#blueprint

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zealous moth
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1,1

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then left

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0,1

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and so on

dark drum
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I'm not the best when it comes to material stuff but you can set the physics material on the material itself. I would imagine if you're then blending between two different materials it'll use the relevant physics material. (I could be wrong though)

I believe there's a physical material mask node in the material editor.

normal fjord
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Can I do different code behaviors depending on the surface physics material by itself? Or do I gotta have a switch case somewhere that addresses all physics materials

crystal crown
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does it matter if i cast to parent class on tick?

dark drum
dark drum
crystal crown
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casting from actor component to pawn class

thin panther
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That cast will always fail?

A pawn is never an actor component

crystal crown
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no it doesnt

thin panther
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So you're not casting a component

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See "Other Actor"

crystal crown
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i guess i phrased it wrong as usual

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would this be fine on tick?

thin panther
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Realistically yeah it should be. Give it a profile if you wanna be sure

plain lichen
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hello, how can I improve this "blueprint" to actually include checking if the player is moving backwards when the "free look" button (so rmb) is pressed? Right now what happens is... well, this, in the video below (basically some kind of "moonwalking" + random camera movement + the character faces you and moves backwards)

the blueprint part of the screen is basically "right side" of it included in this video https://youtu.be/4mij-t_x8G4

Here is the new fixed and updated way of creating a free look camera system in Unreal Engine 5 that allows you to independently move the camera without changing which direction the player is moving in.

Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland

#UE5 #UnrealEngine5 #UE5Tutorial
__________________...

โ–ถ Play video
crystal crown
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i guess i can put it on a timer, it doesnt have to be so fast

thick prairie
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Guys, how do i find/reference an owner of spawned actor (I'm making a unit spawner, and i want to send an info to the spawner when a unit dies)?

versed shore
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hey does anyone know how on event to reset character positions? I have many characters that given some event (either to the character or externally), resets all character positions to a certain spot

thick prairie
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@versed shore wouldn't a save system solve that problem?

broken wadi
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The transform is location, rotation and scale

versed shore
fiery oracle
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Hi i need help im following SmartPoly ue5 Multiplayer Survival Game cours. my problem is with the inventory systhem. I know the item is added to the array but it does not show up in the inventory Ui. Ive cherch for hours now and idk what to do

lofty rapids
thick prairie
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@alpine gulch I tried that, but it doesnt work for me :/

thin panther
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You'd need to pass it in. Your unit spawner isn't actually the owners just because it spawns it

thick prairie
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Ow, ok. I'll try that out. Thanks for help ๐Ÿ™‚

solid vault
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what does this error mean

placid stream
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Giving another try, this issue is driving me insane and I've tried so many suggestions

Anyone ever experienced a blueprint node having an error every time you start the editor. If you refresh the node and recompile it works fine (until next editor start)

potent relic
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Hello, I want to compute several paths to the point. Is there a way to create nav modifier on the every generated path to make them different?

placid stream
kind moth
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When I move the character start in level editor and then start the game it moves where the player character spawns but leaves some of its components behind. How do I fix this? Thank you!

pale mica
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Set up an emote system, but for some reason the mannequin stretches out and certain body parts don't emote properly. Clues?

sweet silo
dawn gazelle
pallid nest
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hi guys , what could be wrong with my print string? the whole code is executive creating the widget) but something I notice i cant see print strings anymore (it doesn't matter where I put the code), any ideas ?

pale mica
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Why is the sound still repeating when I spam the key

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I was looking for a stop 2d sound

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but that doesn't exist...

humble sleet
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hello! does anyone know why I lose widget focus every time I right click?

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the mouse enter and leave events stop firing if I right click, and I have to left click again to make them work

versed sun
pale mica
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not sure how, since I didn't use a variable

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@versed sun

versed sun
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Your node Play Sound 2D play a sound and forgets about it, no way to stop it
I am suggesting that you use the Create Sound 2D nodes to give your self control to stop the previous sound (If Valid) and then Play a sound

faint pasture
trim matrix
humble sleet
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horrible jank but functional jank

pale mica
faint pasture
pale mica
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how should I have set it up?

faint pasture
pale mica
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I can still spam the audio

faint pasture
pale mica
humble sleet
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use a gate?

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I like gates

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nvm

faint pasture
# pale mica

What do you want to have happen if you spam the button?

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Your code will start/stop/start/stop if you spam, is that what you want?

pale mica
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I want the audio to start/stop/start/stop too

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just like the animation

trim matrix
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then delete the last BOOL SET

humble sleet
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play sound 2d doesn't give a return value

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so you can't get it and stop it

pale mica
pale mica
trim matrix
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is the song 1 sec or more?

pale mica
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4sec

humble sleet
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use create sound, promote return value to variable, then grab that variable and stop it when you want to stop

trim matrix
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play 2d work usually for click sound or short sounds that wont change

humble sleet
faint pasture
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You also could stop overlapping with concurrency settings, but that will not stop the last sound, just keep them from piling up

pale mica
lofty rapids
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hmm

trim matrix
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the SET node isnt even connected

lofty rapids
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you probably want some power to that set and also play and stop wherever you need it

pale mica
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yes, I see now it should be connected to a stop

flat coral
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Got a build error going on, says I'm missing a worldcontext pin or something. But it doesn't say what BP is causing this, so how do I solve this?

versed sun
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The only place i ever see World Context is Function Library's

flat coral
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You're right I could just look through those

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OH it's when you get this crap

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That __WorldContext input from copy/pasting library functions

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Yep, build succeeded, that was the only problem.

versed sun
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nice

manic ridge
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Anyone know what I would put out of overlapping actors to check if its an object with physics enabled?

lunar sleet
manic ridge
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cuz otherwiise you can just stand on the cube and fly

lunar sleet
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I mean you can use get overlapping components if you want

manic ridge
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ooh

rough blade
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Does updating a member variable in a replicated struct send the entire struct to clients or just the piece updated?

crystal drum
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I've got something set up that I want to keep simulating when I pick it up in VR. Is this do-able? Like, to keep a skeletal mesh's bones ragdolling or fabric flopping while it's held?

trim matrix
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How do I create a dynamic material when creating an actor in the world(using spawn actor node) and then changing a scalar parm, I just dont know how to access it, I tried casting and stuff.. Ty for help

frosty heron
trim matrix
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but how to do that when I am just spawing it in the world

frosty heron
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Spawn actor-> create dyamic material-> promote as variable -> set material to index -> get the ref to the promoted variable to change the param to change it on runtime

trim matrix
dawn gazelle
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The ref to the material is depending on where you're storing the reference or are using the reference to begin with.
If you want a reference to the material on a mesh that exists on the actor that you're spawning, then you'd use the spawn actor node's return value, get the mesh from the actor, and get the material you want from it, then you can create your dynamic material from it.

