#blueprint

1 messages Β· Page 63 of 1

edgy ingot
distant hollow
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Based on my needs as commented above

edgy ingot
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I can only explained at the best of my ability what mpc and dynamic material is. I cant help you if things r stretched in your dynamic mesh

edgy ingot
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You were given advice with mpc earlier, if u have multiple actor that use the same material but you want different UV tiling, u cant do that with MPC

distant hollow
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Would appreciate if anyone could shed some light on this

fervent rune
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can someone help me, I make a camera shake using Legacy Camera Shake, and I make the camera go up and down z axis when walking, but when I look down the camera the camera still go z axis but when you are looking down the camera rotate so the z axis is not above anymore.

abstract mango
hard charm
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Does anyone know why when I use my webBrowser plugin the page loads blank?

crystal crown
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How can i get a specific collision box on the other actor from hit component?

eternal cradle
eternal cradle
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No worries!

snow gazelle
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I followed a tutorial to create a grabbing mechanic in my game, but I have two issues. First, there's a bug causing the player to fly when standing on a grabbed object. Second, I want the object's mass to influence how easy it is to lift, push, or pull. Can someone help me make these modifications?

ebon olive
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hi everyone. My unreal shows this but the tutorial im in was doing the old input ones, can i still tag along with this going forward?

This is for C++

weak fractal
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Anyone up? Need some help

frosty heron
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U don't have to follow everything from tutorial especially outdated one

remote meteor
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the old input system and EIS are quite compatible when it comes to conceptual, you can translate what he does to EIS

ebon olive
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oh ok i try. thanks you two!! because i dont know how to really convert it to the new input system. kinda worries me hahaha. but i will try first. thanks again

ornate trail
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is there a difference in an animBP between deltatime and GetDeltaSeconds ?

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oh, I guess the latter accounts for time dialation

tough kiln
ornate trail
tough kiln
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Perhaps I'm confusing it with the cpp variant. Hovering over the node will tell you what you need to know.

ornate trail
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you're giving the tooltip too much credit.

ornate trail
tough kiln
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My experience has been that adjusting global time dilation extends to timers and delta time values.

ornate trail
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I really need to expand my ssd so I can reinstall all the symbols

ornate trail
tough kiln
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Ah so you want to retain a dilation of 1.0 for some behaviour when dilating below 1?

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If so, I'd handle that by multiplying the value (say rotation) by 1/current dilation.

ornate trail
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that's the theory of it at least. Right now we're just rebuilding a lyra-esque anim framework

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with all the new warping and locomotion goodies

tough kiln
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Give that a go then. Should work on theory. If your global dilation is .5, multiplying your yaw by 1/.5 (2) should always give you a relative dilation of 1.

proven dune
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Hello! This is how my BP works:
https://blueprintue.com/blueprint/o6t_0hp1/
https://blueprintue.com/blueprint/p4jd52_0/
https://blueprintue.com/blueprint/3wgfj-hp/
And I want it so that when the Player clicks 'Confirm' Button, it subtracts the Price of the object the player is currently building from the Love (currency)
How do I do this? I've brainstormed a bit, but it doesn't seem like i can figure it out. Could somebody help me? Merry christmas!
Btw if you need more information on how the blueprint works together or something, just tell me ! 😁

Okay, so I've tried to figure something out, but it gives me an error (You know? That one when you compile, it shows an icon of an error) Here is the blueprint, would be very appreciated if someone could take a little look at it! Thank you! https://blueprintue.com/blueprint/jzlrc8fp/

Okay so I've tried adding an array into the Get node, but I want it so that when the player doesn't have enough amount of a variable, then he cant build, but when he clicks on a building he cant build, he cant build it, but when he levels up he instantly enters build mode, let me show you in a video. https://blueprintue.com/blueprint/lvfbexbr/

Sorry for the weird message, I've tried to post this in another server but they couldn't help me, so I've made a little recap on what I did to the blueprint, would be super appreciated if someone could take a look. Thank you!

kind estuary
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Why this is not working?

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In the debugging i see the value changing and being stored in the Health

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but then it doesnt actually change it

spark steppe
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because the loop doesn't give you a reference

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use a get reference node on the array and use the index from the for loop

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that might work

lunar sleet
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Given it’s a bp struct

kind estuary
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like this?

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so weird 🐺

kind estuary
spark steppe
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neo didn't do shit πŸ˜›

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so the get solution works? as i wasn't 100% sure

kind estuary
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because it seems to get the struct by reference

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so it changes it

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the iteration without get seems to copy the struct

spark steppe
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you can see this on the pin btw

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round pin is a copy, diamond is a reference

kind estuary
spark steppe
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i saw that, and i'm happy that you removed it πŸ˜„

kind estuary
still swallow
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I followed the Epic documentation to automatically respawn my character on death

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Now, I have 2 problems

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  1. The Character respawns, but not able to posses it
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  1. The Character only respawns on one client, on another client its invisible
fleet cedar
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Can anyone help me with some questions about UI?

Where would I normally store the various states of UI visibility, or who would be the "owner" of the widgets I create?

Is this the intention of the HUD class, to manage all GUI?

kind estuary
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Im trying to shoot a gun, but need it to have a cooldown time.
Im using get world delta seconds but that doesnt work, its very off.
Should i get the time and store it, then compare it?
Whats the time node for this situation?

fleet cedar
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Use timer by event, I think it's a lot easier

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You can set a variable eg CanShoot to false after the timer node, then the event can turn can fire back on

spark steppe
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yea you can do that, but you shouldn't

stone thistle
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https://www.youtube.com/watch?v=uRPc574DqSw How to do this to a sphere or pipe that you cannot jump on?

What is Can Character Step Up / On and how do we use it in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

β–Ά Play video
proven dune
lime crow
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i am trying to cast to my hud from my gamemode but i have no idea what the wildcard would be?

stone thistle
proven dune
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So

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Make a variable

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Make the type 'W_PlayerHUD' and make it a class reference

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let me know if that works

lime crow
proven dune
lime crow
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yeah man the huds in the level

proven dune
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Yea, then you should make a variable with the type 'W_PlayerHUD' and make it an object reference, and in the viewport select the 'W_PlayerHUD' as the variable

lime crow
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yeah im spamming out here, i got so many widgets i was trying to create variables fro the inventory widget

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thanks man,

proven dune
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So that works?

lime crow
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i dont know man, im trying to find where the hud is at lol,

proven dune
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Ohh okay, let me know if you find it and if it works, glad I could help, not that of a pro in UE5 myself, glad where I can help πŸ˜„

spark steppe
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the hud is associated with the player controller

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so get the playercontroller and get the hud from there

proven dune
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Ben

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Do you think you could help me with my problem?

spark steppe
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no, i wont read all that now, sorry

proven dune
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Ohh thats okay, its a long story lol i completely understand

lime crow
proven dune
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Okay, I might need to know a few things

crystal crown
lime crow
crystal crown
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i also suggest using components and librarys instead of casting

lime crow
proven dune
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I think this is out of my knowledge guys, sorry i couldnt help you further (:

proven dune
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Yea ofc! No problem πŸ˜„

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Even though I prob was no help xD

lime crow
proven dune
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Yeah, you just have to know the fix and it would never happen again

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If it would, its also okay ofcourse

crystal crown
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why do you need to get the hud?

lime crow
crystal crown
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maybe this?

lime crow
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thanks bud, im mythed

versed sun
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do you only have 1 W_PlayerHUD?

lime crow
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im tripping out what the hell is the HUD? i have no HUD?

versed sun
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you make the W_PlayerHUD , right?

lime crow
versed sun
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it probably has nothing to do with the built in "HUD" other than the similar name

lime crow
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can you cast to a umg widget?

versed sun
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try the Get Widgets of Class, and get the first one

lime crow
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sorry man im a bit of a noob here,

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it does print so the flow is working

versed sun
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off the Array, Get

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that 'should' be what you need

lime crow
versed sun
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no need to cast

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i would (just to test you have the right thing) Remove from Parent

lime crow
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mm interesting it dosent remove the hud?

faint pasture
versed sun
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print out the Length of the Array

lime crow
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gonna need to loop over the array right?

