#blueprint
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I had a similar looking problem recently and for me it was corruption. My mesh and my movement component details panels went completely blank.
There was no fix other than reverting back to an older save state for the project.
fuck i dont have source settup yet :/
Don't take my word for it though, I have very limited knowledge, it just looks similar to what happened to me but might not be what actually happened.
this happened to my other project wich affect everything even new Bps etc.. so i had to scratch it
but this time it seems its only this bp
Yeah it happened to one BP for me last week.
It was something, spamming the undo button on my character BP, that seemed to do it.
yeah that was it for me the last time also
but not this time..
now it just "happened"
You could try reparenting the BP.
dident do anything in the bp
I think regardless it's time you get source control.
oh what should i do
yy
what are you trying to do?
i want this enemy to move to a player and after reached or on success, i wanna play a montage
Then tick the stop on overlap. You would normally not have it ticked if you're wanting it to continuous follow the target. (of which it would never complete)
ok tq
Is there any way to make camera shakes affect cameras forward vector?
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)
did anyone used the "Newer" Unreal Engine Snap Container Nodes?, looks kinda Good, but its Experimental , have anyone experience with it?
Hiya Everyone first post here ๐
This may sound silly but I am confused in regards to a problem I have.
In my test level to try out some simple effects etc I wanna make like a pillar of fire spawn out from my player but I wanna control it via blueprints so one spawns then another a bit further away and so on.
I have a blueprint class of actor setup with all the components such as collision , niagara particles for the look and feel of it and some basic blueprint logic to spawn the actor using the forward vector of my player character to spawn it a bit in front of my players feet.
The problem I have is this :
I wanna create a loop that spawns 5x of these pillars 1x every .5 secs and have each loop move the fire pillar forwards the big issue I have is for loops dont have a delay node so all 5 come out right away
What is the best approach here is it to use tick or something ? after 5x loops I want it to break and reset which i can handle with a debounce / cd but I am confused on the approach in UE5 for this functionality to time something / delay it using loops
Have you tried using a delay node?
Yea for some reason when using delay node inside of a for loop in ue5 it does not function ๐ฆ
Where did you place it?
I put the delay node into the loop body but it does not cause a delay the for loops just runs all 5 times skipping the delay
When i googled it its apparently a wider known issue but I am stuck and unsure what to use as an alternative approach
Weird. I'm new to all this but my first guess would be try "DoN" instead of "ForLoop" and see if that works.
Loops are all done in 1 frame, Delays wont work
try this instead
Oh nice I will give it a shot ty both ๐
Hey guys i was thinking about how my university does not teach us like it should like they teach only 1% with bad teachers and we must learn ourselves.I want to ask ,Does your universities from all around the world teach better game dev or its like in our university?
Does anyone know if there's a way to search multiple data tables for a specific value at once?
best thing my university taught me was how to use Google
They dont even taught us how to use Google,they just want us to make good games without knowledge
And then rate us on the things they didn't teach๐
how would you detect if the camera has clipped inside an object?
Sorry MB3d, got sleepy and didn't fully explain what to do. Not sure if you figured it out yet or it not. But you need to pass widget reference into the child widget when you create it. So in the w_card widget create a variable of "w_cardhand" and variable called "index" of type int. Then in your w_cardhand widget off of the create w_card widget return value you want to set those to variables. Should be able to use self for the widget reference and index should the return value off of the add node. Next update your remove card bpi to have inputs of the w_cardhand widget reference and int. Last, in the w_card widget call your remove card pass the vars and you should be good to go, I believe. Been a while since I've touched UI, but I think thats how you do it.
Eyelids on my actor fly away into the sky ๐ค What am I doing wrong? Timer starts on BeginPlay
you're lerping between an ever changin value
rather than two static ones
so cache that location before you lerp
What do you mean by "rename a BP+"?
renaming it like "Press F2" renaming the name of the blueprint
Erm... just F2 or click on it, that's all... ? What exactly are you having trouble with?
erhm that worked -.-...
hmm for some reson i remeber renaming certain Bps breakes the game or sometinh
If you rename BPs then other referenced BPs will need to be updated as well
It will break if you did not save the other BPs when prompted because you will then be left with wrongly referenced objects
So as long as you saved all relevant BPs when prompted it should be fine.
ah okey maybe i missed that the other tim,e
https://blueprintue.com/blueprint/uk_d34y9/ can somebody go over this blueprint and tell me if i am doing something wrong/ could do better
Can anyone help me, I want to clamp the third-person character camera so it doesn't clip through my player's legs. I'm using the default blueprints
how to change map values with new values? i think this doesnt work sadly
i want check all values in the map and set all -9999 to 0
Any suggestion of logic on how to create spline roads in an interesting pattern that make sense?
like automatically, considering the obstacles? Or just as an editor ux issue to doing it manually
You'll have to loop through the "Keys" of the map, find the value, do the check you want, then re-add the key with the value you want.
thank you!
not realyy get ur idea how
In the loop body, you need to do a "Find" on the map using the "Array Element" - this gives you the value that you plug into the ==. If true, then "Add" to the map the key (the "array element" and the value you want.
this? ๐ฅด
you should find on the map not the keys array
Close. You want the "FInd" that plugs into your map, not your keys array.
๐ฅด ๐ฅด โ/
thats so wierd, i cant even understand why this would work, but htank you
You're getting a list of the keys of the map and looping through them.
The loop attempts to find the value associated to the current key being iterated on.
The value is checked if it is == -9999, and if so, you're adding the key back into the map with a new value.
I keep getting random infinite loop detected errors in my project. Right now it points to a random timeline node, the weird part is that no other actor ever interact with it and the error persists even if the node isnโt connected to anything at all, if I delete the node it just chooses another node and does the same thing. Has this happened to anyone else?
hello i need some help i am trying to create a weapon system on ship mesh in the first picc the is the weapon point on the ship (the gold sphere circled in black ) and them ship mesh have a blocking channel to shipmesh on the collition , the second image is the trace line on the channel in the weapon blueprint which should hit unless the trace line will hit the ship mesh itself but as u can see in the third image for some reason the trace line hit on spawn anyone know why and how to solve this issue ?
Do you have any large loops anywhere or using while loops?
no there is no loops involved at all
Well, generally speaking, an infinite loop error means you have some kind of infinite loop going on. This can also mean an execution path loop where you take the execution output of a node and plug it into an earlier input execution pin that could end up potentially calling the same node again.
why is it that sometimes Child Actors already call their parent event nodes like this?
And more specifically why they sometimes dont do that?
Example of the execution path loop issue... There's no guarantee that this won't loop for too long to trigger the infinite loop detection (eg. if you had a value of -2100000000 to start with, it'd have to loop over 2.1 billion times before this loop would go true)
I think child classes of blueprint classes always call their parent class implementations
ye none of that either, it complains even if the node is completely isolated and not connected to anythin
but it's just an editor choice. remember the implications and handle it yourself regardless of the defaults
but you should probably always respect the parent class implementations
It's not about the node throwing the error, as that's just where the infinite loop detection happened to be triggered. It's about what is executing at the time, and you have something that is either too computationally heavy, looping back on itself like I showed above, you have some massive loops with tons of values being checked, or you could have too many things doing something all at once.
because you'll forget what's handled in something that you're ignoring by not having code which is dangerous
i see, ill check
anyone?
So the you are doing a trace from the weapon that is placed on the ship and the trace is hitting the same ship?
which objects you expect that trace to hit?
I'm really happy to have found such nice people like you, thanks again to everyone who diligently helps strangers here!!
i really appreciate that
So now to my noob problem:
I actually just want a small effect in front of the weapon/hand, but why doesn't it work like that?
Nodes that have a target pin tell you what their desired target is.
In this case, you're likely modifying an Actor blueprint of some kind which wouldn't be a scene component so "self" wouldn't work. Additionally an actor blueprint wouldn't have a socket.
What you actually want to plug into the target is the mesh that has that socket that you're attempting to get the location of.
ahhh ok i try it with the character mesh thanks a lot
It works ๐
How I can AddForce to Walls so they could move in one constant velocity?
I don't really understand that issue - my first own project ๐ฆ
Iโll check this out.
That's the wrong node. Try dragging off from the Up Wall reference and type Add Force - it should give you the right one.