trim matrix
dawn gazelle
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That is a reference to the actor that you just spawned.

frosty heron
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It's a ref to the actor not the ref to the dynamic material that doesn't exist yet

frosty heron
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Then set that material to your spawned actor

trim matrix
frosty heron
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From the create dynamic material node, promote the return value. That's your ref to the material instance. Set the param from there

frosty heron
trim matrix
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the dynamic material isnt self

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its connected to another actor

frosty heron
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Can you show me how you are doing it

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Just right click on empty space and type create dynamic material

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Screen shoot that

trim matrix
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okk

finite hearth
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Is it possible to establish a widget's parent on the HUD event graph? I thought that was the point of HUD but I don't see any options for "add child" when dragging off my create widget node.

trim matrix
frosty heron
# trim matrix

Right click on empty space and type create dynamic material?

trim matrix
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a class cant be relied to that

frosty heron
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I'm not following

trim matrix
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what?

compact locust
frosty heron
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I don't understand the words you are throwing

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Create dynamic material is a kismet library node. Should be accessible everywhere except objects

trim matrix
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what do i put in the parent

frosty heron
compact locust
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get material of the object, then get material instance of that material and connect the result of that to the parent

frosty heron
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You chose the material instance for the parent

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Or get the material of the object (if you want to use that material)

compact locust
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basically it depends on the order

trim matrix
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yea the problem is that i have a class ref and i need an actor object ref

compact locust
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if make instance of a certain material first, set the return value to a variable so u can call it to change params

compact locust
frosty heron
compact locust
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what are u trying to do cat

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like what are u trying to do in monke terms

trim matrix
compact locust
frosty heron
trim matrix
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I will fix in on my own, i just gotta change the data table and add the destrucatble mesh in a actor ref and then plug it toghheter

compact locust
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okay

trim matrix
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thx for telling me

compact locust
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let me type this out ppl gimme like 20 seconds

frosty heron
compact locust
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beat me to it

frosty heron
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Doing it on multiplayer isn't helping either

trim matrix
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I need the correct actor though

compact locust
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what

trim matrix
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ref

compact locust
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u have it

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the return pin is the ref

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imagine the spawn actor of class is a printer

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the left side is ur printer settings

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the return value is the printed page

dawn gazelle
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The paper is getting jammed.

compact locust
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if u want to do stuff to it

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goitta change the paper not the settings

trim matrix
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my system is huge

frosty heron
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It's not an issue of system

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But not understanding references

compact locust
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ik im just memeing since we already answered lol

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ill just make a node layout for u cat RQ

trim matrix
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dont be rude

thin panther
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That's not being rude. It is literally a problem of not understanding references.

trim matrix
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not knowing anything about material*

thin panther
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No, it's not understanding references

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A spawn actor pin gives you an actor reference. It wouldn't give you a material reference, as not all actors even use them :P

trim matrix
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I have been using ue5 for a month bro.. I hate materials ๐Ÿ˜›

trim matrix
thin panther
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Coming up on about 5 years now?

trim matrix
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CRAZYY

thin panther
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4 or 5, don't remember

trim matrix
thin panther
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Nah, too much learning of areas I don't care about, like animation, and lighting, and VFX. At least currently

I just make things for fun, and do my job :P

trim matrix
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yea

frosty heron
trim matrix
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ty for the help, its appreciated

serene condor
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does the scroll wheel just not work in UE5 rn?

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like I did this :

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and put it in my BP

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an yet the axis value does not change what so ever

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anyone know why this is happening?

lunar sleet
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Not sure, that input system is outdated

serene condor
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I just restarted my game, see if that works..

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did not work...

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why is this not working...

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and yes my scroll wheel on my mouse does work

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doesnt make sense lol

lunar sleet
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Is input enabled in this actor?

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Or where is this code

serene condor
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It is enabled as I can walk

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and its in the event graph

lunar sleet
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Yeah duh lol

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I meant what bp

serene condor
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Player Character

trim matrix
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try print

serene condor
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did that

trim matrix
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to see if it prints something

lunar sleet
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Does it fire at all?

trim matrix
serene condor
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it sends out the output. Just doesnt change

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it stays always at 0

lunar sleet
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Are those scale values default?

serene condor
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here is the whole code. And 0 is the default value yes :

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thats the whole code. Yet it doesnt work...

lunar sleet
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No

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I mean the input actions

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Where it says -50/50

serene condor
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oh waht

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what*

lunar sleet
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Maybe try adjusting those

serene condor
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did that to

minor pollen
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Hey someone has some optimization ideas for my Blueprint?
I have my Player Blueprint with many Custom events and Variables and adding new events or vars or even compiling the Blueprint takes very long. I saw in the popular assets Advanced Locomotion System that they have like some more Graphs in there event grapth so is there maybe a way to split those events to it is not so laggy any more when adding events or variables

There has to be some way for huge games that use blueprints that they use

trim matrix
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data tables?

minor pollen
trim matrix
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vars

still swallow
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Why there;s no section for Interfaces in my Blueprint ?

minor pollen
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sure but what do can i do with all those events that have inputs

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even events without inputs are just lagging

trim matrix
still swallow
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In 5.3 I cant seem to find that

trim matrix
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you can ask that in here

trim matrix
minor pollen
trim matrix
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many like how many?

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can you show?

minor pollen
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about 100 custom events

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and about 40 vars

trim matrix
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why do you have 100 custom event in 1 bp, what type of bp is it?(player, gameinstance...)

minor pollen
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Player

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it isnt like i dont try to make not that much custom events its just went to a huge game with many stuff so all off them are needed and we dont want to talk about functions i have more functions then custom events. There has to be some way to maybe split them but keep them in the same blueprint

devout latch
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And when you say โ€œlagโ€ - just from compiling or in runtime?

minor pollen
devout latch
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The video is not showing for me. Itโ€™s 0 seconds. But you think itโ€™s the overall size of your Blueprint; not the number of Events, right?

minor pollen
near surge
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Anyone know how to make a interaction system with line trace

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I tried using the tut for my interactio system but it doesn't work

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it detects the object but it doesn't print out anything

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and it doesn't work

lunar sleet
charred grove
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guys, what would be the best way to do a passive skill in ue5? on tick? so it always active/ triggered

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for replicated

faint pasture
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+30 max hp passive, or "do thing when thing happens" passive?

surreal peak
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For a LineTrace they should be the same

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For a ShapeTrace, they are different. Take a Sphere for example.