versed sun
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nah, length

lofty rapids
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are you trying to get the hud ?

versed sun
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if length = 0, then you are looking for it BEFORE it is created, thus not Removing it
If length > 1, then you are creating multiple HUDs, which is bad

lime crow
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its 0

versed sun
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not 'The' HUD, just a custom widget

versed sun
# lime crow its 0

plop a Delay, or Delay until next Tick, node before your Get Widgets of Class node

lime crow
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so i can just leave as is? That cast is successful, right?

versed sun
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remove the cast

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its redundant

random pulsar
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hey guys i want to paly the shoot sound but it does not play well i think its because of tick

faint pasture
faint pasture
lime crow
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thanks im really confused though because i need to call variables from the hud

faint pasture
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you already know it is

random pulsar
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didnt fix it its still plaing the same

faint pasture
lime crow
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i dont understand how the controller knows where the hud is without a cast though?

faint pasture
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so it searched and gave you everything that is of that class

lime crow
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do i need to keep that?

faint pasture
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you know the results are of that class

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What are you actually trying to do? What you're doing doesn't seem right.

lime crow
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i am trying to set up player lives in the bp_gamemode so it carries across different levels, i want to set up the life logic in the bp gamemode, so i need to get the life variable from the player hud.

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hold on - this works

random pulsar
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i fixed it it was because of tick i pasted the sound in another event

small quiver
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Hello everybody! Im trying to make a reload system for this cannon but i'm kinda lost. I want to click to a cannon ball, spawn the fuse and then fire. I can do it only one time, but what can I do to make this sequence repeat itself for each different cannon ball ?? Does somebody have an Idea what I can look to?

lime crow
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@versed sun @faint pasture Hey guys, thank you very much for all your help,

small quiver
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I have made for every single cannonball on clicked to to something. I can destroy them no problem on clicks, but cant respawn the fuse

faint pasture
small quiver
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it spawns, he clicks (lights it) it takes a litle time and fires

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2

faint pasture
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First off, when you see repeated code like this, it means you oughta think about making a function or event

small quiver
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actually clicks ball, show fuse, clicks fuse and fire 3

faint pasture
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Make 2 events, call them LoadCannon and LightFuse

small quiver
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ok I will search on how to do that then

faint pasture
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LoadCannon should take as a parameter one of whatever those cannonballs are, a static mesh component I assume?

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just right click the graph, add custom event

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Also, on begin play, stick all of those cannonball meshes into an array so you have an array of the cannonball meshes for use later

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just make array, and drag a ref to each of them into the make array node

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LoadCannon would check that the array contains the passed in static mesh component (so you cant just call LoadCannon passing in the frame or any other random mesh, you check that it's one of the cannonballs)

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Then it'd hide that cannonball mesh or whatever you do to make it go away

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then it'd set a bool bIsLoaded true, and show the fuse

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You'd also want to branch on bIsLoaded before this to make sure you can't load a cannon twice. If it's loaded, just do nothing when you try to load

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LoadCannon -> is it loaded already? -> false -> is the static mesh that got passed in one of the cannonballs? (check if it's contained within CannonballArray)-> yes -> hide it -> set bIsLoaded true -> show the fuse

lime crow
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just a quick question, by the looks of it you cant actually cast to a hud can you?

faint pasture
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cast WHAT to hud?

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casting isn't like casting a video from your phone to your tv

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casting is a question "Is this thing actually of this class?"

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You can ask "Is this character a HUD?" and it'll be false

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If by HUD you mean a widget you're calling the HUD widget, then yes you can get some random widget and cast it to that class. If it is of that class, it'll succeed, then you can do HUD widget stuff to it.

lime crow
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i thought casting was just getting a reference to another class to share information between them?

faint pasture
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no

small quiver
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@faint pasture Thank you for the info I will try to implement it. In order to summarize. I all all the balls in a array and then make two custom events with the if's ?

faint pasture
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I sketched it out above

small quiver
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cool cool

faint pasture
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If it was a Cat, the cast would fail. But either way, it's still an Animal.

lime crow
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yeah thanks, that makes sense, but casting between blueprints and widgets are the same thing then? i thought there may be some differences between them?

random pulsar
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hey,i tried to add running sound but if i connect those 2 nodes its playing constantly from start

crystal crown
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because you are constantly triggering your input. like tick

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if you hold it down

random pulsar
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it plays even if the character stays on place,i also found another place i can pun play sound 2d but i cant find the spot

small quiver
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Quick question, how do I intergrade the On clicked to a custom event ?

lofty rapids
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or you have more than one hud ?

lofty rapids
spice viper
small quiver
spice viper
random pulsar
small quiver
lofty rapids
random pulsar
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a looping walking sound

spice viper
lofty rapids
random pulsar
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yes

lofty rapids
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you can use anim notify

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so when the actual foot hits the ground

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it will play the sound

spice viper
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Yeah anim notify is probably best

lofty rapids
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or is it first person ?

random pulsar
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the game is 2d from flipbooks

lofty rapids
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ahh

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if you do in in the animation update it will probably be the same

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just firing off like crazy

random pulsar
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So what is the sollution?) how can i play it?

spice viper
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You have to call it, but you only want to call it when to turn on or off. So an update or tick is probably not a good idea

random pulsar
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i made this one in the character is it good or not?

spice viper
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If you call PlayWithSound once when you start yea, but it'll keep playing if you stop

lofty rapids
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maybe a boolean with a timer

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where you can turn it on and off

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because playing that in a loop doesn't just happen and if your firing that off multiple times it will just keep playing

lofty rapids
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you could use velocity, but a bool and some sort of timer would probably work

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idk much though, might be a better way

spice viper
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Try something like this, it's hacky...

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Using an audio component on the character

small quiver
spice viper
lofty rapids
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probably pass it through the custom event

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you can have inputs in custom events

random pulsar
small quiver
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do you have time for a quick call ? I could really use your help πŸ˜†

spice viper
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Yeah sure, I got 5 min before my meeting

small quiver
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perfect

random pulsar
lofty rapids
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vector length

random pulsar
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or do i need to create it in content browser

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nice

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i made it

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thanks guys

faint pasture
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that event fires every frame

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I'm pretty sure you don't want to start playing a sound every frame

faint pasture
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you're telling it to destroy everything in the array

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so of course it is

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instead, destroy the one that got passed in on the LoadCannon event

faint pasture
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You don't need an onclicked per cannonball

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just have On Clicked for the actor, and pass the touched component into LoadCannon

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then check if the cannonball array contains the touched component

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if it does, then you know you clicked a cannonball

small quiver
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yeah got some problems with the arrays and events need to read on those a little bit more. I am a beginner and have much to learn

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i am going to try it again but thogh because I did it with another way but got stuck on other problem

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the child actor is not attached to the main one when rotated

nocturne fossil
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Are there nodes for hex to num and base2 that kinda stuff?

small quiver
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because whatever I do I destroy them all

faint pasture
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add a parameter

small quiver
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do you have a little bit of time for a quick call because im really lost ?

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if you can

torpid yacht
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How is it that each blueprint graph i see made from other people all the pins are perfectly formatted?do people lose hours on fixing them manually or is there some "beautify" command i'm not aware of?

crystal crown
stiff swift
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I spend hours making it look pretty if I get real overwhelmed and need the small win

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Start boxing it all adding notes xD

crystal crown
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ye i just waste time beautifying if i'm stuck somewhere lol

versed sun
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Electric Nodes Plugin helps too

stiff swift
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If not on a team and you can read it, spaghetti it up

crystal crown
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i'm physically unable to do it

spice viper
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I think part of it is just keeping it organized as you go along so it never gets overwhelming. Make use of collapsed graphs and functions as best you can and try to never have copy and pasted stuff over and over

crystal crown
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nah i would avoid collapsing anything. it's like adding files 10 folders deep in windows. you'll never find anything

languid cliff
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I have found a method for completely killing off the need to cast, to the point where casting can be removed from engine.
who can I contact at Epic to talk about this and show them how to remove casting completely?

spark steppe
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the wizard department

languid cliff
spark steppe
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@toxic jay mind to confirm my answer?

buoyant bloom
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Does anyone know how to Spawn a random Actor from an array of multiple actors? Specifically AI, Im trying to spawn random animals

spark steppe
buoyant bloom
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Thank you!

spark steppe
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refering to the casts... what epic probably could do is getting rid of the expensive cost of having casts in a BP graph (as currently that loads the whole class)

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by some "interface" in the uobject baseclass?

