#blueprint

1 messages Β· Page 58 of 1

frosty heron
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Yes

kind estuary
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i heard its good for when you have very simple stuff

frosty heron
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There's first time to everything

kind estuary
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i tried doing an object in CPP

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it was a mess

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it had nothing, had to make a weird tick event

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so if it doesnt tick it will be hard because i need to make my gun tick

frosty heron
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I'm not sure, I used it for a lot of things

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Task, quest, items etc

kind estuary
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yeah but like why separating this logic

frosty heron
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Afaik you can have tick in object

kind estuary
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maybe its im not used it

frosty heron
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Not separated, that's the brain

kind estuary
frosty heron
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Not at all but maybe you should also ask other people opinion

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That's just what I will do

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Actor is an object btw

kind estuary
frosty heron
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Component too

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Object is the most generic you can go

kind estuary
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but since i need it to tick

frosty heron
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Well I'm not worried about that part

kind estuary
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then maybe its better to just go with actor because already has tick

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and lots of good stuff

frosty heron
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I just don't need to place a brain in the world

kind estuary
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ah

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i get that

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yeah actor if its only logic i doesnt need to be placed

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that makes sense

frosty heron
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But maybe u can't call tick by default in object

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Can't remember if I ever done that

kind estuary
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just use the event destroy

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and destroy all attached actors

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or is attached actor also bugged?

frosty heron
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Not something I will do

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Bugged or not I have no idea

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It's just neater to me to isolate the logic in the item class

carmine palm
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Whats people using for inventory?

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IE: storing objects

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Like a datatable I guess

frosty heron
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Array of structs

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Data table is static, you don't store , you just read from it

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It can have a list of all the weapon in the game for example

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If I want to add giant sword to my inventory, I just get the data table and find giant sword in the DT

carmine palm
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Okay so array. makes more sense

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what about for inventory ui

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What would the "slots" be to hold the item

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I have my ui as "buttons"

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But wasn't sure how you can actually slot objects into them. (Maybe custom button) unless there is a pre-made thing that lets me do that

frosty heron
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Ui just read the number of items my player have

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It will create a slot widget for each of my item

carmine palm
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Yea mine is dynamic creation but pre-set for certain inventory size.

dawn gazelle
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Your inventory would likely be a component that stores the array of the structures that defines what your inventory contains.
Your UI just needs to represent those contents.

carmine palm
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Is inventory mostly pictures then?

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To represent items?

dawn gazelle
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UI is mostly pictures πŸ˜›

carmine palm
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hm...

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I kind of want to store them as 3d objects πŸ˜›

frosty heron
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U can just pass in info about the item static mesh

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Spawn them or draw them to screen as needed

carmine palm
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so currently it re-gens it everytime when you press I (the ui)

dawn gazelle
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There's a little bit of logic needed for UI like how to handle drag and drop, and how to generate what you want displayd, but in terms of representing gameplay elements, UI should basically just be reading from those gameplay objects to know what it should display.

carmine palm
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Should I be doing it a diff way to store it?

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yea was going to ask about drag drop

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eventually

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So inventory also gets stored on gameplay state?

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for save reasons

dawn gazelle
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You wouldn't want it stored in the UI, that's for sure.
Usually inventories can be a component, and if made right, that means you can give a variety of things an inventory, so not only your player, but chests, or enemy corpses, or anything else where you want items to be stored.

carmine palm
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Yea inventory is a component πŸ˜›

frosty heron
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If you have gameplay element stored in widget , you should wipe it and redo it

carmine palm
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that can be used for everything

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bags, loot, etc

frosty heron
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Widget should only do tint logic for the purpose to represent the data it reads from other sources

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Like rounding is fine

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But to store the item or value in widget? Never

carmine palm
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no not storing on that

frosty heron
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Just pass in your inventory comp to the widget

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Widget then can just read w.e it needs to

carmine palm
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Im saying, should I store the playr inventory items on playerstate

frosty heron
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Depend on the game and design

carmine palm
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Single player small showcase game

frosty heron
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If character can die or u can switch characters. Then you prob want the inventory in the character

carmine palm
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Can die

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no switching characters

frosty heron
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If the inventory need to be saved somehow

dawn gazelle
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Or if you want the items to stay on the corpse, then on the character :p

kind estuary
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@frosty heron so im trying your technique. And i cant set the Object (item functionality in the data table)

frosty heron
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Then don't do it in character

kind estuary
frosty heron
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You will want a class ref

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Not an object ref

carmine palm
kind estuary
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oops my bad, thanks

dawn gazelle
kind estuary
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yeah dummy me forgot about it

frosty heron
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I would ask datura if he have time

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Bp struct btw πŸ˜”

carmine palm
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Make your own structsin c++

kind estuary
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is this how it works @frosty heron

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?

carmine palm
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Is there a way to "delete from scene" but not delete totally. IE so you don't delete the actual object and its refs?

frosty heron
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Select item -> use item (logic is here)

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Shouldn't even need data table in the item class it self

kind estuary
frosty heron
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Sure u want to have multiple weapons right?

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And switch between them

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U need to think of it in high level

kind estuary
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so i need to get them, right?

frosty heron
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That's why u do item system first

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Add item to player -> get data table. Feed the name. The output is added to the inventory

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Input action use item -> get selected item -> call interacted or used function from the selected item

kind estuary
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thats what im doing?

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item -> get data table -> get stuff -> call function

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ahhh

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so you mean the mesh and the quantity should be inside the object

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not in the data table

frosty heron
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The logic of adding the comp and everything else should be inside the object

kind estuary
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exactly got it

frosty heron
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You can utilise data table when you want to grab an info of a specific item

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The weapon object doesn't need to access the data table, it should already know what it is

kind estuary
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but nobody commented on my silly nodes:

frosty heron
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Like weapon gun, and child would be machine gun, cross bow etc

carmine palm
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I made a weapon class in cpp lol

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Component

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That I just attach to a base weapon BP and that modifies the look/stats/etc

trim matrix
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Anyone have idea why my river is doing this when I place it ?

dusk vessel
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So I'm trying to get a realistic wind effect on my foliage with wind waves (wind that isn't constant). I want some real life wind burst and some randomness in my time node. How do I do that ?

kind estuary
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how do you destroy an object effectively?
im creating this object, and calling a function from the object. Even though i destroy the actor that created the object the function still calls and everything inside the object works forever

eternal cradle
kind estuary
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for example in my case it just keeps running

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so if i have a set timer inside the object

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and i have 20 of these objects in my character

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then when i destroy my character i have to go inside each object and stop the set timers

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else they will keep running even if i destroyed the character that created them

dawn gazelle
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I think the problem is that if you're creating timers, you're effectively binding to an event within the world that then calls back to that object, which means it keeps a reference to that object which would prevent it from being garbage collected even though its outer may have been destroyed.

eternal cradle
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Also is there any specific reason(s) you want to work with objects? Perhaps an actor component can be of more use, and you can destroy it via DestroyComponent.

dawn gazelle
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This could likely be fixed by binding to the destruction of the outer within the object and when the outer gets destroyed, invalidate the timers, after which the engine should appropriately garbage collect the object.

kind estuary
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ah

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got it

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thanks

lilac umbra
kind estuary
lilac umbra
drifting basin
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I asked about this in sequencer, and previously when asking about this on the unreal forum, I was told that really the only way around this was a blueprint workaround, so I wanted to check and see if anyone has encountered this issue and has worked through it.

I have a level instance being streamed into another level and our previous way of working prior to using level instances and world partition, was to grab a static mesh, drop it into the sequencer, then we could hide the mesh, add transforms to it, and so on. But with level instances, we can’t add adjustments to the meshes inside of the instances because we can’t find references to them within the instances with the sequencer.

