#blueprint

1 messages · Page 59 of 1

versed sun
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yes

meager latch
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I’m looking at the doc. Ok I’ll look on YouTube now thanks couldn’t find this term

versed sun
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something like this would give you points on your screen

meager latch
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Oh because I see a lot of actors with this ability but from a widget I haven’t seen

versed sun
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have an actor tell the widget what to display, the widget doesn't need to run the code

meager latch
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Well the system I have set up only uses widgets on screen

versed sun
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oh, it works in widgets

meager latch
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Like this card here I want to click that widget and project from it to world space

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Does it I’ll have to tinker

versed sun
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like make it fly out ?

meager latch
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Yes

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Well not really have an emitter attack fly out but a predict projectile indicator fly out

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From the card to a location in world space

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Obviously the widgets are on a hud so then I would have to be able to trace from the widget location to world space

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That’s what I’m going to try and do

versed sun
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should work

meager latch
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I think so too thanks that get me on the right track

coral wedge
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Hello all - I have a issue, where the: Destroy actor function, that I was told to add, in a TUT that I am following, are destroying anything it comes in contact with(The pick up system works as it should). Is there a way around this?

dawn gazelle
zealous moth
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alrighty, fun bug

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I made a box actor

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with no real script

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if I jump on it, i sink in it and it sinks a bit into the ground

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before it kinda squeezes out

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how do i make this not do that?

coral wedge
fringe frigate
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my character movement dissapeared from my blueprint?

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my character bp had settings for max speed and so forth, and now i also can't move.
i found out some settings are suddenly missing so something is wrong

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my blueprint, and this new test one i jsut made

outer quail
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Hi, so I'm calling the name from firebase using a plugin. But I want to send the "name" into my widget. Where do I start? What's the keyword so that I can learn about it? I'm quite new to this, hope you understand. Thank you

frosty heron
neon gull
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how can i make this parameter accept any enum and not a specific one?

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nvm i dont need it

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: troll :

zealous moth
full gulch
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PhysConstraints OnConstraintBroken events or IsBroken function seem to be unreliable. Is there any known work around to reliably check if a constraint has been broken? (5.1)

zealous moth
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so i figured it out

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it turns out that mass differential changes resulting forces

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so it clips

outer quail
frosty heron
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but getting those printed value to your widget is very trivial

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since you already have the data, all you have to do is make your widget listen whenever you receive data.
When the event is broadcasted, you want to update your widget.

outer quail
# frosty heron not sure what you are talking about specifically

I made the function for calling the name in an actor bp called "Component_Name_BP" so the array is in there. But I want to use the array in another widget blueprint. or should I call for the data in the widget blueprint directly, no need to make separate bp "Component_Name_BP"?

frosty heron
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Widget should just read, you shouldn't need another component at all

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simply what you can do here is to pass a reference to the Component_Name_BP to the widget

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Widget then can just read w/e value it has

carmine palm
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anyone able to help me with my bp math?

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Its slightly off lol

distant hollow
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I have the following in my PlayerCharacter (on mouse click anywhere)

carmine palm
distant hollow
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I also have a button that toggles the following:

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But what is happening now is that when I toggle the menu on, when I clicked on any of the Save/Load/Del buttons, I have a message "No valid actor" from the above screenshot, instead of the menu Save/Load/Del
I have to click the Save/Load/Del button twice before they start to take effect (in which the "No valid actor" message would not be triggered)
Would anyone happen to know what is happening?

distant hollow
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@frosty heron any clues?

frosty heron
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you can add breakpoint to debug tho

distant hollow
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Two pics actually but yeah what would you need?

distant hollow
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And apparently on the first click the buttons did not print

frosty heron
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I've no idea what I'm looking at tho, it would be really hard to debug from here 🙂

distant hollow
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Although the image does change from hover to pressed

frosty heron
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you can probably show more code

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and hope someone got fresh eyes

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I'm awake for 27 hours already

distant hollow
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lol ok have a good rest

frosty heron
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those 2 pics, doesn't say much

distant hollow
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I'm not sure what other info I should supply hmm

frosty heron
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it shouldn't be hard to find out why actor isn't valid when you are expecting it to be valid

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find out when it's get set

distant hollow
distant hollow
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That's not my issue

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My issue is that it is not taking the button input first

frosty heron
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wdym by button input?

distant hollow
frosty heron
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What about it?>

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i can probably guess the problem

distant hollow
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Save/Load/Delete button does not respond to clicking the first time (although hover image does change)

frosty heron
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if you need to click twice

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Just bind this right away

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these*

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I think you are binding when you are clicking a button

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that's too late

valid wagon
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how do I find out which of these types an object is or how do I set it?

frosty heron
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Bind on Widget construct or something

distant hollow
frosty heron
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see what happend

distant hollow
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I cannot bind them on Construct because they have to be dynamic

frosty heron
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right, yeah it's hard to see the whole picture from here alone

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im not good at reading other ppl code

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but it's correct to bind on creation

distant hollow
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Yep

frosty heron
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So what are you saying

distant hollow
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In fact this same code worked on my other project

frosty heron
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Save button clicked dont get called? on first click?

distant hollow
carmine palm
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Fixed my math lol

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Multiplied by getDistanceTo instead of my max interaction distance

frosty heron
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Print string save button clicked

carmine palm
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and ten did a branch to check distance

frosty heron
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see if it print at first try

distant hollow
frosty heron
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this doesn't fire?

distant hollow
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But the "Not valid actor" fired instead
(which doesn't fire when I click the button successfully)

frosty heron
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the valid actor is apple and orange? I don't see the connection

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what's button not registering have anything to do with an actor variable

distant hollow
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Yep, doesn't

distant hollow
frosty heron
distant hollow
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What I am trying to say is

frosty heron
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maybe ur button is blocked

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by some invisible widget

distant hollow
frosty heron
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doesn't print?

distant hollow
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Doesn't print

frosty heron
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well there u go

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work on that

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Open Widget reflector

distant hollow
frosty heron
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see what you are hovering when u are on the button

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Could be the focus as well

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On Hover -> Set Focus to Widget

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this may happend if you have multiple widget on the screen

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The first click may shift the focus

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but wont register for obvious reason

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Other than this, i have no more idea

distant hollow
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Focus worked! Thanks a bunch mate!

frosty heron
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nope

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gl next

distant hollow
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Thanks 🙂

valid wagon
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how do I add a blueprint interface to a class from a plugin?

frosty heron
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can't you add it the same way you would to any blueprint?

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class settings -> Add interface

valid wagon
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it's a lidar point cloud object, this is what happens when I double click on it

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I can't open it like a regular blueprint

carmine palm
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o_o

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I probably shouldn't use line trace like this for pickup

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because im being too extra 😛

distant hollow
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@frosty heron a wild throw but it is not possible to use code to create a blueprint in runtime right?

frosty heron
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Anything is possible tbh, but that's outside our expertise

distant hollow
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Yeah lol
Like I create a structure during runtime using Dynamic meshes and I want to save the structure as a blueprint to be loaded in other projects/levels

frosty heron
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Sounds like Editor time not Run Time

distant hollow
frosty heron
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I'm not sure what you are trying to do

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It's certainly possible (im not sure with bp)

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Are you talking about prefab?