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which just returns the actual class

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for the cast node

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meant to be used where you need a cast

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yes

snow gazelle
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how do i make these check if what hit them was the player or not?

spark steppe
snow gazelle
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single player

spark steppe
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has your player an exclusive character class? (which is only used by the player)

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or that

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i would try to cast otheractor to the player class, if it's valid you know it's the player (as long as the player has it's own class which will never be used by NPCs)

snow gazelle
languid cliff
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well the issue with casting is it loads the file into memory and casts to everything the new loaded file casts to.
thats where interfaces are better since a has interface check does not load that file and does not continue the cast load web.

so the fix is simple yet brilliant
if every file had an interface that returned itself when called then we would get the same result as a cast but without the need to cast.
you can do this manually by making an interface for every file type

as example "PlayerController_DoCoolStuff" is the one i want to cast to
so I make "BPI_PlayerControllerDoCoolStuff"
i give the BPI the function "Cast Killer" and give it an output of the target file, in this case "PlayerController_DoCoolStuff"
I give the controller that interface, then implement it and give the output "self"
as you can see calliing the interface will return the same as what the cast does, but without the cost of the cast.

if Epic change the code that every file automatically have a cast replacement interface that return itself in this way on an interface call, then they can get the same function and even replace cast itself to call an interface this way instead of the old cast logic, so we dont need to do it ourselves.

this is the cast killer

spark steppe
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isn't having the return type enough for BP to load the asset?

languid cliff
spark steppe
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also i feel like the "solution" assumes that the cast is meant to succeed

languid cliff
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it would be possible to do validation checks as well

lean hound
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Can anyone help me figure out the issue that is going on. I have a blend space to detect strafing and the animation inside the blend space shows how I want it. Blend space example is set to (0,300) but when I do the animation it just results in sliding

languid cliff
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the novel Idea is to have epic code it in so by default you can use an interface call instead of a cast to get that file type,
also taking into account this interface will only exist in its matching file type, and to do the interface call that file would have to already be loaded.
so it takes "This" and see if it is "TheTypeIWant" and if it pass a does use interface check it returns it, if it does not it returns nothing.

spark steppe
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see, the only real benefit of getting rid of casts is to not have the Class loaded all the time, which with the interface solution still is the case.

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so there's no real benefit over an actual cast imho

dense mica
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Both interface calls and casts exactly do the same logic in the code, only difference cast node registers its reference to the target class to the graph so it grows memory size of the BP asset
Interfaces, if you have params especially, are slower than mere casting because they are cast + params marshalling (an expensive bpvm operation) + function invoke

languid cliff
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a cast does the include" call in C++ and do the same for everything sub-casted
a interface sends a message and see if it gets a reply

spark steppe
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well, invoking them for casts is

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but it may be a choice made for reasons

dense mica
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they could just change the nodes so you can call functions
how so, though?

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node is not the thing they should change here, the whole uobject and reflection structure is

spark steppe
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wouldn't a pile of class skeletons just for BP casts actually solve this? πŸ˜„

dense mica
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I cant imagine its being easy as that, AddReferencedObjects doesnt work like that

spark steppe
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does it only affect BP classes? i thought C++ classes are affected aswell?!

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even if it has components with references in it's CDO? (ok unlikely....)

dense mica
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thats how I enforce to every team I work with

languid cliff
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Yes I'm a freelancer working mostly in blueprints and basically fix other people's bad code for a living, mostly killing casting and other hard references I spend many hours doing just that

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i have seen projects where a cast spider web have everything load when the player controller loads

twin perch
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hmmm im getting an error

LogJson: Warning: Ignoring excess properties when deserializing CallFunc_GetField_OutValue_2

here is the blueprint line i'm using

its messy i know ill refactor it when it works.

here is the Json file its trying to read

{"Map": [[0, 0, 0, 0, 1, 1, 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]], "rows": 9, "columns": 10}

spark steppe
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yea i didn't think that through in the first place

lofty rapids
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might be a problem

dawn gazelle
twin perch
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ah

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uhh

spark steppe
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an array of integer arrays is an 2d array?!

twin perch
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i see

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so um

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how would i fix this ?

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do i loop through

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useing columns and rows ?

spark steppe
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search and replace [ and ] with spaces

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πŸ˜›

dawn gazelle
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Not sure what the Json parser would want to use as a return type in blueprints.... There's no predefined type of array of arrays.

spark steppe
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either change your json to smth that you can parse in BP or do it in c++

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or use smth that let's you access the actual json nodes (then you can parse them with loops... big fun times)

lofty rapids
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if you know the row lengths you should be able to use one array of numbers

twin perch
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odd 2D arrays dont exist in blueprints they seem usefull

languid cliff
twin perch
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there usefull*

lofty rapids
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i know it's actually a bummer

twin perch
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cheers for the help i can figure this out o7

languid cliff
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and this logic would tell you specifically if the controller is = to controller 0 on this machine

surreal peak
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On this machine?

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If you are talking multiplayer then that screenshot should just be an IsLocallyControlled Check on the Pawn

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Could be useful for Local Couch Coop I guess

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But very specific

languid cliff
# surreal peak On this machine?

controller 0 will be the controller indexed at 0 on the PC it is running on, it will not be the same controller on the server or client, instead each client will have its own controller 0 and server will return invalid

surreal peak
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Yeah, just use IsLocallyControlled on the Pawn pin

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Returns true only for the local player

spark steppe
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on the client only?!

surreal peak
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No, on the local player

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That includes the ListenServer

languid cliff
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ideal the is player controlled logic would run on server and then compared to player states to find the matching controller

surreal peak
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What

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Your image returns true if the overlapping Pawn belongs to the Local Player

digital lantern
#

Hello, I make a perk system and each perk has incompatibilities with others or not. I can't remove the incompatible perks from the ones I've just added? What am I doing wrong? Ping me please

surreal peak
#

That's what IsLocallyControlled checks for anyway

languid cliff
#

see the other post a few lines above it

surreal peak
#

Which one? I'm only talking about your == GetPlayerController0 stuff

languid cliff
#

the first one is the better solution, and then cheched against player states to find its controller for multiplayer needs

spark steppe
surreal peak
#

Ah they are removing twice. Spaghetti on phone

digital lantern
digital lantern
spark steppe
#

another thing. there's a get random array item node (so you can clean up a bit of your spaghetti mess)

surreal peak
digital lantern
#

If I use a remove item can I put the row name in delet directly?

surreal peak
#

Should be possible yeah

#

Just the index will shift as explained

digital lantern
#

Thanks for your answers!

spark steppe
#

yea makes sense

languid cliff
surreal peak
#

You can argue like this for everything. Only because something works doesn't mean it should be preferred over the intended way

#

You can compare to index 0 if you do couch coop or have multiple local players

#

Otherwise it's better to simply check IsLocallyControlled

spark steppe
#

OP asked for singleplayer tho

#

and it's likely that his player actor class is exclusive

#

so a simple cast to that class will do

surreal peak
#

For Singleplayer neither of the two is relevant. A cast for a specific BP class would be enough.

#

That's why I only commented on the screenshot itself, not the rest

spark steppe
#

but i still don't understand the isLocallyControlled check, for MP that would only work for/on the client, right?

