#blueprint
1 messages · Page 62 of 1
Is it even a good idea to disable player collision? no
Disable the enemys collision when you pick it up
and on the enemy what would you say to disable
You would need to check exactly the componets your enemy has. Id assume the root capsule componet and the mesh componet for sure.
You may have more though, I wouldnt be able to tell you how your enemy is set up.
so the only stuff that could be collision is the weapon actor, I've just disabled that collision and the mesh and the capsule
You might need to confirm that the weapon actor and all of its componets dont have collision as well.
yea
nop still throw player like off elsewhere
Did you confirm you are launching the right character?
I am really starting to think it's the attaching and detaching
I cannot tell from the screenshots.
yeah Im launching the player character
it's passed in when grab target is called
Wait your trying to launch the player?
Dont you want to launch the enemy?
the capsules also ignore each other
so the enemy the bot picks up the player
Oh i see.
launches player
Sorry in that case, you would need to disable the players collision yes.
But more then just the mesh still
You might want to set its movement mode to flying as well.
Also in that case, you would probably want to set the rotation rule and scale rule to keep world.
On the attach actor node.
I was thinking that tbf
I've had to do that for something else
Just make sure to set it back when you detach the character.
so would set actor enable collision not work ?
like to just globally set everything to no collision I would think thats what that function does ?
I normaly disable it one component at a time. Never used that so idk.
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
can you not do it with material and fresnel
Is this code inside the enemy BP?
yeah
what is ur problem resumed ? cause i m using attach and detach like crazy for few days now i may be able to help
reason is makes it easier to customse for each enemy
bassically when I launch my player from the enemy bot with the attach stuff in and detach stuff in
what's fresnel and how would you use it for this purpose? sorry I'm kinda new to UE5 and haven't messed with materials much
my player gets put off elsewhere
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
is there a way to make certain branches of a sequence node have higher priority than the other?
when the player is detached the player is not where he should be ?
sequence nodes execute from top to bottom.
well kind of let me find the video
k, so the one at the top is the one that is the higher priority?
k thx
well it executes first.
there's a little red thing in the corner of each node that shows you the execution order I'm pretty sure
so thats when I try have attach and detach stuff in there I get that
k, I'll see if there is
This is when I remove the attach and detach
there is not a red thing on each node
and u want the attach and detach cause u want the ennemy to grab and block ur movement ? @trim matrix
so grab
idea is I can have the enemy grab player by neck for example lift and throw them back
you're talking about behaviour trees right? in terms of sequences and selectors?
cause the issue seem like its ur detach
I agree
but i dont know how behave the thing u made to push ur player
it's like when it detachs where it should be isn't actually where it is
if that makes sense
take the actor
maybe its an interaction with the way i push it assumung the detach is working fine
the player actor and lunaches them
which works fine as I say without the attach and detach
They are the setting of the detach
a solution im thinking of is u should try the detach without ur push
There the settings of attach
then if it work fine add a delay but that might be the best solution
you see these circles in the top right corner of each of the nodes?
is not talking about those sequence i think
it seems to be when the detach is used in connection to the launch player character
ah yeah maybe add a short delay
I am in the blueprint editor and not using the behavior tree
it's like a one or the other but not together haha
try a delay i dont know why it could not work like this
oh ok nvm then
wait
thx anyways though
i never had attach connected
lmao
is it in world position ?
yeah
well
attach is keep relative
detach whether I do keep relative or world I get same result
arf
Is that cone a static mesh?
I can't really do snap to target either else it'll put like mid of the player to the enemys hand
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
and the attach and detach without the launch work ?
if the attach dont change ur position its working fine i think its ur detach
nope so the attach and detach without launch end with player off way to the side
I'm pretty certain it's the detach but I don't see how I can do anything with that
like how thats even fixable
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
ur detach should work its physique or something else that influence the transform i guess
u can always track ur position and detach the actor at a specific place but thats weird
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.
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
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.
That would be complicated though.
