#blueprint

1 messages · Page 68 of 1

mental trellis
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(and the default lines)

faint pasture
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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

mental trellis
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I don't mean to have a go at your coding btw, Adriel.

faint pasture
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all in good fun

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I didn't notice that Electronic Nodes example was a macro but this is the style I'd do for the same thing

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btw whos idea was a branch haveing lower nodes than the other executables?

mental trellis
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Luckily there's a straighten command!

stiff swift
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Man's made spaghetti look good xD 10/10

compact vapor
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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

marble tusk
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Functions which say what the target is under the name add addition space before the execution pin

thin panther
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It should pop up, and will cast a class reference for you

compact vapor
thin panther
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?
You want dynamic typing?

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You can cast a class reference

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But if you're wanting some auto casted dynamic type, that's not a thing in bp

compact vapor
# thin panther ? You want dynamic typing?

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)

  1. output an object reference as the class of the current class.

so this is not possible at all in BP's?

thin panther
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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

compact vapor
thin panther
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No problems :)

finite hearth
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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.

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I feel like it should be bottom red box + (wall length/2)

finite hearth
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better "diagram" ^^

small wedge
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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.

distant canyon
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So, just a standard linear interpolate?

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With alpha = t / duration

small wedge
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I see the ease node uses alpha

small wedge
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ah I think I see. Alpha is the current location between values A and B.

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Wait but then I'd have to interpolate the alpha value, so I'm trying to find the purpose of this

hollow lagoon
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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?

dawn notch
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I hope someone gives you a better answer

blissful grail
formal dome
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GameState is controlled by server and replicated to clients

gameinstance is created once the game has started

formal dome
blissful grail
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I'd prefer if they answer as only they know for certain.

hollow lagoon
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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

blissful grail
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If you're in C++, you have more options.

formal dome
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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

formal dome
blissful grail
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GameInstanceSubsystem
ULocalPlayer

And probably some others I am failing to recall at this time

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Could also be cheeky and just save the order in a savefile and then load that save file, then change levels 😅

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Not saying it'll be good per se, but w/e

hollow lagoon
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Thanks all for the info, this is gold

formal dome
dawn notch
blissful grail
dawn notch
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Hence my parenthetical

blissful grail
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Why even bring it up when the question is about things that persist map loads?

formal dome
blissful grail
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And you're thinking about seamless travel with the game mode thing

dawn notch
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I named all the other subsystems and I didn't want to hurt it's feelings

blissful grail
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It's just a checkbox in the GM.

dawn notch
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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++.

blissful grail
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Could've sworn you could add things to it in BP land. But I couldn't recall.

dawn notch
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Possibly!

blissful grail
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Point is - using just a bit of C++ opens up a whole lot more doors to structuring things.

formal dome
dawn notch
small wedge
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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

formal dome
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So you want the value to stay at 1 for given time based on player input?

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Like if i pressed F for 0.5 sec the value will be 0.5?

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can you explain more

small wedge
formal dome
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i see

small wedge
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it's for use in volume, being sent into a metasound

formal dome
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So, between these delays what do you want to happen?

small wedge
formal dome
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you want to do logic between these 3 states?

small wedge
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Yes. I suppose I could do an enum

formal dome
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So after attack, you want to set the state to Attack for certain time, and hold, and release

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and then check in which state the player is

small wedge
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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?

formal dome
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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

small wedge
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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

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it's like a timeline, but I'm trying to use a datatable instead

small wedge
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for the metasound

formal dome
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I see, you want to interpolate the metasound volume by the values from Allophones

small wedge
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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

formal dome
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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?

small wedge
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the next allophone is triggered when the previous one is fading out. So the fade out and the fade in overlap

small wedge
formal dome
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So attack is like, fade in

hold is like hold

and release is fade out

small wedge
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but due to some complexities, I can't do it within metasounds, i have to do it within the blueprint first

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I'm using a for each loop to trigger each allophone

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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"

formal dome
small wedge
formal dome
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i need to open unreal engine and implement it and send u a screenshot

formal dome
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once the source build finish i will send u a screenshot

fervent lantern
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is ther a way to call the get all actors of class node in a data asset?

lunar sleet
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Why do you event want this?

formal dome
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are you refering to UPrimaryDataAsset class?

fervent lantern
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yep

cobalt lynx
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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.

formal dome
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why would you call getallactorofclass in a data asset?