#

on a server nothing will ever return true there?!

languid cliff
spark steppe
#

he said he uses the ThirdPerson template character, so it's likely that he just started... (and therefor it's highly likely to be exclusive)

surreal peak
#

Character class, not controller. Fwiw also controller but if you base it on the controller you can use the PlayerControlled stuff

#

Which I never said is wrong.

languid cliff
surreal peak
#

Yeah and that last part I disagree on. But you can do that if you are convinced it's the right way

#

Pawn is already controlled. There is no need to do anything with PlayerStates here. On clients the other PCs don't even exist

digital lantern
#

One last question. I have negative and positive perks, is it better to have 2 data tables or can I manage everything from 1 data table? (This is for a multiplayer project).

languid cliff
# surreal peak Pawn is already controlled. There is no need to do anything with PlayerStates he...

correct and wrong, you do need to do stuff with player state in multiplayer
a player controller exists locally and on server.
you only have your player controller on your PC
the server have all player controllers.

if you do first method, as server you can confirm something is player controlled,
on the client you cant see other player controllers, but you can see player states.
on the server you can get the player controllers who created the player states and interact with that controller on the server.
on the client you can not get the other player controllers, not even from the player states, but you can get the pawn controlled by that controller and replicated to you.
it gets complicated

#

it all depends on what you want to do really but ideally this is logic that need to run server side

spark steppe
#

e.g. add another column with a perkType index, and put them on the same index

#

then pick/keep only one perk of the same type

#

or use an enum for the type, which gives you better way of naming and keeping track of them

torpid yacht
#

Is it possible using soft references and load async node to load only ONE specific object from a sublevel?

digital lantern
languid cliff
crystal crown
#

How can i trace different channels for interaction at the same time and use the same widget for both. I don't see how that's possible because they overlap.

languid cliff
digital lantern
fervent breach
#

is there a way to disable objects, where they don't tick or use physics?
Or should I just spawn/destroy actors instead?

languid cliff
#

use these
the simulate physics you have to call on the component that is simulating physics, something with mesh or volume

#

there are use cases for both, if you no longer need stuff it's better to destroy it
but as example if you place your character in a car and dont want it to tick or simulate, but still see it, then its worth disabling (and perhaps unposess it)

jolly hemlock
#

I am struggling with a CharacterController problem that is almost certainly an easy mistake to fix, but I cannot locate it. If anyone could offer their perspective, I appreciate the help.
I am using a game controller for controls.
I created the most basic CharacterController setup: 2-axis thumbstick for movement, 2-axis thumbstick for camera, and a button to jump.
Movement and jump actions work correctly.
Problem: Both X and Y on the controller thumbstick move the camera Yaw. Pitch does not get adjusted at all. The problem suggests I have the same axis from the thumbstick assigned to both axes X and Y in the Input Manager Context, or in the BP, however I don't appear to. Here is a screenshot of the Input Action, the Input Conext, and the BP using it:

#

Where else could those axes be mixed up?

#

Or what else could produce that result?

bleak mica
#

hi, ive been trying to solve this for a couple of days now. how would i spawn an actor then set its mesh from a file path all via async.

spiral raptor
#

I can't get this to work if the client doesn't have authority. As far as I can see, this actor should not be replicating. Yet if the authority client runs this, it changes for everyone. What might I be missing?

bleak mica
#

this is my code so far

frosty heron
#

For something like skeletal mesh, just do a rep notify and change the skeletal mesh in the on rep function

spiral raptor
frosty heron
#

Then you will have issues with late joiners

#

I suggest reading compendium in mp pins

spiral raptor
#

Its for a character select screen, so local-only

frosty heron
#

Not sure what u mean by local and select screen. You mean it's a local multiplayer?

spiral raptor
#

The game is multiplayer yes but the select screen should only show myself -- the character I picked

#

but for some reason it doesn't work without authority. I suppose I'll need to debug

languid cliff
#

even for single player it uses the logic that server owns stuff
actors are generally owned by server and replicated to clients, this is default behavior and explains why it need authority.

spiral raptor
#

Is there any way to not have it do that? I'm not finding how

lunar sleet
willow cedar
#

With Launch Character, how would I avoid launching my character into the ground if the actor is rotated or is rotating?

#

Seems that Launch Character is influinced by this rotation

rough wing
#

You pass in a world space direction into LaunchCharacter. The direction it launches the character towards is only influenced by what you plug into it

tough kiln
willow cedar
#

I am using a Forward Vector of the Camrea, and when the character Rotates and I launch at the time it's rotating, this launch issue happens

tough kiln
willow cedar
#

No, I'm Rotating the Actor with Seperate Code, and it's rotating the Capsul Component with the Mesh, but the Camera stays the same

tough kiln
#

So you want the character to launch in the direction the camera is facing, correct?

rough wing
#

post your code

willow cedar
#

Sorry, it's wrong 2 seconds

#

This is the part of the code that launches the character based on Camera Forward Vector that worked based on pressing F

#

Then this is part of the code that Rotates the character around the X Roll for visual purpose

#

The issue is when my character is fasing to the left or right, and is Rolling, is when the launch doesn't work properly

#

If they are facing right when they roll and launch, they get launched upward in the direction, and facing left, they get launched downward

tough kiln
#

You're using the character velocity as your vector, which will launch in the direction the character is moving

#

Use the camera forward vector in both functions

willow cedar
#

That part of the code is unrelated

#

I'll test with it off though

#

Even when bypassing it, it still happens

#

The issue stems from Add Actor Local Rotation, and the Launch from the first screenshot

rough wing
#

maybe the velocity is being affected by changing local rotation

willow cedar
#

My current guess is that the Camera Forward Vector is getting messed up with the Actor Rotating, and that is causing part of it

#

But the Camera itself is stable

#

I can show a screenshot of why I think this with a Linetrace.
As you can see, there is a straight Horizontal line where it worked, then the rest are everywhere, when the camera itself remained the same

open warren
#

Can someone help me understand why my begin overlap isn't working?
Both generate overlap events and both overlap the player collision response:/

tough kiln
#

Also why are you launching on timeline update? This would launch multiple times between timeline start and end. Is that what you want?

willow cedar
#

Yes it is

#

All my Launch code is from Timelines just due the nature of the momentum I'm building up. I don't mind if it's inefficent, as it's a prototype

#

The code for my Vector is as what you see though. There is nothing influincing it outside the code you see. Unelss you mean the pics I sent were small

tough kiln
#

I can't see it well. That's why I'm asking for a close up

willow cedar
#

Can you open it and Ctrl + Alt + Scroll up to zoom in on the picture on a browser?

tough kiln
#

At a resolution of 4 pixels, yes

willow cedar
#

Interesting... It's a 4K image

#

Not really any way I can make it any better for you without having to send like 8 different images

tough kiln
#

Ok good luck

willow cedar
#

lol, I'm just confused why you can't see it unless you are on mobile

#

Can you send me a screenshot of what you are seeing then? so I can understand how to help?

#

This is what I was refering to when I mentioned opening it in browser

#

Forward vector from the camera is just multiplied by 50 and applied to Launch Character as the Vector. Its very simple.

I just want to know if and why Rotating the Actor effects this Launch Character, if the Cameras forward vector stays the same.

willow cedar
lunar sleet
willow cedar
#

That too

lunar sleet
#

He has a custom Player channel

willow cedar
#

Then its because neither of these is set to that Player Channel? They are both set to World Dynamic

lunar sleet
#

You’re thinking object type but yeah

willow cedar
#

Yeah, sorry. Their character collision needs the object type to be the Player thing they made for their collision

open warren
#

Sorry I figured it out, it was WorldDynamic

#

Thanks for the help

tough kiln
#

It may be worth zeroing out your forward vector z axis before doing your calculations and instead using a constant.

solemn basin
#

I keep getting a stack overflow issue that causes my project to crash. I've done it 4 times and I have no idea how it keeps happening. I have pictures of the suspected blueprints.

#

The project is super simple so if anyone is interested in helping me out, DM me and I'll send you the blueprints I think are causing it.

mossy bronze
#

Do "child Actor Components" have bad performance? Comparing to spawn a whole new actor?

tidal marlin
#

Only with a couple more bugs πŸ™‚

solemn basin
#

Ok I got it somewhat figured out. Whenever I add the W_CardHand to the W_HUD designer I get a stack overflow issue.

