't working when called in blueprint 2. Did I do something wrong?

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This is the call:

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This is the function that plays the logic:

lime crow
sacred forge
faint pasture
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is that what you mean to do?

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If that's in BP 1 it'll call the function in BP 1

sacred forge
faint pasture
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That doesn't quite look like the interface version of the call though, if you right click and type "sueccessful hit" how many different things come up?

sacred forge
faint pasture
lime crow
sacred forge
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The target's variable type is an object reference to the blueprint where the function logic is contained

faint pasture
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are you sure the object in ActionSlotRef is what you expect, and does it implement NewInterface?

sacred forge
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The interface is implemented in action slot, I don't know if action slot is an object though. How do I check that? I'm using action slots as part of the HUD.

faint pasture
sacred forge
# faint pasture show how you SET ActionSlotRef

If I'm supposed to set action slot ref in ability effect, I don't think I've done so. That might be the issue. I'm fairly new to unreal but I've had issues getting target references to work correctly.

faint pasture
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yes you've basically said "Hey, try call this interface function on whatevere's stored in ActionSlotRef" but you didn't store anything there

sacred forge
pulsar vigil
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Hey guys here is my question, how do u set a bigger time between each value incremented by the trigger action of an enhanced input action node ?

here is the context :

i have a bp_playerCharacter where the movement component is driven by a default way of moving with an input action like for the default third person template, and i have a dialogue system that stop movement when the dialogue is on.

i want to scroll line of my dialogue with the key of the movement but since its an input action there is only one node for all the keybind and the function scroll up and scroll back line of the dialogue are 2 separate function,

so i tried to scale up a float with the input action axis value and it work but only with the triggered node and therefore it scroll to fast and to far in the dialogue line cause the triger delay is so short

lunar sleet
pulsar vigil
pulsar vigil
lunar sleet
trim matrix
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guys i have a progress bar that has the black image as background image and the red as the fill image, now is there any way to fade the red image to the green based on another value?

dark drum
# pulsar vigil Hey guys here is my question, how do u set a bigger time between each value incr...

Have an input action for movement and another for dialogue scrolling. You would then have an input context mapping for your standard inputs and then a second one for the input when in dialogue and just add the relevant inputs for them. You then add and remove the ICMs as and when needed.

To clarify, the ICMs can use the same inputs for actions in other ICMs. As long as the ICMs aren't being used at the same time you should get any conflicts.

lunar sleet
trim matrix
lunar sleet
dark drum
lunar sleet
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for a sec there I thought the bkg was red mb

pulsar vigil
lunar sleet
pulsar vigil
lunar sleet
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you can even just add a new context with a higher priority that supersedes the other

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and remove it when you're done with it

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on Dialogue box shown -> add Dialogue mapping context with higher priority. On Dialogue box closed -> remove that mapping context

sour crater
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Anyone familiar with the Player Building System v1?

pulsar vigil
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i go try what u are saying thx guys @lunar sleet @dark drum

sour crater
dark drum
sour crater
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im trying to cast to this blueprint class that is my player building system

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to get a var

pulsar vigil
lunar sleet
trim matrix
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its perfect, just wanna know if there is a transition from red to green directly, because it shows the intermediate colors

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the lerp is not good for me

sour crater
sour crater
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i just need to know how to cast to thie blueprint, to get the var from them, to continue my branch

lunar sleet
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you need to get the instance that was spawned at runtime

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so

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once again

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is this blueprint spawned or placed in your world?

sour crater
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it is spawned

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this is the on spawn code

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half of it at least

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there i want to get the MBP var

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so how can i get var from the blueprint if it is spawned in

lunar sleet
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did you place this actor spawner in world maybe?

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anyways, if it exists in your world and there's only one you can use get actor of class and cast into it. Not always the best way of getting a reference but should work for this case. Also, you should watch the blueprint comms live training pinned in this channel at some point, it'll help you understand how cast and the other comm methods work

sour crater
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so if an object is not spawned into the world at first, you need a ref?

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does a object have to exist i nthe world for you to cast to it?

lunar sleet
lunar sleet
sour crater
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thank you i think i understand a little bit better

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i need to make a proper ref to the object, because i cant cast because it does not exist at run time

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does that make sense?

lunar sleet
sour crater
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so you can cast if you place it in the world...

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imma try that too

lunar sleet
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yep

sour crater
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thank you neo

lunar sleet
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np

thorny hatch
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Just a question how does binding a delegate work? Does it matter where i bind it? Or will the delegate happend when i broadcast it ?

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this print never happens

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even tho im clearly broadcasting it from c++ side

sour crater
lunar sleet
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you need to call it

thorny hatch
sour crater
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thank you

lunar sleet
thorny hatch
surreal peak
# sour crater (dumb question) I put the BP_Masterbuildpart in the world, how would you pull of...

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

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

▶ Play video
thorny hatch
sour crater
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@lunar sleet You rock

thorny hatch
lunar sleet
lunar sleet
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nah

surreal peak
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@thorny hatch Is that Inventory valid when you bind to it?

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And what is Inventory anyway

lunar sleet
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normally, I bind dispatchers on the BeginPlay of w/e needs to use it

pulsar vigil
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@lunar sleet @dark drum it work well indeed

thorny hatch
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In my inventory WBP ^^

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and then when i press tab i just show the WBP_Inventory so that is how it constructs ^^

lunar sleet
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so this is a function/event inside a widget?

thorny hatch
sour crater
lunar sleet
# sour crater

ah yeah that function pretty much does it for you, so remove the cast and just get your var from its return value

faint pasture
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Do we need to have a "this is what casting is" talk?

sour crater
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oh? let me try

sour crater
faint pasture
lunar sleet
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it's mb, I don't use get actor of class often, I keep forgetting you don't need to type check something that's already getting that type 😄

faint pasture
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lol

sour crater
steady night
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hey guys can someone help me solve this F=¤%¤#% error cant figure out what the hells wrong

surreal peak
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You are accessing a null hit actor

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From a HitResult

steady night
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yeah but i dont get it how am i accessing it if its null 😮 cant find where the error is

thorny hatch
faint pasture
steady night
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well yeah it says this 1

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but i dont get why

faint pasture
# steady night

You're trying to access a hit before you actually access the hit

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don't do that

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branch in the loop body

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if it hits nothing it'll try to get the tags of the hit actor but there's no hit to get the hit actor from

steady night
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ohhh

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but

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the first branc

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checks for atleast 1 hit ??

faint pasture
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the first branch is trying to read data that isn't there yet

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you're reading from the for each loop

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which hasn't happened yet

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branch on Out Hits length or something

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but that's probably unnecessary

steady night
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so the 1st branch is useless also should also in the loop ?

faint pasture
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the 2nd branch is redundant

surreal peak
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Not useless, but wrongly placed at least

faint pasture
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1st branch is probably "did it at least hit seomthing?"

