#blueprint

1 messages · Page 62 of 1

trim matrix
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If you were trully disabling collision on the player, he would be falling through the word wouldnt he?

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Is it even a good idea to disable player collision? no

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Disable the enemys collision when you pick it up

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and on the enemy what would you say to disable

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You would need to check exactly the componets your enemy has. Id assume the root capsule componet and the mesh componet for sure.

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You may have more though, I wouldnt be able to tell you how your enemy is set up.

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so the only stuff that could be collision is the weapon actor, I've just disabled that collision and the mesh and the capsule

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You might need to confirm that the weapon actor and all of its componets dont have collision as well.

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yea

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nop still throw player like off elsewhere

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Did you confirm you are launching the right character?

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I am really starting to think it's the attaching and detaching

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I cannot tell from the screenshots.

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yeah Im launching the player character

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it's passed in when grab target is called

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Wait your trying to launch the player?

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Dont you want to launch the enemy?

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the capsules also ignore each other

trim matrix
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Oh i see.

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launches player

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Sorry in that case, you would need to disable the players collision yes.

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But more then just the mesh still

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You might want to set its movement mode to flying as well.

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Also in that case, you would probably want to set the rotation rule and scale rule to keep world.

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On the attach actor node.

trim matrix
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I've had to do that for something else

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Just make sure to set it back when you detach the character.

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so would set actor enable collision not work ?

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like to just globally set everything to no collision I would think thats what that function does ?

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I normaly disable it one component at a time. Never used that so idk.

hoary junco
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I have a moving searchlight that looks something like the screenshot currently, but I'm not happy with how it looks, I'd like to turn down the opacity of the cone while drawing a circle on the ground where the searchlight makes contact so it's obvious to the player where the outer bounds of the searchlight is, how would I go about doing this?

the solution Eddy gave earlier didn't really do what I was hoping for

trim matrix
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@trim matrix so this is my attach

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everything look right there you think ?

trim matrix
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Is this code inside the enemy BP?

trim matrix
pulsar vigil
trim matrix
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reason is makes it easier to customse for each enemy

trim matrix
hoary junco
trim matrix
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my player gets put off elsewhere

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and then if I remove the attach and detach stuff it works how I would expect obvs player isn't attached to enemy hand and thus doesn't go along with it but

lusty ginkgo
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is there a way to make certain branches of a sequence node have higher priority than the other?

pulsar vigil
trim matrix
trim matrix
lusty ginkgo
trim matrix
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yes

lusty ginkgo
trim matrix
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well it executes first.

hoary junco
trim matrix
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so thats when I try have attach and detach stuff in there I get that

trim matrix
lusty ginkgo
pulsar vigil
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and u want the attach and detach cause u want the ennemy to grab and block ur movement ? @trim matrix

trim matrix
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idea is I can have the enemy grab player by neck for example lift and throw them back

hoary junco
pulsar vigil
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cause the issue seem like its ur detach

trim matrix
pulsar vigil
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but i dont know how behave the thing u made to push ur player

trim matrix
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it's like when it detachs where it should be isn't actually where it is

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if that makes sense

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take the actor

pulsar vigil
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maybe its an interaction with the way i push it assumung the detach is working fine

trim matrix
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the player actor and lunaches them

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which works fine as I say without the attach and detach

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They are the setting of the detach

pulsar vigil
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a solution im thinking of is u should try the detach without ur push

trim matrix
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There the settings of attach

pulsar vigil
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then if it work fine add a delay but that might be the best solution

hoary junco
trim matrix
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the player won't be launched then

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oh I get you

pulsar vigil
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yeah but to verify

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if the detach attach work fine without

trim matrix
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so progress

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the detach is working fine

pulsar vigil
trim matrix
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it seems to be when the detach is used in connection to the launch player character

pulsar vigil
lusty ginkgo
trim matrix
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it's like a one or the other but not together haha

pulsar vigil
hoary junco
trim matrix
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wait

lusty ginkgo
trim matrix
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i never had attach connected

pulsar vigil
trim matrix
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the detach is the issue

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when it detaches it seems to set the player off elsewhere

pulsar vigil
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is it in world position ?

trim matrix
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yeah

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well

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attach is keep relative

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detach whether I do keep relative or world I get same result

pulsar vigil
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arf

trim matrix
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I can't really do snap to target either else it'll put like mid of the player to the enemys hand

hoary junco
# trim matrix Is that cone a static mesh?

yeah, it's just a cone component slapped onto the model and given a translucent material, the component is important though because whenever the player character overlaps with it then it triggers something

pulsar vigil
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if the attach dont change ur position its working fine i think its ur detach

trim matrix
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nope so the attach and detach without launch end with player off way to the side

trim matrix
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like how thats even fixable

hoary junco
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I had considered just putting a really thin cylinder component a certain distance away from the searchlight but, the light's area touching the floor could change depending on angle and it would look really cool if when the cone crossed over a wall that you see the circle on the wall too, kinda like how a flashlight beam works

pulsar vigil
pulsar vigil
drowsy kestrel
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Hi i made a reload and ammo system but this wired glitch happens. Whenever i hold the left click button it doesn't count bullets. A kind person helped me but there fix didn't work.

hoary junco
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I considered a spotlight too but I can't get it to hard cut off at the edges it fades out as lights tend to do

trim matrix
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Hm translucent materials get rendered after all opaque materials and get slapped on top of the world. Creating a material that would change the floor colour seperatly from the rest of the material would be difficult. Id imagine you could by comparing scene depth.

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That would be complicated though.

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A simpler solution would be to apply a decal to the world, or use a spotlight.

hoary junco
trim matrix
pulsar vigil
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yeah and u could even influe the scale of it with the vector lenght or something but dont uhave to trace ?

carmine palm
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Cant you just apply an emissive?

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😐

trim matrix
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Just by moving a decal actor around where the center of the light hits.

carmine palm
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so it still has light effect

trim matrix
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An emissive what?

carmine palm
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a circular plane with emissive material

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(no idea what a decal is)

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😛

trim matrix
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If the area was completly flat, that might work.

pulsar vigil
carmine palm
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oh true

trim matrix
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Any bumps would ruin it. Thats where decals come in.

carmine palm
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so decal follows mesh?

trim matrix
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They project onto the geometry.

carmine palm
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thats badass

trim matrix
carmine palm
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learned a new thing again 😛

trim matrix
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I have an idea

pulsar vigil
carmine palm
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No collision?

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I'd assume

pulsar vigil
trim matrix
pulsar vigil
trim matrix
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origin is over to the left

hoary junco
trim matrix
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it seems to end up player to the right of the enemy

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For the spotlight, you can also use light functions to have further control over exactly how the light works. Its like a material shader for the pixels of light.

trim matrix
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Can just check the distance to the ground and stretch it.

pulsar vigil
trim matrix
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Or light ofc.

pulsar vigil
trim matrix
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I tried just attaching and detaching player mesh but that also failed

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Player ended up at world origin

pulsar vigil
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u tried to set the collision back ?

hoary junco
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thanks for the help

trim matrix
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But to check if detach is the issue I did try it where I never re-enable the collision

hoary junco
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wait, I just had a thought... can light generate overlap events?

pulsar vigil
trim matrix
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I'm gonna return to issue tommorow anyway

pulsar vigil
trim matrix
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Brains like done for this evening ahah

pulsar vigil
hoary junco
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is there a way to move the pawn sensing component? I've come to another realisation, which is that the current way I'm doing detection is with a cone mesh that comes from the character and detects overlaps, however that cone can go through walls and detect something on the other side and I don't want that, so I learned about pawnsensing instead.. but the issue is when I put pawnsensing onto my guard, it's stuck above the model and I can't really move it...

jade coral
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Hey everyone, apologies for asking yet another question.

