#blueprint

1 messages · Page 64 of 1

grave apex
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I thought everybody was referring to the source string

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thanks!

compact vapor
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how in the world do you get the enhanced input system to rotate the players capsule?
the code works great for all other components, but for some reason the capsule is being stubborn

any ideas?

lunar sleet
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You rotate the character itself or the controller

compact vapor
lunar sleet
compact vapor
lunar sleet
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Is there an acceleration or velocity ?

compact vapor
lunar sleet
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Are you trying to make a vehicle of sorts?

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Vehicle movement comp has gradual acceleration and deceleration iirc

compact vapor
# lunar sleet Yeah that’s prly right

its as if my inputs at a value of 1 is corresponding to a hard coded speed of moving the character.

character moves at input value of 1, ok..... what in the world is that speed?

also its just a camera for a strategy game

candid sentinel
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Ok so for a puzzle in my game, I want it open a door after 4 houes have passed.. but I want it to be 4 hour ACCORDING to your system clock. So I've been using the "Now" nodes and comparing them. The reason I want to use the system clock like that, is the solution to the puzzle is to have them change their clock 4 hours into the future. But the problem is, if its 10:000, its adding +4 to that , which is 2:00 but since 2 is less than 10, the door instantly unlocks. should i be using UTC or something? https://gyazo.com/1ed85e831282b33858fbb8d4543fac85 https://gyazo.com/8d9d897651bbd20c8779a4c0a9ef5386

carmine palm
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Is there a way to make a (not correct phrasing so dont take it as face value) "copy" of bp class object (lets say its a base class object you made) and then when doing spawn actor from class, modify that "copy" in-line before you spawn acto

lunar sleet
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Then multiply it by whatever you need to get that speed

compact vapor
lunar sleet
carmine palm
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I know how to do it after. But is there a way to make a ref to a class, modify values for that instance, then spawn actor by that modified class

lunar sleet
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I didn’t say after

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If you expose those variables, then on the spawn actor node you will get those pins

sweet grotto
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could I have some assistance answering my question please?

carmine palm
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ohhh

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expose on spawn?

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or whatever

lunar sleet
carmine palm
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Thanks bro

compact vapor
lunar sleet
compact vapor
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this is because the inputs deal with floats between -1 and 1
so anything above 1 doesnt do anythnig apparently

sweet grotto
lunar sleet
lunar sleet
compact vapor
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this is how enhanced inputs work

lunar sleet
compact vapor
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the value of 1 in the enhanced input system has a speed associated with a value of 1 and I cant figure out where that variable is hidding

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end values are 500

compact vapor
# lunar sleet I meant your end values

you would expect that a value of 1 at 5000 max speed out be different than a value of 1 at 750000 max speed
but its not.

the movement input is adding like a constant value throughout the function regardless of any increase past 1

the movement input is like "ok we have a value of 1, thats a full input right there, so were moving now"
ok great...... moving at what speed?

compact vapor
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if someone in this discord can get a pawn with a movement component to move faster than default
I'll give you 5 bicks

beause its not possible.

welcome to unreal engine, where you can change how fast a player can move a pawn...............

carmine palm
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Does anyone know how I could set my static mesh components static mesh object from here?

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or do I need to expose something else

compact vapor
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blue pin is an object reference

carmine palm
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on the left

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this is pre-generation

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unattached on left is model ref

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Item Mesh is the classes Item Mesh component

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Static Mesh Component*

compact vapor
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you want to set a static mesh components static mesh before it exists?
thats essentially what that would mean.

you would need to store a component in memory with a reference but not have it actaully create fully, that would probably require 500IQ C++ brain knowledge.
you cant set a components data unless it exists.

(is this being asked becasue of a fear that components will look wrong for a split second before they actaully change to their real desired static mesh?)

carmine palm
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You're right. I was changing it as we were talking

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To expose a var to use instead, and set it on beginplay or whatever

grave apex
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where should I put logic that should be there throughout the entire game, even when changing levels?

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I know game instance is one

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but can I do a player controller?

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does that persist between levels?

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(im doing a single player game)

fervent breach
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hey so, for some reason, an attack I am working on doesn't work when spawned by an enemy, but works perfectly fine when I place it in the world.
it's a ball that drops to the floor and explodes. But for some reason, it doesn't move anymore when the enemy spawns it. I tried disabling all colliders, destroying the creator as soon as the projectile spawns (in case it was some how getting caught on the ball), spawned the ball outside the enemy's collider. Nothing's working

I don't really know what to show with coding, since by all accounts, nothing should be affecting the movement anymore outside of this event

lunar sleet
lunar sleet
faint pasture
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Probably not what you want

proven dune
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Could someone please help me with this?

hidden shard
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Hello.
I am wondering if there are two ways I can come up with to implement the gimmick of dying when hit by thorns.
1,cast it on the player and judge.
2,get player pawn to get the player and judge
In this case, would the second method be lighter?
Also, are there any disadvantages?

lunar sleet
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How are you getting the reference in the first method and what the hell does Google translate mean by “judge”

edgy ingot
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Tldr. If u have multiple types of things that can get damaged and they dont necessary share the same base class, then use intercace.

Eg a barrel may be damageable but dont neccessrily inherit from the base enemy class.

edgy ingot
# proven dune Could someone please help me with this?

Not many people will be compelled to fix an entire system.

I took a glance and the code is not something i can have in my project. You r pretty much hard coding the click on button to specific task.

A better approach would be to make the purchase button ambigious. It should work with what ever data is passed, eg wether buying a bed or a wall

proven dune
edgy ingot
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Thats not even the problem i mentioned but if your price say 0 well then thats another one on the list to fix

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Big problem that i see is you are making the click button tied to a specific task(buying the bed)

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This isnt scaleable

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If u want to make building system you should learn how to use array, data table/data assets

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And struct

celest crown
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Quick question: If I have a function in a parent blueprint, can I then easily call that function in its child blueprint?

solid needle
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my widget override function doesnt detect held down key

languid cliff
untold fossil
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Hello. How can I get a bounding box (square) that rotates with the mesh? (Not axis aligned bounding box ABB) I want to cast a box trace in the shape of the bounding box with a slight leeway (inner push) to check for construction collision in my building system. Can't seem to figure it out. 😦

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Ok nvm found it. Had to store the box extent instead of reusing it every frame.

mighty crown
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My common UI variables are disappearing every time I restart the editor. Any idea why? I was able to consistently reproduce this and have no idea why its happening. I am saving/compiling my blueprints. Is it some sort of loading order issue with the plugin?

frosty heron
glad herald
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What is a good way to have some arcade-y hover physics?
I tried using hover components, which work, but it's gliding too much.

I watched a video about someone creating a game about hover racer (which I don't do, my game has hover vehicles but the game is not a racing game) and they said about using barycentric coordinates to get the normal, so the vehicle would be able to hover on any surface and rotate the correct way.

I tried doing that but it's not stable enough.