Sound like circular dependencies
U prob end up calling the function or event after you finished with it self, causing infinite loop
Have you at all changed the maximum loop setting in project settings recently ?
ah, i see
ye tried that
however i managed to fix the problem, it still had nothing to do with loops
I meant that can happen if you made it too low for some reason
Wat did you do
well its a long story but basically the problem had nothing to do with a infinite loop from what i could tell but was instead from an event call that got called when an enemy died and then spawned some stuff at that location, however the code to spawn the stuff had to be called one node before the one that destroyed the enemy which messed it up for some reason so in the spawn stuff blueprint i just made it wait until the next tick.
So ladies and gentlemen, my problems continue ๐
I just want a simple thing again
After i hit the enemy with the specific tag with my meele attack i just want to destroy the enemy actor i have attached a hit detection to my melee weapon i thought of something like that but i don't think it works like that ๐ฆ
can someone tell me an easy way?
Don't take this the wrong way but you should learn the basic if you don't know how to use variables
What is a hit detection?
Does construction script use DataAssets in editor? I'm having issues getting some BPs updating in the editor. In-game seems to work as expected.
Construction script runs when the object is constructed (when you hit compile or place it in editor) . If u don't want that behaviour, move the logic to begin play
i used a animation notify state for the detiction of the attack its a blueprint class thats attached to the notify state
I get that, my question is whether pulling info from a DataAsset is supported in the editor with construction script. Seems like it might not work, but I don't know for sure
so why are you using event hit, use that Hit Detect event
ok let me try it out
Why are you trying to cast some object to ANIMNS_HITDITECTION2, what even is that class?
Should be fine.
Should work . You should be able to change static meshes and the like from DA or DT
Thanks. Guessing I just have something set up wrong/weird. I'll keep looking. Thanks
that class is the hit detect that i made with the notify so now i try this
One moment i try it out
OK, this way doesn't work hmm...
What are you actually trying to do here?
Show what that Hit Detect event does
It looks like you're just slapping stuff together randomly
yes sorry im a total noob
I just want the opponent to be destroyed as soon as I hit him with the sword that has a detection function. wait i make a video
show the detection function on the sword
ok one second here how it looks ingame
I'm guessing that using a DA from a BP Component is the issue?
I don't know what the issue is. Also I think there are limited use in construction script land.
What r u actually trying to do? Show codes
Could someone please help with my little blueprint? Here i hold E to drag a physics object essentially like in skyrim and when i press E again i let go of the object.
The problem is that i also have an action with just pressing E and that way i take an item into my inventory but right now if i drag a physics object and press E to stop dragging, it also picks the item up in my inventory which is not what i want. could someone help me figure out a way to maybe block the next E press or something similar so i dont pick up items when i let go of them?
This should just change out the storage box meshes and adjust the trigger size to allow usage.
In editor vs in-game
so this is the function
and as u can see in the video there is a detection but its dont catch
Sorry I just noticed your answer, that would be in the editor, as a tool
Well is what u pulled from already valid in editor time?
this always happens but i think i solved it now, of course after asking for help 
Not sure what you mean. I've selected a DA I want to use and it clearly works once in-game.
i have also build a function in the third person character that i play
Not sure what you mean. I've selected a DA I want to use and it clearly works once in-game.
I will test on my end
oh im thumb an to nooby ok maybe change the cast to bp third person lol
Just not sure what it means to be valid in editor time. It's not an empty DA and works fine in-game
well im just not sure what BPC storage is
Blueprint component that has most of the logic for my storage system in it that I can add to any other BP to make it a storage box that interacts with my inventory system. All works fine, just not showing in-editor what the box will look like. All that info is in the DA stored in the BPC component
@frosty heron @faint pasture But thanks for trying to healp
It works now
The error was here on the detect loool
It tryd to kill my self
๐
Works on my end @rare gale the static mesh updated on construction script
simple setup
Interesting. Not sure what I'm doing different. I'll keep poking. Thanks
@rare gale
how do I change make a new Material F from material E. I duplicated E and made it into F and changed everything internally to be "F" however I cannot update it to be its own Material F it embeds itself into Material E
basically I want to paint material textures when in landscape mode
or is ther another way to do that?
but add more beyond the initial 5 i have in plce for the terrain via masks
Ah, wait... I think that's the difference. I'm guessing the Blueprint Component isn't initialized in the editor. My DA is inside a component added to the base BP.
That's what I sort of mean if it's already valid in editor time or not
I have no idea if that's the case or not. Evidence would suggest not so far. ๐ Not sure if there's a way to change that though
is there an end of play event that can be fired when a media player video ends?
yes, on MediaFileEnds?
something like that
https://docs.unrealengine.com/4.27/en-US/API/Plugins/BinkMediaPlayer/UBinkMediaPlayer/OnMediaReachedEnd/
Maybe this, can't remember exactly but I think I done this beffore
Holds a delegate that is invoked when a media source has been opened.
found the OneEndReached event. thank you!
Hi, I'm doing some post process stuff when the player gets into a low health state, one of the things im having it do is play a looping timeline which lerps the players vignette between CurrentVignette and NewVignette values
The problem I have is that health state can change while these timelines are playing so for example:
- player goes into low health state
- the vignette timeline starts playing which lerps the players vignette from 0.4 (CurrentVignette) to 0.8 (NewVignette) then back to 0.4 on a loop
- the player heals which plays the ReverseLowHP event which stops the vignette timeline, gets the current value of the vignette and sets CurrentVignette and also sets NewVignette to 0.4 then lerps once from whatever the CurrentVignette value got set too, back down to 0.4 (NewVignette)
- while the ReverseLowHP timeline is playing, the player goes back into low health state again which stops the ReverseLowHP timeline, NewVignette is set to 0.8 again and sets CurrentVignette to whatever the current vignette value is
- it then starts the vignette timeline but the current vignette value is stuck at whatever it got to while it was reversing back to 0.4 so the loop then goes between that value and 0.8(NewVignette), and that value can be anything between 0.4 & 0.8
Essentially what I want it to do is smoothly transition the vignette properly when changing health states which each do their own post processing changes, they should all take one another's current values into account so there is no jumping in the effects
So you can see in the vid that when i hit 10 health i enter low health it lerps fine between 0.4 & 0.8, but then when i heal and while the post processing fx are reversing i take damage again which puts me back into low health state its only lerping between 0.71 & 0.8, how can i make it in a way that will smoothly transition it that takes into account other timelines doing post process fx?
any "least square" algorythm enjoyer in chat
how can i in a blueprint event wait until another event or any of some other events are completed?
#game-math will probably have some
does anyone know of I way I can make the player able to roll and flip continuously the same way you can turn continuously?
using fp template
anyone availabl;e that knows if you can use more than 5 material layers in landscape?
I have A-E and wanted to create Layer which is my 6th but it embeds itself into E
hello does anyone knows how to use an lod for collision in a skeletal mesh?
and autolayer
Is there a way to automatically make derived classes do a parent call on certain events?
As in the event should be in the event graph by default WITH a call to the parent
@wild crater Right click on said event and "Add Call To Parent Function"
If that's what you mean?
Yea but I mean have those nodes by default whenever I make a child blueprint
If I'm not mistaken, you can create a new custom event with the same name as the parent and do the AddCallToParentFunction on it
What about your functions tab in the child, click override and see if you have any events from the parent in there
Hi, how do I activate something based on a specific keyboard input?
In your widget functions section, click the override dropdown and search for OnKeyDown
ANYONE?
thanks, I just discovered this though. do those have the same result?
or rather does one of those have some sort of advantage?
Depends what you want to do but if that works then run with it. For some reason I thought you were talking about widgets haha
@radiant citrus https://www.youtube.com/watch?v=CYiHNbAIp4s
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thanks Ill check it out
No clue, I don't even know if that's possible. Sorry your question got burried there
Yea that's not what I meant. I wanted every child BP to have this in the event graph by default. I figured it might be possible because all actors start with Tick and BeginPlay events in the event graph for instance
(without parent calls though)
what is the best way to add a camera that is attatched to the player?
do I just use cinecamera?
I have an array of components I want to scale and destroy - for example 30 objects scaled then destroyed over a period of time but staggered so they are random/not all starting to scale at the same time. I have been racking my brain for days trying to think of a way of doing this without having a ton of pre-made timelines running with slight offsets. The amount of components varies as well case to case. I cant find a way of spawning a timeline at begin play, and cant use a timeline within a function/macro so making a little function for each spawn/destroy I don't think I can do. Is there another way to do this?
