#blueprint

1 messages · Page 66 of 1

versed sun
#

what type of BP are you in ?

remote meteor
#

that is Field Notifier, supposed to be used on UMG variables

#

supposed to be used for the MVVM on UMG updating

versed sun
#

interesting

edgy ingot
#

@remote meteor happy new year, thx for all the help

random pulsar
#

Happy new year!🎉🎉🎉

remote meteor
#

🎉 🎆

#

MVVM is kinda a new stuff, idea is UMG and systems doesnt need to have direct reference
so updating can go through a subsystem. goal is able to swap the "frontend" without changing the "backend" and vice versa

versed sun
#

like a Material Param Collection ? but 2 way

scenic plume
#

So, Get all children is returning the value of 3 (which is correct), but for some reason it only executes twice. So instead of removing all 3 children, it's only removing 2?

versed sun
#

Reverse For Each Loop

#

As you destroy Child A, Child B becomes Index 0, and gets skipped

#

classic "Don't change an array inside a For each Loop" problem

scenic plume
#

Oh yeah, that makes sense facepalm. I'm so glad none of my Uni Lecturers will see this

versed sun
#

i use to do all kinds of workarounds before learning Reverse fixed it

north lynx
#

Hey everyone!
Did anyone know how to change the possesed character while loading new level? I want to change the character from 3D to 2D, so I want to change the level, to be 2D, and possesed character to 2D as well. Surely I need to change the camera too.

edgy ingot
#

You define the spawn and posses using your game mode

north lynx
edgy ingot
north lynx
edgy ingot
#

Sure, look at how game mode spawns your character. Make sure you set the default pawn to what you want to posses as well

#

Depend on the rule you want to impose, it may be enough to just define the default pawn class

north lynx
#

Alright, thank you 🧡
Let's try

remote meteor
jolly cipher
#

Does this error mean anything to anyone?

#

Using an asset that uses two bone IK nodes in a anim graph,
Removing those seem to stop the errors,
Noticed the joint target and effector target that in the two bone Ik are not showing up even if setting to bone space
I am using a C++ parent class but not seeing anything obvious

#

Anyone have any tips?

gusty void
#

Hello.. Please introduce a free plugin to add AdMob to Unreal 4.27 so that rewards can be implemented in it.

thin panther
#

otherwise you could dive into the C++ SDK yourself

split rose
#

i'll appreciate any help i could get :')

karmic pebble
#

I have built a "Modular armor" system that will equip different items onto the skeletal mesh. All of this runs in construct. However when I move the character its firing every time the character gets moved and changing their armor.

How might I set something up that this only fires once or when I check a bool option. What I am trying to do does not seem to work.

stiff swift
#

What's the second trigger for setup clothing? Also make a second window then make it small so you can watch it simulate and see what makes it trigger the line will light up orange

stiff swift
copper dust
stiff swift
karmic pebble
copper dust
#

This dude really trying to "help" by entering questions into ChatGPT?

stiff swift
#

It's helped a few peeps in the meantime while we wait for peeps of better experience

copper dust
stiff swift
#

Yeah I wasn't understanding that one myself, but figured it could just be me. So I wanted to try

copper dust
#

Then why even bother? AI never comes up with perfect answers

stiff swift
#

Cause I know I hate being stuck, but if you got better solutions my guy feel more then welcome ❤️🐛. Even when I don't use copilot for help alot of the things I can recommend for fixes have way better solutions out there (I am the nubs) plus I'm BP limited at the moment

split rose
# copper dust Oh dear, child actor component

yeah, sadly i have no other idea to make this work, just trying to make weapons go into their sockets when i equip them, but i dont want to spawn the weapons in the world, I tried using a bpi to equip the weapon in the parent weapon class but no success

#

maybe im setting up the variables wrongly but idk

copper dust
stiff swift
#

I recall making a socket for my character in the skeleton i think and then just attaching the weapon as a component but it's been awhile and that's probably not a good way xD

#

And then calling that but I'd have to open it up

split rose
karmic pebble
split rose
#

idk if you've played monster hunter before, but in the game they have a chest with the weapons, its all just ui and references, and I dont want to spawn them in the world unless I equip them idk if this makes sense

copper dust
#

Child actor components can be fairly buggy

split rose
karmic pebble
#

Yeah I wouldnt use child actor components.

copper dust
#

But at the same time, is the SkeletalMesh value on that struct populated anywhere?

#

Why is it in some random struct (if it's a BP struct then expect more problems)

split rose
karmic pebble
#

I would just spawn the weapon actor and attach it a socket that the weapon itself is told to attach to, which is shared.

split rose
#

this is the base weapon class

copper dust
#

Just get the value and copy it to the same thing?

split rose
#

so there's master class for weapons then i create a child that sets the values for a weapon type, then another child that sets the skeletal meshes

#

it made the most sense to me

copper dust
#

Yes and how does that make sense in the context of the screenshot?

#

BP weapon tutorials. Sucking since 2014

split rose
#

yeah

frosty heron
#

Speaking of most common cursed things in Unreal Engine. Bp struct and child actor component get mentioned the most

bleak kelp
#

is there a clean way to swap a material instance a dynamic material instance inherits from during runtime? I’ve got it to work in the editor but for some reason it doesn’t in a packaged game

split rose
#

well forget that screen shot is there another way to make this work?

frosty heron
#

You want to spawn a mesh for your character? I would just spawn mesh component and attach it to the character

#

Logic for the weapon can go inside an object class

#

The mesh is just a visual representation

split rose
#

okay

stiff swift
frosty heron
#

Child actor component is also broken but I don't know in what way. I never have the need to have one so, I will stay away from it

stiff swift
#

I decided after a month of struggling to just buy an inventory system also comes with equip and merchants so all I gotta do is add new values

spark steppe
#

structs aren't that bad, you just have to know how to handle them

#

child actor component is far worse imho

stiff swift
#

But I just did that 3 days ago haven't mastered it yet

frosty heron
#

Structs is necessary, just don't make it in bp

#

Why play with Russian roullete

spark steppe
#

it's not russian roulette

stiff swift
#

For 30$ saved me over 100 hours so I'll take the w

spark steppe
#

save everything, edit the struct, save struct, close editor without saving anything else (it's the equivalent of compiling a C++ struct with closed editor)

stiff swift
#

Made life way easier

karmic pebble
frosty heron
#

@spark steppe what if you misstep

#

Surely can't just say oops

karmic pebble
#

That said, anything Cpp is always going to be better. lol

frosty heron
#

Whoever tell you that is wrong

frosty heron
#

We even still have victims almost daily

karmic pebble
#

Interesting. 🤔 Maybe I have just been lucky not to have issues or follow my process and not run into the issues anymore.

frosty heron
#

0r unlucky because u didn't run to the problem sooner

karmic pebble
#

please, I ran into it way back in 4.5

spark steppe
#

i guess you are just lucky

karmic pebble
#

I dealt with it for years. but regardless. The safest thing you can do when editing BP Structs, close the engine, submit everything, open the engine to no Map when loading, edit your Struct, Save ONLY the struct and close the engine. Do not save other files, reopen engine, voila.

#

Works for me every time. nod

frosty heron
#

Just helped someone with their bp struct couple days ago and he is using UE5

stiff swift
#

This was the one I made but figuring out how to make everything save outside of stats left me dying

frosty heron
#

The safest thing you can do is to have 0 bp struct imo but you do you

karmic pebble
#

that is the safest yes.