A simpler solution would be to apply a decal to the world, or use a spotlight.
how would I apply a decal?
well this is thing there isn't anything that would do anything wierd
yeah and u could even influe the scale of it with the vector lenght or something but dont uhave to trace ?
Just by moving a decal actor around where the center of the light hits.
so it still has light effect
An emissive what?
If the area was completly flat, that might work.
are u in movement falling from the ground when it happen ?
oh true
Any bumps would ruin it. Thats where decals come in.
so decal follows mesh?
They project onto the geometry.
thats badass
techincally yeah as the player actor is lifted off the ground
learned a new thing again 😛
I have an idea
thats nice
cause that look like the player is tp to the origin of ur level
no origin of level is other side
xD
would the decal deform based on the angle of the light radius? like if the light cone was closer to the ground would it stretch out?
it seems to end up player to the right of the enemy
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.
You would need to manualy program that.
Can just check the distance to the ground and stretch it.
that look like a collision issue if u disable collision on ur player before the attach
In the end, unless your making a super complicated material shader, you will need to use that method of stretching some sort of plane/decal over the ground.
Or light ofc.
if u are falling it cannot be something else
Yep I'm doing that
What I'm thinking is when it's lifting player up is it somewhere offsetting so when it detaches the player actually is off to the right and not where they end up
I tried just attaching and detaching player mesh but that also failed
Player ended up at world origin
if u let the player detach without collision i would not be surprise that it fall for sure
u tried to set the collision back ?
so, I went with the spotlight in the end because I realised by setting the inner and outer core angles to the same value I could get the light to basically be a flat colour and give a hard border to its outside edge instead of fading out
thanks for the help
So I was
But to check if detach is the issue I did try it where I never re-enable the collision
wait, I just had a thought... can light generate overlap events?
trace hit, i think
I'm gonna return to issue tommorow anyway
ok
Brains like done for this evening ahah
thats a good idea to let him work and breath while sleeping
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...
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)
Probably save them in the GI, but for #multiplayer i’d recommend moving to that channel
ty ill do that ^_^ someone said something about the session extra settings
Replication is only for multiplayer correct? (server/client interaction)
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.
The item is hitting you
Make it ignore collision with player or on pickup disable collision
or that
There's a few ways to go about it
True making it .01 should be light if the players heavier xD
Myte also be able to temp disable physics depending on what you do with that item
Then re enable on drop or smth
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.
Just bought electronic nodes and darker nodes sooo
we will see how it looks
Its so good
Is there a way to use blueprints to create a simple online leaderboard system for an indie game?
No
But there are plugins where you can do http request
You can make api call to get and set the scores
Would still need to code the back end tho
ah damn, but then is there a simple way to use C++ to make a simple online leaderboard system for an indie game?
i can search for tutorials if so, but just wanted ot know I should give up on a bp solution
this might be the push i need to finally learn C++ on UE
Almost everything is possible with cpp. But I don't know what suggestion I can give you. I know little to no cpp
Personally I would just use the steam or other platform api for such feature.
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?
@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 https://youtu.be/_9W_WtfAojc?si=ckdZXEt7Ll3mWUa7
Looks like there is something you can use without diving to cpp.
Would still recommend learning cpp tho, there are power to be harness from using it
Free ue4 Online Leader board Tutorial
Thanks for that suggestion, I will take a look at it!
But yes, CPP is something i really need to get learning
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
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.
Show your code
Just want to push my question up in case it got buried!
How are you shooting the bullet from you PC? Do you have something like an Arrow? Does that get generated on the enemy for it to have a vector?
Ahh got it to work
i was just fixing up some collision channels and presets and then used the Ignore Actor When Moving
thx hto!
my dude you need some functions or events
Ive only been doing this like 2 months. Any suggestions for resources would be appreciated.
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.
Start with making an event on your character, call it ChangeSize, passing in a float Size
when the thing happens, just call ChangeSize
you can test ChangeSize by calling it on button presses etc
I will give that a go. Thank you.