I have it set up so players can connect to a lobby, which then the host/server can change the settings of it and then start the game (wherein they load into the map and the gameplay loop goes through before after the game ends they all go back to the lobby). My question is how would I communicate variables between levels? Like how could I have the variables set [or rather the game settings set] in the lobby, be carried over to the new level? [And potentially vice versa if I wanted to have certain stats tracked/displayed for fun in the lobby like who died first etc]

(also im using advanced sessions, using steam API for the networking socket, and CommonUI as relevant plugins... just in case lol)

lunar sleet
jade coral
carmine palm
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Replication is only for multiplayer correct? (server/client interaction)

foggy basin
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I'm making a system to pick up objects with physics, but when I place the object below my character and move the object, we go flying off into infinity and beyond. It seems to be a common bug for this type of system.

carmine palm
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mmm physics

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try removing add impulse on damage

foggy basin
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unfortunately it didn't work

stiff swift
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The item is hitting you

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Make it ignore collision with player or on pickup disable collision

carmine palm
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or that

stiff swift
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There's a few ways to go about it

carmine palm
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lmao

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or figure out actual physics

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mass per item

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etc

stiff swift
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True making it .01 should be light if the players heavier xD

carmine palm
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^

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except player will kick it to the void

stiff swift
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Myte also be able to temp disable physics depending on what you do with that item

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Then re enable on drop or smth

lyric pumice
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Hey, guys! This is my BP that makes my camera follow my character through a spline and the second one makes another camera look at my character, someone knows how can i make to join the 2 functions? Slide through a Spline looking for my character and just one BP? I've tried somethings but no successeful results yet.

carmine palm
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Just bought electronic nodes and darker nodes sooo

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we will see how it looks

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Its so good

slender quest
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Is there a way to use blueprints to create a simple online leaderboard system for an indie game?

frosty heron
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But there are plugins where you can do http request

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You can make api call to get and set the scores

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Would still need to code the back end tho

slender quest
# frosty heron No

ah damn, but then is there a simple way to use C++ to make a simple online leaderboard system for an indie game?

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i can search for tutorials if so, but just wanted ot know I should give up on a bp solution

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this might be the push i need to finally learn C++ on UE

frosty heron
sullen hinge
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Hey guys! Having an issue rn with some collisions. Basically this is what is supposed to happen:

  • Player shoots a bullet at an enemy (working)
  • Enemy finds a nearby enemy (working)
  • The bullet spawns another bullet at the first enemy's receiver and the bullet is supposed to move. (not working)

Right now it can spawn the bullet, but the bullet doesn't move. I'm using the built in Projectile Movement Component.
I already tried using an "Ignore Actor when Moving" node and passed in the parent collision component and to ignore the Owner which I already set when I spawned.

Anyone have any clues why my bullet doesn't move on spawn?

frosty heron
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@slender quest perhaps there's a plugin for such thing, I don't skim the marketplace for very long time. But I am not aware of any online leader board in blueprint out of the box in unreal

slender quest
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But yes, CPP is something i really need to get learning

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I just have been able to get really far with blueprints for now and I get a little worried that it may take me a long time to learn CPP

hushed ferry
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it will take a bit of effort ye

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but well worth it

magic mica
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I have a door that resizes your PC and the door when you walk through it. The Doors mesh and collider boxes all shrink, but for the PC only the mesh will shrink, the boxes and all related components stay the same. The door has "cast to third person character" in it.

magic mica
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One sec please.

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Here you go. @faint pasture

sullen hinge
magic mica
sullen hinge
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Ahh got it to work

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i was just fixing up some collision channels and presets and then used the Ignore Actor When Moving

faint pasture
magic mica
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Okay, I have found out how to resize the capsule, but it always scales to much. I am thinking I need to spend some time on youtube.

faint pasture
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when the thing happens, just call ChangeSize

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you can test ChangeSize by calling it on button presses etc

magic mica
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I will give that a go. Thank you.

magic mica
wicked violet
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anyone know how to do quadruped movement in blueprint (so turning circle/radius)

faint pasture
magic mica
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Thank you.

wicked violet
magic mica
wicked violet
thorn vector
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hey folks! Was reading this doc and got to the part labeled Using Custom Movement Modes (https://docs.unrealengine.com/5.3/en-US/understanding-networked-movement-in-the-character-movement-component-for-unreal-engine/)

people that have custom movement modes: do you normally implement this as an implementation of the UpdateCustomMovement event like in the doc, or do you extend the CMC (or whichever movementcomponent class you're using as your base) into a custom subclass and implement in C++?

use case context:
||I'm making a base class for a mountable actor--it switches to a custom movement mode on mount. I want the base behavior during the custom movement mode to just be the default CMC walking movementmode behavior. I was hoping to be able to grab the CMC and just call a Walk function or something like that from the BP, but that doesn't seem to turn up any leads||

Detailed explanation of the Character Movement Component

neon gull
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can i have something of a predefined list with values that are BP classes?

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something like an object library but for classes, not objects

surreal peak
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@neon gull an Array of Classes can be made, yea

neon gull
surreal peak
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Never used that. I think it's better if you'd explain what you want to achieve

neon gull
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i have a custom level editor, and im creating the interface widget which will have these 4 widgets that will have a custom actor class property, which is going to be used to spawn the actors into the level. so i would load the first 4 classes into these widgets, and if the user will go to the next page im going to replace the custom actor class property with a new one from the list.

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kinda

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in short terms i need to have list of my actor classes since there are a lot of them, and i will iterate that list to fill the widgets that when pressed will spawn an actor with the specified actor class

low venture
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Yes, a TArray of the actor's classes. Maybe you should think about giving them all the same base class, then you only need one TArray.

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And then you can spawn them with SpawnActorFromClass-node.

surreal peak
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Yop and array in some accessible class, like GameMode, should work just fine for this

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If you want it asset driven you can make a DataTable fwiw

crude dew
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This is probably quite a simple question I have a widget with a Text Component inside it which I want to add a variable to set the size of the text dynamically and assign the text dynamically also, as you can see I cant put a Float Variable into the Set Size struct part of the SlateFont, Is this possible ?

low venture
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@crude dew You should be able to select the variables you want to change when you click the Set-members-in-node.

pallid nest
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Quick one please, I have a bool in my bp character (checking if the tutorial has been passed) .
I suspect I will need to access to it regularly to check if something happened and keep the progression. I believe the most optimal way to do this is with an instance is this correct (perhaps a functin or casting event, what do you think please?) I ask this as I am really bad with instances

dapper zephyr
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hey folks 🙂 Anyone know what could be causing this error that gets repeated, simply based on how many ticks have passed? Because the crazy part is, that what i want does work, even tho i get the errors. What i want to make, is a music player, that increases volume based on mic input (i got noisy birds 😉 ). and it works, but i do get these errors

dapper zephyr
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nvm i fixed it using a isvalid node 😄

thin panther
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Don't use a delay on tick

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Use a timer

solid needle
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hello, i am making a UI for character faces and want to get the live 2d capture on a widget, I am confused on how to do this

frosty heron
solid needle
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i tried search but its an NPC with mutliple cameras and i need the isntance of THAT camera

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i cant seem to find a way to get the display of 2D capture

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i got all the stuff, just how do i get that widget iamge to get reference to whatever display is capturing it

tough kiln
graceful forum
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Is it possible to get the size of the texture from this material node or am I forced to give that as scalar parameters?

pallid nest
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would actually I replied too early, would the level blueprint be considered as a class?

compact vapor
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is the begin play node of an actor BP called when the actor is spawned at runtime?

pallid nest
tough kiln
dapper zephyr
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how can one obtain the average of a float, coming from an event tick?

