#blueprint
1 messages · Page 68 of 1
I mean it's tolerable but I wouldn't do any of that, the input parameters are local variables anyway, I'd just do the same as I showed before and have each executable be it's own little conatined section
I don't mean to have a go at your coding btw, Adriel.
all in good fun
I didn't notice that Electronic Nodes example was a macro but this is the style I'd do for the same thing
btw whos idea was a branch haveing lower nodes than the other executables?
Luckily there's a straighten command!
Man's made spaghetti look good xD 10/10
is it possible to get a cast node, where the class that your casting to is a purple class reference pin?
Like if I have a zombie BP, do i need to fully type "Cast_To_Zombie_BP" or is it possible to get a node called like "cast to UE class"
and then put a zombie BP class reference into the pin
hopefully that makes sense, hoping for the possibility of more modularity with casting nodes
Functions which say what the target is under the name add addition space before the execution pin
Yes. Type what you normally would for a cast and follow it with "class"
It should pop up, and will cast a class reference for you
Im looking for a cast that outputs an object reference of that class.
but the class that its outputting, is dependent on a class reference pin that can be defined / inputted
?
You want dynamic typing?
You can cast a class reference
But if you're wanting some auto casted dynamic type, that's not a thing in bp
what if I want to cast to the same class as the BP im coding in?
I can get the class of the current BP, but is there a way to then take that class reference and use it to like sort of, slot in a modular class reference to a cast node.
so that I dont have to type
Zombie BP casts to Zombie
Bee BP casts to Bee
Ant BP casts to Ant
ect ect
I was looking for a way to have like a
1 "Get current BP class"
2 (use that as input)
3 "Cast to dynamic BP Class"
4 (Plug that current class reference into the class pin on the cast)
- output an object reference as the class of the current class.
so this is not possible at all in BP's?
No, that's dynamic typing and something blueprints doesn't support. You tend to work around this by having behaviour in an interface, or, by having a common base class
sounds good.
had a feeling I was pushing the boundaries with that question 🙂
thanks for the info
No problems :)
Are there any math nerds that would like to show off? I'm trying to build a "snap to" system and struggling to calculate a much needed vector. I feel like I have all the pieces of data that I need, but my brain isn't braining very well right now.
I feel like it should be bottom red box + (wall length/2)
better "diagram" ^^
I read somewhere that the conversion from duration to interp speed is:
1 / [duration] = [interp speed]
Is this true? I want to interpolate but based on a duration. But FInterp To only has an interp speed input.
what is alpha? Is this with or without using the FInterp To node?
I see the ease node uses alpha
ah I think I see. Alpha is the current location between values A and B.
Wait but then I'd have to interpolate the alpha value, so I'm trying to find the purpose of this
Not sure where to ask this so putting it in here - where do people typically manage a map progression system? (ie loading the next level after one is beaten) would that go in the GameInstance?
A big spaghetti mess of functions, delegates, callbacks and even blueprint nestled snugly in the middle of GameInstance, GameMode, and GameState.
I hope someone gives you a better answer
yes
What do you mean by "map progression system"? I'm asking for clarification because your parenthesis then describe talking about loading the next map.
GameState is controlled by server and replicated to clients
gameinstance is created once the game has started
Where to save temp data, like current checkpoint, and logic to travel to next level, etc ..
I'd prefer if they answer as only they know for certain.
Yea pretty much like @formal dome said, just a place where I store an ordered list of my levels and trigger loading them and such. Right now I'm doing that on my playercontroller 'cause I don't know what tf I'm doing but I've been assuming it should get moved somewhere else.
Between GameInstance, GameMode, GameState etc...it's a bit daunting as a noob to know where is the "proper" place to store different types of data
If you're in BP land, GameInstance as it is really the only thing you have access to that persists between levels.
If you're in C++, you have more options.
GameInstance is created once the game has started and its exist only for the client, you can store variables and do some logic there, and its exist and not destroyed even when you change between levels
GameState is controlled by the server and replicated to clients, for example the current team score, any value that should be shared between all clients
GameMode is the gamemode logic
what are they
GameInstanceSubsystem
ULocalPlayer
And probably some others I am failing to recall at this time
Could also be cheeky and just save the order in a savefile and then load that save file, then change levels 😅
Not saying it'll be good per se, but w/e
Thanks all for the info, this is gold
yeah gameinstancesubsystem is cool
EngineSubsystem and LocalPlayerSubsystem are also things (WorldSubsystem too, but doesn't help with the persisting across worlds part for obvious reasons). Also you can call AddToRoot on things, and there's a thing in GameMode for telling it what actors should persist across travels.
I haven't messed with EngineSubsystem. And Worldsubsystem shouldn't be mentioned when we're talking about things that persist map loads.
Hence my parenthetical
Why even bring it up when the question is about things that persist map loads?
where is that thing in gamemode?
And you're thinking about seamless travel with the game mode thing
I named all the other subsystems and I didn't want to hurt it's feelings
It's just a checkbox in the GM.
It's a function, I can't remember the name. AddActorsForSeamlessTravel or something like that. Override it and add additional things. The message I was replying to being about additional things available in C++.
Could've sworn you could add things to it in BP land. But I couldn't recall.
Possibly!
Point is - using just a bit of C++ opens up a whole lot more doors to structuring things.
yeah thats only if you call seamless travel
Yes. "It is recommended that Unreal Engine multiplayer games use seamless travel when possible." https://docs.unrealengine.com/5.3/en-US/travelling-in-multiplayer-in-unreal-engine/
But more to the point, if anyone specified that this conversation is excluding seamless travel, I missed it, sorry.
I'm struggling to figure out the logic of what I'm trying to do. I have a float that will go up from 0 to 1, stay there for a given time, and then go down from 1 to 0.
I have three floats for how long each of these steps take. How should I be doing this? The image is me trying to explain it as best as I can
So you want the value to stay at 1 for given time based on player input?
Like if i pressed F for 0.5 sec the value will be 0.5?
can you explain more
No. Let's say you pressed F. (not hold, just pressed)
the variable Attack is how long it takes to go from 0 to 1
the variable Hold is how long it stays at 1
the variable Release is how long it goes back down from 1 to 0.
i see
it's for use in volume, being sent into a metasound
So, between these delays what do you want to happen?
Nothing other than what I described
you want to do logic between these 3 states?
Yes. I suppose I could do an enum
So after attack, you want to set the state to Attack for certain time, and hold, and release
and then check in which state the player is
But I don't know if an enum would work.
This is for a text to speech program. When one consonant/vowel is triggered, it fades in, stays at max volume for a bit, and fades out.
But as the previous consonant fades out, the next one is fading in. And I can't have the enum set to fading out for the previous and simultaneously fading in for the next one, right?
Lets say F is pressed
After F is pressed and F_Allophones is breaked, do the logic you want and call delay, set the time to the attack variable, you can do the same for the rest
I need the change in output value to be on event tick because I'm interpolating them
like you know when you say a vowel, you're actually fading in the volume over let's say 20 milliseconds. And then you're max volume for 200 milliseconds or so, and when you stop saying the vowel, you fade out over the course of 20 ms or so
it's like a timeline, but I'm trying to use a datatable instead
What are you interpolating?
I see, you want to interpolate the metasound volume by the values from Allophones
yes, each allophone has info on how long it takes to fade in, how long it stays at max volume, and how long it takes to fade out.
silence = 0
max volume = 1
For example attack is 1 second
the value will interpolate from 0 to 1 in 1 second
Hold is 0.5 sec
the value will stay 1 for 0.5 sec
release is 1 sec
the value will interpolate from 1 to 0 in 1 sec
right?
the next allophone is triggered when the previous one is fading out. So the fade out and the fade in overlap
this is correct. And when the release begins, the next allophone's attack begins as well
So attack is like, fade in
hold is like hold
and release is fade out
correct
but due to some complexities, I can't do it within metasounds, i have to do it within the blueprint first
I'm using a for each loop to trigger each allophone
actually, using a custom for each loop, where I added a sort of a delay. It will only trigger the next allophone when the previous one finishes its "hold"
did you implement any logic in the event tick?
No, I'm not sure what the logic would be for this, which is why I'm asking
i need to open unreal engine and implement it and send u a screenshot
thank you
once the source build finish i will send u a screenshot
is ther a way to call the get all actors of class node in a data asset?