This works, and is a lot cleaner looking. Would it be better to have the Event in the Third Person Blueprint, or in the Doors?
anyone know how to do quadruped movement in blueprint (so turning circle/radius)
In the 3rd person character BP unless the doors are the only thing that'll ever be making the dude grow and shrink
Thank you.
its honestly kind of amazing how little documentation there is on this. Or when there is documentation its very vague.
Like when you are on a horse or in a car? If forward is the direction the camera is pointing, can you link the rotation of the camera to your controlling keys?
no its for like playing as an animal
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||
can i have something of a predefined list with values that are BP classes?
something like an object library but for classes, not objects
@neon gull an Array of Classes can be made, yea
in form of an asset liek this?
Never used that. I think it's better if you'd explain what you want to achieve
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.
kinda
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
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.
And then you can spawn them with SpawnActorFromClass-node.
Yop and array in some accessible class, like GameMode, should work just fine for this
If you want it asset driven you can make a DataTable fwiw
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 ?
@crude dew You should be able to select the variables you want to change when you click the Set-members-in-node.
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
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
nvm i fixed it using a isvalid node 😄
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
You should be able to find tutorial on youtube for this.
You will need to create material for the render target. Might also have to invert the texture afaik. You can then use that material that takes in the render target and assign that to your widget
i tried search but its an NPC with mutliple cameras and i need the isntance of THAT camera
i cant seem to find a way to get the display of 2D capture
i got all the stuff, just how do i get that widget iamge to get reference to whatever display is capturing it
I assume you're trying to access this variable from another class? If so, interfaces would be the way forward.
Is it possible to get the size of the texture from this material node or am I forced to give that as scalar parameters?
yes correct, many thanks
would actually I replied too early, would the level blueprint be considered as a class?
is the begin play node of an actor BP called when the actor is spawned at runtime?
unless another bp deactivates the actor... I think so (but I am a noob so I might be wrong)
In theory everything is an instance of a class, but you should treat the level blueprint as something that is only able to interact with itself and whatever begins life in the level. You need to get balls deep in c++ to have any chance of accessing levels, and even if you do, it's bloody chaos.
how can one obtain the average of a float, coming from an event tick?
in this case the input from 1 to 2 from a microphone (audio capture)
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
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
u could just start camera fade with no alpha either way, it fades audio
wait whut?
i dont see what this has to do with cameras
i am not making a game just to clarify i dont even have a camera in my scene
i am trying to make an application that does fake noise cancellation. it increases/decreases music volume based on mic input
and its working already, but i cant make it fade out slow because no parameter for it
this is what i got
and it works together with this
mic input on the left
ignore that the setting of the volume wasn't set here btw ^^
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.
Is this setup wrong somewhere?
Yes. Nowhere do you show ever setting that variable
It's of the correct type, but you haven't put anything in it
Your player character car is redundant though, you have a nice casted reference on the output of the cast
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 ^^^'
Why not use that, rather than a var you've never set
completely unnecessary in what i am trying to accomplish + didn't answer my question
Sure, go ahead and keep doing it wrong
i am out here making my own fading out system because unreal engine doesn't provide it
I won't stop you
well tyvm for not stopping me 😄
wait what? I thought this is what that was. Or did I get mixed up
That isn't setting the reference of the player character
That's setting an int called "Total Secret Areas Found"
So what is it that I have to set? I can probably figure it out if you can point me in the right direction
so back to trying to sort out the stupid issue with simply my enemy throwing the player
It literally does
The player reference. Though that variable doesn't matter because your cast outputs a nice reference to the player already
^^ not with what i am trying to achieve
Then just use the "Fade out" node
that is to litteraly stop a song/sound file
you do know that right?
again. context is a big thing, so i suggest you read what i said i am making/trying to make
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 🤷
I must be super confused then cause nothing seems to work lol
Ah I do see what you're trying to do with the sound, yeah.