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in this case the input from 1 to 2 from a microphone (audio capture)

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because i want to make it so it fades out NOT fade in, but this useless parameter only lets me fade in AND fade out

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and i know there is a sound mix class which has parameters specifically for fading out, but it seems so far, like i cannot utilize the sound mix blueprint in my scenario

compact locust
dapper zephyr
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wait whut?

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i dont see what this has to do with cameras

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i am not making a game just to clarify i dont even have a camera in my scene

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i am trying to make an application that does fake noise cancellation. it increases/decreases music volume based on mic input

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and its working already, but i cant make it fade out slow because no parameter for it

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this is what i got

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and it works together with this

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mic input on the left

dapper zephyr
full badger
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Am I accessing other blueprint variables wrong or something? I'm trying to build a "counter" system for when you overlap a trigger volume.

I have the totalCount variable stored on the player character asset and am trying to access it from the level blueprint to detect when you overlap the trigger. It fires the sound fine and displays the screen message that I want, but it does not add to the totalCount. I then get all these errors.

I've followed probably five different tutorials on YouTube and follow them exactly and it just does not work.

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Is this setup wrong somewhere?

thin panther
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It's of the correct type, but you haven't put anything in it

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Your player character car is redundant though, you have a nice casted reference on the output of the cast

compact locust
# full badger Is this setup wrong somewhere?

dont cast the player character, get the other actor, which is ur character that overlapped whatever that thing is, then if class equals the class of ur character, cast that character to ur BP class and get ur stuff, that way only ur player character can trigger that thing. also yea the varibale stuff ^^^'

thin panther
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Why not use that, rather than a var you've never set

dapper zephyr
thin panther
dapper zephyr
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i am out here making my own fading out system because unreal engine doesn't provide it

thin panther
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I won't stop you

dapper zephyr
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well tyvm for not stopping me 😄

full badger
thin panther
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That isn't setting the reference of the player character

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That's setting an int called "Total Secret Areas Found"

full badger
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So what is it that I have to set? I can probably figure it out if you can point me in the right direction

trim matrix
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so back to trying to sort out the stupid issue with simply my enemy throwing the player

thin panther
dapper zephyr
thin panther
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Then just use the "Fade out" node

dapper zephyr
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that is to litteraly stop a song/sound file

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you do know that right?

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again. context is a big thing, so i suggest you read what i said i am making/trying to make

thin panther
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All sounds are a "sound file".
I don't see any reason you can't adapt this to use the proper method.

And that's still avoiding the fact a delay on tick isn't doing what you think it is 🤷

full badger
thin panther
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Ah I do see what you're trying to do with the sound, yeah.

You still don't want the delay on tick though

dapper zephyr
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i am pretty far now but i got one issue atm

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in this part because of the setting of the tick amount (3 seconds), it INSTANTLY grabs what the input amount is, so it never goes much higher then .6 input

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so i would like it to check for like .5 seconds or maybe a second after going through that true statement in that branch

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the time til check is a float variable i made for the delay so i can adjust it

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it would be even better if i can somehow get an "average" of the mic input float. how would one go about that?

thin panther
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You'd need to define the period of time to get an average

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Then you would simply just store each result until that time has passed, where you take an average

crude dew
dapper zephyr
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i found this but idk if its useful for me

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okay i got this far now lol

trim matrix
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I'm lost for words i've defo done something wrong cause I've noticed the following

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When it does this bit the player seems to go off into middle of no where

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Then when it does this but the player actually returns to location of where it was when launched and is actually launched

broken gazelle
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Is there a way to swap the root component on an actor after I've already set one?

untold rain
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i tried making the pitch or y axis camera movement but it isnt moving properly , do i need to enable or disable something on my spring or camera component

main crest
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Anyone know how to use a variable to create desired modifers for an "Input Action"? I don't want to get it from the exsisting IA I just want to create a standalone variable

faint pasture
faint pasture
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Timeline if it's meant to be something that gets stopped and started and you want it to fade in/out over a set time

faint pasture
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FInterpTo if you want some smoothed value to "chase" a target value smoothly, that's more for it you want to do something where the sound value changes all the time.

faint pasture
# untold rain

Where is your yaw coming from? Is your pitch input in the same class as your yaw?

dapper zephyr
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Note: the "how loud" float, is the mic input with a min. value of 0 and a max. value of 2

untold rain
faint pasture
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You trying to do ducking/gating?

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or smooth out the mic level over time for some gameplay purposes like Lethal Company?

dapper zephyr
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i am making pretty much a fake noise cancelling application. it has music inside the project, and based on mic input (my birds noise 🤣 ), music goes either lower or higher

full badger
dapper zephyr
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and i want it to go up fast, but i want it to go lower, slower if thatm akes sense

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but i figured maybe having an avg of the float might be even better

faint pasture
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that'll be tougher but doable

dapper zephyr
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but maybe i am wrong 😅

faint pasture
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yeah I'd start with an FInterpToConstant

dapper zephyr
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what did you mean by calculate target ?

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i am assuming that current should be connected to the mic input correct? but i have no idea what to put into the target

faint pasture
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Current is your sound level, return value becomes new sound level

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you can just get delta time, you don't need to drag off the tick function, helps make things a bit cleaner

dapper zephyr
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i dont have anything in current yet. so so far it isnt working correctly yet

faint pasture
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well yeah, feed current volume in

untold rain
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@faint pasture am dumb i forgot to set the key value on the mapping context

dapper zephyr
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i feel super dumb rn but i have no idea where to obtain my "current volume" from

untold rain
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working after that

dapper zephyr
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urghhh i am such a noob

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unless its the multiplier

compact vapor
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this code is in the level BP and keeps throwing an error

any idea why it cant find the players location?

dapper zephyr
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nope thats definitely not it 😦

faint pasture
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whatever adjust volume is actually adjusting

dapper zephyr
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nope still isnt averaging anything

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even with 15 interp speed

faint pasture
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print your target and interp output

stone thistle
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Hi, who can help with ALS? How to disable Mantle everywhere except those in the tag, otherwise it creeps in everywhere.

dapper zephyr
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the input is just the mic volume

faint pasture
dapper zephyr
faint pasture
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drag whatever's feeding target

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your how loud or whatever

dapper zephyr
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i already have

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and its not averaging anything yet

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or smoothing whatever you wanna call it 😄

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yea.. volume multiplier is NOT it. that one is constantly on 1.0 and not functioning

faint pasture
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Yeah you might wanna just do this smoothing inside whatever is outputting How Loud and then just use it directly

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Adjust Volume is already doing some smoothing too btw

dapper zephyr
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maybe i should add it into my mainbp over here

broken gazelle
faint pasture
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yeah just feed the map range into the target and put How Loud into the current

faint pasture
dapper zephyr
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hmm.. it still goes instantly back to 0.1 with no mic input

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i think i did exactly as you said

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just put a print string directly here aswell and same issue. it goes instant to .1 and max with 0 noise to max noise

faint pasture
dapper zephyr
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wait whut! so i dont need a second float for the smoothed value at all? 😮