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1st branch is fine

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lose the 2nd

steady night
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yeah

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but the 2nd one checks for the tag *

faint pasture
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or move it into the loop body where you actualyl have a hit to talk about

steady night
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yeah

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ill do that instaed

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awww finnaly

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its gone

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ty

sick sky
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im curious what could be the point to do

faint pasture
sick sky
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i see some people do this, i wonder why

faint pasture
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because they don't know not to

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I'm not 100% sure what that'll do but it certainly won't be tick but 1 frame later

surreal peak
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Guess depends on the frame rate

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If it's stable, it might never call. If it goes higher from time to time, it might let a call through

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But either way, don't do that

faint pasture
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Yeah i think it'll fire as the tick time increases and keep resetting as it decreases but yeah it's gross

sick sky
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for context this was placed before a "focus" system, i first though it was for "optimization" but i dont see the logic

surreal peak
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Focus system?

sick sky
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linetrace and calling a interface event to show some world space widget

surreal peak
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Yeah no clue what the delay is supposed to do there

sick sky
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or using stencil to highlight stuff

surreal peak
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If you want it to tick less often, use a Timer (without Tick) or lower the Tick Rate of the Actor

sick sky
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yeah ill see that when optimizing

sacred forge
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@faint pasture

I was wondering if you could help me again please. I'm working on the set right now and this is what I have:

fiery swallow
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And stable

sacred forge
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I don't know what to set the object of the cast to w_player hud node to as it doesn't inherit from player controller or player character. Also, the output for the cast node is referencing one of several action slots, and I want the code to be able to work for all of the action slots. What do I do?

trim matrix
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Being dumb here but the slots, where do I set them in terms of what the slots are like upperslot is from Spine 01 upwards etc

faint pasture
# sacred forge

ok explain what you're trying to do in game mechanics terms

faint pasture
trim matrix
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found it

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I forgot to in my anim graph setup the slots

faint pasture
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basically the whole animation gets played in the slot, you just can blend parts of it away

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

faint pasture
proper vigil
trim matrix
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So this is in my animation BP and then the second immage is in the skeleton etc and for some reason there oppostie ?

wind granite
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Can someone help me make the top of a turret slowly rotate toward the player when entering its radius

trim matrix
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Any ideas how I correct that. It's like the Animation Blueprint hasn't updated to see the Skeletal mesh is opposite ?

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So I've narrowed it down to this some how is rotating the skeletal opposite way

faint pasture
wind granite
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@faint pasture I don't need to use a dot product?

sacred forge
# faint pasture ok explain what you're trying to do in game mechanics terms

If a hit was successful, but the skill is a combo skill, I want the skill and the UI to progress to the next skill and corresponding UI in the chain. For example, in action slot 1, let's say it's a 3 part chain and I store 3 individual skills in that action slot in an array.

  1. The first time I press 1, the first skill in the chain activates.
  2. If this hit was successful, the UI updates to the second skill and the next time I press it within x seconds will activate the second skill in the chain.
  3. If the hit from the second skill in the chain was successful, it progresses to the third skill and the next time I press it within x seconds will activate the third skill in the chain.
  4. If the third skill successfully hits or the timer to land the the second or third skill runs out, the UI will reset back to the first in the chain.

The ability effect blueprint calculates whether a hit (from any skill) was successful or not in order to apply damage. It does this with a get overlapping actors node where the target is currently a sphere component. I'm trying to pass the confirmation of a successful hit from the ability effect blueprint to the action slot widget blueprint in order to trigger the UI updating logic.

faint pasture
faint pasture
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What IS a skill in your system? A component, a uobject, a struct, an actor?

trim matrix
#

so found my Aim offest was the issue

sacred forge
faint pasture
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Pick one

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and your ability state machine setup would be something like

??????? -> OK now we're in state 2 -> call dispatcher -> do the rest of the code
or
???????? -> OK now we're in state 2 -> if locallycontrolled or whatever -> notify MyAbilityWidget

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I'd prefer the dispatcher setup

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so widget knows about ability

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ability doesn't know or care about widget

sacred forge
# faint pasture So there's really 2 approaches, either give the ability a dispatcher (which the ...

Regarding giving the ability blueprint an event dispatcher, I tried that and it works in regards to updating the correct slot in my action slot blueprint. However, ability only calculates whether the ability was successfully completed or not. It does not calculate whether the hit was successful.

The successful hit is calculated in ability effect and I couldn't get an event dispatcher to work the same way since ability effect isn't something that gets spawned in like an actor.

faint pasture
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And when you get or change an ability:
Spawn actor -> save as MyAbility1 -> notify MyHUD or MyMasterHUDWidget (whichever approach you took), passing over a ref to the ability actor (and optionally the slot it's in)

faint pasture
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Who does the hit?

sacred forge
faint pasture
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Either way, the hit should have nothing to do with the widget except in the chain of effects

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the widget doesn't care about a hit

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it cares that the ability went to Phase 2 or whatever

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thats all it cares about

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Pawn
InputButton -> MyAbility.DoThing

Ability:
DoThing -> ????? -> UpdateAbilityChain
UpdateAbilityChain -> call dispatcher -> do whatever else

Widget:
OnAbilityChainUpdate -> fetch new data from MyAbility

sacred forge
# faint pasture Pawn InputButton -> MyAbility.DoThing Ability: DoThing -> ????? -> UpdateAbilit...