#

anything I do now is in Cpp

#

but we still have plenty in BP.

split rose
#

does this makes more sense now? lol

#

maybe i make an array of the available weapons? or something

#

im running out of ideas :(

devout latch
#

I use a DataTable for all of my items, which include weapons. So in your diagram above, a “GameItem” class is at the top.

frosty heron
split rose
frosty heron
#

The brainy people opt to use data assets than data table afaik

split rose
#

i have no idea how to use that

#

but i'll look into it

#

i'll start over with what im trying to do, maybe i figure it out

frosty heron
#

I'm using Data table atm cuz I'm a caveman but deffinitly gonna look at data asset for my inventory system based on what I read

hallow compass
#

is Clear and Invalidate Timer By Handle not available in bp objects? I can make a timer, but there is only the option to invalidate it without clearing it. I have a project where it worked, but for some reason in this other project the node disappeared?

frosty heron
#

One of the bad things with data table is having a hard ref in it will load everything in the data table.

So you will load all your weapon and items even tho you only need one

#

I think it's not the case with data assets.

#

You can always use soft ref in DT but data asset is probably the better choice

split rose
#

yeah i need something that doesnt load all the assets when just trying to get one

frosty heron
#

Well use soft ref if you chose to use DT

split rose
#

okay

#

thanks

frosty heron
# hallow compass is Clear and Invalidate Timer By Handle not available in bp objects? I can make ...
Epic Developer Community Forums

Hi. I’m using timer inside my blueprint dervied from Uobject. Inside Actors I can call KismetSystemLibrary’s function called ClearAndInvalidateTimer(K2_ClearAndInvalidateTimerHandle) when I don’t want that timer anymore. In UObject number of functions from KismetSystemLibrary is reduced. There is only Invalidate function (K2_InvalidateTimerHan...

#

Timer needs world context afaik.

That guy got to clear timer by piggy backing an actor.

hallow compass
frosty heron
#

Create an actor that handle the handle invalidation

#

Make function there

hallow compass
#

ehhh seems a bit too hacky, id rather have the clean solution and use c++

frosty heron
#

Sure

unique silo
#

im trying to move the X axis from a vector curve asset through blueprint. is this a sensible way of doing it? The logic doesnt work yet, im just trying to figure out how to access the actual axis - currently I dont know how to get the Curve ID

devout latch
ruby cobalt
#

beginner question regarding hit detect.. it triggers for as long as there is contact.. how can i make it detect only once when the hit occurs?

tidal tendon
#

Did you fix it?

lime crow
#

the 1st image is the game instance and the second is the level bp

faint pasture
#

Er, some bool

#

And true each hit.

ruby cobalt
#

i just found out about Do Once.. but i need to reset it once those two actor no longer touch

faint pasture
#

If it's overlaps then use begin and end overlap

ruby cobalt
#

have some actors hit each other using physics and trigger sounds on each hit

faint pasture
#

Only trigger sound if impulse > some value

ruby cobalt
#

ohh and impulse can even control sound volume

ruby cobalt
#

and maybe a delay to limit how often a sound can trigger to avoid cases with too many sounds at once

#

yeah that's what I want

#

vapor air hockey lol

#

do you add / average or max the 3 directions of the vector?

spark steppe
ruby cobalt
#

love the music choice in your latest video btw

faint pasture
compact grove
#

so I'm trying to make this health bar bigger but nothing happens when I choose the fill option?? am I doing something wrong?

silk coral
#

Hey could someone help me out? this is my second day trying to learn unreal engine 4 and i really need some help

#

ive made basic WASD movement controls, but my problem is that the player character moves faster when going diagonally

#

from what ive read, apparently i need to normalise the vector but i have no idea how 😅

compact grove
ruby cobalt
#

because I,m using physics contorl plugin that apply forces continously

sweet swan
#

Running a circular dependecy check with a plugin ("Circular Dependencies Detector" on the marketplace) and it shows my game SoundClass objects as offenders. Is there a way to set these up so that they aren't circularly dependent or is this one of the cases for the "exclude" button?

#

side note, down to 3 circular dependencies from 800+, woohoo

ruby cobalt
#

here i'm printing max normal impulse from hit event.. value changes based on overall position because I have a force attracting the object towards the center

#

i guess all i'd need is a way to detect when the hit stops running.. so I can "rearm" it for next hit

ruby cobalt
#

ok found a solution but it seems so clunky...

hollow mulch
#

Is there something like a flip flop but that fires continuously while it's on?

#

And it can be disabled with an execution flow input

kind estuary
#

im making a game with only one instanced static mesh for all units
Instead of creating an actor and a static mesh for each unit.
Each instance is one unit, and i will create an object for each one, that stores the index of the instance, and all the unit data, like health, xp, attack, defense.
Is this how its done? Or am i doing something wrong?

ruby cobalt
mental trellis
#

And you should probably just create an array of said structs where the index of that array matches the index of the instance.

#

But any kind of optimisation like this probably falls over straight away if you're using BP

#

Beware that the ISM and HISM remove instances different. The ISM will remove index x and then shift all the >x members down.

#

A HISM will swap the last element into position x and shrink the array from the end - changing the order of your instances.

#

(this is much more efficient, but harder to keep track of)

finite hearth
#

Is there a node that I can use to get the class of an actor reference?

#

(get class) not sure why I could not see it in the pin drag off, but nvm.

wary trellis
#

Does anyone know how to change the code of the water plugins BP_FluidSim "Follow Player" to where the sim preview doesent rotate when the camera rotates

kind estuary
#

Isnt an object more versatile? With members functions and all.

#

Though i could create the array of structs as you said, and then have 1 object with functions that manage everything, thats more neat

wary trellis
mental trellis
#

That is only applicable in BPs, though.

kind estuary
#

but maybe an array of structs are superior to an array in objects in cpp too

wary trellis
zealous moth
#

Any ideas why this is greyed out?

kind estuary
#

How do i check for the collision of my instance with another instance, both belonging to the same instanced static mesh component?

#

So like instance 0 is moving towards instance 1

#

and when they overlap nothing happens

#

The mesh has collision

kind estuary
#

Cant find anything on this

eternal cradle
#

Could you share a video of what you're trying to accomplish?

scenic kindle
#

I have created a camera system for my project and it works really well, the user can rotate the camera by clicking and dragging the mouse. When this happens I set the cursor to not visible, however this simply hides the cursor.

How can I lock the cursor so the user can drag indefinitely without reaching the edges of the application as-well as when it's unlocked the cursor is in the same spot as when it was locked.

spark steppe
#

only way i figured was to set the cursor to the center of the screen each tick

#

while you have to keep in mind that this should be done after you calculated the delta

scenic kindle
spark steppe
#

no

scenic kindle
spark steppe
#

actually you can just use the inverse of the delta to set it back

kind estuary
scenic kindle
#

The problem I'm expecting to run into is that when you call SetMousePosition it will trigger another delta and you will end up with infinite jitter, I'll do some testing.

#

The delta is calculated by the Input Action system currently, I may have to change the way I'm handling it.

spark steppe
#

also i should maybe mention that i did it in a widget iirc

#

used a screen covering widget (as it was supposed to rotate objects in a preview mode)

#

so i didn't use enhanced input

scenic kindle
#

Yeah it causes some serious issues with Input Actions, but I have an idea of how to hanmdle it now, thanks again.

#

@spark steppe these two nodes handle it perfectly, combine with Set Show Mouse Cursor for full effect.
No need for resetting position and this doesn't break IA. 🙂

kind estuary
#

perhaps ism collision doesnt test its own instances against its own instances

versed sun
zealous moth
#

is there a built in way to convert a letter character to a number?

versed sun
#

2319 is ws

zealous moth
#

?

spark steppe
#

wait, letter to number

#

sorry i thought the other way around

zealous moth
#

A = 1 or whatever ascii it is

spark steppe
#

what's the goal here?

zealous moth
#

I have a seed generator that uses letters and numbers

#

letters are modifiers so to speak

spark steppe
#

and you really need ASCII Codes?

