#blueprint

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steady night
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se its blank for the main mesh

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anyone know why or how to fix :/?

dim agate
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There was no fix other than reverting back to an older save state for the project.

steady night
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fuck i dont have source settup yet :/

dim agate
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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.

steady night
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this happened to my other project wich affect everything even new Bps etc.. so i had to scratch it

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but this time it seems its only this bp

dim agate
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Yeah it happened to one BP for me last week.

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It was something, spamming the undo button on my character BP, that seemed to do it.

steady night
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yeah that was it for me the last time also

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but not this time..

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now it just "happened"

dark drum
steady night
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dident do anything in the bp

dim agate
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I think regardless it's time you get source control.

untold rain
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oh what should i do

steady night
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yy

dark drum
untold rain
dark drum
untold rain
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ok tq

rose kettle
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Is there any way to make camera shakes affect cameras forward vector?

kind moth
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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)

slow pewter
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did anyone used the "Newer" Unreal Engine Snap Container Nodes?, looks kinda Good, but its Experimental , have anyone experience with it?

violet umbra
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Hiya Everyone first post here ๐Ÿ™‚

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

violet umbra
dim agate
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Where did you place it?

violet umbra
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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

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When i googled it its apparently a wider known issue but I am stuck and unsure what to use as an alternative approach

dim agate
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Weird. I'm new to all this but my first guess would be try "DoN" instead of "ForLoop" and see if that works.

versed sun
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Loops are all done in 1 frame, Delays wont work
try this instead

violet umbra
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Oh nice I will give it a shot ty both ๐Ÿ™‚

random pulsar
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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?

proper wyvern
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Does anyone know if there's a way to search multiple data tables for a specific value at once?

proper wyvern
random pulsar
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They dont even taught us how to use Google,they just want us to make good games without knowledge

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And then rate us on the things they didn't teach๐Ÿ˜„

narrow pendant
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how would you detect if the camera has clipped inside an object?

bleak mica
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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.

twilit jacinth
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Eyelids on my actor fly away into the sky ๐Ÿค” What am I doing wrong? Timer starts on BeginPlay

thin panther
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you're lerping between an ever changin value

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rather than two static ones

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so cache that location before you lerp

twilit jacinth
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ah

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Thanks!

steady night
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hi i need tips on how to rename a BP +

distant hollow
steady night
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renaming it like "Press F2" renaming the name of the blueprint

distant hollow
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Erm... just F2 or click on it, that's all... ? What exactly are you having trouble with?

steady night
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erhm that worked -.-...

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hmm for some reson i remeber renaming certain Bps breakes the game or sometinh

distant hollow
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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

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So as long as you saved all relevant BPs when prompted it should be fine.

steady night
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ah okey maybe i missed that the other tim,e

round merlin
midnight idol
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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

keen widget
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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

plush ether
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Any suggestion of logic on how to create spline roads in an interesting pattern that make sense?

rugged wigeon
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like automatically, considering the obstacles? Or just as an editor ux issue to doing it manually

dawn gazelle
dawn gazelle
# keen widget 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.

devout robin
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you should find on the map not the keys array

dawn gazelle
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Close. You want the "FInd" that plugs into your map, not your keys array.

keen widget
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thats so wierd, i cant even understand why this would work, but htank you

dawn gazelle
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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.

stark patio
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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 isnโ€™t 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?

viscid viper
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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 ?

dawn gazelle
stark patio
dawn gazelle
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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.

snow oasis
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why is it that sometimes Child Actors already call their parent event nodes like this?

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And more specifically why they sometimes dont do that?

dawn gazelle
# stark patio no there is no loops involved at all

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)

rugged wigeon
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I think child classes of blueprint classes always call their parent class implementations

stark patio
rugged wigeon
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but it's just an editor choice. remember the implications and handle it yourself regardless of the defaults

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but you should probably always respect the parent class implementations

dawn gazelle
# stark patio ye none of that either, it complains even if the node is completely isolated and...

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.

rugged wigeon
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because you'll forget what's handled in something that you're ignoring by not having code which is dangerous

devout robin
# viscid viper 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?