O|

If the above is a Sphere in 2D O that hits a wall | then the location where they touch is the ImpactPoint, and the Center of the Sphere is the Location iirc

charred grove
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or, after player kills 10 enemies damage increases, or, when player touches 3 or more enemies at once x thing fires

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basically a check that is constant, and performant for multiplayer, so it constantly looks for a trigger

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i got a actor to spawn (spawn actor of class) then inside of it a code that checks player health, and if its below 50 it fires the add effect (and other logic)

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the spawn actor of class is in the character bp (idk where to place it, maybe on the widget of skill tree for when i add a passive to the skills build? and idk if it should be on event tick ) , and then a bp class for the passive where the add effect logic is there

surreal peak
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Where does Normal Impulse come from again? Doesn't a HitResult just return a Normal and an ImpactNormal, similar to Location and ImpactLocation?

faint pasture
faint pasture
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Depends on how many you plan to have around and how fast they need to respond

versed shore
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Hey, I created a TCP connection to an external server, but I am running into the issue where I have to run the loop at a certain interval (currently timer). I want to only move on to receive data once send has been processed and for byte array to string be called once received data to be completed. Currently, the delay goes on a different node when leads back to the beginning of this loop. I tried using gate or just custom events without the delay, but I keep getting infinite loop errors:

bold flax
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I have a question. I am wanting to move a in game actor with the player when they move from one level to another. From my research this would be done in the game instance. I am struggling to find much info on how to do it. Would I just get a reference to the object and store it in the instance then when the player is spawned into the new level just spawn in the object from what I have stored? Would any one have any examples on how to do this? Thanks in advance!

dark drum
dark drum
bold flax
dark drum
dark drum
bold flax
dark drum
bold flax
dark drum
bold flax
compact vapor
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what if I wanted ants in my game that allways traveled in pairs?

would it be a good idea to make a character BP that has like 2 skeletal meshes in them for both ants.

That way each like antBP would technically have 2 ants.

how would you guys aproach a grouping system like this?

formal dome
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And watchout if you have a lot of ants

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it can hurt the performance

compact vapor
compact vapor
formal dome
smoky sail
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My Blackboard key selector is not showing any of My Blackboard keys. Can Somebody help me?

formal dome
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If you want one to fall and the other one to stay at its place, then each one will have its own collider and you need to do some coding

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and later they will get back together

formal dome
compact vapor
# formal dome its not about grouping, its about how many skeletal meshes is there

i am basing this question off of this picture from a game called Halo Wars (1) (2009)

1 marine unit in this game is actually 4 guys that roam together.

so I have no idea how they roam together.

its not about moving to a location in a group or always staying close together, you could just do some light BP stuff for that.

what im talking about is that green selector circle underneath them. I cant figure out how in the world they get the circle under the unit to perfectly encapsulate the marine unit.

formal dome
compact vapor
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All I can think of is for each marine in a group, average their vectors and project that point onto the nav mesh.

spawn a decal there big enough that it always encapsulates the group

formal dome
smoky sail
compact vapor
# formal dome does this circle scale?

i dont think it ever has a chance to

(cant ever tell)

the units so perfectly stay together when doing literally anything its as if they are just sub characters in a character BP.

(this was where my idea came from of multiple characters in one character BP)

smoky sail
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The behaviour Tree is not Selecting

formal dome
formal dome
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If you have 5 units, and tell each unit to keep distance for example 2 meters, then you know that the circle will be in the center, with width of 10

compact vapor
formal dome
versed sun
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*My brain "there is a bluetooth Editor?!"

formal dome
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huh?

smoky sail
full turret
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Hello guys. I'm trying to make a hex tiling panel. I've got the first row (instancing a single hex mesh with a loop) but I don't know how to get the whole row of instanced static meshes to run another loop and create the extra rows.

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This is the first row

versed sun
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make a Loop inside the Loop

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First Loop does a Row at Column X , next Loop shifts X

full turret
small echo
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Hello everybody!
Has anyone managed to make bp_fluidsim_01 work with rivers and lakes?

serene crater
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I'm trying to use BPs as prefabs/templates where a BP consists of a static mesh + light. I did this by first positioning the mesh and light in the scene and selecting convert selection to BP class . This gives a BP with both the mesh + light as child actor components.

Is this the right way of going about this? Or should the child actors be static mesh & light components inside the BP?

formal dome
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can you send a screenshot of how the bp looks like?

crystal crown
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every time i make a function back to an event unreal freezes indefinitely. lovely

dark drum
compact vapor
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@formal dome man this might be too confusing lol

if you care to know more, here is the in depth example.

if you dont thats totally fine.

[when hover over unit with mouse cursor]

  1. reference the sphere collision component that exists on each unit

  2. get all actors in collision

  3. if they have the same group ID as the original unit, put all of them into an array.

(this array then must be an array of all units that make up the same squad)

  1. Get average of each vector of each unit in the array. (average location of squad)

  2. project that point onto nav mesh

  3. circle selector decal is placed on that point.

  4. (additional step)
    size of decal is proportional to the distance between original unit vector and average squad vector

(circle scales with group)

north lynx
#

Hi everyone!
Is there a way to package game in UE5 to HTML?
Or some way to convert it?

thin panther
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no

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unreal is not the engine you want to use for html games

frosty heron
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Isnt it abbandoned already

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for quite some time

earnest swan
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also not a bp question

north lynx
north lynx
thin panther
north lynx
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Alright, nvm

frosty heron
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seen some web stuff done using it. Unreal have abbandoned html route for long time

north lynx
frosty heron
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doing html in unreal is a lost cause

north lynx
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Thanks for help anyways!

frosty heron
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no support whatsoever

random pulsar
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Is there a chance they will support html in future?

thin panther
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no

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it was supported, and removed

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because it sucked, and added a lot of tech debt

random pulsar
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btw i made my first pawn controller,from scratch input actions,action mappings,map all from scratch๐Ÿ˜

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quite simple but i start my journey from here

compact vapor
random pulsar
compact vapor
random pulsar
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it is

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a decrease timeline from 4 to 0

rugged wigeon
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@random pulsar your code here is confusing things like acceleration and velocity and input movement. Inputs should be for you moving your character around via your controller. Not physics like gravity. Jump can be something like Launch which is the application of a force at the start like a real jump, and then gravity slows you down and reverses

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Thereโ€™s some merit to maybe doing continued upward movement if you hold the button. But definitely not downward movement on tick as an input. This tick is very bad. Youโ€™re not even considering the time between ticks (delta time) so your guyโ€™s fall speed is going to be a function of the frame rate (he will literally fall faster on faster machines)!

frosty heron
random pulsar
rugged wigeon
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Of course

rugged wigeon
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Not trying to demean

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Try to get in the habit of collapsing chunks of code for readability early on too. Like if I have a branch node that has a few things feeding it, I will collapse them and relabel it โ€œSwitch on Is Fallingโ€ with an out pin for Falling and an outline for Not Falling. It ends up being far more readable. Almost any sort of implementation logic that isnโ€™t a verb the actor does should probably be in a function or in collapsed nodes.

distant hollow
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I have an Actor A and Actor B, spawned during runtime.
How do I, during runtime, attach Actor B as a CHILD actor component of Actor A? (Attach Actor to Actor does not seem to make it a child actor component)

abstract mango
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In chaos vehicles, can we put a skeletal mesh into the skeletal mesh vehiclemesh?

