#blueprint

1 messages · Page 65 of 1

lime crow
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like this? this caused no errors

distant hollow
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And it will flow through the IsValid node and retrieve the data once it is ready

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So your issue has been fixed?

scarlet ledge
#

Anyone use Epics Citvy Vehicle example cars, why do they look like crud?

lime crow
#

ooo i see now, interesting, so that is similar to a isvalid node?

distant hollow
#

How and where did you call the SaveGame function?

distant hollow
#

If you get errors such as "is pending kill" then this Validated Get would work well against it as well

lime crow
#

@distant hollow @spark steppe Guys just want to say a huge thank you - you have been a massive help and apprecite you taking your time to help. I learnt alot during this as well. Thanks

jade prairie
distant hollow
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You are either missing an input, or when you call the SaveGame function, the Actor which you are putting through is already invalid

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Likely you have Destroyed the Actor before passing it through the SaveGame.

distant hollow
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Missing input

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The error is likely happening when you pressed V

jade prairie
spark steppe
#

did you mean to call your custom event's?

distant hollow
distant hollow
# jade prairie yes

So it means that there were no Actors to read from in the SaveGame function

#

Because there was no input

jade prairie
lime crow
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sorry quick question, how did this work? i created a variable from a cast, but disconnect the cast and used a get is valid node, im assuming its still stored in a game instance variable even though there is no direct cast?

jade prairie
#

I understand that the actor has been destroyed

spark steppe
#

you keep the cast on begin play, but you remove the cast (and replace it with the validated get node) in the function which updates the text

lime crow
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i see - this was on the begin play of the second level, just curious because it still all works

spark steppe
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no it doesn't

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it works, because your updating text function probably still gets the game instance from the engine and casts it every tick

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but chances are that your beginplay stops right at the validated get, and all the stuff later wont ever execute

river schooner
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W ben

spark steppe
jade prairie
spark steppe
#

you only want to save the actor which fires the event?

distant hollow
tiny wing
# jade prairie

try to call "save" and "load" instead on save game and load game on inputs. it may fix

distant hollow
#

The cast node takes the GameInstance, and the Set node sets the “GameInstance_cast” variable to the GameInstance
This variable is not stored inside GameInstance, it’s on the blueprint where you cast it.

distant hollow
jade prairie
spark steppe
#

all actors?

distant hollow
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Which Actors are you trying to save? Get a reference to that Actor and plug it as the input when you call SaveGame on V key.

river schooner
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didnt you say that it was not possible to save actors?

lunar sleet
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You can save their variables

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Not the instance

river schooner
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okk

river schooner
untold rain
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dont if the logic isnt correct, but it prints 3 times

lunar sleet
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You should be printing the actual actor not Hello

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Much more effective debugging

spark steppe
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from the little information on the screenshot i would guess that he might trace 3 times

river schooner
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I got the covid.. help<

lunar sleet
spark steppe
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please no

river schooner
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me crying

lunar sleet
river schooner
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@lunar sleet

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equal<

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if they are eqal

untold rain
barren tangle
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Do you know how that node works?? what is the link between that node and the Max Walk Speed?

spark steppe
river schooner
#

ben

spark steppe
spark steppe
river schooner
spark steppe
lunar sleet
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Sometimes we could use an age limit 😀

river schooner
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you are just better

untold rain
river schooner
spark steppe
lunar sleet
river schooner
river schooner
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?

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not working

spark steppe
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weird, it works here

river schooner
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I just did a pure equal so thats working

spark steppe
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you are still only showing your trace and result handling, not what is causing the traces to happen

river schooner
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this guy is trolling lmao

lunar sleet
barren tangle
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what are you trying to do alex?

lunar sleet
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String comparison is likely ===

river schooner
# untold rain

we need to see what is before that to know if its a loop or somethinmg specific

river schooner
spark steppe
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somehow i want to see where this leads if alex takes the lead here 😄

untold rain
spark steppe
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on the other hand, that would be unfair to Mytho...

river schooner
untold rain
wild moat
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anyone know the best way to set up (modular) character with changable skeleton size?

#
lunar sleet
river schooner
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LOL

untold rain
wild moat
untold rain
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i have a var and i m checking if it is not equal to the hit actor then setting the var to hit actor and print

barren tangle
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No one is able to answer to my simple question?

river schooner
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IS THERE A FONCTION: get actor by name?%

wild moat
river schooner
lunar sleet
lunar sleet
spark steppe
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iirc there's an acceleration rate in the character movement component!?

lunar sleet
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Yeah

spark steppe
spark steppe
river schooner
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I am not going to generate tag

spark steppe
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then you aren't going to find them 😛

lunar sleet
barren tangle
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lol, so it's a difficult question 😄

river schooner
lunar sleet
untold rain
spark steppe
lunar sleet
river schooner
#

1% of gross revenue if we vc and we pack it up, its the biggest problem and the last one

lunar sleet
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1% of 0 is 0

river schooner
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1% of 10000 is 100$

#

doine

distant hollow
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Gosh the chat is a mess lol

river schooner
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I am trying to save the actor names

distant hollow
river schooner
distant hollow
river schooner
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their actual name

untold rain
distant hollow
thin panther
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why are you crossposting

lunar sleet
river schooner
spring osprey
untold rain
lunar sleet
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You’re only setting the other variable if your first bool, whatever that is, returns false for starters

river schooner
lunar sleet
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Also I asked when your timer is told to stop not how often it runs but eh

spring osprey
distant hollow
lunar sleet
river schooner
distant hollow
river schooner
distant hollow
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Display name is not likely going to remain constant

untold rain
river schooner
spring osprey
river schooner
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many actors can have the same class and thats not what i want

lunar sleet
# untold rain how

If you want to clear the timer and stop firing the trace once the correct actor was hit, just clear and invalidate the timer, no need for all those checks

distant hollow
river schooner
barren tangle
# distant hollow And what exactly are you having trouble with?

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.

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and it's an issue for me 😢

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so there is two possibility

  1. something exist and i don't know what
  2. nothing exist and i have to go with lot of complexe physic and math calculs for that
distant hollow
# river schooner yea

It’s something like what I’m doing
You can have a string variable in that class
Then Get All Actors of Class, pass the array through and check the variable until you find a match

river schooner
untold rain
distant hollow
lunar sleet
thin panther
barren tangle
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but because of the max walk speed i slow down automatically, and that's annoying

distant hollow
spring osprey
# river schooner but the other guy said that we shouldnt do that

if you are refering to me, I only pointed out that you shouldn't use Display Name as an ID. The suggestion was to create a string variable and give that a unique value which is perfectly acceptable, though looping through them all seems unnecessary. I'd suggest a map for efficiency purposes assuming there are a lot of them and you need to look up frequently

river schooner
wide schooner
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Hey, i'm using a spline in an actor and the actor is scaled in the world. The problem is that when i scale the actor (which also scales the spline), the spline length is not updated and doesn't correspond to the real length it takes. Is there to update the spline length based on it's scale ?