You still don't want the delay on tick though
i am pretty far now but i got one issue atm
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
so i would like it to check for like .5 seconds or maybe a second after going through that true statement in that branch
the time til check is a float variable i made for the delay so i can adjust it
it would be even better if i can somehow get an "average" of the mic input float. how would one go about that?
You'd need to define the period of time to get an average
Then you would simply just store each result until that time has passed, where you take an average
Thanks for the reply, Im not sure what you mean sorry as you see from the image i cant seem to "set" font size.
ia hve no idea how to do either of those things in a blueprint tbh
i found this but idk if its useful for me
okay i got this far now lol
Anyone help here at all
I'm lost for words i've defo done something wrong cause I've noticed the following
When it does this bit the player seems to go off into middle of no where
Then when it does this but the player actually returns to location of where it was when launched and is actually launched
Is there a way to swap the root component on an actor after I've already set one?
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
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
At design time or run time?
Print control rotation on tick in your pawn or playercontroller, confirm that it's getting changed. If it is, then it's the fault of whatever is USING control rotation
Timeline or FInterpToConstant
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
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.
Where is your yaw coming from? Is your pitch input in the same class as your yaw?
tysm! i am not sure how to setup the Finterp correctly though. if its not too much to ask for, it would be awesome if you could give an example based on these screenshots/my setup currently:
Note: the "how loud" float, is the mic input with a min. value of 0 and a max. value of 2
yep pitch input is in the same class
Tick -> calculate target (I'm guessing your mic level) -> FInterpTo or FInterpToConstant ActualValue towards Target
You trying to do ducking/gating?
or smooth out the mic level over time for some gameplay purposes like Lethal Company?
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
I figured it out btw. I ended up starting the system from scratch and realized I was not fully referencing the PC in the widget I had. I also turned the trigger into an actor blueprint and now I can use just one actor over and over instead of having to make multiple!
yeah so ducking
and i want it to go up fast, but i want it to go lower, slower if thatm akes sense
but i figured maybe having an avg of the float might be even better
that'll be tougher but doable
but maybe i am wrong 😅
yeah I'd start with an FInterpToConstant
what did you mean by calculate target ?
i am assuming that current should be connected to the mic input correct? but i have no idea what to put into the target
Target is your How Loud
Current is your sound level, return value becomes new sound level
you can just get delta time, you don't need to drag off the tick function, helps make things a bit cleaner
i dont have anything in current yet. so so far it isnt working correctly yet
thx!
well yeah, feed current volume in
@faint pasture am dumb i forgot to set the key value on the mapping context
i feel super dumb rn but i have no idea where to obtain my "current volume" from
working after that
off the audio component
this code is in the level BP and keeps throwing an error
any idea why it cant find the players location?
nope thats definitely not it 😦
probably volume multiplier
whatever adjust volume is actually adjusting
print your target and interp output
Hi, who can help with ALS? How to disable Mantle everywhere except those in the tag, otherwise it creeps in everywhere.
i am not sure how cuz they are inputs
the input is just the mic volume
just add 2 print strings and drag them into it
i already have
and its not averaging anything yet
or smoothing whatever you wanna call it 😄
yea.. volume multiplier is NOT it. that one is constantly on 1.0 and not functioning
Yeah you might wanna just do this smoothing inside whatever is outputting How Loud and then just use it directly
Adjust Volume is already doing some smoothing too btw
maybe i should add it into my mainbp over here
Design time
yeah just feed the map range into the target and put How Loud into the current
just drag and drop
hmm.. it still goes instantly back to 0.1 with no mic input
i think i did exactly as you said
just put a print string directly here aswell and same issue. it goes instant to .1 and max with 0 noise to max noise
wait whut! so i dont need a second float for the smoothed value at all? 😮
now its not doing anything and just saying 0.0 -.-'
corrected screenshot
ooo cuz i am silly here we go it works tysm again! 😄
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
Hello. What's the difference between "set skinned asset and update" and "set skeletal mesh" nodes? Well, except "Reinit pose" pin.