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now its not doing anything and just saying 0.0 -.-'

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corrected screenshot

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ooo cuz i am silly here we go it works tysm again! 😄

untold rain
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Dont why but my mouse x and y movement feels like added when moving in one direction!
dont know how i can explain, its like when i move relative to y , x rotation is also getting added

tardy totem
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Hello. What's the difference between "set skinned asset and update" and "set skeletal mesh" nodes? Well, except "Reinit pose" pin.

dawn gazelle
dim thorn
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Hi guys... i was having trouble with forward and backward movement...my character moves left and right very good also forward but when i press "S" it does not move 😦 , how can i fix this can anyone help me with it?

lunar sleet
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need some help for a change. It seems levels default to Y axis pointing right but when you create a char, its inherent arrow component (and therefore its fwd vector) face X, so it ends up pointing the wrong way when spawned. how do I get around this, I can't re-order the components' hierarchy because it's built that way by Epic

versed sun
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I just rotate my mesh, and adjust my IA_controls

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and spawn it in rotated the way i want

lunar sleet
versed sun
#

yah , even the example Manny mesh is rotated

#

i believe

lunar sleet
#

yeah. prly cause base char class is written that way

versed sun
#

thats what coding is, Im going to adjust MY code instead of fixing the problem

#

Pretty sure that's how Indexes start at 0, someone goofed and everyone goes with it

spark steppe
#

i don't think so

#

indexes are kind of memory offsets, the first element has an offset of 0

versed sun
#

oh, i dont doubt it

lunar sleet
#

that makes more sense now

brazen stirrup
#

anyone know why I cant controll my character after I press the start key ?

dapper zephyr
#

next issue xD how do i make sure that the next song starts playing from my random song list after the first song is done?

#

as of rn it decided to not go to the next song

#

nvm got it 😄

true valve
#

Is there a way to add the physics constraint actor in a blueprint actor?

faint pasture
#

Physics Constraint Actor is just a vehicle for the Physics Constraint Component which is just a vehicle for a constraint in the physics scene

true valve
faint pasture
faint pasture
#

root component or whichever component you want

true valve
#

I have a player character blueprint and a cart actor blueprint

#

I want to attach the cart actor to my player

faint pasture
#

I would use a grabber component anyway but that's doable

#

the physics constraint actor probably just chooses the root component or the first simulating component it finds on the target actor

#

constraining an actor isn't really a thing

#

Use this tho

#

it uses a constraint under the hood I'm pretty sure. You can do it either way but this might be simpler

true valve
#

So in my player lueprint, i added a physics constraint and a childactor.

#

Childactor contains the BP_Cart

#

WOult that work

true valve
novel bay
#

hey all, silly question, how do you make an empty group or transform in a blueprint? I want to make a null as the root.

faint pasture
novel bay
#

thanks

#

🙂

faint pasture
#

make sure you are constraining the capsule and the component thats simulating physics

lofty rapids
faint pasture
#

make sure they're correct

#

also your world direction is sus

dim thorn
#

guys i fixed it... i just added backward anim for the S

#

also thank you for your suggestion I'll try that way too

brazen stirrup
brazen stirrup
#

how so?

faint pasture
#

Brittle, it'll fail if there's more than one B Als Player whatever in the world

#

what is that, the selected pawn?

brazen stirrup
#

yeah, but I detached the pawn before so I dont interact with it when the hud is available

#

not hud menu

faint pasture
#

I'm guessing you select which pawn class you're gonna drive around, and then possess it on start right?

brazen stirrup
#

yeah

#

I tried using the player character but since i detached it , it was empty

faint pasture
#

Do the pawns need to be spawned into the world when the select button is hit or just when Start is hit?

brazen stirrup
#

the pawns are already spawned, only possesed when select is hit

#

I think what ill do is have a blank level, then load the level instead of doing what I am now lol

faint pasture
#

Are there different pawns you can control or just the 1 class?

brazen stirrup
#

btw the pawn is the main character

#

just the 1

faint pasture
#

oh so no class select, just press button -> start game

brazen stirrup
#

yeah exactly

faint pasture
#

yeah start game opening a level or calling RestartPlayer would be best

brazen stirrup
#

yup

faint pasture
#

then you'd have 1 spectator pawn for the start menu etc and 1 for gameplay

broken gazelle
#

Can I not do line trace by objects in an actor's begin play? I'm doing a line trace down to static world (landscape) with ignore self and I get different z points for different actors

true valve
brazen stirrup
#

what about puase menu though? I would imagine I have to disable controls on the main character somehow

faint pasture
#

you need to figure out WHICH primitive within the actor you want to constrain

#

the constraint actor probably just does that in the C++ side

broken gazelle
#

Deriving from Character and then reparenting to Actor messed everything everything up?

true valve
broken gazelle
#

Why is a Spawn Actor isn't spawning in the provided transform location? It is set to ignore collision and just spawn

faint pasture
broken gazelle
#

It isn't a pawn

#

Just an actor

faint pasture
#

ya show code and also draw debug the position

broken gazelle
#

Kind hard to do

#

As a general question

#

If I spawn an actor at a location using Spawn Actor. The actor should have that location set right? (Given I set ignore collision spawn)

faint pasture
#

sure, on spawn

#

if it has some code to adjust its position after the fact then it might move instantly

#

what is the actor?

#

Like, a Character won't stay inside a wall if spawned in there, it'll depenetrate on first movement update

broken gazelle
#

Just an actor with a mesh

#

Deriving from Actor

faint pasture
#

yeah you need to debug draw something at the location and make sure the location is what you think it is

broken gazelle
#

Yeah I printed it

#

I have it 100 as z, and it shows -something at begin play

#

It all started happening once I reparented from Character back to Actor

#

And I have some subclass actors from the same actor, with different meshes, and their actor z is random at begin play

#

Very fun stuff

faint pasture
#

yeah mighta bricked something. Test with a fresh actor with no reparenting shenanigans but otherwise the same mesh etc

broken gazelle
#

I will have to hack it

#

God damnit it

#

I fixed it by having a box collision as the root

#

🤷‍♂️

edgy eagle
#

hello, i need to create a console command
but with console command i need to call a function from a player pawn blueprint class
how i can do this?
only events?

faint pasture
edgy eagle
faint pasture
#

what function is it?

edgy eagle
faint pasture
#

If the project is mostly BP it'd be easiest to just make a testing UI widget or something

edgy eagle
#

maybe i need to make pawn a c++ class
put this function in this c++ class
mark it as virtual
derive pawn from this class
implement anything else
override function

#

this looks like a lot of questionable work for simple task of adding a console command

faint pasture
#

for a Real™️ project you usually have your base classes in C++ and all the core functionality there

#

for BP I'd do something hacky like make a UI widget for it or something

edgy eagle
faint pasture
#

Yeah I'd do something hacky here.

#

I've done all sorts of stuff like using a widget + pawn as a tilemap level editor lol

#

instead of making a custom editor mode because fuck that

edgy eagle
#

yea, i think ui widget is a best way to do this stuff without rewriting classes
ok thanks

kind estuary
#

Is there any difference between doing these 2 different ways?