I basically need to do all this but be able to call it multiple times overlapping etc without having to wait for each timeline to finish
(some stuff not connected properly here I know)
In some other framework there were class template Bindable<T>, where I can bind it to other Bindables and they would be changed together
Also, there are events like OnValueChanged, etc
Are there thing like this in UE5 Blueprints or i need to implement it myself
@spice sequoia Instead of components, could they just be actors? Each actor can run the script independently with a interface call
Attach actors to sockets on your skel mesh
They are instanced static meshes that I need to keep together in another BP as I use pooling etc - I kind of see what you mean though
Aye
I have a blueprint class, which is empty. I want to make it spawn one mesh in the constructionscript that I can move around ingame as a vehicle. Can I just add a static mesh or do I need something else for moving around meshes?
spawning stuff is discouraged in construction script afaik
The engine wonโt let you anyways
Yea
As a failsafe
I think it used to? i was gonna say that it's been changed some time ago
or maybe that's not the case, not sure. Never try to do it
I tried when working on chaos fields
I did it once but not for meshes that moved
for a chess game
Whatโs the point of this anyways, why not just add the static mesh in components ?
because I want to be able to change the mesh ingame
So change the mesh
wdym change the mesh
I wanted to spawn the mesh depending on whatever you chose in the menu
Yes and
Sure, just change the mesh
set static mesh node
how do I do that
lol
lol
is this the correct node for the empty static mesh
Just do it in the panel lol why are you so keen on complicating your life ๐
alr
Bear in mind from what you described it sounds more like you need a new pawn that youโd take possession of (assuming youโll drive said vehicle)
I used a pawn
I added the static mesh to it
now I need to set the static mesh
how do I get my mesh as input for the empty one
What are you trying to do? what's the goal here
you said I should set the empty mesh as the mesh I want
how do I put it in the blueprint
Sure but what you are doing here is just setting an empty variable
tell me what u are actually trying to do?
I want to set the empty static mesh to a not-empty mesh. thats what you told me to do
Hey does this blueprint exist in UE5?
The one I found doesn't have the ability to specify indices.
I know Do N exists but this would be a lot more convenient for my needs.
As I want to iterate over a list, but not from the start.
You want to assign a static mesh? Just set it in details panel
assuming that variable is a static mesh Component
yes that exists
Oh there two of them, yeah I just found it, thanks!
yea but I want to set it depending on what the player choses in the menu
Then set the variable as instance editable and expose on spawn
how do I do that
for me it looks like this
where do I use this node?
if you can't follow this, you probably should watch some intro videos first on how to use variables
I know how to use Variables. I am just confused with a lot of the engine
you would use them the same way, where ever you are. It's not engine issue
wether you script with codes or using any game engine, it's all the same
wdym
A static mesh component spawns a static mesh. The component and mesh are not the same thing
If you make a variable of type static mesh, and expose it on spawn, you can set it. Then your actor can feed it to the static mesh component on begin play
Or you can just spawn the actor and then reach in and change the mesh for the static mesh component. Either way.
Just like how a page might display text, but the page is not the text. The page HAS text. A static mesh component has a static mesh.
thanks
Can someone review this blueprint? This is an attempt to create a manually triggered mana regen. I've tried for a while now to figure out how to cancel it on a subsequent button press so that it pauses on the current value, allows the player to move again, and doesn't reset to the default mana variable value of 50 (max mana variable = 100). The flipflop node causes issues so that's out.
Does your system have mana regen besides this or is this the only regen?
Also, does your system have the concept of channeling an ability, and having a buff or debuff?
It has a much slower, passive regen. This is speeds it up considerably at the cost of freezing the player in place and disabling attacks thanks to the isMeditating Bool.
Not yet, it's barebones, started just under 2 weeks ago.
If you see yourself ever adding those concepts. I will try to keep it consistent. Do this meditation ability within the context of them.
That is, meditation would be in ability that is channeled and restores mana on channel tick, or is channeled, and adds a buff which greatly increases your mana recovery. However you want to formulate it.
Assuming all channeled abilities are canceled on movement or block movement, then it would be consistent.
The plan is virtually all spells require the player to not move to complete like in Eternal Darkness, with the exception of a basic projectile spell.
Does it stop them from moving or does moving cancel the spell? If I'm casting a spell and I press w, what happens?
Nothing yet but I want to implement so that moving cancels it rather than you being forced to stay in place until it finishes.
I'd make a BaseAbility actor
Does this involve the Game Ability System? I haven't used that yet.
Assuming you're not trying to go multiplayer with this right now. You can make your abilities as actors or components or whatever you want.
No this will 100% be strictly solo-player.
That is sane. Yeah, I would start earlier rather than later. Thinking about a base ability actor class. Every ability is a subclass of this.
Do you have any examples of this being done? I've not yet come across this concept of making an "ability actor".
So having an ability would be holding a reference to an instance of an ability actor.
All you need to do is call functions like start ability, stop ability on it.
Press button, start ability. Release button, stop ability
The subclass of the ability would contain what start and stop actually mean. For a blink, start just blinks. Stop does nothing. For meditation, start starts channeling, stop stops channeling.
You can store the reference to the currently casting ability anytime a button goes down, that way you know which ability to tell when movement input happens.
anyone knows why the particle is being emitted even if i hit in the sky?
So this is presumably more versatile or advantageous than making functions within the player character blueprint and just calling them?
does anyone know why sometimes random spheres spawn in the world
I saw that bug in some video and now I have that too
No bug that I know off
you are probably playing the game simulate or don't have a valid pawn, which the game mode default back to spectator pawn ( that spectator pawn is a sphere )
Rather than cluttering your player character with tons of abilities, you are creating abilities as a class. This means it can easily be reused by other actors as well and can be subclassed to make abilities that are similar.
but why does it appear in random locations
I don't know what goes on your end
what you define random might not even be random
it probably spawn where you right click play
but I never have a random sphere in my game
Using 4.25 and 5.1
it only changes when I change the location of the camera
I know that its not random
Is this "clutter" bad just because it can be visually messy or does this cause actual performance issues? Reusability makes sense of course.
I have had a few concerns about "overloading" my player character BP because most of the controls are in that and not the player controller BP.
Visually messy is less of a concern in the grand scheme of things, though that is part of it and especially so if you're working with a team so it makes it easy for anyone to look at it and understand. Really though, it's more a matter of separating out responsibilities of things into classes where appropriate so that any one class isn't responsible for everything that happens.
Abilities make sense to separate out, even if your player character would be using them, as then that ability isn't strictly tied to your character class and anything that it does can be handled independently of the character that is using the ability. You could have multiple instances of the ability firing for example, where if you had that logic stuck in your character, only one could exist per character.
Good to know. I largely plan to have them useable by just the player character but did have thoughts about certain bosses having player-like abilities to mirror them.
To clarify, do I make one actor class that all spells/abilities derive from or would I be making multiple that each have their own children?
You'd probably make one that has all the basics required for activation, forcefully ending it, knowing when its finished, etc. You'd then make children of that one and you can then call the built in functions as needed with just a reference that is of your base ability class rather than specific classes.
So you could end up with something like:
Parent Ability:
Activate
Release Input
End Ability
Child Ability:
Activate > Start timer for keeping track of how long input is held
Release Input > Read how long input was held > Charge Finished
End Ability > Set Input Held time to 0.
Child of Child Ability:
Charge Finished > Execute Attack taking into account how long the charge was held for (display visuals, apply damage etc.)
How can i get this generic type in a struct?
Select the type that you want and you should get a prompt for object reference, object class reference (the one you want) and a couple of others
Okay, cheers. Thank you as well @faint pasture .
yea but mine is like this. not a generic "class reference"
You should be able to select it as a "Object" and then "Object Class Reference"
That should be the most generic you can get ๐
pictures help
thats what im clicking. but idk why or how its different in the project im referencing
this input doesnt get activated even when I press W
Because you didn't chose a generic class? (Actor)
actor class reference is just actor
what is Wheeled Vehicle?
chaos vehicle parent class
only works if you have Input Mode to Game
and if the blueprint where you call it is what your player own (Eg. Player controller or the Player character)
what does input mode to game mean
There is a youtube video by matthew dedicated to Input modes, I suggest to watch that
hello, could someone help with my wave system please. im completely stuck with it. I have it so after I kill the enemy BP which is already loaded inside of the level, it will spawn 2, then 3, then 4, then 5 etc etc. But once I am killing that first enemy BP which is spawned already, not included with the wave system nothing will happen.