#

otherwise you may just make a lookup map

zealous moth
#

so if I have 1234ABCD, I want to do a operation like 1-2+3*4+A-B+C/D

versed sun
#

I used an array to letters A-Z, and use find Index to get number

zealous moth
#

hm, that's what i thought too

#

was too lazy

#

ty

spark steppe
#

eventually you can get it as byte, and convert that to int

#

but idk if it's a good idea in the first place since some characters may be 2 bytes

kind estuary
#

so to see whats going on i recreated it using cubes

#

still no luck

#

can anyone make a cube instance inside an ism collide against another instance?

#

i tried everything

crimson saddle
#

does anyone here have experience with metasounds? I am having trouble setting a parameter with it via blueprints

true valve
spark steppe
#

well, fire up unreal insights and profile

dawn notch
# kind estuary can anyone make a cube instance inside an ism collide against another instance?

I haven't tried to do this so I don't really know what's going on, but it does sound tricky. Each instance gets it's own physics body instance, so it's likely physics knows or COULD know that they're colliding, but since they're all the same component it seems very likely that they're getting filtered out based on that fact somewhere along the way. Assuming that's basically right, it might not be possible without diving into C++.

spark steppe
#

they are probably welded together

true valve
spark steppe
#

no

kind estuary
#

we can make many instances but they are useless without collision in a lot of cases

#

most tutorials i see only spawn and move instances around

#

never show the interaction between these instances using collision

#

another solution i thought, is to deactivate the collision of the ism

#

and spawn a sphere collision for each instance

#

then when i move the instance i need to also move the collision

#

though i wanted to make sure first that im not missing something here

true valve
finite hearth
#

Does the hud know about all the user's widget, any way to get a reference to one of those widgets if so?

distant hollow
distant hollow
kind estuary
#

from my research this is not possible

#

what is possible is for the instances to collide against another static mesh, and that static mesh can detect the instance its colliding against

#

However, you it is not possible to detect collision of one instance against another instance

#

try it yourself you will see no matter what you do, it doesnt work 🙂

#

i think it makes sense because ism is supposed to be one mesh

devout latch
crimson saddle
#

I was also having a lot of trouble figuring out what order I had to call the nodes in, since that isnt documented anywhere but it matters a lot

devout latch
crimson saddle
trim matrix
#

I am not sure if its the case but you cant save an object reference in a save game object

#

it will alway return nothing

digital valve
#

I dont think they are

trim matrix
#

yea, I dont know then, sry

frosty heron
#

You can save actor ref if they already exist in the level

#

But for anything that is spawned at runtime, will be lost

trim matrix
#

what does that mean?

frosty heron
#

It means you can save object ref if they already pre placed in the level

#

So the notion it always return nothing isn't true

trim matrix
#

if you place it yourself in the editor..

#

right?

frosty heron
#

That's what I said yeah

trim matrix
#

okk yea

true valve
#

So I've a parent actor and some child actors. I interact with the child actor and set that actor to a variable as cast to its parent actor. When I toggle a variable it won't update

dark drum
true valve
#

I'm trying to toggle a variable in the child actor.

#

ParentActor and ChildActor
IsVendor - false in parent but true in child
player->Linetrace -> cast to ParentActor
IF IsVendor pick it up and set IsVendor to false

#

After I drop it and tries to pick it up - it has IsVendor to true

dark drum
#

@true valve are you not able to share a screenshot?

true valve
dark drum
#

I'm still trying to figure out a nice way to do a stats system for both the player and NPCs. I could just put everything in a single actor component but once you've got a few stats it starts to become pretty big. (especially if you have to define a min/max value and any natural increase/decreases over time) Does anyone have an suggestions?

frosty heron
dark drum
frosty heron
#

I heard gas companion (plugin) remove the need to dive into cpp to make use of gas

#

But don't quote me on that 😄

dark drum
#

That way each module contains just the logic for how it behaves.

red berry
#

How do you access a Material Instance's variable in blueprints? I want to set "TintColor" in blueprints

dark drum
snow gazelle
#

Hello, I've ben trying to make some functional doors for some containers, and this is the blueprint i have, the problem with it is that it only works properly when the containers are facing one specific direction, can someone help me make it work for any directions?

dark drum
snow gazelle
#

its set for relative

dark drum
dark drum
# snow gazelle

Make the doors children of the main container they are attached to.

snow gazelle
dark drum
snow gazelle
snow gazelle
dark drum
# snow gazelle

With the doors being attached to the container, is the default yaw value 0 when the doors are closed?

dark drum
snow gazelle
dark drum
snow gazelle
dark drum
snow gazelle
#

that was the problem

#

so in the plueprint i think i should deactivate the physics of the conteiner and then activate again

dark drum
snow gazelle
dark drum
snow gazelle
#

Well, thank you for the help

dark drum
crystal crown
#

Can't find this node

dark drum
crystal crown
#

ah okay

dark drum
crystal crown
#

thx

tidal tendon
#

Why I cant create a local variable?

#

also dont have choice to

abstract mango
#

got a bit of a problem here, so I was following a car tutorial ... and somehow when going into play mode, this happens:

#

it's a chaos Vehicle car

#

basically not even the throttle works, steering tho does

#

seems it was a model error, wheels haven't had the right origin

dark drum
random pulsar
#

hey guys how can i connect this way the code,i tried with sequence but it does not run well

#

i need both reverse input connected to end overlap

dark drum
random pulsar
dark drum
timid rock
#

Does anyone know how I could get UI like this to prevent the game world from detecting mouse input? (WITHOUT setting input mode to UI only - I need game and UI)

#

as you can see, the box behind the UI is recieving input currently.

frosty heron
#

Or you can place a transparent image or button

timid rock
#

ahh I see

#

Sorry I'm still getting used to how visibility and focus works

#

thank you

frosty heron
#

Anything to block it

hot inlet
#

How do I choose the default camera actor??

versed sun
#

If you still need to interact with the box

frosty heron
hot inlet
frosty heron
#

Don't know how als do it or which version of als you are using. You prob should check the camera manager

hot inlet
#

use als v4

tidal tendon
#

How can I get player controller of the player who took damage to disable its input?

frosty heron
compact vapor
#

I've heard that casting should be avoided at all costs because it demands memory

what If I have 3 casting nodes that all cast to to the same BP, is that the same amount of memory as only having 1?

what about "spawn AI" nodes?
if I have a spawn ai node set to an "AI spider BP"
will this demand a reference to the AI Spider BP in turn causing a demand for more memory?

crystal crown
#

Getting accessed none from this. How can i get the component

spark steppe
#

and ensure that the newPawn is valid, and the component ofc...

#

there's pretty much no checks in here, so we don't even know what is null

frosty heron
# compact vapor I've heard that casting should be avoided at all costs because it demands memory...

Casting in bp will create a hard ref that in turns load the object to memory.

In most cases you cannot avoid casting. Casting in cpp land is free and doesn't come with the overhead that the bp has.

Using interface isn't really the answer to go around bp Casting.