#

seems the second one is more performant, or its the same thing?

zealous moth
#

"does actor have tag"

sonic crest
#

The first one you're checking with the object that's present in your world.
You're getting the object in the world then casting it to your FloorTile as the object of the incoming object, if the incoming object is not a part of the floor tile, it'll check again with the other cast
The second is you're getting the class of that object. Comparing the incoming object, get the class and check if it's the same class

faint pasture
trim matrix
#

this is an easy question I think, I just can't think best way to do it but whats my best option for like an interaction progress thing

#

so like if hold time is 3 I have a progress bar of some sort move up percent closer to 100 i.e to you holding key for 3 seconds

#

currently way I'm doing it we isn't working haha

kind estuary
#

and i know now casting isnt bad

#

but i used to think casting was the worst thing in performance

#

so in my code sometimes i have this class check instead of castin

faint pasture
#

Why are you checking 2 classes?

#

what game mechanic are you trying to do

bleak mica
#

ok, i can not seem to understand async, I have tried numerous combination of node setups to no avail, i have this node setup on a loop to spawn different parts. when connected to the async it only spawns 1 actor, but when i bypass the async it spawns all of them. can anyone explain whats going on.

thanks

trim matrix
#

So i have this Get IA_Interact but it doesn't return to me the time the key is being held down for ?

#

any ideas as at the moment I'm trying to do it where a little progress thing goes up longer you hold key down and when it reach say 3 seconds the time you need to hold key down for the progress thing will have reached the max level

#

currently the Get_IA thing is return 0.0 nothing higher

kind estuary
willow cedar
#

How would I take 2 Vectors and Find out if one is to the Left or Right side of the other. Just talking X and Y here, no Z.

I need a Positive number to be one side, and a Negative to be the other.

true valve
remote silo
#

So im new at this, and cant seem to wrap my head around why my character just floats in the air now, i messed somthing up.

#

Its pointing at "IsFalling?" when i hit play.
i have been trying to figure this out for hours.
i looked at the other questions on Accessed none in here, but i still dont get it, or why its just not working

lofty rapids
remote silo
#

i moved it into the air to see if it would fall at all, and its just stuck

lofty rapids
remote silo
#

camara works, i can look around

lofty rapids
#

it's a character class and set as your pawn ?

remote silo
#

i dont know, im dumB

#

im realy new at all this, iv been working trying to learn blueprints, its all barly starting to click togeather, im still not sure what im doing though

lofty rapids
#

well your character should drop onto the ground

lofty rapids
remote silo
lofty rapids
#

why is it grayed out ?

remote silo
#

im guessing its not supposed to be? lol

lofty rapids
#

thats your character movement on the player ?

#

hmm

#

did you do anything in c++ ?

remote silo
#

nope

#

im 100% willing to stream this

lofty rapids
#

what do your components look like ?

#

i know a little bit but i can only help so much

remote silo
#

well, at this point my brain is fryed. what are the components?
and all good, any help is fine.

lofty rapids
#

where you clicked on the character movement

#

up at the left side

#

how you got those details

#

in your character bp

#

then in those details of the character movement it should of been able to be set but i don't know what that means it's grayed out

#

are you using some sort of custom movement thing ?

remote silo
#

this is in my AnimBP

#

animatiion blueprint of my character

lofty rapids
#

i'm talking about your actual character

remote silo
#

in my character i dont have a components, this is all i have

#

at any point just let me know im un saveable, and ill re do all this lol.
tutorials only took like 4 hours to do, iv been trying to fix this for like 16 hours.

#

im wondering if i inharited character movment from the BP_Firstperson_character, because i dont have character movement in BP_Lola which has been working untill now

small wedge
#

(for context, I'm making a text-to-speech vocalizer)

I want to take a single string like this:
{ae}iu

And separate it into three distinct strings:
{ae}, i, and u. This will be sent to a string-to-vector map in order to send it to my metasounds, one at a time.

How can I convert that single string into those three pieces of info? Letters that do not have curly brackets will be read out one letter at a time, but the ones with curly brackets are all one single phoneme.

lofty rapids
remote silo
#

ah yes its there, but when i click on it there are no details

lofty rapids
#

i squished it to fit into one image

remote silo
#

its beautiful

small wedge
#

thank you!

frosty heron
lofty rapids
lofty rapids
lofty rapids
#

what version of unreal ?

remote silo
#

5.3.2

lofty rapids
#

if you click on self, nothing ?

remote silo
lofty rapids
#

ok

#

see where you have search character

#

?

remote silo
#

yes

lofty rapids
#

take that out

#

set it back to none

#

because that search carries over

#

shouldn't matter though

remote silo
#

Still nothing in Character Movement, or mesh

lofty rapids
#

i think the problem is a bug because you should have details

#

you must have had them at some point

remote silo
#

you would think, because i was able to move

lofty rapids
#

hmm, idk enough to know why that's happening

#

but i have seen similar on this discord where it was a bug

remote silo
#

all good, ill try and recreate all of it, and see if i can figure out new stuff.
100% appreciate your help :D, i learned some stuff

paper smelt
#

Why is their no add button?

surreal peak
#

Did you really select DataTable?

#

There is also this composite stuff iirc

#

@paper smelt

paper smelt
kind estuary
#

why use pawn sensing instead of just an extra collision that overlaps?
isnt pawn sensing a kind of a overlap collision with extra steps?

surreal peak
#

If an extra collision is enough for your game then do that

kind estuary
violet matrix
#

I wonder if its possible to spawn maps as actors on a good distance far away from the main map. I think of having over 100 same maps, but I wonder can you make the map not rendered except when they are inside the map? Is there an optimized way of doing this? Because having 100+ maps active will overload the gpu

hushed ferry
#

why do you want that

faint pasture
violet matrix
#

and private dungeons

frosty heron
#

Mmo blueprint?

#

@violet matrix

violet matrix
#

and unload

sullen hinge
#

hey guys! im making a cooldown and using the Radial Slider in the Widgets Blueprint so that the slider moves around and will go from 0 to 360 during the duration of my cooldown timer, is there a way to move the slider's end angle at runtime? I'm doing this rn

#

when i use breakpoints on my "Set Slider Handle End Angle", it seems like that value is changing but it doesn't reflect in the UI

frosty heron
sullen hinge
#

ah got it

#

thx

#

but rn it then goes from 0 to 360

frosty heron
#

I'm not sure what u are trying to do. In any case , print string to debug and figure out if the value isn't what u intend

sullen hinge
#

ok

frosty heron
#

I mean Ur clamping from 0 to 360, if that's not the intention, then you need to explain what you are trying to do

sullen hinge
#

basically what im trying to do is have a radial slider that goes from 0 to 360 based on my cooldown timer countdown. So if my countdown is 10 seconds, the end angle should go from 0 to 360 during those 10 seconds with about 36 degrees per second.

frosty heron
#

Macro only available in the class it's declared in. If you want to use it across multiple actors, use macro library instead making it inside that one specific actor

sullen hinge
#

ok i think i have an idea

#

i have to normalize it

frosty heron
#

In value is 0 to Max cool down. Out value is 0 to 360

#

Value will be current cool down

dapper zephyr
#

hmm issue currently guys. it only does the top row, and never does the bottom row (when the "bruce springsteen playlist" is playing)

#

it does obtain the mic input volume correctly tho according to the print string

last abyss
#

right click the beginplay node

frosty heron
#

@dapper zephyr you shouldn't need to use tick, delay or get all actor of class just to set volume. Create a function to change the volume instead

dapper zephyr
#

unless a function also acts as a tick idk

#

another question btw! is it possible to control windows volume mixer, through ue5? i see there is a plugin for it but its 18 euros, and i would prefer making it myself IF this is possible purely through blueprints

stone thistle
#

How to make "Can Character Step Up On" for components? As far as I understand, this only works with pawns.

frosty heron
dapper zephyr
#

i will just keep importing more songs into unreal then lol!