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Just dump some meshes together, then create a blueprint out of it

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Structure don't have to be a blueprint ofc,
I had home creation in my game. I just save all of the actors I placed and re-create them whenever the player play the game

carmine palm
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I can officially add items to my inventory. aka an aple lmao

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apple*

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Remove or use in inventory? nah

frosty heron
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Pretty easy to remove from inventory

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Find Item to remove, remove item 🙂

carmine palm
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Well yea

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I just have to implement drag/drop/right click/tool tip

frosty heron
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it looks like u are in asset viewer as well

valid wagon
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perhaps the lidar point clouds are less blueprint friendly compared to things in the standard engine

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I found this, but got stuck along the way

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I think that's the way to go, but I didn't have luck when I tried. will try again when I have more time to revisit this project

crude dew
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Not sure if this should be in blueprint , Anyone have ideas why the ! are not lining up correctly in top down view please.

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I am using this Blueprint because i found when using world they would not show in certain angles so i thought I could turn them towards the player camera.

outer quail
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I managed to get data from firebase and update into the array. But now how do I get it to update the text block in widget?

dark drum
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I've setup a system that makes the player character actually an AI character where the AI's state tree checks for inputs from the player controller.

This is currently how I define a character as being player controlled. This does however mean the character has to be placed in the level and the 'bPlayerControlled?' var to be ticked. Can anyone think of a better way to handle this? It would be nice to have it where if a character is spawned and possessed by the character it does the relevant things to create the AI controller and set the player controller to use the cam for the actor they no longer possess.

forest crater
dark drum
forest crater
charred cobalt
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how would you get a condition to tell how fast the player is moving
(i want the sprint to end whenever the players speed <400 or the sprint bar is 0)

thin panther
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Get the length of the velocity on the movement component, that's your speed

charred cobalt
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thanks

wild crater
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Is there a way to have a condition as a variable in Blueprints? Like a predicate?

stone charm
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hey guys i just recently using unreal and i need some help about blueprint , so i try to make a side scroller shoother game everything when fine but i have no idea how to make my characther look up or down when aiming using my mouse

dark drum
stone charm
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ehhh what is aim offset

dark drum
stone charm
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sorry this is my second day touching this engine

dark drum
# stone charm ehhh what is aim offset

It allows you to offset the upper body of a skeleton based on some aim value. It would be best if you google it for an in depth explanation. The UE documentation on it is pretty good.

wild crater
# dark drum You can make a function that returns a bool. You can always set it as pure if yo...

Yea but I want to know if it's possible store the function as a variable like in C++. Basically what I want, is a map of conditions to effects. If it's true, apply the effect, if not, remove it. And by having the predicate as a variable I can make the application of the effects generic. I guess I could make some kind of blueprint function object or something to provide some generic conditions. Maybe not worth the effort this way.

dark drum
outer quail
wild crater
bright nest
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Hi everyone, I hope I can explain this correctly.
I am interacting with UI in VR using a laser coming from the motion controller pointing forward, I am scaling a 2d Plane model along this laser to act as the visual laser.
I would like to rotate this plane to face the player's camera ( this can't be done in Materials because I am using Stereo layers".

I tried using Find look at rotation but I was confused on how to use that to rotate around the rotation axis " the orange part in the sketch".

here is a sketch explaining the problem:

steady night
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Hey i have a impact point how would i go adding impulse at the impact point launching it the other direction ?

steady night
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ok

remote meteor
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or else if its a location, you can use Add Radial Impulse, though it would affect everything that can be affected in the vicinity.

steady night
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impact normal then ?

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its from a linetrace

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so

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do i just impact normal times amount ?

remote meteor
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impact normal * amount * -1

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you want to push it to the other direction

steady night
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y

remote meteor
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normal means the surface direction you hit

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if red is your hit, the green would be your normal

steady night
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aye ok

remote meteor
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so you want to negate it to push the other direction

steady night
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yeahyeah

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so for the multiplier

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any way to find out what is what imean times 10 is equal to what

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whats a common valuie'

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rather

remote meteor
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it since this is physics

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it depends on the mass of the object

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but if vel change is enabled

steady night
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yeah

remote meteor
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everything will be pushed a similar distance regardless of mass

steady night
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ok if vel change is disabled

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and mass is 500 kg lets say

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and formula for that or just test my way ?

remote meteor
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usually i just trial and error 🤔

steady night
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ah ok

remote meteor
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im pretty sure there is a formula to it

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but i just swing it

steady night
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okok

remote meteor
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you can calculate before and after location to determine the distance/force manually i guess

steady night
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aye nice

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also

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why is this wrong am i just dumb

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i wanna spawn the system right infron of self

remote meteor
steady night
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oh

remote meteor
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always remember Location + (Direction * Distance)

wild crater
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Is it possible to have a C++ function only be accessible to its direct BP child? Like a BlueprintNativeEvent for private functions or changing the access specifier in a derived BP class?

surreal peak
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I don't think so

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But I'm not 100% sure

dim agate
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Generally speaking, is it efficient to cancel the input of one key press with a different key by having the separate, second key change the input mapping context on press and then back again on release? All I want to achieve is have my sprint function (which is in my character blueprint and triggered by holding shift) disabled while aiming (holding the right mouse button) and then re-enabled as soon as aiming stops.

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At the moment I have it so that my aim input triggers a series of events that essentially work to counter any effect the sprint button has but now wondering if just having it go to and from "aiming" and "not aiming" input contexts is more efficient.

surreal peak
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You could, but you could also just set a boolean tbh

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Or a GameplayTag fwiw

dim agate
surreal peak
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Idk if adding removing contexts is really needed.

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If you were to change several actions, sure

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It to disable just one, not sure

dim agate
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Yeah, it's just one so far and I don't expect that to change.

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I'm not sure if my scripting has been the most efficient with this tbh so I was wondering if there was an easier way to tell the game "while this input is being held down, disable this other input".

surreal peak
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You can probably do that with contexts but again, I don't see the need if you can just set a bIsAiming boolean

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Not everything has to be overcomplicated

raw aspen
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Best resource to blueprints

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Learn

surreal peak
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Depends on the learner. Epics Learning resources or YouTube I guess.

dim agate
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I just hope I applied the Boolean properly. I understand how it works but it looks a bit spaghetti-like.

surreal peak
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Just make sure you watch more than one tutorial, cause most of them have some wrong stuff

raw aspen
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YouTube please

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Any channel suggestions

dim agate
raw aspen
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Ok

dim agate
# raw aspen Ok

I followed this when I started about 2 months ago with 0 experience: https://www.youtube.com/watch?v=Xw9QEMFInYU&t=4369s&pp=ygURdW5yZWFsIGJsdWVwcmludHM%3D

raw aspen
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Thxs

meager ingot
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Just did this and it didnt work ):
Could anyone else help me fix this plz?

steady night
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what can i do about this "player collision instead of visibility" collision :/?

winged zephyr
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How do I get a variable type for a specific material and relevant instances?

frosty heron
winged zephyr
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I want this material as a variable type

frosty heron
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you can just convert the variable type to material interface if you want the static material

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but if you are going to change the parametres dynamically, it has to be dynamic material instance

winged zephyr
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Aight thanks I think I understand what I gotta do 🙏

cobalt gulch
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How do I increase falling speed while already falling?

dim agate
meager ingot
dim agate
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Can it just be set like any other variable?

meager ingot
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I think

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like in the movement component

carmine palm
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any idea why this would give me inf loop? Even though the value is decreasing. (when I add the set scalar)

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I have dissolve effect im adding to player

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when they die

remote meteor
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the DissolveAmount variable is not being changed in the loop though

carmine palm
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and I want it to dissolve player from top

remote meteor
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and WhileLoop must finish in a single frame

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so you wont get the "lerping" effect you want

carmine palm
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ohh

remote meteor
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for tha to happen, you want to use a timer/timeline/tick

carmine palm
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didnt realize it had to be single frame

remote meteor
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in this particular case i suggest a timeline

carmine palm
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so get rid of my while loop?