I don't want the ability chain to update on ability completion, only on a successful hit. But since ability completion is handled in ability, and a successful hit is handled in ability effect, should I try to merge the two and have ability handle both?

Right now what I have is more like:

Pawn
InputButton -> MyAbility.DoThing

Ability:
Activate Ability Effect + Anim Montage

Ability Effect:
CalculatesSuccessfulHit -> (if successful) UpdateAbilityChain -> call dispatcher -> do whatever else

Widget:
OnAbilityChainUpdate -> fetch new data

faint pasture
#

get that working

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then the UI doesn't care about the hit, you can change the ability chain however you want

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all the UI directly cares about is the state of its ability

faint pasture
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although I'd handle it all in the ability

sacred forge
faint pasture
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heck you could just bind for now

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binding -> brush = Ability.BrushArray[Ability.ChainIndex]

sacred forge
mellow pike
#

how do I limit how close the Camera Boom gets to the player when next to a wall?
its jumping into the brest and clipping through the shirt

faint pasture
#

clip into wall or into character?

mellow pike
#

Im looking to limit the "near clipping plain" (what it would have been called in unity) to the shirt will not cut off when that happens
but i dont see the setting for that or the controls to zoom lol

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still figuring out unreal's fundamentals

faint pasture
#

Open menu Edit → Project Settings → General Settings, there is a Near Clip Plane that you can change.

mellow pike
faint pasture
#

I think you need to restart editor

mellow pike
#

ah ok , lol got a face in the arm

#

i will give it a shot

#

well that will not stop coming back lol

mellow pike
#

much better

radiant cape
#

Is it possible to disable texture filtering in SM5? I can only seem to get it working in ES2 preview using these texture settings

mellow pike
#

one quick fallow up before I take a brake, Im looking to lock the camera rotation to a fixed angle such as a top down or 2D preceptive whay the player is doing "x" but then unlock it back to the 3D rotation after what property would I look at for that ?

slow flint
#

Hello i have a BLCOK ability that i want to use the classic " button is pressed" start blocking and "when button is released "stop Blocking " . how do i set that up with the new enhanched input ?

lofty rapids
mellow pike
#

the defalt character has swimming?

short bramble
#

Hey, wondering if there is a cvar or exposed float to make niagara particles to tick at a lower rate?

still gust
#

how do i set up a leader variable for a set of playable characters?

faint pasture
still gust
#

so far what ive done as guesswork

#

is I created a partyunit component, then have the gamemode get that component, and set it to party units

#

Just guessing as I go along

spark steppe
#

imho something you should consider saving in the gamemode

still gust
#

well it's gonna be used in and out of that gamemode

spark steppe
#

so the party can change maps?

still gust
#

other than that, not sure what to do, I've made some units that are children units

#

that are character classes

#

just 3 to start

#

I want to make it so you can swap between them as the party leader

faint pasture
#

It sounds like a party is an array of characters + 1 character designated as leader

still gust
#

yeah its just 3 characters and you set 1 as leader

carmine palm
#

Asked earlier in CPP but didn't really understand how to do this part in BPP: char starts running and I have a function that adds "running" status to player. How can I have an event to basically say while player has that status to cycle through and decrease stamina

#

BP*

#

Was using event tick but was told bad ider

still gust
#

yeah event tick consumes more resources

carmine palm
#

And I can't find an "onArrayChanged" event

faint pasture
#

Do you want your stamina to smoothly update or update in chunks?

carmine palm
#

it needs to be constant. Not fps based lol

#

so need to make an event that fires off when player has Running status and then cancels when player no longer has it

faint pasture
#

I mean does it need to be constantly checking or check once a second or what?

limber parcel
carmine palm
#

I think I have it

mellow pike
#

what is controlling the camera's rotation ?
I found i can use arms length to control the zoom
but the transform is not updating on the fallow cam or the Boom so its not clear what I want to mess with in the BP to make changes

carmine palm
#

Got it like this

cosmic mauve
#

I have set the skeletal mesh and anim class but still the character doesn't show up?

proud notch
#

can someone point me in the right direction? please.

I am trying to create some sort of clipping plane that caps the clipped meshes. For example, I am trying to "cut" a building to see the insides, but the trimed walls etc, should have a solid color or material. this is for an archviz app I am working on, but I am totally lost on how this can be achieves if possible. also the mesh or meshes to be cut are static meshes mostly.

if anyone have an idea, is very welcome. I guess the easiest way to do it is with some kind of material override wen the meshes overlap some kind of volume (the cutting object) . but not sure if how that can be done or if there is a better way.

thank you all.

amber sparrow
#

for some reason the pick up animation plays when my character opens doors as well... theyre using very similar scripts with box colliders to trigger the interaction prompt

#

not every single time though

amber sparrow
#

nevermind, looks like I forgot the disable input node at the end overlap lol. I spent like an hour trying to figure out what it was

coral cloak
#

Does anyone know how to change the alpha of a text over a timeline. I'm trying to get some text to fade out once the character overlaps a box, but not having any luck. I've tried different variations of this BP but don't seem to be getting anywhere. Changing the alpha channel manually is not doing anything either. TIA

dusty marten
#

How to make two strings pass through Make Json. (As shown in the image)

I wanted to add Voice Prompt and Text 1 strings to Message. But I can add only one.
I have tried using Append. But it will also include Voice Prompt along with Text 1, When i get an output from Text 1.
So how to make this work?

rough wing
#

How can I set actor location in an event that has Call in Editor checked?