untold rain
distant hollow
river schooner
lunar sleet
distant hollow
distant hollow
spring osprey
river schooner
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So, should I use a random tag generator for each build actor to be able to get them easily?

spring osprey
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really depends on how frequently this operation is used and how many objects looking through to make it worthwhile

spring osprey
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oh then no need to use a dictionary

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or i mean map

river schooner
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yea

untold rain
river schooner
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but should i use tag?

distant hollow
distant hollow
river schooner
distant hollow
# river schooner bro copied me

Erm diff is I already have it done up earlier on today, I am just exploring to see if there are any methods with better efficiency instead of double looping

distant hollow
river schooner
distant hollow
distant hollow
river schooner
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like most games

distant hollow
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Like I said, what exactly do you mean by “break”???
Destroy?

river schooner
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yea

spring osprey
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i think he's talking about a destructible environment mechanism

distant hollow
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Any actors can be destroyed. I don’t understand your question.

river schooner
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ofc

distant hollow
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Paint a scenario?

river schooner
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then how did you do that system because when you destroy a wall, you might want some other actors relied to it to destroy too

spring osprey
spring osprey
distant hollow
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You want to destroy those attached actors when the parent actor is destroyed, is that what you mean?

river schooner
spring osprey
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idk it depends on the specific situation

distant hollow
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You can use a Get Child Actor / Get Attached Actors depending on how you constructed them

spring osprey
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like if you had a rafter with support beams and you wanted the rafter to be destroyed with the support beams the rafter would need to reference the beams somehow

distant hollow
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That’s up to your design.

untold fossil
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Is it normal behaviour that I can see debuglines on the client, even when they are only created on the server?

spark steppe
spring osprey
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the child actor seems like a good option, without knowing more about the requirements

river schooner
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so basicaly there's my problem, I build and everythings good and the parent/child system is fine but when I leave and rejoin. Everything resets and then it doesnt work so that is why I need some kind of propreties or an ID to get access to them and set them proprely when rejoining

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I will try with a custom build ID, ty

wide schooner
distant hollow
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So it really depends on your design and how you want to work with it

river schooner
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k

distant hollow
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What I have now is a BaseStructure class which is the parent of my Wall and Floor blueprints
In the BaseStructure class itself I have a “UniqueID” string variable and a “StrctureType” enum variable, so both Wall and Floor blueprints can also have the same variables

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So when I load the structure I can read and match the UniqueID in my savegame.

lunar sleet
# untold rain yep

Then don’t cancel the timer 🤷‍♂️ . It’s difficult to give you the right answer when we don’t know what you’re trying to achieve with all this tbh 😀

abstract oar
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Need help with Add Movement Input inside ai character, the character doesn´t move

hushed berry
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Hello, everyone. It's my first question here so. Nice to meet you all. I have a pickle problem that I cannot wrap my head around. I've tried everything that I know, and somehow the thing that at least for me is supposed to work doesn't work as expected. To summarize: I have a retriggerable delay that spawns a cube right under the character. I gave the delay a condition IsAbilityActive that is supposed to turn it on or off. The events "activateability/ deactivate ability" trigger only once with each press of a button. Here is the problem. Even though that the "deactivateability" event sets the bool to false, the bool gets activated right after to true and the ability keeps going. I'm not sure as to why that happens as this is the only place where the variable can be set and after deactivating the ability the "activateability" event doesn't trigger, hence I don't get why the variable still gets set to true.

river schooner
distant hollow
abstract oar
distant hollow
hushed berry
undone sequoia
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guys how i can make prediction for bullet at target? I mean I wanna draw circle before target so I know I need fire in that circle when target is moving

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😄

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is there any function?

distant hollow
distant hollow
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From the muzzle to the hit location

abstract oar
undone sequoia
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i have realistic game

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i want add prediction

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like here

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warthuder have same

distant hollow
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You mean like a trajectory?

undone sequoia
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yea so when u shoot in white circle u hit because plane has some speed + bullets have some speed you cant shoot directly on target

distant hollow
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Hey guys, in today's video I'm going to be showing you how to create a system where the player can see a predicted path for the trajectory of the grenade that they are throwing.

You may want to experiment with the final delay values for spawning and deleting the trajectory line. Lower-end PCs may need it to be slower as it could cause lag. You'...

▶ Play video
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Try this

undone sequoia
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thx

distant hollow
random pulsar
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hey can i make a web build on unreal?

rough wing
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Why is there a delay between when I invalidate the timer and I can start it back up again?

thin panther
random pulsar
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hell no

abstract oar
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Huh, it worked, I forgot to set auto possesed by AI to spawned or placed in world 🤣

elder lodge
#

the bullets need to inherit the velocity of the player

elder lodge
# undone sequoia yea so when u shoot in white circle u hit because plane has some speed + bullets...

gonna have to do some algebra and geometry
roughly something like:
target_current_position + time * target_velocity = target_position_at_hit = player_position + time * bullet_velocity
bullet_velocity = bullet_direction * bullet_speed
Then solve for bullet_direction and figure out how that displays on the HUD.
Not sure if time cancels out there? Might need curent_distance_to_target to complete a triangle and do some geomtry for it.
Maybe try #game-math
I think another equation relating the sides and angles you know might get rid of the last variables, like Law of Cosines

This article has some really complicated stuff involving gravity, but it depends on if you're simulating that for projectiles.
https://www.forrestthewoods.com/blog/solving_ballistic_trajectories/

wild moat
#

alright they didn't have an answer in #animation so:
anyone know the best method of attaching different skeletons together?
like Bionicles, not modular characters but modular skeletons

supple dome
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ie. attaching wings to a character, would work just fine

wild moat
#

is it really just that simple, i'll give it a go

supple dome
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the hardest part would be if you want smooth mesh transitions between different skeletal meshes, but if you are fine being different objects, should be easy

wild moat
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morphing between them would be cool but not really necessary, i'm fine with pop in and out, nothing some vfx couldn't hide

austere coyote
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I need some help, does anyone know how to call a event created in a level blueprint from an object?

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context: i have a pause menu and i want the game to re add all the previously hidden widgets when the resume button is pressed. The pause menu widget does not have a reference to those widgets but the level BP does, so i want the event of the Level to trigger upon this specific interaction of the pause menu.

random pulsar
#

The game is working fine in editor ,also as standalone but when i built ,animals are strange

copper tree
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Anyone know offhand if multimaps are supported in blueprints?

digital valve
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Hey guys im having a issue with my equip/dequip remove stats. Im not sure what to make of this. Equiping works and updates the stats but removing it will not. If anyone has ideas how to fix this or do it better Id love some help

frosty heron
copper tree
frosty heron
copper tree
remote meteor
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what is multimap anyway

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the value of the map is another map?

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you can just encapsulate the second map in a struct if its so

spark steppe
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then you would attach the addition to those virtual bones/sockets

remote meteor
#

oh you mean std::multimap? probably can implement your own

copper tree
# remote meteor what is multimap anyway

It's a map that can have multiple keys with the same value. A standard map would only allow unique keys. I didn't think ahead with my inventory system and used maps, but to allow stacking, multimaps would be the answer

remote meteor
#

map value to a struct, with an array within the struct, probably can achieve the same

copper tree
#

That's what Chatgpt recommended lol, I may give that a shot

proper flower
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guys yoday I tried after some suggestion but unfortunately I was not able to solve this cast.