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which objects you expect that trace to hit?

timber crystal
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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?

dawn gazelle
timber crystal
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ahhh ok i try it with the character mesh thanks a lot

umbral dock
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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 ๐Ÿ˜ฆ

dawn gazelle
frosty heron
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U prob end up calling the function or event after you finished with it self, causing infinite loop

lunar sleet
stark patio
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however i managed to fix the problem, it still had nothing to do with loops

lunar sleet
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I meant that can happen if you made it too low for some reason

stark patio
# frosty heron 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.

timber crystal
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So ladies and gentlemen, my problems continue ๐Ÿ˜„

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 ๐Ÿ˜ฆ

can someone tell me an easy way?

frosty heron
rare gale
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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.

frosty heron
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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

timber crystal
rare gale
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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

faint pasture
timber crystal
faint pasture
frosty heron
rare gale
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Thanks. Guessing I just have something set up wrong/weird. I'll keep looking. Thanks

timber crystal
timber crystal
faint pasture
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What are you actually trying to do here?

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Show what that Hit Detect event does

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It looks like you're just slapping stuff together randomly

timber crystal
faint pasture
timber crystal
rare gale
frosty heron
steep sonnet
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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?

rare gale
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This should just change out the storage box meshes and adjust the trigger size to allow usage.

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In editor vs in-game

timber crystal
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and as u can see in the video there is a detection but its dont catch

plush ether
frosty heron
steep sonnet
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this always happens but i think i solved it now, of course after asking for help OMEGAKEKMAN

rare gale
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Not sure what you mean. I've selected a DA I want to use and it clearly works once in-game.

timber crystal
rare gale
timber crystal
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oh im thumb an to nooby ok maybe change the cast to bp third person lol

rare gale
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Just not sure what it means to be valid in editor time. It's not an empty DA and works fine in-game

frosty heron
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well im just not sure what BPC storage is

rare gale
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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

timber crystal
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@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
๐Ÿ˜

frosty heron
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Works on my end @rare gale the static mesh updated on construction script

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simple setup

rare gale
frosty heron
vernal fossil
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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

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basically I want to paint material textures when in landscape mode

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or is ther another way to do that?

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but add more beyond the initial 5 i have in plce for the terrain via masks

rare gale
frosty heron
rare gale
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I have no idea if that's the case or not. Evidence would suggest not so far. ๐Ÿ™‚ Not sure if there's a way to change that though

naive falcon
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is there an end of play event that can be fired when a media player video ends?

frosty heron
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something like that

naive falcon
prime stump
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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

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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?

pure walrus
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any "least square" algorythm enjoyer in chat

frail oar
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how can i in a blueprint event wait until another event or any of some other events are completed?

frail oar
ashen patio
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does anyone know of I way I can make the player able to roll and flip continuously the same way you can turn continuously?

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using fp template

vernal fossil
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anyone availabl;e that knows if you can use more than 5 material layers in landscape?

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I have A-E and wanted to create Layer which is my 6th but it embeds itself into E

viscid viper
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hello does anyone knows how to use an lod for collision in a skeletal mesh?

vernal fossil
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and autolayer

wild crater
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Is there a way to automatically make derived classes do a parent call on certain events?

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As in the event should be in the event graph by default WITH a call to the parent

gusty shuttle
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@wild crater Right click on said event and "Add Call To Parent Function"
If that's what you mean?

wild crater
gusty shuttle
radiant citrus
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Hi, how do I activate something based on a specific keyboard input?

gusty shuttle
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In your widget functions section, click the override dropdown and search for OnKeyDown

radiant citrus
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thanks, I just discovered this though. do those have the same result?

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or rather does one of those have some sort of advantage?

gusty shuttle
radiant citrus
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oh

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yea I was talking about input used ingame

gusty shuttle
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radiant citrus
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thanks Ill check it out

gusty shuttle
wild crater
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(without parent calls though)

radiant citrus
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what is the best way to add a camera that is attatched to the player?

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do I just use cinecamera?

spice sequoia
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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?