#

Can anyone help me solve it? I'm not sure what I'm doing to cause it.

keen hedge
#

IS there a way to do a Select node based on FName? I see that the switch node is dynamic (I can enter values to match) but I don't need exec pins, I need to basically convert from FName to an enum based on FName values

outer quail
#

Hi, so I use I use binding get text and it works but the problem is it keeps on repeating the name from index 0. How do I make it so that it won't repeat. Or is there a better way for index 0, 1, etc to display in the "component" widget tab without adding the text block one by one? where it will automatically fill the "component" tab according to how many index there is?

frosty heron
frosty heron
regal bane
#

How do I grow the X scale of my cube every tick?

surreal peak
# regal bane How do I grow the X scale of my cube every tick?
  • You define a "GrowSpeed" variable (this should be the amount of Grow (Scalar) by Second)
  • You take the current Scale of your Cube, break that value to access just X
  • You multiply the GrowSpeed variable with DeltaSeconds of the Tick function (to make it work with differenet framerates)
  • You add the result to the X value of your Cube
  • You call Set Scale on the Cube and connect a "Make Vector" node with the Scale Vector (or split the Vector pin)
  • You set X as the result of your math, and Y and Z to the original one
#

And for the Screenshot you posted, you need to utilize DeltaSeconds in these situations.

edgy field
#

is there a way to identify the local player from the input action that took place ?

surreal peak
#

Where is that input placed?

surreal peak
edgy field
surreal peak
#

to the current Y and Z

#

And then of course connect the Exec Pin

regal bane
#

from add world offset?

surreal peak
#

If you want to call both, yeah

regal bane
#

thank you!

edgy field
# surreal peak Where is that input placed?

basically, I have a button that makes the player overlap instead of collide with the platform (to pass through it), but I need to get the reference of the player who pressed the button to propagate to the server (via rpc) so its client who falls down .. not the server

surreal peak
#

Button as in Keyboard/Gamepad key?

edgy field
#

yup

surreal peak
#

And where do you handle the InputAction?

edgy field
#

I'm trying to handle the input action from the Tile's blueprint

surreal peak
#

So in theory the input should be in the Character. And by that you already have the Reference to that Character.
You'd RPC in the Character to the Server, which brings you to the Server Version of the Client's Character.
And from there you can do whatever you need.

edgy field
#

Oh I see, that's indeed a way better way to handle it πŸ˜„

#

thx

true valve
#

Is there anything like RandomPointInBoundingBox but instead of random its arbritary? So the points are nicely spread.

glass fern
#

In an Animation Blueprint, if I set a bool to transition from Locomotion to Attack sequence. How do I make it transition back after finishing the Attack animation?

surreal peak
#

What would be easier, however, is if you'd use Montages for one-time Animations

glass fern
glass fern
surreal peak
#

Yeah with Montages you don't really need that

#

For the "Where to reset?", check the Details Panel of the Transition

#

I'm sure there are function bindings you can use

#

Or of the State itself

jaunty crow
#

I am trying to setup my quest system currently the quest is stored with a array of structs, inside this struct array there is another array with each stage of the quest and what is needed to be done, I am trying to make it so when you kill a enemy it will check the active stage and see if the correct enemy is killed, if so decrease the amount left and update the array, however using set array element i am unable to set the element of the 1st outer array with the updated inner one as set array element does not have a output with the updated array nodes and I have to get the value from the original break of the outer array

I have included a picture of the blueprint which runs when the npc is killed and the quest array

in the 2nd picture you can see inside the array each item has another array called quest stages which has the value, Amount left to kill which i am trying to modify

surreal peak
#

Array Struct of Array Struct stuff is super garbage to handle in BPs

#

Cause BP copies all sorts of shite where C++ would allow you to just grab a reference

jaunty crow
#

So it would be better to try do in cpp?

surreal peak
#

If you can use C++, yes 100%, because there you can just do

FQuestOverview& QuestOverview = Quests[i];
And modify QuestOverivew would modify the actual element

#

But you would need to move all your Structs etc. to C++

#

So that could be a bit of workload

jaunty crow
#

would i be able to edit the kismet array library to include a output pin of the updated array? which i could then use

mental trellis
#

Moving structs to c++ is never a bad idea.

surreal peak
#

If you want to do that in BPs, you simply need to start making Local Variables where you save the Arrays

#

Modify that

#

And later use that to set the outer container again

jaunty crow
#

Alright i'll see what i can do in cpp tysm for the help

surreal peak
#

But tbh, moving this to C++ would be your biggest win

#

Cause you'll see that the whole code section you have there is a lot easier in C++

#
for (FQuestOverview& Quest : Quests)
{
  FQuestStage& CurrentStage = Quest.Stages[Quest.Stage]; // Could be a function on FQuestOverview
  if (CurrentStage.EnemyIdToKill == EnemyId)
  {
    CurrentStage.AmountToKill -= 1;
  } 
}
#

That's more or less the whole code for your stuff there

#

If you are using C++ already, I would also suggest you change your approach for the Stages

#

And turn them from Structs into Instanced UObjects

#

With those you can get Inheritance working, and since they can be Instanced, you can fill them in the Outliner if you need to.

#

@jaunty crow

jaunty crow
surreal peak
#

Just keep in mind that UObjects can't replicate by default, which can be done in C++ though

#

So if you are doing a Multiplayer Project, you'd need to let some Actor/Component replicate the UObjects for you.
Which usually isn't that big of a deal, given those Quests usually sit in some Component or so anyway

#

But in theory, I would always go with a UObject here over a Struct. Way easier to reuse, code custom functions into, extend.
Way less restrictive than structs

glass fern
mental trellis
#

There's a ton of pinned messages in #cpp

dusty marten
#

How to auto scroll text in scrollbox ? When the text is at the bottom of the scroll box, I needed it to auto scroll.

(Also using a free plugin called Typewriter effect [SixLine Studio].)
For reference:
It still doesn’t auto scroll.

mental trellis
#

You'd need to call scroll to end every time it updated, not just before it started...

dusty marten
#

how can i achieve that.

#

It would be more helpful if you provide it with the BP.

mental trellis
#

Some sort of timer?

dusty marten
#

timer might not be a good solution. bcz i'm receiving the (text answer) from post request. sometimes the answers will be short or large, depending on the questions that i ask.

spark steppe
#

either change the plugin to provide you with updates or a finished event, or calculate the timeout based on the character delay and message length (eventually the textbox even has an updated event?! 🀷)

regal bane
#

Im trying to make an astroid float in a random direction and have a random rotation. It kinda works but the rotation feels laggy/choppy, am i doing something wrong?

versed sun
#

you wouldn't want the rotation to constantly change per tick, you would want to add the same rotation again per tick

#

and super small, like .01

regal bane
#

ahhh yeah I understand

#

how would i set that up?

versed sun
#

remove the Random Float
Make Rotator = .01 x , .02y , .01z

rose kettle
#

Hello, does anyone here have any experience with the SPUD plugin? I need some help with saving using it

versed sun
#

see what that looks like

regal bane
#

ok ty!

thin cradle
#

anyone knows if there's any way to create a render target in a regular object bp class? the node's seemingly only available in actors or components, or if the blueprint is editor utility

crystal crown
#

How can i trace different channels for interaction at the same time and use the same widget for both. I don't see how that's possible because they overlap.

dusty marten
frosty heron
#

Wrong person mb

#

Oh wait

frosty heron
#

An object don't have transform. Anything that is placed in the world needs to be an actor

thin cradle
#

render targets don't have transforms

#

they're just textures that can be rendered to

frosty heron
#

Thought we r talking about scene capture 2d?

thin cradle
#

I can already instantiate my object from another class, what I can't do is call Create Render Target 2D from that object's bp

frosty heron
#

Which renders the texture to rt

thin cradle
#

yeah no not scene capture, I'm trying to create a RT that I'll then draw materials into

#

with this, which for some reason isn't accessible from regular object bps

#

even with a world context object, despite a bunch of other kismet library functions that use a wco working fine in objects

frosty heron
#

No idea πŸ˜”

tight pollen
#

hi, RepNotify and set member in struct doesn't work?

willow cedar
spark steppe
#

@thin cradle is your project bp only, or do you also use cpp?

thin cradle
#

right now it's all bp but I can do cpp if needed

spark steppe
#

you could make an UObject child class which implements GetWorld() and therefor would provide a world context object

thin cradle
#

would rather not since it's not nearly as practical to access specific materials from cpp though, and I need one to process the RT

#

oh that I can do yeah

#

if that's all I need

spark steppe
#

you can inherit that class in BP

thin cradle
#

weird thing is, objects already have getworld and can get their outer object's world so it's weird it won't pick up on that

spark steppe
#

but then you obviously have to provide a world to the object at some point

thin cradle
#

and also the fact that it works fine with several other bp library functions that need a wco

spark steppe
#

hmm

#

i'm not 100% sure if it will fix the issue with that specific node, but for others it did for me

thin cradle
#

will try it regardless

spark steppe
#

and i don't even understand why it would need a world in the first place for a RT

thin cradle
#

seems the RT needs a world

spark steppe
#

hmm, it needs an outer, but no idea why that has to be a world

thin cradle
#

possibly so it can create the corresponding RID or whatever in the proper RDG/RHI or whatever

spark steppe
#

you could also try to copy the code from that node and provide your object as outer, eventually that will work just fine

#

as long as you are fine with the RT lifespan to be bound to the object lifespan

thin cradle
#

yeah that's fine with me

young meteor
#

Hey folks

I'm struggeling with memory on how to register a keyboard input when in a widget.