If your game is bp only, you probably should live with the overhead. You can do further optimisation by loading the heavy parts like materials, textures, audio etc on demand

spark steppe
#

as long as the class is loaded in memory

tidal tendon
frosty heron
#

Not get player controller

#

The one who took damage is the bp where event any damage is, isn't it? I don't use unreal damage system but pretty sure that's the case

crystal crown
tidal tendon
#

This isnt disabling input

frosty heron
#

Cast the return value to your controller then disable input from there

Look at your code , player controller remains empty. So don't expect it to work

spark steppe
tidal tendon
crystal crown
tidal tendon
#

Thanks

spark steppe
tidal tendon
#

But only works in server

crystal crown
#

no just player controller 0 in player controller target

frosty heron
#

Yes cuz event any damage only run on server

tidal tendon
crystal crown
spark steppe
crystal crown
compact vapor
# frosty heron Casting in bp will create a hard ref that in turns load the object to memory. I...

@frosty heron @spark steppe

im making an rts game (4 factions, each have around 16 unique units)

probably 50-60 unique units.

i was thinking of doing a data table of all units.
which I think would be fine if it was just basic variables like (health/armor/speed)

but I want each unit to have an array of sounds somewhere that holds all their combat dialogue.

thinking of putting that as an element in each instance of the data table.

take 50-60 units all with lets say 8 lines of dialouge and we have got a shit ton of references.

so if every unit BP references the data table, that seems really inefficient,

at this scale, would it be considered a gigantic overhead for memory.

(what if i wanted the games recomended specs to be 4GB ram?)

frosty heron
tidal tendon
spark steppe
#

and/or make all sound references soft references and load them on demand

frosty heron
crystal crown
spark steppe
tidal tendon
frosty heron
crystal crown
#

i have tried with listen server and dedicated. still works.

frosty heron
#

U shouldn't use that for multiplayer

compact vapor
frosty heron
#

You will get unwanted result, get player controller 0 will just get the first controller

frosty heron
#

Check their YouTube channel

crystal crown
sand bloom
#

Does anyone know whether having a empty skeletal mesh is ok to have in a master blueprint? I basically want to have a master enemy blueprint with both a static mesh and skeletal mesh and just check which one it has when needed in the children because not all my enemies will need skeletal meshes, but now i'm wondering whether a empty skeletal mesh still takes up performance, I assume no but..

crystal crown
frosty heron
spark steppe
#

and didn't do weird stuff

sand bloom
#

hmm if so I may aswell use a different method

frosty heron
#

What sort of method

#

If every character gonna have a sm or sk what's wrong with having it in parent

#

Just spawn 100 of empty one and check your fps. Or profile if u want

sand bloom
#

I guess so, i'm just worried about performance if I want to have many enemies

#

yeah I guess I could just do that to check

frosty heron
#

My sk is quiet heavy somehow. Having 20 characters already half my fps

sand bloom
#

Yeah I hear skeletal meshes are heavy on performance

frosty heron
#

My old project is fine, I had around 60 npcs going around and it's still clocking 140 fps

sand bloom
#

Also depends on poly's and amount of bones supposedly but still

#

hm

frosty heron
#

Can't say the same with UE5, I'm still figuring out how to increase my fps

broken wadi
#

Even something like 100 rotating coins is going to be expensive unless you use something like vertex animations.

sand bloom
#

Yeah vertex animations sounds like the most performant method(sadly lol)

broken wadi
crystal crown
dark drum
#

do enhanced input trigger inside uobjects? (assuming input has been enabled on them)

Edit: Nm, 'Enable Input' requires an actor input so UObject doesn't work.

spark steppe
crystal crown
spark steppe
#

what do you want to unbind from when it's non existing?

proper vigil
#

@dark drum Hi, so I swapped the true/false for this branch and it actually made the correct UI to appear when talking to the NPC.

#

However pressing Good or Bad don't cause the conversation to continue furthur.

dark drum
dark drum
proper vigil
#

When I start interacting with NPC, it starts by saying "That's good" Instead of "Hi! How are you?"

dark drum
proper vigil
#

I can't set it to 0?

timid rock
frosty heron
#

Can always block with invisible button too

dark drum
# proper vigil I can't set it to 0?

That var is populated at runtime and should be empty. The only time you would pre-populate is if you're loading the players conversation progress from a save, even then, that's still at runtime.

proper vigil
dark drum
proper vigil
dark drum
proper vigil
dark drum
# proper vigil

Did you change the 'Add Dialogue' function back to how it should be? Also check to make sure the Dialogue Tree index is 0.

proper vigil
dark drum
proper vigil
#

Yes.

dark drum
proper vigil
dark drum
# proper vigil

You'll need to add a break point to the switch on int node at the beginning with the Dialogue Tree Index connected and step through to see what it's doing.

proper vigil
timid rock
dark drum
# proper vigil

And what happens when you step through? It should go inside the first add dialogue node and show you which branch it goes down.

fringe junco
#

how would I pan the camera while respecting current ~~ camera~~ pawn (which is the camera) rotation? what rotation value do I need access too? I can't figure this logic out T_T

dark drum
# proper vigil

You need to keep stepping until it goes inside the function and gets to the branch and see which way it goes.

proper vigil
#

The steps took it to here.

dark drum
frosty heron
noble ledge
#

Is this doing a for loop in the background and binding the event to each item in the array?

timid rock
#

but only mouse interaction not keyboard

frosty heron
#

Because the button would consume the mouse click

#

No idea with your trace tho that would be irrelevant

#

U can always disable the trace if the widget is being hovered

#

U gotta define the rule when to trace or not

prime stump
#

Hi, I'm doing some post process stuff when the player gets into a low health state, one of the things im having it do is play a looping timeline which lerps the players vignette between CurrentVignette and NewVignette values

The problem I have is that health state can change while these timelines are playing so for example:

  • player goes into low health state
  • the vignette timeline starts playing which lerps the players vignette from 0.4 (CurrentVignette) to 0.8 (NewVignette) then back to 0.4 on a loop
  • the player heals which plays the ReverseLowHP event which stops the vignette timeline, gets the current value of the vignette and sets CurrentVignette and also sets NewVignette to 0.4 then lerps once from whatever the CurrentVignette value got set too, back down to 0.4 (NewVignette)
  • while the ReverseLowHP timeline is playing, the player goes back into low health state again which stops the ReverseLowHP timeline, NewVignette is set to 0.8 again and CurrentVignette is set to whatever the current vignette value is
  • it then starts the vignette timeline but the current vignette value is stuck at whatever it got to while it was reversing back to 0.4 so the loop then goes between that value and 0.8(NewVignette), and that value can be anything between 0.4 & 0.8

Essentially what I want it to do is smoothly transition the vignette properly when changing health states which each do their own post processing changes, they should all take one another's current values into account so there is no jumping in the effects because they're changing immediately

#

So you can see in the vid that when i hit 10 health i enter low health state and it lerps fine between 0.4 & 0.8, but then when i heal and while the post processing fx are reversing i take damage again which puts me back into low health state its only lerping between 0.71 & 0.8, how can i make it in a way that will smoothly transition it that takes into account other timelines doing post process fx?

dark drum
timid rock
frosty heron
#

You can probably do is hovered on every tick instead

dark drum
timid rock
#

yeah that's what I'm gonna try right now

random pulsar
#

hey,i just did so the door opens when i overlap with trigger and it closes when i exit the trigger,but i notice if i try to enter from other side it also opens at -90,how i can do so it determines from which side i walk into the door

keen ice
#

i need help, im making a chas player task for my ai behavior tree but i need to replicate the player index, how do i do that

frosty heron
dark drum
random pulsar
#

right

frosty heron
#

Player index is there for local multiplayer purposes (non network game)

dark drum
# random pulsar right

I would probably just have two collision boxes for the different sides then you can handle each overlap begin/end differently.

keen ice
frosty heron
remote meteor
#

technically

#

BTT only exists in server

#

so you technically can use the indexes to get the correct PC

#

question is

#

how do you differentiate between them, for the ones you want

random pulsar
#

not node,output

#

pin

dark drum
# proper vigil

When it goes inside the 'Add Dialogue' function, keep stepping and see what it does when it gets to the branch. If doesn't go to the 'Update Dialogue Text' node then it means it's finding the dialogue index in the dialogue progress.

dark drum
random pulsar
#

what are the other ways to do it,having only one collision?

proven dune
#

Hi! So I need to get a variable from a Widget Blueprint, so my question is: how do I cast to a widget blueprint?

frosty heron
proven dune
#

how would I do that though?