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what's useful and what's to delete

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I tried many combinations and logic but none seems to retrieve lifespan of my entity

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now the component are disconnected, I know, but can I sort things out by these components? or I need others too?

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the actor variable : tried as actor class, actor object reference, entity reference itself.

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none

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used get actor of class as it is, connected with print and get life span, but none

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used cast to, with object of different types, but none

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why this does not work?

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accessed none, so it cannot find the target

faint pasture
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I use it to store an adjacency list

crystal crown
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Does it matter if i use float or int for health?

faint pasture
crystal crown
#

wym? atm there is no complex system

copper tree
#

Use Int if you want whole numbers for health values, float if you want decimal points

crystal crown
#

okay ty

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nobody cares about decimal anywaykappa

violet wagon
proper flower
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I solved in a completely different way

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thanks anyway

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yeah was generated in runtime

trim matrix
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bit of a silly question this one but if I want to launch the enemy character at a particular location so that what I end up with is enemy launches toward player mesh

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I currently have it kind of working but the enemy always ends up slight to the right of the player rather then at the,

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*them fully

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thats my code so far. and in my behavior tree I have it rotate to face the target before calling launch in the enemy BP

faint pasture
#

instead of forward vector, launch them actually at the target

trim matrix
#

it does haha

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precision

swift kiln
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Hey I made a thing where actor will spawn at random location inside a box collision and I wanted to know how can I implement, that around for example my character there would be a radius where that actor just won't spawn

faint pasture
#

You're doing:
Look at target
Launch forward

any inaccuracy in look at target will be amplified by the launching.
Instead, do this:
Look at target
Launch at target

trim matrix
faint pasture
#

Your launch direction will be Normalize(TargetLocation - CurrentLocation) instead of Forward

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Or if you're trying to land on them you can use SuggestProjectileVelocity

shell wren
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Really quick, I have two BP's that went missing in editor but exist in my folder explorer, how can I pop these two back up in the editor? Importing isn't a option - uasset

trim matrix
#

yep works like a charm

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using the suggest projectile thing

ruby cobalt
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My cine cam focus is set on this green translucent plane here, which can be parented to anything.
I'm trying to orient it properly so it faces the cam.. but i fail to understand how to process the rotator here.

undone sequoia
ruby cobalt
digital valve
trim matrix
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So got this issue I'm not sure on

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I have a collider that overlaps with player and it's doing stuffright

spark steppe
# ruby cobalt

you win the price for the most cursed video example i've seen here so far, shouldn't it be fine to just copy the camera world rotation to the plane?

trim matrix
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however when it launches the bot doesn't seem to be setting at the location of the socket name given and yes I defo have a socket on mesh with that name

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any ideas here ?

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sometimes it'll kind of attach and slowly sink it's really confusing

ruby cobalt
trim matrix
#

I even checked with a sphere to ensure its right and it is

spark steppe
#

also i think you should ignore the roll which "find look at rotation" might return

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i think the roll will always be wrong

ruby cobalt
#

damn actually yeah.. it's just the camera's absolute rotation

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and possibly an offset based on the plane default orientation

spark steppe
#

stop it

ruby cobalt
#

dat UE5 bloom and short DOF tho

trim matrix
#

anyone help with my issue at all ?

ruby cobalt
#

i don't understand your issue

faint pasture
trim matrix
#

I have an enemy thats launches at the player and if their collider overlaps with player they stick to player as it where

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I'm using attach actor to component for this so the actor being the enemy and the component being what it's hit

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my attach rules I've tried them all.

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at the moment the issue is it doesn't seem to attach and either ends up off somewhere or ends up sinking into the ground. I have disabled collision on enemy and also set it to flying but I can't see to get it to work

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I was having issues like this before to be fair the attach actor to component thing but on something else

ruby cobalt
#

do you think they don't attach because they are tied to something else and have to be released first?

trim matrix
ruby cobalt
#

how do you launch them?

fading otter
#

my grenades (projectile movement component) are not smoothly updating over the network despite very generous interpolation settings -- anyone know what might be going on here?

trim matrix
#

So you can see here how it's attached but inside and not at the socket location I've created on the player mesh

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like that

ruby cobalt
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hmm 1s i'll try to figure it out

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i had this issue I believe

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hmm so attach on bone will attach at the bone's base.. which is inside the character

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you need to offset the attach point

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@trim matrix different context but same logic I believe.. it attachs at the center of the target.. but offset it by "its current position" https://youtu.be/FK7FBBdY5fY?si=Qk2X7bEET1_3FO5E&t=166

Watch the recording of our presentation ‘New Character Physics in UE5: Can You Pet the Dog?’, originally shown at our booth at GDC 2023.

The new Physics Control component is a plugin that enables you to add simple, intuitive, and powerful physically based controls to a Blueprint in Unreal Engine 5.

In this talk, we demonstrate the basics of g...

▶ Play video
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btw, if you use physics control to attach like they show in this demo, you have have the objects dragged to their parent using physics and then you can have them bounce

trim matrix
#

Hmmm I'll take a look

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I'm bit surprised it's this difficult for it to work

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I'm giving the attach a socket name as well so surprised it isn't doing stuff right

ruby cobalt
trim matrix
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won't be able to

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issue with attach actor to component is it don't take a vector in

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I would prob have to set the actor location location and rotation at same time of attaching

ruby cobalt
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i believe attach is the same as parenting in your BP editor..

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meaning you need to change relative position to offset

wary trellis
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Im trying to pull the players character into the center of a TriggerSphere, but to use AddImpulse I need to simulate physics for the capsule component, which messes things up, so instead I can set the position of the actor over time but dont really know how the math would work

surreal peak
#

Without physics

faint pasture
wary trellis
river schooner
river schooner
#

why is the ID value always saving as 0 when it should be another number

faint pasture
# wary trellis ill try this

remember, physics units in Unreal are really small so you'll need to apply large forces and VERY large torques

river schooner
#

is this a unreal bug?

river schooner
faint pasture
river schooner
surreal peak
#

Also use PrintStrings and Breakpoints to debug your code

river schooner
#

I know, after the event add build child, it prints a random number between 1 and 100000 but when its time to save, the number is 0 for some reason

surreal peak
#

Maybe check for any setters that set it to 0 and breakpoint those

river schooner
#

nothing...

surreal peak
#

Then you might be printing/saving an actor that you didn't call that interface on

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Maybe check if the hit actor and the one you save in are actually the same

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Fwiw there is an unreal bug that could cause the variable to stay 0. That one would be fixed by just redoing the variable

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But idk how that bug is triggered or if it still exists

wary trellis
surreal peak
#

Calculate the distance between center and character

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And divide it by the max distance

faint pasture
#

There's an Add Radial Force node that might have some falloff stuff you can tweak to do the math for you

surreal peak
#

Then you have an alpha value that goes to 0 the closer the character gets

faint pasture
river schooner
regal bane
#

Is it possible to have an actor blueprint that randomises its static mesh every time it is spawned? I would like it to have a random width & height and use something like the deform tool in the modelling mode and change the seed of the perlin noise randomly. I have failed at googling can someone point me in a direction if it is possible?