I'm basically trying to create a "go back" function in the main menu when a player hit the escape key.

Would I have to go to the character (TopDown Character template thing in my case), put the event "on escape key pressed", then cast to my widget, and call my function inside widget to do intended behavior?

#

Or is there an entirely different approach?

hushed ferry
hushed ferry
#

except ur actual logic is gonnna be different ofc

young meteor
#

Thank you. Found it:

#

(want it to happen on 2 different keys, so this seems to do the job)

hushed ferry
#

u can plug the 2 keys into an ''OR'' node

#

and remove 1 of the 2 branches

young meteor
#

Good point

#

seems to only register after I've clicked something (something else with my mouse). Do I need to set a focus for this event to happen or something?

hushed ferry
#

ye the widget needs focus, or it will not register until the widget that contains this, is active

young meteor
#

Thought the "Set focus" node would be enough. Seems to not work.

#

I get this error though:

hushed ferry
#

isfocusable is a details settings (the panel on the right with the size etc)

#

its a toggable setting

young meteor
hushed ferry
#

ye i think its that

young meteor
#

Still get same error if I tick that box

#

Found out the parrent also did not have that box ticked. Did that too. Still no difference.

hushed ferry
#

the ''SetInputMode UI Only'' nodehas a parameter to set the focus

#

maybe its that

young meteor
#

My bad. fixed it

regal bane
#

I made a rock with unreals modelling tool, why cant i use physics like "addforce" on it?

young meteor
#

I set the actual button to open the menu to allow focus. Not the widget I was opening πŸ˜„
Sorry for that

hushed ferry
#

not a problem at all πŸ˜› i make mistakes too, could have been my mistake just as well

young meteor
#

Thank you for the help. πŸ™

pastel skiff
#

hey i so i got a really wierd problem
the thing is i got some code and i had to chnage it for it to wrok and when i compile everything is fine but when i save it stops working?
before changing it it doesnt work when i change it it works when i compile its fine when i save ( i chnage nothing during saving ) it stops what the hell?

#

here is the code

#

anybody had a simelar issue?

spark steppe
#

wth is end transaction

#

is that related to your actual elevator code?

pastel skiff
spark steppe
#

can you hover over the node please and check what the tooltip says, i'm pretty sure that is editor stuff

#

ok, nvm

pastel skiff
#

but it works fine now

#

thnaks agin

spark steppe
#

i dont wanna know what kind of issue...

#

only place i'm aware of transactions are editor actions which you want to group together, nothing you would ever see in game code

boreal ember
#

Is anyone able to help me in figuring out why this isn't actually sending the player information?

proper vigil
#

https://youtu.be/oXwj2ahifgY?t=427 Michael Patterson hasn't replied yet to my question so maybe someone else is familiar with this system? https://youtu.be/oXwj2ahifgY?t=427

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,...

β–Ά Play video
foggy escarp
hardy forge
boreal ember
foggy escarp
#

The number of overlapping actors could also be zero, which is why I'd recommend to use a breakpoint. This way, you can hover of the pin to ensure everything is good.

hardy forge
#

im not 100%, but you can try swapping 'Get Owner' for 'Get Player Character' and see if that works better?

boreal ember
foggy escarp
#

If this is a character it would work.

#

If you set the debug object and just view the code firing live, things get much more simple to understand.

hardy forge
#

Whoops, that wasnt supposed to be a reply lol

#

Look at the code for the 'Interact With' message

boreal ember
boreal ember
foggy escarp
#

Just put it at the beginning after the input and step through every node.

hardy forge
#

Yea, Stinger has a point, if its zero actors, then it wont run at all

brazen stirrup
#

anyone know how to get the screen position of a widget?

foggy escarp
brazen stirrup
#

its a overlay

foggy escarp
#

There are limited ways to get the position of widgets, most of the time you are limited to wrapping it with a canvas panel. There are some other ways, but may not work.

brazen stirrup
#

i see, is a canvas panel performance efficiant?

foggy escarp
#

You shouldn't have performance issues with widgets.

brazen stirrup
#

I see, on their site it says it takes a lot of perfomance, but Ill use it for now, thx for the help!

proper vigil
#

When pressing E to interact with my character, I see the wrong screen.

foggy escarp
#

Np
You could probably reach a 50 or so canvas panels before is becomes an issue. Most of the time though, UI solutions this big are entire screen, which also means framerate becomes less of a concern when viewing it.

stiff swift
#

Should all my interface widgets be separate BP or is it ok to have them all in 1 widget?

hushed ferry
boreal ember
stiff swift
#

Rn their separate but I forget why

proper vigil
#

This part which calls the function is in the actual NPC.

stiff swift
#

Progress dialog should be attached to player pawn or Smth right?

#

Cause self references the widget right?

proper vigil
#

This stuff is in the first person BP.

stiff swift
#

Oo gotcha

thin panther
proper vigil
#

Still not sure why when E is pressed, the widget with the options doesn't show up.

#

Or show the character name and that stuff.

hushed ferry
#

can u show the widget blueprint

spark steppe
#

Epic: Avoid Canvas Panels as they are performance heavy
Also Epic: The default root Widget will be Canvas Panel!

stiff swift
#

How do u go about making a widget outside of canvas panel?

spark steppe
#

anything but canvas panel

stiff swift
#

It's the only one I learned lol

spark steppe
#

i use one for my main menue in a UI heavy project, and that's it

#

and idk if the one in the main menu is even necessary

hushed ferry
#

i usually use a sizebox

thin panther
#

You'll use a lot of horizontal and vertical boxes with elements wrapped in size boxes

#

That's how you shouldℒ️ do it

lime crow
#

What am i doing wrong here?

dry sleet
thin panther
#

I believe each canvas panel is a render target, so each one you stack up can eat performance unnecessarily

stiff swift
#

I'll definitely need to study up and make the change

#

Every 1 fps counts!!!

thin panther
#

I strongly advise not doing what was suggested earlier with "you could probably use 50 and not notice it"

stiff swift
#

I mean I have like 6 or 7

#

Just hp, mana, stamina, money, souls very simply implementing just slowly learning what I can do

hushed ferry
#

ithink

thin panther
#

A health and stamina widget can be built without using canvas panels, and then you just anchor that whole set of elements onto a canvas

#

You'll probably find doing your UI the intended way will make supporting different resolutions and aspect ratios easier

proper vigil
lime crow
proper vigil
#

Regular dialogue widget.

stiff swift
#

When I set it up I'll come check with ya to be sure I understand and do it properly

proper vigil
#

Dialogue Options.

hushed ferry
proper vigil
#

You mean in the image I sent or somewhere else?

#

It gets called here.

hushed ferry
#

when u interact, do you get any errors or warnings?