Anyone know if this is possible and how it can be accomplished? Or a possible alternative? It is basically a pipeline breaking bug at the moment so we need an alternative option or are looking at various other alternative ways to handle this problem with developing our cinematics.

fervent breach
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question - how do I spawn an object with a collision capsule as a child to another object, and have child follow the parent around?
When I try to use Attach Actor to Actor, it seems to just be ignored - I also tried disabling physics and collisions and neither of those worked either

agile rune
gleaming jay
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i have fixed the error successfully, but having another error while making a main menu widget in level 2, my blueprints and animatiuons are spawning in it from level 1, how can i kep levels sepearte?
[11:48 AM]
seperate*

agile rune
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I also have a question for anyone out there who may know, Im working on a project where my character can posses another pawn, like a vehicle! Im wondering what happens to character references when possessing another pawn? Are they automatically unloaded like the old pawn was destroyed or are they held in memory where I only have to load certain references when they re-posses their original character?

agile rune
agile rune
gleaming jay
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i am working over an endless runner game

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like a subway surf type

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so i made a second level forr my main menu with animation in the back

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but as i play the animation, it starts to load the level 1 spawns befor i even click on start the game

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i will send a screen shot

agile rune
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yeah screen shot or video would be best, hard to know what could be causing that as it could just be the order in which your calling your events

gleaming jay
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here you can have a look

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did you see?

undone nebula
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i have some blueprint here which is basically just a vehicle following a path, and i dont want it to start following the path or rotating the wheels until ive interacted with the vehicle by pressing E. how would i do that?

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ive tried using my inputaction which i made for E to interact, but it doesn't do anything

agile rune
# gleaming jay did you see?

yeah i took a look, im curious how your spawning the player when you hit play, as the only way that level would load in is if it was loaded in through code somewhere, so if the level loads when you hit play then maybe try unloading it when your in the main menu, theres a window you can open called levels which will show the levels and sub levels in your current open level. if theres a dot beside the level name it means it must be loaded through code, if theres no dot it means its always loaded in (you can change that by right clicking and change streaming method) but im not sure the workflow your using for your levels. Characters, Controllers, Widgets, Game modes, and almost any blueprint can load and unload levels, so its hard to know what could be going wrong without knowing how it was all set up from the start. I usually have my main menu a completely separate level, and when i hit play i just open level by object reference in code

agile rune
# undone nebula ive tried using my inputaction which i made for E to interact, but it doesn't do...

well your updating your wheel rotation on tick so its always going to run as long as the game is in pie. you would need a bool or a gate of somesort to enable and disable the update of your wheel rotation, then instead of calling that timeline to move on begin play, call it through an interface event when the player overlapps a trigger give them the option to interact, if they interact while overlapping the trigger then call the interface event on that vehicle spline blueprint thing you got going on. I would maybe have another interface event to reset that do once so you can also turn it off and use it again

eternal cradle
eternal cradle
# gleaming jay

There are two ways of accomplishing what you want:

  1. You would want to load your sub-levels via blueprint (when play button is pressed) instead of automatically loading them
  2. You could separate your main menu level to a different directory than the persistent level and use "Open Level" node on PlayButton clicked event
gleaming jay
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okayyy

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but i did use the open level node

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for the play button

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not able to fix the issue :

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can anyone come over anydesk? i have my thesis tomorrow so any help will be very helpful

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i am not the expert with blueprints so debugging is too stressful at the moment

undone nebula
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which is essentially just a radius for where you can see the E widget, i want the interaction to only work within that radius too

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and once that interaction is fired, it will start that entire screenshot of code i showed you before

proven garnet
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Hey I'd appreciate some help if anyone has time!

I'm spawning in some BP_rooms with scene components in them which I call Anchor Points. When those rooms have spawned in I spawn in a BP_block on all anchor points, however on one preferably random, anchor point I want to spawn in a BP_Exit instead but I can't figure out how.

I've tried fiddling around with the arrays to remove one from the index and so on but I can't really find a solution, but I have a feeling it's pretty simple. Anyone have any idea as to what I can do here?

lunar sleet
proven garnet
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I don't want to place anything. I'm generating everything random. These are the last rooms being generated and I want to block off the openings to the rooms except for one opening where I want to spawn in a specific exit room

lunar sleet
proven garnet
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Yeah tried that but I can't get the anchor point to set the transform of the spawn

lunar sleet
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Anchor point -> get world location. Should be the exact same way you spawn in the block

proven garnet
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The anchor points are in that array, they're random and I don't know in what position they are before running this.

If I remove say index 1, sure it's removed, but I can't get that specific anchor point again without pulling the whole array so I don't know how to tell the exit room where to spawn.

lunar sleet
proven garnet
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Coming right up!

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Event graph

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Function - Spawn room

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Function - Spawn room on anchor points (scene components)

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Function - Spawn blocks

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And the spawn rooms XTimes is just the spawn room function XTimes

lunar sleet
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I can’t test rn but on your for loop I’d do something like get last index , if the latter == current index, grab that object, get its transform, cache it into a var, then destroy the block and spawn the exit there

proven garnet
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OKay I'll try that

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Thanks

heady burrow
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Yes.

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Thanks.

gritty olive
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Hello!

I again try to add a double jump in my 2d platformer πŸ˜” It seemed like I did it, but now it doesn't work. I don't know what I do wrong. Will appreciate any help.

  1. I started with this guide (https://youtu.be/tVH0VTY-c8o?si=a4am8UdfTNfKBq7S&t=1836). Just in case if timecode doesn't work, the author starts adding jump at ~30:36.
  2. Next I tried to copy part with jumping and add the second one. But I delete part with break vector and delays. And I add part with check of the second jump.
  3. Now I have the situation at the pictures. But I can't do the second jump. I'm only jumping some times.

And to be honest I don't know for 100% how should I modify branch conditions. Firstly, I thought to use Boolean And, but it doesn't work because at the first moment I have the second jump variable at 0. And it seems if I use And then it never works

Sorry, I'm very newbie, but I really need any advice 🀧
Thank you in advance

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When I just add the second jump in jump max count then I get additional height of jumping

earnest swan
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Oh I'm sorry, you are using the jump function

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Still, have you set Max Jump Count to 2?

gritty olive
noble ledge
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When debugging blueprints some variables show up at "Unknown". What is the fix for that?

gritty olive
earnest swan
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On the enhanced input event

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For jumping

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Also try putting print strings when you single and double jump to see what is going on. You might be doing both at the same time with the pin on triggered

mossy nexus
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Hey guys why doesnt this work?

lunar sleet
mossy nexus
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Yes

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I put a Print even after the Press (before it does the Branch) and still no print

lunar sleet
# mossy nexus Yes

If this is in a random actor you prly need to use EnableInput on begin play

edgy eagle
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i have weapons that have separate animation blueprints
and i want to guarantee that each blueprint have a functions to control weapons animations

mossy nexus
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I will try that

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I enabled the input and it still isnt printing @lunar sleet

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Wait nvm I didnt do the node correctly

edgy eagle
# mossy nexus

check is it even called
print string immediatly after pressed

frosty heron
mossy nexus
edgy eagle
calm shell
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I'm trying to make some movement for multiplayer when doing a click on the floor. This works properly if I start as stand alone, but for multiplayer it moves like at 2 fps and it doesn't turn:

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I'm guessing this approach is completely wrong, what am I missing?

modest tinsel
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Hope everybodys Doing Great! πŸ™‚ God bless you all! πŸ™‚ Jesus loves you all! πŸ™‚ Hope everybody has a Great Night/Day! πŸ™‚

frosty heron
calm shell
meager ingot
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Is there a way I can change an actors selection size?

trim matrix
hardy merlin
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Hello! Is it possible to give a character a weapon at runtime and have the character's skeletal mesh recognize the weapon's sockets?

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Or do something like searching child meshes?

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Or do I have to make a custom solution

solid needle
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hello, i am making apickup system for my game

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when you pickup the item, it attches to your hand

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when you drop it, it drops

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when you pick it back up again, the code behind it runs, the branch prints as true and it all works but DOESNT attach back onto the hand

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can anyone help

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printing all comes right, the code behind works, the attach comes as true, you can pickup another tiem again but not this item again

dense mica
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I updated my article into something more readable for beginners and removed verbose stuff

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I highly encourage people who are paranoid about BP performance to give it a read

quiet reef
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You can also add a button that allows you to pick up the weapon instead of the chr. picking it up automatically

empty gust
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can i get blueprints from other project to current 1

empty gust
lunar sleet
steel geyser
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Hey guys please someone explain me in detail and in easy way , what is difference between get and set the variable in blueprint . If possible give me one example of each please.

trim matrix
atomic salmon
past compass
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has anyone done a runescape esc level progression system in unreal?

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even a simpler version, where certain actions grant XP for certain skills

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curious on if anyone has done this and what their method was

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im thinking of doing it all in a component

heady sphinx
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Does anyone have any good tutorials for Hotbar only Inventories? (No bag like slots or lists or anythings, Just a simple hotbar

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Ive tried looking but all just have a hotbar + other inventory space heavily integrated into it, my lazy ass cant be bothered wasting time on separating it into good code

vivid marten
# heady sphinx Ive tried looking but all just have a hotbar + other inventory space heavily int...