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I havent used timeline yet lol

remote meteor
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if you want a effect over time, while loop is not the go-to

dim agate
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Is "cast to" the only way to make a blueprint check a variable within another blueprint?

remote meteor
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Is Child Of

frosty heron
remote meteor
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but to access it, usually cast yes, or interface/get components

frosty heron
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but if it's not and you know it's if the type u want to cast, then cast away

dim agate
remote meteor
frosty heron
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also kinda trying to figure out how to migitate the length of the character in the air. They slowly lose velocity before falling, but it felt a bit too long and unnatural

carmine palm
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Got it ty

remote meteor
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thats not exactly how you want to use a timeline

carmine palm
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oh

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learn me por favo

remote meteor
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say if i need the timeline to do a lerp of the value from 1 to 0 in 1 second in a ease in/out manner

timber crystal
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greets you
Quick question: why does the animation no longer work from a functioning copied opponent's blueprint? It works for him, running and everything, but after I copied the BP the animation no longer works, it simply remains in the idle state.

Of course I remade the variables and also made a new animation bp for the copied version
But why does he stay stuck in his idle pose? I don't understand

remote meteor
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you can just do this

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double click on the timeline to edit the timeline

young meteor
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I have an actor that spawns enemies based on a data table.

Sometimes it somehow fails and nothing happens. I'm not too familiar with the Async Load Class Asset Node and soft references in general. Do you guys think this part could be what is causing the issue?

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If it fails to load or something?
Feel like it should finish loading at some point though, and not stop the flow forever.

frosty heron
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why do you need the delay at all

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it should be valid when it finished loading the class asset

young meteor
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The delay is more because I have a delay between each monster I spawn (in a tower defense).
Not so much because of Async load.

frosty heron
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not sure if this is the problem but I don't see why u have the need to resolve the solve ref

remote meteor
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gotta cast the UObject class to AActor class

young meteor
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Hmm, that change might indeed help

frosty heron
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Prob not, you might call the load function again before the previous one finished loading

young meteor
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Can't connect it though

frosty heron
young meteor
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In particular the UObject part

frosty heron
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lAsaka is the lord here 🤗 when it comes to soft ref

frosty heron
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then you can connect it to spawn actor

remote meteor
young meteor
remote meteor
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ideally, you wont really want to load the class this late

young meteor
remote meteor
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its an unlikely situation, but what if the load takes a few seconds long, the game would have to wait for few seconds before the spawns continue

young meteor
young meteor
remote meteor
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not all, but you can load the next one while on the current wave for example

opal kraken
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Hi guys, I have this acotr blueprint, with this 4 static meshes component, in the event graph i want to use something that allows me to make each component rotate, i tried to use set updated component but unfortunately it makes rotate only one of the 4 components, can you help me?

young meteor
remote meteor
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the delay node also makes the spawn non-interuptable either, just pointing out

remote meteor
lunar sleet
remote meteor
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but when it time to spawn next wave

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i will recommend to sync load

lunar sleet
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Oh?

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How come

remote meteor
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its more unlikely that you can clear a wave super fast i believe

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from a game balance stand point

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when its time you really need it

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do a sync load

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it would have been already completed loading

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when you already async load it from the last wave

lunar sleet
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Oh

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I get you now

remote meteor
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its kinda like "i want it NOW"

lunar sleet
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Mb I missed the part where they’d already async-ed it

thin panther
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a good intermediary anyway would be to have a round cooldown. you want to give some downtime anyway so you don't get bombarded.
like a 5 seconds between waves to restock ammo, heal up etc.

lunar sleet
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Time for player to rest and you to load your dudes

young meteor
remote meteor
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yeah if you have round cooldown, you can start the async load on the timer starts, and sync load (to force it finish immediately if it hasnt done) on the end of the timer

thin panther
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the most famous example, COD zombies does this, just not obviously.
you can probably guarantee that everything will be loaded by the time the round end + cooldown is over, and if not, those enemies could just be prepended to the end of the wave.
saves you hitching the game thread

carmine palm
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Haven't done it yet. (Being forced to play two roblox games with my 5 year old) butttt. Ty for helping me Iaska 😛

young meteor
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Nice. So if Async already finished loading, Sync load would basically do nothing?

remote meteor
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the assetmanager keeps track of all assets being loaded

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if you ask for something that already exists, it returns it

young meteor
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and half-way Async, would just do the rest Sync from there?

remote meteor
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yes

young meteor
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nitty-gritty, but nice to know

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thank you. 🙏

remote meteor
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though im not exactly sure if they fixed the default load nodes

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doing a sync load would force every running async to become sync

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afaik

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but thats probably fine

young meteor
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I will figure a way to load it Async a while before needed and then do a Sync right before just in case.

remote meteor
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unless you are dealing with super high poly meshes..

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i dont think loading them will take too long..?

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🙏

carmine palm
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bruh

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That tmieline is so gorgeous

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Thank you ❤️

remote meteor
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techtip about timeline 😉

  • always use 1 second timeline to design the curve when possible.
  • then adjust the playrate of the timeline to suit duration needs. [PlayRate = TimelineLength/Duration]
frosty heron
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@opal kraken Use timeline and set the rotation on each comp

opal kraken
faint pasture
frosty heron
faint pasture
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If you want it to spin continuously that is. If it's a temporary thing like opening a door then a timeline is fine

frosty heron
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I don't know why I say timeline

opal kraken
frosty heron
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Blueprint event tick

opal kraken
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Ah ok find it, but before i was trying to create an array of components but i couldn't

frosty heron
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you can create an array of comps, why not

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but prob not necessary here

frosty heron
faint pasture
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the amount to add is rate * deltatime

opal kraken
faint pasture
frosty heron
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You can add them on construction script. reason you can't see it in editor time is , they are not constructed yet.

faint pasture
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You probably don't even need to do that tho

frosty heron
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Ye isn't for loop pretty taxing too in bp

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wouldnt place that in event tick

faint pasture
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nah

frosty heron
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ahh ok

faint pasture
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It needs to be rotated differently every frame so it has to be on tick somewhere

frosty heron
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I mean the loop part

faint pasture
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nah, 4 of them is nothing

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if it's 4,000 then consider C++

frosty heron
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Gotchya

remote meteor
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do it on niagara at that point 😅

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or vertex animation

lunar sleet
frosty heron
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need my self santa hat too

opal kraken
frosty heron
opal kraken
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What the array or the event tick ahahahaha

frosty heron
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Btw you need to account for delta time

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If u don't account for delta time, the computer with more FPS will spin the fan faster

remote meteor
frosty heron
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something to discover everyday

remote meteor
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only applicable when calling function on an object

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but not default recommended since it doesnt do valid check

frosty heron
opal kraken
timber crystal
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Hello friends, why don't my bullets hit? They go through the opponent.
What does the collision have to be set to?

sorry im a noob

frosty heron
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5 degree per second sound pretty slow, might want to adjust if it's not the speed that you want

opal kraken
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Yes i set 180 now

frosty heron
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so full rotation in 2 seconds?

lunar sleet
opal kraken
midnight idol
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Is there any way I can clamp the third-person character camera so it doesn't clip through the player legs?