Here is a reference to the video im using. https://www.youtube.com/watch?v=Ter8JpjfEsY
Here is my code:
1st SS: confirms that i am in the 2nd level of my game, i dont want any of this wave system to occur in the first.
2nd and 3rd SS: shows death process when an enemy is killed within the wave spawn (not the actual default death from the BP)
4th SS: reference to the Death custom event in my actual death section of code. (can elaborate on what this means, as i feel like im describing it horribly)
5th SS: The spawner actor blueprint
6th SS: Respawn Enemy GameMode BP
If you need extra detail please let me know what im doing wrong. its for an upcoming assignment and i cannot find answers online ๐
Hey there, in this video I will show you how to create a wave spawn system.
Note: If you're NPC is not moving, add a 'Nav mesh bounds volume'. I forgot to include that.
any help will be hugely appreciated as its literally due in 1 hour lol
alr thanks
If this is an image of what he did, that's not the same as what you did.
shit
lemme see
ive been working for 13 hours straight i didnt even notice that
nope
nothing spawns still
Maybe check and see if your casts are failing by using prints or breakpoints? See what is actually being triggered.
nothing is occuring with this print string so surely that means the event isnt working?
if you have a variable in your character blueprint that your animation blueprint needs, is there any reason to store that in a seperate variable in the animation blueprint rather than just use the character reference to get it
dependsโข
take example if you are reading component, that component may be changed or not valid
So Comp A have Speed, Comp B have Speed
In this case instead having Anim class reads Comp's A Speed or Comp's B speed
Just make a variable local to the anim instance class that read speed from the Comp you use
Eg If Comp A valid , Speed = Comp A's speed
so mainly if you just need something to always be valid
If SpawnEnemy isn't getting called, then that's because nothing is causing the Respawn Enemy event dispatcher to fire.
or possibly the cast failed, and you didn't bind to your event.
or possibly BeginPlay isn't getting called, but that seems unlikely if you actually have an instance of this actor in the level
Show where you call the 'respawn enemy' event dispatcher in your 'EnemyWaveLVL2' BP.
it's been over an hour. did you pass your class?
no its being a bastard
my unreal is crashing everytime im packaging the game
therefore im going to miss the deadline in... 4 minutes.
and then the rare occasion i get to package it, i get this error
Should have package and finished the day before
anyway it's not the engine fault, you don't have the required component installed
brother
to package you will have to install visual studio and some components
i would love to
Read the docs
if i didnt have 4 modules due on the same week
and i had to do last minute changes to the game, as ive just spoken to the tutor today
Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine
mate
i cannot even do the basics
because unreal crashes
i want to change project icon? crash
i want to change project name? crash
i want to open project? 50/50 crash
it seems to me everything is something else fault
i already explained why you can;t package
learn to have some accountability
its even written in the log
its not my fault that the engine has been crashing on me the entire day
not from the packaging
take it more out of context please
thats 1 issue
out of 30
it isnt my fault if the engine is crashing when opening, when changing basic directories, changing blueprints
my pc is more than capable of doing anything on unreal engine, so its not MY fault
lol what
ok have a look at this
i dont have time to find more crash examples but u can see that its just complete bs
Would anyone know of a quick solution to gun mesh going trough objects?
For example if my character faces a wall, the nose of the gun will stick into the wall slighty.
This is an issue if a pawn player is chest to chest with you, projectiles would spawn trough him and not cause any damage,
I saw alot a few tips to increase the radius of your capsule component but this causes other problems with mantling not looking right and other action animations I have configured
Tought of adding a collison box on my weapon BP and make it block on world static but no joy
for visually, you can chose to always render the arm and guns on top
using stencil
Other methods is probably to adjust the arm. Do some calculation and pull back the arm/rifle as needed
and if way too close make the person can't fire and tell the character to be in high-ready or something
I'm trying to make a computer that allows players to enter in a phrase, and it would do whatever associated. I want to also make my own.. queries? So that it would still work if they typed a letter wrong or something.
For example, I want players to type 'shop', and have a list of all purchasable items pop up, but if they 'shot' or 'shup' by accident, it would still work. Any direction is very much appreciated
You could iterate through each word and compare them.. see how many letters match
above a certain % try to match it
but what if the computer both allowed them to shop and ship?
You can use Levenshtein alghoritm, but it may be too hard and its better to make something easier
lol what?
It's a very common problem. There are quite a few different solutions. One is to use a separately rendered gun that isn't even part of the character at all and you layer it on top. Another is to do some sort of line trace then have the gun move out of the way if it hits a wall or object. This video talks about it and has a clever solution (using unity) but I'm sure something similar can be acheived with unreal. https://www.youtube.com/watch?v=9MB_bNLYAX8
I made this, I have an enum of possible commands and every time the user inputs a word it converts the enum name to a string and compares the input to the command name
Then if there is a match I use the enum to switch between functions
anyone know what could be causing this?
Sorry, I'm cookking a family sized meal for 9 people as I asked that lol. I think this is what I'm looking for? I'm just not really sure how to do it? The only way I can really think of is having a MESS of branches, and obviously that's not the answer loll
That's not gonna help you with the queries logic
You could use a data table to store the commands, each row name being a separate command, and theoretically, you could have it store a class for what needs to executed when the command is executed.
As for queries, you can do a get all data table row names, which at least gives you a listing, then you just have to figure out from that array which command matches best, get the associated row based on the command you want executed, and then spawn the execution object.
Hello does anyone know how to call a variable in another blueprint to augment it with data via OSC? I have an OSC blueprint streaming data from Touchdesigner that I want to change things within UE. I have an Underwater blueprint with variables for light intensity, sunlight color, etc. Trying to get the OSC BP to call the variables in the Underwater BP.
That sounds tedious as HECK lol. Do you know if there's a way to add... an excel sheet? of all possible entered text to work for each possible action?
Yeah you can use csvs to populate data tables.
Csvs. I'll search that up and learn more. Thank you
Itโs very simple
You make an enum and add all your commands, then use a switch statement
The switch statement will create one node that branches out to all commands
Yea, but that switch would have like 1 million branches if I was to add each possible typo. No?
You can check for typos before the branch and fix the typo, then send the fixed command into the switch starement
Sorry to ask another question lol, but how would I check for then correct a typo
Thatโs for you to figure out but you can use nested for loops to check for each command and each letter
Keep count of how many letters are wrong and if its lower than a set threshold you fix it
Ohhhh ok. I see what you are saying. Idk why I thought there'd be an easier way haha
You basically need to calculate how similar the players input is to each possible command, then pick one
Thereโs more ways to calculate the similarity but this method is probably the the most straightforward
how many trigger words?
Like Lethal Company?
I'd figure out some sort of distance metric, and whichever trigger word it's furthest from is the one you select
or score, and highest score wins.
I'd do the score by letter order and letter tuple, weighting matching tuples higher
shop -> shup would have a score of 5, the "sh" tuple matching would have 2 points, and the s, h, p being in order is 3
Yes as @potent relic said you'd end up with something that looks like
https://en.wikipedia.org/wiki/Levenshtein_distance#Recursive
how do i make my enemy ai turn around if he doesnt see my character? this is my current code for follow the player when he senses me
im trying to get the velocity on the yaxis and apply a force in the opposite direction when it moves on that axis but for some reason it just breaks and the vehicle flys away
Dot product Velocity with Component.Forward
er
Component.Right
that'll be your speed in the local right direction
but anyway, make that 1000 negative
you're making it go faster in the speed its going, not slower
alright
Force = RightVector x SomeFunction(DotProduct(Velocity, RightVector))
your SomeFunction is just a multiply by some negative number
what is wrong with my roundaboutsequence why it doesnt compile ๐ฑ
This is even simpler and it'll work @leaden plaza
the fuq is that
from a plugin?
๐ฑ
its just a joke lol
but yeah i wanted to make a plugin for nodes similar to that
would that be too hard to do?
It seems like it'll be much harder than the payoff is worth
Yeah, like who needs this?
As long as it's cosmetic only and doesn't touch the underlying logic it might not be too bad to pull off
that one not good. i have a better idea
but would start by trying to make this one work
thanks alot
@faint pasture it's funny you said that, I'm looking to make how lethal company does their terminal stuff. Have you made something similar to the score system you mentioned? I'm just not sure how to make this work without doing a masssss of branches. And obviously that's not how to do it loll
Whatever you do should look something like this
#blueprint message
It'll be some metric to score the input string vs the targets
It could be as simple as length + how many of the letters are right
or as complex as you wanna get with it
Ok, I'll check that out. Thank you all for your help.