Does someone have an idea how to have it somewhat stable? Using a collision below the vehicle might be viable, but I don't like the feeling of it. It also looks pretty bad.

versed sun
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a Spring Arm with lag ?

mighty crown
distant hollow
compact vapor
glad herald
distant hollow
fervent breach
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So I'm still having the same issue from last night - where I have an enemy attack by dropping a ball that collides with the ground, but for some reason the ball doesn't want to move when it's spawned, but DOES move when I manually place the ball into the game world - from what I understand, the issue is with the FloatingPawnMovement as when I made a test object, which only had the floating pawn movement and an object with no collisions as a visual representation, it had the same behavior as the ball attack - it will drop just fine when manually placed into the world, but not move when spawned in by my enemy (who also was not affecting the test object in any way other than spawning it).

Is there some king of bug with FloatingPawnMovement? And is there some other way I can get my attack to move and collide with the ground, without using gravity (as I want complete control over how fast it moves).
*Oh and I did try ProjectileMovement, which mostly had the same results - gravity affected the ball, but when I disabled that, the attack wouldn't move anymore

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**Alternatively, I could make the attack a child actor, but I don't have any idea on how to access a child actor's variables (so the attack knows it belongs to the enemy, and the enemy can respawn the attack and adjust its speed), as the attack works fine when it's a child actor of the enemy, but I need the enemy to access its variables

surreal peak
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@fervent breach If your Ball is a Pawn, then it probably has the Setting for creating an AIController set to only when placed

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It's a dropdown in the Pawn itself

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And the FloatingPawnMovement might check if the Pawn is properly possessed before moving

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Just an idea though

fervent breach
tiny wing
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Iam trying to make a puzzle: the player need to control the character when the player in pause screen. I got everything works except mouse movement (player look ). I wanted to use mouse for player look (2Dxy) and Ui control at the same time.

when i using “input mode game and ui” - I can’t control the player look

when i using “input game only”- I can’t use the ui buttons.

is there a way to do this?

rough wing
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I want to click and drag this cube to rotate it relative to the camera. So if I drag my mouse to the right of the screen I want the object to rotate.
Adding local rotation or adding world rotation does not yield good result as the object rotates in weird directions that is not the users intention.
How can I convert the mouse delta input into a rotation relative to the player camera?

empty marten
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Hey peeps,
What is the best way to continuously get actors that are overlapping a collision box in a BP actor? As in if an object overlaps, constantly get its location? Also which would be better for this, component hit or begin overlap?

jaunty terrace
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Hey! UE5 retargeting animation question 0_db_FluffleHmmNotes:

I want to retarget this magic throw animation to my third person character:

  • I'm getting the "no smoothing group information" error when importing the X-bot skeletal mesh.
  • Though I got the error it still added the skeletal mesh to the project.

Some solutions I've seen or tried:

  • The tutorial I'm following added their Mixamo downloaded fbx files to Blender, then export them with the smoothing group information enabled to solve this.
  • I've been able to retarget animations from Mixamo before but the animation wasn't applying to the character's feet.
    • I'm wondering if that's related to this error and if exporting from Blender with smoothing group information enabled will solve that too.

Is there a way to enable the smoothing group information in Mixamo settings or do I need to use Blender to apply the animations properly?

hushed ferry
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afaik smoothing groups have nothing to do with animations

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or at least it shouldnt stop feet from moving

hushed ferry
random pulsar
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I wanted to ask smth and then tealize the mistake and made it myself😄

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The problem was that i placed this big chunk of code before creating the widget and adding it to viewport

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now im thinking how to add the blur transition between 2 levels

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here i load the level that was above so where do i need the blur transition to be,in both or in this one

dim agate
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What's the most efficient way to disable all controller input in a character BP aside from 1 input?

frosty heron
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Keeping the widget alive between level that is

random pulsar
frosty heron
random pulsar
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naaaah,it sounds easy and i thought i can do it in bp😞

frosty heron
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Nah bp is for prototype only

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Imo

versed hazel
random pulsar
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there must to be something ,i cant believe there is no way

frosty heron
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Well gl finding one

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I tried and I end up biting the bullet

random pulsar
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the worst but working one

frosty heron
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Hard travel kills widget

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Hard travel == open level

thin panther
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your only way would be to have everything as a streaming level, but that is awful, and you lose the ability to open level by name

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this is a c++ thing

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if you want it to actually work

random pulsar
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hell no i still suck at blueprint c++ its definately not for me

dim agate
carmine palm
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I promise you, C++ is easy when you get into it 😛

frosty heron
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Not easy for me

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Still struggling

random pulsar
versed hazel
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yeah, I don't actually know the resource cost of that system; I went through all the trouble of switching to using it in my own project, and I can't tell you if it actually improved anything lol

random pulsar
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oh i think i found an alternative,what if i just load that level from 0 opacity to 1,but there will be visible another level from background

frosty heron
thin panther
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your references don't stay alive

frosty heron
thin panther
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there will be the brief pause of recreating the widget

random pulsar
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i mean the win level,i load it with 0 opacity and then turn smooth to 1

frosty heron
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First reason why ppl should use cpp.
1.Bp struct
2.loading screen

thin panther
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i repeat, your only option is some level streaming hack, but then every single level in your game needs to be a sub level, which is awful.
if you want to do this, it's c++, find someone to write the c++, find someone that already wrote the c++, or give up

random pulsar
frosty heron
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You r recreating the widget

versed hazel
frosty heron
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Not sure what u mean by opacity

thin panther
swift kiln
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Hey. So I have this code where if player presses mouse button and has a weapon equipped, it starts firing the weapon and since it is automatic weapon, I set set timer by event. But the "Clear and Invalidate timer by handle" needs to go to "Released" pin. Any ideas on how to fix this?

thin panther
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a flash of the loaded level

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it's not a solution

random pulsar
thin panther
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that's not loading a level with 0 opacity

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thats a widget

random pulsar
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im sorry for misunderstanding)

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so the alternative would be to load level and when widget loads it has o opacity ,then smoothly i make a transition to 1

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is it good?

frosty heron
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I only know the 2 options I stated above

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There is no way to preserve widget when hard travelling with bp

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Blueprint only project is limited, this is where you need to accept the wall

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Your only option for loading screen is plugin if u don't want to dive Ur self

thin panther
sonic arrow
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alright, so im trying to make a keycard system in vr, currently im trying to make it so when the keycard overlaps with a box it deletes both the box and the keycard, but nothings working.

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I have no code for the box or the keycard right now, I deleted it to try and think of a new way to handle it

thin panther
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I repeat again, in bp only land, your only real option is to ave each level a sublevel, that way you have a persistent level to maintain references in.