frosty heron
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Yup now they are not frame dependent

timber crystal
lunar sleet
#

I mean I gave you the answer, not sure what you’re looking for. If you don’t know where the collision settings are, they’re in the details panel when you select the mesh or collision box

timber crystal
#

yes sorry im searching it to post my settings

#

i posted the wrong collision settings

zealous moth
#

is there a way to lock the window size of the game?

frosty heron
remote meteor
timber crystal
zealous moth
#

@frosty heron @remote meteor like I want a resolution and screen size of 800x600

remote meteor
#

like FIXED and can never be changed?

faint pasture
zealous moth
#

yup

faint pasture
#

then later yaw = Speed x DeltaSeconds

lunar sleet
zealous moth
#

like a classic DOS game

timber crystal
remote meteor
#

yeah you want to set the resolution to 800x600 windowed using the game user settings on game startup, then in your project settings untick Allow Window Resize and maybe the maximize and minimize

zealous moth
#

sec

remote meteor
frosty heron
#

have u tried playing with small widnow in 2 k monitor 😄

#

rip 4 k monitor ppl too

#

they gotta squint

remote meteor
#

windows scaling to the rescue

#

its fine

frosty heron
#

oh I thought the resize is disabled?

zealous moth
#

well it's a VN base and it has a 2D background, if you scale it, it looks pretty bad

remote meteor
#

its not like 480x320

#

ideally you wouldnt want to fix the resolution like that

#

scalable ui is more desired

zealous moth
#

where is the game user settings class? I guess it's like game instance? make my own and load that?

frosty heron
#

It's singleton

#

already there , I think you can just do the get Game Setting node

remote meteor
#

though i forgot whether if you can call this as early as gameinstance init

#

oh, now you can

#

nice

zealous moth
#

what would the game instance init event be called?

remote meteor
#

you mean when?

zealous moth
#

this?

#

testing

remote meteor
#

yes

#

remember to set the game instance class in project settings too

zealous moth
#

yep done that

#

ah but a lot of scaling needs rework

#

good to know

sour cliff
#

I want to hide child bp that is inside an actor in the editor, when i click the eye icon that hides it then edit the main bp , it shows again ..

I also activated hidden in game inside the bp , wont work in the editor

#

I just dont wanna see it , its in the way

frosty heron
#

@sour cliff change the visible then

sour cliff
#

Wdym

#

Where to find that

frosty heron
#

in the details panel when you select the component

sour cliff
#

Do u mean to click the eye icon to hide it?

frosty heron
#

no

carmine palm
#

Is there a way to call a timeline in a function with its float variable it outputs?

frosty heron
#

Select the component ( the cursed child bp ) then look into the detail panel. There is visible box , you can untick it to not render

carmine palm
frosty heron
#

btw you can't call timeline in a function, that's custom event so that's fine

carmine palm
#

yea I just need dissolve amount

#

I don't know how to get that var

#

inside function

frosty heron
#

Timeline don't work inside a function

#

you can;t do latent action in function

sour cliff
frosty heron
#

Function happend in a single frame

carmine palm
#

okay so my whole event dissolve event needs to be in event graph

#

or whatever

frosty heron
#

if you are going to use timeline, do it in event graph

remote meteor
#

timelines are used in an event graph

#

you can then call functions from the update/finish event though

carmine palm
#

yea Im only using set scalar though

#

Was just trying to consolidate it into one thing. I'll just turn entire thing into an event lol

frosty heron
#

I would probably encapsulate everything into component for a dissolve effect

#

Need to dissolve an enemy? An NPC, an object?

#

just throw dissolve comp to it

carmine palm
#

going to

frosty heron
#

oh wait, can't have timeline in Component

carmine palm
#

really?

#

lmao

frosty heron
#

Yeah but there is a workaround ofc

carmine palm
#

thats fine

#

I have a base class for mobs

#

I can just add it to my base class for OnDeath

remote meteor
#

character base class is fine 🤷

carmine palm
narrow pendant
#

is there a way to (re)compile all BPs at once?

frosty heron
#

clicking play in editor should compile any uncompiled bp

narrow pendant
#

I've got a build error related to a struct

#

it goes away when I recompile that BP

spark steppe
frosty heron
#

Shieeet

#

bp struct

narrow pendant
#

alright awesome, might try that

#

yes bp struct

frosty heron
#

U have to save all blueprint asset that uses it

#

if u hve 100 that's 100 times

narrow pendant
#

🙂

frosty heron
#

Just don't use bp struct

narrow pendant
#

fun

frosty heron
#

declare it in cpp and call it a day

spark steppe
#

ehm and also replace Linux by Windows or whatever it is for the weirdo OS

narrow pendant
#

learning C++ is on my list

frosty heron
#

U dont even have to know C++

narrow pendant
#

I'm on windows 😄

faint pasture
narrow pendant
#

yeah, base classes in c++ and structs (and enums too I guess!)

faint pasture
#

I work in C++ all the time but I've still never once made a C++ actor. Just components and subsystems and stuff like that.

narrow pendant
#

interesting

#

thanks guys

vivid marten
narrow pendant
frosty heron
#

casting in BP comes with overhead that loads them to memory. This can be very nasty as your project get bigger. You can end up loading the entire game in the main menu for example (like my old project 😦 )
Casting to generic class is preferable so u don't have to load the children clasas.

Casting to C++ class is free and doesn't load to memory

narrow pendant
#

alright I see

#

yeah I've got some very bad practice of using hard refs everywhere

#

I'm afraid I'm doing the same thing in my current project 😄 luckily scope is limited and I'm basically done

frosty heron
#

if you are looking to make a scaleable game that is quiet big in size, deffinitly need to learn cpp
but if your scope is prototype to practice then bp should suffice

remote meteor
vivid marten
narrow pendant
#

yup will check these out for sure 🙂

plain anchor
#

I asked this in #ue5-general but it might be better suited in here:

Anybody else getting a 100% reproducable crash when changing an Instanced Struct inside a struct to any other variable type? (UE 5.3.2)

thorn agate
#

I just have a question. When I test everything in unreal engine, everything works correctly, but when I export it as an exe, there is a delay on my sound effects. I use Play 2D sound for this, but it is noticeably slower than in the editor, almost 1 second. In my game I use the Event tick very often but only like 5 or 6 times in one stage at difrend BPs, but it is my first project to try everything out a bit. So my programming is not optimal but it is a very small project. So I wonder why this is and how I can solve this.

glossy cloak
thorn agate
#

play this livel in editor viewport then evrything is oke but only if i package project for windows en test it on the exe is bad

tepid willow
#

Hello, does anyone has a quick work around for the SetTimer node? The issue that I'm facing is that calling it with the same function/event makes it reset the one that was set previously (if it was not triggered yet), making it impossible to cascade multiple calls simultaneously.

#

I mean, if I do this, only one (the last) event will be triggered

glossy cloak
tepid willow
#

I'm trying to setup a simple enemy spawner, and the spawn queries may interfere with each other delay wise

glossy cloak
tepid willow
glossy cloak
dawn gazelle
tepid willow
glossy cloak
#

Well any code you have on that custom event delegate should run instantly. Nothing should be preventing it from triggering once it fires the first time.

tepid willow
dawn gazelle
glossy cloak
#

Datura's method is WAY better than cascading timers. I've never seen anyone try something like that before.

thorn agate
tepid willow
#

Alright, I'll try to do that instead

glossy cloak
#

Okay. I'm struggling with culling some static mesh components in a blueprint. This BP actor has 4 static meshes in it. 1 of them, the barrel, culls just fine at a certain camera distance (seen in the image without the barrel) but the arrows don't cull. They're all set up the same in their detail panels as far as I can tell. Any idea what I'm missing?