faint pasture
small wedge
#

I'm making a small translator:

TIPA to IPA
X-SAMPA to IPA
IPA direct input (no translation)

I want to have one text field where the user can input text, and select which of the three translators they're using. Are enums the way to go about this, or something else?

faint pasture
#

much simpler and quickly tuned

faint pasture
wary trellis
# faint pasture

okay so it works but isnt really aggressive enough with weakening the closer to the center, but im not really sure what to change in the map range clamped to tune it

surreal peak
#

The Out Range A, I guess

viscid flower
#

Hello I am struggling with something that seems so simple, yet not working NOOOO

I want to loop a spotlight color change in an order (either from an array or just directly by using set light color)

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First, I have this, but 1) it doesn't seem to execute in order of the sequence for some reason

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and not sure how to make it repeat infinitely

river schooner
viscid flower
#

ohhh I see

thin panther
#

yeah, you misunderstand how a delay and sequence works. It does not respect asynchronous actions.
use a looping timer for 5 seconds, each time you run the function, go to the next element in an array

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when you go out of bounds, loop back around, or do nothing

viscid flower
#

looping timer?

#

do you mean timeline?

bleak kelp
#

you can set a custom timer to fire an event with a delay

thin panther
viscid flower
#

this is another attempt I made, but I dont think I am using the for each loop correctly haha

viscid flower
faint pasture
grave relic
#

Does anyone know where I could start with taking damage on impact? So I have trees as in Valheim, when you chop them down they fall over. And I want it so if the player is not careful they can get hit and take damage. I don't know how to make this impact damage based on the tree's velocity and if it collides with the player. Any tips? 🙂

faint pasture
#

That's how hard the hit was

grave relic
winged totem
#

Hi Guys, is it posible to do with Unreal a feature like in this video? When you pick a coin the 2d coin is like simulaing physics an then takes the correct place in the bag. How would you do this?
https://youtu.be/errcUtHvDqU?si=mj_bQ97hZ-su7S5K&t=138

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▶ Play video
digital valve
faint pasture
nimble wasp
#

I'm setting up a 2D character in a 3D world. How can I simply call a flipbook to fire when the character (not the player) moves right, left and forward?

stiff swift
#

Copilot mentioned using a set Flipbook nodelinkthink possibly

#

U4 instructions and not sure if good but what it gave

nimble wasp
#

I love this discord. Thank you two!

#

Now I just need to figure out when my NPC is moving right or left to set the appropriate flipbook. I think this does that.

faint pasture
nimble wasp
digital valve
stiff swift
#

If the last one worked ill drop this linkthink then let me know I suppose, copilot myte be decent for a good helper (free on the playstore) with recent programming info added for us to play with

full turret
#

Hello. Is there a way to execute/play the timeline in editor? Trying to get a ping pong like movement but I need it in editor, not during run time. Event Editor Tick makes the other functions run in editor but it's not working with the Timeline node.

frosty heron
full turret
frosty heron
#

Not sure about editor time. 🤔 , you prob can't? The time doesn't seems to move

full turret
#

Is there another way to get a ping pong like movement without the timeline?

frosty heron
#

Why does it have to be editor time too. Normally it's kinda useless to do something visual like that in editor time?

#

You can probably use material that utilise wpo.
It's a common technique to rotate massive ammount of actors like coins in runner games

full turret
# frosty heron Wat r u trying to do?

Trying to move an object in a circular/eliptical path (ideally with variables for radius/axis) in a loop for a light to track. I'm doing linear content but don't want to keyframe trackers in sequencer

frosty heron
#

No idea, gl

zealous moth
frosty heron
#

New year soon

zealous moth
#

indeed

#

no idea what resolutions to make...

faint pasture
#

if it's meant to be continuous

#

a timeline is just a temporary ticking thing with animation tracks

full turret
# faint pasture Tick -> update position

I was trying to use the timeline to loop between the values -1 and 1 (to get the ping pong effect) and then multiply the value by a constant and offset the position. Is there a way to continuously loop between -1 and 1 without a timeline?

faint pasture
distant hollow
#

But why do you need that in Editor mode?

full turret
full turret
faint pasture
#

This being sequencer certainly throws a monkey wrench in it

full turret
# faint pasture This being sequencer certainly throws a monkey wrench in it

Pretty much. I can keyframe the movement I need in sequencer but there are quite a few trackers that need to move around for the lights to follow and I thought I could make some parametric animations in blueprints with a couple variables for the radius/axis of the circular/elliptical path for quick animation iteration

minor pollen
#

Question, what is the difference between equal to (==) and equal to exactly (===)?

wraith torrent
#

how do i fix this

#

idk what i did

#

solved it

#

very stupid solution

#

and problem

unkempt warren
# wraith torrent

Dock it and it should go away. Once it goes away you can undock it if you like. It's a bug.

wraith torrent
#

yea i solved it

#

its pretty dumb

minor pollen
frosty heron
minor pollen
# frosty heron The triple one is probably case sensitive

So i just noticed that == does not even work on text only exactly and there is a other node == for case sensitive checking
It was just confusing because i saw there was a exactly option and equal check should be always exactly so why should there be a extra option but now i know what is going on

frosty heron
digital valve
#

How does this attribute go from 15 - 0 = 0?

frosty heron
digital valve
#

the new variable or the updated stat when I dequip. it's weird it'll say 30 str equipped then dequiped 0 but back to 30 equipped

#

maybe my widget has a bug

random pulsar
#

I was thinking about abilities like in Elder Scrolls V,fire, electricity,dark energy etc.For example lets say we have a fire ability,how does it damage ?I can imagine how i could set up the niagara system or particle system ,but how does it actually apply damage?

digital valve
random pulsar
#

Skyrim is the best game from my childhood,so i thought about structuring the m3chanics to better understand them

random pulsar
distant hollow
distant hollow
random pulsar
#

Yeah but i was thinking about the trigger box,it spawns ,how big it is,is it different for every particle system,does it stay with one scale or it inscreases...?

distant hollow
jaunty coral
random pulsar
distant hollow
jaunty coral
jade coral
#

If I was to set "gamemode settings" in a lobby map, and then transfer to a map (and have the aforementioned "gamemode settings" be saved through the level transfer (and thus impact how the game starts and is played) how would I accomplish this?