Doubt it. DAs are generally used to store data for use at runtime , not run logic
Why do you event want this?
get all actors of class is a blueprint node
are you refering to UPrimaryDataAsset class?
yep
Hi,
anyone an idea why I can't add an Array on an Event Dispatcher? Everything attached to the dispatcher recieved an empty array but a full set array was send.
why would you call getallactorofclass in a data asset?
Data asset is where you define a data to use later in runtime
GetAllActorsOfClass is a node that can be called in runtime
There is big difference
You can call functions within Data Assets at runtime. There could potentially be a use case to do a get all actors of class within one.
how would u approach that? show me
Create a function within a data asset. Get a reference to that data asset at runtime. Call the function at runtime.
right click on the array and press watch, and add breakpoint to the event call, check if the array is not empty
UPrimaryDataAsset is subclass of UDataAsset, its for data not behaviour
Yes, but you may want to return data from that data asset, and that data may be modified based on things in the world.
On sending the dispatcher the array is not empty. But it recieves empty
screenshot
thats what i tried first but i just cannot call it
like the menu doesn't let me choose it even with context sensitive removed
Probably because it requires a world context and data assets don't have that by default.
can you give it that?
no, its not exposed to blueprint
share the code snippet
there really isnt any code to show
like it's just not there
i can't create the node
You could, but would have to do so in C++ to do it by overriding GetWorld() and somehow giving it a context, which probably wouldn't make much sense with a Data Asset.
yeah
that's fine
i've got other ways to do it
i can call it in smth else and pass it along
Not required as I used a pre filled array for testing now
I think you can't pass array by reference through event dispatcher
this is a reference
Everything is a reference. the controller and the gas tank as well. they go trough. Why should an Array not work
That's just Blueprints making sure you copy basically everything
not an array
@cobalt lynx Keep in mind what you call Reference in BPs is actually a Pointer and not a proper reference. The Array itself is copied and not referenced
How do I get it across then?
Shouldn't cause the receiving end to get an empty array though
Just that it's copied in memory
You can check if the Array pin has the option to be marked as reference (not where you select the actual type, but a checkbox below that)
it unfortunately is empty. I can event print the array on the actor sending the dispatcher and on the reciever it's empty
I can send trough an actor array and it works. But name, Text and String is empty
Why are you actually calling the dispatcher on swlf
Self
You could just call the bound event at that point
Looks like the Name has to be passed by its reference
what is the difference?
😄
Had interface in mind
I know that in c++ for delegates, one passes const refs for arrays
But the pin seems to be marked as ref already
Based on the screenshot
Tested a bit more. Name, Text and String are broken. Int, Float, Vector, Transform, Actor arrays work fine
Just to be sure, there is no other similar event or actor or binding that you could be mistakenly printing?
Hm okay
No
Can't remember right now why they wouldn't work
You could try replacing the manual written tags with proper GameplayTags
And send a GameplayTagContainer
Doesn't matter. It's just a UObject. You can absolutely call functions. And it is fine to do so. Within context of course.
I worked around it now with sending the owner and on the reciever I get the tags from the owner
Yeah you can, but i can't think of any reason why would someone do any logic in it
Sounds messy to me
We put lots of logic into it
We even had it purposely modified to ensure a loot table got modified across all instances
There are bunch of reasons
Also just a few more complex getters can help
I use it for my implementation of Doom's token system as well.
interesting
I also thought about using it for a Card system
But in the end used normal UObjects cause my Cards needed state
card system?
How else could I possibly own it?
How else would you use it in Fortnite
Jokes aside, card system like Slay The Spire, but also used for dungeon crawling. Little pet project I started during vacation. Probably won't have time to work much on it
When ever I reload the gun magzine get empty?
You really need to provide more info, screenshots of your code, etc.. On its own, that sentence is meaningless
When I try to turn my light on at home, my oven turns on. Please debug.
Doing math at runtime live editing bp structs eh? Hard to tell what’s going on there exactly, use breakpoints and hover over the pins as you step through the code, to see where the math fails
how to make marcos in function libraries, I couldn't find it anywhere
Use breakpoints or watch the values. Work out precisely what’s going wrong, and if you don’t know how to fix it then come back and ask.
is it possible to make a macro library for a function libraries though?
nvm, I just found out collapsing nodes does exactly what I was looking for
Not exactly a library but sure why not
good ol' "close enough" moment
Hi ,i am going to play with my friend a fps shooting game ,can you suggest some best games,the requirements are so it does not weight a lot of gigabyte ,it is multiplayer and better have good graphics
Nvm we decided cs 2
Hey devs , happy new year ! how to make ingame store so it loads another level and unloads at runtime so smooth as its shown on the video ?
Any ideas
Hello, I'm doing a "actor recenently rendered" on my projectiles to despawn them outside of my camera however, I have two issues with it.
- It works very differently in editor playing VS packaged project
- It feels a bit "random" when it happens rather than being a consistent way of making this work.
Does anyone know if there is a better way to do this?
My goal is to stop the player from standing far away from where the player can't even see the enemy and kill them
What does that have anything to do with blueprints
Hello Guys How are you, i have a Problem with PCG i have many PCG components in my scene and every time i edit landscape The PCG Tasks compiling slowing down the Pc so i cannot edit fluently, how can i solve it? can i use branch to stop compiling or sometingh else in PCG BP that can help me?
Delay on Tick 
That was just a hack to make it not instantly die since that is what happend. 😄
But I figured it out now (or well, I found a different way). 😄
That was just my testing to be honest, I want to make it a custom event once I have figured it out. 🙂
Why not use a Timer instead?
I wasn't aware of it. 🙂 (I believe I said this at some point here), I'm one of the unity jumpers, so still learning BP's and how to use it compared to C# from Unity and such. 🙂
Hey, idk where to put this but does anyone know why this animation is floating ? it isn't inside maya
Does anyone know why I can't add Keys to a Curve inside a Curve Table?
Like, create the curves in-editor only instead of importing them from .CSV
Ah nevermind.
AddKey is shown in the context menu when you right-click the curve editor, but doesn't do anything.
I have to manually add a new Column (it's a table in the end) and I have to activate the Transform Tool.
A child actor component is not a mesh component.
It spawns an actor which may have a mesh component inside it
ChildActorComponent -> get actor -> get components by class(staticmeshcomponent) will get you them
Don't use childactorcomponent tho unless you're just goofing around or have some very good reason to do so
oh just iterate over them and cast to StaticMeshComponent
I thought you were using ChildActorComponent
Show what you actually have, I'm assuming an array of all components in the actor?
are they actors or components?
you need to be precise or just show a screenshot
You haven't shown any of your actual code or component layout or anything.
Controller is a specific term in Unreal. What do you actually have an array of? What is the data type of that array?
And you want that actors StaticMeshComponents?
Oh this is on the world, they're just attached
Use get attached actors
No, get their components and cast them to static mesh component
Can anyone help me? I want to execute several Animations at the same time but only one animation is executed when pressing G. How can I fix this?
Im having trouble refrencing a bool from another blueprint i keep getting errors when i run the program
You can't play multiple animation in one mesh, that don't make sense
depending on the purpose there is slots with montage, but I am not sure what you are doing here
I don't understand the thought process, what do you expect the result to be from playing a punch and eat animation at the same time?
I want to retract the gear of a jet
Show your error logs, if I must guess BP_Console is probably null. The only error that can be drawn from the pic
yeah
wasn't to you
sorry
You can't play multiple animation at the same time with the same component
I suggest to break your planes, like for example the gear
That way you can play animation on the gear while playing animation on the flap, canopy, or w/e
Some people said I have to use a sequence is that possible?
you could blend 2 by the bone though I imagine. blend two montage slots together
You need to point BP_Console to some instance in the world. Right now it's accessing nothing because you didn't set it
for that you need to set the "? is valid" node
but it doesnt let me assign it its greyed out for some reason
Yeah, I mentioned montage slot earlier to him
if it's an airplane, there are probably multiple components you want to seperate but haven't really try doing something like that my self
yeah
You can't set it in the BP class, the world hasn't spawned yet so it doesn't have any instance to point to. You need to point to some console in the world (when the world is valid)
ok fixed thanks for the help have a good day
any idea ?
How do you tell if it isn't floating in maya?
make sure the Z is 0
in maya the z is 0 too
no idea then
Does localization work with DataTables?
im trying to deactivate the current camera and activate a new one when a bool is activated however the camera i want to activate is in the player character blueprint and not in the scene so how would i grab refrence
I'm designing a word puzzle game, and was curious people's recommendations.