The actual solution requires C++

frosty heron
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Print string to debug

thin panther
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Now whether you make the C++, find someone to make the C++, or find someone that already made the C++ is up to you

sonic arrow
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its a simple begin overlap function

frosty heron
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Get overlap event to work first, worry about the logic later

sonic arrow
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for better words, how can I reference the keycard in question, then delete that and the box itself when begin overlap

dim agate
frosty heron
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And print every single comps. Once your card is detected, you can cast to your card

sonic arrow
sonic arrow
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set it to overlap all but I still got nothing

frosty heron
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Check your collision box or if your card has collision

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Then check the collision setting

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Keep working on the checklist

sonic arrow
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got it working

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added a collision box then casted to the keycard

frosty heron
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K so your key card don't have collision then

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Shouldn't need to add an extra collision box

sonic arrow
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no

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it was a collision box on the scanner

frosty heron
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Just create collision for your card

sonic arrow
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the main issue was casting to the keycard

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I Forgot to cast

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thats it

frosty heron
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Always print first

sonic arrow
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it works

frosty heron
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U can cast after u confirm that the card can be ovrrlapped

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I know but u kinda ignore the troubleshoot. Oh well

sonic arrow
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I need to get a event dispatcher in and make a door

molten tinsel
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Hello, I have question regard Timers and Delta time.
So, in Timer by Function you can loop animation for example every 1seconds.
Is it possible to do this with delta time somehow? Or the time I insert into Timer is already reliable?

frosty heron
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Delta time is the time elapsed between last frame and current frame

undone sequoia
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Guys any idea how I can fake "shoot" prediction when I am using trace lines? when plane is flying fast ? I wanna make effect I need aim before enemy but line traces are fast and they always hit you.

nova imp
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Do you mean like drawing a path where the plane/ object would be going?

undone sequoia
nova imp
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So you want to fake the travel time then?

undone sequoia
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yea something like that like you should shoot few metres before target to hit it but with line traces you shooot right on target

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because its path is fast and not bend

versed hazel
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so currently you can point at the target directly, and no matter how fast it's moving you'll hit it because you're doing the hitscan; and you want to have the player instead shoot at the lead pip?

undone sequoia
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i need fake it somehow so I will need aim before targeet

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ofc based on his speed

spark steppe
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you need math

versed hazel
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you could either project the target to have collision where the lead pip is, or you could offset your hitscan projection in the opposite direction of the target pip

spark steppe
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that won't work

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unless the distance/traveltime and speed of the object is always the same

versed hazel
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are you doing this approach for optimization reasons or to simplify player input?

random pulsar
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hey ,i want to make the effect of trace when the arrow shoots,and i cant formulate it to search in youtube

nova imp
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What I would do is upon hitting the target, make a call with delta time * (time needed to reach target) * Current velocity to see if you would have hit the target at the speed at which it is moving

undone sequoia
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in real life u cant shoot at target directly to hit it

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when its moving

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in worst case I will use not line traces

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but objects collisions

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but I Wanted save performance

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with line traces

versed hazel
spark steppe
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collisions are your only solution

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or doing a trace every tick, and calculating the travel distance at the time

undone sequoia
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i will think what i will do

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i cant bend somehow linetraces? make them physical yea?

spark steppe
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no

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specially if you want real projectile behavior which doesn't shoot in a straight line

undone sequoia
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ah thank u guys for tips

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I will think about it over night

spark steppe
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that's why projectiles exist in the first place

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if something like this exists in the engine it's very very unlikely that you come up with a better solution

random pulsar
spark steppe
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like a preview of how the arrow will fly?

random pulsar
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no,the actual fly

spark steppe
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can't you just stick a niagara system or smth to your arrow projectile?

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i haven't used projectiles, so idk

random pulsar
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yes i did like a component,but it draws the line strange

jolly hemlock
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I have been making and re-making Character Controllers for the last week, following more than half a dozen tutorials, and each one results in different, but still broken, functionality. These are extremely simple, involving the third person controller and 3 inputs (move, camera, jump).
In my most recent attempt I ended up with this error on my character controller BP that claims that the BP is not a controller. Is this a common experience for others? Repeating the same steps and getting different results each time?

random pulsar
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it becomes thinner and thinner and when you shot backwords it becomes really weird

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so i thought about making another trace but seems like i cant find the right searching request

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can yall help me to formulate the request?😂

versed hazel
# undone sequoia i cant bend somehow linetraces? make them physical yea?

you can't bend the line trace unless you do multiple line traces, which will make it more expensive. However, you can adjust your target offset based on distance and velocity to account for things like bullet drop, and then do your single line trace there. Note that it won't be physically accurate, so there may be cases where something should block your shot but doesn't because you aren't actually tracing the true trajectory of the projectile, so it's up to you if this results in something accurate enough for your purpose

versed hazel
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I don't know why I made the screenshot so wide 😅

dreamy wadi
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Hey, I'm using Ascent Combat Framework and I'm unable to get my UE4 skeleton to work with retargeting. I've used both the assign skeleton option and also created a child of the ACF skeleton to replace with my UE4 mesh and rig. Does anyone know how to fix this?

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for reference, the bones are set up correctly when connecting my custom child BP

versed hazel
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I'm allergic to skeletons, but this might be a better question for the animation channel

spark steppe
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which could be used to determine the target location, still the target could have moved at the time the bullet arrives

versed hazel
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I haven't tried using that before, it sounds saucy

spark steppe
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this afaik

faint pasture
versed hazel
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I wonder how many positions it returns

faint pasture
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it's great

versed hazel
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is there a way to add a blueprint node via hotkey? I don't like having to go back to my mouse every time lol

jolly hemlock
fleet lichen
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Hello, I'm new to Unreal and I'm reading other people's work. One of them uses this node, and I'm not sure where he got it.

copper tree
fleet lichen
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oooh

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thank you

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And this one from target to Light component?

remote meteor
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tick wrap axis on the horizontal axis in the blendspace settings

dark drum
grave apex
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Im using a playerController in order to have logic that persists across multiple levels, but beginPlay gets called whenever a new level is loaded, I only want it to be called once for the entirety of the game. How do I do that?

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I know gameInstance persists across the whole game, but I dont know how to run something on the game starting using a gameInstance?

trim matrix
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Anyone able to help here. I'm trying to have this actor move along the spline

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I'm using an interp for now but it doesn't seem to be working and I believe I've got it setup right

versed hazel
fleet lichen
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oooh

digital palm
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what's the equivalent of SanitizeFloat in blueprint?

crystal crown
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Why does enable/disable input have a delay?
it's kinda unusable like this

trim matrix
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so manage to find the issue I have is due to the spline length being super long over 1.0 is nothing in comparison and actually end of the spline is line over 5000

faint pasture
versed hazel
crystal crown
versed hazel
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otherwise you can get the distance of the spline use that to scale your distance-getting

versed hazel
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unless you've changed it, yes

trim matrix
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don't believe I have

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is there a way I can limit the interp speed so that the actor kind of tops out at a speed ?

trim matrix
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at the moment the interp obvs is shooting actor around the spline which look unrealistc

faint pasture
trim matrix
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I know there is a const version of it but that also won't help in this case

faint pasture
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const can be what you want, do you want it to move at a constant speed or reach the point in constant time?

trim matrix
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As you'll see because player is closer to the other side of the spline it'll shoot round spline to get there which is right. I just don't like the shooting it's doing if that makes sense

faint pasture
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Use FInterpToConstant and dial in your speed

trim matrix
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I would prefer to have it still do what it's doing but not kind of going that fast

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arr okay

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anyway I can like merge them together

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so get the build up to speed and the slow down to speed but still clamp as it was the movement so it's like the constant one ?

versed hazel
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like an FInterp Ease in Out?

faint pasture
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Yeah you'll have to do your own interpolation, can't use one of the finterptos

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FInterpTo is more for "chasing" a value

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I would FInterpToConstant the 0-1 range then run that through an FInterpEaseInOut

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to turn a straight line into an S shape

trim matrix
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I know it can defo be done in C++ but I've come to realise do it in BP and if it's heavy on performance move it to C++

trim matrix
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Cause theres these two