#

it does a line trace in the constructor but it doesn't actually set the location

#

line trace is returning false even though there is a hit

remote meteor
rough wing
#

Still doesn't work

#

the line trace isn't detecting the ground

crisp chasm
#

hello , can i ask how can i get the Y scale value of enhanced input local player subsystem?

lunar sleet
lunar sleet
rough wing
#

no it just doesn't detect

#

It should but it doesn't

#

it checks visibility and the collision im testing against has visibility blocking

lunar sleet
#

Show a screenshot with draw debug on

#

Also try a diff channel and toggle trace complex

carmine palm
#

Much success lol

#

Got stamina regen/drain/health drain working

sweet swan
#

Could anyone point me in the right direction on where I should look to clear up this warning:

LogPhysics: Warning: TConvex Name:BodySetup /Game/DungeonMeshes/SM_EndRoom3.SM_EndRoom3:BodySetup_0, Element [407] has no Geometry
red berry
#

Is there a way to get a mesh's nearest point (anywhere) to the cursor? Or a way to get the outline polygon of the 3d mesh in a 2d space? I need this for better UX when hovering the mouse near objects. I'm trying to incorporate this with a voronoi diagram

lunar sleet
crisp chasm
steady night
surreal peak
atomic saddle
#

I have a problem with my interface i i dont know how to get the refrence to my laser bullet

#

i just want to set a variable from a other blueprint in a other blueprint why is it so fucking hard

brazen pike
atomic saddle
brazen pike
#

Do you know generally how to get references? or is this one specifically tricky

atomic saddle
#

this one is tricky

#

i tried it with a variable but it didnt work

brazen pike
atomic saddle
#

it doesnt show anything in the world

brazen pike
#

Are you creating bullets in blueprint? (as in, are you using the "spawn actor of class" node?)

atomic saddle
#

yes

brazen pike
#

That's why you won't see it in the drop-down list. No bullets exist yet. They only exist when you spawn them.

atomic saddle
#

yeah

brazen pike
#

You'll see the "spawn actor" node will have an Actor variable as an output. You can set your "bullet" variable to be that

atomic saddle
#

thanks alot

#

it fixed it

#

i get these errors tho

brazen pike
# atomic saddle

yes, that's because the variable is invalid if you haven't spawned a bullet. Event Tick is going to run that code every frame, which means it will be running that code when you haven't fired the gun yet.

#

You probably don't need to do it on Event Tick, do it after the bullet has been spawned.

atomic saddle
#

yeah ik i was testing it if it worked

#

ty

atomic saddle
#

like here

#

how am i gonna get the refrence?

brazen pike
# atomic saddle how am i gonna get the refrence?

So, you were on the player character before, which was where all the bullet spawning code was so it was easy to get a reference to the bullet. So now, since you aren't on the player, you can get a reference to the player character and using that reference you can get the bullet.

atomic saddle
#

how do i do that (sorry i am new)

brazen pike
#

Do you know how to cast? You're using an interface which, in my opinion, is harder to wrap your head around so I'd assume so, but you'll need to do that here

atomic saddle
#

yeah i dont know how to cast

brazen pike
#

Okay so you can use "Get Player Character" but the reference won't know about the bullet variable just yet. That's because that function will return your player character but the class will always be "Character" rather than what you are actually using (I think you are using "ThirdPersonCharacter"). You are using a child of "Character", so it will have everything that "Character" does as well as your custom code. You need to use a "cast" in order to tell your code which child of "Character" you are using. A cast will take an input and check if what you gave it is the same as what it is checking for.

so you can search for "cast to ThirdPersonCharacter", then use that cast's output

atomic saddle
#

like this?

brazen pike
#

yes perfect

atomic saddle
#

its not working

brazen pike
#

Ah I see the problem you've used the wrong interface call here. You're calling the function in this widget, you want an interface message

atomic saddle
#

how can i get the message?

#

i just have this

brazen pike
#

If you search for BLInterface, you should find several options. I can't remember what it specifically looks like, it's called a message

atomic saddle
#

still not working

brazen pike
#

I believe you can subtract the starting location from the ending location and you'll get the direction

brazen pike
atomic saddle
#

laserbullet code:

brazen pike
atomic saddle
#

its not setting the damage

dark drum
#

Get the look at rotation using the start and end locations and then get the x vector of the rotator it gives you. You might have to 0 out the z axis on the locations if you only want the xy.

brazen pike
atomic saddle
#

i dont think so

steady night
#

@faint pasture yo whenever you got a sec, was unable to solve why the clients dont do the rpc :/

atomic saddle
#

it doesnt print anything

brazen pike
#

Check if the bullet reference is valid

atomic saddle
#

also this error

atomic saddle
thin panther
#

Watch the video you were told to watch

#

In the pins

brazen pike
#

Yeah it will go over all this

atomic saddle
#

the refrence is not valid

thin panther
#

You aren't helping yourself by avoiding the video, which you could have actually finished by now :P

atomic saddle
#

ok

kind estuary
#

I have BP_Weapon.
Then i have childs of this BP_Weapon.
BP_Grenade, BP_RPG, BP_Knife.
Each one has its own different functionalities and behaviors.
Now lets say i need to spawn these weapons randomly in the map.
Do i use a switch statement + SpawnActor node for each one? With random int?

#

Or i use something like a Data table, and get a random item from the data table?

brazen pike
vast ginkgo
#

Hello i have question i lern ue5 and i make game in which I would like to do mechanics penetration and rebound bullets how it should work, how to program the armor width given in millimeters, any guides

#

?

modest monolith
#

How can I change material to meshes if I get them via Tag?

wide smelt
#

I am having issues making Input mapping context work as expected.
It seems like button pressess are carrying over when switching Input mapping contexts in blueprint. I expected "Options Ignore all pressed keys until release" to fix it but no luck

wide smelt
#

@versed sun interesting, thanks.

young meteor
#

Anyone know why I can make a blueprint with a teal decal show up, but if I set the material color to black it does not create a darker (black) spot?