Is the PlayerState persistent by default? Seems like no from my testing, so how do I make it persistent? (Single player game)
only game instance
or game instance subsystem
so anything persisting between rooms will have to be stored on the game instance? currently working with the gameplay ability system, and it logically makes sense on the player state
you will need to pass it to a presistence object I suppose
or it get nuked along with the level
not 100% sure of this, maybe there is some vodoo you can do, ask #cpp
It depends on the level traveling method
If you use hard travel then everything excepy game instance is poof
Opps yeah, if hard travel then a lot of stuff get destroyed
Do server Travel works in single player?
Seamless travel sounds like it would maintain sone stuff, but it is really creating new playerstate, and copy info over
It does work in single player
Single player = server with hud anyway
Setting the user focus to the editable box
Alright, thank you ๐
In a singleplayer
There is another way to handle level change, is by not changing the persistent level at all
You have a fixed persistent level, so your gamemode/state doesnt change, but you can load/unload or stream/unstream levels into the persistent levels
Would need to have somesort of a "loading screen" but you are not really changing the persistent level, just swapping the level instances to the correct one.
I'm not very familiar with levels yet, what is the persistent level?
I had always figured levels were discrete and only certain containers of data were persistent (with no basis for this assumption)
A persistent level is kind of a World
when you do OpenLevel, you are opening an entire new World, it has a new gamemode/state/players
so the idea is to have an empty level, with your gamemode/state/players
then instead of using openlevel to transition between the levels
you load and unload in the "sub-levels" with Streaming or Load Level Instance
so you are not really changing the World when you do that, so you can persist all the data in gamemode/state/players
and these are asuming we are not using WorldPartition/OpenWorldLevel when creating a new level.
Thank you so much for all this info, I have to quickly read up on WorldPartition/OpenWorldLevel because I'm not familiar with them
and these are asuming we are NOT using WorldPartition/OpenWorldLevel when creating a new level.
right right but I'm not sure what the implication of using them / not using them is yet
would the persistent level method be preferable to seamless travel?
imo, it is somewhat easier to manage in a single player setting
since game data are not loss when "changing levels"
but you would have to handle manual teleportation of the player pawn and such
begin plays of the actors are still being called when they are loaded in
is there data loss when seamless travelling? I know you said that the data is copied, but does that have any actual ramification over the exact same object persisting?
data in playerstate is indeed copyable, but the objects are entirely destroyed and remade
so during the construction of the new copy of the playerstate, you would have to initialize the player state with the copied data
what initializing would have to be done? wouldn't the data have already been copied over?
the "Copy" is an event like this in the player state, you will need to manually copy any data you want to be carried over manually to the new player state
Am i too tired or can't do loop in widget?
this is new to me ๐
Now it comes out... ๐
How do you get the camera's position (starting vector) without the shake or head bob? This is the code I use and most people use, but it includes the camera's idle/shake animation effect. I want the location of where I look without it.
This is needed because if look at the edge of an item, sometimes the hovering effect goes away, because the camera's idle movement moves away. I want the linecast to start "centered" at all times, even if it won't exactly align with the camera's movement/angle
Edit: Is there some "GetWorldLocation" that doesn't include the camera shake?
When would you call this? When you do seamless travel, is there a point at which you've created the new player state but haven't scrapped the old one?
My initial understanding was that the copying would be done under the hood by the engine, but I guess that's not correct
Getting a weird issue where BeginPlay isn't being called on my PlayerController blueprint, anyone know why that might be?
This is a project I've recently started working on again and this wasn't a problem the last time I was working on it. BeginPlay runs in my cpp file, but not the derived blueprint class.
My gamemode is set to use the blueprint, and the controller that spawns into the scene is the correct one.
make sure u call super in the cpp function
Does percent expect a 0-1 range or 0-100?
try just feed it some constant numbers
is there a way to create a reverse for loop? Basically to go from big number to small number
๐คฆ that was it, thanks much. No idea when that got deleted
Create? why reinvent the wheel
it's there aready
you can create them ofc, they are just macros
Not for each, just for
The one with two input ints
You can make one if it doesn't exist
create a macro library
and just copy the for loop logic
but start from last index
then decrement
ye so just copy paste that but tune in for your need
start from last index
decrement
give it a shot ๐
I feel like its an easy swap of something but I dont know how to read that macro
I'm using the async loading screen plugin , even though it works properly there are some issues , first the shaders aren't compiled when the level is loaded which causes them to load during gameplay, second I can't control my player character after the level is loaded. Can someone please help
are there anything that is async loaded? Might need to make sure they are loaded first before releasing the loading screen. Also find something that gets called on Level Loaded. You can return the Input mode to game to allow control for your character
Hi, would anyone know why this might happen, ive tried to look up online but only come up with enhanced input results but i think it might be a collision or physics issue or something else
If the Vehicle is moved it moves the player (Not related to inputs)
Does anyone know how to resolve this? It's the second time it's happened me. The first time I was working on a game for 3 months and now for a couple of weeks. I gave up the first time, but seeing as this is probably going to be reoccuring at times. I would very much like to know how to resolve it.
the loading part is fine but it is compiling shaders after (lets say) the begin play.
nothing much you can do, unless you have call backs to w/e is being loaded
I use async open level and I don't have any shader compiling.
dont have any async loaded material tho
Contact the pluginโs creator ๐คทโโ๏ธ
can i create or use some precompile shader function like many games do such as lies of p
you shouldn't even see shader being compiled unless you are testing in standalone mode or you are async loading an asset/materials
just my opinion
is that so , i was testing in standalone mode
thanks bro
Do a print string on the enemies alive var to make sure it decreases correctly and gets to 0 as you kill the enemies.
Hello, I want to create camera animation for TV (just zoom to the screen) and I don't know how to change start position in animation?
I mean if you use simple level sequence, your camera will just teleport to start position, but I want to smoothly move it
hey can someone help,i am trying to create a trail of an arrow that i shoot from character the game is 2d,i searched and followed tutorials but all of em are in 3d and use anim bkueprint and skeleton which i dont have
Is there any way to pass a function or an event as parameter to a function in bp?
what?
because the only thing I can think of is to have a bp interface "lambda" that is essentially the capture and has a execute function
and you send that object as the function
I'm not sure if it's THE WAY to do it, but have you looked into ribbon emitters?
the monster
I've got an unexpected issue here - I've got an (Actor subclass) blueprint which has a CineCameraComponent in it.
My blueprint has a MaterialInstanceDynamic which is being created on BeginPlay. However, if I change any properties in the CineCameraComponent through the editor while in PIE, the actor has its Construct called. I don't get this if I change properties on the Actor itself.
I'm finding that the MaterialInstanceDynamic is being blanked out on Construct. This doesn't happen if I make the variable public though.
Any idea why this is happening, and how I can avoid it (either having the MID maintain without making it public, or avoid the constructor call)
every tutorial uses the socket or bones to make the trail but my character consists of flipbooks
You don't really need sockets/bones to attach emitters to actors. Just add emitter as a component to a projectile actor and adjust it's position in viewport view. Or I'm missing something?
hey, np
Hello, I have a projectile, which has a box collision, it detects and destroys when it has an overlap with another actor, but it does not work, for example, with certain things, like cubes, but it does with other types of Actors on the map, like enemies (Pawns), actor blueprints.
It also doesn't detect overlap against trees or that kind of thing.
What could be the error?
check the collision settings
The trace becomes thinner and thinner when i shoot but the lifetime is equal
I want a simple tutorial text screen to show and be removed when any key is pressed. I have created a Widget and set gamemode to UI only and in the widget override the function "onkeydown" to remove the widget. This works but not when I press the mousebutton, So I thought I just do the same and override "onmousebuttondown" but for some reason this doesnt work, when i press the mouse button it is not registered in the widget graph blueprint...why could this be?
Hello, anyone can help me handle collisions properly? Im having issues with my projectile classes. Im trying to create a projectile to only hit some kind of actors and ignore others.
Example: Enemy spawn projectile (ignore all other projectiles and enemies / hit the player)
I tried to create a custom object type "projectile" but when i set it to the corresponding projectile it collides with the owner, even if i put to ignore.
Check the curve by selecting keys - it may seem straight until it doesn't)
Also, it looks like the width curve is somehow tied to engine time, not the system time. Can't say for sure what's going on(
you mean this one?