#

altough the max filesize for .wav is 2 GB which is also annoying

sullen hinge
#

Can't find any relevant info rn on the internet but does anyone know if the Radial Slider's "Get Slider Value" binding update every frame? I'm currently trying change the value of the slider based on normalized values, but when I breakpoint it, it seems to not be changing.

What I did here was get the cooldown that goes from 4 to 0. and based on that i divide 360/4 to set the interval in which how many degrees should be covered per second.
Then I add that to the current Slider Handle End Angle.
Next I normalize it to get a value between 0 and 1 that is of the same proportion
And finally set it.
But it doesn't seem like the normalize value changes.

stone thistle
#

@trim matrix If you don't mind, can you give me an example?

dapper zephyr
#

how does one set something to invalid?

#

i need to set one of these to invalid at a certain point

edgy ingot
stone thistle
#

@trim matrixThanks, I'll try to look it up on YouTube.

dapper zephyr
edgy ingot
#

Is it a variable you create? Or a component you add by clicking on the plus button in component tab?

#

Full screen shoot will paint better picture

dapper zephyr
#

either way i fixed my issue by enabling auto destroy, on the creation of a new sound 2D (playlist), because i disabled that before and that broke the volume adjusting

#

so it was just silly on my end ^^

#

i dont mind sharing my current setup either way though if you wanna see it 🙂

#

only bug left atm is the pause/unpause part, because that isnt going through validation checking yet, so it throws some errors but still works

small wedge
#

Is there any way to simplify this further? My gut feeling tells me that there must be a way to do this without a branch node, and without needing to have those two near-identical append nodes

#

Basically:
Look at the string map and use the outputted string instead.
But if it's not in the map, then just use the original string.

remote meteor
red berry
#

Anyone have any ideas about implementing item variations? I already have items with Data assets, but I need to somehow deal with variations, e.g. color, wear (new, used, old). Would I do an array of potential variations? Should I subclass Data assets?
Some items won't have certain variations, because there's no mesh for them.

sullen hinge
surreal peak
#

In theory if they all use the same skeleton, it should work fine. If the anims are messed up when you place multiple then it might be your code.

small wedge
#

I need this map lookup to be case sensitive, but it's not. How can I make this map case sensitive?

surreal peak
surreal peak
#

That doesn't help if they want the TMap to simply use Find

#

TMap uses == operator for that. Even in C++ you'd need to create a custom key that wraps the FString and uses the case-sensitive Matches function.

They would need to use an array instead fwiw

tough kiln
#

Yeah all you could do is format string to bring it in line with whatever convention you're using. If you don't have a convention, you should create one. Alternatively, you could cast all map keys to lower case before assigning them and then do the same when doing a key look up.

spark steppe
#

that's pretty much the opposite of case sensitive

#

best bet might be to check how FString provides its hash, eventually it does stringToLower there?

#

at least i would expect it to behave similar in C++ and BP

tough kiln
lime crow
#

i need to hire someone to help me with inventory stuff because i am lost and it wont let me post a job on the job board

elfin lagoon
#

suddenly i start to get a "receiver is not valid" error, when receiver pass valid check
how it is even possible?

grizzled cave
#

my game is in normal speed when i play with one game window open but 2 windows makes the game time slow
i tried different characters, levels, gamemodes
i checked every setting possible
(in every play mode - standalone, server, client)

spark steppe
#

well... is your pc maybe just too slow?

spark steppe
#

//Case-sensitive TMap has no support in Blueprints 😦

mental trellis
#

Make a ustruct with its own hash generator and use that in bps?

neon gull
#

is it possible to get string from class?

spark steppe
#

from a variable?

#

the class name?

neon gull
#

yes

#

the name of it

spark steppe
#

get class name

#

eventually you have to convert it to Text then

neon gull
#

oh ty

#

was looking for tostring and getname

spark steppe
#

i'm not sure if it's get class name tho

#

might be named different (but it exists)

neon gull
#

its get class display name

remote silo
# lofty rapids but i have seen similar on this discord where it was a bug

I FIGURED IT OUT!

  1. In character Blueprint / Class settings
  2. Change Parrent class from BP_Character To Actor or anything, and back to your Main BP_Character. now i have Character movement details

all i had to do after was re align my character with the capsule collsion.
one thing extra that i noticed it do, was when i loaded strait into a map with my character it was crashing, but if i loaded with the defualt character i could move and it didnt crash.
If i loaded from the main menu, my character was stuck, but my game didnt crash

dry sleet
#

when the details panel is empty it's apparently a pretty clear sign your BP has become corrupt

#

did you by any chance use Live Coding?

remote silo
#

im realy new at this, is that this thing ?

surreal peak
#

Live Coding is used with C++

dry sleet
#

live coding is when you reload C++ without closing the unreal editor

surreal peak
#

If you aren't using C++, then that's irrelevant for you

remote silo
#

oh, im going to try an stick with blueprints

surreal peak
dry sleet
#

Both can be described that way

#

But yes hot reload is worse for corruption

surreal peak
#

I usually have to trigger live Coding via key binding.

spark steppe
#

but both serve the purpose of recompile while the editor runs

#

the thing in the screenshot is for the blueprint/game debugger

pastel skiff
#

i got a wierd problem
there is an elevator and door, the door opens when i click E, all fine, when i click E the elevator moves, all fine agin, BUT when i use the elevator and try to open the door after, it moves the elevator? i have no idea what is wrong, plese help

coarse grove
pastel skiff
pastel skiff
steep lily
#

So would it be wrong to use cast to and get all actor of class in the same blue print or task. Would it cause it to slow or else?

snow gazelle
#

I made a grabbing mechanics in a game following a tutorial and adding some modifications of mine. And I need help with two things: fixing a bug where the player flies when standing on the grabbed object, and making the object's mass affect how hard it is to lift, push, or pull it. Can someone help me make these changes?

trim matrix
#

It's hot reload that can mess-up

dry sleet
#

It can cause issues still.

trim matrix
#

Never had issues tbf only when hot reload here and there

dry sleet
#

If you edit header files and create new classes which you then use to create blueprints or data assets they are ephemeral and will cause data loss upon restarting the editor.

trim matrix
#

I don't think I've ever use live coding

dry sleet
#

Live Coding with Reinstancing disabled is apparently quite safe but still, never to be used when editing header files.

#

It's very nice when iterating on functions, so no need to shun it

dry sleet
#

Doing it once (perhaps in Begin Play) and storing the results is fine.

edgy eagle
#

are there some quick tip to translate max speed into max rpm i need to set?
in ChaosWheeledVehicleMovementComponent

dry sleet
#

However I maintain that it's rare to need that node if you have your architecture set up correct. You can often avoid it. People may disagree with that, though.

dry sleet
rose kettle
#

Does anyone know how to solve this problem?

dry sleet
#

You can mitigate the dependencies using interfaces and soft references.

dry sleet
#

I see you don't have a solution file.

rose kettle
dry sleet
#

If you have VS you need to right click the .uproject file and select "Generate Visual Studio project files"

#

That will give you a visual studio solution in the same folder.

rose kettle
#

I don see it

dry sleet
#

Win11.

#

Show more options?

rose kettle
#

Oh yeah

#

did it and it said need to create a cpp class first

dry sleet
#

Aha.