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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

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(some stuff not connected properly here I know)

edgy eagle
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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

gusty shuttle
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@spice sequoia Instead of components, could they just be actors? Each actor can run the script independently with a interface call

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Attach actors to sockets on your skel mesh

spice sequoia
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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

gusty shuttle
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Aye

radiant citrus
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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?

frosty heron
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spawning stuff is discouraged in construction script afaik

lunar sleet
frosty heron
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Yea

lunar sleet
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As a failsafe

frosty heron
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I think it used to? i was gonna say that it's been changed some time ago

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or maybe that's not the case, not sure. Never try to do it

lunar sleet
radiant citrus
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for a chess game

lunar sleet
radiant citrus
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because I want to be able to change the mesh ingame

lunar sleet
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So change the mesh

frosty heron
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Then change the mesh

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don't spawn?

radiant citrus
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wdym change the mesh

frosty heron
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set the static mesh in construction script

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or where ever

radiant citrus
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I wanted to spawn the mesh depending on whatever you chose in the menu

lunar sleet
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Yes and

frosty heron
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Sure, just change the mesh

lunar sleet
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Create an empty static mesh

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Change it as needed

frosty heron
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set static mesh node

radiant citrus
lunar sleet
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lol

frosty heron
radiant citrus
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lol

radiant citrus
lunar sleet
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Just do it in the panel lol why are you so keen on complicating your life ๐Ÿ˜€

radiant citrus
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alr

lunar sleet
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Bear in mind from what you described it sounds more like you need a new pawn that youโ€™d take possession of (assuming youโ€™ll drive said vehicle)

radiant citrus
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I used a pawn

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I added the static mesh to it

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now I need to set the static mesh

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how do I get my mesh as input for the empty one

frosty heron
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What are you trying to do? what's the goal here

radiant citrus
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you said I should set the empty mesh as the mesh I want

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how do I put it in the blueprint

frosty heron
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Sure but what you are doing here is just setting an empty variable

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tell me what u are actually trying to do?

radiant citrus
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I want to set the empty static mesh to a not-empty mesh. thats what you told me to do

grizzled roost
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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.

frosty heron
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assuming that variable is a static mesh Component

grizzled roost
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Oh there two of them, yeah I just found it, thanks!

radiant citrus
frosty heron
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Then set the variable as instance editable and expose on spawn

radiant citrus
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how do I do that

frosty heron
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Are these bp spawned at run time?

radiant citrus
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for me it looks like this

frosty heron
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Static mesh variable is not Static mesh Component

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Make a new variable

radiant citrus
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alr

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alr I turned the two settings on

radiant citrus
frosty heron
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if you can't follow this, you probably should watch some intro videos first on how to use variables

radiant citrus
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I know how to use Variables. I am just confused with a lot of the engine

frosty heron
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you would use them the same way, where ever you are. It's not engine issue

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wether you script with codes or using any game engine, it's all the same

radiant citrus
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wdym

faint pasture
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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

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Or you can just spawn the actor and then reach in and change the mesh for the static mesh component. Either way.

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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.

radiant citrus
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thanks

dim agate
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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.

faint pasture
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Also, does your system have the concept of channeling an ability, and having a buff or debuff?

dim agate
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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.

dim agate
faint pasture
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If you see yourself ever adding those concepts. I will try to keep it consistent. Do this meditation ability within the context of them.

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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.

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Assuming all channeled abilities are canceled on movement or block movement, then it would be consistent.

dim agate
faint pasture
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Does it stop them from moving or does moving cancel the spell? If I'm casting a spell and I press w, what happens?

dim agate
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Nothing yet but I want to implement so that moving cancels it rather than you being forced to stay in place until it finishes.

faint pasture
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I'd make a BaseAbility actor

dim agate
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Does this involve the Game Ability System? I haven't used that yet.

faint pasture
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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.

dim agate
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No this will 100% be strictly solo-player.

faint pasture
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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.

dim agate
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Do you have any examples of this being done? I've not yet come across this concept of making an "ability actor".

faint pasture
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So having an ability would be holding a reference to an instance of an ability actor.

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All you need to do is call functions like start ability, stop ability on it.

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Press button, start ability. Release button, stop ability

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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.

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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.

regal leaf
dim agate
radiant citrus
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does anyone know why sometimes random spheres spawn in the world

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I saw that bug in some video and now I have that too

frosty heron
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No bug that I know off

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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 )

dawn gazelle
radiant citrus
frosty heron
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what you define random might not even be random

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it probably spawn where you right click play

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but I never have a random sphere in my game

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Using 4.25 and 5.1

radiant citrus
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it only changes when I change the location of the camera

frosty heron
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exactly

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that's not random

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or bug

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I've explained why, read above

radiant citrus
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I know that its not random

dim agate
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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.

dawn gazelle
# dim agate Is this "clutter" bad just because it can be visually messy or does this cause a...

