#blueprint

1 messages · Page 57 of 1

lunar sleet
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I feel like you don’t understand how to implement interface functions properly. You can change how each object reacts to an interface call, rather than having dozens of different interfaces

trim matrix
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anyone got idea on this please

sick sky
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either way my answers wont solve the issue im having, ill test some other ways and see the best one

dawn gazelle
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And based on what I said earlier, you can't specify an interface class as a property of a structure, you can only use an "Object Class" reference which means you could select basically anything. You probably could make the structure in C++ and support it correctly.

trim matrix
lunar sleet
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Blueprint comms Iive training video pinned here is pretty damn important to watch

dawn gazelle
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Strangely enough, you can promote an interface class to a variable in a blueprint, so I'm not sure why they don't allow you to just select it as a variable type from the get go.

lunar sleet
steady night
lunar sleet
dawn gazelle
steady night
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@dawn gazelle im guessing your better then most either way <.<

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im unable to find any info on the web or here from anyone about it.. it really ruins the exsperience

dawn gazelle
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My brand of character animation is to slap ALS in a project and use montages for everything else.

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XD

steady night
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yeah me 2 basicly...

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also, this works but this shows the floating text for every player, thats not what i want i want it locally i suppose

dawn gazelle
steady night
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well if i would only wanna create it locally

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i dont get it why this wouldent work ?

dawn gazelle
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You need some kind of RPC to communicate to the local client to do it.

steady night
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oh thats right since its a "npc" (Serverside)

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that need to talk to a client

agile berry
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i didnt understand how to solve the velocity problem, this is the result with only arrays... its not that bad :x

heady burrow
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I'm dense, how the f am I supposed to get some values from an enum.

frosty heron
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convert it?

heady burrow
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how?

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I setup a list of global constants to read from

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but cant find a single node that allows me to read the values from it

frosty heron
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Show what you have

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and what you are trying to do

dawn gazelle
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Enum is just a human readable byte. It'll be a value from 0-255, and you can use switch or == or selects with them.

heady burrow
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all I want is to be able to read the "2" from there, and use it.

frosty heron
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That's not what an enum is

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Enum is integer with name

heady burrow
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exactly

frosty heron
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Then?

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why are u writing 2 on the description?

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Global_Speed_MUlti is 0

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Global_spawn_rate is 1

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the next one u add is 2

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and so on

heady burrow
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wait, ur saying I cant modifyt that?

dawn gazelle
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"Description" is not a usable value.

heady burrow
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uh..

frosty heron
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Modify what?

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Enum is an integer with name

heady burrow
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I see, what could be a way to have a simple list of global constants I could read anywhere in the game from?

frosty heron
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When you want to make a number meaningful.
Imagine if u want to have a state, instead of writing if state == 0 , if state == 1 , u write if state == walk, if state == run. It's more readable

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You can probably have a variable in Game Instance

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can't even do constant in blueprint afaik

heady burrow
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so no static class with just string = value

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but in BP

frosty heron
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static class would be subsystem

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even to make them need CPP anyway

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so not that I know

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your go to is probably game instance at this point

heady burrow
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alright, will try that out

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I mean I could do that in GameMode but sounds bad

frosty heron
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Game mode is not really global

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it's tied to level

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Game instance on the other hand lives through the duration of the game

heady burrow
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how do you write stuff in it? cant seem to be able to create a blueprint to subclass it

random pulsar
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@frosty heron Did you generate the cat from your avatar or its from anime...?

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It looks nice

heady burrow
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ah, yeah, saw it.

heady burrow
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can I use reflection in blueprints?

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its probably already used when having to fill up strings with classes and whatnot

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so I can avoid having to cast it all the time

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right, but do blueprints allow me?

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havent found a way

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if through C++ probably possible

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passing a string of a class, var or function to run on demand

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without typechecking

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and awesome 😄

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if I know my GameInstance will have a GLOBAL_SPEED_MULTI would be cool to not have to cast it

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thats about it

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yes there is one reason

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its less verbose

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what do you mean

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well, in BP is not

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sure thats an option

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Im not alone! 🤷‍♂️

devout beacon
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hiii everyone

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why im getting the error

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it prints the transform

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but it cannot apply

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is there any solution

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log :

LogBlueprintUserMessages: [ALS_AnimMan_CharacterBP_C_0] Translation: X=1365.286 Y=1853.853 Z=50.062 Rotation: P=0.000088 Y=-167.613149 R=-0.000059 Scale: X=1.000 Y=1.000 Z=1.000
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Node: Set Actor Transform Graph: EventGraph Function: Execute Ubergraph ALS Base Character BP Blueprint: ALS_Base_CharacterBP
LogBlueprintUserMessages: [ALS_AnimMan_CharacterBP_C_0] Translation: X=2307.049 Y=1534.044 Z=50.062 Rotation: P=0.000004 Y=46.132271 R=-179.999994 Scale: X=1.000 Y=1.000 Z=1.000
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Node: Set Actor Transform Graph: EventGraph Function: Execute Ubergraph ALS Base Character BP Blueprint: ALS_Base_CharacterBP
LogBlueprintUserMessages: [ALS_AnimMan_CharacterBP_C_0] Translation: X=991.666 Y=2635.836 Z=50.062 Rotation: P=-90.000000 Y=167.660913 R=33.526933 Scale: X=1.000 Y=1.000 Z=1.000
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Node: Set Actor Transform Graph: EventGraph Function: Execute Ubergraph ALS Base Character BP Blueprint: ALS_Base_CharacterBP

carmine palm
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Anyone know how I can make duration just be infinite until radius changes or object deletes, etc

dawn gazelle
carmine palm
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currently if I move it after setting it to 500 the debug sphere remains in same spot and draws a new one in new position

devout beacon
dawn gazelle
devout beacon
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i store them like

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it loads from save file

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and saves as dict

dawn gazelle
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And that's why it's not valid... You can't save actor references.

devout beacon
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oh

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what can i do to save

dawn gazelle
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They stop existing once they are removed from memory.
If you want to save actors, you have to save details about them and reconstruct them.

devout beacon
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what should be the key i think i should use dict

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i just want to store transforms

dawn gazelle
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GUID of the actor

devout beacon
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awsomee let me tryyyy

daring laurel
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Anyone knows why all my physical controllers are set to Player 1 for a local multiplayer

devout beacon
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thankkkks a lot

daring laurel
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4 players spawn

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i only have 2 controllers at hands right now

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1 Ps3, 1 Ps4

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They both work but controlPlayer1

devout beacon
dawn gazelle
# devout beacon how i can use guids to get actor can you help mee

You'd probably need to use Get All Actors of class, loop through them and get its GUID and look it up in the map, if it's found, then it has save data available. This would be for any placed actors in the level.
You'd probably then want to store all the GUIDs for the actors that you've "loaded" in an array.
Next, you may need to handle any additional actors in your map that aren't part of the level, such as those you've spawned at run time. To do these ones, you'd need get all the values from your map and loop through them, checking if the array element is contained in the "loaded" array I mentioned, and if not, then it's an actor you spawned and not placed in the map.

devout beacon
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oh really thanks for your help 🤗 🤗 🤗

carmine palm
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So this works for a singular object fine.