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never used them before though so

versed hazel
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yeah, use the one you like better. The A is your start position, B is your target position, and Alpha is the percent between them (0=A, 1=B, 0.5=halfway between the two)

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you can select ease in out from the Ease function list, which I am pretty sure does the exact same thing anyway

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sorry, not position, these are floats

mental bobcat
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Hi, I have 2 variables I'm using of the same struct to store my (local) player stats. The functions I wrote previously that increased their exp, level, etc don't seem to be working. Is it not possible to pass references of the struct?

faint pasture
faint pasture
mental bobcat
trim matrix
faint pasture
trim matrix
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most likely yeah

faint pasture
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Like if the spline is twice as big, move twice as fast or take twice as long to do it?

trim matrix
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same speed

faint pasture
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so take twice as long?

trim matrix
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regardless of length of spline

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oh wait sorry hang on

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so affectivly i want it to take 30 seconds

faint pasture
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ok

trim matrix
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whether spline is length 10 or 1000

faint pasture
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So you'd do it like this:
Timeline taking 30s to go from 0-1 -> FInterpEaseInOut to make it S shaped -> map range from 0-1 to 0-SplineLength -> set position

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You can also just bake the s shape into the timeline, however you wanna do it

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then you could lose the FInterpEaseInOut

trim matrix
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like you said I'd have to make my own kind of interp rather then using just simply one of their functions

wise widget
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hey, is there a way to get vertex positions of a skinned mesh in blueprint? (it can be the skin pose)

faint pasture
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You want a thing to go from A to B over X seconds

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that's exactly a timeline

trim matrix
quartz ferry
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Is it not possible to alter the loop time of an Event by Timer while it runs?

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It just uses the initial "Running Shoot Delay" value, reguardless of how it changes

jolly cipher
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Not sure if anyone could give me some advice

I bought the Ultimate Multiplayer FPS Framework
Was thinking to merge this with ACF Framework, at least to to replace the shooting system,
I hit a road block with the anim BPs.

The FPS Framework has an animBP that has a custom anim instance class as parent,
ACF has a similar setup, it uses a custom Anim instance class as parent,

Was thinking to try and convert it to a layer and use the link anim graph but I would need to rework alot of the logic as the layer would trigger differently, this would throw some of the IK mecanics and upper body and lower body to not react the same way,
My knowledge on anim bp stops at state machines unfortunately lol
Not seeing any wayt to merge these via blueprints either so,

Tried my hand at C++ and try to inherent from ACF's Anim Instance class,
Got it to compile but just crashes once I try to re-parent in unreal, trying to debug this but not going well lol

Might be looking for a plan C, would anyone have any tips or any ideas on how to approach this differently?

#

Actually would it be possible to dynamically swap Anim BP's during run time?
For example if I equip a ranged weapon, only then do I need to swap anim bps,
Is that something standard to do?

faint pasture
#

Merging 2 plugins sounds like an absolute nightmare

faint pasture
#

blue thingy

jolly cipher
# faint pasture Merging 2 plugins sounds like an absolute nightmare

It is, but found the Set Anim Instance Class that I can trigger at run time.
Basically I force a different anim bp with I equip my gun,
Dont know if this might cause some performance issue in the long run but I can easily swtich between these 2 animBP without having force merge these 2 plugins.

scarlet flare
#

someone pls explain what is wrong, i am new

faint pasture
#

your E event never fires

trim matrix
quartz ferry
faint pasture
scarlet flare
faint pasture
#

look for anything timelike

faint pasture
#

Instead, use E in the character, and have it figure out what to talk to, and what to tell them

#

For your first draft of this, you can get overlapping actors, foreach on them, cast to Door, and if it's a door, call OpenDoor on it (add that event to the Door)

#

Later you'll want an interface or component for general interaction but do this first

scarlet flare
#

okay

gritty aspen
quartz ferry
# faint pasture Just drag off it and poke around

I'm reading through all the results and nothing seems relevant, but idk if I just dont know what to look for
Ive checked with "set" and "change" as the first word in the search too, but nothing like "set time" or "set delay" shows up

#

Wait, it seems "set timer" just makes a new one with the new time variable

#

I'll check if that works

#

oof, nevermind. Set Timer isnt available in blueprint

jaunty terrace
# hushed ferry are you sure you named all the bones correctly

Thanks for replying! blobcomfy When I import a character from Mixamo it doesn't have a root bone so it doesn't have the same bone structure as the UE5 character I'm targeting.

Would I need to use Blender to add a root bone? That's one of the solutions I've been seeing but wasn't sure if there was another way.

#

@quartz ferry I love your username 😂

edgy eagle
#

what if in for each loop i'm deleting the element of array?
can i decrease the index to be sure that all elements are iterated?

quartz ferry
gritty aspen
swift kiln
#

Does anyone have any idea on how to spawn certain amount of actors when there are more spawn points than actors themselves?

trim matrix
trim matrix
#

Anyone able to help with the one I tagged above at all ?

#

It's when I'm trying to have a bone on my skeletal mesh look at the player it seems off

#

I don't know why though it's off slightly write wierd

faint pasture
#

Draw a debug coordinate system at the bones location and rotation to make sure it's not a vertex weighting issue

#

or otherwise make the bone itself visible

trim matrix
#

So I have debug showing and I can see where the bone is and where it looking at

#

Bone itself tbf looks off slightly

faint pasture
#

I'd start by ruling out any clamping etc

trim matrix
#

All I can think is animation is the cause but I didn't think that affected stuff tbf

faint pasture
#

Try reset the axis stuff to default

trim matrix
#

I'm gonna try going through that tommorow

#

It's right wierd issue

faint pasture
#

The fact that you have local space turned off for the look axis seems a bit sus

#

but idk enough to know for sure

glass fern
#

Should I create a blueprint instance for a weapon each time I equip a weapon?

#

Or is there a more efficient way

faint pasture
#

Just have them around and swap them out

#

or don't, depends on your setup

#

what IS a weapon, is every weapon a BP actor class?

glass fern
#

Yeah I was thinking each weapon would inherit from a base BP_Weapon that is a BP actor class. Altering their static meshes and colliders

faint pasture
#

What happens to an equipped/owned weapon that you are not currently holding?