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.

dim agate
#

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?

dawn gazelle
#

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.)

crystal crown
#

How can i get this generic type in a struct?

dawn gazelle
dim agate
crystal crown
dawn gazelle
#

You should be able to select it as a "Object" and then "Object Class Reference"

#

That should be the most generic you can get ๐Ÿ˜›

crystal crown
#

thats what im clicking. but idk why or how its different in the project im referencing

radiant citrus
#

this input doesnt get activated even when I press W

frosty heron
crystal crown
#

actor class reference is just actor

versed sun
#

what is Wheeled Vehicle?

crystal crown
#

chaos vehicle parent class

frosty heron
radiant citrus
#

what does input mode to game mean

frosty heron
#

There is a youtube video by matthew dedicated to Input modes, I suggest to watch that

undone nebula
#

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 ๐Ÿ™

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.

โ–ถ Play video
#

any help will be hugely appreciated as its literally due in 1 hour lol

frosty heron
undone nebula
#

its exactly what he did, i dont know

#

i thought it was weird too

dawn gazelle
undone nebula
#

shit

#

lemme see

#

ive been working for 13 hours straight i didnt even notice that

#

nope

#

nothing spawns still

dawn gazelle
#

Maybe check and see if your casts are failing by using prints or breakpoints? See what is actually being triggered.

undone nebula
hollow cove
#

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

frosty heron
#

dependsโ„ข

#

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

hollow cove
#

so mainly if you just need something to always be valid

abstract terrace
abstract terrace
dark drum
abstract terrace
undone nebula
#

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

frosty heron
#

Should have package and finished the day before

#

anyway it's not the engine fault, you don't have the required component installed

undone nebula
frosty heron
#

to package you will have to install visual studio and some components

undone nebula
#

i would love to

frosty heron
#

Read the docs

undone nebula
#

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

frosty heron
undone nebula
#

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

frosty heron
#

it seems to me everything is something else fault

#

i already explained why you can;t package

#

learn to have some accountability

undone nebula
#

mate

#

lmao

frosty heron
#

its even written in the log

undone nebula
#

its not my fault that the engine has been crashing on me the entire day

#

not from the packaging

frosty heron
undone nebula
#

the engine itself

#

im not talking about the packaging

frosty heron
#

anyway, you do you

undone nebula
#

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

trim matrix
#

lol what

undone nebula
#

ok have a look at this

#

i dont have time to find more crash examples but u can see that its just complete bs

trim matrix
#

Build from source and use debug mode or something.

#

Actualy troubleshoot the crash.

jolly cipher
#

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

frosty heron
#

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

hardy forge
#

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

stuck hedge
#

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?

vernal fossil
#

how do i fix this?

#

my terrain mask is 2017x2017

potent relic
versed sun
#

make square leaves ?

#

nm, thought it was shadow

vernal fossil
#

lol what?

broken wadi
# jolly cipher Would anyone know of a quick solution to gun mesh going trough objects? For exa...

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

rough wing
#

Then if there is a match I use the enum to switch between functions

vernal fossil
#

anyone know what could be causing this?

hardy forge
frosty heron
dawn gazelle
#

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.

upper trellis
#

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.

hardy forge
dawn gazelle
#

Yeah you can use csvs to populate data tables.

hardy forge
#

Csvs. I'll search that up and learn more. Thank you

dawn gazelle
#

(Comma Separated Value files)

#

Excel can export sheets as csv

rough wing
#

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

hardy forge
#

Yea, but that switch would have like 1 million branches if I was to add each possible typo. No?

rough wing
#

You can check for typos before the branch and fix the typo, then send the fixed command into the switch starement

hardy forge
#

Sorry to ask another question lol, but how would I check for then correct a typo

rough wing
#

Thatโ€™s 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

hardy forge
#

Ohhhh ok. I see what you are saying. Idk why I thought there'd be an easier way haha

rough wing
#

You basically need to calculate how similar the players input is to each possible command, then pick one

#

Thereโ€™s more ways to calculate the similarity but this method is probably the the most straightforward

faint pasture
#

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

drifting bronze
#

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

leaden plaza
#

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

faint pasture
#

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

leaden plaza
#

alright

faint pasture
#

Force = RightVector x SomeFunction(DotProduct(Velocity, RightVector))

#

your SomeFunction is just a multiply by some negative number

cyan bone
#

what is wrong with my roundaboutsequence why it doesnt compile ๐Ÿฑ

faint pasture
#

This is even simpler and it'll work @leaden plaza

faint pasture
#

from a plugin?

cyan bone
#

๐Ÿฑ

#

its just a joke lol

#

but yeah i wanted to make a plugin for nodes similar to that

lunar sleet
cyan bone
#

would that be too hard to do?

faint pasture
#

It seems like it'll be much harder than the payoff is worth

lunar sleet
#

Yeah, like who needs this?

faint pasture
#

As long as it's cosmetic only and doesn't touch the underlying logic it might not be too bad to pull off

cyan bone
#

that one not good. i have a better idea

#

but would start by trying to make this one work

hardy forge
# faint pasture how many trigger words?