I wouldn't go as far as saying its a good video.. but I saw this which looks like just a hotbar as you wanted. Good Luck

https://www.youtube.com/watch?v=WVkMAo0ezl8

Welcome in back to my channel. In this video I will show you how to make a hotbar. The way you can support me is to join the community with SUBSCRIBE button and follow me in the social medias. Thank you for watching!

---About me---
My name is Ilian, an indie game developer. If you are GAMER or INDIE GAME DEVELOPER who want to see how a game is...

β–Ά Play video
surreal peak
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@past compass I would probably use GAS for that, where abilities can have Levels.

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But that requires c++ of course

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At least to some degree

past compass
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i have the GAS component and it's still been too much for me to really dive into

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but i mean

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i think i could learn it

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i dont know cpp tho

surreal peak
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Tbf, I wouldn't bother making something like that with BPs alone either way

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Does it need to be Multiplayer?

past compass
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lol yea

surreal peak
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Honestly, I would not tackle this if I were you.

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Multiplayer without C++ is def gonna bite you hard

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Especially with more complex stuff like what you are trying to do

past compass
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a bit too late for that lmaoo

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but

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even simple leveling functionality

surreal peak
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You need something that represents each skill

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Maybe a struct per

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But structs have no functions or inheritance in BPs

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And UObjects can't be replicated in BPs

past compass
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would thinking of putting all of the skills in a skill component

surreal peak
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Yeah but that is not the problem or

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The problem is having a replicated set of data that represents the skill

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And in BPs you don't have much options. Actor per Skill is strange. Struct doesn't allow for much

past compass
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maybe im missing something but wouldn't it mainly be math formulas?

surreal peak
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You have multiple skills though

past compass
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i don't see how that would be anymore difficult in replicating is all

surreal peak
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You usually want to represent them individually

past compass
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let's assume there are 10 skills

surreal peak
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If they all have the same layout for data, then use a struct I guess.

past compass
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and all they do is add to certain mechanics tht already exist or something, i just want a level that will be a chanign varizble that can adapt certaina ctios

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nothing super crazy

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weapon does 5 damage when level 1 att, but when level 10 att same weapon does 7 damage etc

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becuase of a forumla

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formula*

surreal peak
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Yeah then have a struct with level and some key name (GameplayTag maybe) to identify it and whatever other info they share and make it an array

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The math would be in the weapon then though

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Which would pull the level from that struct array

past compass
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well i think it would come from the character (or whereever the level fucntion would be), but i image it effecting the actual base input of the weapon, so if it's base damage is x then a higher level would be a mulitplyer or sorts multiplying x on every action that has that skill set associated with it

heady sphinx
past compass
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i like the struct idea, although i do try to avoid making them, i've heard stories where they "break" projects lol

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im already using plenty w no issues but still always wery

vivid marten
heady sphinx
prisma snow
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I have a variable in my data table, "IsUnlocked", I changed it during gameplay from false to true but when I checked the widget it is still not updated, Is there any solution?

atomic salmon
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@prisma snowhow does the widget get to know that the value in the data table has been changed?

prisma snow
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I want modify datatable during gameplay just like arrays

vivid marten
atomic salmon
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@prisma snowif you have a function within your widget which retrieves the values from the data table and updates the visuals, you may need to specifically invoke it every time you update the data table and want the widget to reflect that

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In general it doesn't happen automatically

prisma snow
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I modified the variable, as you can see here. When I use the 'Print String' function, it says the variable has been updated. However, two seconds later, when I check again with Print string function to see if the data has changed, it shows that it has not been updated

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I searched in google I found this :

You cannot, Data Tables are static, read-only in blueprints

is this right ?

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if we can not change datatable during gameplay so it is realy bad thing

vivid marten
prisma snow
atomic salmon
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@prisma snowI assumed you were using Dynamic Data Tables. If not, you can think of creating an array of the same struct you use as base element for your data table, populate it at runtime with the content of your static data table, then manipulate it as array.

surreal peak
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Mostly happens when modifying them when they are already in use and when they are split instead of break'd

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But they don't break the project. It's more like you might have to redo the struct, everywhere.

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If you don't have access to c++, then you gotta live with that fear

green mortar
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hi! I am wandering around since a hour and trying to find a way to make generic connectors between widgets, like the ones in the image

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any ideas? I tried "draw line", but it's ugly. I want to have something more aesthetic. Do I have to manually place those connectors, or do you guys think there is a better way?

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I haven't found any other nodes than "draw line" that may work for this purpose

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I'm okay with unreal's default blueprint connectors, but I have no idea how to draw them on screen

native canopy
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the static mesh won't change

timber crystal
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Hello dear friends, I'm really very happy to have you here. Otherwise I wouldn't know what to do without any programming knowledge

So long story short:
I'm trying to create a hit detection but the hit detection is underground even though I have everything set up correctly, right?

steel geyser
#

Hey guys i have question why we use get Actor location instead of get Chracter location to get location of our chracter ? Because our chracter is chracter not actor so why we use get actor location instead of get Chracter location ?

dire frost
green mortar
frosty heron
timber crystal
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its look like that

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i made a socket where i put the sword in

sonic pier
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hi all, i need help with a rng system for sound here. i have made a RNG system in which a sound is randomly selected to be played every 5 seconds but some times no sound is played and the timer restarts how do i fix this

queen heron
#

you need to use the Sound Cue asset

sonic pier
queen heron
#

ah

steel geyser
steel geyser
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fir we use get player controller

queen heron
# steel geyser

its self explanatory, you are enablind the input if something happens

steel geyser
#

then why we attach it to player controller ?

queen heron
#

you're defining which player controller you're enabling

steel geyser
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which what ?

#

player controller is only one bro

queen heron
steel geyser
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if we use get player controller node so

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why we require to it to attach again to player controller in enable input

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i mean

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why we not attach get player controller to target why we have to it to attach to only player controller ?

sonic pier
queen heron
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what you would do is get the location of the player, then add it with a random vector clamped to a particular value on each axis, and then use that random vector result to spawn the sound at that location

dim agate
#

Any advice on how to control the player's rotation speed as they rotate to look at the mouse? I just took this from the top-down blueprint. It works okay but would be nice to smooth or slow down the rotation speed. This is in the controller BP.

queen heron
#

there's "Random Unit Vector" and "Clamp Vector Size"

frosty heron
timber crystal
frosty heron
#

You are trying to find blade start in mesh which doesn't have the socket

#

So it just return 0,0,0 in local space

timber crystal
lean socket
#

Hi all! Ive run into a bit of a snag but Im hoping this is a relatively easy query. I have a sun that rotates around an earth (Copernicus would be fuming). I would like to parent the direction of my directional light to always come from the direction of the sun's static mesh. I can easily get the coodrinates of the Static Mesh of the Sun but I am unable to translate them into the directional light. I have a simple BP for my directional light. as you can see in the final screenshot, as the Sun moves the directional light's location also changes however this results in no actual change in the direction of the light source. Any advice would be much appreciated!

queen heron
lean socket
# queen heron wouldn't it be better to use a point light instead and make it follow the locati...

Unfortunatelyt no, the directional light doesnt get dimmer the further away from the earth, its an infinite distance away so it always projects the same amount of light regardless of the distance. the sun follows an elliptical orbit which means at certain parts of the year the earth is completly dark if using a point light. im pretty sure it should be relatively simple to translate the position of a mesh relative to another mesh into the position of the directional light but i think it requires a mind better then my own! thankyou for the suggestion though

steel geyser
#

Guys i have another question in this image , why we connect get player controller node to player controller pin in Enable input node, but why below we connect Get Player Controller node to target pin in Disable input . Please what is this target i am confuse in it ...

trim matrix
#

Anyone help please I'm really struggling and no far seems like not getting ay responses when asking for help and every video I watch literally doing it different ways

#

I have a PCG thing which is spawning objects within a spline interior however it's not placing the point on the actual surface of the terrain

thin panther
#

What's the pivot point of those trees

trim matrix
#

where would I find that ?

thin panther
#

In the tree asset

trim matrix
#

there I guess so just above the base of the tree

thin panther
#

Could you drag one into the world

#

And show me

trim matrix
#

obvs I won't be using these trees in the end it's to get stuff working and then I'll switch them out

thin panther
#

Okay, so it's not a pivot issue, at which point I'll redirect you to #pcg-framework

young meteor
#

Is there a way to easily do a text wrap (wrapping to next line) or do I have to set up complicated code with appending strings etc. to achieve this?