#

place some breakpoints on the functions that are supposed to be called when interacting with an NPC

#

you can also insert ''PrintString'' nodes inbetween certain parts and gain information that way

frosty berry
#

I am adding force to a shipand want to land it (think lunar lander). What would be the best way to check to see if the landing impact was too much and should destroy ship or let it land?

manic knot
#

Hello everyone! Anyone experienced in UGC/Mods? Would it be possible for a UGC/Mod to Add a new Level Sequence (ie Cinematic) and/or Actors to an existing Level UMap?

lofty rapids
#

with a branch

ornate trail
#

haven't messed around with this yet but just something I was thinking about. If you have a control rig it's linked to a mesh / skelly but how do you handle this for modular characters where parts or all of the meshes change? The skelly is still the same (UE5) but since the meshes change do you just need a copy of the control rig linked to the other mesh and somehow switch them at runtime? Sorry this has just been running through my head πŸ˜…

spark steppe
#

you usually set one skeletal mesh as leader skeleton or copy the pose in the anim bp of the other meshes

#

it's all explained in the docs

ornate trail
#

yeah that's pretty much the basis of my setup but I didn't catch how this would work if you need to replace every mesh. Perhaps copy pose might help or I might need to have a dummy mesh in my base layer as the driver. Anyway I'll have another look at it, I'm sure this is a fairly common workflow.

willow cedar
#

So, apparently Actor Rotation that you apply, like a spin, changes the Camera's Forward Vector Values, in my case, the Z Velocity. Is this a bug? Or can this be avoided?

ornate trail
#

or the camera could be moving because of collision, depends

willow cedar
#

I'll take a look at that

#

I've pretty much summed up the issue to "Actor Rotation Effects Camera Forward Vector, and I'd like it not to) Visually the camera doesn't really move or change, but the value's jump around.

ornate trail
#

hmm maybe check the spring arm then

manic adder
#

i have 900 sphere blueprints colliding with eachother and with a (kinect driven) skeletal mesh.
each instance is also getting velocity component and sending it to its material.
can i optimise this setup for increase in fps ?

fervent breach
#

is there a way to have an event play when an object touches the floor or a wall?
I have a ball drop and it's supposed to explode when it touches the ground but it just doesn't. Though it still detects collisions with the player and everything else, it just stops on the floor or passes right through (I tested with overlapping collision and physics collision, and neither are triggered by the floor)

compact vapor
#

my WASD movement for my pawn doesn't move it.

the code is simple and when I press either of the 4 keys it prints hello, so the input event is running, but it doesn't move my player pawn

any ideas?

hushed ferry
#

here are the default for reference (i believe they are un-edited from new project

#

(third person)

compact vapor
#

let me send a pic

compact vapor
hushed ferry
compact vapor
#

this code always prints when i press the keys, but theres no movement

hushed ferry
compact vapor
#

apparently i needed this, dont even know wtf this does

i was literally programming ambush style custom pathfinding for AI last week. I'm pretty good at creating systems in programing.
never started from scratch before, this is my first time creating a pawn from the ground up and this crap makes me feel like a 6 year old with a caveman brain.

way too much terminology, dont understand why inputs need this entire spiderweb of a system to do basic 1 key presses

#

AI Sensing in BP's was one thing.
this whole wacko input system is wild.

i guess Theres no other way

ornate trail
#

there's plenty of ways. Are you really not trying to use movement component? I've done custom floating pawns before, there's plenty of tuts out there

compact vapor
# ornate trail there's plenty of ways. Are you really not trying to use movement component? I'...

movement component is fine, but I cant add one in the components tab in the BP window, so i don't know what to do
characters come default with a movement system but I dont want the player to be a character BP considering the fact the the player will only be a camera and making the player a character would make them the same level of scope as the AI (because AI will need to be Characters)

hushed ferry
#

so just dont add a mesh

#

and boom

#

just a camera

compact vapor
# hushed ferry so just dont add a mesh

just had a revelation.

I am assuming the player will have a sensing component for AI's. but they woudlnt because they are not playing the game with the AI like an fps game.
so Ai will only ever sense AI because only AI will have a sensing component

#

@hushed ferry @ornate trail

any tutorials for basic character movement you could recommend?

when I set my player to a character instead of a pawn, they fell through the map. As if they come default with gravity

hushed ferry
compact vapor
ornate trail
#

If you want to use the movement componet you have to start with ACharacter and strip away what you don't want

compact vapor
#

the character has a camera but the camera falls to the ground, is this just as simple as disabling physics?

hushed ferry
#

think so ye

ornate trail
#

if you want to build your own movement entirely from scratch that's pawn movement but get complicated and I wouldn't recommend it

compact vapor
ornate trail
#

maybe explain the goal and I can point you to the right series on this.

compact vapor
#

yea somethings wrong

#

all gravity is off in components as well as no simulating physics

ornate trail
#

you shouldn't do any of this

compact vapor
ornate trail
#

have you looked at crop out?

#

the RTS example game?

compact vapor
#

im certainly going to use it as a reference

ornate trail
#

https://www.youtube.com/watch?v=rLe6Jrdqu3w

check out Ryan's series then. He's really good, first episode is all about cameras

Assets Available from here: https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/profile/PolygonBlacksmith?count=20&sortBy=effectiveDate&sortDir=DESC&start=0

In this series we are creating the common mechanics found in RTS games, everything from unit selection, AI combat, and base building.

In Part 1 we create o...

β–Ά Play video
hushed ferry
#

if u set gravity scale to 0 u wont fall

compact vapor
#

its not the enhanced input system, will this cause an issue with adding controller support with inputs later on?

hushed ferry
#

its easy to translate the old system to the new system

ornate trail
#

I don't use enhanced input and all of my controls are driven in c++, no problems with controller support

compact vapor
faint pasture
ruby tendon
#

how do i make an enemy apply damage to itself. I am using apply damage and setting the damaged actor as "self". only problem i am facing is that all the enemies that have this script all die if one dies.

#

probably because of the refrence to self

surreal peak
#

Self should be fine

#

If they all die then the damage and death code is buggy

manic adder
surreal peak
#

Maybe try using Particles for the balls instead :P

manic adder
sweet grotto
#

So, I've been going around in circles as I'm learning multiplayer blueprints with the player controller and widgets. When I play in editor with 2 players for "listen server" apparently the player controller is called 3 times, which makes some sense, but it even does that when I specifically say "is local controller" and it still runs as true. The only solution I found in the player controller class was to use a reference to "self".

My question, is what the heck is the difference between a player controller's reference to "self" and GetPlayerController[0]. Isn't player controller [0] specifically supposed to grab the client's player controller?

The disconnected line of 2 nodes up top actually runs different than the connected ones. Why?

#

This isn't an issue at all when I run stand alone with 2 clients, or when the game is packaged, but going forward learning multiplayer, it bugs me when something doesn't work and I don't understand why. Typically I won't be running a listen server in editor.

#

(edit: the top line where it says "is local controller" should be "is local player controller" but I get the same result

#

my issue started stemming from an error I got where blueprint would bug out and say "cannot assign widget to player controller" or something

faint pasture
faint pasture
manic adder
#

all in one bp ?

faint pasture
#

We ain't 1 at a timin' here, we're mass communicating

lean hound
#

Im trying to drag animations into an aim offset blend space but only one places and the rest dont while saying animation should be additive, all of them were retargeted from an asset pack and all worked in the native version the asset pack was taken from

fervent breach
#

how would I go about getting an actor to move without using physics?
I'm tring to get an object to move down and collide with the floor

digital palm
#

Any idea why this is empty? I have 2 microphone connected to my computer (@white lynx maybe?)

proper vigil
#

@hushed ferry I am still stuck at where the issue occurs.

hushed ferry
#

have you used PrintString nodes to check where it goes wrong and with what

sweet grotto
#

πŸ‘€

#

Hello?

modern skiff
proven lark
#

Hi there do u know any good tutorial for only passing an object like table while running?
basic parkor syteam for als

#

like outlast

placid stream
#

Weird one here... every time I close the editor and re-open it I get this issue

If I right click, refresh, recompile, it goes away.

I've tried deleting the node and remaking it, no dice...

leaden plaza
#

so i have this car and its fine on the server but on the client its bad

#

i have a few costom events

#

and i can set one of them to multicast and it fixes it some

leaden plaza
#

anyone

leaden plaza
# leaden plaza

so i got it to stay tame but once you drive for a bit it slowly gets worse

regal bane
#

How can i animate this rotation? Making a asteroid game for learning and i'm trying to add a bank when i turn my space ship. Right now it banks but it instantly snaps to my 20 degree bank

willow cedar
#

What can I use instead of Add Actor Local Rotation, or Set Actor Rotation. Doing so screws up my Launch Character Physics.