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Data asset is where you define a data to use later in runtime

GetAllActorsOfClass is a node that can be called in runtime

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There is big difference

dawn gazelle
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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.

formal dome
dawn gazelle
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Create a function within a data asset. Get a reference to that data asset at runtime. Call the function at runtime.

formal dome
formal dome
dawn gazelle
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Yes, but you may want to return data from that data asset, and that data may be modified based on things in the world.

cobalt lynx
fervent lantern
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like the menu doesn't let me choose it even with context sensitive removed

dawn gazelle
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Probably because it requires a world context and data assets don't have that by default.

fervent lantern
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can you give it that?

formal dome
formal dome
fervent lantern
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there really isnt any code to show

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like it's just not there

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i can't create the node

dawn gazelle
# fervent lantern can you give it that?

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.

fervent lantern
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yeah

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that's fine

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i've got other ways to do it

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i can call it in smth else and pass it along

cobalt lynx
formal dome
cobalt lynx
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Everything is a reference. the controller and the gas tank as well. they go trough. Why should an Array not work

surreal peak
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That's just Blueprints making sure you copy basically everything

surreal peak
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@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

cobalt lynx
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How do I get it across then?

surreal peak
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Shouldn't cause the receiving end to get an empty array though

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Just that it's copied in memory

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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)

cobalt lynx
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I can send trough an actor array and it works. But name, Text and String is empty

surreal peak
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Why are you actually calling the dispatcher on swlf

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Self

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You could just call the bound event at that point

formal dome
formal dome
surreal peak
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Ah wait

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I'm not awake yet

cobalt lynx
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😄

surreal peak
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Had interface in mind

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I know that in c++ for delegates, one passes const refs for arrays

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But the pin seems to be marked as ref already

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Based on the screenshot

cobalt lynx
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Tested a bit more. Name, Text and String are broken. Int, Float, Vector, Transform, Actor arrays work fine

surreal peak
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Just to be sure, there is no other similar event or actor or binding that you could be mistakenly printing?

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Hm okay

cobalt lynx
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No

surreal peak
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Can't remember right now why they wouldn't work

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You could try replacing the manual written tags with proper GameplayTags

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And send a GameplayTagContainer

blissful grail
cobalt lynx
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I worked around it now with sending the owner and on the reciever I get the tags from the owner

formal dome
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Sounds messy to me

surreal peak
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We put lots of logic into it

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We even had it purposely modified to ensure a loot table got modified across all instances

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There are bunch of reasons

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Also just a few more complex getters can help

blissful grail
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I use it for my implementation of Doom's token system as well.

formal dome
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interesting

surreal peak
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I also thought about using it for a Card system

blissful grail
surreal peak
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But in the end used normal UObjects cause my Cards needed state

formal dome
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card system?

blissful grail
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Yeah, Cedric is building a mtx heavy game to make all the monies 😈

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(I jest)

surreal peak
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Absolutely true

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Obviously each card is an NFT

blissful grail
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How else could I possibly own it?

surreal peak
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How else would you use it in Fortnite

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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

smoky sail
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When ever I reload the gun magzine get empty?

lunar sleet
surreal peak
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When I try to turn my light on at home, my oven turns on. Please debug.

smoky sail
lunar sleet
# smoky sail

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

smoky sail
halcyon vapor
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how to make marcos in function libraries, I couldn't find it anywhere

thin panther
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You dont

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Make a macro library

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Macros aren't functions

lunar sleet
# smoky sail

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.

halcyon vapor
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nvm, I just found out collapsing nodes does exactly what I was looking for

lunar sleet
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Not exactly a library but sure why not

halcyon vapor
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good ol' "close enough" moment

random pulsar
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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

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Nvm we decided cs 2

lilac storm
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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 ?

silent drift
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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.