Asking because of I'm curious, I might have a few visual upgrades planned and logically different cars have different spoiler positions.

On first thought I would approach it with putting a Skeletal mesh of the car as a Child into my main Vehiclemesh component which contains bones at the spots where for example a spoiler would be placed on that car.

Does that somehow work or is there a better approach to that?

dark drum
dark drum
trim matrix
#

hi

distant hollow
dark drum
trim matrix
distant hollow
distant hollow
trim matrix
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is it the build child system you were talking about?

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few days ago

dark drum
distant hollow
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But thanks anyway ๐Ÿ™‚

dark drum
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Id still love to know why you need it to be a Child Actor Component as I can see any benefits for it.

trim matrix
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hacker

noble crescent
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Quick Question.
If I create a timer that doesn't loop, do I still have to invalidate it?
Will it still run in the background?
Thanks.

dark drum
distant hollow
# dark drum Id still love to know why you need it to be a Child Actor Component as I can see...

Cos
I have an ArchViz project
Which can load up ready-made BIMs and user-made BIMs (created via another part of the software)
This loaded house is held as an Actor variable "HomeInPlay"
In the ready-made BIMs there will be a childactor component with a tag "SpawnPos"
There is a Build mode and a Play mode on the software that allows user to go into a FPS view in within the house
So in this part of the Play mode I needed to read this childactor component tag from the "HomeInPlay"
But for user-made BIMs this childactor component does not exist
I have another BP_PlayerStartPos which the user can manually place in the BIM and the position is saved
So I was thinking of simply spawning the BP and attach it as a childactor component to HomeInPlay so that it can be read in the Play mode.

#

In any case I have already solved the issue so thanks ๐Ÿ™‚

compact vapor
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any way to make it so that the characters capsule, only collides with the landscape ground?

dark drum
# distant hollow Cos I have an ArchViz project Which can load up ready-made BIMs and user-made BI...

It might be worth looking at custom components. If all your needing is a tag to be on what it's attached to, you can have the one being attached add a special component to its new parent that can then contain information you might need to get.

Something such as PlayerStartPos could easily just be a custom component.

From your description, it seems like you might be using actors where you would probably be better of using a custom component.

Just something for you to think about. Glad you solved your issue though.

distant hollow
bold flax
#

Question. Here is what I am doing. I have a room bp that I am spawning dynamacly into the world. I want to be able to spawn the player into that room no matter where it spawns in the world. Any thoughts on how I might do this. I thought of getting the location of the bp once its spawned, my issue here is how would I know where inside the room I would be spawning the player? Any thoughts or ideas would be helpful. Thank you!

distant hollow
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Alternatively, if your room BP is kinda fixed, you can have a variable inside that holds a relative transform, and use that for your player.

dark drum
bold flax
#

I hope this makes sense. Think lethal company on the ship when it comes in and out of the level.

#

I am thinking the get Bound will work for this.

#

Also in a multiplayer setting I am not sure how player start will effect it or make it that the player gets moved into another players room.

dark drum
#

Also player starts have a player start tag that can be used to check which ones to used.

bold flax
dark drum
bold flax
random pulsar
#

i remade the logic from level blueprint,i made an actor bp with this logic,i pace it in level and noticed that if i pace 3 actors in scene every actor is independent.I want them to increment the same variable that is used

dark drum
bold flax
#

Right. But what if I am wanting to spawn the player into the room depending on where they were in the room prior?

dark drum
dark drum
bold flax
dark drum
bold flax
dark drum
random pulsar
dark drum
bold flax
#

So I would get the rooms location with bound and then the players location in relationship to that bound and stored it. Then when the room moves I could get the rooms new location and bring over the stored player location and add it to the new rooms location? @dark drum

#

Does my thought process make sense?

random pulsar
#

thanks

#

btw,collisions that only change the character speed ,can be in level blueprint or i also better make them an actor blueprint?

dark drum
random pulsar
#

yeah but if i use it only one time?

dark drum
broken wadi
#

Just say โ€œnoโ€ to the level blueprint.

frosty heron
#

My only usecase of level bp

#

when I need a bunch of actor exclusive to that level

random pulsar
#

i have a few months of experience in ue and for every thing i learn i feel my wings are spreading and i will soon fly

frosty heron
#

problem with level blueprint is you can't communicate two ways in bpland. So for gameplay related stuff, you will only get pain with no pros using level bp

compact vapor
#

you guys know how when you attach a component to an actor (lets say his left ear)
that when their head turns around, the component whips around aswell?

like how the components are locked to the actors location so that when the original actor turns, the components stay where they are and turn with the actor?

how do you dislodge that so that when a character turns their head, everything attached to the head doesn't actually rotate or change location, but always stays in position relative to the actor?

component location should be locked to actor location, but not when rotating, do you guys know how to do this/what I mean?

finite hearth
#

Is there a way to configure the enhanced input system to accept multi-key press as a single action.

ie. Shift = action 1, shift + mousewheel up = action 2

Or do I need to get creative with bools on my event graph?

thin panther
#

I know a big thing of enhanced input was modifiers

mortal jay
#

Anyone have any ideas what I'm doing wrong when trying to use bulk edit via property matrix for adding sockets to my sprites?

Around 1:30 on this video shows this being done. I've used bulk edit for other fields just fine, but I encounter a similar issue as the person in the video where "multiple values" shows up when I edit them all.

But in my case, only the first sprite gets updated. I've ensured that I have them all selected with ctrl + A (and they all turn blue). But no matter what I try, only the first selected sprite takes the updated values.

https://youtu.be/FIRR6zGcvjk?t=88

north lynx
#

Hey everyone!
Does anyone know, why my code doesn't work here?

remote meteor
#

needs to be an actor in the level

#

placed or spawned

north lynx
#

Oh, my bad
I'm destroying the actor so the variable does not exist anymore

#

Fixed it already

frosty heron
north lynx
crude timber
#

I'm having a hard time figuring out how I can place an actor on a Normal, but then changing its LOCAL rotation to aim to my mouse cursor in the world

small echo
#

Hello!
How did you do that I've been trying for some time to make bp_fluidsim_01 work but I can't, specifically I'm using UE5.2 and I have several rivers and lakes with different z

crude timber
#

Basically, I want the "Add Actor Local Rotation" equivalent for a Set node

lunar sleet
crude timber
lunar sleet
#

You asked how to change only the Z

crude timber
#

Z rotation indeed

lunar sleet
#

Sorry, I said location, I meant rotation

wary trellis
crude timber
small echo
crude timber
#

What you described works only for objects placed on a flat ground, but here I want it to stay oriented to the Normal

small echo
lunar sleet
waxen garden
#

Hello all, I have a question. I upgraded a quite old project to continue working on it, and everything works fine except one thing, and I would love to know how you manage to get answers to this kind of issues

#

This function has been deprecated

#

how can I find what is the new function that replaces the old one?