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Does anyone know if there is a way to delete debug lines for a singular object?

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without deleting other active ones?

dark drum
# devout beacon how i can use guids to get actor can you help mee

Create an actor component that has a map var where your GUID is the key and actor is the value.

Create a few functions for adding and removing from the map. Then place the actor component on your game state.

Then any actor you want to be accessible from this list, have it register itself by getting the component from the game state and calling the relevant function. Some something similar on end play so it unregisters itself.

When you want to get an actor using a GUID, get the component from the game state and look from the GUID in the map.

neon gull
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when im trying to delete a function ue5 says "the function is still in use" but if i check the references via alt+shift+f it shows that there are no references to the fucntion

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so how do i find where the function is used then?

lunar sleet
rugged sonnet
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Can anyone help me figure out why I'm unable to get any array in my Sequencer trigger endpoint? Thanks!

thin panther
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i.e. in the object you have an instance editable "Draw Debug" bool, and if it's true, draw the debug every frame for a second

hexed jungle
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Somebody made a blueprint to make it possible to identify foliage meshes painted in the foliage tool. It uses line trace to a string. They made it for 4.26 here:

https://blueprintue.com/blueprint/ia3nvub2/

I adapted it to compile in 5.3 here

https://blueprintue.com/blueprint/ktt-25f7/

but nothing happens when I try to use it. The only info I can get from output log is these 4 warnings.

Can anyone please advise me how to get it working?

carmine palm
thin panther
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You can make a hacky tick, or you can do this in c++ (the superior choice :P)

carmine palm
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Teach me hacky tick. I'm busy on c++ side with important stuff

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This is just debug shit so I can see my spawn zones all over map lmao

thin panther
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Set a timer for a really small amount of time, that calls a function

carmine palm
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On my construct stuff?

thin panther
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Mhm

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(in cpp you can override ShouldTickInViewportsOnly)

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Hell you could try overriding that in BP 🤔

carmine palm
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Ooo

fervent breach
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question - is their anyway to stop a delay? Like in Unity you can cancel Invokes and Coroutines, is there anything like that in UE5?
I'm working on an energy system that will start recharging 5 seconds after the enemy receives damage. So if the enemy is hit during that time, the timer will reset

thin panther
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Delays are not cancellable.

You could use timers for this. Ideally you want the Gameplay Ability System. Your c# knowledge should be more than enough for the c++ setup needed

fervent breach
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last time I tried to set up the GAS it just flat out killed my project, so I honestly try to avoid it
*it's been a while, but iirc I followed a tutorial on it and when I tried to boot up my game again it said something was out of date, or something else like that and wouldn't let me back in 🤷‍♂️

carmine palm
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You can just use events lol

carmine palm
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looks like Live Link plugin

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might be easiest method

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Yea that is working perfect

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minus the fact it shows in game lol

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There. Ended since its a component of my spawner, setting the components tick enabled to False on BeginPlay event

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So while I'm in editor mode its drawing my debug spheres based on radius of the object

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And if I update radius it adjusts just fine

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BeginGameplay makes it stop and no longer shows them

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So adding a boolean object to map that will go through all MobSpawners on map and if its set to debug = true, then they will all enable tick or disable tick.

ionic cypress
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I've a question about animation notify state.
Basically, I'd like to spawn an actor on Notify begin and destroy it on Notify End. But how do I get the reference? I can't save the variable in the notify state blueprint. Or any better suggestion?

dawn gazelle
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You could use any other actors in the game too, like storing it on gamestate in a Map of MeshComponent > Spawned Actor then on the notify end read the map to find the actor reference.

ionic cypress
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Hmmm, thanks. But how do I make sure this actor is spawned by the specific notify state?

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It could be two ANS has overlapping in the timeline to spawn two different instances

mystic vigil
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Guys i want to save input mapping context, but it didn't work on standalone

tidal galleon
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Hello!

I apologize for the basic question, however the documentation isn’t really helping nor is the comments in the First Person Template helping either.

In the BP_Weapon_Component, in the shooting event,

There is this set of nodes:

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Most of is it is self explanatory to me except for the RotateVector node with the projectile offset and the camera rotation.

Why does unlinking the GetCameraRotation from the RotateVector node make the balls spawn in a different position based on the rotation?

While Linking that node makes them spawn in a static location.

Thanks!

remote meteor
# tidal galleon Hello! I apologize for the basic question, however the documentation isn’t real...

Spawning takes a world location. The nodes are trying to offset(i think forward) the spawn location based on the camera rotation. The offset is defined in a LocalSpace manner so it would always offset a fix amount in the correct direction. Since offset is localspace, you need to convert it to a worldspace. RotateVector rotates the vector to the correct direction, then added to the spawn point(the socket location)

fringe junco
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is it possible to set up funcs such as this with pass through variables? im trying to replicate some blueprint code that is singeplayer to no avail but im probably just going about this the wrong way 😅

mossy basin
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For some reason the event graph of Unreal Engine 5 is not allowing me to make an "on-actor begin overlap trigger volume" even when I'm typing it out so is there another way to get it?

faint pasture
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Show your component heirarchy

mossy basin
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yes

faint pasture
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just select the component then click one of these dispatchers to add an event for it

mossy basin
cosmic mauve
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I create a new third person map and when I open it I get this

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I have tried rebuilding the lighting but still the same

faint pasture
mossy basin
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it's not allowing me to make a fourth one

timber sable
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there is only one begin overlap event per trigger volume

mossy basin
junior prairie
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I want to make a bullet ricochet effect for my sniper rifle. The way it's currently set up, the line trace for the ricochet goes from the impact point of the original bullet trace to the nearest enemy, but what I'd like is for it to go from the impact point through the enemy. How do I take the line trace and basically extend it through the enemy an arbitrary amount so it can potentially hit a wall and ricochet again?

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So essentially taking the start vector which is the impact point from the first bullet, and using the actor location which is for the nearest enemy, and making a line trace that goes from that start point through the actor

faint pasture
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multiply that by how far you want to go

robust gull
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Hey, anyone know whats up with Launch Character feeling a little off when launching upwards compared to forwards? I figure its probably something to do with air drag but for a character movement component I dont see such a way to adjust that

robust gull
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I tried adjusting that, it doesnt help much

lunar sleet
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There’s friction too, but I doubt that’s the issue

robust gull
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Anything too high and it negatively affects the forward dash, and 0 doesnt feel much different from 3 (what i currently have it set to)

tidal marlin
robust gull
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Left and right feel great, its fast and "zippy" to put it in a way. Upwards, however, is very slow.

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Now partly I know thats because when I launch my character upward, I use less velocity than left or right, but if i used the same amount it would launch them waaaaay too far. I'd like for them to go the same distance and speed as left and right does.

storm vigil
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Hi whats the best trace logic for fps melee using the traditional method of a separate FP arm mesh (smaller but within the capsule) and full body mesh for lower body and full body shadows. I would.have wanted the trace to be on the fps.weapon itself but its scaled down to prevent clipping outside the capsule. Not sure if just using a sphere mesh in front of the player and time the hit on the animation is adequate.