Hi, Can I transfer data between levels only through gameinstance?
@dawn gazelle@faint pasture Hi, just to clarify, the advice you gave wasn't implicitly in the context of using the Gameplay Ability System, right?
Hi, is there a way to toggle BlockingVolume collision+visibility? Havent found any relevant public methods
Did a simple main menu screen. Simply using button click to LoadLevel. Once I am there, character can move around but shooting acts strange. You can shoot (by mouse click), but it takes longer between shots and once you rotate, you cant shoot for a few seconds and if you keep rotating, you can never shoot. If I run the game straight from the game map, all is well. What may I have missed? Based on stops, the shoot method/event isnt event getting called.
Correct. I was talking in terms of creating your own ability system.
Okay, thanks.
Hi! Iโm trying to make my ingame view show 2 cameras at the same time. Any idea on how to do this? Thanks!
No, but now when I see it I'm curious why do you need that?
Is there a good tutorial for a top-down building system?
i made the particle system it needs some changes but its ok now
Idk,just followed a tutorial
I'm using apply damage to deal damage and I have a health component that has a matching event for this. Basically if anything has the component it can die. But there is no hit normal for apply damage and I need the hit normal for my knockback. Anyone has an idea how to solve this? I wanted to use Apply Point Damage, but that can't create a matching event which means it would be custom and I don't want that ideally.
my neck and back hurts i worked a lot more than i should๐
Simplest solution is to not use the built in damage stuff
You can make your own DamageInterface with Damage functions and there you can supply whatever params you want
Hmm. How would I do that? Or should I "just" add a custom event and do a cast to the component when dealing damage?
You could do that too
And call that event and add inputs to it as damage, hit vector and such.
If you don't know Interfaces, you should do some googling. They are very fundamental concepts to object oriented programming
Ah. Yeah never used interfaces will Google and see if I can understand it.
Also, another thing to consider is you can skip using an interface and just use the component. Damaging something could look like this:
GetComponentByClass(HPComponent) -> call AddDamage on it
is there a way to make a change to a parent blueprint without it propagating to child classes?
You never actually have to talk to the actor itself. You talk directly to the component. Then the actor can be notified of certain events like health becoming zero.
What change are you talking about. Are you talking about changing the default value of some variable?
yeah
I'm assuming no since that kinda goes against the whole design pattern but I thought I'd ask
What's the actual use case? You could maybe do some construction script or begin play stuff but I wouldn't.
I have a sound effect playing on each one of these strips of emission, but whenever two or more are in an area the same sound plays multiple times, often causing the sound to glitch. How can I fix this?
I'm just cleaning up some size maps and want to clear off default variables in my base class that I still want to exist on the child classes
If it's not too much work I would just clear them in the parent and set them in the child. Maybe a nightmare if you have a ton of child classes
Are they overridden in most child classes or left default?
this was my backup plan, luckily it's not too many
left default
You could maybe make an editor utility blueprint to do it but I would just do it by hand if it's not like thousands of them
Lesson learned
I've been learning a lot of lessons lately ๐
but my player controller size map is down to 300mb from 2.5g so I'll take that as a win
Gyat damn lol
is that still a lot?
My entire project is like 300 MB so I don't know.
there is a nice and Edit Shared defaults thing you can do
Ooh yeah nice
yeah kinda crazy how much damage you can do without realizing, even just leftover local variables from previous optimizations
hey guys, trying to do AI for the first time but it doesn't seem to work. here's the blueprint. FindNewRandomPoint is being called as expected, CurrentDestination is being used properly, but the AI agents don't go anywhere and the print always prints "false". this is above my paygrade, can anyone diagnose what the issue could be? this has effectively been put on just a random pawn, and a NavmeshBoundsVolume encompassing the whole area has been placed in the scene.
this kind of view implies a meaningful navmesh is being created in runtime, too. the only exceptional thing here is that the rooms are generated procedurally at runtime - there's nothing in the scene by default
but there's a green path on the floor, so, i assume it's generating fine regardless
perhaps the enemies aren't using the updated navmesh? no clue.
Yeah. That was the solution I was thinking about. I already have a health component that did all the checks for the "On Damage", so unless there is a performance reason to use an interface that seems like more line what I know. ๐
I have a sound effect playing on each one of these strips of emission, but whenever two or more are in an area the same sound plays multiple times, often causing the sound to glitch. How can I fix this?
This is a tad confusing. Youโre saying the vector is being set properly but it returns false? Are you sure thatโs what is printing false? Whereโs the rest of your code for movement? Is this single player or multiplayer? Are you using BTs? Is this a task? You need to actually debug it using the #gameplay-ai tools available. Start with gameplay debugger (โ), continue with Visual Logger, and continue this in #gameplay-ai
Try #audio
this is decided by the near clipping plane, you can change it in project settings
however I would suggest not to, and instead make the collisions bigger to compensate
changing the near plane will reduce the far plane, and you get artifacts on distant objects
Set camera collision on your objects to blocking and make sure DoCollisionTest on your CameraSpring is set to true
Then I've misunderstood, sorry!
how do I repeat my roads using the built in spline system?
dd this, and it did nothing, raised it via the z axis to see if that did something, nada. anyone know how to repeat the meshes?>
If anyone here is familiar with Lyra I'd like to ask for some help as I don't know where else to go. I do not understand why this code isn't equipping a weapon for the player even though videos show these exact nodes being used
Code is inside the B_WeaponSpawner in the GiveWeapon method
hey everyone, I'm having issues getting a moving object to push my player if they're standing still. It works perfectly when they're walking but the moment they stand still the object phases through the player. I do apologize as I feel like this has been asked a few times as I have seen some stuff online that reference the similar problem but I couldn't find any clear solution to move the player in the direction the platform is. (I attached my moving event for a reference incase needed, i have an actor with 3 meshes the platform will spawn on the startmesh and in the timeline slowly move to the end mesh location then reverse etc.)
Top down shooter, how can I get distance from a pawn socket to the mouse cursor? Never mind, thought I did, but I dont. Just need the distance from a socket to mouse location so I can set some activity at the location where another trace ends at that distance. LOL and back.... got it!
an enemy turret is shooting at me.
So i make the enemy turret Find Look at Rotation towards me.
It works so the gun fires always at me.
But the issue is if i run fast the gun always misses because it arrives too late (hits behind my back)
How can i fix this?
maybe increase the speed of the bullets?
Or predict
i tried compensating it by getting forward vector though sometimes the actor being hit is not running forward like that
calculate the target velocity and do some offset
can someone tell me, why i cant pick 4, 6, 8, 12, 90 and remove pins that i dont need?
this kind of works
idk
target velocity makes it shoot way in front of me
you will need more factor to calculate the end result
accounting for distance too
If the distance is very close anyway, who cares
just shoot
But if at certain length, you want to predict where the character will end up
just like in real life when you want to shoot someone
I think the math shouldn't be hard either
since u know the speed of the character
so like forward vector * (velocity * distance)+ actor location
Just predict, in the next second. where will the character be? Then translate that to how much the turret should rotate, accounting for projectile speed
Prob dont need forward vector
but yea maybe I dunnoe
I don't finish high school
- Predict where Player will be in the next second
- Have the turret aim at the location of the player 1 second in the future
accounting for Projectile speed. (How long for the projectile to reach the player location 1 second in the future) for example
hey guys, im using the velocity of the player and the aim rotation to figure out the movement direction in multiplayer relative to where the player is facing.
im using this to drive animation, if the rotation is above 90 degrees then the player will walk backwards instead of forwards.
the problem is when the player turns rapidly, the velocity lags behind the aim rotation, which means if you're pressing only left (90 degrees) and rapidly turning, you will quickly go back and forth between walking backwards and forwards.
i could replicate the actual direction keys pressed but this seems like a bad solution
I think I know this, do you account for character rotation at all?
It's just how switch on Int is built - you get to pick the starting number and as you add more pins, it just increments it.