@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

faint pasture
#

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

hardy forge
#

Ok, I'll check that out. Thank you all for your help.

vivid bridge
#

Is the PlayerState persistent by default? Seems like no from my testing, so how do I make it persistent? (Single player game)

frosty heron
#

or game instance subsystem

vivid bridge
# frosty heron only game instance

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

frosty heron
#

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

remote meteor
#

It depends on the level traveling method

#

If you use hard travel then everything excepy game instance is poof

frosty heron
#

Opps yeah, if hard travel then a lot of stuff get destroyed

#

Do server Travel works in single player?

remote meteor
#

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

desert storm
remote meteor
#

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.

vivid bridge
#

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)

remote meteor
#

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.

vivid bridge
#

Thank you so much for all this info, I have to quickly read up on WorldPartition/OpenWorldLevel because I'm not familiar with them

remote meteor
#

and these are asuming we are NOT using WorldPartition/OpenWorldLevel when creating a new level.

vivid bridge
#

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?

remote meteor
#

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

vivid bridge
#

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?

remote meteor
#

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

vivid bridge
#

what initializing would have to be done? wouldn't the data have already been copied over?

remote meteor
frosty heron
#

Am i too tired or can't do loop in widget?

#

this is new to me ๐Ÿ‘€

#

Now it comes out... ๐Ÿ›Œ

red berry
#

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?

vivid bridge
#

My initial understanding was that the copying would be done under the hood by the engine, but I guess that's not correct

untold rain
#

its actually printing the percentage but not setting it on the percentage bar!

eternal gate
#

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.

frosty heron
faint pasture
#

try just feed it some constant numbers

crimson saddle
#

is there a way to create a reverse for loop? Basically to go from big number to small number

eternal gate
frosty heron
#

it's there aready

#

you can create them ofc, they are just macros

crimson saddle
frosty heron
#

create a macro library

#

and just copy the for loop logic

#

but start from last index

#

then decrement

crimson saddle
#

I can basically look in here but my brain is fried

#

this is the built in macro

frosty heron
#

ye so just copy paste that but tune in for your need

#

start from last index

#

decrement

#

give it a shot ๐Ÿ™‚

crimson saddle
#

I feel like its an easy swap of something but I dont know how to read that macro

graceful light
#

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

frosty heron
#

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

arctic mango
#

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)

thin birch
#

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.

graceful light
frosty heron
#

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

lunar sleet
#

Contact the pluginโ€™s creator ๐Ÿคทโ€โ™‚๏ธ

graceful light
frosty heron
#

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

graceful light
frosty heron
#

well that explains it

#

Test in development mode for package build

graceful light
dark drum
# undone nebula

Do a print string on the enemies alive var to make sure it decreases correctly and gets to 0 as you kill the enemies.

potent relic
#

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

random pulsar
#

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

solid lotus
#

Is there any way to pass a function or an event as parameter to a function in bp?

#

what?

potent relic
#

Oh

#

I misunderstood the question at first ๐Ÿ˜…

solid lotus
#

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

celest stratus
solid lotus
#

the monster

queen hollow
#

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)

random pulsar
#

every tutorial uses the socket or bones to make the trail but my character consists of flipbooks

celest stratus
random pulsar
#

oh dude

#

thank you so much

celest stratus
#

hey, np

ancient heath
#

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?

frosty heron
#

check the collision settings

random pulsar
prisma tree
#

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?

coarse grove
#

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.

celest stratus
tight pollen
#

Hi, Can I transfer data between levels only through gameinstance?

dim agate
#

@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?

ruby apex
#

Hi, is there a way to toggle BlockingVolume collision+visibility? Havent found any relevant public methods

frosty berry
#

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.

dawn gazelle
dim agate
#

Okay, thanks.