What would be the most efficient way to store and check against a long list of words? Something like scrabble, where a player attempts to make a word and you need to check if it matches your given words
hey there
so i have an issue here
when i set the IA_Sprint to Triggered the set timer by function name wont work it triggers is but in the StaminaFunction it will only return false even the state is running and the can sprint is being true
and it only works if i set it to Started
why is that ?
This sentence is confusing
so to be more specific
i need loop on that part to decrease the stamina as long as im holding the sprint key
looks like i found another way to do it XD
would anyone have an idea on how i could timestamp an event with realtime data and have that data act as the starting point for a timer that runs for 28 days ? basically want to regenerate a certain variable every 28 days in realtime
I need some help making a blueprint that translates a Transform in such a way that two objects align.
I have RootTransform, which is located at the origin 0,0,0 and 0,0,0 pos and rot.
I have InternalTransform, which is parented to RootTransform and has a position of 500,0,0 and rotation 0,-90,0
I have TargetTransform, which exists at the top level and has a position of 900,0,0 and rotation 0,-90,0
I need to transform RootTransform so that InternalTransform and TargetTransform have identical position and rotation.
Intuitively, I can tell that I just need to translate RootTransform by 400,0,0 and 0,0,0 rotation.
How would I make a generic implementation for this?
To clarify, I know the steps I need to take to achieve this, but the blueprint functions don't make sense to me.
I can set the RootTransform to TargetTransform, then subtract InternalTransform, but there is no subtract function for it...
I can ComposeTransforms, but that yields A translated by B. I need to get the opposite of B, and Inverse just converts the local to world space or vice-versa
Hello dear friends
I want my flying AI to just fly towards me as soon as it sees me. I have a blueprint for it, but that's only for units that are on the ground. At least I'm assuming because it doesn't work with the flying unit. I have no idea how I can attach navamesh to the air, can someone help me with this, thank you very much
When I unpossess a character while they're moving, they're still moving on the client-side. Calling "Stop Movement Immediately" after unpossessing resets the velocity which I don't want.
then lerp the velocity values to zero
@timber crystal Nav Meshes don't work for the air. Not many games do this unless there's no obstacles where they want to fly, in which case you can just assume it's more or less safe to fly anywhere. e.g. straight towards the player.
you need to figure out how complicated your navigation actually needs to be. Maybe it doesn't need anything and you can just have it fly in directions and shapes around other things.
Maybe you have a fixed map with a few obstacles so you can manually construct way points to help it find basic, pre-determined paths around a level.
First of all, thank you very much for trying to help me 🙂
I just want it to come towards me so I just run to the right and as soon as it sees me it should go to the left. I can show you a video
well
first of allmake sure it has the right movement component on it. I see a space ship there that's clearly flying. But I also see you casting a pawn to a third person character controller which I'm guessing has a charactermovement component designed for a humanoid walking around
the spaceship should be a pawn with a flyingmovement component
ok yes i have that i can show u the bp for that component
thats my flying component
hello I have a quick question what other node like this can I use for the print string?
Not correct. Your spaceship is a Character which has a CharacterMovement Component shown in your screenshot
Jesus,it is that simple to make no gravity?
Format Text is the only one that has nice formatting like that. But you can use append for strings to just smush stuff together
i addet that component to the character
"Gravity" is a property of the character movement component. This gravity is specific to the character and is not the global physics gravity.
yes but im not sure if that is correct way
because I generally want to do something like this
So to set the gravity in all level,what are the steps?
@timber crystal Your step one needs to be space ship is NOT a subclass of Character. Character is for humanoids that move around like humanoids. Make it a subclass of Pawn. Add a "Flying Movement Component".
ok i will try it out thanks mate 🙂
ok i will try thanks
hello i have a issue
@random pulsar Objects that are simulating physics have a property under physics to enable or disable physics. There is a property in project settings for the default force of gravity which is set to mimic Earth.
im learning blueprint and is there anyway to send x and y in one var ? without break vector cause at the moment it wont let me
Characters' Charactermovement component has plenty of gravity related options to look through
I think GravityScale adjusts how that particular character experiences gravity relative to the global constant set in project settings.
Nah, you're learning math. Think about what you're trying to do. you're going to have an input of two axes. The magnitude (length) of that vector is how far they're pushing it. The direction is the direction you want to go.
i did just this but i do think there most be a easier way cause in C++ you can just do cpp AddControllerYawInput(LookAxisVector.X); AddControllerPitchInput(LookAxisVector.Y);
So you need to do the pythagorean theorem to get the length (probably handled for you by something for vector2d but idk?) and project that vector onto your forward direction to get he direction you want to go
If you want your characters to have a little more oomf when they jump/fall, increase gravity scale when they reach the apex of their jump. 🙂 Reset when they land. That's my pro tip for the day haha.
Welll technically that should work too I guess
thanks a lot so no shortcuts i gusse :DDD
I try it now in that way
But now it doesn't move at all even when it's tied to the navmesh on the ground
i gotta go. I would guess next thing wrong is you don't have an ai controller setup
the nav mesh is not relevant though
ok but thanks for the healp 🙂
No i never worked with a ai controller setup i will check it out
it doesn't need much customization. But AI Move To tells the AI Controller to tell the pawn to move. So if there's no controller it won't do anything.
ok i will look 🙂
there's a setting or default somewhere about making sure it gets possessed by an ai when spawned automatically
jumping in here because I'm wanting to do something similar -- why can't it be a subclass of Character? What if you want it to be pretty autonomous?
because its a space ship that moves around in the air and Characters are humanoids that run around on the ground.
well, not "humanoids" but things that move along the ground at least.
autonomous has nothing to do with it. You can have autonomous characters
is there a quick way to get the volume of the different collision components?
Hi everyone.
First of all, I'm quite new to unreal and blueprints. Actually I'm working on a little prototype where the character can collect different tarot cards and equip them. The problem is that everytime I open the equipment, the cards get duplicated.
This function is called everytime I press the E key to open the equipment tab.
My guess is that I have to add another branch somewhere to compare the inventory data array and the Inventory Stack array but I'm quite lost.
Every type of help would be appreciated. Thanks in advice!
I.m using a TimeLine to Lerp a Pickup Actor to a player actors hand bone socket, then set a constraint, Works great even if the players hand is moving around fast . But if the player is moving with locomotion its not going perfectly to the Location on the hand bone. Probably because the location is out of date and the position has moved a few frames. Anyone know why character locomotion is causing this and How I could get around it.
@ornate bison You seem to be starting with a for loop that checks if the first index (0) is less than or equal to the number of elements, which will always be true making it an irrelvant check.
why are you censoring your documentation comments when asking for help?
So I solved the issue by removing the lerp. which Is A shame Becaue its a nice bit of polish.
Yeah sorry about it, my documentation was in Spanish so I thought that that info was irrelevant, I've just translated it
@manic vessel keep the lerp and on the final pass just set it to be right
@ornate bison what is getting duped?
Ok let me try something
Heya folks, is there a way to have a variable report in the log every time it's modified? Having a struct get overwritten and I just can't seem to track down when that's happening
(Even stranger, it's reporting the correct data in the log at the same time that I'm looking at the actor in the hierarchy reporting itself, and the variable is showing as something different)
I found it I'm dumb, named a character interface the same thing as a child function and forgot I hard overwrote something during testing a month ago
Spend three days tracking it down, ask for help, find out in 5 minutes lmao
The problem is that every time I press the E button (that calls that specific function), and I have more than 0 items in the IventoryData array, the cards that I have are getting duplicated.
OK so I tried this, The quickgrab is basically the same as the primary grab but without a lerp . So I tried to redo the set position on finished prior to setting the constrain and its still Offset from the hand bone if my character is using locomotion
How would you set default values on the player blueprint when the player isnt in the game until you press play
How would u do that sorry
A struct is a collection of values . You could apply them on begin play, But maybe I over complicated this and you just want to be able to give the player values . then create variables in the BP
Hi! I have a trigger to spawn 5 enemies on a 5 sec interval. So it takes 25 sec to finish. Now this works fine, the problem is when a player saves and loades the game after lets say 10 seconds, how do i make the trigger resume spawning those remaining 3 enemies? All i know is how to destroy it on load if it has already been triggered but then those 3 enemies never spawn 😦 thankss
I need to be able to set BP_Console in the player blueprint
cast To BP_CONSOLE and set the value
i guess that, when you press E and the widget already have one card, you are adding the same amount of card inside the array, you can clear all the childs before adding all the cards in the array
Like that
on from the Bluepin find set whatever that red bool is
You’re adding the cards to the same scroll box
So every time it gets more
Probably just want to clear all the children whenever you close it
Im still getting errors tho
Like this
It's a good point. I haven't thought about that. I'll try it, thanks!