I know I can Ctrl + Enter, but if I don't know the text length up front that is not possible.

frosty heron
young meteor
#

No, not even sure what you mean, but it sounds like what I need.

#

Is that a setting for a "Text" element or what are we talking about here?

#

Guessing it's this?
I'm an idiot for not even checking sorry πŸ˜„

#

That works perfectly. Thank you.

frosty heron
#

That's it yea

heady burrow
#

how can I remove the binding of Q and E to zoom in or out

#

I wanna still be able to move around but I want to make it so when I press Q it only executes the input action, not zoom, now it does both

#

it worked fine when just listening to keyboard events, but when adding input action it gets confused πŸ™‚

distant hollow
#

Is it possible to use two different GameInstance for two different levels?

distant hollow
frosty heron
#

But you can have as many gi as you want

distant hollow
#

Hmm ok

frosty heron
#

With subsystem

distant hollow
#

?

frosty heron
#

Cpp

distant hollow
#

Naw no cpp for me

frosty heron
#

They all exist at from the start of the game till the end. No switching needed

faint pasture
frosty heron
#

Multiple GI is neat. I need singleton to isolate my systems

#

I used gi subsytem for loading screen

distant hollow
frosty heron
#

I prob should have done one for save and load

distant hollow
faint pasture
frosty heron
#

Once you can do things that bp can't u won't regret the journey

distant hollow
#

Now I am building another system that lets me construct the house

#

Afterwards I am going to put the two together as different levels

#

And the two systems are built using different GIs

faint pasture
#

yeah that shouldn't be in game instance

#

Is it like you have a build mode where you can customize a house, then later that custom house can be spawned into a game world?

distant hollow
#

Yes

#

But as I was building them separately so I used a different GI when I was building the other system

#

Looks like I have to recode them then

sick sky
#

is there a way to set a "widget animation" type var ? because i cant see anything when trying to add it
is setting at runtime the only way ?

marsh quail
#

Hii, I'm very new here and I hope this is the right place for my question.

I am making Hands for VR and to be able to get collisions I followed the "Hand Actor Collision"-Tutorial by VR Playground, so my skeletal mesh hands are within an actor blueprint and tied to a physics handle (GrabComponentAtLocationWithRotation) and even though I set my Animation Blueprint Class for the skeletal mesh even with a Blueprint at the beginning, I can't Cast to the Blueprint Class to get the ABP. The Skeletal Mesh is Valid, the Animation Instance is Valid, but the Cast to the Animation Blueprint Fails. Everything worked fine, with my previous setup of the VR Hands within the Pawn, but since I need the physical interaction I needed to change it.

Do you have any idea what could be the issue or how to fix it?
Thank you!

flat hedge
#

Can someone point me in the right direction of a good workflow to follow when creating a hud or dealing with UI in blueprints

untold fossil
#

Hello. How expensive are arrow components? I'm working on a building system that uses snaps. The snap locations I would like to implement with arrow components. So that it is easy to work on as a developer. Question is how expensive are they if players were building big things, knowing that each building block has a couple of arrow components.

#

In-game the arrows would ofc not be visible and not rendered. Question is, do they still have a cost even when not visible or are they cheap?

mellow pike
#

any one have a suggestion on how to make a rotator count lerp to 0?
example, if the pitch is 350 when I call my event I want it to add 30 (over a lerp or what ever is appropriate)
were as if my pitch is 100 I want it to subtract 100

right now I get this full rotation that for a moment flips the camera upside down lol
so I was wandering if there is a function I could use

#

this is what i have

#

here is a visual example (I tuned of the pitch so it would not trigger seizures)

#

the first 2 times I turn the corner its fine, but the 3rd time the camera makes full spin right where as it should recognize moving left is better . is there a bult in function I can use or do I have to make one ?

faint pasture
#

How does your building system work?

queen heron
#

I wanna know, is it impossible to update actors that are near to a actor that is currently being moved transformed by the user in editor using the construction script??

naive isle
#

Would either of these code snippets work to modify an array in a struct or do I absolutely need to use a set members node

shut stream
#

Im trying to retarget something in ue5.3 for the first time
where did the edit mode button go or how do i get back into the edit mode?

untold fossil
#

Small (stupid) question. What is the simplest way to determine if a number is a prime number or divisible by 2?

#

I guess this works?

random pulsar
#

Hey guys i am stuck with smth and don't know how to make this:I want to display on the screen the arrows the player has in inventory and also him to shoot when he has them and when he has no errors dont shoot

#

can someone help me with this please? its a university project

coarse grove
#

Hello, maybe someone can help me to fix a simple decal selection below my player. I tried this setup but mostly when i move the mouse and it rotates or when i move the player, the decal "fades with the floor" so its not perfectly visible. Anyone knows how can I fix it?

junior prairie
tall veldt
#

Hello all, i was wondering if i could load a data asset, change some thing and then save and overwrite that data asset? I have an in game level editor and i want to store that level data asset file somewhere.
Or should I use something else, since data asset is actually meant for items/weapons/etc

lunar sleet
tall veldt
#

Ah not in bp? That’s too bad. Perhaps another question: can i save a runtime snapshot of the level as another level?

steady kindle
#

i might be stupid but i can't figure this out
i added a blueprint as a component to another blueprint
but i cant cast it to be the right class and use the functions?

#

do i need to add the bp class as a variable or something?

thin panther
#

Don't use child actor components

#

They're confusing for exactly this reason, and broken anyway

steady kindle
thin panther
#

Spawn and attach the blueprints

#

If this needs to be done like Unity prefabs, install the prefabrication plugin

steady kindle
#

btw the bp also has a static mesh component which is basically supposed to be part of the overall bp

thin panther
#

Spawn the BP, and attach it to whatever it needs attaching to

steady kindle
#

there's gotta be a better way

thin panther
#

The prefabricator plugin or c++ is your only other option really

faint pasture
#

That's my least favorite part of Unreal, the fact that it's not trivial to have an actor which just contains another actor at design time.

steady kindle
faint pasture
steady kindle
#

but i'm also still pretty new to unreal so don't really understand the distinctions between actor/component

faint pasture
#

so the Actor is the atom of things in your world. If something exists in the world, it is or is part of an actor

#

actors are made up of components

kind estuary
#

pls destroy my coding pattern.
Im making a tank game. You can capture tanks, and these tanks have different guns.
Then you switch between tanks by pressing tab, and switch gun on each tank by scrolling down.
But this is messy when switching because i must replace the other tank.
So i replace the mesh of the tank and its variables for the new tank. And destroy the old tank guns, and spawn the new guns.
But before doing so i store all the data of the old tank and its guns on a struct, so that i can then switch to it.

#

this was very hard to do... and im sure there is a better way

#

someone suggested to do this like you would do with inventory, with objects

faint pasture
#

do 2 tanks exist at the same time and you just swap which one you're controlling?

kind estuary
#

so now you have 2 tanks in theory

#

but only use one at the time so must manage

faint pasture
#

Are both driving around now or do you have some tank in your back pocket and can swap it with the one you're driving like pokemon

steady kindle
kind estuary
#

The Tanks_Struct_Arr have in it an array of BP_Guns

faint pasture
kind estuary
#

🧠 πŸ”₯

kind estuary
#

but in a shooter there is a difference

#

in a shooter you can get away with having the gun on your back

faint pasture
#

I'd have some struct with the definition of a tank. Given that struct, be able to spawn a tank with whatever data. Call it TankBlueprint or whatever

kind estuary
#

here i must get rid of the old tank

faint pasture
#

Make a function that inputs a tank in the world and outputs the struct, and vice versa

kind estuary
kind estuary
#

thanks

lean flax
#

Is there a way to get the input from the number keys? All in one node?

kind estuary
#

i was thought i was being a noob

faint pasture
#

In my vehicle building game I have something similar, I just call it a VehicleRecipe but same idea

#

You'd do the same for a Diablo clone, you'd have some struct representing an item

frosty heron
#

No matter what I do, I will always feel like a noob πŸ˜„ when I look at other people way of doing things

vivid marten
#

versus just possessing the other tank and controlling it and then possessing a different one?