rotund galleon
#

Hi! Iโ€™m trying to make my ingame view show 2 cameras at the same time. Any idea on how to do this? Thanks!

celest stratus
meager ingot
#

Is there a good tutorial for a top-down building system?

random pulsar
#

i made the particle system it needs some changes but its ok now

random pulsar
silent drift
#

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.

random pulsar
#

my neck and back hurts i worked a lot more than i should๐Ÿ˜„

surreal peak
#

You can make your own DamageInterface with Damage functions and there you can supply whatever params you want

silent drift
surreal peak
#

You could do that too

silent drift
#

And call that event and add inputs to it as damage, hit vector and such.

surreal peak
#

If you don't know Interfaces, you should do some googling. They are very fundamental concepts to object oriented programming

silent drift
#

Ah. Yeah never used interfaces will Google and see if I can understand it.

faint pasture
sweet swan
#

is there a way to make a change to a parent blueprint without it propagating to child classes?

faint pasture
#

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.

faint pasture
sweet swan
#

I'm assuming no since that kinda goes against the whole design pattern but I thought I'd ask

faint pasture
cobalt gulch
#

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?

sweet swan
faint pasture
#

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?

sweet swan
#

left default

faint pasture
#

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

sweet swan
#

I've been learning a lot of lessons lately ๐Ÿ˜…

#

but my player controller size map is down to 300mb from 2.5g so I'll take that as a win

sweet swan
#

is that still a lot?

faint pasture
#

My entire project is like 300 MB so I don't know.

versed sun
#

there is a nice and Edit Shared defaults thing you can do

faint pasture
#

Ooh yeah nice

sweet swan
# faint pasture Gyat damn lol

yeah kinda crazy how much damage you can do without realizing, even just leftover local variables from previous optimizations

solid trout
#

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.

silent drift
cobalt gulch
#

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?

lunar sleet
# solid trout perhaps the enemies aren't using the updated navmesh? no clue.

This is a tad confusing. Youโ€™re saying the vector is being set properly but it returns false? Are you sure thatโ€™s what is printing false? Whereโ€™s 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

supple dome
#

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

sweet swan
#

Set camera collision on your objects to blocking and make sure DoCollisionTest on your CameraSpring is set to true

#

Then I've misunderstood, sorry!

vernal fossil
#

how do I repeat my roads using the built in spline system?

vernal fossil
#

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?>

hardy schooner
#

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

gleaming tusk
#

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.)

frosty berry
#

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!

kind estuary
#

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?

frosty heron
#

Or predict

kind estuary
#

i tried compensating it by getting forward vector though sometimes the actor being hit is not running forward like that

frosty heron
#

calculate the target velocity and do some offset

keen widget
#

can someone tell me, why i cant pick 4, 6, 8, 12, 90 and remove pins that i dont need?

kind estuary
#

idk

#

target velocity makes it shoot way in front of me

frosty heron
#

accounting for distance too

kind estuary
#

that might do it

frosty heron
#

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

kind estuary
#

so like forward vector * (velocity * distance)+ actor location

frosty heron
#

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

#
  1. Predict where Player will be in the next second
  2. 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
hollow cove
#

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

frosty heron
dawn gazelle
hollow cove
frosty berry
#

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.

frosty heron
hollow cove
#

it just rotates the feet ik and spine so the feet turn in the rotation you input

kind estuary
#

something like this

#

and the distance how do i plug distance in here

frosty heron
#

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

frosty heron
#

@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

hollow cove
#

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

frosty heron
#

get the formula right in paper then translate in unreal

hollow cove
#

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

kind estuary
spice sequoia
#

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
#

@frosty heron its an array of actors

#

and the target would a static mesh component

frosty heron
#

@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

round merlin
frosty heron
#

Show a picture of what you are actually trying to do

round merlin
#

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

frosty heron
#

So you already have the ref of the actors?