#

They seem to be entirely default settings other than collisions (which are the same, but custom) and materials, which are different.

dawn gazelle
tepid willow
glossy cloak
tepid willow
#

Nope, it has nothing to do with memory management. The reason for such a system is not due to any technical problem, it's just a gameplay feature

glossy cloak
#

Then there's no reason an event wouldn't figure every second, even with cascading timers.

tepid willow
glossy cloak
#

Triggering the "Set timer by event" multiple times will reset the timer, yes.

#

But triggering 4 timers at once will cause all 4 of them to trigger back to back as expected.

#

So long as you don't call that again.

#

If you need to override a spawn not using a timer, then just call the spawn directly.

#

The spawn function*

tepid willow
glossy cloak
#

Yeah.

#

If you're setting 4 individual timers, they're all going to tick individually and trigger when they're up.

dawn gazelle
glossy cloak
#

Yeah. I was going to suggest a queue system as well.

#

But unless there's an async delay of some sort, then a queue shouldn't be necessary.

#

Because even if you called the function 60 times/second it should just spawn in 60 enemies in a single second.

#

Shouldn't be a problem.

tepid willow
# glossy cloak If you're setting 4 individual timers, they're all going to tick individually an...

I would imagine it to do it that way, but the source code tells me otherwise:

FTimerHandle UKismetSystemLibrary::K2_SetTimerDelegate(FTimerDynamicDelegate Delegate, float Time, bool bLooping, float InitialStartDelay, float InitialStartDelayVariance)
{
    FTimerHandle Handle;
    if (Delegate.IsBound())
    {
        const UWorld* const World = GEngine->GetWorldFromContextObject(Delegate.GetUObject(), EGetWorldErrorMode::LogAndReturnNull);
        if(World)
        {
            InitialStartDelay += FMath::RandRange(-InitialStartDelayVariance, InitialStartDelayVariance);
            if (Time <= 0.f || (Time + InitialStartDelay) < 0.f)
            {
                            // removed
            }

            FTimerManager& TimerManager = World->GetTimerManager();

            // It uses the same handle for exactly that delegate to set up the timer
            Handle = TimerManager.K2_FindDynamicTimerHandle(Delegate);
            TimerManager.SetTimer(Handle, Delegate, Time, bLooping, (Time + InitialStartDelay));
        }
    }
    else
    {
            // removed
    }

    return Handle;
}
glossy cloak
tepid willow
#

This gets the timer handle associated with that delegate
TimerManager.K2_FindDynamicTimerHandle(Delegate);

This associates a new timer with the timer handle for that delegate, overriding the existing one
TimerManager.SetTimer(Handle, Delegate, Time, bLooping, (Time + InitialStartDelay));

tepid willow
glossy cloak
#

Huh.

#

I just tested it and I think I see the problem.

dawn gazelle
tepid willow
glossy cloak
#

I think the timer is dependent on the delegate. So each timer attached to the same delegate is retriggering after each "set timer" node.

#

Meaning, yeah. You're right. Each timer is treated as the same timer because they share a delegate.

#

And the source code confirms that by saying that each timer handle is paired to that delegate.

tepid willow
glossy cloak
#

Interesting find, and good to know, but this is still a very odd way to handle a spawning system and I wouldn't recommend wasting time trying to find a way around this. I'd use a single timer that loops and use a queue or some other way to determine when to spawn the enemy.

tepid willow
#

One way around I found is creating a new object handling each timer, but that's very lame 😄

glossy cloak
#

So, you have an overlap event that sets a timer and spawns an enemy after x seconds?

#

And you want it to be triggerable multiple times?

dawn gazelle
#

What is it you're attempting to query every second?

#

This sounds like what you really need is a BP_Enemy blueprint that has an event dispatcher that you can have your spawner bind to. You'd call that event dispatcher when you want your spawner to do whatever it is you want it to do (like if the enemies dies).

tepid willow
#

Essentially I have cycles in my game. When a new cycle starts, the spawn point gets an event, and upon that it might want to spawn like 5 enemies, but everyone might be spawned after some delay, for instance the first one is spawned after 5 seconds, the second one after 10, and so on. Every timer is set up the same frame. It's done relatively rarely though, so there might be up to 5 simultaneous queries at most

tepid willow
glossy cloak
tepid willow
dawn gazelle
#

Which sounds like a continual spawn rate based on the enemy class.

#

Oh a TMap of a TArray...

glossy cloak
#

If it's map, then you'll want to trigger a single timer that triggers a spawn. After the spawn, check the keys in the timer and find the next delay. Start the timer again with that next delay. If no additional keys are in the map, then do nothing.

dawn gazelle
#

So the spawner would be responsible for more than 1 type of enemy at a time, hence why you want multiple timers as they could be spawning at different rates?

glossy cloak
#

If you want to trigger a second timer with a new spawn delay you could try making a "spawnTimerComponent" that you create and attach to the spawner any time you want, which can then asynchronously be ticking down and trigger the spawn function when eit's finished, then remove itself from the spawner.

tepid willow
glossy cloak
#

Or if you don't need asynchronous timers, then I'd suggest just creating a spawn queue you add new spawns to with a custom delay. Then it'll just keep looping through that array/map as things get added to it. And if there's nothing in the map, you could either pause the timer, clear it, or just let it keep looping, doing nothing.

#

You could also just use delay.

tepid willow
glossy cloak
#

Instead of a timer.

#

Delay won't reset unless you use a retriggerable delay.

tepid willow
glossy cloak
#

Oh right.

frosty heron
#

A component that spawn a timer

#

Calling the timer again, indeed reset the timer.
I get around this by spawning a component. Other people use UObject

#

pick your poison I guess

tepid willow
frosty heron
#

Delay is not the answer

#

or retrigerable delay

tepid willow
#

Since I only have at most like 5 timers at a time, it's not going to hurt anything

frosty heron
#

Make a UObject that execute a timer in it. Dispatch an event when it's finished the countdown

#

When you want to make a timer just construct the Uobject

tepid willow
#

Yeah, made it like that

dawn gazelle
#

I mean, if you wanted to keep it contained, and you know that you can have at most 5 timers running on one spawner, then why not just code 5 separate delgates anyway?

#

Use them as needed.

tepid willow
glossy cloak
#

Just make a spawn component or a uobject. @tepid willow

kind moth
#

hey can someone help me out? tell me why neither of these work. I'm trying to make it so it prints when you click a specific component in the blueprint. Or so that it outputs the component clicked. Thank you!

valid tendon
#

hey guess im trying to make an interaction system, and its not working. here is a screen shot, and i am using the top down project.

#

its letting me click on things, its printing the name of the static mesh in the BP in the scene i am trying to click though, not the BP its self. i think that is why the cast isn't working

glossy cloak
dawn gazelle
#

Just needs a few tweaks so it reads from your data how long you want the timer to be 😛

#

Each of those delegates could easily call into a function that performs the actual spawning that you could get the data for from your array.

valid tendon
glossy cloak
# valid tendon hey guess im trying to make an interaction system, and its not working. here is ...