Other alternative is to use full scale fps arms with a different z depth? on the material to override. But it causes shadow issues on the weapon.
Thanks

robust gull
sonic pier
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how do i get the and/or nodes? cant find them in the right click menu with context relative off

prime stump
sonic pier
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why is this blueprint not working?

thin panther
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Use a timer

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You can also probably tick that less frequently. Having a chance every 0.2 seconds isn't great

sonic pier
thin panther
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Anyway use a timer, the delay feeding itself is a bad move

versed sun
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and , your Random number for the Printed number and your == 2 wont be the same
It will pick a different number on each Exec

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Someone said you should never make random owl noises, either

thin panther
remote meteor
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also RandomBoolWithWeight(0.333)

young meteor
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At the risk of asking a stupid question here:

Is "Game" and "GPU" not two different things? (CPU and GPU)
They seem to follow each other very closely.
Just optimized a bunch of texture size which seems to help GPU get lower. But the "Game" (CPU) just seems to follow down and now they are about the same again?

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Not that it is bad that "Game" ms also came down, but I'm confused as to why they are somehow linked/influencing each other. Is that a thing?

dark drum
young meteor
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So that might be why it affected both is what you are saying?

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In other words, in general you can have a big difference between GPU and Game depending on what your bottleneck is?

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Well, the real reason I'm asking is to get certainly around what my bottleneck actually is and therefore where I should look for optimization.

thin panther
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the other thing may be the game thread simply waiting on the render thread

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use unreal insights to get an actual breakdown of things

young meteor
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I see. Thank you.

thin cradle
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is it possible to "disable" blueprint editor functionalities for childs of a given blueprint or cpp classes? ie let peoples create a child, change properties and add component but not let them edit events or functions on them

distant hollow
thin cradle
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to let designers make new actors from a base actor class & add gameplay systems to it in a modular way but preventing them from changing the behaviour of actors or components in an open ended way that would be impossible for me to predict

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would also be cool to be able to limit the types of components they can add too

distant hollow
thin cradle
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the goal is to ship a game so it's everyone's issue

distant hollow
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You are shipping a game that allows people to do blueprint editing??

thin cradle
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no?

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I am shipping a game period

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mistakes make it harder and longer to reach that goal

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and letting designers do absolutely whatever they want would result in many of those

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I'd much rather prevent them from messing up than wasting their time letting them figure out how they couldve screwed up or mine constantly telling them what not to do

distant hollow
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Oh you mean designers in your team

thin cradle
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yeah

kind estuary
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Where can i get a list documentation of all the nodes and a basic explanation for each one. I need this in pdf.

distant hollow
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I see

thin cradle
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so far the best I've found to limit functionalities is hide categories, and you have to add categories one by one and there's like hundreds

frosty heron
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make the methods private?

distant hollow
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I think maybe just box the nodes and comment "Do not change"

thin cradle
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I can't make unreal's own methods private

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without a source build and a ridiculous amount of time at least

frosty heron
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Yeah it;;s easier to tell them to not make any event. A designer should at least know that

thin cradle
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that adds to the pretty large pile of other things that they should know what to do because unreal won't let us disable or limit editor functionalities based on context

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& more stuff will get added as they just find new things in unreal that we weren't aware of

frosty heron
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I don't know , in my view that;;s kinda pointless

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never work in industry

thin cradle
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based on our experience so far it's not

frosty heron
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i just work with small team

thin cradle
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unreal has a lot of "break game" buttons & it's practically impossible to make any gameplay code that's truly isolated and impossible to break by a ton of other stuff you're not aware of

hushed ferry
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can u give examples

thin cradle
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a lot of our gameplay components rely on other unreal physics related components being present & set up in a specific way and there's no clean way to prevent designers from touching the physics components (which they have on occasion to try to customize some actor's behaviour, reasonably expecting it to work ok because they had no reason to believe otherwise)
most of those components also only work when they're on actors of a specific class which has led to designers trying to put components on static meshes in the level & not getting why it doesn't work
they also regularly want to prototype/make variants of mechanics which would be reasonable if we could limit & control how they access these mechanics

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& also frankly even if telling them what not to touch was viable we still end up with an editor window that's 80% random buttons & properties that should not be there

hushed ferry
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sounds like stuff needs to be set to private a lot more

thin cradle
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I can't set engine functionalities private

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we're already limiting access wherever we can within our own code

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there's like thousands of them

thin panther
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unfortunately you can either have a data only blueprint or you can have a blueprint with components.
I reccomend working for an alternative uobject based solution, similar to how enhanced input or the likes work.

You have a data asset, that lets you assign uobjects for "functionality nuggets"
Or a data only bp with functionality nuggets

trim matrix
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is tick any more efficent then using a timer ?

thin cradle
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we're kinda heading towards that direction but that also means like, needing to make our own custom 3D editor for it to have remotely ok UI

trim matrix
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I'm bassically doing a day night cylce thing and on what I'm watching their using tick

thin panther
thin cradle
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since some of those components (which would not actually be component themselves if we go 100% with that solution) have spatial properties that need a proper 3D preview and editing tool for the UX to not be rancid

trim matrix
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would you agree there ?

thin panther
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it really sounds like you're askign for the impossible. you want an data oriented thing, but with some of the aspects of oop, but not all of the oop?
You're just gonna have to fork the engine

thin panther
thin cradle
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I want blueprint edition but with parts of the editor just removed

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like I don't care if it still exists in code I just don't want them in the editor

thin panther
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that's what an engine fork is for then

thin cradle
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editing source engine/editor code is way way out of my skill level

thin panther
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you could enforce it by a precommit check of "did you add any events or override a function"

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  • probably
thin cradle
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oh yeah we're looking into that too, I've heard of peoples doing it

sand slate
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Hey, I have a question. Im making a catapult that shoots an projectile in an arc (for AI).

I try to use this node and it works, but the projectile goes really slow. Is there a way to let the projectile go faster, or should I use an other way to do this?

thin cradle
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ok it seems like slate might allow for what I'm trying to do?

heady burrow
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how can I make a macro to be available globally?

modest tinsel
#

How can I make it when I set my yaw it does not just snap me like make it smoother? 🙂

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God bless you all! 🙂 Jesus loves you all! 🙂 Have an amazing night/day!!! 🙂 Everybody! 🙂

frosty heron
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yeah there is

heady burrow
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Im talking macros I create

frosty heron
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Yes you make your macro in the macro libary

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instead isolating it in a blueprint

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Right click on empty space in content browser, blueprints -> blueprint macro library

heady burrow
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as if its bugged or not recognized or something

frosty heron
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? I am lost

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but everything you need is in that doc

heady burrow
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right I mean that it doesnt create the blueprint

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it goes back to select parent class

frosty heron
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Yeah can you follow the docs

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it tells you to select actor afterward

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it's literary step 2

heady burrow
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ah k

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I wonder why it would ask me for that

frosty heron
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maybe it will only work for a class that is selected, just my guess

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but actor is as generic as it can be

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so you probably cant use the macro on objects but actors are fine (Never used or test so don't quote me on that)

trim matrix
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Have I done this right at all ?