#

This would have been easier if you spawn those lamp as blueprint actor

round merlin
frosty heron
#

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

round merlin
round merlin
frosty heron
#

well are you actually trying to change element index 1?

round merlin
# round merlin

the lights in the down right i have changed manually, all the other materials i left them as they were

frosty heron
#

check ur chandelier

round merlin
#

so i think the for loop isnt changing their materials at all

frosty heron
#

print string the array element

#

see if you are actually looping through the lamps

round merlin
frosty heron
#

can you show how you print it?

round merlin
frosty heron
#

well do they have the tags?

round merlin
#

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

frosty heron
#

You can just filter with Actor

round merlin
#

instead of finding all actors in the level

frosty heron
#

try to filter with actor, that's as generic it can be

#

then print string the value

surreal peak
#

Proper way would be having an actual custom BP class

frosty heron
#

Yup, if you gonna do something with it. Make them a bp

surreal peak
#

The tags are also crap. If you ever typo them or want to update them, good luck

round merlin
#

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?

frosty heron
#

what's the end goal? you just want to set the emissive value?

surreal peak
#

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.

round merlin
#

i created an actor, selected all my meshes and replaced all of them in an instant with their BP counterpart

#

oh my god

surreal peak
#

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

fair magnet
#

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

round merlin
surreal peak
#

@round merlin good job!

surreal peak
#

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

fair magnet
#

I see. Kinda weird o.o

#

I somehow expected unreal to do that automatically, but anyway

surreal peak
#

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

fair magnet
#

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

cobalt gulch
#

How do I cast to something in the level bp

fair magnet
cobalt gulch
fair magnet
#

I'm afraid I don't understand what you're trying to do

surreal peak
#

Yeah the question isn't really clear

cobalt gulch
#

I have a variable in the level bp

#

I need to cast to it

surreal peak
#

The LevelBlueprint, at least in BPs, is inaccessible from outside.

cobalt gulch
#

shit

surreal peak
#

You can't get a reference to it.

cobalt gulch
#

how can I store the level name easily?

fair magnet
#

Probably Gamemode

surreal peak
#

GameMode can be used with multiple maps though

fair magnet
#

But could set the level name from within the level right?

surreal peak
#

Maybe just an empty actor in the scene fwiw. Don't have another idea so quickly

surreal peak
#

Yeah they could access the Game Mode from the LevelBP

cobalt gulch
#

can I get the level name or something and convert that to a string?

#

in gamestatebase

surreal peak
#

GetCurrentLevelName or so exists as a function iirc

#

Already returns a string

#

Should match the asset name that is used to open the level

cobalt gulch
#

Oh I could just promote the vairable of the level name

#

Although that would have a _

fair magnet
surreal peak
#

If you need a friendly name for the UI, you could work with a DataTable where the row name is the asset name

cobalt gulch
surreal peak
#

Not sure that's what you want though

fair magnet
cobalt gulch
frosty heron
#

i would just dump an actor to manage the level

surreal peak
#

@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

cobalt gulch
#

One more thing ๐Ÿ™‚

#

Is there a easier way to do this for each level?

#

As I'd have to copy paste for 30

rough wing
#

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

cobalt gulch
#

Nice thx guys

proud sentinel
#

desc says this is keyword search info for this interface function, is this space or comma seperated?

cobalt gulch
#

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

jovial loom
#

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?

kind rapids
#

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.)

Unreal Engine

An easy to use highly customizable game template with advanced features. Designed from the ground up for multiplayer.

Unreal Engine

A simple farming system, plant, grow and harvest

frosty heron
#

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

frosty heron
#

one system that I followed use input buffer

nocturne fossil
#

in something like this the smallest timer gets the priority or something? seconds one not exectuing

dawn gazelle
#

If you bind the delegate to more than one timer, typically the last one bound is the one that will execute.

frosty heron
frosty heron
stone dirge
#

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)

steel crown
stone dirge
steel crown
#

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]

stone dirge
#

dang

#

shuck

#

willikers

frosty heron
#

wut

#

show screen shoots

steel crown
#

so thats how it should be

frosty heron
#

need more than this

#

show error code

steel crown
#

and it does that as soon as I add another function. I cant plug the actor into it

frosty heron
#

use the one with message icon on the corner

steel crown
#

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

frosty heron
#

make sure the class implement the interface too

lunar sleet
steel crown
lunar sleet
#

Interfaces can be tricky

steel crown
#

They're a really simple concept, just lots of nuance I guess

spark steppe
kind rapids
distant hollow
#

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?

dry sleet
distant hollow
frosty heron
distant hollow
#

Visible tick box?