kind estuary
faint pasture
#

the tank has to be able to go away and be stored

faint pasture
atomic saddle
#

Hello why does my cast fail when it touches the triggervolume

faint pasture
#

You can make it easier on yourself by only ever having the struct be the thing thats changed (and the tank object updated to relfect those changes) so you don't really need to scan a tank, just read its struct and destroy it

#

But then you'll have to spawn them at runtime with structs etc. That's the approach I'd take though.

faint pasture
#

you probably want to check if otheractor is a ball

kind estuary
atomic saddle
frosty heron
#

print string

#

and connect the overlapped actor to the string

atomic saddle
#

ty

frosty heron
#

play the game and see what's printed

atomic saddle
#

i got this error

frosty heron
#

You are referencing streamed actor, w/e that is. Don't use level blueprint btw, just make a blueprint with the trigger

atomic saddle
#

ty

#

i used a blueprint

#

and it worked

pine trellis
#

for some reason when I click the button with this code its not cycling through my game modes it stops and I have to click back to bring the options

#

I want it to keep cycling

thin panther
thin panther
frosty heron
pine trellis
#

If I have 3 game modes and I click 1 button it goes to 3 and then stops I need to hit the other button to make it go back

#

I wanted it to keep on going 1-2-3-1-2-3 if I press the button

frosty heron
#

Sure, so all you have to do is just implement the behavior

#

instead of clamp, you want to check. If game Mode ID is > last index, set it to 0

#

and if Game mode ID is < than 0 set it to Last index

pine trellis
#

ok cool thanks will try

atomic saddle
#

is there a way to access a target points location that is in my scene?

faint pasture
#

I don't know exactly what's broken about them but even having the extra scene component won't work for my project so I dont bother with them

thin panther
#

Well, CAC's are suuuper broke from what I know, and would need an engine fork, whereas a more bare bones remake of prefabricator is way more manageable

#

Though I'd still just use prefabricator

#

Not worth the effort to reinvent it imo

meager ingot
tight pollen
#

In the case of an inventory system, does it make sense to create a pool of widgets (slots)?

#

that I use a specific number of these widgets all the time, instead of creating them again, when opening e.g. chests, etc.

dawn gazelle
trim matrix
#

I would imagine you would need to adjust the components bounds. On any primitive component, there is a variable called β€œbounds scale”. If you click on the collision component you should find it in the details. This bounds scale however, is also the same mechanism in which the renderer uses to decide which objects count as being on screen and should be rendered. Be wary if your changing the bounds scale of a static mesh componet or something visual. Don’t make it too small or you will experience flickering.

#

@meager ingot

sand yacht
#

Hey I'm getting this error with my audio capture. It seems like it's writing to some sort of buffer and making me run out of memory: LogAudioCaptureCore: Warning: Attempt to write past end of buffer in OpenDefaultStream [5226496]
Any ideas?

pulsar vigil
#

hey guys im trying to attach an actor at a notify of an Anim Montage of my player character.
Is it possible ? where do i get the notify ?
where do i tell when to attach ?

cyan spire
#

Hey i have a simple question but it drives me crazy. Can someone explain to me why i can't use the BP_ThirdPersonBP as the Reference OBJECT when casting to it when it inherits from a Character and Pawn? Get Character works, Get Pawn works, but Get BP_Thirdperson does not work. Whats the class im looking for?

dawn gazelle
# cyan spire Hey i have a simple question but it drives me crazy. Can someone explain to me w...

Get Player Character and Get Player Pawn are static functions provided by the engine that return a reference to the Pawn that the player controller is currently possessing. You can use these gets and then cast to BP_ThirdPersonBP. If you already have a reference that is BP_ThirdPersonBP there wouldn't be a need to cast at all.

ACharacter* UGameplayStatics::GetPlayerCharacter(const UObject* WorldContextObject, int32 PlayerIndex)
{
    APlayerController* PC = GetPlayerController(WorldContextObject, PlayerIndex);
    return PC ? Cast<ACharacter>(PC->GetPawn()) : nullptr;
}

APawn* UGameplayStatics::GetPlayerPawn(const UObject* WorldContextObject, int32 PlayerIndex)
{
    APlayerController* PC = GetPlayerController(WorldContextObject, PlayerIndex);
    return PC ? PC->GetPawnOrSpectator() : nullptr;
}
cyan spire
#

Fair enough, but as i understand the ThirdPersonCharacter is a more advanced Character right? So why do i need to use its parent class as a reference and can't use it itself?

dawn gazelle
#

I'm not sure I follow. These are functions that provide a reference as a Character or Pawn reference.
If you wanted a static function called "Get Third Person Character" you'd have to create that static function in C++ and do similar code as above in the GetPlayerCharacter function and cast instead to your own custom character class.

cyan spire
#

So in short its not implemented that a new Class created by the user can be called directly so we have to use the parent classes because they are hardcoded call functions?

#

Or to say different, i want to change the FOV in the FirstPersonCamera Component inside FirstPersonCharacter. That FirstPersonCamera Component is i guess ONLY inside of that FPC blueprint and not in the parent classes. So how am i pulling out the variables out of a parent class that does not even have have those variables?

#

Because in my mind they are only in the Latest Child version, and im like "It works, but its weird that it works because when i think logically i would need to target the last child which even has that component and variables to be able to change them"

dawn gazelle
#

There is no automatic "get x" functions created when you create a class. The "gets" that exist are there as convenience to access the common classes one needs.
You could make your own static function in a blueprint function library as well...

dawn gazelle
cyan spire
#

I mean it works, its just hard to understand for me how.

#

What i don't understand is how he pulls variables out of parent classes that don't have those variables in first places but only the child classes

dawn gazelle
#

It wouldn't. I can guarantee you that if you go to your BP_FirstPersonCharacter blueprint it'll have either a variable or a component on it that is named that.

#

If it's not within BP_FirstPersonCharacter, it'd be in a parent class.

frosty heron
#

Probably should read about inheritance and polymorphism

cyan spire
cyan spire
dawn gazelle
cyan spire
#

God thank you ... i was missing this, thats why i struggled so hard to find out the parent class

solid needle
#

hi, making a shapeship and using a pawn, i am using movement input as the moving system and using "FloatingPawnMovement". When i touch the ground I don't stop and just keep flying through ground

#

any help, my root is my ship

#

collision is default :)

lunar sleet
surreal peak
#

I think that's the Pawn

#

But either way, might be a faulty collision setup overall. The Pawn should probably not be World Dynamic either

lunar sleet
#

Landscape is world static iirc

surreal peak
#

I would ensure the Pawn is a Pawn in the collision settings

#

As Object

lunar sleet
#

That too

solid needle
#

that works

#

i dont use collisions much :D thank you for your help

lunar sleet
#

Collision is a tricky bish πŸ˜€

solid needle
#

mhm ya, you guys are legends

#

i made a new pawn with different logic now but i know for next time 🫑

steel geyser
steel geyser
# steel geyser

Guys i have question in this image , first why we connect " Get player controller" node to "player controller pin" in Enable input node, but second in "Disable input node"why below we connect" Get Player Controller" node to Target pin " we can also connect it to again "player controller pin" in " Disable input node" . Please explain someone what is this "Target pin" i am confuse in it ...πŸ˜•

woven drift
#

how to get actual speed of character movement component? there is getvelocity node but acceleration it shows doesnt react to obstacles

#

it doesnt change whether i walk into wall or not

surreal peak
#

Might be that the Velocity is just the one it wants to apply

#

If in doubt, you could save the last location, subtract it from the current location and divide it by delta time

woven drift
#

oh there is actually a get velocity node
and it works fine

#

but anyways thanks!

surreal peak
#

Ok, didn't you just write GetVelocity does not work fine? :D

#

Confusing

woven drift
#

oh ive confused it with getacceleration node

#

sorry

surreal peak
#

Ah, alright

dark drum
woven drift
#

im using spring arm as pawn control for mouse view (camera is attached to it), im trying to clamp its pitch but cant figure out how, there is a getSocketRotation node that shows exact rotation i need but no setter so i cant clamp it how i usually do it. clamping camera's angle makes weird result. how can i clamp spring arm's rotation?