Ok, I'll try that. Thanks for your help!
You can set the default value for every instance of the class. If you need them to be different for each one that you spawn manually you can expose those parameters to SpawnActor.
But i dont want to set my bool and wait so the object needs to be from my player character?
is there a way to access a script in a LevelStreamingInstance?
or you might be able to use that ref from the first pic and just pull the set bool
hey is it possible to create a custom node in c++ with a input variable that is created in bleurpint lika a BP structure or BP character?
yes, use a UFUNCTION
It doesnt let me set the default values cause the player isnt spawned in until play
that plug that ref in to the cast and then pull set from that
okay I tried it but how can I add the input note?
The default values are the defaults for anything that gets spawned
Well its greyed out when i try to set it
He prob not made them public
Oh, well yeah it’s an actor
if you defined the function as having inputs, those inputs should be visible as connections
becausse the ref is not set
See how you have checked Expose on Spawn? Note go look at where you spawn this
When ever I reload my magzine is empty?
What playerstart?
There will be an input pin now where you can add the reference
Hi, How to make ai perception ignore dead actors? My AI's are still shooting dead enemies. How to make ai perception switch to next character?
okay thanks I will try that later
Im sorry im not sure where
Do you have a node spawning the player or is it automatic
Its just the default playerstart that comes with unreal
Personally I would just turn off automatic player pawn spawning and do it manually in the game mode
at the end you set current ammo to 0
Oh ok ill keep that in mind but how would i do it like it is now
Yes how to fix this?
what is current ammo supposed to represent, because you subtract from max ammo
You cannot set a default actor reference in this case. You will need to set it on the player during the player’s BeginPlay
How would i do that sorry
BeginPlay is an event on the player
Yeah ik that but is there a node for setting default value
screen shots are lot more helpfull, easier to get a good look at it, kind of tough moving around in a video
You are not setting the default value. You are setting the value after the game has begun.
Oh ok so what would the node be called for that
Set BP Console
where is BP_console actor? in the level?
Yeah
how many?
1
Nice i got it thanks base and spyware for the help u guys are great
so the problem is your current ammo is going to zero ? is your max ammo changing like it's supposed to ? based on your code, you just set current ammo to 0
you probably want to get current ammo, and add the amount you reload ?
i'd probably set the current ammo to the clip size depending on how you subtract ammo
My Current ammo in not set on 0.
is there some odd setting that could be preventing my character from moving. I've setup this blueprint, and I have the mesh set to moveable. Debugging shows the input getting through with the expected values, but I'm getting no movement. https://blueprintue.com/blueprint/9qwwnqx3/
these two things are not working ?
How can I solve this Error?
what is the problem ? your current ammo is wrong, or your max ammo ?
looks like your current ammo would be whatevers left over
should probably set it to clip size, but i'm not sure how your max ammo is to work ?
My max ammo is working. But my current ammo is not Working?
It's showing 0
is the max ammo <= needed amount ?
Yes
My current ammo is Zero
and your max ammo is ?
My max ammo is working fine
i'm trying to figure which path on the branch it's actually going to
if max ammo is zero it's one way, if it's not then it's the other
for instance if your max ammo is zero then current ammo shouldn't be zero
but you set it to zero on the false path, so if current ammo is zero, and max ammo is a number then it's working just not setup correctly
you can see that by looking at the two paths, so is it actually going to false and setting current ammo to zero ?
you can check with a print string, or breakpoints
I have used breakpoints and it's showing everything is ok
i feel like the logic is off
yo have if the max ammo is enough, then set max ammo and then current amount to 0
i feel like thats whats probably happening
I don't know but this code is working in my other project
and your sure theres no difference ?
at the end of the false branch
where you set it zero
set it to 2
then tell me what happens when you reload
it'll probably give you 2 now instead of zero
Yes it's showing me 2
i would set that the the clip size
so you fill the clip
but you probably have weird number for current ammo on true
why add clip size and max amount ?
Now I cannot add the ammo and it's added in max ammo
what did you change that makes little sense
is max ammo your total amount of bullets you can have ? and current whats in the clip ?
Check the screenhot
hello i have question how to open this window in animations? (animation data modifier)
so it works now ?
Yes. Please have a look
And thanks for your help. I have been stuck at this for the last two days
test what happens at the end of max ammo, when you run low might have to fix that up as well
Now when my max ammo is finished. It increase the clip size and add more more ammo
Can you have a look at this
you probably want to set the currentammo to currentammo+maxammo, then set maxammo to zero
on the true branch, which is what you are hitting because maxammo is <= neededamount
so you have less max ammo than needed to "fully" reload
.
Is it possible I will share my screen and then you can have a look. I don't have a mic and I can hear you
like i said, your checking if it's <= needed amount, the true is hitting
set them like i said will probably work
i usually just help in here, i never go to vc and rarely do dms
Ok can you tell me again. How to fix this
No problem
@smoky sail ^, do this on the true branch
where you have the two nodes that set currentammo and maxammo
set them like that
And sorry I am disturbing you. I know it's annoying. But I am great full
this way on the next run if max ammo is zero it will add nothing to currentammo and should work
if i'm here, it's not disturbing me i'm just here to help if i can
and get help also, i'm still learning
It's not working
show the code
is this an older pic ?
because it doesn't have the reload fix
you should have kept that part where you set it to the clip size
the part that isn't working when you get down to maxammo <= needed amount is the true branch
you took out the fix for reload ? also did you write this ?
Hi! I have a trigger to spawn 5 enemies on a 5 sec interval. So it takes 25 sec to finish. Now this works fine, the problem is when a player saves and loades the game after lets say 10 seconds, how do i make the trigger resume spawning those remaining 3 enemies? All i know is how to destroy it on load if it has already been triggered but then those 3 enemies never spawn 😦 thankss
why did you flip true and false ?
so the reloading is working correctly right ?
but when you get down to not enough ammo it's failing ?
Yes
see the true branch at the top ?
top right, where it comes out of the branch
and is true
your setting the values incorrectly
^
When I get low on ammo it's filling
because your code is doing that
you can see it in the true branch
your adding clip size and maxamount
and also setting max ammo
when it should be zero at that point
because of your check, it says <= neededamount
so when that happens it goes to true
your numbers are way off
idk what that means
but you should set it like i suggested
do you not understand how to do that ?
Yes
do you see where it's comming true off the second branch ?
and you set currentammo and maxammo ?
hmm
Hi do we have some control on the Projectil Movement Component?
like accelaration?
or it's a fixed velocity?
because i see Initial Speed and Max Speed but i set my gravity scale to 0
to have an horizontal movement only
How can I make a projectile bounce without applying any force to the colliding object? My projectile moves the collided object sometimes even when it has no simulated physics.
It probably isn't moving it, but blocking it for one frame
I prefer projectiles to not have collision, instead using traces per frame.
guys i have some problem
my variable is float double precision
and when i connect it to single precision roll rotation pin - it's changes also pitch rotation
how i can fix this?
why there are no cast to single precision
i used this, and this works
but it's super stupid
are there no type safety in blueprints or what
And then how it handles bounces?
It move boxes, the default map, if you throw projectiles with bounce and no collisions, moves the boxes :S
guys why are metasounds replicated in ue5 ?
when I use metasounds its always replicated
to all players
Same way anything else does
Reflect vector
The important thing is that the projectile doesn't exist for other things to bump into in their movement update and stop
Are you 100% sure you are not replicating whatever plays the sound in some way?
There is no way the sound itself is replicated.
I'm working on something that involves temperature. I have the current temp and the desired temperature. Can anyone think of how I might go about making it so the current temp changes to the desired faster if it's lower and changes more slowly if it going up?
Quick question: Does anyone know whether a flying unit also works via a character blueprint?