#

Thanks a lot in advance

#

I use that function to set different damage depending on what body part you hit the enemy with your linetrace

#

documentation still says it should work, but the engine says it is deprecated

undone sequoia
#

guys any tips how I can change this collison box of my skeletal mesh to his actuall shape? i cant use this

waxen garden
#

but UE documentation...well

faint pasture
#

physics asset editor if it's skelmesh

#

static mesh editor if it's static mesh

near surge
#

anyone know how to expand

#

this pickup system

past compass
#

what would be the best way to get a material overlay to dynamically show up on pickup items for example? i have a highlight material that i can use but i can't seem to get it to only appear when the player is overlapping it

near surge
near surge
faint pasture
near surge
#

it only seems to check

#

one item

faint pasture
near surge
#

I dont know i followed a tut

#

lol

faint pasture
#

There are no good tutorials

#

At least, not until you know enough to be able to tell if they're any good or not.

near surge
#

ah

#

um

past compass
near surge
faint pasture
# near surge how do i fix it lol

I'd start by making a function or event in your Character or whatever your pawn is, call it PickUpItem, passing in the item as an actor or YourItemClass reference.

#

Put the smart stuff on the character, the item can just be a dumb thing that does what it's told

near surge
#

o

#

ok thank you

#

I will try that

faint pasture
#

Off by default, on when highlighted

undone sequoia
near surge
#

do i

#

like change the parent class?

past compass
faint pasture
#

It's probably the best scaling way I can think of to do it

queen sphinx
#

So I have this data that is being created with another program on my pc. It is hosted on itโ€™s on ip and has a port number. How would I go about getting this info to be pulled into a blueprint?

versed shore
faint pasture
#

What is the data and in what format

queen sphinx
#

Currently a python code that is just generating different rpm for a motor.

near surge
#

some help? ๐Ÿ™‚

faint pasture
#

Yeah you'll need to either tie into something built into the engine (idk if there's such a thing) or use some plugin. It'll all depend on your desired data format etc.

faint pasture
#

as an input parameter

near surge
#

uh

#

idk how to do that lol

versed shore
near surge
#

so I dont know most of the term

faint pasture
near surge
#

and

#

ah

#

ok

faint pasture
#

Make it the base type of your items if that's how you're doing things

#

Not just Actor, but YourItemActor

queen sphinx
versed shore
#

Yes. There is a networking plugin that costs 28 bucks but you can implement the functions in cpp

smoky sail
past compass
faint pasture
#

IDK what live link is but if you can make your python code speak it it'd probably work

carmine scaffold
#

im using ninja character which allows me to go around loops like sonic. what im trying to do is to check if my camera is facing forward of my character or in range of it, but when i go around said loops the dot product goes backwards into the negatives.

near surge
#

so like this

queen sphinx
faint pasture
# near surge so like this

I'd use some base class of all your items but yeah that'll work for now if Pistol is the only item you have.

faint pasture
#

Get it to work with Pistol then turn Pistol into your base class and subclass it for the other items

thick prairie
#

Can someone tell me why this blueprint wont spawn the unit without the delay node there?

faint pasture
thick prairie
#

@faint pasture Mmm no, i don't think so

near surge
faint pasture
#

Presumably turn off physics, attach it etc

#

maybe set a variable called MyHeldItem

near surge
thick prairie
faint pasture
#

You've already done it

#

What do you want to have happen when you say "Hey, pick up this item!"

#

put that stuff on this event

#

Then later make another event DropHeldItem

faint pasture
#

Then just have your inputs call these events

near surge
#

how do i like call the weapon stuff if my code is in the thirdperson BP

faint pasture
#

Button Press -> figure out which item to pick up (trace or whatever) -> call PickUpItem
Button Press -> call DropHeldItem

PickUpItem -> turn off physics -> attach -> play sound -> set MyHeldItem

DropHeldItem -> if MyHeldItem is valid -> detach -> turn on physics -> play sound -> set MyHeldItem to nothing

UseHeldItem -> if MyHeldItem is valid -> call DoYourThing on MyHeldItem

near surge
#

ok tysm

crystal crown
#

how can i make a bouncing rev limiter

faint pasture
crystal crown
faint pasture
#

It'll all depend on what you have available but if you're doing it from actual first principles then just cut the ignition at rpm limit and turn it back on at like 200 lower

rough wing
#

How would I snap an actor rotation to the closest axis?

crystal crown
faint pasture
#

What CAN you change about the engine when running? Torque Multiplier?

#

Drop torque multiplier to 0 at rpm limit and back to 1 at rpm limit - 200

crude timber
faint pasture
rough wing
#

runtime

faint pasture
#

yaw only or in all axes?

trim matrix
#

Is there a reason that I can't see the timeline node in a blueprint?

snow gazelle
#

hello, why is it that disabling and reenabeling physics like in this image doesen't behave the same way during the animation as just not having physics enabled in the first place?

faint pasture
trim matrix
#

fonction

rough wing
faint pasture
trim matrix
#

then what do I do?<

rough wing
#

I have a static mesh cube that I rotate, and I want it to snap to the closest axis so it always faces the camera at a right angle (the cube is child of camera)

trim matrix
#

even in the event graph, i cant use a timeline

faint pasture
trim matrix
faint pasture
trim matrix
#

ok ty

rough wing
faint pasture
#

If you're the one saying what the rotation is you can make sure to only ever add right angles to the offset

#

then each frame, CubeRotation = CombineRotations(CameraRotation, SnappedOffset)

#

SnappedOffset is what you modify with your inputs

rough wing
#

I'll try that thank you

crude timber
crystal crown
#

even if i set the rpm difference to 0.001

faint pasture
#

does the RPM drop slowly then raise quickly again once back online?

crystal crown
faint pasture
crystal crown
faint pasture
#

It should be flatter than that but that's not aweful

#

Is there a setting for off-throttle torque? What slows the system down when you cut power?

crystal crown
near surge
#

I have a question

#

How do I refrence my gun to the target self thingy

#

I rewrote the code in my player controller, but I need to turn on and off the physics

#

but idk how to get the target to my gun

#

slight help ๐Ÿ’€

timber crystal
#

Greetings my friends and thank you in advance for everyone who tries to help me here ๐Ÿ™‚

I want a FLYING ki to fly towards me as soon as it sees me
Thanks to your help, I have already made something here that works great, but for an AI that is on the ground

How can I change the whole thing so that the flying AI just comes flying towards me in my platformer jump and run game

compact vapor
#

I thought interface nodes are used to call events on everything that implements the interface?