#

or maybe i can clamp pawn control rotation itself? i cant seem to find corresponding nodes

#

btw camera is attached to a slring arm

crystal epoch
#

Hi!
I'm making a turn based combat, and I do store all actors in an array.
Thing is that when I destroy an actor, I have no clue how to check that array index's actor has been destroyed, I'm trying with "Is Valid?" but seems to ignore it.
Is there any way to check if an array has a destroyed actor?
Thank you!

woven drift
frosty heron
frosty heron
# steel geyser

U need to feed a player controller to disable the input of the pc. It's not doing anything atm

rose kettle
#

Hello! I am trying to make a simple inventory system. However, I am experiencing a problem when my characters idle animation does not always change dependent on the item. Does anyone know what the problem might be? Thanks in advance

#

This is in my character bp

#

this is in my anim bp

spark steppe
rose kettle
#

ooh

#

thanks

#

so i can jus plug that in there right?

spark steppe
#

idk, eventually that wasn't problem because the switch on the class name would catch that already

#

was just the first thing i noticed

#

why is there even a do once node?

rose kettle
rose kettle
spark steppe
#

does the idle anim only not update when they switch the item?

#

as you never update the held item in the animBP when the player swaps the item?! (at least none of the posted screenshots indicates that)

rose kettle
#

Also when they pick it up

#

I am calling the "On item change" event when the player switches the item too

spark steppe
#

ok, that wasn't part of the screenshots. but then idk

lime basin
#

its a good practice if im adding tons of new animations on same skeletal mesh to use multiple animation blueprints and animation layers and also thread safe?

rose kettle
#

Also, why is the cast failing?

frosty heron
#

You also don't want to get class like this for anim instance. There is no reason to

#

Simply get the owner of the anim instance and cast it to w.e the owner is

rose kettle
frosty heron
#

And anyway my advice still stand

#

Don't use get like that. No reason and bad practice

#

Get the owner pawn instead and cast to w.e it is

rose kettle
#

Same result

frosty heron
#

You will also get cast failed on simulate because the player wouldn't exist at the time

rose kettle
#

this is at runtime

frosty heron
#

Print string the pawn owner

#

You will find out why it failed

#

The owner of the anim instance is not the type you are casting (bp player character)

dark drum
# rose kettle this is at runtime

As cold has said, the reason its failed is simple. The owner that's running the animBP isn't of the type your trying to cast too. Other than input being null, there's no other reason it will fail.

Chances are, you are assuming it's of the type you're trying to cast to be in reality it's not.

rose kettle
#

Now this is seriously weird

frosty heron
#

Not really

#

It seems there are multiple instance in the world that uses the anim instance

#

And a couple of them are null (not a pawn or derived from pawn )

rose kettle
frosty heron
#

Yup

rose kettle
#

but would it not also print the names of the actors that use them in this case?

#

instead of only printing bp player character?

frosty heron
#

Nope because u r trying to get pawn

#

If it doesn't derived from pawn it will return null

#

So in this case , try to use get owning actor

#

And print it

#

There should be a preview instance too when u play in the anim bp to check what uses it

rose kettle
#

it still prints BP_player_character on owning actor

#

mystery

#

and now the anims started working properly again

#

I am confused

#

Bugs that fix themselves, you hate em and you love em

#

and it broke again

#

splendid

frosty heron
#

try placing just bp player character in empty map

#

see what happend

#

and what u mean by run time is play in editor?

#

you should be able to see the number of instances the abp is using in the abp during Play in editor

rose kettle
frosty heron
#

in your abp. Play in editor first then go there

#

if i have 10 instances using it, i will see 10 in there

rose kettle
#

Idk if this is in ue4 or not

remote meteor
#

the answers is

#

the debug target

#

needs to be set to the world spawned actor

#

not preview actor

#

πŸ˜„

rose kettle
#

thanks, done that now

#

however I dont see the number of usages? perhaps I am just blind

frosty heron
#

make sure u are Playing in editor
and make sure there are instances of the abp in the world

frosty heron
#

make sure u are playing from selected viewport

#

not Simulate

rose kettle
#

Anyway I doubt that can be the problem

#

this is a test world and it consicts of the player and a few cubes

frosty heron
#

simulate is cursed you shouldnt even be getting Animation eidtor preview actor

#

that is certainly sound like the problem

#

just never play as simulate,

rose kettle
#

I am not doing simulate though

#

Im playing in selected viewport

#

It just annoys me that half the time it works and half the time it doesnt seemingly randomly

#

Like I would have given anything for an error at this point

frosty heron
#

No clue, hard to find out w/o actually having the project

#

i would suggest doing it on empty map

#

see if you can reproduce the error

#

start a new level, drop your bp first person char there

#

If that works fine, drop another one

dark drum
#

I'm looking at positioning an AI controller in between the character and the player controller where the PC tells the AI controller what they want to happen and the AI handles it. Does anyone have any ideas on how best to achieve this?

chrome pumice
#

Yo hello guys, i recently made a control rig and want to create animations for my sword character, simple question, i just wanna know how i attatch weapons or anything like i do it in the actor viewport

dense haven
#

Hey, I'm trying to create a pause menu that opens other UIs aswell (in this example they options for keyboard setting etc.) - I'm facing an issue, that I can open the pause menu via esc and close it via esc aswell. But when I open the options once, close them via esc key and then try to close the pause menu with that key aswell it just stops working. Even when I'm closing that menu with its buttons I can reopen it but it will never close again when using the ESC key.

I'm opening the pause menu from c++:

DisableInput(GetWorld()->GetFirstPlayerController());
GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
PauseMenu->SetIsEnabled(true);
PauseMenu->SetKeyboardFocus();
PauseMenu->SetUserFocus(GetWorld()->GetFirstPlayerController());```

The menus itself are blueprints.


The ones with all the blueprints in commands is my pause menu, the other one is my options menu.
chrome pumice
#

i have them both here but how do i attatch it to that skeleton?

marble sky
#

Do ReplNotify variables send their current state to a client when they connect? i.e. after the default value has changed on the server, does it notify new clients when they connect of the new state? Trying to troubleshoot a repnotify variable.

#

i.e. I have a door that has an 'is open' variable on it that is set to repnotify. When a player interacts with it the server sends a repnotify to set it to 'true' to open the door and 'close' to close the door. For some reason when clients are already connected and the door is opened, it works, but if a client connects after it's open it shows up as closed for the new client.

fossil crystal
#

trying to create an event, but when i drag it and under the list of options it doesnt have 'event' just unbind, bind call and another

sick sky
#

is there any ways to "set" a variable of type widget animation from the variable panel ?
i have a array of a UDS, inside there is widget animation vars, but nothing appears when you try to set default value

for now i am doing it in the construct event, but its not very "visually simple" to understand what to do to set the widget animation vars using the widget animation created by UE

crystal flax
#

hello there i want to ask something i have a level in which i have to place coins the level is huge it is taking time for placing coin one by one i have many levels is there any way in which i can place or spawn the coins like using spline or something else which can save time

distant hollow
distant hollow
flint night
#

Why can I not create a blueprint class that inherits from AVolume?

vale pine
#

Is LevelName + ObjectName the best way of uniquely identifying actors for save games?
For example, if I had 30 collectable "Blue Coins" and couldn't trust myself to manually assign them all a unique ID
I've seen some people use direct actor references, but I'm not sure how reliable it is, if you plan on adding more saveable actors later

dawn gazelle
crystal flax
distant hollow
crystal flax
distant hollow
#

I’m not familiar with it too so can’t help you much there. Try searching on YouTube?

vale pine
vestal plinth
#

how do you get input in an actor that's not being possessed? I've hit every checkbox I can find, unconsumed the input, etc. seems like a waste of the concept of "input stack" if this doesn't work.

ruby tendon
#

might be a stupid question, but why does my inputaxis for an IA_event not return to 0 after releasing the button?

#

I tried modifiers for the input. but I still keep the same issue

#

couldn't find anything on google about it

lunar sleet
ruby tendon
#

Sorry. didn't see that channel, my bad

lunar sleet
#

Np

ruby tendon
#

i basically have an axis 1d float

#

that i use for the code.

#

i am trying to check with a branch if it's 0 to do something else, but it wont go back to 0

#

here are my settings

vestal plinth
celest oar
#

is there any built in support in BPs if i want to block a function from running for x amount of time?

vestal plinth
lunar sleet
#

When it goes back to 0, the completed pin should have fired anyways, so better to use that instead

#

And just on a side note Triggered pin has its own tick, so you can use that while the input is actuated

dawn gazelle
lunar sleet
#

Should shed some light on what you’re missing

vestal plinth
#

cheers

lunar sleet
#

Mind you they’re attaching that actor so idk if that’s your use case

dreamy yacht
#

Hi! I am making some vehicle combat game inspired by Death Rally and I've got some weapon types ready ( 5 ) stored as integer in "weapon type array"

#

I want to toggle between them using Z ( left ) and X ( right )

#

so I can assign everything with integer value

#

the easiest / fastest way to do it ?