#

Yes, you can do that from within the Unreal project...

#

Which I guess spud prevents you from opening.

#

You could always remove the plugin and the dependency temporarily until you have your project set up for c++.

#

this has some pointers

rose kettle
#

created a new cpp class, tried again, then it said to install .net

dry sleet
#

yes, you need that

#

it should have a link

rose kettle
#

ok sec

#

Thanks

dry sleet
#

Did it work?

rose kettle
#

Still downloading

dry sleet
#

gotcha

rose kettle
#

Its just that I have a new pc so I forgot all the stuff I needed to install 😆

dry sleet
#

well I'm gonna go watch Lord of the Rings per Christmas tradition but ping me if you still have problems later on and I can take a look!

#

someone in #cpp can probably give you a hint otherwise!

lunar sleet
#

you'll need VS2022 or other IDE

dry sleet
#

of course!!

rose kettle
#

Now even without the plugin the project wont load

#

WHAT HAVE I DONE

remote meteor
#

click yes maybe?

#

and also

rose kettle
remote meteor
#

check this 3 in visual studio installer

#

also if you look carefully, it asks for .NET Framework, not .NET SDK

#

so maybe just install .NET Framework 4.8

rose kettle
#

Is there really a difference? I am confused

remote meteor
#

they are different things, .NET Framework vs .NET SDK

#

lol

rose kettle
#

😔

hearty jackal
#

Those 3 must be checked and installed

rose kettle
#

Hopefully this is the thing

untold rain
#

my mesh details panel is empty

dry sleet
# untold rain my mesh details panel is empty

It might be blueprint corruption. You can mitigate it by changing the BP parent to Actor and back, but be aware that your overridden settings in all components of the blueprint will be lost if you do.

#

Make a backup first. If you have source control, make a commit.

hearty jackal
#

What could cause blueprint corruption?

mental trellis
#

Hot reload. Live coding. Bad luck?

stiff swift
#

If my BP corrupted I'd be sooo sadge

#

But if it's just the details and code is still there should be able to re texture and mesh then save odd though indead

mental trellis
lean hound
#

I have a widget attached onto an enemy to act as a health bar but the issue is the canvas panel acts as part of the hitbox, is there any way to exclude the widget from being part of the hitbox

remote meteor
#

turn off the collisions at the UWidgetComponent

lean hound
#

where would I find the UWIdgetComponent

mental trellis
#

It's the thing the in your blueprint that you set your widget on.

small wedge
#

Why does the "Keys" node have an execute function? Why aren't I able to just get the array without executing it?

mental trellis
#

Because it's not a simple operation.

#

You're better off using Contains to see if it has the element, not "get keys -> find"

small wedge
#

The integer of the key

#

Basically, I'm turning the find map node (not pictured) into a case-sensitive one

#

Here's thie full thing

#

basically finding a way to use the === node

mental trellis
#

I don't know what you're trying to do, but using the index of a key from a map is not the right way to do it

small wedge
mental trellis
#

Ah. Yes. They're not case sensitive by default...

#

So stupid

small wedge
#

Yep, that's the workaround I'm trying to find

#

Also, I actually go this error now:

Blueprint Runtime Error: "Attempted to access index -1 from array CallFunc_Map_Keys_Keys of length 17!". Node: Set IPA Graph: TIPADecoder Function: TIPADecoder Blueprint: BP_TextToSpeech

mental trellis
#

You can fix it in c++! 😄

small wedge
#

Not sure why or where it's attempting to access index -1

#

I've never tried combining c++ with blueprints, I'll take a look

dry sleet
#

I've had instances where three consecutive commits were unusable

#

an awful feeling of uncertainty when even git fails you!!

lofty rapids
#

you can print string it to see what it looks like

#

because thats the only index your using

pulsar vigil
#

Hey guys i have a problem with a for each loop that doesn't complete before the initialisation of an anim montage, the for each loop compare distance between the player and multiple scene component (target for motion warping) and it work perfectly but often the second time i use interact and use that for each loop it doesn't finish the comparison and i understand that this is because the play anim montage linked taking the result variable of the for each loop is asynchronous and it doesn't happen the same frame and there is something weird like this i was thinking about adding a delay maybe but i probably dont understand something else, any suggestion ?

tough kiln
#

If it works once, then fails the next time, it may be that you're not resetting your variables such as the distance comparison and closest comp. One easy way to fix this would be to make a function and use local variables.

#

It's not clear where the montage is being played in relation to the loop comparison.

round grove
tough kiln
round grove
#

Resetting the distance and closest component

tough kiln
#

If you have a function CheckDistance(), before you get into any comparison, you initialise variables such as ShortestDistance = 0, ClosestComp= nullptr, then you do your comparison. If you don't do this (and you're using global variables), every time you call the logic, you will be using the values assigned during the last function call. So if your closest distance is 350 and closest comp is SomeBloodyComp, then recall the function, those values will be used in the first iteration of the next comparison.

#

If you use local variables, the values will be killed when the function ends and reinitialised during the next call.

If you're not sure what local or global variables are, do some research on variable scope.

pulsar vigil
# tough kiln If you have a function CheckDistance(), before you get into any comparison, you ...

My play anim montage is in my bp character meanwhile this for eahcloop is in another actor bp. I go try the function thing but does it change something if i alreaady set the variable that are used to compar distance private ? also yes its what happening it use the prevous result but the thing is the major problem is not that it use the previous stored variable but that it doesnt recalculate and check the closest and set the variable before no ?

#

the comparison with the for each loop is launched by an event dispacher when i press my interact button and the play anim montage is launched just after the call for the event

tough kiln
tough kiln
pulsar vigil
tough kiln
#

Ok so answering that would require more explanation about your current approach and how the logic is being called. Begin from what is triggering your dispatchers.

pulsar vigil
#

my interact input

#

call an event dispacher that call the function and the montage at the same time

tough kiln
#

So why not call the comparison, then have that comparison function play the montage?

pulsar vigil
#

i call the function before the play montage and use the variable with the closest component to target the motion warping

tough kiln
#

If you call the play montage from the same function as the comparison, it cannot be asyncronous

#

As long as play montage is called after the loop is completed

pulsar vigil
#

what do u mean same function ?

#

its not in the same function and i doubt it can be

tough kiln
#

Why do you doubt that

pulsar vigil
#

the function is made in another bp and those thing have to be dissociated

tough kiln
#

Does the actor BP have a reference to the montage playing character?

pulsar vigil
#

he have a reference to the character to get his location and compare it then it procede and set the variable made in the character bp used to target

#

do u want omore screen shot ?

tough kiln
#

If you have a reference to the character, you can get the mesh and play montage. If the logic is more than just playing a montage, you can make a function/event in the character BP and call that from the actor.

#

And that function would obviously include playing the montage

pulsar vigil
#

are u sure it would work cause i dont understand why

tough kiln
#

Your confusion is confusing. Try it, test it, and screenshot as much as you can if it doesn't.

pulsar vigil
small wedge
#

I have a string-to-string map that maps these conversions

pulsar vigil
tough kiln
tough kiln
tough kiln
tough kiln
# pulsar vigil alright

Have you tried stepping through the loop with the debugger to make sure the results are as you'd expect?

pulsar vigil
tough kiln
#

Right click on the for loop node and set break point

pulsar vigil
#

ah yeah i did that

tough kiln
#

Then when it triggers, you can use the arrows in the top middle of the screen above the graph to step through, after a node has been passed, you can hover the mouse over the variable to see its value

pulsar vigil
#

i did that sorry

tough kiln
pulsar vigil
#

i didnt understand at first but yeah it was working but it was taking the previous variable anyway

pulsar vigil
tough kiln
#

Then set that variable to 0 before the for loop

pulsar vigil
#

i tried that and it puted me at the origin of the level

tough kiln
#

The target vector length variable?