#

(Decal set to translucent unlit if it makes a difference)

#

Trying to fake planets moving by in the background (space theme)

wide smelt
native canopy
#

collision is blockAll

eternal cradle
eternal cradle
modest monolith
trim matrix
#

so would everyone agree in terms of when you shoot the weapon it fires the projectile toward the end location of when the line trace is and if there is a valid hit the weapon fires toward that hit location ?

lime crow
#

is there a way to attach a blueprint to a character from the ui widget if the player buys an item from an in-game shop? I'm finding ing it hard to find a tutorial on this, thanks.

kind estuary
#

I have my parent BP_Gun that has a variable float ShootingSpeed, then i have BP_GrenadeLauncher, BP_MachineGun, BP_Canon, each one has its own ShootingSpeed.
How do i override this variable from the parent?

frosty heron
native canopy
eternal cradle
eternal cradle
native canopy
eternal cradle
# native canopy

ok, so its most likely overlapping with the mesh when you simulate physics after it dies. thats why i said you might wanna add a check on the "on overlap begin" event

#

also, instead of using multiple collisions, perhaps you could get the hit result from the line trace and switch on the Hit Bone Name and go from there, might be better

lime crow
#

how do i add a blueprint to a shop widget?

eternal cradle
eternal cradle
native canopy
eternal cradle
native canopy
kind estuary
#

thanks

eternal cradle
native canopy
eternal cradle
#

I believe if you tweak the collision settings you can get it to work the way you like

#

however, you can also try this

native canopy
eternal cradle
#

:D

#

Have you considered using the physics asset instead of making custom collisions?

eternal cradle
# native canopy how ot make it?

every skeletal mesh has a physics asset (if you dont have it, you can create one as well). in this asset, you can define the "collisions" that will detect hits on specific bones. as I said, using the hit result from the linetrace, you can switch on Hit Bone Name and go from there. If you want, you can change the collision sizes in the physics asset and allow for an easier head shot for example.

native canopy
eternal cradle
eternal cradle
#

or "show collision"

eternal cradle
#

none of the commands work?

native canopy
eternal cradle
#

"Show Collision" works on my side

native canopy
#

unreal engine 5 use this

eternal cradle
# native canopy

can you try it in game? run the game and press the tilde key: `
and try Show Collision

native canopy
eternal cradle
native canopy
eternal cradle
#

nice :)

native canopy
heady burrow
#

is there a -= or += in blueprints?

#

instead of doing the minus/add, get value, then set.

#

too many steps for a simple task

coarse grove
heady burrow
coarse grove
#

yup

heady burrow
#

right

#

so I just build my macro then

heady burrow
#

is different than this:

#

why?

#

shouldnt taking the value before and after set be the same?

elfin hazel
#

If you're subtracting some value from Current health, to set current health. Then, in the first image you do that again with the comparison.

heady burrow
#

this is the complete original pic:

#

I get the health, subtract the damage, then set it

#

subtract doenst modify the original value AFAIK

digital lantern
#

Hello,
I have a system to make objects appear on several sockets. The sockets are stored in an array then I take one with a random integer that I remove, to avoid having several objects on the same socket. Later, if I destroy the object, I'll want the socket it used to return to my array. How can I do this? Ping me please

elfin hazel
#

Where as I'd expect the query to be just health

frozen spruce
#

Hi, im trying to package on hololens but they don't find a path that I never touched...

heady burrow
#

sometimes I forget how to blueprint

frozen spruce
#

Im bad at UE sooo I don't know what to do, if someone can help me it will be very kind !

elfin hazel
kind estuary
#

I have an actor with a variable reference of another Actor (EnemyActor). Then i have Child of this actor, and the class defaults doesnt show this variable? What am i missing?

pastel olive
#

Why is my VR Pawn not triggering overlap events? I'm using the VR Template. My VR Pawn doesn't trigger any overlap events, even with a collision sphere added. Neither the actor itself, the collision sphere, nor the VR headset model can trigger any overlap events.

What am I doing wrong?

elfin hazel
digital lantern
#

I use map key with Name and Bool right ?

elfin hazel
digital lantern
kind estuary
#

though we could see in there just the fact there is an array in the parent

elfin hazel
#

Should look something like

digital lantern
elfin hazel
#

Whatever type the beetle is is the lookup key to the map. If it's a skeletal mesh, then that's what it should be.

digital lantern
digital lantern
elfin hazel
#

Change the key type to be of the same type as the beetle is.

#

oh, you probably want skeletal mesh component, not skeletal mesh.

digital lantern
pastel olive
#

Is there an easy way to make a character blind? Can't seem to get camera exposure settings to work for that

proud notch
#

hello everyone.

can someone point me in the right direction? please.

I am trying to create some sort of clipping plane that caps the clipped meshes. For example, I am trying to "cut" a building to see the insides, but the trimed walls etc, should have a solid color or material. this is for an archviz app I am working on, but I am totally lost on how this can be achieves if possible. also the mesh or meshes to be cut are static meshes mostly.

if anyone have an idea, is very welcome. I guess the easiest way to do it is with some kind of material override wen the meshes overlap some kind of volume (the cutting object) . but not sure if how that can be done or if there is a better way.

thank you all.

kind estuary
#

I still dont get this.
Lets say you have a spaceship that can only use one gun at the time.
And you can cycle between 100 different gun types.
And sometimes even collect other guns.
Do you destroy the other guns? Or you hide the other guns?
If you destroy the other guns, how do you get them back? Considering each gun has specific ammo quantity, etc...

swift kestrel
kind estuary
#

save the state?

#

yes thats preferable. Because hiding the guns you still carry them around, and thats not good.

#

how do i do that? like maybe in a struct?

swift kestrel
#

Yea a struct

kind estuary
#

though its weird there isnt a way to save the data of an actor before it dies 🐺

#

must create a weird struct

swift kestrel
#

You would just have a function in your gun actor that populates a struct by ref and then calls destroy on itself or you can have a function named GetState in the gun actor that just returns the struct.

kind estuary
#

i was thinking another way is... just remove the mesh and the collision of the gun, then its basically a state struct?

#

well it comes with some of the actor clutter too, but that wont affect performance

#

if the mesh is removed and the collision is removed then what else is there in the world that could affect performance, considering i could be with 100+ of these actors without mesh attached to my spaceship

swift kestrel
#

Don't worry about performance until you have profiled it. A hundred actors isnt that many

remote meteor
#

100 different guns yes, but active at once how many?

#

maintaining 100 actors is probably heavier than spawning/destroying a few in demand

#

updating of parent attached component's translation interates through all of them

distant hollow
#

I have an array of Material Interface, containing various Material Instances.
I extracted Index 1 from the array, returning a Material Interface object of the Material Instance.
How do I, from the Material Interface output, obtain the Linear Color (Base Color) values of the Material Instance, so that I can apply them to a UI Button tint?

pastel olive
#

Can you place a post process volume inside an actor? I want to apply a post process effect when you overlap an actor

timber crystal
#

Hello friends, I have a small problem: I want it (Ai) to run towards me as soon as it sees me and simply move in a desired direction

can someone explain to me how this works?

timber crystal
#

i try also this but that didn't work either

distant hollow
pastel olive
sonic crest
vernal snow
#

Howdy all, Just wondering if anyone able to help me think through what to use for creating weapons, for player and for NPCs.