#

Since its not an object in the scene

frosty heron
#

I would suggest to look at how to use variables

#

Hard to make a game without understanding them

keen ice
frosty heron
#

But tldr, promote the widget to variable when you spawn it

#

Then you can just get a ref to it

still swallow
broken wadi
frosty heron
#

Not sure why do u need replication in that btt tho

#

U r the server

#

Just pick the actor u want the a.i to go to

remote meteor
#

BTTask only exists on the server

#

as AIController only exists on the server for enemies

random pulsar
#

@frosty heron Hi,how can i rotate the door depending where is the player ,cuz now it opens only at -90 ,i want it to open 90 when i walk from other direction

frosty heron
#

Don't use level blueprint for this. Make a bp actor for the door that will work anywhere in any angle

keen ice
#

id want it to go to the closest player idealy

frosty heron
remote meteor
#

you are the server, you have everything, if you want to find the closest player regardless of distance

#

get game state->playerstates->for each controlled pawn->compare distance

#

assuming players will always control a pawn

keen ice
#

i suppose a better use would be finding the closest player in its pawn detection radius,

remote meteor
#

then you will want to setup AIPerception

random pulsar
remote meteor
#

or atleast have somesort of your own iimplementation, then at the task, get the players that this AI has already sensed, get closest

frosty heron
thin panther
#

don't bother. there isn't any practice needed for the level blueprint, you won't use it enough

keen ice
frosty heron
#

Ain't no reason to make door blueprint in level bp

thin panther
#

Anything teaching you that fossil should be ignored immediately

keen ice
#

the only thing is it cant track any player other than player index 0 and i dont know how to make it the nearest player instead

random pulsar
thin panther
frosty heron
#

I used level bp when I need to grab stuff exclusive to that level

thin panther
random pulsar
#

btw,do you use ))) in your country as smile emoji?

remote meteor
thin panther
random pulsar
remote meteor
#

usually we achieve this using a Blackboard Actor value, the AIController will set the correct target from the AIPerception

random pulsar
#

i started learning things in here so its good

lunar sleet
#

Ah a random Russian link, what could go wrong lol

thin panther
#

the course is even worse

dark drum
lunar sleet
keen ice
#

what do you mean

random pulsar
lunar sleet
keen ice
#

Oh i see

random pulsar
#

you didnt even watch it

#

so dont rate

frosty heron
lunar sleet
#

Not clicking on a Russian website link lol, that’s how you get malware

thin panther
#

that's called teaching someone bad practice who doesn't know any better to spot the bad practice

dark drum
frosty heron
#

We r trying to help, but the idea of doing door in level bp is just fundamentally bad

thin panther
#

the first thing to do before learning the language is understanding the context it's in

frosty heron
#

Door bp , u don't want to use level bp and you don't want to hard-core anything

keen ice
#

thing is idk how to use AIperception :p

frosty heron
#

This way u can reuse and have a modular door

random pulsar
lunar sleet
#

Tbh no point arguing with people that think they know better when they just started and refuse to listen to advice. May flies like these are a dime a dozen

thin panther
#

i don't have to watch the whole thing to rate it.
I just know that someone is teaching a new person something fundamentally wrong with the engine.

you don't need to watch it to know that's bad

frosty heron
#

Many of us redo our system over and over because we always find better way to do things.

thin panther
#

If your first introduction to driving a car said "don't worry about the gear stick, it's not important" it would be an objectively bad driving lesson

lunar sleet
keen ice
#

ok thanks

frosty heron
#

My bp only project is beyond saving

lunar sleet
#

Happens. New one will be better

dark drum
#

New year, new project. 😄

lunar sleet
frosty heron
#

Countless bp structs, spaghetti and 0 soft ref

blazing dust
#

Hello, does anyone have an idea on how to go from this:

#

To this?

frosty heron
#

Fix your camera?

blazing dust
#

Using blueprints?

#

It's working properly

stiff swift
#

Open viewport on BP charachter or third person and move camera ye

lunar sleet
stiff swift
#

If using BP to adjust camera mess with your angles

stiff swift
dark drum
# random pulsar i know i can make an actor and use it as many times as i want in different leve...

I did a few tutorials on setting up doors. You might find them useful. I haven't done one that's specifically what your asking but it might give you some ideas. They do use a line trace based interaction system (seperate tutorial) but it shouldn't be too difficult to modify to use an overlap system if its what you need.

https://www.youtube.com/playlist?list=PLcwVLBaUNnHpXuMLCwYFB1PiPcTD-7HT0

blazing dust
#

I haven't given any context indeed, basically I am making a spaceship with a walkable interior, using
a simulation of static physics. The idea is that when entering a ship, the player is warped inside
an static replica of the spaceship, replaced by a dummy which imitates it's position

#

And then I attach the camera to the dummy

#

Everything is working but the camera, which I'm trying to tweak so that it matches the ship's ground

#

So, any ideas?

stiff swift
#

Adjusting angle by approximate 40* to the left or setting the component to adjust after worp, whatever clever just needs tilted and maybe reset to be behind your charachter if using BP instead of just moving the cam. I myte not be understanding also wich is ok

blazing dust
#

The thing is, the ship might be constantly moving and spinning

dark drum
# blazing dust So, any ideas?

At a guess, I would say your using the third person template which means the camera using the control rotation. You would need to first un-tick this and then manually fetch the control rotation and combine it with the ships rotations. You can then use this new value for your camera rotation.

alternatively, you could do a trace for ground and get the impact normal and use that instead. This might not be ideal though as you'd need to use custom collision channels so it only hits the ship and not other objects.

blazing dust
#

You mean, that of the spring arm or the camera itself?

#

Both it seems indeed

#

Alright I'm gonna try that

dark drum
blazing dust
#

I haven't done the second part yet but it seems to me that I have to tweak both components

#

I just plain tested tweaking these two values and the camera matche the rotation of the ship when both are disabled

#

How would you use the impact normal in your second advice?

dark drum
blazing dust
#

Can I simply do a get up vector from either the ship or the character?

dark drum
blazing dust
#

What does this return exactly?

#

I don't really know what to do with it

#

In terms of, to what component do I apply this rotator

dark drum
blazing dust
#

There's no control rotation

#

So far I've got this:

#

combine with what?

dark drum
blazing dust
#

So with use control rotation enabled for both the spring arm/camera boom and the camera, I've got this code:

#

And it doesn't seem to be doing anything

#

The world rotation is correctly set (I've just checked with printing the values before and after)
but there is no impact on the way the camera is rotating

leaden plaza
#

i need help im trying to attach the item that hits the line trace to the pickupattachpoint so it moves with the character

blazing dust
#

here you're setting the parent to be the variable of the object that you seemingly haven't updated

#

oh wait a sec

#

might have misread

#

yep soo

#

Try using a print to display the object you've hjit

leaden plaza
#

it works right

#

but

blazing dust
#

Yes?

leaden plaza
#

when i turn on physics it doesnt work

blazing dust
#

Are you hitting it with physics on?

leaden plaza
#

yes

dark drum
blazing dust
# leaden plaza yes

My guess is, although that's probably outside my current skillset, you should maybe disable the physics of the object when you successfully detect it

leaden plaza
#

i tryed that but it still dont work

blazing dust
#

That could be it but I'm not really that skilled yet and I don't have all the context

blazing dust
dark drum
leaden plaza
#

ok

blazing dust
dark drum
blazing dust
#

I can move around...