#

Please be as specific and detailed as you can. What variables are not behaving the way you want them to?

pulsar vigil
pulsar vigil
#

if i want to make it a function i take the whole for each loop and thats good enought to make it private ?

tough kiln
#

What do you mean private? You mean in its own function?

pulsar vigil
#

or to reset it

#

yeah u said i need to put in a function to set the variable and reset it everytime its called

#

last test i did with the breakpoint it does'nt change the final value so im assuming the problem is what u said but it go throught

tough kiln
#

Yeah so what I would do is make a function with the character BP as an input and closest comp as an output, then use the same logic (minus the montage playing) but create and use local variables for your distance float and closest component. Then when the loop is complete, pass the local component variable into your output. I guess you only want to play the montage if you find some kind of close variable so in the interact event, call the function, check if the output component is valid and call the rest of your logic if it is.

pulsar vigil
pulsar vigil
#

it doesn't read the nearest target anymore even sometimes on the first try

lofty rapids
#

whats guardval initial value ?

pulsar vigil
#

im trying iwth a delay it does the same

tough kiln
#

Ok but you're not comparing the distances from one scene component to another. You're just checking if any distance is less than that insane number.

pulsar vigil
tough kiln
#

You need to set a CheckedDistance value, set it in one loop then compare the next distance to that

pulsar vigil
#

i set guardval if it go throught

#

oh wait

#

IT WORK

proper vigil
#

https://youtu.be/oXwj2ahifgY?t=427 Is anyone familiar with this?

Welcome to this tutorial on how to create a dialogue system in Unreal Engine 5! In this video, we'll go over the basics of setting up a dialogue system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to add dialogue functionality to your projects,...

▶ Play video
pulsar vigil
#

i did a guard val local variable but didnt changed it

#

now it work guys @tough kiln @lofty rapids

tough kiln
#

Haha

#

Good stuff

pulsar vigil
#

damn i was wrong all along with my asynchronous thing

pulsar vigil
proper vigil
#

This screen.

tough kiln
proper vigil
twin perch
#

So i require help with Json, Not to sure why this is an issue or how to write this properly.
I am designing a python program to help make level design easier for my game.
the Python program saves a Json File which contains an array of numbers from 0 to number not decided yet which i want Unreal engine to read.

However the blueprint up there always fails.

this is what the json file contains

[[0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 1, 1, 1, 1, 1, 1, 1, 1, 0], [0, 1, 2, 2, 2, 2, 2, 3, 1, 0], [0, 1, 2, 3, 3, 3, 2, 3, 1, 0], [0, 1, 2, 3, 3, 3, 2, 3, 1, 0], [0, 1, 2, 3, 3, 3, 2, 3, 1, 0], [0, 1, 2, 3, 3, 3, 2, 3, 1, 0], [0, 1, 1, 1, 1, 1, 1, 1, 1, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]

#

the Json File String ... is just the file path to the folder.

#

does it haft to do something to succeed ? i thought that was just if it succeeded reading it

#

sorry could you explain that to me in more detail ? @toxic jay i am new to Json.

#

thank you*

#

Oh i got it yeah ok cheers for that!

#

what you were telling me to do finally clicked

ruby apex
#

How to subscribe to Actor's delegate? I have literally the same delegate inside the component and inside the actor
component event works
actor's event doesn't work

#

Delegate is:

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnEncounterAllCharactersDestroyed);

and

UPROPERTY(BlueprintAssignable)
FOnEncounterAllCharactersDestroyed OnEncounterAllCharactersDestroyed;
frosty heron
#

Where did you exactly bind it?

#

You have not showed that part

#

In cpp it will be .adddynamic

#

In blueprint you bind the event

ruby apex
#

I just click "+"

#

It works for component

ruby apex
frosty heron
#

Bind on begin play maybe.
The one that you said don't work says custom event

#

I never personally use the + button

ruby apex
#

Oh so Actor events dont do 'bind' automatically

#

Got it

#

Sadge

frosty heron
#

Don't know

#

Is the onwaveallcharacterdestroyed a dynamic multicast delegate too?

ruby apex
#

They are the same

#

Logic is the same

frosty heron
#

I see , well I don't know about the + button. Hopefully someone else knows

regal bane
#

My little ship is not moving forward, in the console im printing the xyz values and only the z value is chaning when i press my MoveForward key. Any clue what im doing wrong? using a orthographic camera shooting top down

distant hollow
kind estuary
#

who is the genius person who came up with the idea of blueprints as they are in unreal engine?

#

probably not a single person but many, right?

frosty heron
#

Pretty much any game that comes with editor

kind estuary
#

i see

neon forge
#

Hey gang, does anyone know how to tell the game to NOT play a level sequence when going to a Player Start with a specific Player Tag?

Basically, level opens with a LVSeq (Level Sequence), and I have a few Player Starts with their own tags, and I got the tag/spawning locations down, but every time the player spawns into the map, it plays the opening LVSeq and trying to use a Bool to do that, at least I think that's the best way but I'm out of ideas on how it should be done lol.

(let me know if it doesn't make sense, I'm at the tail end of my day so tiredness is setting in)

true valve
#

Is there anything similar to RandomPointInBoundingBox but for arbitrary points?

mental trellis
#

What do you mean by arbitrary?

#

Surely you have some range in mind?

kind estuary
#

Is a tile system cheaper and better in performance than actual free moving world system?
It seems it is but tell me if im missing something?
If you do a tile game, then your units dont animate/move constantly, but from tile to tile.

rose kettle
#

Update, I finally got it working, it is truly a christmas miracle! Thank you @dry sleet!

rose kettle
#

Except that it crashes the game every time I try to save 😅

distant hollow
#

How do I define the tile size when applying materials on a dynamic mesh during runtime without having to edit the materials?

distant hollow
dry scarab
#

is there a way to edit 522 meshes collision all at one time? all the same mesh floor etc

rose kettle
jade coral
#

My project was/is BP (or started with a BP project at least adding C++)

can't find my character.h file for my game (im assuming because I started out as a BP project it didnt make one...)
Is there any way to not have to migrate my project to a new one [with all the generated C++ files?]
mean this*

distant hollow
rose kettle
distant hollow
rose kettle
#

Put this in the material

#

then create a material parameter collection

#

and wherever you want to change the tiling of it you can just do this

rose kettle
distant hollow
#

I can't do this without tinkering with the materials?

#

Also is the same material supposed to behave differently when applied to static and dynamic meshes?

remote meteor
#

MPC is for global stuff, if its just a specific mateial, use instanced parameter instead

remote meteor
#

do everyone of them needs the same tiling size?

distant hollow
#

But when applied to a dynamic mesh it kinda stretches erratically

edgy ingot
#

What ever it is you r trying to do, you best to know what MPC and instanced material is

#

If u need something global that every single mesh that used that material yield the same result then use MPC otherwise use dynamic material instance

distant hollow
#

I can distinguish and handle the two differently by code

#

So where does that fall in?

edgy ingot
#

Wether to use material parametre collection or instanced material has nothing to do with applying it on static mesh or dynamic mesh

#

U best just understand what they r and apply accordingly depending on your need