So, i got weapon struct and it works for making child BP of a weapon base, setting the player weapon, modifiable current weapon stats, mesh etc, and able lose ammo, deal damage all that generic stuff.
So far havent tested for NPC use but i'd currently imagine it wont be too different to just setting its stats by value.

But i see about data tables being useful for setting up "items",
Only real way i can think of using them currently would be to make a Blueprint have a modifiable Name variable and do the "get data table row on name" to set it.
Alongside that i also seen and heard videos of Data assets which seem to fulfil a similar role.

Just a pretty simple question really is, for Player and NPC usage what is better to use, just one or a mix cause currently i see myself getting tunnel vision in just using Structures.

timber crystal
#

looooooooooooooooool

#

hahaha it worked thanks

#

but now he walks in a wrong way why that? i want thaht he gos on the y axe

remote meteor
#

gotta put the enemy into it

sonic crest
#

Glad it worked

sonic crest
#

Did

#

If you want your AI to move only on the Y axis, you must split the Vectors and hook up only the Y

timber crystal
sonic crest
#

Not sure what you're trying to do but if you want your AI to Move on the Y axis only, you must split the Vector FROM the Destination and from the pin connected to the Destination, hook up Y

remote meteor
timber crystal
#

i record it 1 sec

timber crystal
fallen gazelle
#

Why is it that my blueprint variables can be modified in any other blueprint, despite that I didn't provide public access, and neither are they derived from each other?

As far as I understand from the documentation, they shouldn't be accessible.

#

Additional to this question, if variabels are NOT set to be public, but NEITHER are set to be private, what is their access to be specified as? (cause it doesn't seem to be protected either)

remote meteor
timber crystal
remote meteor
#

variables in blueprint can only be either public or private

timber crystal
fallen gazelle
#

@remote meteor Thanks, it indeed seems that way, but then what to make of this eye then? (and the tooltip text)

remote meteor
#

ah wordings

broken wadi
remote meteor
#

that 👁️ means whether this variable should be instance editable

#

yeh what lawlster says

fallen gazelle
#

Aaaah!

remote meteor
#

not exactly access modifier

fallen gazelle
#

Thanks @remote meteor , that clears it up

#

I'm glad that bad practices are the default 😂

remote meteor
#

access modifer stuff in bp is just...

#

ugh

#

minimal..?

paper karma
#

Whats the best way to set up different classes like Wizard, Warrior, Ranger, Etc? Should I just dupe the third person character. Every time I look up classes on YouTube I get something coding related.

fallen gazelle
remote meteor
paper karma
#

Yea i thought of making a child class

#

I was having issues yesterday changing variables in the child that originated in the parent. They were like greyed out

remote meteor
#

can you show them?

paper karma
#

Yea one sec

#

It was the inherited variables I think

dark drum
# remote meteor minimal..?

It would be nice to be able to set some var as private but still have a child of the BP be able to edit them.

remote meteor
#

you call that protected, but that doesnt exists in bp-land

paper karma
#

i guess i can still edit the main value huh

remote meteor
#

yeh

#

the value is the only thing that you should edit from a child

paper karma
#

so i keep all the features that are shared between classes in the parent and then add additional functions in the children

#

the ones that differ

remote meteor
#

yeh, the basic idea of inheritance

#

they can share the same hp mechanics, jump, interact

#

but they have their own skill set in the child classes

paper karma
#

okay cool thanks for your help :)

peak marsh
#

I have plugin B with (USTRUCT) FNoiseData
and I want to use FNoiseData in another plugin A.
Is it possible?
I have got compile errors

dark drum
remote meteor
distant hollow
#

Just add that material to the PPV, put it in the scene, and code the actor to apply the effect on/off on overlap events.

remote meteor
#

there is 2 place you can do a PP material, the PPV or the camera

#

both should work fine

peak marsh
peak marsh
peak marsh
# remote meteor should be correct

I just want to know that it is possible to do something like that just not to spend time an dlooking for answer for what is doesn't exist

remote meteor
peak marsh
remote meteor
#

instead of this, you should include the header file that contains FNoiseData

heady burrow
#

Im trying to generate a collision, this works:

#

but I cant make it work so I only get 1 collision event, meaning, only generate an overlap when white detects blacks or the other way around

#

is that possible?

ruby cobalt
#

yo. I'm in a parent class BP and I'd like to print out the name of the actor..

kind estuary
#

this doesnt make much sense

#

so when you change a component translation, this iterates through all the compnents?

#

dont understand it

#

or you meant that when you change the parent transform it must change the transform of the attached children, that yeah makes sense to me

#

though having 100 actors moving with your spaceship that are just invisible guns id say thats a waste

#

should destroy or at least detach the unused guns, not just make them invisible

distant hollow
ruby cobalt
#

i'm running this at begin play and somehow nothing prints:

distant hollow
ruby cobalt
#

ahh "self" works.

#

thx

heady burrow
distant hollow
#

You are getting two collisions instead of one or something?

heady burrow
distant hollow
#

Are the two actors using the same BP?

heady burrow
#

so I thought setting the response channel to ignore in one of the units was enough

#

but when I do that, I get no collisions at all

#

so feels like either I get 2 collisions or 0.

#

trying to understand why

distant hollow
#

I presume you have set up Overlap Events on both actors?

#

You could just set it on one instead of both

heady burrow
distant hollow
#

And you may want to check if the collision is happening one for each actor, or both on the same actor (meaning for some reason you are triggering it twice)

kind estuary
#

@remote meteor @swift kestrel
This is what im doing instead of destroying the guns not in use. Then when i load them back again i turn all of this on.