#

Wdym?

frosty heron
#

yes

#

An actor have IsVisible variable

#

that will determine wether the actor is visible or not

distant hollow
#

What is happening now is the the Parent A is correctly set to Visible/Invisible

#

But the attached child does not follow

frosty heron
#

I'm guessing cuz it's seperate actors

#

so it make sense

distant hollow
#

How do I set it such that the attached actor Ceiling follows the visibility of HideInPlay?

frosty heron
#

which in this case, just set visible on what ever you are attaching

dry sleet
#

Almost certain such a node exists...

#

Because I've almost certainly used it.

#

But let me check.

frosty heron
#

promote this as variable, access it and set visible to false

dry sleet
distant hollow
frosty heron
#

it's probably gonna propagate to it's own children

#

but I dont know cuz I never try attach actor to an actor

dry sleet
#

Could be.

distant hollow
dry sleet
#

In that case I'd just do this.

distant hollow
#

I am trying to access the HideInPlay variable via another BP so I cannot get the Default Scene Root out of it

frosty heron
#

Why do you need to use actor hidden in game anyway? just set visibility

frosty heron
dry sleet
distant hollow
#

Ok I gotten the root, but seems it does not work because Ceiling shows up as an Attached actor, not a Child Actor

frosty heron
#

Set actor hidden in game is not a mesh component target anyway, it's an actor target

distant hollow
#

How do I convert it into a ChildActor of HideInPlay (actor reference)

frosty heron
#

so u don't need to access the root component or any component to set it

dry sleet
#

Yes, but this was specifically to see if Set Visibility Propagate to Children worked.

#

Which runs on a scene comp.

distant hollow
#

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

dry sleet
#

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.

distant hollow
#

So what would you suggest?

dry sleet
distant hollow
#

That is exactly what I am trying to avoid doing because it is cluttering

dry sleet
#

Then make it into a function.

distant hollow
dry sleet
#

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.

frosty heron
#

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

dry sleet
#

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.

keen widget
supple bison
#

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!

thin panther
frosty heron
#

especially an extraction shooter with matchmaking, we are talking about technical difficulties and financial requirement here

frosty heron
#

have to crawl before you can walk

thin panther
#

Yeah, something like an extraction shooter takes millions to develop, and lots of experience

frosty heron
#

that aside I think inventory is a good system to tackle for learning process

dry sleet
#

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.

surreal peak
#

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

supple bison
#

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

surreal peak
#

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.

thin panther
#

It's definitely, we had a team of experienced people and a successful crowdfunding campaign territory at least.

frosty heron
#

We are talking about server data base here, not "menu".
You will have to store that data somewhere where people can access

surreal peak
#

If you just have the inventory locally then people can cheat

thin panther
surreal peak
#

Which would destroy the whole idea behind the extraction shooter wouldn't it

thin panther
#

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

frosty heron
#

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

supple bison
#

I see, well damn. It definitely makes sense. So that's a no then lol.

surreal peak
#

I wouldn't know why it would fail though

frosty heron
#

Just connect normally with Session interface (Steam subsystem) should work then I guess?

surreal peak
#

I mean, yeah

#

I don't know if we did anything special. But I don't think so

frosty heron
#

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

surreal peak
#

Try the native nodes first. Without any extra settings

#

See if those work

supple bison
#

Maybe I'll do a single player extraction shooter ๐Ÿ˜… 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

frosty heron
#

multiplayer first person shooter isn't new comer territory, just saying

#

it will be a one hell of a pain train

dire frost
#

maybe start with a simpler game idea. like an open world mmo rpg? \s

dry sleet
dire frost
#

maybe with some aliens too

#

and and underground goblins

#

just to get started ya know?

frosty heron
#

UE doesn't even support multi world out of the box ๐Ÿ’” . There goes my attempt of making a small mini rpg world

dry sleet
#

I'm always up for goblins

supple bison
frosty heron
#

imho

surreal peak
stiff fulcrum
#

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.

surreal peak
#

You will have to learn c++ eventually

thin panther
#

Competitive multiplayer without funding won't either

#

Given you need to guarantee a playerbase

frosty heron
#

a multiplayer card game prob works, no? :3

#

or chess

thin panther
#

And afford things like live service, and server hosting

surreal peak
dry sleet
#

I've never tried it, but there is such a type.

frosty heron
supple bison
#

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

dry sleet
#

Yeah I think this is as close to a gradient editor you'll get!

#

(just create a new asset, Miscellaneous > Curve > Linear Color Curve)

surreal peak
#

Not everything is available or possible in BPs

stiff fulcrum
supple bison
dry sleet