[Using Advanced Sessions Steam for multiplayer rn]

distant hollow
jade coral
#

I think I might just use the extra settings on the steam advanced sessions sessions to store the values [found this as an example]

Still open to ideas though, I saw the game instance as a possible solution but I felt like that might be a poor way of doing this

#

although ig your right actually

#

i just viewed the idea of having separate gamemodes as a possible flexibility option since if I want the lobby to be able to pick gamemodes I could just use them instead although the upside to having the settings all be in the session data would mean the search list for the sessions could show even more data (IE the map, settings, etc)

distant hollow
steady kindle
#

Is it possible to make a blueprint and then move it's individual component seperately in a scene on an instance basis

wraith torrent
#

how do you

#

make the little grey container thingy

frosty heron
wraith torrent
#

ok ty

dire frost
#

Just double click the component you wanna move

north lynx
#

Hey everyone!
I have an unusual question. I would like to make an in-game game, that is, to implement in my first-person game the option to play a 2D arcade game. I know what I'm trying to achieve, but I don't know where to start, and I couldn't find any tutorials on the subject. I would like the player to then be safe, the game time would not flow, and the control would shift to the 2D character.

swift kiln
#

Hey I made a thing where actor will spawn at random location inside a box collision and I wanted to know how can I implement, that around for example my character there would be a radius where that actor just won't spawn

tepid willow
#

Hello, what is required to call the DelayUntilNextTick? I'm trying to make a macro library for just an object, but it doesn't show me that node, does anyone know why, and how I would get it?

distant hollow
tepid willow
#

Yeah, but why?

distant hollow
#

If I am not mistaken you cannot get any direct Delays for macros

tepid willow
#

I only see the TaskWaitDelay which takes the time as input

#

But I would like to wait a tick rather some amount of time

distant hollow
distant hollow
tepid willow
#

It doesn't work the same way

swift kiln
distant hollow
distant hollow
swift kiln
#

I mean I changed it so it wont be randomised in certain are, just before/behind player Edit: thats the old bp, I forgot to plug in location from break transform

north lynx
#

Thanks 🧡

grave relic
pulsar vigil
#

Hey any idea why im spawning bp_actors and the same logic dont work on them if they are spawned or manulay placed in the level ?

versed sun
#

they are colliding with something and not spawning?

pulsar vigil
#

they are spawning and directly attached to another actor but they dont behave as intended

#

when i place them in the level they behave normaly

distant hollow
pulsar vigil
#

like the behaviour is that when i trace hit them i can interact and attach them to my player

#

it look like the last actor spawned behave normaly

#

i was just hoping for a comon solution that* i didnt know but if nothing come to mind i m gonna do a better explanation with screenshot

distant hollow
#

So what is the abnormal behavior? Or what isn’t happening?

pulsar vigil
#

hmmm let me few minute i explain the entire thing

#

i want to test some thing before explaining everything cause i might take a lot of time to explain

#

My problem is because i use an event dispatcher that is binded with overlap box or execute over all the children that use the same logic multiple time and it fuck everything up i just tested to go in and out of every interact attempt and it work

distant hollow
#

So issue resolved?

#

If you have one collision for the entire sword then it will not distinguish which part of the sword is struck

#

That said, even if you have multiple collisions it would be counted as a same sword I think

#

You’ll probably need to have the parts as separate child actors so that they are processed differently. But I could be wrong.

pulsar vigil
pulsar vigil
versed sun
#

will area always be a cube ?

#

i would start with a Sphere Trace by channel, use a large radius, and the hit Should be the closest point

#

oh, hmm

#

ok, get the 8 corner points of your Rectangle Area
Loop thru the 12 Line Segments of the 8 Corners , and Find Closest Point on Segment
the lowest Return Value would be closest point

#

Draw Debug Box will help visualize it

versed sun
#

on 2nd thought, save the 2 closest points , and Find Closest Point on THOSE points

trim matrix
#

anyone know how I would do say a dash and sprint on same key but my enhanced input runs in c++

digital valve
untold rain
#

i dont have any variables added to this blueprint , though had previously but deleted

thin panther
#

BP structs strike again?!

untold rain
frosty heron
# untold rain what should ido now to fix

restart the project , open the bp again. you will get apromt that asked to delete the variable.
say yes.

If that fixed it, avoid future corruption by having 0 bp struct. Instead declare the struct in CPP and compile with the editor closed (apparently hot reload can cause the same corruption)

spark steppe
#

if you want to be on the "safe" side with BP structs you have to save all files, then edit the struct and just save the struct file, then restart the editor (without saving any other file it prompts you for)

trim matrix
#

in BP whats a good way to get the mapping context and maybe dynamically get the action so mapping and the associated key binding it has ?

grave relic
#

Does anyone know where I could start with taking damage on impact? So I have trees as in Valheim, when you chop them down they fall over. And I want it so if the player is not careful they can get hit and take damage. I don't know how to make this impact damage based on the tree's velocity and if it collides with the player. I got told about Event hit Impulse magnitude but could not find it bad_blueprint

broken wadi
spark steppe
#

i think you could just use the hit event and multiply the damage with the velocity vector length, when the tree isn't falling it should return 0, so 0 * damage is no damage

broken wadi
gusty shuttle
#

Hey guys, is there a tried and true method for using WASD in widgets using bluprints only?

#

Or rather, is there new techniques to do so?

warm mulch
#

Hello everyone, I have a pawn that is placed in a level. When I edit Base Eye height from the level, the value doesn't change and is reverted in the game while playing. But if I set value from the blueprint editor, the change is reflected in the game. Why does it happen? Also, I tried with a simple pawn and the same issue occurred.

proper vigil
#

Hmm.

#

Switch on Int.

distant hollow
distant hollow
warm mulch
gusty shuttle
# distant hollow What do you mean by “using WASD in widgets”?

I mean, by default, Unreal uses the keyboard arrow keys to navigate through menus. I'd like to find a reliable way to either take the keyboard inputs and convert them to WASD or use some input system to navigate through the menus via enhanced inputs in the widget it's self if possible.

grave relic
distant hollow
warm mulch
distant hollow
distant hollow
warm mulch
#

Yes in both the gun blueprint and the empty pawn blueprint where I am doing nothing.

distant hollow
#

Are the pawns child class of another class?

trim matrix
#

got a wierd issue happening

#

my Enemy is too good in terms of hitting me when it shoots at me

warm mulch
#

For gun blueprint it is derived from pawn class

trim matrix
#

I don't quite get how cause when it shoots it would be doing it towards the location it saw me rather then right at me

#

How quick would people say the bullets should be as at moment I have them at 1000 and it feels very unfair to the player at moment

grave relic
distant hollow
warm mulch
#

No

distant hollow
distant hollow
warm mulch
distant hollow
#

Where is the BaseEyeHeight variable in your design? I didn’t see it in the variables list

warm mulch
#

provided by default in Pawn class

untold rain
#

why is it like i cannot access custom event from widget bp from another actor compo bp

#

i can get the variable but not the custom event

distant hollow
stiff swift
#

Mytho you'd need to add a reference id think to be able for the system to check your other actors BP so It can pull the event* but after thinking idk if you can do this

distant hollow
warm mulch
distant hollow
#

My PC isn’t on right now so I can’t check

untold rain
warm mulch
flint veldt
#

Hey everyone, I need a desperate help to solve this casting issue, any input would be appreciated💫

Im using an encoder, trying to rotate a skeletal object, which is the BP on the right.
Im getting the value of the rotation position when i simulate it, but I cant make my object rotate.