#

I mean the script

#

I've began writing something

#

but it's not working properly 😦

dawn gazelle
# dreamy yacht

I'd think it'd be better to simplify this by keeping track of the index of the selected weapon instead of relying on looking up a value in the array to determine the index.

dreamy yacht
#

thank you

#

I'll try

high tartan
#

Hey all, I think this is the right spot for this, but I am working on my first Blueprint Utility, and it largely works as intended but I can't seem to get the editor to run it at start up.

I've followed this documentation, and poured over it multiple times and don't understand what I'm missing:

https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/ScriptingAndAutomation/Blueprints/StartupObjects/

DefaultEditorPerProjectUserSettings.ini is setup correctly, far as I understand.

The only error I get in the log is

LogEditorUtilityBlueprint: Warning: Could not load:

With nothing else to give me context on why it couldn't load.

#

I'm on 5.2.1, Epic Launcher version.

high tartan
young meteor
#

Hey folks
How to I round/format bigger numbers.
So above a thousand go to 1,0k and above a million go to 1,0M for example?

versed sun
#

Top half rounds the In Float to the closest Step
If In it 12345 and Step is 1000, it should return 12,000
and the Text should return 12k , i think

young meteor
#

My man, digesting it

#

Looking through it I pretty much need to copy all of it right? Not just piece of it.

versed sun
#

if you dont need the Text half you can omit it , but you need the Float math part for the Answer

young meteor
#

Appreciate it πŸ™

timber crystal
#

Hello my dear friends, I have a simple question: I want that when I attack with the sword, so to speak, a specific enemy blueprint that it is destroyed. There are units that should only be defeatable with this melle attack, so it shouldn't apply to all enemy blueprints or Actors only destroy the units that I want to be destroyed as soon as the hit of my weapon touches them
And of course each unit should die with a different effect and sound

#

i mean can i always use cast to the blueprints and after it destroy actor?

dawn gazelle
young meteor
versed sun
#

its what you want to round to the closest X

peak jacinth
#

i notice in ue5 character blueprints, making custom collision is very.... limiting. you're stuck with only the default capsulecollision which doesn't allow for really cleaning character collision "outlines" and when you to get to more complex things with your character (crouching, proning, etc) you're limited to changing its half height and radius which is also very limiting. is there a better way of doing this for more advanced collision? I've seen things such as creating a character via the actor or pawn blueprints but those have their own sets of issues (mainly you don't get acces to the character movement component is the biggest thing ive found). is there like a good middle ground/better way of doing this?

versed sun
#

couldnt think of a better word for it πŸ™‚

young meteor
still swallow
#

I am changing my character mesh via blueprint

#

How do I replicate the new mesh after change

frosty heron
#

replicate as in multiplayer?

#

if you are talking about Multiplayer, just repnotify the Mesh component.
From client side you will need to tell the server to change the mesh (Server RPC). That;s about it, you can change the mesh in repnotify function for the clients

valid wagon
#

hi all, quite new here. I'm working with a lidar point cloud and I'm trying to highlight (and later show information for) the point that is closest to the player's camera center/crosshair. I followed this tutorial (https://www.youtube.com/watch?v=R7oLZL97XYo) that showed how to highlight other actors by using LineTraceForObjects. I have found a similar function called LineTraceForLidarPointCloud, but I don't see how I can make it trigger with the same timer event like in that video

dawn gazelle
# peak jacinth i notice in ue5 character blueprints, making custom collision is very.... limiti...

The Character Movement Component is heavily tied to the Capsule Component of the character.
You only have a few options...
Dive into C++ and change how the CMC works - this could theoretically be done by subclassing it and then modifying the required functions (I don't know which)
Create your own Movement Component and set it up how you need it to work.
Use a third party plugin that provides additional/different movement components, such as the "General Movement Component" plugin which provides some alternate collisions.

still swallow
valid wagon
#

this is the beginning of the logic to highlight the object in view. and at the bottom is the LineTraceForLidarPointCloud (LineTraceForObject is above it)

frosty heron
winter current
#

Did you find a good solution for this? I have the same problem currently

still swallow
sick sky
#

are the widget animation var type read only and cannot be created from user ?

frosty heron
# peak jacinth i notice in ue5 character blueprints, making custom collision is very.... limiti...

CMC is made to work with capsule component. It's designed for a competetive multiplayer shooter.
If you need a movement component with custom collision ( Not strickly capsule component )
You have 2 choices,

  1. Create your own Custom movement component
  2. Buy or Pay someone to do it
    There is one in market place called General Movement Component. It cost $300 USD or more I think but it does provide custom collision and many other stuff like replication in blueprint
gaunt dawn
fringe frigate
#

im trying to change one post process setting , but when i do my other settings like bloom look like they get reset to default

#

how do i keep all other settings?

versed sun
#

Camera > Get PPSettings>Set Member in PPSettings

#

Make will make a new default one

fringe frigate
#

ah thats it thanks

winter current
gaunt dawn
# winter current Attaching the Player to your Train Platform for a smoother ride even if it goes ...

I was able to solve it. You have to attach player to moving actor and also create custom character movement component for your player, where you override one function. Right now I cannot tell you anymore without Access to pc (don't remember what the function was) but if you hit me up tomorrow i could tell you or share my train project. Or maybe better, send me a friend invite and I'll send you the info when I get to my pc

random pulsar
#

Hello,how can i link the arrows my character has in inventory with the widget?

frosty heron
#

widget will have functions to read how many arrow the player currently has

#

when you add just add an arrow widget to the Horizontal Box as child. When you remove, just take out one from the child

#

you should let the widget subscribe to the player when it used an arrow. When the event is triggered take out an arrow from the horizontal box

random pulsar
#

the arrows are not in the player they are in inventory

#

player just shoots infinite arrow right now

frosty heron
#

Well where ever the inventory is

#

although the inventory shouuld be a component to the player or somewhere

#

Afterall the inventory should be tied to a specific player

random pulsar
#

yeah player has inventory component

frosty heron
#

k then pass the inventory component to the widget

#

widget just read the current number of arrow

random pulsar
#

a lot of functions ,dont know where to start from)

frosty heron
#

Start from displaying the arrowhead

#

no need to update when it's being spent or not

#

That can come after

steady night
#

Why is Reserver doing nothing ?

dawn gazelle
random pulsar
#

i have no idea what i make

frosty heron
#

You want to get the inventory of the player and get the arrow

#

just try to print string the number of arrow first

random pulsar
frosty heron
#

you want to have a function in your inventory component to look for the item you passed and get it's index

#

well it really depend on the design of the game too

#

looking at your screen you probably want to equip arrows

random pulsar
#

too hard for me to understand and write this

frosty heron
#

so when ever u equip arrows, you can then tell your widget to display the current equipped arrow (ammo)

random pulsar
#

i just want to see the arrows i have in inventory on the screen and when i have arrows i can shoot,when i dont have arrows i cannot shoot

frosty heron
#

that will require you to implement the system

#

break it down

random pulsar
#

i know only how to break the nodeπŸ˜‚

frosty heron
fringe frigate
#

i just found out, the construction script of a blueprint doesn't run when it's inside another blueprint / :

#

can i make it do that?

frosty heron
#

wdym by when it';s inside another blueprint?

sharp crane
#

Experiencing a weird bug with a widget, when triggered it causes a smaller window to appear and the screen becomes shakey?

fringe frigate
#

bp_gun_tool doesn't run its construction bp

#

atleast not when inside the character

#

if i place that gun blueprint on its own, it does run

frosty heron
frosty heron
fringe frigate
#

i can get around by making my own construction function and calling that from the parent i guess

#

just feels wrong

frosty heron
#

or just don't use child actor component

#

but up to you

sharp crane
fringe frigate
#

so how else would i have different ones

#

im still real new so open to ideas!

frosty heron
#

my role model is system from market place called Dynamic combat system

#

really depend on how simple you want to take your game

#

but generally you will want inventory component where you can equip weapon

#

this way you can just switch weapons

fringe frigate
#

im trying to understand, so the weapon would just be a class?

frosty heron
#

Each item holds information. They are contained in a struct.
The struct would contain the name of the item, the description, price, etc.
It will also have an object class that define its beahavior

fringe frigate
#

can those have a viewport as well?

frosty heron
#

@sharp crane Number of player is 1?

fringe frigate
#

i mean like a 3d view where i can place extra stuff

#

cause i need that for this one weapon for example

sharp crane
frosty heron
frosty heron
fringe frigate
#

like here, i might try it out later.