#

Other than this i could just dettach the BP_Gun from my spaceship, and move it to -1000 and leave it there hidden, until i need it again->move back and reattach

distant hollow
#

Otherwise they basically wouldn't detect each other

#

Actually

distant hollow
#

If they are different BP, then you should be able to do so

heady burrow
#

objectTypeA wants to check for ojectTypeB channel

distant hollow
#

Did you run a Print to check which are the actual actors collided?

heady burrow
#

but if I dont set the same for objectTypeB.. shouldnt I be seeing 1 event?

heady burrow
#

I get object1 collides with 2 and 2 with 1.

#

or nothing

distant hollow
#

Obtained the DisplayName of the objects collided?

heady burrow
#

yeh

distant hollow
#

Hmm

heady burrow
distant hollow
#

Maybe show a printscreen of your collision settings

#

So that we can check

heady burrow
#

they dont have any collision setup

#

purposely I set it up on runtime

#

everything on ignore

distant hollow
#

That can be an issue

heady burrow
distant hollow
#

Show your code on how you set the collision?

heady burrow
#

so on runtime I asign it like I showed above

#

its there above a few scrolls

#

I setup the objectType and channel

distant hollow
heady burrow
#

I just set colors and other stuff not relevant

distant hollow
#

One possibility is that your code ran through both routes somehow, and that's why they triggered twice

#

Try adding a Print "Route 1" and "Route 2" behind each of them respectively

heady burrow
#

triggering twice is actually correct

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since both objects are detecting overlapping

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what I dont understand is why I cant only make it to trigger once

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when setting to ignore the response channel on one of the objects

#

so I set objectType on both, but only response channel on one of them

#

shouldnt that trigger 1 event?

#

like this:

#

here Im setting objectType for obth, whites and blacks, but only responseChannel for 1

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so if I understand correctly I should be seeing 1 event triggered

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but obviously Im missing something

distant hollow
#

Try disconnecting the one below as well, and also put a Print behind the one above and see if this route was fired twice.

heady burrow
#

yeah I tried all combinations

distant hollow
#

Then you need to check at what point were they triggered

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Print is your best friend

#

I would suggest you put a Print behind the upper route first to see if this is the part that was fired twice

#

If it isn’t, then try to first identify the part of the code that the overlap is triggering.

ruby cobalt
#

look at this monstrosity..
I want to make this feature compatible with static meshes, skeletal meshes and actor BP that contains a static mesh or skeletal mesh.. I'm sure there is a better way to handle each case appropriately..

heady burrow
lime crow
heady burrow
lime crow
heady burrow
dreamy yacht
#

https://youtu.be/GNqxkoib26k?t=72 can somebody help me ? I am working on the same powerUP pickup logic for my vehicle combat game. With a help of your kind crew I managed to make the powerup billboard image fly towards the player's car. What I still need is to make billboard image decrease it's size over time to dissapear completely ( let's say in 1 second ) but unfortunately I cannot force the billboard to behave correctly

I am so bad at this.

The game seems too focused on Rally and not enough on Death, 3 laps is hardly enough and you have 0 option to change it too. I'm sure you could nitpick the hell out of this game but the length of races and map size are my biggest two complaints, followed by a lack of vehicle types.

▶ Play video
#

The billboard doesn't seem to react to any type of resizing

dreamy yacht
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anyone ?

#

set world scale 3D is the correct node

#

but it doesnt seem to react properly in game

#

when I tick the set billboard visibility on / of it will change it's size , but not in a fluent manner

agile berry
#

how can i add keys to a curve asset in a BP?

faint pasture
agile berry
agile berry
# faint pasture at runtime?

i m trying to make a car ghost replay and my intention is to save the car location and rotation every few frames to a curve , and then read them a change the actors trasfrom... i m trying to add values to a curve float or a curve vector but i dont know

faint pasture
#

Curve assets might be design time only

#

but you can certainly just fill an array of transforms up and save it into a savegame

timber sable
#

Is there a specific reason I can't create an object reference to a curve table in blueprint? Or is there a way and I'm just not seeing it?

frosty heron
#

its called curve table row handle

timber sable
frosty heron
timber sable
#

I must not be explaining it properly then

solid barn
#

What channel do I post Cooking questions to?

frosty heron
spark steppe
#

#packaging if you make lunch packages for your significant other

pulsar lantern
#

Is there an easy way to see an inherited variable chain? Trying to find where something is coming from.

spark steppe
#

i'm not sure but i would put a variable getter in the graph and hover over it, quite possible that it shows the origin class

solemn basin
#

how would i call UpdateCardPosition from another widget?

faint pasture
#

Just call it

#

your problem is probably more like "How do I get a ref to my instance of W_CardHand"

pulsar lantern
faint pasture
#

So who wants to talk to W_CardHand and what is the reference chain from them to it?

#

It sounds like you might be putting game state into your widgets though and you shouldn't do that

#

widgets should just display and be an interface to game state, not hold state themselves

solemn basin
#

I'm really struggling with this project now

faint pasture
#

I would read up on model view controller and probably start using dispatchers

#

there's certain things that are NOT state though

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shuffling a deck is state

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fanning out the top x cards is not really

solemn basin
faint pasture
#

I would start with some hand widget that can subscribe to dispatchers on PlayerState like OnHandShuffled and OnHandRevealed and OnCardPlayed

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What sort of card game are you making

faint pasture
#

Model is the actual game

#

view/controller is your widgets

solemn basin
faint pasture
#

the game doesn't live in the widgets, it's a way to give the game commands and view the game state

solemn basin
faint pasture
#

IDK much about YuGiOh but if it was Poker I'd suggest this.
Make the game work with text only. Have it print out your hand and all the cards you can see etc whenever that changes

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Then, instead of printing out text, update widgets

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and instead of using hotkeys to manipulate the game, use drag and drop and widget buttons etc

#

but have the core game mechanics work whether or not the widgets exist

#

Simpler way to do it would be to have 2 ways of doing the same thing that call the same code

#

Have pressing the 3 button play your 3rd card, also have clicking it or whatever play it

#

both should call SomeObject.PlayCardInSlot(3)

solemn basin
pulsar lantern
solemn basin
faint pasture
agile berry
#

i never touched a save game BP

faint pasture
#

just save values to some array somewhere

agile berry
#

does it have to be in a save game BP?