Also, the value that I get has these gaps and weird breaks as you see in the thid image.

distant hollow
untold rain
distant hollow
stiff swift
untold rain
lunar sleet
warm mulch
stiff swift
#

I mytve striked neo with a chance to steal xD

distant hollow
#

It’s an Event, not a function hmm

#

Ok I’ll boot up my PC to test stuff

lunar sleet
flint veldt
distant hollow
untold rain
distant hollow
stiff swift
untold rain
#

am able to access functions but not events

#

maybe its how it should work

distant hollow
#

No

#

Events can work

#

I think you are pulling wrongly

#

DM

#

@untold raincheck your DM

stiff swift
#

It's to early I shouldn't be giving advice such poor advice nulgathkek

warm mulch
distant hollow
#

I’m not familiar with c++ so can’t help you there

warm mulch
#

its called before tick

#

ok thanks for the help

distant hollow
#

Alternatively

#

Rather than spending all the time trying to fix this

#

May as well just insert a couple more nodes to make sure it changes to the value on BeginPlay

#

That should override the reset

remote meteor
#

gamemode spawning player = restart player at player start = called APawn::Restart

distant hollow
#

So essentially the pawns will be destroyed and respawned?

remote meteor
#

not exactly, if a pawn for the controller already exists, it will use it

tight pollen
#

every time I click on the widget and stop playing in the editor, Unreal crashes

#

why?

tight pollen
#

someone can help?

warm mulch
distant hollow
remote meteor
#

APawn::Restart is setting BaseEyeHeight to default, if you edited the value from the level editor (instance editable) it would be overriden by the Restart function

#

since the way GameMode use to spawn player when you press play, is the same as restarting the player

#

the Restart function is being called

#

hence it is reset to the default values

versed sun
# tight pollen someone can help?

so, when you press the button, you make it simulate pressing the button, which in turn simulates pressing the button that simulated pressing the button...

warm mulch
remote meteor
#

yeah thats one part Epic did not do well

#

nontheless, either you create your own variable, or override what APawn does to the variable

remote meteor
#

sometimes unreal is just too big to have everything make sense...

warm mulch
#

yes I understand

remote meteor
#

so when i identify stuff that epic did not do well, i just do my own or edit theirs(by extending class)

warm mulch
#

I will do the same 👍

crude dew
#

Q : Will Random fire twice and provide 2 different index's from this code or will it print out the random one it chooses from the spawn points please?

#

Just want to make sure that I am printing out the correct "random" index from this.

versed sun
#

Location and Report will be different

crude dew
#

Ah damn so i,ll have to run location throuhg and do a FIND INDEX on the array to get it,s correct index then

versed sun
#

You would want to get a random Index and save it , the Get from array using index

#

Or your way is same

crude dew
#

Thanks !

#

The updated version

versed sun
#

will still be different

crude dew
#

holy XD

#

Ahh each wire off the Random provides a new "random"?

versed sun
#

Random>Set Variable> use the Variable

remote meteor
#

gotta save the output from the random first

#

also

#

save the index

#

not the object

#

so you can get by index easily

crude dew
#

Ok thanks!

#

Think this looks better now.

paper gate
#

Probably a compelte newb question, but I gotta know. Is there a better way of doing this? I am trying to clamp player's -x velocity. I am converting it to local, clamping and then converting it back. It works just fine, but it seems ridiculous to do it this way instead of something simpler. Is this the way you all would do it?

foggy escarp
#

for vectors, you can clamp the length without breaking and making it manually.

spark steppe
#

he want's to clamp ona specific axis

#

in actor space

foggy escarp
#

oh, missed that.
yeah, this is basically how I'd do it.

unique silo
#

hi folks, anyone have a quick idea on how to round a float with 3 decimal slots to a float with 1 decimal slot? So that 10.XXX gets "rounded" to 10.X ?

versed sun
#

in text form or as a float ?

unique silo
#

preferrably both. but text form could work as well

versed sun
#

To Text (Float) has a dropdown with some settings

unique silo
#

omg you are a lifesaver

#

just out of curiosity, if we wanted to do the same for actual floats, is modulo the only way?

versed sun
#

If you need to Round a float to a certain decimal point , i use this
Step = what you want to round to, so your 10.xxx rounded to 10.x you would use step = .1

unique silo
#

amazing thank you so much!!

paper gate
#

I remember snooping around some in-built chararcter blueprints and remember an "if" blueprint or something like that, it took a boolean expression as input, along with true/false arguments (floats, I think) and outputted them based on the bool. Any idea what that could've been called? I couldn't find it, so am I misremembering something? Was it deprecated? Was it custom for that script? I can't seem to find it now

versed sun
#

Switch , or Select ?

paper gate
#

Select, thank you

#

I genuinely remeber seeing it under the name "if" somewhere

#

no idea

#

thanks

gusty shuttle
#

Hey guys, is there a way to push a key (WASD) and virtually press up, down, left, right arrow keys on a keyboard? Essentially for widget navigation

gusty shuttle
#

I need to take a keyboard button press (WASD) and simulate it pressing press up, down, left, right arrow keys on a keyboard

#

Are there any keywords or anything guys? Anything?

#

I need something like this. Is there an alternate method inside a widget (not widget component, nor C++)

abstract mango
#

all of my previous attempts failed, even setting up the vehicle with the base chaos vehicle stuff was horrible, and with the advanced vehicles plugin it even was an disaster, nothing really worked when I tried

copper tree
hot inlet
#

Hello
How can i change als (advance locomotion system) camera spawn location??

gusty shuttle
gusty shuttle
hot inlet
gusty shuttle
#

Still my focus won't change in menu. I'd need to still press a button for it to fake press it

copper tree
gusty shuttle
red briar
#

Hey, i'm not really sure where to put this, as it's to do with cameras but heres the deal:

How can I make Legacy Camera Shake predictable? As in, I don't want it going in random directions and making the player throw up, lets say I want to roll the camera left and right gently, but not randomly, the same in both ways. How can I do that?

copper tree
gusty shuttle
copper tree
#

Array of widgets, and increment/decriment?

gusty shuttle
#

Aye, I've done that before too. You set up a int for which row. I was trying to avoid that haha

#

I'm sure this is possible. It has to be. If It was a VR game, they have a super handy node for widget components called Press Key haha

copper tree
#

What was wrong with the BP example you sent in the first message?

gusty shuttle
#

I'm just in a regular widget

#

UserInterface

copper tree
#

Ahh, okay I see. Yeah, I think unless you go the C++ route you won't have a super clean solution, but I'm sure there's some way to override the default navigation 🙂

gusty shuttle
#

Oh there is for sure. Probably super simple too. It's one of those things where I'm either over thinking it, or there's a node string that can easily be put in

#

Either way, if I find a solid solution to this, I'll make a video and post it on the forums. Seems like their is a huge search demade for this topic, yet the only major fix is through C++

idle monolith
#

Basically I need some help to figuring out how I can't make this damn character switch functionable
I have tried everything, even redoing from scratch the BP that see in this orange Comment, but nothing at all.
So...pliz help!

random pulsar
#

when i press r i want the door to slowly go down ,the timeline has float track from 0 to 2 sec,now when i press r the door teleports from 130 units to 0 units z axis,why?

hot inlet
#

How can i make a camera actor for als??
If i dont make one, unreal make cameraactor_0
But if i make camera actor, Unreal make cameraactor_1

"Sorry for bad english"

crude timber
#

Hi everyone ! Are the Debug Traces bugged in 5.3.2 ? When turning debugging ON to see the line trace or shapes, it is not placed properly and my camera shifts location for some reason.