One takes a skeletal mesh component reference, the other takes a skinned mesh component, but a skeletal mesh component inherits from skinned mesh component, so it could be used for either. In C++ under the hood, they both call SetSkeletalMesh() and yeah, just the Reinit Pose option on the one.
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?
Got it, thank you.
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
I just rotate my mesh, and adjust my IA_controls
and spawn it in rotated the way i want
yeah, I was rotating it manually when placing, guess I'll just apply the rotation when spawning too. It seems Epic decided to make chars face Y when everything else faces X for some reason lol
yeah. prly cause base char class is written that way
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
i don't think so
indexes are kind of memory offsets, the first element has an offset of 0
oh, i dont doubt it
sexy
that makes more sense now
anyone know why I cant controll my character after I press the start key ?
😭
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 😄
Is there a way to add the physics constraint actor in a blueprint actor?
physics constraint component
Physics Constraint Actor is just a vehicle for the Physics Constraint Component which is just a vehicle for a constraint in the physics scene
You can't attach actors in the component
your world directions are sus
can attach the components within them
root component or whichever component you want
I have a player character blueprint and a cart actor blueprint
I want to attach the cart actor to my player
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
Physics Handle
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
So in my player lueprint, i added a physics constraint and a childactor.
Childactor contains the BP_Cart
WOult that work
I'm using BP only
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.
sec
use a scene component
@true valve
make sure you are constraining the capsule and the component thats simulating physics
what does your mapping look like ?
print those raw values first
make sure they're correct
also your world direction is sus
guys i fixed it... i just added backward anim for the S
also thank you for your suggestion I'll try that way too
solved this, but can someone tell me if this is a optimal way of doing start menu funcionality?
no it's not
how so?
Brittle, it'll fail if there's more than one B Als Player whatever in the world
what is that, the selected pawn?
yeah, but I detached the pawn before so I dont interact with it when the hud is available
not hud menu
I'm guessing you select which pawn class you're gonna drive around, and then possess it on start right?
Do the pawns need to be spawned into the world when the select button is hit or just when Start is hit?
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
Are there different pawns you can control or just the 1 class?
oh so no class select, just press button -> start game
yeah exactly
yeah start game opening a level or calling RestartPlayer would be best
yup
then you'd have 1 spectator pawn for the start menu etc and 1 for gameplay
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
So your selected constraint is primitive component. My selected object would be the actor.
thats not a thing
what about puase menu though? I would imagine I have to disable controls on the main character somehow
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
The reason I'm doing this is to set the actor's location to that point. When trying to spawn this actor using Spawn Actor and providing a location, the spawned actor has actually a different location than what was provided
Deriving from Character and then reparenting to Actor messed everything everything up?
That was it. Huge help. Thanks.
Why is a Spawn Actor isn't spawning in the provided transform location? It is set to ignore collision and just spawn
If it's for player pawn spawning why not just use the typical gamemode system
ya show code and also draw debug the position
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)
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
yeah you need to debug draw something at the location and make sure the location is what you think it is
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
yeah mighta bricked something. Test with a fresh actor with no reparenting shenanigans but otherwise the same mesh etc
I will have to hack it
God damnit it
I fixed it by having a box collision as the root
🤷♂️
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?
you need C++ for an actual console command
yea but how i can call BP function from c++
the only thing i googled is UObject::CallFunctionByNameWithArguments
so i need to create some helper c++ class and make console command with this thingy?
The easy way would be to make it not a BP function
what function is it?
this function in BP pawn class that adds items into inventory
If the project is mostly BP it'd be easiest to just make a testing UI widget or something
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
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
well, the main reason why i started to make almost everything in BP - it's just more convenient to search needed function without opening docs every 5s
for the person who not know ue5 well it's super convenient
and also it compiles in 0.5s instead of 10s
i will make c++ base in my next project definitely
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
yea, i think ui widget is a best way to do this stuff without rewriting classes
ok thanks
Is there any difference between doing these 2 different ways?
seems the second one is more performant, or its the same thing?