#

no right?

spark steppe
#

no

pulsar lantern
#

I have discovered that I'm really, really, dumb. Variable was coming from the animation tray that I forgot I made months ago. (On a widget)

#

Unreal engine really needs better inheritance tracing or I'm missing tooling

spark steppe
#

i could bet that there is a way, which most people aren't aware of

honest wraith
#

Can anyone tell me why my orthographic camera is cutting meshes that are near to the camera?

#

The near plane is set to 0

tall plinth
#

Hey there. I'm having an issue with my gliding mechanic. When I press the glide button, it toggles the visibility of the mesh. When I just jump and land (without ever gliding) it also changes the visibility of my mesh. I can understand that it's the Event On Land that's triggering it, but how would I go about solving this so it only does it after I've pressed the glide button?

flat coral
#

So I just ran into a funny thing, no question beyond curiosity about what happened here. I've got this functions which searches a list of journal entries by an ID, and returns the matching entry if there is one. Simple stuff.
Thing is, I also use it to check for the PRESENCE of a journal entry by testing if the return is valid. And that latter function was giving me some WEIRD results, returning valid when there was absolutely no match.

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The weirdest part is how I fixed it. I added this return node, and that made the subsequent IsValid check start CORRECTLY determining if an item was found.
I would have thought the "before" version and this were logically equivalent, but apparently not!

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Why was the return considered "valid" when there WAS no return node hit?

blazing sail
#

I want to make car reverse when it's stuck and get unstuck how do I do it? I'm also using pawn sensing please help me

cold lion
#

I'm trying to make an automatic gun, I am kind of stuck though I'm not sure why this isn't working, I also haven't made anything like this before

rough wing
#

After I construct a UObject like below and run a function, will that object be automatically garbage collected after the function completes?

frosty heron
#

eg, nothing reference it and it doesn't have valid outer

vivid marten
#

Anybody ever used the 2D Grid Execution macro to spawn things onto a grid? I am trying to spawn things on a grid however I need to make pairs of them for matching later.. I am able to spawn in things but they are just random and not in pairs.. any thoughts?

#

For example spawn BP_CUBE but there are 4 colors of cubes.. I would need say 2 Blue and 2 Green if it was a 2 x 2 grid and not 1 Blue, 2 Red and 1 Purple as an example as the Blue and Purple would not match up....

carmine palm
#

Anyone able to help me figure out the bp for: spawn items randomly within a radius. IE: I have x count of items and a preset radius. I want the items to spawn randomly within said preset radius of this spawner.

carmine palm
#

yes

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Using a for loop

elder lodge
#

What have you tried so far?

carmine palm
#

I'm back down to this because my math didn't work lol. So I obviously don't know how to do the math

elder lodge
#

make transform

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feed it your random locations

carmine palm
#

Thats where I'm stuck

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I don't know how to make the random locations within a radius of point X

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Where point X is this spawners location

eternal cradle
#

afaik unreal handles that for you when you check "try to adjust location, always spawn"

carmine palm
#

Well that would spawn them in a short radius

eternal cradle
#

however if you manually want to do it, you'd have to make some custom logic

carmine palm
#

Im aware lol

vivid marten
eternal cradle
#

bro its easy, if you are aware you must know that node ^

vivid marten
#

how about that @carmine palm

carmine palm
#

Thats for nav

elder lodge
#

that's for navigation

carmine palm
#

I use that for AI lol

vivid marten
#

LOL

eternal cradle
elder lodge
#

@carmine palm Random X, random Y, if they're underneath a radius distance from spawn location

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how's that? I don't like taht it has to guess and check, but it's an implementation

#

you can get mathier if you want

carmine palm
#

yea let me try to math that myself

elder lodge
#

random X within range, then calculate the maximum possible Y from within that range

carmine palm
#

okay

elder lodge
#

Then doa random Y

#

depends how performant you really need this to be

#

likely to not matter for anything less than hundreds

carmine palm
#

oh its not

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This one is going to be mob spawner

#

so probably < 20

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at a tim

#

time

elder lodge
#

Here's an idea actually

eternal cradle
#

perhaps you can try using RandomUnitVector to get a random vector and then multiply it by RandomFloatInRange with Min=0.0 and Max equal to the radius of your collision

elder lodge
#

random RADIUS within range
random ANGLE within range

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rotate vector by angle, add to position

vivid marten
#

something like this work for you? @carmine palm ?

carmine palm
#

Didn't consider a bounding box

#

lol

elder lodge
#

lol

#

prolly the easiest unreal way

carmine palm
#

yea

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no joke

eternal cradle
carmine palm
#

success

#

lol

keen folio
#

Is this 3d to sprite?

fair roost
#

I'm trying to do a top down shooter where the mouse controls are closer to how a twin stick shooter would work on an analog stick. So rather than move your cursor anywhere in the view to have the character rotate, the character will simply rotate based on which direction you move the mouse. So there is no mouse position really, it's more of a radial type of deal. But I'm new and don't know what terminology to use to even search this. I've searched for weeks trying to find a solution. Could anyone help at least guide me to what type of method I should use here?

FYI the goal is to make shooting more skill based. Rather than just put your cursor on an enemy and shoot, you have to guesstimate (similar to how billiards games work)

distant hollow
#

Super basic question but if I have say 3 variables that I want to set to the same value, is there a more efficient way than to have three Set nodes?

distant hollow
distant hollow
#

Let’s say all three are an Integer for example.

#

And I want to set all three of them to 1.

dark drum
remote meteor
#

though i doubt its more efficient

dark drum
remote meteor
#

i dont remember, maybe patty is correct

#

yeh it doesnt

#

if its setting a value within an object reference maybe it could work

#

or the input is actually an array variable

distant hollow
#

You’d think there should have been a node to take the variables as targets and set all targets to that value but no…

remote meteor
#

internally it would just do a for loop and set var

#

technically it exists for function calling

distant hollow
#

But you can’t plug multiple variables into one target input to a function right?

remote meteor
#

the only closest thing we have in bp is something like this,
this would call SetIsAlive on all 3 references you pass in to the target

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but i strongly discourage using it

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as it lacks valid checkings