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I've bassically trying to do it so at night it's not pitch black but there a bit of light still like a small amount

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currently when sun goes down so underneath it's pitch black

dawn gazelle
# heady burrow I wonder why it would ask me for that

Macros are meant to be used within a certain class' scope and that is the class you are selecting when creating a macro library.
For example, if you create a macro library with the scope set to "Character" then all the functions and variables that are normally available to the "Character" class would then be available within the library.
If you want it to be able to be used everywhere, then you define "Object" as the class.

paper gate
#

how can i store button array in BP ?? so that i can change its style or color by index ?

dawn gazelle
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Make array and plug in all the buttons into it, promote the array to a variable. You could also use a "Select" node and feed in the button values into it, then you can feed in a number to select the appropriate one.

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Then you could also make a handy pure function to get the button you want...

frosty heron
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I would spawn the button dynamically and add it to an array for every single custom button created

whole smelt
#

Clan, I added a child to a scrollbox, and now I needed to change a variable in that child. Someone help me?

Note: I have several children in this widget, and I need to change the value of just one

frosty heron
silent drift
#

I'm probably just imaging this, but need to ask, could this be more responsive than the "jump" and "stop jump" when I use it like this? It feels like it, but I might also just feel it because my brain is like "of-course this is better".

I have said this before but I'm working on a platformer and I want the jump to feel super responsive (think old Mega Man more than Inside) and I don't feel like the standard jump is that good for that type of jumping (I have tried a gazillion settings but none that got me the result I wanted). So I'm curios if this could actually be better and would love if anyone know more than me about it.

whole smelt
heady burrow
frosty heron
wild crater
#

So when I have a UObject derived Blueprint Class it can't access any functions in a Blueprint Function Library that is defined in blueprints but it can access functions from a C++ Blueprint Function Library. Why is that?

dawn gazelle
dawn gazelle
wild crater
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So I'm wondering why that wouldn't be possible in UObject derived classes

gritty olive
#

Hello! UE ver. 5.3
I am very new in Unreal and now trying to make 2d platformer.
Created the character and her movement thanks to this video (https://www.youtube.com/watch?v=tVH0VTY-c8o), but after my attempt to add a double jump (just all I did was almost completely copy a version of single jumping) I have a problem with movement: my hero moves with... idk flashes/blinking/interruptions (?). I can't even imagine what the problem. So I will much appreciate any help

dawn gazelle
#

Blueprint defined BPFLs require a world context.
C++ ones don't have that same requirement and you can actually define whether or not the function itself requires any world context.

In order for Objects to use a bluerint BPFL then, you must give it a world context so it can appropriately use that BPFL.

wild crater
dawn gazelle
#

Exactly.

wild crater
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I understand that the C++ ones are just static functions though

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I'm trying to understand which baseclasses work best for which application. A UObject derived class seems ideal if you want it to have a custom lifespan that transcends levels and also just something that doesn't require any actor related stuff. But then the lack of access to all these handy functions is annoying.

dawn gazelle
#

Actor - Anything that needs to replicate and exist as something in the world with a transform.
Object - Anything else, though can be made to replicate while still not existing in the world. Objects are the most basic thing that can exist in the engine, and yeah, by creating your own UObjects you're then in control of basically all aspects of what it does - any other class you could use has some management being done in the engine already.

wild crater
#

Thanks for your insights 🙂

trim matrix
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Anyone know how I can sort that

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my sun looks like it's a square

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That one you can see it better

lunar sleet
#

Haven’t you heard? The earth is flat and the sun is a square 🙃

trim matrix
lunar sleet
trim matrix
#

I'm think the fog thing might have something to do with it but not sure

lunar sleet
sonic crest
vivid marten
# sand slate Hey, I have a question. Im making a catapult that shoots an projectile in an arc...

at 1 hour and 3 minutes into this they discuss this topic a bit. https://www.youtube.com/watch?v=3iIAcOtPJZg

With the Epic MegaJam just around the corner, this week we wanted to focus on the groundwork - how to prototype quickly so you can get to the detail work faster. Time is of the essence when it comes to jam events and to make you feel better prepared we're bringing on Chris Murphy to discuss some tips and tricks on smashing through the busy work ...

▶ Play video
vivid marten
vivid marten
neat stream
#

Is it possible to know if an actor was spawned or already in world?

frosty heron
#

Depends™

#

A real specific unique actor? or you just want to check if there is an actor with certain class in the world

dire frost
gritty olive
neat stream
dire frost
neat stream
#

The question was I have a BP in world or I spawn the BP at some point

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I want to know at begin play if it was spawned or there all along. I can put some variable of course expose on spawn or whatever... The question was more how to identify a blueprint that was spawned from an already there blueprint without make this kind of stuff. Thx anyway

dire frost
neat stream
#

yep

dire frost
#

yeah you'll need a variable for that 🙃

#

UE doesnt keep track of that afaik

#

at least it doesnt for shipping build

neat stream
#

We have creationmethod for components... checking with this->IsActorInitialized() ...
Thanks by the way

formal flicker
#

Hey guys

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Im still new to the unreal engine but if i would want to make an item right? Lets call it bottle of water and would want to be pickable and useable but also animated and appear on my screen i mean on the firstperson blueprint one how would i make it

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like this lets say

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and it can be used

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dropped

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and picked up

dire frost
formal flicker
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right and i did that

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i attached it to the first person socked

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wich turned out to be glitchy and it wouldn t remain still

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playing the firstperson arm animation

dire frost
formal flicker
#

i couldn't walk properly, it launched me in air sometime

dire frost
#

oh yeah you'll want to disable collision for the bottle

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and enable it back when it's thrown again

formal flicker
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crazy

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and how would i make the animations

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and useage

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usage

frosty heron
#

just throw it with physich

dire frost
formal flicker
dire frost
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the socket could be anywhere really

random pulsar
#

does anyone know if there is a free way to use midjourney?

formal flicker
dire frost
frosty heron
formal flicker
random pulsar
remote meteor
frosty heron
#

I heard steam banned AI generated content in their platform 😡

formal flicker
#

real

dire frost
formal flicker
#

attach actor to component?

random pulsar
#

thanks

formal flicker
#

no problem

paper gate
#

my gamemode beginplay event not working 🥲

dire frost
frosty heron
paper gate
frosty heron
#

then it should work

paper gate
#

strange error

formal flicker
frosty heron
dire frost
paper gate
#

this ?

formal flicker
frosty heron
paper gate
dire frost
frosty heron
#

u might not use the BP version

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Add some prefix for your Bp one

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Im kinda convienced you are not running the game mode with the begin play

paper gate
frosty heron
paper gate
frosty heron
#

the bp name and the parent is the same

frosty heron
paper gate
formal flicker
#

not even the shadows

stiff flame
#

How can I possess a pawn via blueprint interface?

dire frost
frosty heron
# paper gate

make sure that it's derived from Game mode class, other than that I have no idea. It's working on my end tho

formal flicker
#

i feel like i cant find how to do it

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been working on hours

frosty heron
#

There's a lot of them in market place btw

frosty heron
#

can always spend some money to understand how others do it

frosty heron
paper gate
paper gate
frosty heron
#

I would try to debug print on event begin play in C++ class.
Then in your bp version, have a begin play without calling call to parent. If it print the debug then you are using the cpp version

dire frost
#

just add an offset to it

formal flicker
#

i found a solution

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thanks for the help tho

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i was thinking about creating a spring arm then putting the actor there and make it hidden in game

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and it can only be activated when i touch or something like that or press e

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cant be dropped tho

paper gate
frosty heron
#

u are overriding it in blueprint anyway

#

it should print hello regardless

paper gate
frosty heron
#

ye, well i have no idea

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still new at cpp

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but still make no sense to me

paper gate
vital shard
#

Hey Slavical, very late but I had a search in the server and saw you encountered the same issue with Lyra's approach to threadsafe updating Root Yaw Offset causing jitter/lag with multiple clients.
Did you by any chance figure out the reason behind that and/or how to fix?

gritty olive
# gritty olive Hello! UE ver. 5.3 I am very new in Unreal and now trying to make 2d platformer....