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
What are you ACTUALLY trying to check for?
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
trying to see if its the same class
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
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
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
cause if its not one then it might be the other.
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.
You know to replicate Break Constraint
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
is your character on the ground ? or is it floating ?
i moved it into the air to see if it would fall at all, and its just stuck
are you using the camera thats on the player ? does it work or is the camera floating ?
camara works, i can look around
it's a character class and set as your pawn ?
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
well your character should drop onto the ground
what does it say for gravity scale in your character movement ?
1.0
why is it grayed out ?
im guessing its not supposed to be? lol
what do your components look like ?
i know a little bit but i can only help so much
well, at this point my brain is fryed. what are the components?
and all good, any help is fine.
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 ?
i'm talking about your actual character
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
(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.
the components at the top left, scroll down there should be a character movement one
ah yes its there, but when i click on it there are no details
i squished it to fit into one image
its beautiful
You need to set the 2d capture scene to use that render target. You will also need to invert the render target in the material editor
I've done it multiple times, it's a straight forward process. Make sure you play in the game too for the scene capture to update
thats probably not a good thing you got no details
if you click on the mesh in the components do you see details ?
Nothin
what version of unreal ?
5.3.2
if you click on self, nothing ?
yes
take that out
set it back to none
because that search carries over
shouldn't matter though
Still nothing in Character Movement, or mesh
i think the problem is a bug because you should have details
you must have had them at some point
you would think, because i was able to move
hmm, idk enough to know why that's happening
but i have seen similar on this discord where it was a bug
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
Why is their no add button?
Did you really select DataTable?
There is also this composite stuff iirc
@paper smelt
💀 I somehow did the other one didnt even know a composite one was their lol
why use pawn sensing instead of just an extra collision that overlaps?
isnt pawn sensing a kind of a overlap collision with extra steps?
If an extra collision is enough for your game then do that
thank you. have a great xmas 🐺 🎄 🎁
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
why do you want that
What are you actually trying to do?
albion online private islands
and private dungeons
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
Your return value is always 0
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
ok
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
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.
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
Map range clamped
In value is 0 to Max cool down. Out value is 0 to 360
Value will be current cool down
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
right click the beginplay node
@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
i do. its not a videogame. it needs to litteraly check non stop my mic input
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
How to make "Can Character Step Up On" for components? As far as I understand, this only works with pawns.
Blueprint is very limited, afaik there is nothing for hardware stuff
thats a shame. thx
i will just keep importing more songs into unreal then lol!
altough the max filesize for .wav is 2 GB which is also annoying
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.
@trim matrix If you don't mind, can you give me an example?
how does one set something to invalid?
i need to set one of these to invalid at a certain point
You set the variable to null
@trim matrixThanks, I'll try to look it up on YouTube.
how can one set a audio component to null?
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
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
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.
append B will become a select node, true for map find output, false for current ipa, boolean comes from the find node
Perfect, thank you!
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.
got this to work! i ended up moving my normalize calculations into my countdown event on the player, and instead set the value of the slider to a value variable and then in the event tick i would update that variable
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.
I need this map lookup to be case sensitive, but it's not. How can I make this map case sensitive?
Pretty sure the default == operator is case-insensitive.
Not sure you can do much about that in BP
===
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
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.
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
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
suddenly i start to get a "receiver is not valid" error, when receiver pass valid check
how it is even possible?
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)
well... is your pc maybe just too slow?
sadly this is C++ only!?
//Case-sensitive TMap has no support in Blueprints 😦
Make a ustruct with its own hash generator and use that in bps?
is it possible to get string from class?
what string?
from a variable?
the class name?
I FIGURED IT OUT!
- In character Blueprint / Class settings
- 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
reparenting can often fix a corrupt blueprint but naturally it's the nuclear option!