#

I wonder how players would react to such gameplay

#

anyway, idea?

dark drum
blazing dust
#

Forward vector gives this:

#

So, yep, like I hadn't done anything

dark drum
blazing dust
#

The last image is with the forward vector

#

what if I set the opposite of the up vector?

#

nah same

#

The thing is, wouldn't the line trace give me a vector going down?

#

That is opposite to the up vector?

wooden arch
#

Why on attaching the ears mesh to the head, it moves to another position? Is there some way to retain the position?

I exported all the meshes relative to the center point.

blazing dust
#

You can manually set it

#

Because it attaches it by resetting the pivot point

#

If you see what I mean

#

So you have to move the ears back to where you want them and they'll stay attached

#

does that make sense?

untold rain
#

just selected and accidently pressed q 😭

blazing dust
#

Just do CTRL Z ?

untold rain
#

nah not working

blazing dust
#

wait there's a shortcut for that

#

There ya go

proper vigil
wooden arch
untold rain
blazing dust
dark drum
blazing dust
#

Hey that's nice, I'm applying it to my situation

#

Doesn't seem to do the trick

#

Should I try a line trace?

#

Ah, well, if you don't mind spending some more time, if you explain your reasoning ...

#

Maybe I could add, on each camera input, the difference in rotation between the (ship) and the current camera?

dark drum
marble tusk
#

Can't we just get the rotation of the ship and combine it? Also why are we getting an up vector and making a rotator where that's the forward vector? I don't see how that's helping

dark drum
blazing dust
#

Seems... Seems working

#

Welp, thank both of you for your help!

dark drum
#

Converse to the rescue.

blazing dust
#

Alright! Good evening then! Finally, inner peace

dark drum
zealous moth
#

how do i get the last digit of an integer.
for instance 1234, I want 4.
I tried to convert from int to string, get character array from string, get last index and get the character in that array at that index and convert back to int. however i am getting 0s...

lunar sleet
lunar sleet
zealous moth
#

i figured it out using a divide function in the end

#

a lot of hit and miss

#

int divide by the 10

manic knot
digital valve
#

Im having trouble pulling item info my array. Anyone able to see what im doing wrong? ive tried it two diffrent ways and im just not getting it

rugged sonnet
#

How can properly call my function to spawn my BPCar2? In the first image I created a function dedicated to it but I can't seem to access the flip/flop if I call the function from the level BP. As a temporary workaround I copied the code directly to the level BP and it's working but I would like to learn how to solve this please?

rugged sonnet
lunar sleet
#

Anything you want. Player controller works

digital valve
#

it works fine in my equip items function. There is something important im overlooking

lunar sleet
dark drum
digital valve
digital valve
dark drum
north anchor
#

Hi everyone, i was wondering if anyone has any experience with creating custom landscape brush blueprints and if anyone knows a good tutorial on creating them.
I'm looking to create one that just scales the landscape in the Z-axis to solve other problems. Was wondering if this was possible.

digital valve
#

however it did validate something was in the slot

dark drum
digital valve
#

hrmmm i see something

crude timber
#

My Mouse Trace under Cursor is not accurate for some reason ? If I draw a debug shape on it, it's not always exactly where it should be, and i sometimes see a transparent shape of my world or objects passing in front of it. Is this a scaling thing because i'm doing this in viewport ?

digital valve
next kite
#

Hey guys, could i get a bit of help with implementing a cooldown onto an ability?

dark drum
ember hazel
#

how do i make it so that if the key is held it will continuously make line traces

crude timber
#

it's so weird, as soon as I shoot any debug my camera changes aspect ratio

solid vault
#

just so i know if i understand this correctly

#

this Cast to " " actually just tries to create an instance of that blueprint

#

right ?

#

like creating an object in c++ ?

#

and this "get player controller". what does it do ?

#

does it serach for the associated playercontroller selected by your game mode ? and it returns reference to it ? so the Cast to BP_PlayerController can make an object out of it ?

devout latch
solid vault
#

i see

#

so it accessed the Parent class and then derives an object that is casted to your actual player controller ?

#

like converted ?

devout latch
#

Slight correction. It actually returns the parent object, which you can then cast to the derived object as you did.

solid vault
#

i see

#

so what is the parent object in my case ?

#

just the original blueprint class named PlayerController ?

#

this one ?

devout latch
solid vault
#

I see

devout latch
#

The real name is APlayerController. This is the internal C++ class name with the Unreal Engine naming convention. All actor classes start with the letter A.

solid vault
#

One more thing

solid vault
#

than kyou

#

what do those two do internally ?

solid vault
#

oh

#

is there another way to have mouse input ?

devout latch
# solid vault oh

Sure there is but I’ll defer to others as I still use the old Input System and there is an Enhanced one that you should probably look at.

solid vault
#

yeah im using the old one too

#

new one seems more complicated

#

i have a question

#

does "casting to" something means we are checking if its THAT something ?

#

like using casting when overlapping with a pickable object

#

to check if its the object we are supposed to pick up

devout latch
meager ingot
#

MY CHARACTER MOVEMENT COMPONENT JUST STOPED BEING VALID PLZ HELP

devout latch
solid vault
#

wdym subclass

devout latch
#

Same thing

solid vault
#

yeah wdym :d

dire frost
# solid vault yeah wdym :d

Subclass is a class that inherits from or extends a parent class.
For example when you create a blueprint and select "actor" you just made a class that inherits/extends actor And this that blueprint is a subclass of actor

finite hearth
#

On my viewport, I have a horizontal box (item 1) and I also have a border with widget (item 2):

I am attempting to add an image (item 3, which is a widget of its own) using "Add Child to Horizontal Box" to both item 1 & 2

My code will add item 3 to item 1, but will not add item 3 to item 2.

The goal is to get rid of item 1 once I have item 2 working. I have confirmed there is a reference to item 2 at the time of execution. The item 2 is a copy+paste from the item 1 horizontal box. Not sure what could be wrong. Do I need to somehow refresh item 2?

mental trellis
#

Inherits from

dire frost
mental trellis
#

Love the troll at the end.

floral stump
#

why this doesn't return bool to check if the fname was find correctly?

faint pasture
#

I think a failure is -1 returned

floral stump
#

alternatively i can check for identicals

floral stump
dire frost
#

-1 and yeah

floral stump
#

array contains 10 names

dire frost
#

Ok?

faint pasture
#

Test it with a known bad item to see what it returns, I think it's -1 tho

floral stump
#

ok

#

will let you know

#

it forces me to loop the array

ember hazel
#

how can i make it so that when this is pressed it will make line traces until it is released

dire frost
#

Just change the action trigger to hold and you're golden

ember hazel
calm bloom
#

Hey team so im trying to call the PickupItem Event from a BP_Item that contain Pickup interface. Im wondering how i can get the actor who trigger that interface from the BP_Item. Without casting to a specific character type?

ember hazel
#

how do i make the enhanced input system work

#

there isnt a place to put a input

dire frost
#

It's a plugin you should enable

#

Check the official docs to see how to set it up for your project

ember hazel
#

it is enabled

dire frost
#

Did you create a input context assets?

zealous moth
#

how do i add this in the editor? I closed mine

ember hazel
#

i just did

#

it still doesnt work though

#

cant i just do it without enhanced input

dark drum
# ember hazel cant i just do it without enhanced input

The old input system is depreciated so you should use the enhanced input system. Plus it has significantly more benefits. There's plenty of tutorials on how to get started with EI and should only take 5-10 minutes to get the basics down. (Mimic the behaviour of the old system)

ember hazel
#

but when i make a input it doesnt work

#

at all

dark drum
# ember hazel but when i make a input it doesnt work

1: created input action.
2: create input mapping context.
3: add input action to input mapping context and assign input key to action.
4: in either the player character or player controller, get the enhanced input system and add the context mapping.
5: implement the input action as you would in the old system.

ember hazel
#

that what i did and it doesnt work

#

is there a way to do it without the enhanced input system

lofty rapids
#

run it on tick, with a boolean

dark drum
# ember hazel that what i did and it doesnt work

Then you've done it wrong. A quick search on YT will give you a 5 minute tutorial to follow.