A less than ideal way of handling this would be to use "Switch on String" instead, then convert your int to a string before feeding it into the switch, then you can define whatever numbers you want to check for.
its not rotating the character, im using orientation warping
I want to draw a "something" at the end of the trace line. Should that render through the HUD? Think target cursor, but NOT at mouse cursor location.
no idea what that is, I guess i need to touch animation more
it just rotates the feet ik and spine so the feet turn in the rotation you input
something like this
and the distance how do i plug distance in here
well I had this problem where my head look at doesn't work properly when the mesh is rotated above 180 degree in the world coordinate.
accounting for the character rotation fixes it, but yea not sure if that's ur problem
I have no idea what this is
@kind estuary Just do it on paper first? I'm not gonna use my brain to formulate this sorry. But that's what I would do
no, so i have it set up where it only goes 90 to -90, then if it goes above that the player will walk backwards and itll rotate to make that make sense
get the formula right in paper then translate in unreal
ok thanks
i just need to think of a way to work out what direction the player is attempting to move more accurately or think of a workaround
seems like you are trying to do something similar to me
When I set up an Instanced Static mesh or HISM I cant seem to be able to get the mesh to simulate physics or apply materials to it - do I have this set up right?
@round merlin Post screen shoots of What you are actually trying to do and what you are trying to change
Drop it on the level and just print screen
the trigger and the actors you want to change the material
what do you mean
Show a picture of what you are actually trying to do
i get a ref of all the actors i am trying to change on the level blueprint, then i would like to change their material to something else once i enter inside the trigger
So you already have the ref of the actors?
This would have been easier if you spawn those lamp as blueprint actor
yes i get a ref of them on begin play and add them into an array of actors
ok, try this. Do a for each loop on the Lamp arrays
Then get component by class , filter with static mesh
from there you can try to change the material
i am doing pretty much the same
well are you actually trying to change element index 1?
the lights in the down right i have changed manually, all the other materials i left them as they were
check ur chandelier
so i think the for loop isnt changing their materials at all
yes
can you show how you print it?
i appended it. the problem is how i am creating the array i think
well do they have the tags?
i get all actors of class staticmeshactor, i tagged all of them with WallLight too
i think i am not getting the actor class right
maybe i'll just pull in the references of them like i did with the lights
You can just filter with Actor
instead of finding all actors in the level
Proper way would be having an actual custom BP class
Yup, if you gonna do something with it. Make them a bp
The tags are also crap. If you ever typo them or want to update them, good luck
what if i gave all my chandelier meshes an instanced mesh for the emissive
on the trigger, i change just the instanced mesh and all of them would update?
what's the end goal? you just want to set the emissive value?
If you could access them you wouldn't have to do this in the first place
I still suggest making a BP class for them. You can select the instances in the level if you have a BP class and swap them out with your BP, so you keep the transforms and don't have to place them again.
With that BP class you can easily code whatever you want inside of that and call a function from outside.
that was SOOO easy wtf unreal is amazing
i created an actor, selected all my meshes and replaced all of them in an instant with their BP counterpart
oh my god
At that point it's then also not needed to use tags anymore as the get all actor node can filter for the specific new BP class
Or you just do your stuff on BeginPlay of your new BP if it should happen for all of them anyway
If you don't like the GetAllActors solution, a common way to handle a set of actors is to have the array in the GameState, or a component on that GameState, and then using BeginPlay of your BP to simply get the GameState and add it'self' to the array
But you can use GetAllActors for now of course
Hello!
I'm currently trying to make a Top-Down Character that moves with WASD. I got so far that it's working but everytime I rotate the playerstart it rotates the player but not the boom attached to it. Can I somehow make it still rotate the boom aswell?
I assume it would be because of these settings:
But If I change those, then the boom rotates with the character
i got it working
@round merlin good job!
You might want to just set the rotation of the boom on BeginPlay of your character once?
The problem is that the spawn sets the control rotation that your character follows
And your boom is not using it as you said yourself
So you gotta fix the boom rotation once after spawning in BeginPlay for example
Would try just setting its world rotation to the characters for starters
I see. Kinda weird o.o
I somehow expected unreal to do that automatically, but anyway
You are actively setting the boom to not inherit yaw or use control rotation
How would unreal know you wanted that to suddenly happen once at spawn :P
It probably just has the rotation set to 0,0,0
I guess I just thought too hard about the relation with the player start. So I was like I setup my character like usual and just rotate the playerstart however I like and unreal uses that to initialize the camera relative to that. But I guess that's just not the case :o
Thanks for your help
How do I cast to something in the level bp
You want to get a reference to some actor in your level?
No just the level bp
I'm afraid I don't understand what you're trying to do
Yeah the question isn't really clear
The LevelBlueprint, at least in BPs, is inaccessible from outside.
shit
You can't get a reference to it.
how can I store the level name easily?
Probably Gamemode
GameMode can be used with multiple maps though
But could set the level name from within the level right?
Maybe just an empty actor in the scene fwiw. Don't have another idea so quickly
How
Yeah they could access the Game Mode from the LevelBP
can I get the level name or something and convert that to a string?
in gamestatebase
GetCurrentLevelName or so exists as a function iirc
Already returns a string
Should match the asset name that is used to open the level
Oh I could just promote the vairable of the level name
Although that would have a _
And this you can call basically anywhere. So TLDR: Just don't set it in the level bp and instead set it somewhere else like a gamemode or gamestate if you rather want this
If you need a friendly name for the UI, you could work with a DataTable where the row name is the asset name
Not sure that's what you want though
If it works it works I guess
i would just dump an actor to manage the level
@cobalt gulch yeah that works I guess. But again if you want a better solution, maybe check out data tables
Row name would be the level name. FriendlyName could be a Text param
Maybe in the future you also want a description or image
One more thing ๐
Is there a easier way to do this for each level?
As I'd have to copy paste for 30
enums
but you have to make sure enum names are updated if you change the name of your level
enums will allow you to make a switch statement
if level names are always in the "Level #" format you can do a for loop and append string
Nice thx guys
desc says this is keyword search info for this interface function, is this space or comma seperated?
This one is a bit complicated, I have a view distance blocker for my game which stops you from seeing obstacles in the way in a certain distance. I need it so I can adjust the height of the view blocker as a sort of "difficulty setting". Why does this code for it not work?
This is the code for the view distance blocker
This is the code for the gamestatebase where I set the difficulty
so when it comes to setting yp an animation like an attack. there have been at least 2 methods I have seen. One uses play montage and sets up an isAttacking variable to make sure the animation plays out. The other uses Play anim montage (what is the difference between the 2?) and uses a do once+delay loop to ensure the animation plays out.
which of these methods is better? is there another method that is recommended?
Hello! I'd like a programmer's opinion on this... I'm trying to get a base game going with this kit: https://www.unrealengine.com/marketplace/en-US/product/survival-game-kit
but it's missing a key element of what I'd like to add, which is a farming mechanic like in this kit: https://www.unrealengine.com/marketplace/en-US/product/farming-system
would it be worth it to get help just merging them together, or would it be too much of a hassle? Would it be more worth it to pay someone to help me integrate a farming system to the original survival game kit with original code? I'm getting a budget down for cinematics, and programming so i wouldn't mind finding someone to help me, I'm just wondering if it's easier to have something pre-bought for someone to work off of or scratch. thanks very much! (coming from someone with zero programming experience and no plans to learn, im a 3d artist in the industry.)
do once and delay sounds very terrible
there is no difference between play montage and play anim montage.
I believe play montage targets an actor while play anim montage target a Skeletal mesh component. At the end of the day they do the same thing, playing a montage
one system that I followed use input buffer
you are the best in here
in something like this the smallest timer gets the priority or something? seconds one not exectuing
You can only bind a delegate (Your HELLO event) to a single timer.
If you bind the delegate to more than one timer, typically the last one bound is the one that will execute.
No, i'm bottom feeder no cap
create component that start a timer instead, or a UObject
Does anyone know why I can't call my interface, it says its not marked as "blueprint callable" but I can't find anything to set it to be so. Its not just in the right click pop-up either (I have no clue what thats called)
If you go into the interface, click the function, in the details there is a checkbox "call in editor". Could be that?
nope, already tried that and it didnt work ๐ฆ
I'm afraid I'm a massive noob so thats all ive got for ya : (
I also can't get interfaces working. Works fine if I have one function, as soon as I have 2 they break]
and it does that as soon as I add another function. I cant plug the actor into it
I don't think you want this one
use the one with message icon on the corner
I cant get it, as soon as I add a second funtion to the interface the only one i can call is the one without the message. Even if i copy and paste the message node it pastes the wrong one
Oh I think I've got it
For some reason, having context sensitive on was getting rid of the "call function (message)" node, and only giving me the wrong one
make sure the class implement the interface too
Yeah, to get the message node with context sensitive on, you need to drag from the correct target
Awesome, thank you! I hate programming. This took me 4 hours to work out lol
Interfaces can be tricky
They're a really simple concept, just lots of nuance I guess
a good programmer can implement that on their own and i guess most coders prefer that over merging two existing systems
thanks! was hoping to have a good sense of what to do so i can get someone on freelance to help at some point. appreciated.