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?
im realy new at this, is that this thing ?
Live Coding is used with C++
live coding is when you reload C++ without closing the unreal editor
If you aren't using C++, then that's irrelevant for you
oh, im going to try an stick with blueprints
That's actually hot reloading. Live Coding is the better version. Can still lead to problems but by far not as shitty
I usually have to trigger live Coding via key binding.
but both serve the purpose of recompile while the editor runs
the thing in the screenshot is for the blueprint/game debugger
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
In your function "Interact" you are not using the input interactor, so you might not setting properly with who you are interacting, and your return is always false since there is a return to false and there is no variable on it.
thnaks i will try to chnage it
OH GOD IT WORKED i was trying to fix this crap for a long time thnaks
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?
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?
I could be wrong but live coding is fine
It's hot reload that can mess-up
It can cause issues still.
Never had issues tbf only when hot reload here and there
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.
I don't think I've ever use live coding
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
It fully depends on the use case. Get All Actors by Class is relatively slow, so you don't want to do it every frame.
Doing it once (perhaps in Begin Play) and storing the results is fine.
are there some quick tip to translate max speed into max rpm i need to set?
in ChaosWheeledVehicleMovementComponent
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.
Casting in blueprint is mostly fine. In C++ it's very fine. The reason you might want to avoid it in blueprint is that it causes a dependency: the cast-to class will automatically be loaded when the class doing the casting is loaded, increasing memory usage and load times.
Does anyone know how to solve this problem?
You can mitigate the dependencies using interfaces and soft references.
Do you have visual studio installed?
I see you don't have a solution file.
yeah
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.
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
created a new cpp class, tried again, then it said to install .net
Did it work?
Still downloading
gotcha
Its just that I have a new pc so I forgot all the stuff I needed to install 😆
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!
you'll need VS2022 or other IDE
Based lotr enjoyer👍
of course!!
😢
Now even without the plugin the project wont load
WHAT HAVE I DONE
Tried, same error
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
The only one that was unchecked was the .net one
Is there really a difference? I am confused
😔
Those 3 must be checked and installed
Hopefully this is the thing
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.
What could cause blueprint corruption?
Hot reload. Live coding. Bad luck?
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
Did someone say #source-control ?!
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
turn off the collisions at the UWidgetComponent
where would I find the UWIdgetComponent
It's the thing the in your blueprint that you set your widget on.
Why does the "Keys" node have an execute function? Why aren't I able to just get the array without executing it?
Because it's not a simple operation.
You're better off using Contains to see if it has the element, not "get keys -> find"
contains returns a boolean, but I want to get the integer
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
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
I want to use the Find (Map) node, but case sensitive
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
You can fix it in c++! 😄
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
sometimes with our Houdini Engine setup the level can become corrupt while still allowing you to keep working and committing, and you won't know until you restart the editor next time :(
I've had instances where three consecutive commits were unusable
an awful feeling of uncertainty when even git fails you!!
sounds like your getting a -1 index from that find
you can print string it to see what it looks like
because thats the only index your using
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 ?
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.
Can you explain more of this?
What would you like explaining?
Resetting the distance and closest component
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.
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
-1 I believe basically means not found. It's essentially a contains == false. Can I ask why you need case sensitivity? What is the background to why you've chosen this setup? It may be that there's another approach that would avoid all this.
I'd suggest that you firstly reconfigure your logic so that the montage playing will always follow the comparison. It sounds like they are interdependent and so there should never be ambiguity about which comes first.
i totaly agree and thats why i was here asking how to do it
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.
my interact input
call an event dispacher that call the function and the montage at the same time
So why not call the comparison, then have that comparison function play the montage?
thats what happening but the play montage play before and i suspect it to be because play montage is an asynchronous node
i call the function before the play montage and use the variable with the closest component to target the motion warping
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
Why do you doubt that
the function is made in another bp and those thing have to be dissociated
Does the actor BP have a reference to the montage playing character?