Because this afternoon a friend here in the chat said the only way to do it is through an “Actor” class
I just want the flying unit to come towards me as soon as it sees me. I have already released the unit from gravity and also a blueprint for enemy units that run towards me
pawn in which its played is replicated but sound is called from non replicated custom event
i will add there is locally controlled should help
A character is a Pawn which is also an Actor. So in other words a Character is an Actor.
ok so it must be also working with the character BP Class*
A Character is just like a starting point that Epic made. It has a multiplayer ready movement component with client side prediction and is intended for humanoid like movement.
But you can also make a SK with like a bunch of legs and then setup some IK to turn a Character into a spider or something creepy like that too.
But flying probably shouldn't use character as the input might be physics based instead.
You should be using an finterptoconstant, set the speed based on if Target is above or below current
Ahh of course, thank you.
hmm ok i mean I have untied the physics, so the unit is basically released from the weight and it also works in the air if I pull its collision box long enough for it to touch the ground from the air, but I think it would be the wrong way for a flying unit
anyone a idea how to handle it?
I haven't got a clue what you're talking about so no.
ok i made a new video it will be great if you can take a look
Is your pawn still inside of the nav mesh volume when you move it up into the air?
yes he is inside the volume
here to see ina better view i deleted the other nava
Try asking in #gameplay-ai this is beyond the usual blueprint type questions here
ok thanks
is there a way to get a random string?
i want to interpolate like.. everything. so I'm building some functions.
PROBLEM: somehow, it only reaches 10% of its target..
when i send 400.. it interpolates towards 40
if i set speed to 0. it works fine
delta seconds is set right after the event tick..
put it a bunch of strings in an array, and get a random one
I got you a better solution
What can I add here to reverse my blood splatters? They are spawning reverse rotation and appear black
show?
try making your material 2 sided?
ohh i think i got it.. if I create two instances of the same function here.. with its own local variable "current value" are those two variables the same (shared) or are they unique per instance?
Whenever you create a custom event you can typically turn that into a function right?
And then just call to function from the main event graph?
Is there any downsides or perks to this besides cleaning the main graph and making it look nicer?
so I put the interp stuff outside of the function and it works fine.. what's up with interp behavior with event tick witnin a function?
i specifically want to use a function so I can use local variables for the current value.. so I don't need to create a new variable to every single parameter
yeah functions can have outputs whereas events are fire and forget
iirc you can also not use temporal nodes in a function like delay or timeline
Anybody can tell me what can I do here, or any other way to make decals two-sided(two sided option do nothing)
wow this issue from 2016.. is stll an issue https://forums.unrealengine.com/t/finterp-to-in-a-function-not-working/69506/2
Would it be better practice to put a navigation invoker on my player or on my zombies? Would having multiple invokers on each zombie be less efficient than just one on the player?
Better to use #gameplay-ai for these questions, but usually not a good idea to invoke nav on something that moves, can get very expensive
events have specific behaviors related to networked multiplayer that you'll want. Certain things bind to events and not functions.
"Making it look nicer" is a tricky statement. It's not nicer if you fill up your functions with a bunch of one off things
Use events for doing things. Use functions for calculating things (not changing things). If you have a chunk of nodes that do a thing which appears exactly one time in your codebase, collapse the nodes and give it a nice clearly communicated label. This is the best part of blueprints. Long ass named collapsed nodes. Nobody wants to read blueprints. You make your event graph look nice by not having a bunch of lower level implementation nodes everywhere.
ue messes this up by making rep notifies events and not functions but such is life.
Hello again. You're going to need to trust me on this. Characters are for things on the ground. They come with a character movement component. You do not want this.
You need to make your thing a subclass of pawn, not actor. A character is a type of pawn, which is a type of actor. You need the properties of a pawn and not the properties of a character.
The pawn needs to have a floating pawn movement component. This is the component that will be used to move your floating pawn.
The nav mesh volume is not related to anything you are doing. For one, the volume is not related to the units. The "volume" is the space in which the nav mesh gets generated along the ground. It is not related to flying things. It's a volume because you might move up and down along stairs or something. But the nav mesh is on the ground. Flying units don't use it at all. It is only for Characters that walk on the ground.
You just invert the normal
The decal is facing the wrong direction
ok i try also your way thanks im trying to find a way i will test everything out im working now on it the hole day after work i go also for your way i trust you 🙂
you have a lot of things you're trying to solve at once. just don't forget to fix one thing at a time only
Hmm actually since you took Z from somewhere else, I'd imagine inverting Z is the right move.
ok ... :/ i try it out tomorrow
Don't do a "nearly equal" check, just do a vector comparison
thanks. i tried that too but i doesn't make a difference
there is an issue with interp within a function for some reason
exact same code works fine in event graph
Nah I use an insane amount of interps within functions
it has to do with local variable
if you can show me an example of a working interp function using local variable for its current value thing (to make it so the system can easily work with various targets) I'd love to learn
i'm actually building another custom interp using ease and a fraction.. each function will have its own fraction.. i hope it works
The "Current" variable of course shouldn't be local.
Or you use it as input.
i have many parameters that I want to interpolate whenever I update them.. basically I'm trying to make my life easier by pre building most of that system so when I add new parameters i don't have a set up as many new variables..
i'd also like to build a feature that stops the inactive ones from running.. but I want them to be in stand by for when a new value is received
so of course I could build everything in event graph.. copy paste and create new variables whenever I add more stuff but.. that doesn't seem ideal
I'll be doing this hundreds of time so it's worth it to build it right.. it's pretty mcuh the core of what I,m building
@ruby cobalt you are aware that local variables get reset to default everytime you call the function right?
ah i wasn't.. I guess that's why it didn't work
that is the core concept behind "locally scoped" variables. they only exist during the function call.
so I guess it could have worked if I was able to build a timer/timeline/something within the function.. and not have event tick run the function at every frame
if you want to maintain the state they need to be proper bp level variables
ah ok so they are definitely not designed for what I'm trying to do
thems the breaks
how should I tackle my problem then? to simplify the creation of interpolatable parameters on various kind of actors?
can you give me a quick explanation of what you mean
i use Unreal for real time visuals. I want to trigger events that will rearrange my scene.. but I want to animate those changes..
i play a lot with variables on my materials, actual actor position in scene and physics that will push or attracts actors
material variables that morph lead to really cool results let me show you
When it kicks in and the sound takes over. Thx @procfiskal
.
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#glitchart #glitchaesthetic #uncanny #trippy #surrealart #surrealism #digitalart #digitalartist #3dart #motioncapture #realtime #simulation #newmedia #newmediaart #glitchartistscollective #howiseedatworld #xuxoe #render #3d #unrealengine @offworldlive #touchdesigner #audiovisual #m...
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here I have midi events that launch those interpolations on light position and material
very cool
so is it lik you're straming in data and you want to reference it vs. historical data?
I send data to unreal using other software but I want to avoid sending too much.. so I’m sending commands with target values and duration
So basically.. Interps
Audio reactive stuff is direct though
trying to figure out what this is
and why
i think its something to do with my cast
@ruby cobalt I would say either go into c++ and create a custom data structure that you can operate on. Or you could create a component that handles interp data in blueprints and just plop it on everything that needs it.
The component might get a little messy in the sense that you might need a component attached per variable you're tracking. but maybe thats ok?
probably the component one makes the most sense
Think of it like a dedicated calculator you're designing and each actor will get one per interp'd variabl
Use English for nodes so people can understand what you’re posting
Accessed None means whatever ref you fed that node is not set or null at the time it’s accessed
@leaden plaza don't drag pins from one events data into another events data
setlocrotserver does not know what BP_Chair.Playeritattachment is anymore. it's forgotten.
What you can do is make the playeritattachment an input to the setlocrotserver event
Is there a build in way to constrain a ui to 16:9 when playing on a 32:9 monitor?
sorry I said server but I meant multi
will look more like that
you are making the same mistake on resetplayermulti
yeah my bad
Miata RepNotify
Is
Always
The
Answer
Need help here
spline isnt at the center of the railway when there is a turn or even at a straight line when its on the other axis
show code
sure
I have come to realise this over the course of the evening
this and Event PostLogin
is your track mesh centered symmetric pointing at the x axis?
@plain sigilWhat is the spline origin?
what do you mean?
Where is the spline located in the world?
its a spline inside an actor placed randomly somewhere in the world
you probably mean something else
There’s no variable tho
There should be, Character.CurrentSeat or Chair.CurrentSittingCharacter or something to that effect
Those variable names are so bad I can't tell wtf is actually going on but sitting in a chair is state, it should be handled as such.