I did it!
I used another method to add movement and decided to start with simplicity: I added only one axis, without jumps. And, as expected, I had this (the first video). I tried a lot of parameters and I was lucky - the "Max Step Height" was the needed one (the second video) 🥺 Sorry for sharing it, but I was so upset and maybe it can be useful for somebody, because I have found nothing how to fix it.

rare hemlock
frosty heron
woven pond
#

I know this is basic but can anyone please help as to why this input action isnt event returning a basic print string

vivid marten
# woven pond

does it work if you pin to the "Started" versus the Triggered?

woven pond
#

Nope

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super confused as its pretty basic so im at a loss as to whats wrong

vivid marten
#

is this for the player?

woven pond
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the idea is for any PlayerController but atm i cant even get it to register as a click happening

vivid marten
#

well the default third person gets the player controller obviously..

woven pond
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I used the topdown example

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so no cast for the custom player controller but can add it in and try

vivid marten
#

add a print string to the Is Not Valid.. I bet it prints there

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never goes forward

woven pond
#

Print strings as valid

random pulsar
#

brothers,how can i remove this scene preview in viewport?

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white spheres

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they are annoing,cant see the sprites

vivid marten
random pulsar
#

i changed both in parent item and it didnt work

#

i ticked both to be invisible,

#

i dont think its here

woven pond
#

youve done scene root not sphere mesh?

vivid marten
#

click the mesh not the scene root

random pulsar
#

dude

#

i dont have the mesh

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i have a sprite and collision

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i see the scene root in viewport

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how to turn it off

vivid marten
#

if you hit G does it change the view in the viewport?

woven pond
#

thanks ill give it a go after verifying files as i lost all mesh attributes from a character last week so wondering if its something liek that

vivid marten
random pulsar
#

brother,its a blueprint,in root it has a sprite and collision,i see the root

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how do i turn the root visibility off

tight pollen
#

how can i set this all values in Material Expression Noise from BP?

vivid marten
# random pulsar

you can drag the Sprite on top of the scene root and it will replace it.. but I don't think that its the scene root that is actually showing..

#

what is the sprite set to ? a white sphere?

vital shard
# rare hemlock I did actually. You need to set the ``NetworkSmoothingMode`` on the character mo...

Thank you! <3 Excited to try that out as soon as I'm back at my pc. I'll let you know how it goes.
Wasn't even sure if I'd still get a response since it had been such a long time since your post, let alone in a few minutes.

Out of curiosity, how did you debug/find the solution? Compared the Mesh component and Movement component settings in Lyra vs. your project? 🤔 Always useful to find better ways to debug.

rare hemlock
edgy eagle
#

Are functions in blueprints virtual by default?
So if i'll override them and call from the base class (but instance is derived) - it'll call derived version?

vital shard
rare hemlock
rare hemlock
tight pollen
rugged sonnet
#

How do I access the static meshes inside a Blueprint? For a normal parent actor with child actors this example (see image) works great, but it doesn't in case the SM are inside a BP.

carmine palm
#

Get component by type or whatever

vital shard
rugged sonnet
rugged sonnet
vital shard
#

Though I do want to point out that there is a distinction between 'child actors' and 'components'
They're similar but not the same thing.

warped crypt
#

How can I find out how long until this animation is finished?

carmine palm
#

What's bottom say. On phone

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Won't give me high enough rez to read text

heady burrow
#

On previous tests of mine I think both objects need to overlap

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Cant have 1 objet to ignore everything, apparently.

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I could be wrong though.

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I think so.

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but I couldnt make it work that way, only setting the objectType and ignore all in the channels.

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that was my way of thinking but couldnt get any overlap events that way.

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someone with more experience should chime in.

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dont wanna give misleading advice, just commenting on my experience.

dire frost
#

every event in blueprints is always being called by cpp. if you dont call the super function then nothing will call the bp counterpart and you'll seemingly have an unfunctining being play or tick or whatever

neon gull
#

when im trying to delete a function ue5 says "the function is still in use" but if i check the references via alt+shift+f it shows that there are no references to the fucntion

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i tried using fix up redirectors but nothing happened

calm shell
#

Is it possible to create a component in a blueprint that isn't an Actor? I want to create a Shape inside a component blueprint.

edgy eagle
#

I have an animation that needs to have custom logic
When the start signal is sent - it starts looping
When the stop signal is sent - it's stopping looping and continue play animation to the end. If less than half animation played (on the stop moment) - it plays in reverse direction to the first frame of animation
Do i need to implement this via Animation Blueprints?

granite acorn
#

Quick question if anyone can help, or at the very least point me in the right direction, I'm working on a space rts project and I've been having some issues with getting the pawns (ships) to move correctly, my goal is to get the ships to move similar to like the ships in Battlefleet Gothic 2, like with acceleration, smooth turning, ramming, ect, I've already got combat working just need to get the ships to move now, I expect I'll have to do a bunch of stuff to achieve this just need a bit of help, also if possible I'd like to do all of it or at least most of it using BP as I'm pretty bad with C++

noble ledge
#

Is it possible to find where a variable is first modified?

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this project has a variable of Character type. And it is referenced once in the project. I am trying to find where it is getting set at

frosty heron
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ctrl F on any blueprint. Type the character type, then click on the binocusular icon. It will iterate to all blueprints to find the keyword

noble ledge
#

Yeah I do that and I see only 1 reference to it

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i found it. it was on a spawn actor node

iron wing
#

Is there a way that I can add mapping context when I start a level without having a player character? I need to use Input keys to a Main Menu Level

dawn gazelle
iron wing
dawn gazelle
iron wing
#

then I probably used the wrong node

lunar sleet
iron wing
#

oh I didn't know that thank you

kind estuary
#

In my game i control a tank and i fight other tanks.
Some of these tanks are destroyed, others surrender and get captured.
So when i capture them, i get their mesh, and all their variables stored in a struct, and store this struct in an array called CapturedTanks_Array. So now i destroy the tank.
Whenever i need to change to one of the CapturedTanks i just go on the CapturedTanks_Array and get the necessary data and update each variable of my current tank, including the mesh, etc...

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The other alternative is to not destroy the enemy tank when capturing it, and instead, turn off its AI functionalities, and hide it from the game.

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Then when i need to cycle through my tanks and select one of the Captured tanks, i simply unhide it and place them in front of my camera

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this is so confusing

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Does anyone here have done something similar to this?

carmine palm
#

Is there anyway at all to do my tick event for setting rotation on my widget component from the actual widget components blueprint?