#

i think i get the idea that if you wouldn't place this gun in level on it's own, which i won't it doesn't make sense to be an actor maybe

frosty heron
#

The object class will have call backs. Example would be on Equipped.
When equipped, you can just add a static mesh component to your actor and just do the rest of the visual logic

fringe frigate
#

so i do all the visual logic on my main player and not the weapon?

frosty heron
#

No you will do the logic in the object class that reside in the item info

#

player doesn't need to know about the gun logic

#

it should just know that it is choosing to equip this item

twilit gull
#

heya, can you please tell me what is better:
store an object reference an pass it to multiple classes where i'm doing a lot of interaction with it, assuming that i'm calling in one init class and then storing that object in gameinstance anyway or do bps with more complex logic but calling those objects only when logic loop is finished?

charred cobalt
#

hey for some reason the camera on my third person game wont rotate upwards (left/right works)
ive checked and its getting input any ideas?

fringe frigate
#

what class could i make this from?

Afik most of the components you dont have a viewport to place specific objects like skeletal meshes and widgets
which i definetely need if i wanna keep all the gun info seperate from the player

#

i guess for me maybe a skeletalmeshcomponent?
though, that's all just to get around having an actor, i don't know why they're bad

#

ill just take your word for it

#

i guess having too much useless info is not good tho definetely

frosty heron
#

don't have to eat my word. I personally never even used it so I don't know what could go wrong

#

but yea Actor Component or Scene Component can't have widget comps

fringe frigate
#

thats the exact thing i need here lol

valid wagon
#

how do I reference the players viewport? I want to remove a widget when an object is not selected

fringe frigate
#

i dont think the issue i mentioned in the start is anything to do with child actor classes tho actually. Think it's just how they designed it

#

still i'd like to use the right classes for the right job! : - )

frosty heron
#

You can still spawn widget component

#

and get a ref to it

#

would be more work for the setup

fringe frigate
#

but i just can't see it when i do

frosty heron
#

that's what I would do

frosty heron
fringe frigate
#

i think in this case actor is the best choice because of the visuals. and having many different objects together with specific positions rotations and animations n so on. Might be wrong.

But for stuff where it's exclusively collections of functions and code i shouldn't do actor classes is what im getting

valid wagon
#

I tried this but I get an error as shown

fringe frigate
#

is it in fact not a gameview subsystem?

#

if you have one of those get a reference to it

frosty heron
valid wagon
#

ah, nevermind! I see my issue

frosty heron
#

That will remove every single widget of that class in existance

valid wagon
#

oh that's a cleaner idea

#

good point

frosty heron
#

you better off knowing how to cache and get the ref when needed.
Imagine you have buttons for every single item, and you just want to remove one button.
Get all widget of class will remove all the button from the widget

valid wagon
#

yeah I see the issue with the get all and then loop

#

just trying to get the variable to work properly

#

I set the info box to a variable here, but when I call and reference it to remove it, it doesn't disappear

#

this is where it should remove it

frosty heron
#

It should, unless you are adding another one and set the variable to the last one, in which the first one going to be unreachable

valid wagon
#

oh there we go - I got it working. I have another area where I deselect the actor

frosty heron
#

I suggest doing a print string to check

valid wagon
#

makes me think I should have it as part of the DeselectMyActor function

frosty heron
#

You might want to create the widget at the start if there is only one selected info box. No need to display it
When you Select an actor -> Add selected Info box to viewport
When you deselect an actor -> Remove from parent
This way you don't keep creating new widget everytime you click on an actor

steady night
#

is it possible in a Animation Notify with play sound from an Array varaible ?

frosty heron
#

Don't see why not, what are you trying to do? Play a random sound?

steady night
#

yeah

#

hm i could use on anim notify and play the sound instead of adding it this way...

#

or no, its not a montage

#

so i need to add it in here somehow

frosty heron
#

You can make your own custom anim notify that have a select of sounds to play

#

or simpler approach would be just to play a sound with random node

#

You are doing multiplayer tho... each machine will roll their own dice

steady night
#

this one aint MP

frosty heron
#

so they don't necessarily gonna hear the same sound

steady night
#

its is a SP

frosty heron
#

well that's easy then

#

just edit the sound?

steady night
#

oh right

frosty heron
#

before the output add random

#

u can add as many pins as you like

steady night
#

yy

#

forgot u could edit thje sound

#

lel

#

sweet ty,

#

taking a breake from my MP, switcing to sp to play around abit

#

everything is so much faster & easier holy sh<#null>

marble sky
#

Having an issue with repnotify variables. Are they supposed to send current values to newly connecting clients? Mine doesn't seem to trigger when new clients connect.

frosty heron
#

They should but remember replication happed from Server to client only

#

so the repnotify will be called when the value isn't the same with the server

marble sky
#

I have a door that when interacted with sends a repnotify to all clients to open the door. The door is closed when you first load the map. When new clients log in and the door has been opened, the variable should be different between server and client but the door stays closed and it becomes out of sync with the other clients.

#

The repnotify function opens the door, but if I print inside the repnotify the new clients never receive the print on connect and don't open the door.

frosty heron
#

you should just a bool that decide if the door is opened or close

#

that's how I would do it but ask in #multiplayer there are experienced ppl there

marble sky
#

I am. The repnotify is a bool

#

And if it's true, it opens the door client side. If it's false it closes the door client side.

frosty heron
#

and you are setting the bool in the server?

marble sky
#

Yes using set with repnotify

frosty heron
#

With server RPC if client interact with it?

marble sky
#

It works for all currently connected clients. It doesn't work for clients connected after the door has opened.

frosty heron
#

Works for me tho, not sure how it is setup on your end. Try #multiplayer

marble sky
#

Yes, client sends a server rpc to request opening the door. Server sends repnotify to open the door.

dawn gazelle
#

Sends repnotify?

frosty heron
#

Client just do a server RPC where the server RPC set the boolean to true

#

the open/close logic can be placed in the repnotify

#

When a client connects even in the future, it should sync

marble sky
#

It is in the repnotify

#

But it doesn't trigger

marble sky
# dawn gazelle Sends repnotify?

It sets the variable, which is a repnotify. By send I mean it does whatever it does behind the scenes to notify clients of the updated value.

valid wagon
#

I created an interface to let me highlight selected actors, and it works for a test sphere that I have made. how can I modify the points within a lidar point cloud to also implement it? I'm using the lidar plugin

trim matrix
#

Anyone able to help my vehicle wheels seem to not be following the vehicle ?

#

instead they kind of so their own thing. Any ideas what could cause that ?

kind estuary
#

Data driven is so much better than Inheritance.
Im creating different guns for my spaceship. And before i was doing like, new blueprint child of the MainGun, for each different gun.
Now i just have one data table that has all the info including the static mesh reference and done

elder lodge
#

just changing all the variables via a table instead of hardcoding it?

valid wagon
#

I'm trying to add a specific object type to this array but I'm not quite sure how to do that. I want to add LidarPointCloudPoint to it but I can't figure out how

kind estuary
#

my event graph is a mess. now im trying to find where else i have the F key event. Instead of showing references it shows every "f" character

elder lodge
kind estuary
kind estuary
#

and there i had another event for the F key doing something else

#

thanks

zealous moth
#

In 5.1, I am using "Add radial force" with a negative strength of -20000 with accel change. In PIE, it works fine. In a packaged build it barely even moves... any ideas?

kind estuary
kind estuary
#

though that one node of radial should work so maybe someone more knowledgeable may answer

zealous moth
#

I will try, that seems odd. What was your force scale? 10k? 100k?

meager latch
#

Hey guys I need help on how to make a system that does a trace in world space from a widget. Basically I’m making a card game and when I click and hold the card I want to make an aiming Arrow to where that cards a ability will hit in world space.

#

Something like this

versed sun
#

Predict Projectile Path

meager latch
#

Is that a function in widgets?