#

completely not working at all

#

I have an interface on my parrent that is called
the children are receiving the message, but only one of the children receives the message for some reason

#

I need a node that can call an event on ALL children, not just the one that makes the initial call, how do you do that?

trim matrix
#

it should work

trim matrix
broken wadi
# compact vapor I need a node that can call an event on ALL children, not just the one that make...

I think what you're looking for is an event dispatcher. You can setup something like the GameInstance to dispatch an event called "DoSomething". Click the + beside Event Dispatches, give it a name then drag it into the graph as a Call. Then on all of the actors that need to react whenever DoSomething is called, you just make a reference to the GameInstance and then drag from the ref Bind Event To DoSomething.

compact vapor
# broken wadi I think what you're looking for is an event dispatcher. You can setup something ...

I have an "aiBase BP"

there are 4 children of this BP in the level.

when one of them finishes their AImoveTo, the other 3 need to stop moving.
I created a BPinterface and added it to the parent (so the child BP has it)

and called the BPI event when the moveTo finishes.
each child has the receiving BPI event but only one of them receives the event, and its the one that called the event in the first place

any ideas?
i just need an event that all children will respond to when any one of them fires off the event call.

manic ridge
#

hey so im making a physics puzzle game and im trying to figure out how I would make it where If you stand on an object then you cant pick up that object. like half life 2
I cant find any tutorials and my attempts havent worked
anyone have an idea?

broken wadi
thin panther
manic ridge
#

like

#

if the line trace hits a physics component

#

then it releases

#

and if i gotta do the think u said

#

can you explain it to me in simpler terms'

compact vapor
broken wadi
compact vapor
#

the other 3 arent getting this event, even though they all have it

broken wadi
#

Are they all setup to use bind?

compact vapor
broken wadi
#

Do they all use the same BP?

compact vapor
#

AIbase has the moveTo code, once it finishes it calle the event
the children have the bind, and it receives the called event but only on one of the children'

#

the only child that receives the event is the one that calls the event

broken wadi
#

The logic should be like the main one Calls the event which dispatches it to all the others who are Binding to it.

compact vapor
broken wadi
#

I can't really tell without seeing more screenshots

#

no clue which BP that code is in

compact vapor
#

they move to the location

#

they just dont call the event in all of them when one of them reaches the finished location

broken wadi
#

So the parent is moving from a to b and all of the children are also moving. As soon as one of them reaches b they all should stop moving?

compact vapor
#

there is no parent in the level though

#

the parent is just there for all children to inherit from

#

the children inherit the moveTo code (ie the picture, shows the move to code in the parent)

broken wadi
#

how many times does it print out "done" ?

compact vapor
broken wadi
#

Is it just 1 parent bp, 1 child bp, and X number of child actors in the level? or do you have multiple unique child blueprints each using the same parent?

compact vapor
near surge
#

i need some help

compact vapor
# near surge

you need object references to what ever those nodes are trying to do

#

@broken wadi here is a refernce pic so that you can see, just a simple 4 child group in the level

compact vapor
near surge
#

im trying to disable physics when

#

my gun is in my hand

#

and reenable it

#

when I dont have it

#

in my hand

broken wadi
#

Yea i dunno that is supposed to work. I think you might of made a mistake with the wires or reference somewhere. Maybe just read up on Event Dispatchers a bit more or watch a video or something. I use them all the time and never had a problem.

compact vapor
# near surge im trying to disable physics when

then you need a reference to your gun in order to do that.
See those blue pins? thats the EXACT object that your setting the physics for.

the engine is asking you
"ok, fine, well set the physics.... but on what?"

near surge
#

but

#

how do i reference it

compact vapor
near surge
#

uh

#

ye

#

is in a socket

#

this is the BP

compact vapor
#

is the gun a component in your character BP (look in the components section of your BP screen)

#

or is it a literal thing inside the skeletal mesh?

near surge
#

uh

near surge
#

oh

#

is not

#

is a equipe system

#

with linetrace

#

when you look at the item it will get attached to the socker icreated

compact vapor
#

can i see it

near surge
#

ye

#

is in my player BP

#

i wnat the gun to fall when i drop it and to NOT have physics

compact vapor
# near surge

that blue pin you drag off of is your gun (assuming you actually hit the gun with the trace which is a potential bug)

near surge
#

and stay i nthe hand

compact vapor
#

use that pin as your reference because in a literal sense, that is a reference to the exact object your looking at

#

actually

#

you already did that

compact vapor
# near surge uh

just go into your list of custom made variables and use that blue variable (interactible) as your reference for setting the physics

near surge
#

uh

#

ok

compact vapor
#

those nodes might be what your looking for, but are not meant for that variable type

#

drag of of your variable blue pin and try to retype those nodes

compact vapor
#

one more thing, you need to cast to your gun

near surge
#

uh

#

i haven't evne make the gun functional

#

the gun is just called BP_pistol

#

with no code

compact vapor
desert juniper
# near surge

The error message is telling you that youโ€™re trying to feed it an Actor when it wants a primative mesh

#

Get the mesh from the actor then plug it in

compact vapor
compact vapor
desert juniper
#

So get the skeletal mesh from the actor

#

How can it not be a component?

compact vapor
near surge
#

ik

#

but

compact vapor
#

your not trying to set the physics of a spotlight, or a skylight, you need a gun.
so you need to take that blue variable and cast it to a gun

near surge
desert juniper
#

Sorry may have missed some of it, but shouldnโ€™t the actor have a skeletal mesh he can get a reference to, then change the collision settings on that skeletal mesh?

near surge
compact vapor
near surge
#

ye

compact vapor
#

you need a reference to the gun on the ground right?
you have it.

you just need to slightly adjust it

near surge
#

okok

#

ok wait let me just show u all my code

desert juniper
#

Interactable > cast to gun > get static mesh > change collision

lunar sleet
#

A gun shouldnโ€™t be a skeletal mesh

near surge
#

is jsut a empty BP_Pistol

#

this is the event graph

#

for my character BP

compact vapor
#

do you know how to cast?

near surge
#

um

#

no

#

im a beginner

#

lol

lunar sleet
#

Learn

compact vapor
lunar sleet
#

Watch the blueprint comms video pinned here

#

Also, you should prly just do what the FPS template does

near surge
#

all i need is to refrence a object

#

thats all i was asking ๐Ÿ˜ญ

compact vapor
near surge
#

ik but

compact vapor
near surge
#

the gun

#

BP_pistol

compact vapor
near surge
compact vapor
#

do you see how its called an actor?