#

I switch from my rifle to shotgun, what happens to my rifle? Do I put it on my back, does it just disappear, what

glass fern
#

Disappears

faint pasture
#

to an instance or a class?

glass fern
#

Item would be an object not an acotr

#

actor*

faint pasture
#

Does it hold a reference to the weapon class or an instance?

glass fern
#

The class at the beginning, maybe it could hold ref to the instance as long as it's picked up and owned by a player?

faint pasture
#

I'd probably start by spawning/despawning them for now and later think about just hiding them but not despawning

glass fern
#

Is this an ok approach anyway or is there a better approach for handling weapons?

faint pasture
#

I mean there's a million approaches

#

how different are the weapons?

glass fern
#

Medieval like for example

#

Swords, spears etc.

faint pasture
#

I mean how different are the classes?

glass fern
#

Oh, right now they have different static meshes and colliders

faint pasture
#

If they're data only then a "weapon" can just be a structure.
SM_Spear
Damage = 20
DamageType = Thrust

#

Swapping a weapon could just be telling your weapon actor "here's your new mesh and data and animations etc"

#

depends tho

glass fern
#

How would I set up colliders? Variable too?

faint pasture
#

However you wanted, even just bake it into the mesh idk

#

Don't worry about that until you need it tho

#

Just hiding a weapon actor can work just fine

#

This for a dark souls like thing where you have 2 weapon sets?

glass fern
#

I don't have a robust design yet, just practicing. Was thinking to have any amount of weapon sets like daggers, spears, swords etc.

jade skiff
#

I have a UI that's supposed to default to a value of 100 for player and opponent, and increment by 6 every five seconds. It also updates whenever you spend money. This update pulls the player's cash value from their player state. The problems:

  1. When you spend, it doesn't update your cash value on the opponent's screen until the 5 second update
  2. Player 1 (Server)'s Opponent value lags behind one tick. It starts at 100, goes to 0, then up to 106 and increases as expected.
  3. On Client, own cash sometimes visually misses an increment tick, although the cash is spendable.
faint pasture
#

Delete every multicast from your project

#

re-add them when you know which ones you need and which you don't

mental trellis
#

Damn.

#

You can send a command that sets everyone's cash?

#

Can you say hacking is great?

faint pasture
#

How do you think I got so rich

mental trellis
#

😄

#

Well, sets the cash fro that one person for everyone. 😦

#

This node is bad.

#

Do not use it.

faint pasture
#

MyWellsFargo.SetCash(INT_MAX)

faint pasture
glass fern
mental trellis
#

Then your blueprints are bad.

#

It's a convenient hack that will break down on edge cases and there are very easy alternatives.

faint pasture
#

You usually have a more explicit way to get the pawn/playercontroller/playerstate you actually want to get.

jade skiff
#

Okay, will do. What would you recommend to prevent cheating the players money?

glass fern
#

It works if the game is not multiplayer right?

faint pasture
mental trellis
glass fern
#

Even if it's cached somewhere on BeginPlay?

faint pasture
mental trellis
#

I'm not sure why you'd cache that value.

jade skiff
#

Okay, I was having it in both player and playerstate but I guess that's overkill. While I have you guys, does this look like how you would update the UI widgets?

faint pasture
#

read what i linked

mental trellis
#

This is the better version of that player controller index 0 thing. (except this one is for the pawn, but you get the idea)

trim matrix
#

I'm thinking animation might have something to do with it

faint pasture
#

You can also do it the other way around where a widget is just told what playerstate it cares about when it's spawned. Either way

#

And the widget can just have a value binding (it'll check every frame) instead of waiting on an event, you'd do that for something that changes all the damn time like your cookie count in cookie clicker or your HP for a health bar

trim matrix
#

Reason I say is cause I'm running a idea animation so I'm thinking maybe offset in animation is causing issue

faint pasture
jade skiff
#

Okay, I'll try that design. Thank you for the feedback.

trim matrix
#

Look at is happening after

#

But I'm not like reseting bone or anything so I'm thinking it's taking bone and adding onto it the look at rather then look at overriding the bone

faint pasture
#

not the one before it or after it

#

test with a mesh with just 1 bone

#

and also test with base pose

trim matrix
#

So I think my issue is I don't have a base pose

faint pasture
#

every skeleton has a base pose

trim matrix
#

Like it's taking the state machine in

faint pasture
#

try just disconnect it

#

feed nothing in

trim matrix
#

Thats my plan tommorow

#

I'm thinking something is going odd there

faint pasture
#

my money is on some settings for the look at or maybe it's doing some blending or you have a post process or something

#

or you just got the wrong bone

trim matrix
#

Also look at is annoying causing you can't control fully how it does the look at

#

Might have to look at control rig but will see

digital palm
#

isn't it supposed to display 0.2? currently it's displaying the class default value, any idea?

faint pasture
faint pasture
#

Show how you're calling these in sequence

spice sequoia
#

I have a weird issue with a BP with a FieldSystemComponent - If I Place the BP actor in the level before play it works fine, however if I spawn the actor at runtime I get a lot of errors saying 'Accessed None trying to read FieldSystemComponent' - with the exact same BP setup - the images are the first node in the construction script where the error shows on a spawned (not found) / Begin play (found) versions of the same BP - Not sure how to resolve this?

digital palm
faint pasture
spice sequoia
# faint pasture Try move code to begin play

Thanks, I just tried that - copied the construction code to Begin Play - still the same result (unknown) - almost as though the field system component is not initiated fast enough to be found?

digital palm
edgy eagle
#

any reason why EnchancedInputAction don't trigger when paused even when Trigger when Paused checkbox is set to true?

jaunty terrace
ocean gate
#

hello! does anyone know why my actor instantly snaps to the trace hit location instead of lerping to it smoothly like I expected it to?

versed hazel
#

the alpha isn't being changed over time. I was confused by it at first too, don't worry

#

if the alpha = 0, the output = A; if the alpha = 1, the output = B

faint pasture
#

You need to save that location then kick off a timeline or some other thing that ticks that can set the location over time

ocean gate
#

aaah that was it! thank you.

digital palm
compact vapor
#

Here is my character, Just a floating camera.

How can I rotate the camera?
Adding rotation to the spring arm works perfect. But it doesnt move the whole cahracter, so it gets offest from the cahracters true front/back/left/right.

for example: (rotating the spring arm 90 degrees to the right makes the W key move the camera to the left (because rotation is offset from direction)

any way to counter-act this?

Is it possible to just rotate the capsule its self?

faint pasture
#

Have spring arm, camera, and character movement component use control rotation

#

then just change control rotation with your inputs

#

of course character only wants yaw typically

#

just look at the template 1st person project

#

You don't need spring arm for 1st person only but might as well keep it for a 3rd person option if that's a thing

#

or if you want the lag mechanics

compact vapor
faint pasture
#

That's the poitn of it

#

it's a rotation that represents your view rotation

#

and other things can use it for stuff

compact vapor
faint pasture
#

just load up the 1st person template and look at it

compact vapor
#

when I enable this, my spring arm cant rotate

faint pasture
compact vapor
faint pasture
#

ok what do those keys do?

#

if it's not add controller yaw then change that

compact vapor
faint pasture
#

Input -> modifies control rotation
...elsewhere....
Whatever wants to, uses control rotation

compact vapor
lunar sleet
#

Sry, I said add movement input, I forgot it was one of those since you’re rotating the controller

faint pasture
#

It's an eye in the sky right?

#

Like normal RTS?

#

You could do that without a pawn at all, but the simplest version would be just a pawn that moves around on tick

compact vapor
faint pasture
#

How would a character help? Do you just have a gigantic capsule sliding around?

true valve
#

WHat's similar to RandomPointInBoundingBox but arbitrary points? I want to specific amount and space them out in area.

faint pasture
#

That's not trivial

true valve
faint pasture
#

what is the actual shape you want to generate random positions inside of?

digital valve
#

Anyone know why this would work for equip but not dequip?

vestal plinth
#

is there a way to edit a data asset via blueprint, or does it need to be done in C++?

#

nevermind, worked it out 🙂

edgy ingot
#

The answer is you can do it via bp for those wondering

vestal plinth
#

Now I have an air of mystery

lunar sleet
carmine palm
#

Same. Thought that was point of them lol

spice viper
edgy ingot
#

Is possible i think

#

I can also change data table in editor play time

#

Not that we should 😂

#

I was just doing someones request

#

I changed da asset with editor utility widget, judt by getting a ref to the da so im certain its possible in editor runtime.