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 ?
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
are u sure it would work cause i dont understand why
Your confusion is confusing. Try it, test it, and screenshot as much as you can if it doesn't.
i can't put play montage in a fuction
I'm converting TIPA (a way to write IPA using LaTeX) into regular IPA. The string a is different than A
I have a string-to-string map that maps these conversions
that give me the exact same result and only the motion warping work (the first time like before) and its not in a function
Ah yes, then you're definitely backed into a corner.
You can do anything in a function because everything is a function
Then we've ensured that the cause of the problem is not asynchronicity
alright
Have you tried stepping through the loop with the debugger to make sure the results are as you'd expect?
yeah thats what i was trying i dont know how to do it exactly
Right click on the for loop node and set break point
ah yeah i did that
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
i did that sorry
We can also confirm that this is not the problem as the loop does finish before your montage plays.
i didnt understand at first but yeah it was working but it was taking the previous variable anyway
let me retry it
cause i dont believe this one to be the case, it take the previous variable before finishing the loop that set it
Then set that variable to 0 before the for loop
i tried that and it puted me at the origin of the level
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?
wait i need to test this more and try what u said im lost
just one question
if i want to make it a function i take the whole for each loop and thats good enought to make it private ?
What do you mean private? You mean in its own function?
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
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.
i can tell it work better and it look like it work fine in almost every case but there is one case where it just put my character at the origin point i dont know why and u can't help me with those information but thx it look and work better than before ! and it make sense
yeah that look to work better but its the same problem than before
it doesn't read the nearest target anymore even sometimes on the first try
whats guardval initial value ?
10000000000000
im trying iwth a delay it does the same
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.
You need to set a CheckedDistance value, set it in one loop then compare the next distance to that
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,...
i did a guard val local variable but didnt changed it
now it work guys @tough kiln @lofty rapids
damn i was wrong all along with my asynchronous thing
Michael Pattison is in the discord
@dark drum Hey! Following along with your dialogue system vids and almost done. However, when pressing E to interact with my character, I see the wrong screen.
This screen.
u have to convert mkv tomp4
Process of elimination amigo. It's the only way to get through these problems.
Only thing I think could be the issue is I didn't create a child of the NPC but that seems more like a step to reduce steps if I were to make an additional NPC with this system rather than something that completely changes the system.
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
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;
Where did you exactly bind it?
You have not showed that part
In cpp it will be .adddynamic
In blueprint you bind the event
Is there another way?
Bind on begin play maybe.
The one that you said don't work says custom event
I never personally use the + button
Yes
They are the same
Logic is the same
I see , well I don't know about the + button. Hopefully someone else knows
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
Because that is your Forward vector?
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?
Visual scripting been around for long time
Pretty much any game that comes with editor
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)
Is there anything similar to RandomPointInBoundingBox but for arbitrary points?
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.
Update, I finally got it working, it is truly a christmas miracle! Thank you @dry sleet!
Except that it crashes the game every time I try to save 😅
How do I define the tile size when applying materials on a dynamic mesh during runtime without having to edit the materials?
Insert the codes before the LVSeq
is there a way to edit 522 meshes collision all at one time? all the same mesh floor etc
Do you mean collision mode or collision shape? If you mean the mode, then you should be able to select them in the world outliner and change the collision preset
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*
At runtime, not tweaking materials
Theoretically, you could pass the values that you put into your textures uv's to a param collection, that you would then change at runtime
I couldn't seem to get any UV info out of the material
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
And this is #materials stuff regardless
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?
MPC is for global stuff, if its just a specific mateial, use instanced parameter instead
I have a list of materials
do everyone of them needs the same tiling size?
What’s happening now is that when applied to a static mesh the tiling is fine
But when applied to a dynamic mesh it kinda stretches erratically
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
So basically I have walls and floors, some made of static meshes and some are dynamic
I can distinguish and handle the two differently by code
So where does that fall in?