As soon as I turn off debugging, there are zero issues so I don't think it's something I did wrong. Even the Hit locations are correct andd accurate, it's just the debugging that shows up wrong

round marten
#

why isn't this working

#

this is in an animation blueprint

#

coming off an update animation event

#

same issue

crude timber
round marten
#

i don't want to cast to my character every tick

crude timber
#

you don't have to

round marten
#

i tried it in begin play and it didn't work

crude timber
#

no casting needed

#

At Begin Play, "get actor of class", pick your character blueprint, set it as a variable. Then, reference that variable and get actor location

round marten
#

ok i'll try that

crude timber
#

I see you named your location variable as "player head", but keep in mind that it will not save the location of the head but rather the root of your actor

#

You'd have to get a reference to the actual head bone from the skeletal mesh to do that

round marten
#

i know i had a socket setup and everything rn i'm trying to get this to work first

#

update

#

didn't

#

didn't work*

crude timber
#

What you are doing there is getting the head bone location only once at begin play, then updating every frame to that same original location

round marten
#

that's what i assumed

#

at first

round marten
#

and it didn't work

#

should i use the get actor of class in the update event?

crude timber
# round marten update

Set the skeletal mesh as a variable, then reference that variable in your update anim graph, then get socket location

crude timber
#

Never Cast or get classes every frame

round marten
#

like this?

crude timber
#

should work, hard to say without context of your system

round marten
#

here it is in begin play

round marten
crude timber
#

you can print a string or draw a debug shape to test if your location is properly saved

round marten
#

(don't laugh at my model) here it is working fine

#

but it's giving me an error at exiit

crude timber
#

What's the error ?

round marten
#

access none trying to read properly bla blabla

#

this play head variable

#

does it need constant information?

crude timber
#

If it worked I guess it couldn't access it only for a few frames at the beginning

round marten
#

one thing i know for certain, is that this wasn't an issue in unreal engine 4

crude timber
#

you could add a Is Valid ? for your skeletal mesh before setting the Player Head variable

#

that should get rid of the error

round marten
#

that could explain it

#

alright, thank you @crude timber

green solar
#

can someone help me do simple math in blueprint?

#

i want to get the acotr forward vector
if the x is positive and the y is positive make this vector [1,1,0]
if the x is positive but the y is negative make this vecotr [1,-1,0]
etc

gusty shuttle
copper tree
#

Oh that's sick! Exactly what you needed

crude timber
green solar
#

its just a function

#

the hard part is the math

crude timber
#

I'm not sure what problem you have then ?

green solar
#

cus idk how to do it

#

i want to make a vector where x is 1 if the x in the forward vector is positive and -1 if negative

and the y is the y in the forward vector , is 1 if its postive and -1 if negative
the z always 0

crude timber
#

I'd use Compare and Branch nodes

green solar
#

how, if it was writing on a language this part would be easy
but in blueprint idk how to do it

crude timber
#

I'm in UE right now ^^ let me check and screen

green solar
#

for example here

#

what do i do

crude timber
#

might not be the best way but you can try this

#

But honestly you don't even need to do that, you could just Round your vector values to an integer

green solar
#

and i dont want that

#

what SET block is that?

crude timber
crude timber
#

You could also just multiply your vectors by a high value like 10, and clamp the result from -1 to 1

crude timber
#

This works @green solar

fair magnet
#

Is DayTime more like a gamemode or gamestate thing? I'm unsure lol

green solar
#

thx

#

also, why does launch character function different on ground and on air

#

and it also does kind of a curve

fair magnet
finite hearth
#

On game mode construct, I get all actors of X and add them to an array.

This works fine on my other level, but I created a new level and now the array is returning empty.

Things I have checked:

  • I have the correct gamemode set in the level override
  • I have several X actors added to the level in the viewport

I am a little stumped on this one.

finite hearth
#

The array is saved on the game mode

#

And called on "event handle starting new player"

#

So in theory, it should go construct (set array), then call the array after. Right?

But putting a print to loop the array at construct shows its empty. It feels like "Get all actors of class" is not grabbing the actors that I dropped on the viewport.

lunar sleet
#

How does it show it’s empty?

#

Nothing prints ?

finite hearth
#

nothing prints from a for each loop

lunar sleet
#

Have you tried moving it to begin play?

lunar sleet
finite hearth
#

Will try now!

#

I put a print on the "completed" for my for each loop, the completed fires but the loop body does not, I suspect because there is no item in the array.

Will try moving to begin play.

#

Same result on begin play: empty array

lunar sleet
#

That should tell you for sure what’s in it, if any

#

Also can you show a screenshot of the current code

finite hearth
#

I'm very new to unreal and don't quite know how to use breakpoints.

fair magnet
#

Why can't I set the timezone offset of my datetime variable? It just keeps jumping back to +0100

lunar sleet
#

Gtg but if you can’t figure it out, post a screenshot of both sides in here (level that works and one that doesn’t. And double check your world settings for the new level (not project settings) are where the GM is overridden

finite hearth
#

Will do, thanks for the help!

finite hearth
#

I have double checked the GameMode Override & selected GameMode is the same between levels

sonic crest
#

Show variable type

#

Try make for each then create variable from the blue pin, then change it to an Array

finite hearth
sonic crest
#

Is BP Player Start Camp a child of the BP Player Start?

finite hearth
#

BP Player Start Camp is a child of Actor

sonic crest
bleak kelp
#

is that what the get all actors of class is set to?

sonic crest
finite hearth
#

It's a bit cut off in the screenshot, but the Get all actors of class is set to "BP Player Start Camp"

bleak kelp
#

you could do a "is array empty" check and branch off that on the get all actors of class node to check if it's picking anything up

sonic crest
#

After the loop, try manually adding to the Array?

#

Get array
Add
And hook up from the loop

finite hearth
#

I tried to manually add, the issue is get all actors of class is empty.

sonic crest
#

When you print string from the Get All Actors of Class, do you get any output?

finite hearth
#

the print string will fire, but the contents (array elm) is blank

sonic crest
finite hearth
#

^ that's what I tried

sonic crest
#

Hmm

finite hearth
#

So strange, this logic works fine on the other level

sonic crest
#

Double check with the map, see if you're using the default spawn or the camp one

sonic crest
sonic crest
finite hearth
sonic crest
finite hearth
#

Woa! The delay until tick fixed it.

#

What does that mean? Too much stuff being processed at once?

sonic crest
#

Glad to hear it got fixed, and depends which is being fired first

#

BeginPlay isn't always first to launch

#

Like when working with AI. BeginPlay doesn't start first

finite hearth
#

Should this live in the construction script then?