What was it?
inside the actor the spline wasnt at location 0
That's what I was after
You could also have changed to world space on your get position queries but same difference
thx for the advice.. this is outside my skillset at the moment.. I want to learn c++ and how it integrates with BP and all but i'm not ready just yet (deadlines and all)
anyone knows why my additive animatin scales my model up for an instant how casn i fix this?
Is there an easy way to get a random reachable point in radius that is outside of another radius? In other words, between an inner and outer circle.
Random vector between 0-1 for X Y and Z, multiply by random in range between inner and outer radius?
- location
Not 100% on this 😛
would that garuntee it is reachable?
Oh reachable.. dang
my dillema 🧐
You can do a BP component. It’s the same stuff
Is there a way to asd rotational force to a ChaosVehicle?
just add it
add torque on tick/timeline
And that would work for something like this? (currently working with "Add Local Rotation")
It'd be more work for the same thing
unless you purposely want it to be weaker vs higher masses
Ok i think ive found a bug with the engine itself or something? A function legit wont play. A print string after the function is coming up, but the print string at the very start of the function refuses to come up. Is there a fix to this?
What I'm trying to achive is some like in GTA San andreas for example
I fixed by literally just duplicating the function and using that but thats still weird.
I have a character parented to a component but for some reason the character isn't inheriting the rotation correctly
Character is way more complicated than that
Have you turned off movement or done anything else beyond just attaching?
Also, what's driving the character's rotation, are you using ControlRotation?
i just disable movements such as jumping and walking
does it still rotate to match ControlRotation, assuming that's how you have it set up normally?
i only have it set the rotation and location once
but the character is in the correct location
Are you using ControlRotation to drive the orientation of the character?
only on the yaw
and are you turning that off when you attach
What could be the reason GetAllActorsOfClass is not detecting any of the actors that are dropped in the world?
I am doing this inside another actor which is also dropped in the world.
@tribal gazelle Does begin play fire? Drop a print string before get all actor of class
Hmm no it doesn't
1.Check if an instance is actually in the level
2.Check if you are not in Development mode
The actor is in the level how do I check if I am in development mode?
It's a package build
if u are on pie, that's development
Are you in editor? then just check if there is actually an instance of that object in the world
Play sound 2D at the begin play
Basically the code above is Zombie Manager and the actors are Zombie Spawns I placed down
if u dont hear sound then you most likely dont have it in the world ( it's probably diff object u looking )
other than that check if disable all screen messages is turned on, no more idea
Can there be a bug where an actor is in the world but not detected by get all actors of class?
Yeah no sound, not even detecting other actors
k then it's not in the world
how can I add a "try, except" to handle the case where the list doesn't have a 4th item?
But I have literally dragged it into the level... both of them.
Ahh it was me setting the location to 0,0,0 which was some 300k metres away from the playable area (lol) but now it registers as in the world.
I don't know what exactly a "try, except" is, but I'm assuming you want it to return the 4th if it exists, but don't if it doesn't. If that's the case you can check if it's a valid index and if not don't try to return it. If whatever is using this function needs to know if the 4th was returned then you could also add a boolean like the second image
event tick only works as fast as my framerate, right? What if I want to do something with more precise durations, like ticking every 1 to 5 milliseconds?
I'm doing this for audio, but this is something that (I think) needs to be calculated in the blueprints before it reaches the metasounds.
If there is a way to calculate it in the metasounds, I'll figure that out later myself. But assuming it must be done in the blueprints, is there a way it can be done?
no
damn alright
but just to confirm, metasounds floats do update more frequently than that for stuff like volume adjustment, right?
depends on what updates them i guess
a question for the audio channel i suppose
meta sounds have their own internal clock, so if something happens within metasound it's probably at a faster rate than BP-Tick
the location shouldn't matter tho
but multiplayer wise, there is relevancy
Line trace by channel moves to one side, I have tried moving the origin of the line trace as well as changing the spread. here is how spread is handled, I noticed when rotating, the gun spread gets more of center. So what can I do?
first off, fix this
secondly, your spread is only positive, you would probably want to spread using -200 to 200 instead
when I try to connect the Line Trace to the get forward vector it says not compatible with rotator, I changed the value to -200 and changed the z axis to at least 10
The X shouldn't even matter
assuming that's your forward
and you can get your component forward vector
I removed the X so would I be getting the Line Trace forward vector?
would I be getting the gun itself?
here is the setup for the base weapon. weapon spread is in here, which component should I choose? (Projectile is not being used in the shotgun)
I have a blueprint which creates instances of train carriages and updates their rotation, location, speed, etc. based on the spline position, but I want the train to start moving whenever the player hops into any carriage ~ so i made a blueprint with the carriage static mesh & a box collider for the entry, but then i realised that i can only create an instance of a static mesh, not of a blueprint. How would I be able to make the train automatically start moving based on when the player touches a box collider which is inside of a carriage?
thank you! I built it using length.. but I like valid index better.
I was refering to the "try" function in python that let you handle the except if whatever you "try" fails
Hi, I'm currently working on the base vehicle template. I created a new level and tested that the car pawn spawns and works correctly. But the whole thing breaks when I import a custom model into the scene. And when I exit, I get this error Blueprint Runtime Error: "Accessed None trying to read property Vehicle Movement Component". Node: Update Speed Graph: EventGraph Function: Execute Ubergraph Vehicle Player Controller Blueprint: VehiclePlayerController.
Here is a short screen recording of the whole thing: https://outplayed.tv/media/NoNdN2
To capture and share your gaming highlights, download the Outplayed app on Overwolf
I don’t rly understand your question but simply using an overlap event should do the trick
uh basically i cant make an overlap event because i cant add a box collision to the static mesh, and if I make a blueprint, I can no longer make instances of the train car (because it isn't a static mesh)
I can add a box overlap to the front train part, because that is the blueprint which controls everything, but not to any other train pieces
Accessed None means whatever reference you’re feeding the node (magnifying glass will point at it) is not valid
Idk what you’re doing there but I don’t see the car in your level
What static mesh? Are you not using an actor for this train?
I'm using an actor for the locomotive, but the carriages are just static meshes (so i could easily change the number of carriages)
So make them actors
Why do they need to be ISMs
but then how do I create instances of actors using a blueprint?
#multiplayer can help better
Spawn actor from class
o ops
Yeah that the problem I'm trying to fix. I didn't modify anything in the base template. All I did was just import the model and place it in the scene.
Well you started recording after hitting play but I’m guessing the car is not in the level before runtime, they’re using a player start to spawn it right?
i see, i'll try altering my code to make it work
Should prly only touch instanced static meshes if you need to make a bunch of fake actors cause you have thousands of them and performance is hurting
Otherwise do it the old fashioned way
alright thanks, i only just started ue5 so im not too familiar with heaps of nodes (also didnt realise you couldn't use that node from the construction script)
Make a BP_TrainCar, add collision box, spawn it, attach actor to actor (to locomotive) if needed
Ah my bad. Yeah there's a player start. GameMode Override is still the same as when I worked.
Construction script is misused a lot. You can place them in the level manually or use begin play
Yeah, so your huge mesh is prly causing unwanted collisions so the car can’t spawn, and because it doesn’t exist, you’re getting accessed None errors
i think ill use a function, i like to keep things tidy
Sure, there’s plenty of options.
Unwanted collisions, as in with the car? I did move the player start so it wouldn't spawn in colliding with the mesh.
For some bkg info, Spawn actor from class cannot be used in construction script because it would cause the actor to keep spawning perpetually, which can lead to your engine crashing very quickly and your project becoming permanently corrupted until you delete that bp. So they block you from doing that to yourself @uncut seal
Yeah, like the car probably can’t spawn.
I tried moving the playerstart all the way in the sky but the problem still persists. What do you think I should do to prevent that from happening?
It should be on the ground, ideally
Not sure tbh, maybe try to place the car in the level after the import or spawn it at runtime
I move the car outside the whole model and it spawns there. I think I might have the collison set wrongly where there is collision inside the whole model. I'll change it and reimport and see how it goes.
Since I have these "walls".
I didn't set a collision mesh when I had the model in blender so maybe unreal might have added not exactly like I wanted.
Is there a way to verify this? Like view all the collision borders?
Can't you just open the mesh in UE and see what collision it has?