  1. It works very differently in editor playing VS packaged project
  2. 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

thin panther
narrow igloo
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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?

silent drift
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That was just a hack to make it not instantly die since that is what happend. 😄

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But I figured it out now (or well, I found a different way). 😄

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That was just my testing to be honest, I want to make it a custom event once I have figured it out. 🙂

distant hollow
silent drift
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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. 🙂

radiant pebble
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Hey, idk where to put this but does anyone know why this animation is floating ? it isn't inside maya

steady totem
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Does anyone know why I can't add Keys to a Curve inside a Curve Table?

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Like, create the curves in-editor only instead of importing them from .CSV

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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.

faint pasture
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A child actor component is not a mesh component.

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It spawns an actor which may have a mesh component inside it

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ChildActorComponent -> get actor -> get components by class(staticmeshcomponent) will get you them

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Don't use childactorcomponent tho unless you're just goofing around or have some very good reason to do so

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oh just iterate over them and cast to StaticMeshComponent

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I thought you were using ChildActorComponent

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Show what you actually have, I'm assuming an array of all components in the actor?

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are they actors or components?

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you need to be precise or just show a screenshot

versed sun
faint pasture
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You haven't shown any of your actual code or component layout or anything.

versed sun
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Are they Child Actors?

faint pasture
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Controller is a specific term in Unreal. What do you actually have an array of? What is the data type of that array?

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And you want that actors StaticMeshComponents?

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Oh this is on the world, they're just attached

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Use get attached actors

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No, get their components and cast them to static mesh component

strong shell
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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?

lyric rapids
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Im having trouble refrencing a bool from another blueprint i keep getting errors when i run the program

frosty heron
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depending on the purpose there is slots with montage, but I am not sure what you are doing here

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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?

strong shell
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I want to retract the gear of a jet

frosty heron
lyric rapids
frosty heron
#

wasn't to you

strong shell
#

sorry

frosty heron
#

I suggest to break your planes, like for example the gear

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That way you can play animation on the gear while playing animation on the flap, canopy, or w/e

strong shell
thin panther
frosty heron
# lyric rapids yeah

You need to point BP_Console to some instance in the world. Right now it's accessing nothing because you didn't set it

trim matrix
lyric rapids
frosty heron
#

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

thin panther
#

yeah

frosty heron
lyric rapids
frosty heron
#

make sure the Z is 0

radiant pebble
#

in maya the z is 0 too

frosty heron
#

no idea then

wild crater
#

Does localization work with DataTables?

lyric rapids
#

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

latent finch
#

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

oak fable
#

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 ?

oak fable
#

so to be more specific
i need loop on that part to decrease the stamina as long as im holding the sprint key

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looks like i found another way to do it XD

past compass
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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

rough iris
#

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?

rough iris
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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

timber crystal
#

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

topaz gazelle
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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.

formal dome
rugged wigeon
#

@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.

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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.

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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.

timber crystal
rugged wigeon
#

well

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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

timber crystal
rugged wigeon
#

the spaceship should be a pawn with a flyingmovement component

timber crystal
timber crystal
pliant zenith
#

hello I have a quick question what other node like this can I use for the print string?

rugged wigeon
#

Not correct. Your spaceship is a Character which has a CharacterMovement Component shown in your screenshot

random pulsar
rugged wigeon
timber crystal
rugged wigeon
timber crystal
pliant zenith
random pulsar
rugged wigeon
#

@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".

timber crystal
rugged wigeon
#

sorry

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"Floating Pawn Movement"

timber crystal
trim matrix
#

hello i have a issue

rugged wigeon
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@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.

trim matrix
#

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

random pulsar
rugged wigeon
#

Characters' Charactermovement component has plenty of gravity related options to look through

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I think GravityScale adjusts how that particular character experiences gravity relative to the global constant set in project settings.

rugged wigeon
trim matrix
rugged wigeon
#

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

dark drum
#

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.

rugged wigeon
#

Welll technically that should work too I guess

trim matrix
timber crystal
rugged wigeon
#

i gotta go. I would guess next thing wrong is you don't have an ai controller setup

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the nav mesh is not relevant though

timber crystal
rugged wigeon
#

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.

rugged wigeon
#

there's a setting or default somewhere about making sure it gets possessed by an ai when spawned automatically

short niche
rugged wigeon
#

because its a space ship that moves around in the air and Characters are humanoids that run around on the ground.