#

Ah, there is no tick to delay in construction..

sonic crest
#

I wouldn't use construction scrips unless if I wanna debug something.

#

Construction Script runs constantly but only in the editor and not in game

finite hearth
#

Thank you very much for the help!

sonic crest
#

Happy to help)

solid vault
#

why is it only printing "2"

#

when my array has 2, 4, 6, 5, 10

bleak kelp
#

other way round, the top pin is what you're applying the modulo to

pastel fable
#

X % 2 is different of 2 % X

#

% (mod) is the rest of the div

solid vault
#

oh

#

oh wait is it doing 2 % X

#

and not X % 2 ?

lime crow
#

If I want to store a money pick up across my game I want to set it up in the game instance right? But really the logic needs to be the player character for overlaps and stuff, is it enough just to make a money pickup function in the BP player and call it from even init from the game instance?

eternal cradle
#

it does not need to be specifically INSIDE the game instance. you can store the money value anywhere, but send it to the gameinstance when required (while changing levels for e.g)

lime crow
faint pasture
#

especially not for keeping score

#

or pickups or anything like that

mellow pike
#

so I got this logic for selectively rotating the camera when some switch is triggered, and it works fine.
however after some testing I found it only rotates right to left but I will need to flip that from time to time

how do i invert it ?

(tryed setting the target value from -90 to 270 and other things like that , but no change )

distant hollow
#

Multiply -1?

mellow pike
#

somting like this ?
no change

mighty crown
#

I'm having issues with my variables disappearing if I use common UI variables in my UI widgets that are being referenced by my character. This is happening after I restart my editor.

If I create a UI widget that isn't being referenced by my player char then the variables don't disappear after I restart the editor.

Been trying to figure this out for a couple days. Any advice?

mellow pike
#

this made a change but it was triply

#

sorry Copyrighted , I have not seen that before

mighty crown
#

Ah I see this in my log when I boot up the editor. Maybe this is a part of the issue

LogLinker: Warning: [AssetLog] C:\Users\tyler\Documents\Unreal Projects\WeatherReportGame\Content\UI\BP_RTSHUD_ResourceBar.uasset: VerifyImport: Failed to find script package for import object 'Package /Script/CommonUI'

mellow pike
mellow pike
mighty crown
#

I disabled and reenabled the plugin but still encountering the issue. Yeah Im doing some searching

distant hollow
mellow pike
#

it was rapidly snapping not good for epilepsy lol
I do have it fixed now trough

mighty crown
mellow pike
#

that is odd but glad you found it

quartz gate
#

Hi gang, new here, and quite new to UE as well. (Never made a game in my life 💀)

I'm trying to start somewhat simple. I want to develop a simple dice rolling game.

I followed this tutorial (https://www.youtube.com/watch?v=iqscP1aRmbE) and duplicated the dice BP 6 times to make it roll as a standard D6 set.

So far, I've got the rolling down, but getting it to show all 6 dice values is proving to be tricky. I'm just not sure I know of the proper methods to do so. Would appreciate any help I can get.

main lake
#

Any pro at Voxel Plugin who could tell me if it's possible to use that plugin to make voxel builds that aren't terrain. Because usually people use that tool to make terrain and was wondering if with that tool it's possible to create builds like in minecraft (houses, farms, etc...) that aren't terrain like this image. And by that I mean being able to do that in editor, by placing block by block and having it make the necessary optimization for voxels (not rendering hidden faces, greedy meshing,etc...)

Please ping me if any answer 🙂

lean flax
quartz gate
#

So, according to the tutorial, each dice face has a box collision. I have another box collision setup that checks if it is hitting a certain face and sends the face value to console. Right now, it only shows one die's value, I can't get it to show each individual dies face value, it only shows one and I'm not sure exactly which one it is showing. I hate to make you watch the full 20 minute long video, so tell me what you need in order to understand the situation and I'll do it 😄

#

Let me see if I can send you an example of what it is doing currently.

lean flax
lean flax
lean flax
quartz gate
#

The next image I am about to provide is the Event Graph for the Side_BP.

faint pasture
quartz gate
lean flax
faint pasture
#

Some math based on the dot products of Dice.Forward, right, up vs global up vector (0,0,1) will get you on the right track

quartz gate
#

Yup, no real modification. Now granted, this tutorial was for only rolling one die, and I need 6. Me being absoultely brand new, I figured, duplicate and see if it works 💀

faint pasture
quartz gate
faint pasture
#

Naw don't use collision for this

#

You want to roll physical dice -> get a number 1-6 out right?

quartz gate
faint pasture
#

You could just add a scene component to each face and check which of the 6 scenes has the highest Z

#

that'd be a quick and dirty way to do it

#

put the 6 components in an array, select the one with the highest Z, it's index + 1 is your result

quartz gate
#

Ohh okay, should I keep it as 6 different blueprints or should I consolidate it?

#

Honestly, I hate to bother, but I'd need some sort of visual on how to do what you just said. Like I said, I strictly followed the tutorial and slightly messed around a bit. As far as everything else goes, I have no idea what I'm doing.

#

I appreciate all your advice

faint pasture
#

1 bp

#

quick and dirty

#

You could do it with your current colliders, colliders ARE scenes

#

you just don't need the collision-ness of them for this

quartz gate
#

Dude you're frickin awesome. Thank you so much man.

faint pasture
#

Had a bug lol

#

WHEN to get result will be harder, if you're using physics you can use the On Sleep event probably I guess

quartz gate
#

That's awesome. Thank you man. So, just to clarify.

I have a character that originally was calling the rolling event in each blueprint.

So should the Event BeginPlay code you provided go there?

And the rest below is what goes in the Dice BP? Sorry, I'm confused lol

faint pasture
#

This is just to set up the array and a function to check the result

#

When and how to do your roll is up to you

#

idk anything about your rolling system, just that the CheckResult function will return a number when you call it based on which face is facing most up

quartz gate
#

Okay, so all of this should be in the dice BP? And the scenes are the faces of the dice?

My rolling system is barebone. All it does is it randomlly sets the rotation and applies an impulse. You can see it in the image I provided.

I'm just trying to understand how it should all work with each other.

Forgive me for being slow lmfao

faint pasture
faint pasture
#

it's just a thing you can get the location of to see which one is highest in Z axis

quartz gate
#

Gotcha. One second here while I do that

quartz gate
faint pasture
quartz gate
#

👍

radiant bear
#

Is this node removed in UE 5.2.1?

frosty heron
radiant bear
#

ohh

frosty heron
#

afaik the change is from UE4 to Ue5

radiant bear
#

i saw it was in UE 5 documentation

#

thought it is removed in 5.2

frosty heron
#

if you use UE5, look for leader pose

radiant bear
#

thnx!

frosty heron
#

generated docs from Unreal website is not reliable

radiant bear
#

will keep this in mind

distant hollow
#

It’s almost never helpful at all lol

pure salmon
#

What is this for?

#

never noticed it before

versed sun
#

never saw it , doesn't ring a bell

edgy ingot
#

Like repnotify maybe but yea never saw it