I'm guessing that that second cast node is failing for you. Probably because you're casting to see if the actor is a bpi interactable, but what you're probably meaning to do is check if it's implementing that interface. If I were you i'd just remove that second cast and call the BPI Interact directly. There's no reason to cast when using an interface. If it can't interact because it doesn't have the interface, it just won't do anything.

valid tendon
#

i had it sending a message first and that didnt work, its bc i had it lookingfor world Static, so it was reading the mesh, instead of the blueprint. but ill b changing that back to a send message now too to save memory

glossy cloak
#

Ah. I see. Yeah. I typically like to make an "Interactable" object type when I set up an interaction system, that way I can trace for it without hitting every other object in the game world.

solemn basin
#

I was told how to Cast from my Hud Widget to my PlayerState. How do I cast from my PlayerState to my HUD Widget?

dawn gazelle
solemn basin
dawn gazelle
#

Then it won't be easy to get into it from the playerstate.

#

You could work the opposite way and have an event dispatcher in your playerstate and call it where you need it to do something, then in your widget you can bind to it on construct so that it can do what you need when it gets called.

solemn basin
dawn gazelle
#

You did have a reference. You had the Owning Player which contains the "Player State" reference.

solemn basin
#

does the Owning Player have a reference to that HUD widget?

dawn gazelle
#

Get Owning Player in the widget returns the player controller that the widget was created for. If you happen to have created your widget in your player controller, then it could if you had created the reference in your player controller class, and you would need to cast the Owning Player to your custom player controller class to get that stored reference.

#

Same thing in your playerstate - you could technically get the owner of the playerstate which should be a player controller reference... You could then cast to your custom player controller class and retrieve the reference if you had created it.

frail oar
#

I changed the game mode blueprint in the project settings but it's still calling the old one. where is the game mode blueprint really set?

solemn basin
frail oar
#

if i press delete on the old game mode blueprint it says "the level" is using it. but it's not in the level's outliner

dawn gazelle
#

You can promote that to a variable.

solemn basin
flat raft
#

How would I go about setting the player controller via bp in the gamemode?

frail oar
#

i named the output variable of a function the same as the function and the output disappeared in the properties panel but was still on the node. i had to recreate the function. did i trip over something

#

the function was called "GetActorsOnTeam" and the output was called "ActorsOnTeam"

faint pasture
#

OK IT"S TIME TO SPAWN SOMETHING MAYBE
checks notes
1 SKELETON COMING RIGHT UP

#

notes = array of SpawnOrders which encode the thing to spawn, and the spawn rules or intervals

#

Timer -> SpawnThingsMaybe

SpawnThingsMaybe -> for each SpawnOrder -> should we spawn something?

dawn gazelle
flat raft
#

i searched for that

#

no joy

faint pasture
#

you would just fill it out with stuff like
Skeleton, 3-5, 10s
Ogre, 1, 30s
BossDragon, 1, 90s
You'd also want some variable in the structure to keep track of the last time the spawn happened.

frail oar
#

maybe i'm just new to blueprint but i'm getting all sorts of weird behavior. local variable causes compile error because it claims it's "not visible to blueprint" but then when i delete and remake it, it decides it's fine

#

it won't let me name the local variable "Result"

#

maybe that's because it's the same as the name of the output variable?

trim matrix
frail oar
#

rip

solemn basin
#

What do I have to do to Cast to the Widget Card Hand? I just want to set a variable through a cast.

jolly cipher
#

How do we restore a broken Character BP?
I see the character BP backups in my Autosave folder and copied them over to my content folder but not seeing anything,
Not seeing any options to restore either, what am I suppose to do?

kind moth
#

Hi! is there any kind of event for component end overlap with another component inside the same blueprint? (trying to use a sphere and sphere collision, when the sphere goes outside the sphere collision I want the event to activate)

dawn gazelle
crystal crown
#

Can't figure out how to ragdoll from vehicle collision. If i just run into it with my character it will ragdoll but not if i drive the vehicle into the character.

jolly cipher
#

🥲

solemn basin
frosty heron
faint pasture
#

Or you can have the widget bind to some dispatcher on whatever holds the actual hand data

#

OnHandUpdated or whatever

#

All of the data representing your deck, hand, graveyard, etc, should live in one object, that's basically the state of a player. A PlayerState if you will.
When the widget gets created, it can find that PlayerState, and bind some event it has to a dispatcher on the PlayerState. That dispatcher is how the PlayerState notifies the widget that it should update.

#

Widget:
Whattup world, can I get a PlayerState of type MyPlayerState? Thanks. Hey MyPlayerState, lemme know if anything changes, k? (bind an event to MyPlayerState.OnHandChanged)

YourPlayerState:
??? -> the cards in the hand changed -> trigger OnHandChanged

small ice
#

Hey, quick question: does anyone know why the arithmetic for rotators isn't exposed to blueprints? You can do addition and subtraction between vectors, but not between rotators, even though FRotator has the + and - symbols overridden. I went into KismetMathLibrary.h and added blueprint-exposed operations for adding and subtracting rotators, and they work perfectly fine. Is there any reason this isn't implemented into Unreal already?

dawn gazelle
# solemn basin would you mind walking me through it? Communicating between blueprints is my wea...

When you're creating blueprints, you're defining what something can be.
The engine spawns instances of those blueprints when you're spawning actors or creating widgets (not to be confused with making a widget blueprint, but using the "Create Widget" node that spawns the instance), and the engine uses the blueprint as a template for what that thing contains. The spawned instances are the things that you need references to in order to communicate between blueprints - and when you're spawning or creating, the return value is the reference to that thing.

In some instances, like creating a user widget that contains another user widget, it will automatically create the instance and should be accessible as a variable on the parent widget.

small ice
#

Ahhhhh

frail oar
#

are there more advanced shortcuts for wiring in blueprints? things like insert node along an execution wire, place a reroute node but continue to lay down the wire

#

i would i could drag out, lay down a reroute node, continue dragging, another reroute node, snap it to where it goes

lunar sleet
hushed ferry
lunar sleet
#

Yeah forgot about that one

dawn gazelle
lunar sleet
#

Yeah you can insert in already placed execution paths

#

What I meant was you can’t automatically connect each new node when you first place it, unless you use some plugin

#

And even then you have to do it afterwards

frail oar
#

oh nice i think it only didn't work last time because i was trying to do that for a sequence of two nodes rather than just one

coarse grove
#

Hello, maybe someone can help me. I did a projectile base class, but the projectile is hitting other projectiles, other enemies. I wanted to avoid this, so I created this function but its not working to make my projectile ignore some classes.

naive edge
#

ive added a text render component to a bp. i tried adding a new font but it doesnt work. i noted that most fonts don't work except one which uses distance fields. is there some docs on how to make a font work ?

meager latch
#

Guys I need help with casting to a widget to get the array the widget is building. Can someone help me encapsulate this widget?

frosty heron
craggy flicker
#

Wow, color me surprised but ChatGPT got better at reading screenshot snippets of blueprint code. Even helped me solve an issue with raycast prediction today

#

GPT 4 btw, the paid version. Haven't tested it out on the unpaid version

hushed ferry
frail oar
#

am i crazy or is unreal kinda crashy too? like i only just started using it but already a few crashes?

craggy flicker
hushed ferry
frail oar
#

i mean i'm sure i am making a lot of errors

hushed ferry
#

dont forget to save

#

😄

craggy flicker
#

I know I've received more errors messing around in UE 5 from Source

#

but the regular version had errors that were entirely due to my code lol

craggy flicker
#

Correct me if I'm wrong, but I believe you can just use events right

river schooner
solemn basin
river schooner
solemn basin
river schooner
solemn basin
#

Yup, my issue is getting that reference.

solemn basin
bleak mica
#

hi, for my game i need to load hundreds of static and some skeletal meshes at once(a giant robot with lots of parts), in my code it dynamically calls the parts in a certain order to assemble the robot. this functions and works, however, for like a split second upon activating this code logic it freezes/hangs (see vid). could just be from the sheer number of items being called, but after some research, i believe this can be fixed by using async load (correct me if im wrong please). but where in my chain of getting my parts should i call this and where should i create the soft references for the meshes.

i have code that converts my database info into static and skeletal meshes picture "A" - (i think i should make the soft references here instead of the hard references)
i have code that spawns the parts into the scene picture "B" - (i think i should be calling async load here)
and i have code that attaches them to the correct locations picture "C" - (this is probably ok and doesnt need to change)

or will async not fix this and it just has to be

thanks for any input.

ornate trail
#

using access property how could I either get player controller > is input key down or the enhanced input player subsystem ?