And yes, you could do it using the old input system but it would be more complex and converluted. It would be far quicker for you to watch a 5-10 minute tutorial to learn how to use enhanced inputs than describing an alternative method using the old system.

ember hazel
spark steppe
#

you should rather use EI

#

get sure that your project/playercontroller are set to use enhanced input

#

using an old system just because you can't get the new setup is just plain ignorant

#

and will most likely bite you in the butt later on

#

even if it takes you 2 hours of tutorials

dark drum
spark steppe
#

for an existing project it's sadly a bit more work, which is another reason to start with EI right from the start

dark drum
#

That triggered pin does everything he's wanting lol.

timber crystal
#

hallo friends
Is there for blueprints a function to take controll over the sunlight?
I want when my player has passed a certain point on the map that it suddenly becomes night

(weird I know)

wild coral
#

Hello, Im having a problem with the GetParentActor node, not returning the Parent Actor but Unknown.

dark drum
spark steppe
timber crystal
spark steppe
#

parent actor is actually an actor which another actor is attached to

dark drum
spark steppe
#

or those

#

the forbidden component

dark drum
dark drum
wild coral
#

trying it out

wild coral
#

thanks guys

dreamy lagoon
#

Was messing around to add an emitter at a hit location. I happened to choose one that loops forever.

  1. I recognize that I could use a different emitter, and also there might be a better way to end a looping emitter easier. I haven't looked into this as I want to understand issue 2) first.

  2. I expected this to keep the context/stack of the return value from the spawn emitter such that all my emitters would get destroyed, however only the last one is destroyed. As long as they are created slower than the delay, this works fine.

So i'm trying to expand my understanding of delay (or my combination of nodes in this case) and where/when it's safe to use or how to use it, since it appears as those things that were created in the flow up to the delay, in this case the return value of the emitter can get overwritten if it's executed multiple times before the delay ends.

empty arrow
#

I'm making a procedural chain for a portfolio environment following this tutorial: Populating Meshes Along a Spline | Tips & Tricks | Unreal Engine and I want to add a new mesh (hook) at the end of the spline, but since I'm not a programmer or a technical artist, I'm just an environment artist trying to learn a little technical art to make my portfolio pieces, I'm having a hard time putting this into practice. I know that I need the last piece to have this hook whenever it's in the last index, but I don't know how to do that. Can anyone help me?

lofty rapids
#

you can compare the index to the last index @empty arrow

#

or just check for the specific index

#

and use a branch

carmine scaffold
#

how would i check if my camera is facing forward?

empty arrow
lofty rapids
dire frost
empty arrow
dire frost
#

If it's near "1" then the camera is facing that direction

rough blade
#

Hello,

I'm dipping my toes into procedural mesh generation and am working on a system that needs to append 3 arrays to another 3. I found that this step in particular wrecks my frame rate and am looking for ways to curb this impact. So far the only thing I can think of is just adding a frame delay between each append job but I am not a huge fan of the time cost this incurs.

Is there a more efficient storage option than appending arrays? The "BakeMeshData" will be plugged into the "Calculate Tangents for Mesh" later on so I do need it in an array at the end of the day.

Sidenote: I heard a passing comment that nested loops are "disgusting" but couldnt find any reason as to why. Are these costly?

marble tusk
lusty oak
#

I'm having a problem with my camera system. I have several different camera types, and when the player enters a trigger volume, it assigns the camera type for that area. The problem I'm having is that for the start area, it doesn't seem to register the OnActorBeginOverlap event when play begins even though the player is within the volume. I have to leave the area and then come back into it to get the camera assigned. Any ideas how to fix this?

topaz turret
#

Is there a way to tie a SoundCue's volume on a curve to my movement speed?

surreal carbon
#

Hey I'm having issues where i have setup my custom mouse cursor widget and it seems to work fine but once I switch levels to a new gamemode and player controller the mouse cursor reverts back to it's orginal state and I'm not sure why

low venture
#

Wait. You mean e.g. if the SoundCue's volume goes up, the movement speed goes up? Or should the SoundCue's volume go up, if the movement speed goes up? In the first case it's Synesthesia. In the second maybe an audio component where you can set the volume.

surreal carbon
iron bone
#

I'm trying to make a wheel that I can grab and rotate by using a circular motion with the mouse or analog stick. I also want to have end points that are a min and max for the rotation. Does anyone have suggestions on how to do this?

zealous moth
#

is there a way to prevent walking off ledges?

lusty oak
zealous moth
#

I could but it brings about a lot of issues

#

like collision management

#

in the character component you can toggle a boolean "can walk off ledge" however it doesn't work

keen widget
#

Inside function how to make that if THIS PIN is empty, and doesnt have any data connected to it from outside then - do some other logic?

lunar sleet
#

Or if LastIndex == -1

red berry
#

Is it possible to create an instance of a Primary Data Asset in blueprint? I know you can do things like Make Literal Enum/Struct, etc. but I don't see the option for a data asset
Edit: I don't think its possible at all. I can't find anything on the internet and I searched discord. No nodes come up either if I type "data asset". Also I learned that setting values in a PDA will actually make that value permanent, kind of like a saving feature, but I won't be using it for saving since its apparently bad

distant vortex
#

hello, noob question: i have a blueprint with 2 static meshes. one is the ship, the other the rotor (like a helicopter). when i put this code -> everything rotates, not just the rotor mesh itself. what is my fault?

dark drum
dark drum
dark drum
dark drum
dark drum
dry scarab
#

GUYs im really stugglering to find in depth blueprint starter to intermediate on learn.unreal anyone can sugges videos only one i found is this one https://dev.epicgames.com/community/learning/tutorials/bJbd/learn-to-code-in-unreal-engine-with-blueprints

Epic Developer Community

This course will focus on teaching you the basics of programming with Blueprints. We will focus on learning fundamental coding concepts by using simple,...

frosty heron
#

Just keep practising? Once you know oop try to make your own system and see how others and epic sample project does it

dark drum
# dry scarab GUYs im really stugglering to find in depth blueprint starter to intermediate o...

I only tend to watch short overview videos these days so I can't really say but I have made a few tutorials myself you might find useful. They tend to be more about how to setup systems you could probably use for an entire game (with some tweaks) as apposed to something that only relevant for the tutorial your watching.

I have an interaction system which isn't a bad start with some follow up tutorials for doors (same process applies to other interactables) and if you need it there's a dialogue system as well.

https://www.youtube.com/playlist?list=PLcwVLBaUNnHra8G8ZBUkzPNu7qDM9OmZe

honest gorge
#

Anyone familiar setting up DLSS in UE here?

dire frost
honest gorge
#

I got the plugin installed etc., but find it a little bit unclear how you set it up properly

#

I want to enable/disable it using a checkbox, but cant really see any change in fps when im using this setup

dark drum
calm bloom
#

Hey wondering if any1 could help me out. Im confuse why my On Key Down doesnt work when i click anywhere else within the UI except when clicking on the children?

old frigate
# dry scarab GUYs im really stugglering to find in depth blueprint starter to intermediate o...