#

I'd like to visualize the Actor Rolling. Trying to find the best way to do this.

versed sun
#

Rotate the Mesh Component, not the whole actor ?

leaden plaza
viscid flower
#

Does anyone know if it's possible to get spotlight to use color from a material?

#

(I have an emissive light material that I'd like for it to be synced with the spotlight)

edgy ingot
edgy ingot
#

And set the vector as the color for the spotlight

#

Thats rather easy?

willow cedar
split rose
#

hello πŸ‘‹ , got a question, what could be a way to make something like an OR statement but for floats?

lunar sleet
edgy ingot
split rose
#

im trying to use 2 floats to drive the same animation but without them overlapping

viscid flower
split rose
#

maybe a clamp that sets its max to 2 ( the number im aiming for)

#

?

edgy ingot
viscid flower
hushed ferry
viscid flower
edgy ingot
#

Oh anim blueprint

split rose
#

i really suck at math sorry

edgy ingot
lunar sleet
#

You can just do two near equal nodes, an OR node and call it a day @split rose

split rose
lunar sleet
split rose
#

oh my bad

viscid flower
thin panther
#

Your parameter name in the material is called "None"?
If not, you should probably check that :P

viscid flower
#

ohh it should be called Light_Color

edgy ingot
#

Soo many things wrong as well

viscid flower
#

LOL

edgy ingot
#

Why is intensity 0 and u expect it to work

viscid flower
#

I updated the intensity after the screenshot my b

#

still not workin

edgy ingot
#

And yeah, type the color parametre name

#

Its easy and straight forward

#

Well show the new updated screen shoot

viscid flower
#

kk one sec!

edgy ingot
#

For now u shouldnt try to change the intensity

#

Get one thing working at a time

coarse grove
#

Hello guys, I have an issue with spawning projectiles and move the player. When I do this its like the projectile is spawning "in air" because its taking the player location as reference to spawn. It mostly noticed when I use a dash because its like the player is moving faster than the projectile spawns. Anyone already faced this kind of issue and know a work around I could do to fix this?

edgy ingot
#

That thing happend in real life too, a jet fighter can shoot it self if it flies faster than the projectile it fire

#

Altough im not sure if theres anything related to spawning on air if whats expected is spawning on ground

#

Try to take a video so others have better picture

coarse grove
#

this is something that happens

thin panther
#

That's how they should behave though. Your bullet wouldn't move with you

#

I figure the way it works right now is what would make sense to players

#

best way to see would be to put together a little demo and give it to people to test

coarse grove
#

is it right? I feel a bit strange about it haha

thin panther
#

see if the bullets feel right

edgy ingot
#

It would be weird if i could dash faster than bullets

#

The ss is indeed strange because the character is moving at the speed of a moving bullet

#

Or close to it

thin panther
#

I do figure your appropriate course of action is to speed up the bullets

#

though, if they're intentionally slow projectiles, it still makes sense to have them as is.
For weapons like that, moving into your own projectile and harming yourself is one of the risks of using the weapon, and your playstyle adapts around that

#

Lot's of games just deal with that as a consequence of the slow moving bullet weapon, as it is what makes the most sense

coarse grove
viscid flower
thin panther
edgy ingot
#

It would be nice if the dash started slow then end slow imo

#

Peak speed would be when dashing to end location

edgy ingot
thin panther
#

You'll find a lot of dashes you don't actually move that quick.
Maybe 1.5x speed at most.
It just feels quicker because of things like motion blur and other sneaky visual effects like speed lines or whatever

#

You also don't appear to be assigning that dynamic material to anything

viscid flower
edgy ingot
#

Oh wait target is primitive comp

edgy ingot
coarse grove
edgy ingot
#

Ur light color2 is a texture param

#

Which u can also get but thats not gonna translate to light color. Maybe light function ?

coarse grove
viscid flower
edgy ingot
#

Well u obviously cant plug texture to color

#

Color takes in 3 values. R g b

viscid flower
edgy ingot
#

Im gonna use light function in my game for church mosaic

viscid flower
#

ahh

#

u mean instead of set color

edgy ingot
#

Ive done one for water cascade

edgy ingot
#

Unless u want to use texture but i cant help you there

#

Been a while since i did light function

#

Docs should explained how to use it afaik

#

Keep it simple for now and just get the color from your emmisive material

viscid flower
# edgy ingot Just use color?

basically, I am working on a live music show. I am using a media texture in the light material to make it match the video that's playing on the screen

edgy ingot
#

You can set the texture as param

#

And read the texture from the materiak

#

If you r using render targer and need to update every frame, im not sure how heavy the cost be but no pain in trying

viscid flower
#

ah I see

#

will try purplenod

placid stream
viscid flower
frosty heron
#

So setting color is irrelevant

#

It will just output the color from the texture

viscid flower
#

so i don't think I can use light functions

frosty heron
#

I stand by what I think would happend and that doesn't contradict what the note says

frosty heron
#

https://youtu.be/eVd9PwiODSc?si=_WFbWLLumHUXwerC

5:55 but my suspicion is right. It's expwnsive

Need to make some fake shadows? Do you need color in your light functions? Flickering shadows? Trick shadows (where an object casts a DIFFERENT shadow? Then this is the video for you!
https://docs.unrealengine.com/5.1/en-US/using-light-functions-in-unreal-engine/
Related: Need to do Light Linking in unreal? (so a light JUST hits the obj...

β–Ά Play video
#

You basically need 3 lights, one for each channel

#

πŸ₯Ά

#

Guess I'm gonna rethink on my level design

#

Imo for your case just use color. It's just a spotlight anyway

viscid flower
#

ohh interesting

#

😡

viscid flower
#

without having to use something like DMX or manually setting it

copper tree
#

Hi! This the right place for getting some guidance?

frosty heron
#

That's beyond just getting a color parametre from a material

frosty heron
viscid flower
frosty heron
# viscid flower

This would have been easy if u take out the texture out of the picture. Which what I thought u initially tries to do

viscid flower
#

agreed!

frosty heron
#

Well I got my self Philip hue. It changes color depending on the dominant color of what my screen display

#

Not sure how to do that in UE. If the #materials guys can't help, it's probably cpp territory that needs to get the screen buffer

viscid flower
#

yeah I was hoping I could find something like that, except on UE spotlight LuL

frosty heron
#

If billycorn is around u can probably ask him

#

He knows a lot when it comes to material

viscid flower
#

I see

copper tree
#

Specifically, trying to call a function in a specific ISM from a raycast. Seems like I should be able to use Hit Item as the index, but after looking through docs, forums, and videos, I haven't found anything that does what I'm looking for

regal bane
#

I want to animate a roll on the x axis with a timeline, but i don't know the x value when the animation starts. So i cant set the first keyframe value to 0 since that will make the space ship instantly snap to 0 then start the timeline animation. How can i solve this? can i get the current X value of my ship and use that to set the value of the first keyframe?

frosty heron
frosty heron
grave apex
#

how do you split via line breaks?

#

this doesnt work

frosty heron
grave apex
#

like

#

type that into the split node?

#

as the in Str?

frosty heron
#

In the instr I suppose

grave apex
#

oh

frosty heron
#

U prob want an actual new line

grave apex
#

it didnt change anything

frosty heron
#

No idea then

grave apex
#

hm

#

would I still be searching for a \n?

frosty heron
#

Never attempt to do so but does \n even recognised as line break?

#

In string nonetheless

grave apex
#

I'd assume so?

#

Ive also tried \r, which didnt work either

frosty heron
#

Try {/n} @grave apex

grave apex
#

still doesnt seem to work

#

this is what Im feeding in

frosty heron
#

Oh wait that's for format text nvm

#

Weird that shift enter don't work tho

#

On in str

grave apex
#

oOOOOhh

#

ok

#

now I got it

#

I didnt get that you could put it in that part