Im not sure about packaged tho

ocean raptor
#

How do I create one of these types of events? I've looked everywhere I could think of.

spring osprey
#

hello all. I'm new to soft references in UE and wondering how to best optimize memory consumption. So if an asset is loaded into memory in a level, and then the a new level is loaded that doesn't need any of the assets from the first level, do the assets need to be manually removed from memory? i.e. Will the assets be unloaded if the object that initiated the loading is itself unloaded or will they stay in memory even after the original level is unloaded?

#

I couldn't find the answer to this online so thanks in advance if somebody can explain how this works

frosty heron
#

How do I know this? You can check your self by opening console and type

Obj list class=(the class you r checking)

It's in the video by epic titled demystifying soft object ref

topaz gazelle
#

What's a good way to share information between different classes? Like if I wanted to store what team an actor belongs to, this property could belong to characters, pawns, actors. I tried reparenting to a base class but I didn't realize this would change the child class to the reparented class.

dawn notch
frosty heron
topaz gazelle
#

Thanks

distant hollow
#

I have an array of Tags.

EG:
Ind 0 - "BuilderTools"
Ind 1 - "DrawnWall"
Ind 3 - "FPID_857"

The number following behind "FPID_" can be any numbers between 1-1000 (unknown).

How do I search through the array to retrieve the full "FPID" Tag?

lunar sleet
distant hollow
mental trellis
#

If you weld the bodies, they shouldn't collide with each other?

ocean raptor
thick prairie
#

Hey guys. I have an issue. I want to create multiple different dataTables using the same structure and use them in a actor component. My issue is, that if i make the dataTable a variable and plug it into 'Get Data Table Row' node (1), all my outputs disappear (2). Is there a way arround it?
What I'm trying to do in general, is to make dataTable with actor stats per level, each row is a new lvl so at lvl 1 it has 100HP at lvl2 200hp and so on. I want to have same dataTable but with different values for different actor, so Unit1 is using DataTable_01 and Unit2 is using DataTable_02, both have the same structure, but different values per level. I take loading that into main actor wouldn't be that hard, but i want to have actorComponent that loads those DataTables and assing health and level values from it. I don't know how to change those DataTables on the fly in a actorComponent without breaking all the links ..

digital palm
#

About localization, is there a built in way to convert English to en? (for set culture)

surreal peak
#

You can ask UE for all the localizations and it should have a way to get "English" from that

#

Or all the cultures to be more precise

surreal peak
kind estuary
#

When making an rts do you still use pawns and possess?
Since you control more units at once doesnt it make sense to use just actors?

frosty heron
#

You can have pawn without possessing it

#

Though cmc would be too heavy for an rts game or any game with lots of actor

kind estuary
#

so instead just use something simple to move the actors

#

but the cmc is automatically replicated

#

i never worked with multiplayer, but i assume the cmc is set up for that

frosty heron
#

RTS is one of the hardest genre and UE is not really made for RTS, it's made for competitive shooting game.

That's not to say u can't use UE for RTS but you will need to make your own

#

RTS with multiplayer 👀 if you are not a programming vet , consider doing something else

kind estuary
#

well this one is 2d and its more like tactical

#

though maybe real time

#

so if i make them actors, and move them with lerp

#

how do i replicate that

frosty heron
#

If u have to ask that then I recommend doing a simple mp first

#

Instead of rts

#

Cmc is thousands lines long

#

Some ppl tries to make their own movement component

#

Took years

#

Might as well just buy one from market place. General movement component. It cost 350 usd or more but cheap considering the ammount of work that's put in

kind estuary
#

for example aoe2 replicates only the command to move

#

so when you select a unit and move it somewhere

#

it sends a packet

#

and then the other players replicated that just one time

frosty heron
#

I still think it's bat shit crazy for a solo dev to make a rts game like aoe2 with unreal engine but up to you

#

Have no comment since I never attempted anything like RTS. Cmc for mp alone already gave me headache

kind estuary
#

cmc wont work because as you said performance

frosty heron
#

Yeah u will have to write your own move logic in cpp which prob take very very long time even if you have the skillset for it, that's my opinion

#

Multiplayer is not really bp territory either, unless u making simple card game then thats achievable in bp

kind estuary
#

so like some cubes going against each other

#

that wont be hard i think

frosty heron
#

That's not simple, especially in mp but u do u

kind estuary
#

ok. thanks for warning. ive done some games, but mp is completely new to me

keen widget
#

quick question: what is a difference between them ?

frosty heron
#

If u hook a string variable the changes will reflect on the string that you pass

keen widget
frosty heron
#

So if u feed that with a variable that variable will get updated

thick prairie
surreal peak
#

You can usually drag that out and simply break "Break" followed by the Struct Class

thick prairie
#

I mean, I've seen it at some point, but don't know how to work with it 🙂

#

ow now i know what You mean. The out pin has no option to break it since the datatable is unspecified (i think that's what You call it)

surreal peak
#

I wrote you should drag from the pin out

#

As if you'd call a function on it or similar

thick prairie
river schooner
#

Is there a reason why in the screenshot with the save fonction, the value printed is none but in the other one, it prints what it should? seens like something is wrong...

#

it prints at the same time or after adding the value to the arraw

river schooner
#

this error is so dumb, someone help pls<

lyric quiver
#

I'm trying to add footstep sounds to a walk animation for the third person character. I have notify tracks set up and I can hear the footsteps in the preview but not in the game.

dry sleet
#

If you're getting "none" in the first one, are you sure there's any elements in the array to begin with?

river schooner
#

that's the save actor fonction

#

it basically set a value into the arraw and this arraw should save and then I should be able to reuse it when I play again but it seems that I DONT KNOW WHY but the arraw is empty every time when I rejoin..

#

@weary bay

spark steppe
#

you can't save object references

#

now gimme my $10

weary bay
#

Please don't mention money rewards for solving issues. If you want to pay people to work for you look at #instructions .
In a similar vain please don't just @ someone. It is not polite.
See rules 2 and 7

river schooner
river schooner
#

I will wait

spark steppe
#

actor instances don't save, you have to reinstance/spawn them yourself

#

and save what is necessary for that

river schooner
spark steppe
#

yes, because they don't serialize in the default unreal save game system

weary bay
#

Seems Ben is helpful enough. 👋

river schooner
trim matrix
#

@faint pasture so manage to sort it

spark steppe
river schooner
trim matrix
#

made a static animation and blended it with the animation running and re-turned on local space and it all is working now, it's looking correctly at target

spark steppe
river schooner
spark steppe
#

yes

trim matrix
#

So if I have something on a spline. There isn't any way of getting it's speed is there ?

river schooner
#

how do I make it primitive too then?

river schooner
#

everytime the player join

spark steppe
trim matrix
#

so I need to manually caluclate it

#

i think I can get there location and then delay compare

weary bay
#

Current frame position - Previous frame position/ DeltaTime = velocity

trim matrix
#

and - one from other

spark steppe
trim matrix
trim matrix
spark steppe
#

still, you have to do some math to decide where to place it on the spline?!