Brother, I am watching this series of videos. I think it is pretty good. I think blueprint learning generally consists of two parts, one is C++ and the other is blueprint nodes. However, it is difficult to learn these two separately. You can’t learn C++. If you understand blueprint nodes, you don’t know which nodes to use to implement functions. If you learn blueprint nodes, you don’t know what is done behind Unreal, and you don’t have the thinking of a programmer to implement functions. This series of videos is a good fusion of the two. aspect, I think as a beginner it’s a good place to start

dark drum
old frigate
#

yeah

calm bloom
dark drum
# old frigate Brother, I am watching this series of videos. I think it is pretty good. I think...

You don't need to know any C++ to think like a programmer. Blueprints and C++ use the same skills, they're just different languages.

Ultimately, its boils down to how well you understand the individual steps that are required to achieve what you want. As systems grow, this gets more complex. A lot of people struggle to think past a handful of steps unless you've trained your mind to break things down.

A great exercise you can do is write a list of steps required to make a cup of tea (or coffee). Most people will probably include between 5-10 steps. The reality is there's closer to a hundred, most of which we do without realizing.

dark drum
fervent lantern
#

I'm trying to make an upgrade system for an idle game so i want to have many upgrades, most of which are recurring upgrades. Is there a way to organise large amounts of data like this that is writeable and preferably has a way to execute unique code for the upgrades?

versed sun
#

Data Assets and/or Actor Components

abstract mango
#

Hey, is there anyone here with knowledge about SimCade Car Physics and willing to help a beginner?

fervent lantern
versed sun
#

The Primary Data Asset can

crystal crown
#

Can i dynamically make variables instance editable like with switch nodes in materials?

glass blade
#

Hi

#

Anyone know AI for Blueprints?

#

Most AIs can give feedback on C++ code. Can we share the BP code and get feedback as well?

dark drum
frosty heron
#

You can make invisible button for the background and on hover set the focus to that widget

north lynx
#

Hey everyone!
Is there a way to access variable in two different characters that not exist at the same time?
I have a game that has 3D part and 2D minigame
I want to check in 2D minigame if player wins the game, and then in 3D part of the game if he wins the game already, disable the minigame

distant hollow
north lynx
distant hollow
#

So before you destroy your 3D character, you can save the info to GameInstance first, then access it using the 2D character.

#

That said

#

Based on your description

#

Your 2D game is the minigame?

#

Then in that case you should check your 3D char before even loading the 2D minigame since you want to disable it

proper vigil
#

@dark drum Stepped through the code and it doesn't go through the Update Dialogue Text node.

dark drum
proper vigil
#

Is that what it is supposed to be doing?

dark drum
# proper vigil Is that what it is supposed to be doing?

It is the intended behavior so you need to find out why it's finding it before the player has chosen an option. Before the first 'Add Dialogue' node is called, print both the Dialogue Index and the length of the Dialogue Progress. The Dialogue index should be -1 and the Dialogue progress length should be 0.

proper vigil
#

The dialogue progress length is 2 and the dialogue index is 0.

dark drum
wild coral
#

Hello 🙂 could someone help me with how to replace foliage instances with their corresponding actor bp? I dont want to make a foliage component for every possible interactable object I might have, but for groups like trees, rocks, etc. So f.e the trees are children of the master tree, witch each having their own unique properties. But I have no idea how to tell the foliage to replace itself with this exact child.

dark drum
wild coral
#

The instanced static mesh kinda needs to know what actor bp belongs to it

dark drum
# wild coral yes

I would use a sphere trace to get all instance meshes in range and then get it's static mesh and use it in a look up table to get its corresponding actor BP. (Probably a map) Then it's just a case of getting the transform of the instance and spawning the actor. When done, remove the relevant instance indexes from the instance component.

You'll need to keep track of actors you spawn and check if they are no longer in range of the player, have them be removed and an instance readded to the relevant instance component.

wild coral
#

Iam already using a collision sphere on the player to check for interactive foliage. The look up table is probably what I need. Something where I can compare the static meshes of the instances with the ones in certain bps

haughty axle
#

solved ok have a question: i have master BP and 3 children BP's of it, how can I check difference between children BP's? if mouse is on one child BP is true, but not on the other child BP? now I get always true. i get info from hit results under mouse

dark drum
haughty axle
earnest swan
#

I don't fully understand either, but check to make sure you're setting it back to false when you're clicking on something else. Make sure the variable keeping track is on a per-instance basis

haughty axle
#

i will try to explain better 😄

frosty heron
#

Show screen shoots

haughty axle
#

solved

frosty heron
#

Why are u using get actor of class??

dark drum
frosty heron
#

Just get the hit actor and cast it

#

Or run the interface on the hit actor

#

U don't really need to check if the mouse is over other instance, though you can do that simply by storing the info (current selected actor)

#

Actually you should

#

Store the actor you hover over and when your trace hit a new actor , you want to run unset mask on the actor you stored

lofty rapids
#

i feal like the get actor of class gets the first one ?

#

and you should use hit actor

frosty heron
#

If I understand it correctly you are just doing custom stencil. Like outline or w.e overlay material.

In this case you can store info of the actor you hit. And when the current hit actor != the last actor, call unset mask on the last actor

haughty axle
#

solved

frosty heron
#

Well w.e happens using get all actor is already fundamentally wrong

#

U will just get the first object of the class in the world

haughty axle
lofty rapids
#

i attached a component that is hoverable got it from a tutorial

quartz pawn
#

Question, how would I go about displaying a health color? Like I have a box that represents your health, green is good and red is bad. How can I fade between those colors with a value, lets say 300 health?

lofty rapids
#

in a component that i attach to hoverable stuff

honest gorge
wild coral
haughty axle
dark drum
dark drum
# wild coral how would I readd an instance to the relevant instance component?

Assuming you store a ref to all the actors you spawn, check if they're no longer in range, if not, get the relevant instance component. I would imagine the spawned actor would have a static mesh that's the same as the one used in the instance component so it'll be a case of looping through them and finding the right one.

From a performance perspective, you might however need to come up with a better way to keep track of the data you need so you're not having to do large loops.

wild coral
dark drum
wild coral
#

you making me feel like, what Im trying to do isnt a good way of swapping in and out SMs and Actors

dark drum
wild coral
#

how do I get this actor tho

dark drum
wild coral
#

if I use a collision object and collide with an instance, does it give me the actor of this instance?

#

ah yeah

dark drum
wild coral
#

so I could cache the Hit component from the overlap, remove the index/spawn the bp, and on endOverlap get the chached component and just add an instance to ith with the transforms of the bp and delete the bp

dark drum
red cape
stiff swift
#

Having one dropped, it triggers on event begin play. But if already playing does nothing, cause cant trigger begin has passed id guess. On clicked could try adding the AI move to🍀🐛

dark drum
normal fjord
#

#materials message
How do I make the physics/surface material side of this? I need it to make different dynamic surfaces such as "sticky", oily/slick, bouncy, etc

normal fjord
#

I meant the overlapping area stuff, not making the materials themselves

#

Make the physics material apply to only where the shapes intersect, think splatoon paint/ portal 2 gel

zealous moth
#

what would be a good way to iterate a grid in a circular 2d vector fashion?

#

start at 0,0

#

then increment to 1,0

#

then upwards