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Seems like the set rotation is scene component but it says it will never be able to cast to that

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I have it working on my creature object blueprint. Just wanted to see if I could store the logic in my widget instead

frosty heron
carmine palm
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I know what it is lol. It just said it will always fail

frosty heron
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it will only fail when u are feeding something that it's not

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I never have any cast fail cuz I know what im casting

carmine palm
#

Yea it shouldn't fail in actual use

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Just when compiling it is giving error

frosty heron
#

what are you trying to cast vs what u are casting?

frosty heron
#

can u just show what u are trying to cast

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a screen shoot preferably

carmine palm
#

Sec. In car. Let me pull laptop out

frosty heron
#

wut, nvm lol

carmine palm
#

Wifes driving so I'm good lol

frosty heron
#

ahh ok

lilac umbra
#

Hi all, is there a node that 'logs errors'? like log if the owner is not a Character

carmine palm
#

So cold on pc now

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bumpy road ug

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Currently where its at, where I can run it fine

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I was curious if I could run it from the uh UMG.UserWidget

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somehow

frosty heron
#

@carmine palm So what are you trying to cast here?

carmine palm
#

Nothing yet

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Thats the one that works

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Im saying

frosty heron
#

what don't work?

carmine palm
#

If I put that in my widget bp

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vs in my creo bp

frosty heron
#

you can do that in your widget bp

carmine palm
#

I don't know if there is a way to use set world rotation

frosty heron
#

but u will still need to get proper reference

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why not

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u don't want to rotate the widget, you want to rotate the widget component

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Your UserWidget is not a widget component

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so you need to get a reference to the HealthBarWidget Widget component

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In your HealthBarWidget UserWidget -> Get a reference to the HealthBarWidget WidgetComponent -> Set the World rotation to w/e you calculate

lilac umbra
outer zodiac
#

In blueprint, inside a function with a return (e.g. a boolean return), I assume the return value for execution paths that do not lead to a Return Node are just the default value for the return type? So in the case of a bool, it would be 'false'? Thinkge

outer zodiac
#

Seems to be correct*** for bools at least Shrugeg

frosty heron
#

it should be the default value, what magic changed it?

outer zodiac
#

And is the logical thing to happen -- that or it should refuse to compile with uncapped execution paths Thinkge

frosty heron
#

imma check quickly

outer zodiac
#

Oh

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Wait

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Sorry lmao

carmine palm
#

I found issue lol

outer zodiac
#

See my edit

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I meant true like correct not true like "the boolean returned true" heh

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It was true that it was false PepeSpin

carmine palm
#

What

frosty heron
#

gotchya

carmine palm
#

True = false?! FeelsWeakMan

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==*

frosty heron
outer zodiac
#

Yeah that's the logical expectation Hmmge

#

nullptr for reference types I assume

carmine palm
#

Si

mellow pike
#

any one know how to manually change the angle of the third person CameraBoom? (with something other than player input lol ) ( such as stepping on a trigger)
this has been bugging me for a while lol

mellow pike
frosty heron
#

by angle I assumed you mean where the camera is looking at?

mellow pike
#

Im working off the default 3rd person BP so if that is what they used I can give it a try

frosty heron
#

Get Player Controller -> Set Control rotation

mellow pike
#

thanks I will take a look

frosty heron
mellow pike
#

ah lol , i will give it a shot. but after a short brake , my vision is getting blurry 😅

frosty heron
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if u want to switch between tps and top down perspective

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u probably should just change the socket offset (the spring arm)

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Ye i havent sleep for 27 hours too

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getting coffe

mellow pike
#

"top down perspective" is an example im looking to set the character to some spleens were they move in 3D untill they hit a 2.5D zone
I beleve "nier automata" and "sonic fronters" did this huh sonic was made in unreal as well lol

but yeah I have my character locking and unlocking from the spelean but my forward direction is still set by the camera angle so i have ben trying to lock that in .
I have not noticed the "socket offset" so I will look at that too when I get back
I cant see what ime typing now so defiantly need a brake lol

thanks

carmine palm
#

So I have a Mob Spawner that has a struct that takes in class ref of my Creatures blueprint

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(This is creatures blueprint)

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Where ACreatureObject is the main info of it. (Model, attributes, debugModel, Alternate materials,etc)

#

From class how can I access that component?

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Because right now Im using it for spawn actor by class

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But I need the info pre-spawn also lol

frosty heron
carmine palm
#

I tried that

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for some reason defaults are showing nada

frosty heron
#

If the variable is not private, you should be able to see it

carmine palm
#

sec

#

Wonder if its because its just object class reference

frosty heron
#

Show screen shoot

carmine palm
#

Sec

#

Im reworking it

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to see if its why

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Right now I have it set in struct to accept Object Class Reference

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Since what I need is a bp

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yea its because its not casted to a specific class and is just object class ref

plain rover
#

I don't get how this works. This is supposed to be some code for adding a Roll to a spaceship

#

What I don't get is that the Lerp is taking 2 vectors that (seem to me) are constant ? So why not write Constant*ForwardVector directly ?

dawn gazelle
#

It's constantly converting 10% of whatever the value is from the earlier calculations.

plain rover
#

Yeah that's what I though too. Such a weird piece of code. It's from a youtube tutorial and nobody in the comment seems to care, so I wonder if I'm missing something

carmine palm
#

Can you modify a class in blueprint? Or use one as a template and create a soft instance of it to build a temporary version of it before you use it

lilac umbra
#

No delegate for this event 😮

small relic
#

Other than the official unreal ones does anyone have some links on how to keep references down/using soft references effectivly/reducing memory use?

#

I'm trying really hard to fully understand this stuff but I'm feeling that I only partially get it just watching the official unreal tutorials

lilac umbra
frosty heron
small relic
#

i get that much

frosty heron
#

If the issue is about casting that produce hard ref, there isn't much you can do in bp land imo. It's just the overhead that comes with bp.

Interface isn't really the answer and most of the time ppl end up creating hard ref in the interface which defeat the purpose.

Casting to cpp class is free

small relic
#

it's the appropriate use I'm struggling with

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or the limitations

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So I need more reading material really

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or some advanced guidance maybe

frosty heron
#

The use is straight forward. It's only a path. You can tell the engine to load w.e the path is pointing at

small relic
#

I've used them successfully sometimes

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but i'm at a loss others

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maybe I don't understand some basic concepts

#

but it always comes out an object?

frosty heron
#

You mostly use it for textures, materials etc

small relic
#

but how do I get more specific?

frosty heron
#

No point to load them when not needed

#

Take example data table

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U don't want to point to an actual texture

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Because doing so will load every texture in the project

small relic
#

that's what I've used it for

frosty heron
#

Same here

#

What's the actual issue u have?

small relic
#

but I still have a lot of hard references

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and I'm not sure how to use it or if it's usable in many cases

frosty heron
#

What's wrong with hard ref?