near surge
compact vapor
#

(on the interactable pin)

near surge
#

ye

lunar sleet
#

Just get the static mesh from it or whatever you need to set collision on.

near surge
#

like this

tight pollen
#

hi how hidde specific instance in InstancedStaticMesh?

compact vapor
# near surge ye

that is techniacally your gun, but its too vauge

its like saying this

"this blue pin is some sort of object"
you need to specify further that it is a gun

near surge
compact vapor
tight pollen
lunar sleet
#

Drag from interactable and get your mesh

lunar sleet
near surge
#

is this not

lunar sleet
#

You need to type check that variable by casting

#

Because it could literally be any actor

compact vapor
lunar sleet
#

And collision is set on components

lunar sleet
#

So drag from interactable or hit actor, cast to bp gun , get the mesh, set collision

compact vapor
#

(that blue pin)

near surge
#

the gun

#

oh

#

yeah

compact vapor
# near surge the gun

ok! good

but unreal engine doesnt know that because the variable is too vauge
it only knows its a random actor

you need to specify further that its a "Specific" actor,
one that is called a gun.

so you need to specify its a gun, because right now its just a random object that could be anything

so you drag off of the blue pin do "Cast to (gun_bp or whatever)"

near surge
#

oh

compact vapor
#

@near surge

#blueprint message
this is exactly what you have to do
(i need to go, best of luck)

look up a vid on casting!

near surge
#

ty

#

sm

#

lol

#

sorry for wasting urtime

compact vapor
# near surge lol

no prob

when you have a thing in your game, you cant do anhything to it unless you have an EXACT reference to it.
casting is usually used to get a specific reference to what you need

its the most important Blueprint knowledge to know for a beginner

fiery oracle
#

@lofty rapids yes i am stroring the item info in a array wich is link with my inventory slorts

lofty rapids
#

probably when do you render from array ?

near surge
#

ok ๐Ÿ’€

#

urmm

fiery oracle
#

yes it stored in the array but doesnt show up in the inventory ui

lofty rapids
#

when do you render it based on the array ? or its "linked" ?

compact vapor
lofty rapids
compact vapor
#

(that grey pin is the piece of data you need to specify)

cyan surge
#

If I at editor runtime want to save some data into a data asset any advice on going about that, not talking about save games here, more like I want to save a socket transform at key points of an animation, something like that

fiery oracle
#

@lofty rapids

#

@lofty rapids when i press 1 to add a item to my inventory this error show up: Blueprint Runtime Error: "Accessed None". Node: Branch Graph: IsValid Function: Execute Ubergraph Survival Game PC Blueprint: SurvivalGame_PC

abstract mango
#

Need a bit of help over here, so basically what I want to do is changing the skeletal mesh of one component inside my Car (currently done with pressing 1 and 2 for 2 different skeletal meshes), I need a way to cycle through all of my car body Skeletal meshes.

P.S.: I'm completly new to Unreal Engine

lusty oak
#

Does anyone know why my camera aims forward when I am playing, even though the camera component clearly shows -50 rotation on the Y both in the blueprint and in the component while playing?

#

I suspect it has something to do with the hierarchy in the blueprint, but I have no idea what I've done wrong and haven't had much luck figuring it out.

near surge
#

the error is gone

#

but

#

is not picking up anymore

#

lmao

trim matrix
#

shoutout to all the helpers in here

near surge
lofty rapids
near surge
#

only

#

only

#

get unpluged

#

when i pluged one of them

#

uhh

lofty rapids
#

i'm not sure you understand the execution pins

#

the white lines are power if nothing comming in it won't run

near surge
#

ik

#

but

#

if I don't plug this in

#

the weapon even if is valid wont go

#

to my socket

#

how do i like put the physics stuff in

lofty rapids
#

you want to do it before then just plug it in it should run the power will go through

#

plug the set into the set collision

#

and it should just flow through but do you want to do it after or before ?

near surge
#

i want it

#

uh

#

i

#

well

#

i wants it to have physics when is not

#

in my player's socket

#

but when is IN the socket i want it to be

#

static

#

like dont move

#

i can just plug it in

#

the power should go throught

#

but

#

it doenst

lofty rapids
#

well your missing a line

#

from the cast

random pulsar
#

hey,here im detecting the player and the difference of location of the blueprint and player,based on player location i move the object up,so im wondering about the performance ,how can i replace the tick?

near surge
#

oh

#

i see

#

ty im blind af ๐Ÿ’€

random pulsar
fiery oracle
#

@lofty rapids nothing happen in that Bp but the bp that call this fuction isnt working propely. At the is valid is suppose to go in the other branch

lofty rapids
#

i would print the index

#

see if it's valid

#

also the length to make sure that index is in it

#

possibly the get is not finding anything maybe bad index or not in data

fiery oracle
#

@lofty rapids the index is the empty slots value i think it may be wrong

mortal steppe
#

Is anyone able to help me figure out why I have a skeletal mesh that is attached to my player via a socket, but when I enable physics so it flops around, the mesh won't stay attached to the socket

fiery oracle
#

@lofty rapids this is the find empty slots fuction can u tell if any thing wrong with it

sinful rock
#

say - does anyone know the best way to code swinging a sword?

spark steppe
#

you don't need a for loop with break

#

move the return statement after the branch and just early return when you found a slot

fiery oracle
#

@lofty rapids i think my slots info isn't right what could I go about fixing it

#

@lofty rapids is there a way to print the info so i can see its output

lofty rapids
#

it'll show up on the screen at the top left

plush ether
#

Anyone have an idea on how to create an actor that I can drag and behave like a landmass spline? (Mostly doing river I want to control via code)

#

Basically when I hit Update the water generate but I can't find a way to have the heightmap affected

fiery oracle
#

@lofty rapids how could i go about debuging the slot array info

lofty rapids
#

make sure the index is correct because your currently selection isn't valid

#

then if your index is correct, check what it's getting

#

you can print string the index

#

idk about the other you'll have to find a way to print it or you use breakpoints

fiery oracle
#

@lofty rapids i just dont uderstand why isnt my slots fuction working propely

lofty rapids
#

well it's going to invalid ?

#

so the get is invalid somehow

fierce timber
#

Hello guys i am working on a inventory sorting function with multiple types of sorting like (item type, order of acquis, item amount) but i dont think this is the best solution does anyone of you have a better idea?