Under the Show dropdown
Alt+C can show you collision. If you spawn the car manually, you can tell it to ignore collision and spawn anyways
Hey guys I want to use the feature "show 3d widget" on a vector parameter, but want to see this 3d widget in the blueprint editor viewport, not the world editor viewport, is this possible?
uh its kinda hard to see let me know if u need it closer
also sorry, didnt mean to reply to you
Looks like it’s saying that when your Update Transform function is called, there’s nothing in that array to run the code on. You used a validated get on the other one, so follow suit and use an isValid check on the element (in the for each loop)
Hey I have a question, still in the process of learning ut5 and whatnot. I was having a issue with something else unrelated so I rebooted the editor since things were feeling kinda wonky. When I reloaded in one of my blueprints, almost all the components in my viewport (except for Attack Trace point and PawnSensing) for the BP all of a sudden wont let me see the details on the right. I'd like to figure out what's going on here for future reference. Thanks
I feel like it's probably something simple I'm missing
what is ut5? Unreal Tournament? 😄
whoops typo
There is a bug in one of Unreal Engine 5 version where you can't see the details panel anymore
thought it's only related to CMC tho
Try build from your Ide and run the editor from there
if that doesn't fix it, I suspect you are a victim of the bug
I got it working 🎉 (half), i had to muck around with the arrays and a bit of the code, then it spawned cars, but still didn't work. turns out I had accidentally added an object into the array when i made it a public variable, and it was left empty, so the code would check the empty one first and create an error. whoops 😅. Now I'm adding the collision to make the train start upon player entry
ah ok thanks, I'll look into that
@ruby bloom https://forums.unrealengine.com/t/character-movement-disappeared/1273475/14
Might help
it's kinda the reason I haven't upgrade yet
still on 5.1
o yeah that looks like what I have going on
Just gotta remake the character bp
just built from my ide, no luck
Remake it
yeah that's what I'm gonna end up doing, good to know for the future though
Hi .. i am curently working to port my game from UE4 to UE5. My game is a local coop side scroller, in UE4 i mannaged to modify my gamemode, so in the main menu players can select from the 2 player characters to be controlled, eighter by keyboard or controller.. and it works fine.. but if i open my project in UE5 both keyboard and controller only controls the firs player.. i did some research but i cant believe what i found... Could that be that theres still a bug in UE5 so its imposible to set up gamemode to control player 1 with keyboard and 2 with controller or in a opposite way? I found this video where it explains that it is currently not possible to do it ..
https://www.youtube.com/watch?v=QSnUqHF6X0M
I also found a bug ticket on Unreal Issues but it claims it been resolved, but i am still facing the same issue ..
https://issues.unrealengine.com/issue/UE-173306
YouTube
Wild Ox Studios
UE5.1 & UE5.2 Local Multiplayer Fix/Tips (Gamemode Logic)
Unreal Engine
The Unreal Engine Issues and Bug Tracker
Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.
Tutorial on how to get split screen local coop working in UE5.1 & UE5.2
Patreon - https://www.patreon.com/WildOxStudios
Blueprint Example - https://blueprintue.com/blueprint/89dbnxix/
hi i dont get it. why my character wont move?
Hey right on the one fix in there, changing the class from character to actor and back fixed it up. Thanks for finding that for me!
No worries I know it was listed as a bug a while ago. Hopefully it's fixed on latest version
Hello everyone!
How can I connect achievements and DLC's to my game using steam?
Alright, but there are multiple plugins, any recommendations?
How can I reference an object inside of a script (without using the editor?)
yo quick question if someone has time rn, i have this niagara particle system that spawns particles in a shape of my skeletal mesh, now the problem is when i change the skeletal mesh via BP it stops working entierly. Is there any way to make it reset for ever time i changed the skeletal mesh?
Is it possible to change the length/width of a staticmesh without changing the scale? Or do I have to manually create another staticmesh of the desired size?
what do you mean change the length or width without changing the scale?
Means like for example, instead of a 1x1 square, I want it to be a 2x1
... Guess I can't and have to create a staticmesh from scatch
in the scale options there's a padlock icon like this, click it to unlock it and you can scale a box on one axis independant from the others, like you can scale it to be 2 in the x direction and only 1 in the y and z direction if that's what you're going for
As I mentioned I want to keep the scale intact because I need to use it for some calculations later
meanwhile locking it means if you scale it one way it will scale in the other 2 as well
Which was why I specified "without changing the scale"
I don't get why this would be any different? Surely a box that's scaled to 1x2x1 is the same as a box that is by default 1x2x1 right?
No
Because my usecase is to use it as a ruler
And my default texture is 3m
Nvm it's ok, I figured out something else to workaround with. Tks anyway
I have a blueprint that spawns about 10 widgets and creates variables for each. Can I add them all to an Array/Map/Set so I can use the list in multiple places in the blueprint? If so, how?
are the 10 widgets the same ?
Has anyone else noticed that some BP logic stops when you tab out of UE while it's playing? I believe it down to the use less CPU while in background thing but i find it odd that some things still run fine while others dont.
I'm soon going to move unreal engine blueprint structs, data tables, actors, ecc to better reorganise my project folders because right now they are a mess
Any advice or recommendations to avoid potential explosion ?
I would advice having 0 bp struct
mine doesn't stop but I start having issue for anything that is Frame rate dependend
like a single line trace based hit detection
BP structs just existing will explode
I have a blueprint, and I want to assign a object reference to it (BP_Train). I could do this by dragging in each individual carriage and setting the object reference to bp_train, but that would simply take too long, and i wouldn't be able to easily change the number of carriages, so how can I do that but using a blueprint?
If i try changing the default value, it says editing this value in a class default object is not allowed
fixed!
you are right, I converted all my BP struct into C++ struct, but I haven't deleted the BP structs yet, advice on how I should proceed with the mass deletion?
I just delete normally
Make back up and commit to source control then start deleting stuff
so I delete from the editor
The only time I delete qn asset outside the editor is when I have corrupt file
alright
Not sure how other ppl do it but I have a cold sweat risking deleting something important
With editor, at least I can view the dependency
true, thanks for advice
dont forget to fix up redirectors first.
what is that?
When you move something to a different folder, it'll create a redirector file where it was previously. Anything referencing the asset will instead read the redirector which (as the name suggests) redirects them to the new location.
Fixing redirectors makes all the relevant actors actually point to the assets new direction instead of the redirector. Once complete redirectors are deleted.
You can right click on a folder to find the fix redirectors option.
Hey all,
I want to have the character rotate fully to the direction from the input (w,a,s,d) but unless I hold the key down it only rotates a bit, how do I make the character rotate fully with just 1 press? I know you can increase the rotation rate in the character movement but I dont want it to be instant
This is how I want it to be: https://www.youtube.com/watch?v=gUhka_gSAdw 1
This is how it is for me now: https://www.youtube.com/watch?v=9b42X0zPUKA 1
Thanks in advance 🙂
doesn't seem to work
They are the same class
If it's single player, you probably want to implement turn in place anims. It's not the simplest of things but there's a few tutorials on YT.
For multiplayer, you will need to cache the input direction and continue to apply it until it's reached the desired direction.
nvm works now in a different way
hi, is there a node that stop a level sequencer from playing? i have a play loop animation and when i click my interect button i want the sequencer stop playing and go back to my game mode
I got this now:
Problem is, the torque gets added in world space which means if I'm looking at Z 0.0 it leans to the left on pressing the left key, now when I'm looking at direction Z 180 for example, the left key makes the car lean to the right in air instead of left as it's supposed to do 😐
both add in degree and add in Radians does the same, except radians works with lower values for the speed
problem solved
had to convert world space transfrom to local transform of the vehicle
that's the solution
It's always the little things ggs my guy
Hello, is there a way to get a single component ( the only one available ) in the actor u get from another bp?
My case is that i want to get the component of an actor from a different bp cause u need the component ( the mesh ) to use the socket, u can't just ask the actor cause the socket is linked to the component but the get component only return an array and u can't plug it in the attach actor to component any idea ?
My current solution is to set the component in the other bp and directly get it but i woud like to know if u can do it another way (the way with a get )
In case anyone is curious and wants to use it:
GTA San Andreas style In-Air Controls for Chaos Vehicle
Here is the blueprint function:
Keep in mind, the sideways rotation on Z while holding the handbrake is not implemented in this version
Thank you! I tried the second method and that works perfect :)
Hi folks, casting/efficiency question - if I cast to something in a blueprint it naturally creates a hard reference and keeps that class loaded - is that actually a problem if that class is always loaded anyway? Specifically, my 'item' class is always loaded for my inventory, items in the world etc. so is there any harm in just casting to it from say, a UI blueprint?