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The point is for the material to not be loaded

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Or w.e the soft pointer points to

small relic
#

I'm looking at this

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and trying to wrap my head around more easy places to apply soft references

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some of these I think I can tackle like I hard reference some assets at construction

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others I'm a bit lost on

frosty heron
#

For me, I use soft ref to load just about everything on the end

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Anim blueprint is soft ref, skeletal mesh is soft ref, texture is soft ref

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Don't want to have a chain reaction that loads

small relic
#

I was trying to decouple gamemode from questgiver

frosty heron
#

You can't really escape casting

small relic
#

but never figured it out in time

#

maybe I have to cast there

frosty heron
#

Casting is not a problem tho

small relic
#

so I should have focused on making quest giver small?

frosty heron
#

The problem is the hard ref it created

small relic
#

yes

frosty heron
#

Casting to cpp class is free and doesn't load it to memory

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So Ur option if you care soo much about what's load to memory is to cast to cpp class

small relic
#

ah yeah I am seeing the use of CPP here

frosty heron
#

Yup totally. My old project is bp only

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I pretty much load the entire game in main menu

small relic
#

I read today that C++ variables are free to reference or something along those lines?

frosty heron
#

Casting to cpp class doesn't come with the overhead vs when casting to bp class

small relic
#

so is it unrealistic to make a game with a lot of assets without some C++

#

as it would become very memory heavy?

#

Ideally I want to make a fun somewhat large game with many objects

frosty heron
#

Depends. If you want to make a pacman then you wouldn't need to optimise

small relic
#

but I also want it to take under 4gb ram running

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Yeah I wish my dreams were packman

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Maybe sometime

frosty heron
#

My old game is 5 gb. Took me a min to load the main menu because it loads the whole game.

My new project uses soft ref. I load under a second

small relic
#

but right now my dreams are more a small breath of the wild

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or like an old zelda title with open world

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so that's still quite a lot of stuff

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lots of monsters and outfits

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those seem ok unless I need to make events happen in them

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then i'm very confused

#

how big was your 5gb game?

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like conceptually

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Is it naive to think I can extend my current work into c++ or does it really call for a restart?

frosty heron
#

Hmm quiet big. It's not an open world but the assets folder is about 50 gb

small relic
#

ah yeah that's the size I'm looking at eventually I think

frosty heron
#

Everything is doable I don't know the scope or qualified to give such advice

small relic
#

fair

frosty heron
#

But I'm sure as he'll not gonna rewrite my old game

small relic
#

thanks a bunch

#

I'm still early on

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but i've been building out systems for a year so it'd suck to restart too hard

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I'm sure a lot of it is salvagable

frosty heron
#

Blueprint is limited

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Unfortunately

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And I find it the hard way

small relic
#

I'm feeling that

frosty heron
#

I don't even know soft ref till last year

small relic
#

I do want to get into c++ at least for the GAS system

#

so I should probably just bite the bullet soon

frosty heron
#

Yup, I'm scratching the surface atm

#

U will need to make the boiler plate in cpp

small relic
#

mm

#

well that might be what I do in the new year

#

maybe it can be my new years resolution

frosty heron
#

Best of luck to your proj

small relic
#

thank you!

#

you to yours also!

frosty heron
#

Imo makes rpg game soo much neater

graceful sparrow
#

I just updated from 5.2.1 to 5.3.2 and for some reason I can no longer use "Set Actor Rotation" for Y rotations or set the Capsule rotation on the same axis, I tried using control rotation but it only changes where the camera seems to be aiming at, I did try it on third person template as well but I still have the same issues.

small relic
#

Ah yes I actually already have a climbing system!

#

thanks!

#

this might be useful though I'll look at it later

#

soon i'm going to upgrade it into a colide and slide system so hopefully it'll be even more robust

carmine palm
coral star
#

Hello, Is there anyway to convert FString to GUID type?

#

I want to convert file path as a FString and then turn string into GUID

frosty heron
coral star
#

I tried that one already but it seems that it only converts into guid when the string has the right format..

frosty heron
#

Perhaps as it should

coral star
#

So I just made a hash function to generate integer

#

when I try that it gives me 000000000.. like this

#

return TextKeyUtil::HashString(FilePath);

frosty heron
#

Ye prob need to give it right format. I never try string to guid only guid to string

#

@coral star why don't u ask in #cpp ? Got bright minds there

coral star
#

I asked this question in #cpp too

lunar sleet
glass pasture
#

Hi I have 2 Camera Actors in my Level and I'm Activating Both Cameras for Player 1 and Player 0. These cameras gets set when i preview in standalone but when i test a an android packaged build they do not gets set. Any clue what might be the issue. Trying to figure out the problem from last 2 days, So it will be much appreciated.

silent drift
#

Anyone know how I can force input to only be 1 or -1? When I use the keyboard and jump switch direction on my jump, the speed is instantly changed, but when I try the same with controller it is not. Even for the D-Pad which is a bit weird, as that feel more like a "button"

frosty heron
#

You can snap the value before passing it to add input node

#

If less than 0 pass -1 if higher than 0 pass 1

sweet silo
#

hi there how can i make a simple clock timer from this ?

frosty heron
silent drift
frosty heron
#

U are adding one to hour min and second

sweet silo
frosty heron
sweet silo
#

yeah no i want to get a working clock with hours and minutes
but i'll figure out i think i found something

sweet silo
frosty heron
#

Just run a timer that add 1 second every second

#

You can convert total seconds to date

silent drift
sweet silo
frosty heron
sweet silo
#

oh ok right

frosty heron
#

So all u need here is a timer that increment a variable every second

sweet silo
#

cool that node is really good

#

aahaha if only

frosty heron
#

There is also modulo for quick conversion but you want to use the in built date type because it converts to days and beyond

crimson prawn
#

Hello, how to verify if a player has Internet ?

sweet silo
frosty heron
sweet silo
#

why isn't this event firing the print string ? i'm inside a widget

#

thanks

crimson prawn
frosty heron
#

U reset the timer every frame

crimson prawn
#

It does.

#

I've tested with and without the request

sweet silo
#

it works when i plugged in delta time

frosty heron
sweet silo
#

yeah haha it doesnt work properly

frosty heron
#

Run the timer when you want. On begin play or on some custom event where you can call

#

Calling the timer again before the timer expired will reset it

crimson prawn
#

It affray me

sweet silo
sweet silo
frosty heron
#

If the timer needs to exist outside the widget don't place in the widget

sweet silo
#

ok thanks

neat stream
#

Any way to know if a Blueprint was duplicated in editor? In cpp there is PostDuplicate...

narrow pendant
#

is there an inbuilt way to convert catmull rom to regular (spline component) splines?

frail wyvern
#

I asked in #materials but im curious if anyone know if I can get the material attributes of a static mesh in blue prints? Such as Base color / diffuse, specularity, normal, ao, etc.

I'm working off a situation where I cant access the materials of the static mesh so i need to get their attributes, pipe it into a replacement material ans apply that in BP

graceful forum
#

Is it not possible to set custom animation attributes?

edgy eagle
#

if i need to weapon aim at place of my crosshair (in third person), do i need to trace ray every frame?
cuz it looks kinda expensive

sweet silo
#

am i insane? So i want something pretty simple.
If the hand didn't collide i want the branch to change the bar color anyway

#

but if i put the "collided" to false at the start then the branch just goes with it

native canopy
#

why the main mesh is showing?

tepid willow
#

Hello, does anyone know whether it's possible to make gameplay tag property show only a certain hierarchy using just blueprints? In C++ it's usually done by using meta=(Categories="X.Y.Z"), but I can't find anything like that in blueprints

frosty heron
#

Or actor hidden in game or untick all of the vissibility flags

manic vessel
#

Looking for a good method To dynamically scale the collision capsule based on the standing heigh of the VR player and them crouching . Anyone got any good ideas before I overcomplicate it ; ) This is what Im planning to run on tick. I was thinking of a distance to ground from the camera?