#

which contains the speed

trim matrix
#

I've never seen this so be good to know where this is

spark steppe
#

well, how do you decide where to place it on tick?

weary bay
#

Oh yeah Ben is right :P

trim matrix
#

and an interp constant going into the location

spark steppe
#

thats how you set it, not how you decide where to set it

weary bay
#

Before placing you already have to have some speed parameter to use to determine what position of the spline to use

spark steppe
#

the interp const interpolates over the spline length i guess

trim matrix
weary bay
#

Someting like: GetGameTime * MySpeedVariable = CurrentDistanceAlongSpline
Which you then use to sample the spline.

trim matrix
#

actually no I tell a lie

#

I set it based on a float

river schooner
#

what is a spline duh?

weary bay
#

How do you set CurrentSplinePos?

trim matrix
#

I'm doing my interp here

weary bay
#

Ah fair enough

#

Yeah then you can just do
Current frame position - Previous frame position/ DeltaTime = velocity

#

Like, you could calculate your velocity from that interp, but fuck it.
It's easier to just calc it afterwards.

trim matrix
#

but like you've put in past I've done the location frame thing

weary bay
#

Normally I'd hard calc the position on the spline from a Velocity variable, so you already know it. But here you are offloading some interping to that interp function. So it's annoying to get an expectation of the velocity.

spark steppe
#

since this is constant interpolation, it might be just the interpolation speed / distance?! idk i'm one of the persons who would have to sit down 5 minutes to write a correct formula 😄

#

i'm just sure that this is a simple math problem :>

river schooner
spark steppe
#

or just the interp speed 🤷

spark steppe
river schooner
spark steppe
#

since you spawn those actors when a player joins, you would need to associate your saved data with the already spawned ones

river schooner
#

that is loading it

spark steppe
#

since i'm never going to see the $10... invest them in a save system which allows for object serialization

river schooner
trim matrix
#

What I done wrong here I'm pretty sure I done it right

#

Current frame position - Previous frame position/ DeltaTime = velocity

spark steppe
#

because objects DONT serialize to save games

river schooner
#

its not an object its a reference to an object

spark steppe
#

an object which doesn't exist anymore when you load the save game

river schooner
#

it is

#

it spawns

spark steppe
#

not the childs

#

you would have to do the same for your ChildArray

river schooner
terse moss
#

Anybody know of a good way to smooth out spring arm length changes when the arm collides with stuff? I can enable lag and lower the speed and it works, but obviously it impacts all camera movement and not just the spring arm length change

trim matrix
#

so this is something strange my get actor location for some reason seems to thinking the actor never moves and is stationary

spark steppe
#

do it like you do with your building, where you store the class and all the data that's necessary

spark steppe
trim matrix
#

oh wait

spark steppe
#

you have to store it before you set it's new location ofc

#

or after setting the new location, but before calculating the speed

trim matrix
#

cause at moment it obvs is setting it then checking it against current which will be same cause it's all done on same tick

spark steppe
#

here, in color

trim matrix
#

nope it still thinks it's not moving

river schooner
trim matrix
#

Sorted

#

this is what I had to do in end

spark steppe
#

no

#

this is bad

#

set last location after you calculated the speed

#

and remove the delay

river schooner
#

like that?

solid needle
#

hello, making a random place name generation thing, when using random array item and taking the int from the index, it provides 2 different results when printed

spark steppe
#

you still have objects (references) in your save data... you can NOT do that, last time i'm telling you this

solid needle
#

does the random node regenerate the index each time?

river schooner
spark steppe
solid needle
#

ah shit

weary bay
weary bay
#

But are you using that int variable everywhere? Where do those other lines go?

terse moss
#

Well if anybody knows anything regarding smoothed out spring arm collision length changes in BP, just @ me. Thanks.

spark steppe
#

2 lines = 2 get random element calls with different results

weary bay
#

Could also print the variable everywhere to ensure you're printing the correct thing

solid needle
spark steppe
solid needle
#

like so?

trim matrix
spark steppe
# solid needle

you can use the index from an "random array element" node, but just connect the index output to store it in a variable, then use the variable

solid needle
#

i did

trim matrix
#

I'm genuinely asking as it works both ways so I would just take it it's working fine

solid needle
#

i need both numbers to be the same

spark steppe
solid needle
spark steppe
#

also it feels unpredictable to determine when it will actually run, it's likely luck that it runs in the correct moment

solid needle
#

directions are held like so

spark steppe
#

you are still connecting multiple things to a pure node

solid needle
#

now that i think about it, i can just make it into an enum

spark steppe
#

your problem is that EACH connection on that pure node rolls another random element

solid needle
#

yeah, thats my issue

#

is there a way I can use that number elsewhere

spark steppe
#

so store the random result once as variable and use the variable if you need it multiple times...

solid needle
#

off this?

river schooner
#

ty @spark steppe anyways

solid needle
#

what did i do

#

@spark steppe thank you

#

ill try it now

river schooner
solid needle
#

i didnt know that works that way

river schooner
#

aall actors are loading so all the references should be good, do you think that the arraw is none cuz there's not enough time to load the actors? @spark steppe

spark steppe
#

no

river schooner
sweet silo
#

hi there is it possible to reuse unreal capabilities for example foliage and stuff to create something like the editor but in a standalone application ?
I'm explaining better, i'm creating a storyboard software and i need to create landscapes and foliage but i want people to be able to do it inside my software. how would that work ? thanks a lot

river schooner
#

@spark steppe it seems like the array is already empty before putting it into the save game object

trim matrix
#

Something isn't right now

#

This is all i've changed

#

it seems however some how the speed has shot up

trim matrix
#

and when it's not moving it's still printing that it is

random pulsar
#

When i open the inventory by esc or p the sound plays but when i close it i want to remove that sound ,how can i do this?

distant hollow
fringe wasp
#

Hi everyone, I'm new to Unreal, I'm currently trying to figure out a character controller for an isometric prototype and have run into a bit of a problem. I rotate the character every frame using the "Set control rotation" node, when I move diagonally on the keyboard and release the keys with minimal delay, the character rotates towards the last released key. You can see it on the video, I added an arrow for clarity. Probably a stupid question, but how can I avoid this and make the character less responsive? I've tried turning it only while moving, but then the character doesn't turn around a full 180/90 degrees when keys are pressed, and that's a bit of a different behavior than I want.

trim matrix
#

arr thats unfuar

#

*unfair

#

I can't put it in a function else it messes up the speed it throws out

random pulsar
lime crow
#

I'm a bit stuck here, i am trying to carry lives over to the next level, i have it set up in the game instance and know it is working because I do a print string, but it's not updating on the hud and i have no idea why, because the logic is in the game instance

random pulsar
# versed sun try this

i have also a ui button on click event and i added this code,it works ok but i think there is a better way to do this ,also when i finish and exit game an error appears

versed sun
#

Save the result of your Get when you Construct

random pulsar
river schooner
#

watch some tutorials bro

distant hollow
#

We won't know what we don't know.

river schooner
distant hollow
random pulsar
lime crow
#

sorry there was more, the logic is ok its just not carrying over

versed sun
distant hollow
river schooner
distant hollow
river schooner
#

when i use it here, it will save properly but the array will be empty

#

when i use it here, the array has something but it doesnt save

lime crow
distant hollow
#

I am presuming you have a different variable in your HUD instead of referring to GameInstance all the time

lime crow
# distant hollow Yes, you would need to

I was pretty sure you didnt have to call lives like that using game instance, but i am a bit of a noob, the lives are stored so it does make sense to update the widget on the new level

distant hollow
distant hollow
#

So if your widget is not being updated with the info from the GameInstance then it naturally wouldn't display what's in GameInstance.

distant hollow
lime crow
proper flower
#

hello, someone can solve this problem?