#

trying to add something to lyra in the same thread-safe fashion

wild moat
#

anyone know how the wrap node works in blender? i think it's different than unreals wrap/2/3/4 node

lunar sleet
meager latch
#

im having an issue with casting to a widget that is creating an array of widgets

#

I want ot be able to get that array on a button in another widget

#

so here i create a card with a button on my main hud, that card is made on a widget called my hand, then that card has a button in its widget that i want to be able to press so that it does a function and destroys itself. in order to do that i have to be able to remove it from the array in the hand widget

lunar sleet
#

Show code

meager latch
bleak mica
faint pasture
meager latch
#

here i use a bpi to create the child widget card and add it to an array

faint pasture
meager latch
#

cant i just use a bpi on my card button and when i click my button it will activate the remove card event?

meager latch
#

thats how he does it

faint pasture
#

which object contains all the cards, the hand, deck, discard, all that

meager latch
#

the card hud

#

like this. The add card button is here and here the card hand is also where they spawn in

#

Im not a ui expert so im confused as to how to get it all to communicate

bleak mica
#

on the event remove card bpi you need to add an input for the card reference

meager latch
#

but then what will be my target

#

it has to be the card hand widget right because that is where I am ussing the event

#

so then i still need to cast to the hud?

lunar sleet
bleak mica
bleak mica
#

yes

lunar sleet
# bleak mica yes

They are extremely susceptible to breaking when you make changes to them, use cpp structs instead

frosty heron
#

Updating bp struct is a sure way to break it

meager latch
#

is communicating between widgets the same as with casting?

faint pasture
# meager latch

you can call that on whatever the equivelent of Outer or Parent is for widgets

#

casting and communicating are not the same thing

bleak mica
faint pasture
#

It's a good jumping-off point for diving into C++ anyway.
Structs
Function library
Component or Subsystem

#

That's the order I did things in

bleak mica
flat raft
#

Hiya! I have 2 maps. I know I can use OpenLevel, but then i see some popping as the level isn't fully loaded. How would I go about waiting till the level is ready, then spawn my character there.

#

2 separate maps, not sublevels

#

Load Stream Level doesn't seem to work

lunar sleet
#

Level streaming or using a transition map would prly be your options

flat raft
#

I tried level streaming, doesn't seem to work for 2 separate maps.

#

what's a transition map ?

#

Is there something like Level Stream, but for OpenLevel? umm... is there a IsLevelLoaded node?

#

i think Open Level is all I have...

#

is there a way to tell if the level is fully loaded ?

low basalt
lunar sleet
flat raft
#

yea, but i still don't have a way of knowing if the level is done loading

#

any tips for that?

lunar sleet
flat raft
#

watching that now

frosty heron
#

Slate loading screen is repulsive to me

#

You can async level asset. Once it's ready u know the level is loaded. That's sort of what I do

#

Doing open level will load it instantly since it's ready

flat raft
#

i shall try..

frosty heron
#

What r u trying to do anyway

#

Hard open a level?

#

If u want multiple levels in a level your only option is sub level isn't it?

flat raft
#

Asyn load asset can load a level... that's something

flat raft
#

I used OpenLevel, but I see fast pops. Tells me level ain't loaded fully.

#

so I was looking for a Load..thing

frosty heron
#

0o

#

Not sure if there is bp node for it. I think there is?

flat raft
#

doesn't seem to be anything to load a map, and then tell me that the map is ready.

#

Cool, checking now...

frosty heron
#

Just beware that you will end up loading 2 maps. Unreal need to be in a level when you want to load another level. This is why there is a transition map.

If your game is small then don't matter. Otherwise, load to transition map first then async load the map you want to open. Once done u can open level the map

flat raft
#

I dont see any thing like that in bp, but i can just copy his cpp

frosty heron
#

Ye it's only a few lines afaik

#

I display loading screen, async load level. Then hard travel once the level is loaded

flat raft
#

yea, I'll try that! Thanks! It doesn't take long to long, i just see the popping. level has some megascan stuff so it's big

#

just a test level to learn menus

remote meteor
frosty heron
#

was told that it's a pretty bad idea, but I haven't crash soo far

remote meteor
#

you want to save both the UUserWidget and SWidget

#

UMG always comes in 2 part

#

one thing is within this widget

#

remember not to have any outside reference that would be deleted though

frosty heron
#

I see! Thanks for the heads up

remote meteor
#

the original implementation has a TSharedPtr to the loading screen, it created one based on your project settings when you show loading screen, you just need to add your own before that

flat raft
#

looks like Async Load Asset, with the Level Selected as the thing to load worked

#

@frosty heron Thanks for the tip!

ionic cypress
#

Anyone knows how to change the post process settings in persona editor by anim notify?
I know how to change it in the preview scene settings but I'd like to do it by the notify. Thanks!

frosty heron
#

What's persona editor?

ionic cypress
#

It is the editor for you to play with montage/sequencer and etc.

#

There're settings for the preview scene and one is post processing.

frosty heron
#

if you have it keyframed in the sequencer imo it will override w/e you have anyway

#

so even if u changed the value with anim notify the value in sequencer will take over

ionic cypress
#

I'm not really working with sequencer. The case is I'm sure I can make it work in runtime by changing the settings for the player camera, but in the persona editor preview scene, I'd like to do it with the same notify as well instead of manually set it in the preview scene settings.

frosty heron
#

k, so what's stopping you right now?

#

you can change the post process setting by getting a ref to it and set members in the post processing setting

frail oar
#

i added a watch but it just says "not in scope". why isn't it showing the watch value?

#

i can see the exec lines that depend on that data pulsing

remote meteor
#

bp watch doesnt work within a function, thats one

ionic cypress
frosty heron
ionic cypress
remote meteor
#

now that is a name i havent heard in ages...

lunar sleet
remote meteor
#

the animation editor/preview is called "Persona"

frail oar
#

yea it's in a function. what a weird limitation

frosty heron
remote meteor
#

the preview scene setting is just for preview, you don really change it with anything else

lunar sleet
#

Functions usually fire in one tick, so that may be why

ionic cypress
ionic cypress
frail oar
#

is there anything else about debugging that doesn't work in functions

frosty heron
#

I never know you can drop a post process in montage

ionic cypress
frosty heron
#

On Anim Notify state begin maybe

ionic cypress
#

I know just ref the player camera one in runtime.

frosty heron
#

have you tried doing it on the anim notify state?

ionic cypress
frosty heron
#

pretty sure the PP and lighting setting is only for the preview scene

#

not sure what's that gonna do anyway on top of u prob can't get a ref to it (at least in the bp world)

ionic cypress
#

Yeah, but as long as it is in the editor world, you must can get it somewhere. I wonder how...

frosty heron
#

I don't think it's in Epic to do list to expose preview stuff to bp users

#

but not gonna pretend like I know, cuz I don't

ionic cypress
keen widget
#

how to select multiple vars and move them to the same category ? why i need to do that 1by1?

frosty heron
#

Dayum

remote meteor
#

gotta do that one by one, but why not an array of struct to group them together 😅

keen widget
keen widget
thorny hatch
keen widget
thorny hatch
onyx vale
#

Hey everyone! I wanted to share a bug I solved and to get your thoughts on it. TL;DR: OnComponentEndOverlap was called before OnComponentBeginOverlap.