I spawned an actor "Ceiling" and attached it to another actor ref by "HideInPlay"
However, when I try to hide "HideInPlay", the attached actor remains visible.
What is the correct way to do this?
I believe the node "Set Visibility" or something like that has the option to propagate the visibility to attached children.
"Set Visibility" is for Widgets, this is an Actor object, I could only use Set Actor Hidden in Game
There is also visible tick box for actors
yes
An actor have IsVisible variable
that will determine wether the actor is visible or not
What is happening now is the the Parent A is correctly set to Visible/Invisible
But the attached child does not follow
How do I set it such that the attached actor Ceiling follows the visibility of HideInPlay?
which in this case, just set visible on what ever you are attaching
Almost certain such a node exists...
Because I've almost certainly used it.
But let me check.
promote this as variable, access it and set visible to false
it's probably gonna propagate to it's own children
but I dont know cuz I never try attach actor to an actor
Could be.
Hmm no good
In that case I'd just do this.
I am trying to access the HideInPlay variable via another BP so I cannot get the Default Scene Root out of it
Why do you need to use actor hidden in game anyway? just set visibility
this sounds like it should work
For future reference all Actors have a Root Component as well.
Ok I gotten the root, but seems it does not work because Ceiling shows up as an Attached actor, not a Child Actor
Set actor hidden in game is not a mesh component target anyway, it's an actor target
How do I convert it into a ChildActor of HideInPlay (actor reference)
so u don't need to access the root component or any component to set it
Yes, but this was specifically to see if Set Visibility Propagate to Children worked.
Which runs on a scene comp.
Well so now I need to either make Ceiling a ChildActor of HideInPlay, or a way for Ceiling to follow the visibility as an AttachedActor of HideInPlay
Child Actors aren't really a thing outside the context of inheritance, which that has nothing to do with.
There's the Child Actor Component but that's gross and not applicable here.
So what would you suggest?
this
That is exactly what I am trying to avoid doing because it is cluttering
Then make it into a function.
Is there no way at all to do this?
I'm going to say no.
Propagate to Children has nothing to do with Child Actors.
Propagate to Children means parented components, but as Cold Summer pointed out the reason it's not working is because it's not propagating outside of its own Actor.
And there's no event for visibility changes as far as I know, so your best bet is to make a loop.
Which is probably exactly what is inside the Set Visibility function in the first place.
So make a function that does what you want.
What are you contemplating btw? just add a ref to the parent. Get parent to hide the children as well when he hide it self then call it a day
don't over complicate it
Yes, this is a comparatively tiny amount of nodes. Make a function and move on -- it's not worth agonizing over.
There, no clutter.
(well I seem to have inverted the condition)
And if you need this elsewhere you can make a Blueprint Function Library.
how much converting data to other data(int to string) cost in performance?
Hello, I'm fairly new to UE but been learning slowly. I'm trying to achieve an extraction shooter type game but I'm not sure how to go about the inventory part. How can I have the inventory outside of the game (sort of like tarkov) where the player can equip, buy, sell items then once ready, they go in the game and they have the same items equipped. Are there any tutorials on this or any specific keywords I should be searching to learn? Many thanks in advance!
Don't worry about it. Your easiest performance gain on that micro level would be to use c++ anyway
I would strongly suggest to steer away from multiplayer if you are new to UE
especially an extraction shooter with matchmaking, we are talking about technical difficulties and financial requirement here
well that's a bummer lol
have to crawl before you can walk
Yeah, something like an extraction shooter takes millions to develop, and lots of experience
that aside I think inventory is a good system to tackle for learning process
It's a pretty big project. If it's for learning you can try making some aspects of it for singleplayer only.
Could try your hand at AI, it's fun.
Given they need the inventory to be stored in an outside database and communicate it with the server they connect to via probably some unique player id, that specific inventory is more none UE work than anything else at the start
Don't want to crush your dreams but this is really not a single dev project
I didn't know it would be that hard to carry over inventory from one scene (menu) to the other (gameplay). I knew it would be sorta difficult but not this hard haha.
Obviously I probably don't even know what I'm talking about but I guess thanks for all the clarifications
There will be peeps that tell you that everything that would cost money has free test phases and that you should try anyway. So in the end it's up to you if you wanna ignore the advice or not.
It's definitely, we had a team of experienced people and a successful crowdfunding campaign territory at least.
We are talking about server data base here, not "menu".
You will have to store that data somewhere where people can access
If you just have the inventory locally then people can cheat
It isn't. It's the extraction shooter that's your problem. Because you need dedicated servers, which is a source build at least, then you have other problems like writing robust netcode in c++, handling live service, etc.
Which would destroy the whole idea behind the extraction shooter wouldn't it
Making an inventory you can use across levels in any single player game would be a good challenge for anyone starting out.
But that's not an extraction shooter :P
Cedric, I assumed steam socket doesn't work with Advance session*?
When I enable the plugin I get booted out when Traveling to new map as listen server
I see, well damn. It definitely makes sense. So that's a no then lol.
I never used AdvancedSession
I wouldn't know why it would fail though
Just connect normally with Session interface (Steam subsystem) should work then I guess?
I wrote a plugin too and manage to connect (didn't use steam socket at the time). disabled it cuz Advance session has more things exposed and I am just reinventing the whell (a bad one)
but for some reason I can't get session to start
oh well, I will try to see if it work w/o advance session thx
Maybe I'll do a single player extraction shooter ๐ jk.
My other idea for a game was an arena shooter. 1 map, 5v5, 1 "class" so everyone would be using same weapons (to start) and one life only so sorta like an snd but without a bomb with best of 5 or whatever.
Would this be an easier thing to do since there's no inventory carry on or anything like that. the only thing that would have to be saved would be player stats / experience to unlock other classes or whatever
multiplayer first person shooter isn't new comer territory, just saying
it will be a one hell of a pain train
https://www.udemy.com/course/unreal-engine-5-cpp-multiplayer-shooter/learn/lecture/31455746#overview
If you are interested tho
maybe start with a simpler game idea. like an open world mmo rpg? \s
dragon and science based naturally?
maybe with some aliens too
and and underground goblins
just to get started ya know?
UE doesn't even support multi world out of the box ๐ . There goes my attempt of making a small mini rpg world
I'm always up for goblins
I've seen this one. I'm trying to keep it blueprints only. I'm liking how they work. Not much of a fan of writing code
FPS multiplayer shouldn't be a bp only project
imho
So if you start with UE, Singleplayer would be better.
I use UE for multiple years and when starting to learn a new Engine like Godot, I also start with Singleplayer.
For Multiplayer, the Arena Shooter is probably the easier thing, since UE is somewhat made for UT. It will feel a bit more natural.
Still not easy to do though.
Hey
Is there some kind of gradient editor in unreal?
Im trying to change the light color of my directional light based on the progress of a day in my game.
I wanted to use a gradient for that, but I'm not sure if there is something like that in Unreal.
In Unity I would use the gradient editor.
Multiplayer without c++ will not work out. Can already tell you that
You will have to learn c++ eventually
Competitive multiplayer without funding won't either
Given you need to guarantee a playerbase
And afford things like live service, and server hosting
Sure but then the user also would want to wanna make that haha
I wonder if a Curve of type LinearColour will be the best option for you!
I've never tried it, but there is such a type.
No idea what gradient editor is, but you can always set the directional light color
dammit lol. I feel like blueprints are much easier to learn. Obviously I'm trying to jump alot here and go straight for what I want to make but if I can't do that then I don't know if I want to put all the time into learning c++ and so on without any guarantees. It would be a huge risk for me that I take which I'm sure most devs do as well
Yeah I think this is as close to a gradient editor you'll get!
(just create a new asset, Miscellaneous > Curve > Linear Color Curve)
You can start with blueprints and Singleplayer. Or blueprints and simple multiplayer games.
But anything serious will require c++ eventually
Not everything is available or possible in BPs
I know but i want to set it via a gradient based on the days progress. so to have a smooth transition i wanted to do it via gradient
Yeah I see that now.
If you really have your mind set on this idea I think I'd suggest doing a similar project 100% singleplayer first!