#

cast failed

river schooner
proper flower
#

the rest is irrelevant, I need to clarify which object connect to the cast to

#

i used actor object reference

#

but cast failed

fleet canyon
#

Is it possible to have an image and detect mouse click only if user clicks on white part of image? (and e.g. rest is transparent)

lime crow
distant hollow
proper flower
#

okay

#

i'm in the blueprint of an asteroid entity

#

3 asteroid entities are spawned in an asteroid field(box collision)

distant hollow
proper flower
#

what do you mean

distant hollow
#

Your Actor is merely an Object Reference; you need to point it to refer to something. What is it referring to now?

proper flower
#

if for example I use actor reference directly to asteroid 1, then it shows info of redundant

lime crow
distant hollow
#

You are trying to cast it to Asteroid_Field right?

proper flower
#

in this blueprint, i use cast to aasteroid field

#

trying to obtain lifespan

#

in order to set 1 lifespan for all the different types of asteroids as variable

distant hollow
proper flower
#

asteroid field is a box that have infos about spawn timing etc

#

and spawn asteroid in random rotation and positions

distant hollow
#

Is it an Actor in the scene? Is there more than one Asteroid_Field actors in the scene?

proper flower
#

only one asteroid field on the scene that spawn many asteroid_Spiky and other types

river schooner
lime crow
#

Dosent seem to carry over?

river schooner
#

begin play = only setting up vars

distant hollow
#

You won't even need to cast after that.

digital valve
distant hollow
#

Drag out from Get (array) > Set Lives Number, plug Lives in as the value

distant hollow
#

It will return null

river schooner
#

yea that's whats happening

distant hollow
#

You will need to respawn them

river schooner
#

respawn?

urban coral
#

Hey, can someone help me with this? I want my playercharacter's capsule collider + camera to scale/adjust themselves automatically at the start of each level, effectively making the player taller each level (because each level takes place during a different stage of the character's life), but the way I viz-coded it, it's not working, and Im not sure why.

lime crow
distant hollow
distant hollow
distant hollow
river schooner
#

so here I am spawning each actor back in the game but the child array will bev empty, how do I use it correctly and set it correctly?

distant hollow
#

IE. Struct within a struct

distant hollow
#

s_childActor (array), then add it as a "childActor" variable of type (s_childActor) array to your s_SaveBuildable struct.

river schooner
#

so i should create a struct in the struct

distant hollow
#

Yes, if you want to save the data

spark steppe
lime crow
#

it neads a target but i if put that it a get it returns none?

river schooner
urban coral
river schooner
urban coral
#

but im not in a rush, so Im just watching the conversation between Alex and Ray

distant hollow
river schooner
lime crow
#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Node: Set Lives Graph: EventGraph Function: Execute Ubergraph Testing 2 Blueprint: Testing2

distant hollow
river schooner
#

the last lign

distant hollow
#

If you load a new level the previous HUD would be destroyed.

lime crow
distant hollow
distant hollow
river schooner
#

a normal array

distant hollow
distant hollow
lime crow
spark steppe
#

here we go again...

river schooner
#

then what am i supposed to put there

distant hollow
distant hollow
river schooner
distant hollow
#

It would not happen.

distant hollow
#

Start with 5 seconds

#

If that didn't work then it has nothing to do with load time

river schooner
#

ty, you are really helpful

spark steppe
#

ffs i told you the exact same thing 3 times, 2 hours ago

river schooner
#

just say: you cant save an entire actor but you can save his propreties

barren tangle
#

Hi, the Max Walk Speed is the max speed all axis?
If my Max Walk Speed = 1000m/s and i only have an Horizontal movement (X) i will move on the X axis at 1000m/s.
If i add a vertical movement Y. That's mean my movement will try to reach the Max Walk Speed (1000) but on the 2 axis. that's mean my speed on the X axis will slow down.

Is there a way, to have max 1000 on both axis, X and Y but without sharing the max Walk Speed?

distant hollow
river schooner
river schooner
distant hollow
lime crow
river schooner
#

nice, I have been using it for a month

distant hollow
#

It just happens that what you encountered is what I encountered and hence I could advice

distant hollow
#

How did the delay work?

lime crow
distant hollow
#

If it got rid of the error that means it is indeed a load time issue

#

So the Lives number still doesn't show up?

#

Show your code

lime crow
distant hollow
#

Slight mistake

#

Drag out from here, type "Set Lives Number"

spark steppe
#

i wouldn't replicate the lives to the widget if you already store them in the gameinstance

#

you could just get the amount of lives from the game instance in your widget!?

distant hollow
#

I'm assuming he is going to display them in the widget

#

Right - what exactly is the Lives Number component to begin with?

spark steppe
#

yes, but having the "same" data in 10 different places is like a subscription to chaos

distant hollow
#

@lime crow can you show your widget blueprint?

lime crow
tiny wing
# lime crow

may be you could set this function inside the widget on begin play like, get game instance and set value to variable . it will set the value when you creating the widget. eg:- you are loading new level, On begin play of the level, create widget and add to view port.

spark steppe
#

just to nail down why it behaves weird in the first place, still i wouldn't suggest to use the gameinstance just to carry data over from one level to another

lime crow
distant hollow
#

Change this to :
Get GameInstance_Cast > Get Lives, plug it to ToText (integer)

#

Insert a Sequence node here:

#

1 continues to cast to GameMode as it is
2 call Get Lives Number Text

#

And return the values to this

#

This should initialize things based on your GameInstance data.

lime crow
#

Bit lost on that sequence step

distant hollow
#

You already have the variable "GameInstance_Cast" on your BeginPlay so you don't have to cast again
Drag that in, then from it drag out "Lives"

spark steppe
#

sure?

#

compile it, it shows a blue note if it's already casted

distant hollow
lime crow
#

shit

#

it worked

#

hold on

#

That fixed it!!!

#

hold on dude should i change it?

distant hollow
# lime crow That fixed it!!!

You don't have to cast again here, you can simply use the "GameInstance_Cast" variable which you have defined under BeginPlay.

lime crow
distant hollow
#

Are you running the Get Lives Number Text on Tick?

lime crow
#

it looks that way but no

distant hollow
#

Right click on the GameInstance_Cast and set it to a Validated Get

tiny wing
tiny wing
distant hollow
lime crow
#

o that worked

distant hollow
#

So now you can remove the delay

jade prairie
#

Hello guys, I was saving according to the tutorial, and I got this error after saving, it refers to Add that the input variable Actor cannot be written, the author of the video said that you need to turn off physics and remove unnecessary elements from the structure, I removed it, but that's don't work. I will be grateful for your help

distant hollow
#

And use Validated Get for the GameInstance_cast variable in the GetLivesNumber instead