I have a wall jump mechanic in my game. The player character has a small capsule collider that detects when you're up against a wall. The wall detector's collision is set to OverlapAll. The wall detector sets a boolean true or false on begin overlap and on end overlap, respectively.

There are enemies who shoot projectiles at the player. When the projectile hits, it calls its own DestroyActor.

When a projectile hit the player head on, going through the player's wall detector, the wall detector's OnComponentEndOverlap would be called before its OnComponentBeginOverlap. This means that the boolean would be left on true, allowing the player to wall jump without a wall.

My immediate solution was to call DelayUntilNextTick before the projectile's DestroyActor. My other option was using a different collision channels for wall jumping, hitting the player, etc., which I might do anyway.

Any insights?

steady night
#

Hey This is from a Parent class

#

and this is called from a Child class of that parent

#

the 1,2 prints

#

not the 3 ???

spark steppe
#

rightclick the EmergeBoss_Event and click add call to parent node

#

the parent method will only be called if you don't override the event or if you add said parent call

steady night
#

already tried that

spark steppe
#

then you did something wrong

steady night
#

this is litteraly everything

#

and i dont have to call parent node if the delegate is empty

#

right

spark steppe
#

wrong (probably)

steady night
#

since its fiering a bland event just an event

#

well this is done the same way without call

#

and it works

#

since the "event death child" from parent is empty

spark steppe
#

??

steady night
#

yeah

spark steppe
#

idk how this is related

#

i don't see a parent call in your first 2 screenshots

steady night
#

exactly

spark steppe
#

so you want it to only print 1,2?

steady night
#

no

#

1,2,3

#

its structured the same way

spark steppe
#

it's not

onyx vale
#

From what @steady night said, it's the opposite. It's only printing 1,2 and not 3. So only the parent event is called.

steady night
#

yeah and this is what i mean whit the death

#

its called the same way

#

but that works..

#

without a call from parent since its empty

spark steppe
#

stay with one method please instead of confusing with another "example"

steady night
#

yeye was bad timing

#

hm yeah so any other ideas :/

spark steppe
#

no, since you don't even do what i said (which is the solution)

steady night
#

already tried it.. as i said dont work

spark steppe
#

then you screwed up somewhere else

steady night
#

it is a child of a child 3rd in order

#

could that be the issue

spark steppe
#

of course

#

if the other (parent) child overrides the event and does nothing

onyx vale
#

you need to call parent every time, yes

steady night
#

y that dident help either..

#

whattahell

spark steppe
#

recompile all blueprints, parent first, then 1st child, then 2nd child

steady night
#

ok so this is main parent

#

first child

#

last child

#

everything looks right right ?

woven shore
#

why does it spawn more than one item?

surreal peak
#

Maybe cause you call that more than once?

#

Or is this Multiplayer and you call it maybe on Server and Client?

#

Any more info would be needed. The code itself shouldn't spawn more than one item.

stark patio
#

Has anyone else gotten random infinite loop detected errors on random nodes. I sometimes get random infinite loop detected error on a random timeline node, the weird part is that no other actor ever interact with it and the error persists even if the node isn’t connected to anything at all, if I delete the node it just chooses another node and does the same thing.

rose kettle
#

Hi fellas, is there any way to make camera shakes affect cameras forward vector? I want them to mess up the players movement-

remote meteor
# woven shore

spawn transform needs a world transform, you are giving it a relative transform, multiple spawn point would probably just spawn in the same place.

untold fossil
#

Hello. I'm encountering a really strange issue. I'm using a multiline trace to detect several objects that are behind each other. This has (for as far as I remember) always worked for me. But all of a sudden the line trace stops tracing after the first block. 🤔

#

I'm breaking my head trying to figure out what could possibly cause this

#

When the multiline trace hits the first object in it's path, everything behind it becomes green (kinda like how a normal linetrace works)

#

What on God's green Earth could cause this?

#

Now, I am tracing box collisions. Could this be it? That multiline trace doesn't work with multile box collision components or something?

dark drum
untold fossil
#

Ok yeah I just found a thread that showed how it indeed doesn't work with a channel. However, when you use a multi linetrace that checks for objects it does work. Just tried it and indeed it works. But why is that?

#

What's the logic behind that?

surreal peak
#

Relatively sure both Trace Methods use the same logic deep down

dark drum
# untold fossil What's the logic behind that?

I don't know for sure but from my understanding, trace channels and object channels are a little different. Object channels reflect how it should respond to other objects of the specific channel. As a line trace isn't an object, it wouldn't get blocked.

The trace channels on the other hand are specific to the line trace so if you perform a trace set to visibility, it'll adhere to the visibility trace channel settings which for most things is block.

surreal peak
#

I think the reason it "works" for object but not for trace is probably due to the Object channel not being blocked

#

In general, Multi Traces stop on the first Blocking Hit

#

They use the same method

untold fossil
#

Yeah, tracing for objects has quite weird behaviour tbh. For example the box collisions that I'm tracing for are set to a custom object channel I made. Inside the component collision settings they literally ignore EVERYTHING though. And yet, still the trace for objects can detect them. Really weird. But it works and it's kinda cool that it ignores everything else, because that is exactly what I need. 😅

surreal peak
#

If you want the Line Trace per Trace Channel to work, simply make sure the thing you are tracing isn't blocking the Trace Channel ¯_(ツ)_/¯

untold fossil
#

Yeah setting to overlap would probably have worked too I guess

#

But the object channel works too, so think I'll just leave it at that

surreal peak
#

To be fair, tracing for Object vs tracing for Trace Channel, is kinda different

untold fossil
#

Is there a performance difference?

surreal peak
#

No, but the usecase.

dark drum
untold fossil
#

Ok

surreal peak
#

If you only want to trace for a specific set of objects, then object is fine

#

If you don't care about the object type and you need a "trace channel", then that is better

#

There is a logical diff between the two

untold fossil
#

Yeah that's actually what I need. I just want to trace for building sockets which are box collision components

#

So I guess only tracing for those specific objects is the best approach

surreal peak
#

E.g. if you have a Bullet Object Type and a Bullet Trace Channel, then tracing for Bullet Object would give you only Objects that are Bullets (per Collision).
If you trace for Bullet Trace Channel, you would get everything that blocks a Bullet Trace.

#

So in theory, it's relatively locked what you want to use in your trace based on what you want to trace for. It's not reaaaaally interchangeable

untold fossil
#

Yeah for my damage raycasts (for my weapons) I use a damage trace channel because I want to detect everything and then check if they implement a damage interface.

#

Thanks for help! 🙂

untold rain
#

my ai move to node doesnt actually return the on success execution! i tried printing a string on success but it doesnt after reaching the player! Dont know how this node works actually, can someone please help me on this?

dark drum
steady night
#

omg it happend Again 😮

#

pls help just suddenly the "mesh breakes" for some reson