#

Or This?

native canopy
#

i solve this, make material transulen

ruby apex
#

How to change this default actor icon? Cant find any icon-like property

#

Seems like thats DefaultSceneRoot's renderer

frosty heron
native canopy
ruby apex
#

Yeah replaced it with a billboard

#

Just thought you could change it without it

frosty heron
#

Well that thing you see is a billboard I think

ruby apex
#

Kind of internal one

kind estuary
#

How do i set the class to be selected at runtime.
As is its BP_M2E2, but sometimes i need it to be something else depending on the output, is this possible?

frosty heron
mellow pike
# frosty heron Get Player Controller -> Set Control rotation

yup that did it 👍
now i just need to figure out what info i can get from the spline to keep it locked to the corrects angle as the player turns corners

that will wait untill after work lol

yeah I crashed after my last message last night
thanks

#

this is what the BP looks like and it locks it in behind me so looks like I want an offset for this rotator that it gave me when plunging in the spline tangent

edgy eagle
#

can i add interface to animation blueprint?
or i should just make a base class and derive from it?

kind estuary
#

it makes an actor behave like a component, kind of

#

so when you delete the parent actor it also deletes the child actor

frosty heron
#

2 broken things in unreal is bp struct and child actor

kind estuary
frosty heron
kind estuary
frosty heron
#

Yeah struct declared in cpp is the way to go.

#

That's totally fine yeah

#

And what u suppose to do

#

Hard to make game without struct

kind estuary
#

definitely

#

thanks

heady burrow
#

How would I go about selecting a static mesh based on a string input?

#

basically I want to set the mesh based on the actors name

#

cant find a way

frosty heron
#

One way is to also use data table

heady burrow
#

but how do you output something different

frosty heron
heady burrow
#

ah, let me check

frosty heron
#

I would use data table for something big

heady burrow
frosty heron
#

Data table and just feed name. The output would be the mesh. Just make sure it's a soft object ref

#

U don't want to load all the mesh when you don't have to

#

Unless Ur game is small and the mesh gonna be loaded always anyway then that don't matter

frosty heron
#

What's the point of the interface when communication is only between the owner and the anim instance.

#

Just cast and call it a day

nocturne fossil
#

why one ask min max and the other center and extent?

dawn gazelle
zealous fog
#

Is there any way to open a level in editor through an editor utility blueprint?

heady burrow
frosty heron
#

Your struct can be just a soft pointer to mesh

fleet cedar
#

Hello! I'd like to build an item interaction system from scratch. Does anyone know of any good examples of this? I tried Ryan Laley's before but didn't feel very comprehensive.

frosty heron
heady burrow
frosty heron
#

On row found. Do async load or blocking load

heady burrow
frosty heron
#

Then plug it to the set static mesh node

heady burrow
#

by any chance the beginPlay of the parent class is overriden by default by the children?

frosty heron
#

Say u have a parent class called animal

#

And a child called fish

#

If you have begin play in fish, it will run the begin play version in the fish

#

If you decide to override begin play in fish, fish will play its own version.

You can always call to parent function tho.

So if u have print animal in begin play in animal class and print fish in fish class

#

If you spawn a fish to the world. You will get animal fish printed

frosty heron
heady burrow
heady burrow
#

So the whole mesh assignment doesn't happen since it's there

#

Will check it out

frosty heron
#

Right click the begin play and select call to parent

#

In cpp it's called super

kind estuary
#

@frosty heron if Add Child Actor is bugged. Then what do i do to add an actor attached to my actor, that also destroys when my actor destroys?

frosty heron
heady burrow
#

So maybe I can put that there

frosty heron
#

Construction script is not constructor

#

Constructor get called first

#

Not sure what u want to do but you can probably just call to parent function if u have things set there and need the whole code

#

Construction script is the same anyway, you will need to call your parent construction script

heady burrow
#

Ah so the inheritance doesn't automatically run construction script you say

#

Good to know

frosty heron
#

Afaik it should

heady burrow
#

I would've assumed the opposite

frosty heron
#

Ur begin play should also have call to parent by default

#

Unless u delete it

kind estuary
#

so only the Add Child Actor works for this

#

So this will not destroy your attached actor

#

but this will destroy the actor and the child actor

frosty heron
#

So indeed each weapon have different behaviour. But those behaviour are stored in object class

#

The only thing you need to attach is the visual part

#

Functionality can be derived from weapon class

kind estuary
frosty heron
#

Not quite

kind estuary
#

so what if you have 100 different gun types

frosty heron
#

Weapon would be item

#

And item can have object class that define its behavior

#

So each item can have different behaviour depending on its class

kind estuary
#

ahh

frosty heron
#

Take a look at usable item for example

kind estuary
#

well i kind of see it

frosty heron
#

For health potion when used, u will play drink anim

#

For door u want to play open door anim

kind estuary
#

so you attach a mesh, and then spawn an object that deals with the behavior?

#

and you create an object for each behavior

frosty heron
#

So for usable class u can have child for consumable. Then consumable can have attributes like hp gain or other attribute gain

kind estuary
frosty heron
#

Hmm I would do it like this. To have structs of item as the inventory. When I want to use one of the item , I will select a particular item from the inventory

From there I can get the type, the class and the mesh it has to be used as attachment

frosty heron
#

Item-> usable | equipment then branch off from there for example

kind estuary
frosty heron
#

Usable would be keys, potion etc.

kind estuary
#

and then you spawn a actor?

#

or a component

#

?

frosty heron
#

That's how dynamic combat system from market place does it as well

kind estuary
frosty heron
#

I'm spawning static mesh component.

#

Or skel mesh

kind estuary
#

yeah

frosty heron
#

Components are totally fine to use

#

Just not child actor comp

kind estuary
#

and then you spawn the object that controls the behavior of this static mesh?

frosty heron
#

That's cursed I heard. And all of the system I used and learn from doesn't use them

frosty heron
kind estuary
frosty heron
#

If your gun have anim then use skel mesh

frosty heron
#

U spawn the skel mesh component only for the visual part. The logic is driven by the weapon or item class

#

That's why they come in one packet

#

A struct of data

#

Use item -> call use function in the item -> do the logic to add visual stuff and gameplay logic ( add hp for example )

kind estuary
#

its very convenient

frosty heron
#

Thats cursed too, u don't normally want to pass input like that

kind estuary
#

then when i want to switch to a grenade launcher i load BP_GrenadeLauncher that is a child of BP_Gun

frosty heron
#

But u can still so that with object class anyway

#

So basically move the logic to the object class

kind estuary
#

And tie the object class to the static mesh in a data table???

frosty heron
#

Do you know how to use struct?

#

Because I would start with inventory then work my way to equipment

kind estuary
frosty heron
#

Yeah so u can just have a struct that defines an item

#

Which can have the object class, the static mesh description, price yada2

kind estuary
#

and the object class is the behavior

frosty heron
#

Exactly

kind estuary
#

this one

#

though i never use it

#

i use actors and components