TArray<int32> ULowEntryExtendedStandardLibrary::SortIntegerArray(const TArray<int32>& IntegerArray, const bool Reversed)
{
    TArray<int32> Array = IntegerArray;
    if (!Reversed)
    {
        Array.Sort([](const int32 A, const int32 B)
        {
            return A < B;
        });
    }
    else
    {
        Array.Sort([](const int32 A, const int32 B)
        {
            return A > B;
        });
    }
    return Array;
}

``
rare shore
#

How is this possible? I have an item, when overlapped this sets to true. String prints false and true I mean what? What happens here? I simplified the BP to make it easier to see..

trim matrix
rare shore
#

what should it be like?

trim matrix
#

there's something wrong for sure, with the screenshot you sent, it should be always true or false so there's something that you didn't show that is changing the variable

rare shore
#

i deleted everything else for simplicity

#

this is now an empty box

#

when walked over it, it should set to true :/

trim matrix
#

actor begin overlap = any actor can overlap with it

#

do a if: is other actor the player??, then... print if it is true

#

is that working? @rare shore

rare shore
#

still nothing:(

#

wait i will record it

#

this is getting on my nerves really ๐Ÿ˜„

versed sun
#

make sure you only have 1 of the actor in your world

trim matrix
#

what does the bp look like with the if?

versed sun
#

Also, there are other options besides Print
try Draw Debug Box at the location of your hit

rare shore
#

so this is a problem?

#

im trying to make the save/load feature. i have 140 if this objects

versed sun
#

139 of them will be printing FALSE while you are looking for a TRUE

rare shore
#

oh.. how do i fix it ? I just want to save state of my collected items.. and then NOT load them on game load..

#

it there a better way?

versed sun
#

You could Get Actors of Class and filter by your Actor, that will give you a list of what is still there

rare shore
#

hmm

#

but they are all the same actor

#

all are lets say Armor1

#

then the level just makes them Armor11. Armor12, Armor13.. etc down to Armor1140

#

how do i filter out the already picked up ones

versed sun
#

yup, do they get Destroyed when you pick them up ?

rare shore
#

yes, but i tried setting visibility to off aswell instead of destroy

#

still nothing

#

so if i have 140 armors, how do i tell the array to save only the ones that were picked up? i cant think of it ๐Ÿ˜ฆ

versed sun
#

I dont know how or what your are saving , but this will tell you if its picked up or not

#

Since you are setting Vis to False when you pick them up

timber plume
#

he shouldn't be looping like that every frame, it's probably working, just print the value of collected when you overlap it, not on tick

#

the individual actor will then only print when overlapped. If that doesn't print, its collision settings

#

then disable collision and visibility when picked up

rare shore
trim matrix
rare shore
#

Had to go to sleep, way overdue.. this was keeping me awake..:(

timber plume
#

good luck and gn tho

rare shore
#

Thanks all!

#

So i shouldnt destroy the actor? If i want to save the information if it was picked up or not? I should instead set visibility to off?

timber plume
trim matrix
#

casting on tick is reallly usefull and not expensive apparently

timber plume
odd kiln
#

Hello all !

#

Does anyone know how can I check if the player released the joystick ?

#

(the analog stick of the controller gamepad, or the button "W" of the keyboard for example)

#

It's ok I found it, thank you !

frosty heron
crystal crown
#

could someone pls help recreate a very small CPP code snippet in BP for me?

frosty heron
#

Wat happend to the guy you dm?

crystal crown
#

he told me to learn cpp instead of help me. classic cpp channel

frosty heron
#

Well it's better to teach ppl how to fish

crystal crown
#

void UpdateGForce() { const FVector Velocity = RigidBody->GetLinearVelocity(); const FVector AccelerationWorldSpace = (Velocity - PreviousVelocity)/DeltaTime; const FVector AccelerationLocalSpace = RigidBody->GetTransform.InverseTransformDirection(AccelerationWorldSpace); const FVector GForce = AccelerationLocalSpace / 980.0f ; //if length units cm, if meters 9.8; const float LongGforce = GForce.X; const float LateralGForce = GForce.Y; PreviousVelocity = Velocity; }

faint pasture
#

Do you understand what's going on here or is it all Greek to you?

crystal crown
#

this is what i gobbled up so far. not sure if it's right

faint pasture
broken wadi
#

But its already in cpp...

faint pasture
#

those are mostly for orginization and readability

crystal crown
#

so what am i missing or doing wrong

faint pasture
#

Sec, firing up Unreal. You get one freebie

crystal crown
faint pasture
#

Equivelent

#

Baked a few intermediate steps into a chain

crystal crown
#

so i pretty much got like 10-15% right

faint pasture
#

yeah just gotta get your head wrapped around the execution flow and the sets

crystal crown
#

i'm gonna look into how to read cpp after this

winter tiger
#

Could someone explain to me what is more performant(or if that is even a lie):

A) Use a get node for each variable reference in a BP graph
B) Use one get node and then string all references to that node together

See image for simplified example. Thanks for the help!

faint pasture
#

its the same thing

#

I prefer the upper as I like all my nodes tied to an execution node to be self contained

winter tiger
#

That's what I had kind of figured, but some where along the way I heard that option A would start to be less performant

faint pasture
#

I mean maybe rendering 1 more node on the graph editor but then you add a redirect so it's probably the same

#

but at runtime it should be literally identical

winter tiger
faint pasture
#

Yeah it's all basically
Print(IsTest)
Print(IsTest)

#

I like my BP to look like this, nice and readable and relocatable

#

it's a bit too compact for many people but I compact the stuff around an executable node when I'm done with it

winter tiger
#

Thanks for the 411 on that question. Appreciate the help

faint pasture
#

If my variables were named A B C D then yeah it'd need commenting

winter tiger
broken wadi
mental trellis
trim matrix
faint pasture
mental trellis
# trim matrix it is

There's nodes overlapping other nodes, hiding input connectors and connection lines running behind nodes making the text harder to read and in some cases the connection is almost entirely obscured by nodes being placed on top of the lines.

#

Maybe that's a zoom issue, but eh.

#

I know it's a style a lot of people have adopted, I just find it awful. It's like having no whitespace in c++.

faint pasture
#

I'm talking about the non-execution lines

frosty heron
faint pasture
#

The blue fractal

mental trellis
#

That looks fantastic.

#

(I'm not saying it's good layout or not, mind)

#

It just looks cool.

lusty oak
#

Is there a way to access a variable that is on the level blueprint from another blueprint? I'm trying to check a bool but am not able to figure out how to get access to it.

faint pasture
# mental trellis It just looks cool.

I also prefer the default so maybe I'm just a bit nuts.
Manhattan style is just aweful and Subway isn't much better. You can't tell that 2 things are using Time unless you go check the other end.

versed sun
#

subway 45 ftw

mental trellis
#

I'd do something like the subway style but using reroute nodes.