If it's always loaded then it doesn't matter.
but if you cast to things that can be loaded later, overtime it can be quiet heavy
Makes sense, thanks! Same goes for my player then.
My old project is bp only and it took quiet a while to load the map. Loading the main menu loads the entire game
Yeah I definitely have some refactoring to do but those classes can be missed out which will help 👍
my new project loads almost instantly so yeah, you do want to use soft ref and move some stuff outside bp
Thanks 🙂
Also don't forget the power of base classes. You can pretty much always get away with making sure that hard ref is of a type that doesn't have asset references
Yeah good point! I do have the item class as a base class already!
(The base class being loaded often times is nowhere near as bad, and is kilobytes at most)
is it possible that when loading a static mesh on demand for an actor the pivot stops being in the center of the actor and instead top left?
or Im making stuff up and the reason is somewhere else
if the mesh component is on the top of the component hierarchy then yeah. assuming the pivot of the mesh is not in the center too
so is this pivot set at the model level of the mesh asset or I should do it by code
just change the meshe's pivot point
I have a door that opens on a timeline however when the timeline finishes the door goes back to its original position and i dont know why
Share your bp
hey everyone. I've recreated a function from a youtube video. It's suppose to record the players vector speed along the distance of a spline then stores that data in a map. The problem is that it only seems to record the vector speed at the initial point of the spline and doesn't record at any other point after that. Thanks for any help to fix the issue
Anyone know if it's possible to override the actual WIDGET used for the default hover tooltip? I don't mean specifying a new tooltip widget to use for a widget, but the DEFAULT one, so that I can override it permanently without setting it manually for every single tooltip I want to use?
in the editor or in the game?
In the game, sorry.
you could disable the default one and then have "On Hover" logic for everything you create
And when the code triggers it could display the text on a widget that would always be updating its location next to your cursor
Yeah I just literally want to change the widget of the default hover so that it uses custom art - the behaviour is fine.
But it seems to do that I have to actually override the tooltip widget manually, for every widget
But surely there must be the actual widget that's used as the default, and I can just change that widget?
It feels like exactly the kind of dumb thing that would only be doable in CPP 😅
that's a question I don't have an answer to, perhaps someone else here knows about that
Anyways if you end up empty handed for a day or two of searching you can DM since I already did the whole overriding process for my project xD
hi, im trying to spawn a random decal from an array however its only spawing the decal at index 1, any ideas? the logic looks ok
i think you can actually get a random item from an array with a node also
although i tried your code on an array and got a random one
i got the random node, not sure where im plugging it into
i would just plug it directly into return value, although you can set and use that like you did
drag off of your array, get random array item, then just plug that into your return value
you don't need the get
you already have the item in the output of random the top pin
but i don't see why your other code didn't work, probably something with the actual array, although it looks ok with 3 items
whats an easy way to make this run when i start the game, i cant use event begin play because for some reason if i do it the ALS character cant move?
i dont know , must be the other code
verify you got the right item by printing what comes out of that function
it should work, i don't see why not
hi everyone ! I'm scratching my head with Get Actors with Tag, it just does not seem reliable at all ! One of my actor class just never gets registered. I'm 100% sure the tag is properly written, and is set as actor tag and not component tag. Any idea where this might be coming from ?
EDIT: nevermind I'm stupid, my two Print String had the same Key and were interfering with each other, dummy me
Interesting looks like its spawning all three multiple times per bullet shot
looks like your running it more than once ?
when do you choose to use functions over events, other than when you need a return
trying to come up with a more solid rule so i can clean up my blueprints
i put a use do once in there, this is off the hit result
it only works once, but doesn't do it multiple times ?
it does it multiple times
what event are you comming off of ?
event hit
When you want to take things out of the main event graph and rmbr functions usually run in one tick, so for latent actions you’ll need to use events/macros
hi guys I have this function within a widget (widget 2 → ACM_Skilltree_Slots → receiver) where I am calling a variable which is a reference to another widget (widget 1 → ACM_Skilltree_Widget→ sender). The cast is failing and I don't understand what I've done wrong.
Image 1 is where the cast fails (the function, in widget 2 )
image 2 is the event graph where I am casting to the widget on event construct (widget 2)
Image 3 is widget 1 with the variable I am trying to access.
There’s no cast in image 1
yes I am using a variable that it was set up in the event graph
You’re never casting to a widget, only cast I see is for get player character
the problem is when I cast it instead of using the variable it says cast fail when I use a print on fail cast
Are you talking about code you changed before you showed us the screenshots?
looks like amskilltreeui is empty or invalid
Where are you running this code to cast to character?
I explained wrongly sorry, I am not sure if it is failing or not. I get the error of the last screenshot so I did remove the variable in the screenshot and used a cast instead , and that is when my cast failed
Ok, does this cast exist in the screenshots you showed or not?
no it doesn't exist, i revert it as the code was meant to be (following a tutorial)
Ok, don’t post screenshots of code that doesn’t exist pls, current code only. Come back when you’re ready
I think the issue is that I am getting a player ref and then the component which is the one accessing the skilltree UI (the one with the variable I need)
no, what I meant is that what I posted is the code I have atm
So why are you talking about a cast failing lol
Post the code that shows a failed cast.
is just I explained wrongly in the first message and made it confusing the casting part. My problem is that I can't access the variable I am trying to
This variable is supposed to be on the character ?
because when I tried myself to find where the error was ; I deleted the variable and casted and then it was when it said the cast failed (but again that is not what is in the code, that was me just trying to find out the problem)
no
the variable is supposed to be on a widget, that is what I dont understand. The tutorial is using character ref , getting the component and from the component getting the variable
also is there a better way to store this type of data. it's all static stuff but messy to try and get and have to access it a lot
hi guys, is it ok to tell me how do i know which auto possess player controls the character? i've picked player 1 and set this same character blueprint to priority 1 but it didnt control. but when i set to 0, it controls it. im kinda confuse =x
Ok. If you’re following a tutorial and it works for them but not for you, watch it again until you figure out what you missed
From what you described, this var is in the player character
And that’s why they’re getting it and casting to it
yea exactly that is what it look like to me but I don't understand how it works for him as the variable is in a widget :/
anyway thanks for the help
I might be wrong but I think that is because the engine look at players based on arrays and arrays start with 0
Idk what you’re looking at but it seems like he’s getting info from a var inside the character and using that to set another var in the widget for use inside the widget bp
Are you trying to do multiplayer stuff or why you setting it to player 1?
If he used PlayerChar_A to create Widget_A, then he can access variable in Widget_A via PlayerChar_A
So if you want to use Widget_B to access that same variable, on Widget_B you cast to PlayerChar_A, then take the reference to Widget_A to draw the variable.
If it’s static you could use a DA maybe
should i just make a enum and function/macro to get the variable i need so its one node instead of four
https://www.youtube.com/watch?v=7H3jvwZRKO0&list=PLl5i300DoPxdr5nRjUO_NsEQrX4zXKtZF&index=4&ab_channel=KaranParmar yea that is what it look to me when I look at the code but the var is not inside the character directly. Inside the character is a component that includes the variable that access to the widget. So I thought the problem was indeed the variable ref in the component but I think that is ok :/
In this tutorial we will learn about how to hover over skill slots and the current active skill slot do things. Also we gonna learn how to set skill details manually.
Thank you so much for watching
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da?
That doesn’t rly change anything, it only adds an extra step. Unless ofc you never added said component
Data asset
i see, then my problem it would be that my character is not really or properly accessing to the widget ?
yes I did, my character has the component and that is why I can access to the variable (the screenshot with Number 2)
Anyways, aside from the fact that most of these random tutorials are garbage, watch it again and figure out what you missed. In some cases, the creator skimmed over some details or didn’t show them at all, at which point you’ll likely find the answer in the comments
Usually tho, it’s something you didn’t notice
there is only one comment 🤣
I’d recommend watching the blueprint communications live training at the bottom of the pins here, it’ll help you understand how these things work
Could be
I suggest you try to confirm that you can get the variable using PlayerChar
Once that works then use WidgetB to cast to PlayerChar and try again
the worse part is that I did watch it already 🤖
Sometimes it takes multiple rewatches, that’s why they call it tutorial hell
thanks, looks like a pretty good solution