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well, not "humanoids" but things that move along the ground at least.

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autonomous has nothing to do with it. You can have autonomous characters

dark drum
#

is there a quick way to get the volume of the different collision components?

ornate bison
#

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!

manic vessel
#

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.

rugged wigeon
#

@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.

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why are you censoring your documentation comments when asking for help?

manic vessel
#

So I solved the issue by removing the lerp. which Is A shame Becaue its a nice bit of polish.

ornate bison
rugged wigeon
#

@manic vessel keep the lerp and on the final pass just set it to be right

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@ornate bison what is getting duped?

manic vessel
#

Ok let me try something

verbal girder
#

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

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(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)

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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

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Spend three days tracking it down, ask for help, find out in 5 minutes lmao

ornate bison
manic vessel
#

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

lyric rapids
#

How would you set default values on the player blueprint when the player isnt in the game until you press play

manic vessel
#

Struct

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Thats how I do it.

lyric rapids
manic vessel
#

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

rare shore
#

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

lyric rapids
manic vessel
#

cast To BP_CONSOLE and set the value

humble yarrow
lyric rapids
manic vessel
#

on from the Bluepin find set whatever that red bool is

rugged wigeon
#

So every time it gets more

#

Probably just want to clear all the children whenever you close it

lyric rapids
lofty rapids
#

your missing what you are casting from

#

the object pin

manic vessel
#

Like this

ornate bison
ornate bison
rugged wigeon
lyric rapids
rough iris
#

is there a way to access a script in a LevelStreamingInstance?

manic vessel
#

or you might be able to use that ref from the first pic and just pull the set bool

fierce timber
#

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?

lyric rapids
manic vessel
#

that plug that ref in to the cast and then pull set from that

fierce timber
rugged wigeon
#

The default values are the defaults for anything that gets spawned

lyric rapids
rugged wigeon
#

Select the variable and look at the bottom@right of the details panel

#

Pic

manic vessel
lyric rapids
rugged wigeon
#

Oh, well yeah it’s an actor

rough iris
manic vessel
#

becausse the ref is not set

rugged wigeon
#

See how you have checked Expose on Spawn? Note go look at where you spawn this

smoky sail
rugged wigeon
#

There will be an input pin now where you can add the reference

limpid nebula
#

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?

fierce timber
lyric rapids
rugged wigeon
lyric rapids
rugged wigeon
#

Personally I would just turn off automatic player pawn spawning and do it manually in the game mode

lofty rapids
lyric rapids
#

Oh ok ill keep that in mind but how would i do it like it is now

smoky sail
lofty rapids
#

what is current ammo supposed to represent, because you subtract from max ammo

rugged wigeon
#

You cannot set a default actor reference in this case. You will need to set it on the player during the player’s BeginPlay

lyric rapids
#

How would i do that sorry

rugged wigeon
#

BeginPlay is an event on the player

lyric rapids
#

Yeah ik that but is there a node for setting default value

lofty rapids
rugged wigeon
lyric rapids
#

Oh ok so what would the node be called for that

rugged wigeon
#

Set BP Console

manic vessel
lyric rapids
manic vessel
#

how many?

lyric rapids
#

1

manic vessel
#

then get actor of class look for bp console and set a ref to it from there

#

example

lyric rapids
#

Nice i got it thanks base and spyware for the help u guys are great

lofty rapids
# smoky sail

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 ?

lofty rapids
# smoky sail

i'd probably set the current ammo to the clip size depending on how you subtract ammo

lusty oak
lofty rapids
smoky sail
lofty rapids
#

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 ?

smoky sail
lofty rapids
#

it's the wrong number ?

#

or your saying it's zero ?

smoky sail
lofty rapids
smoky sail
lofty rapids
#

so your max ammo is 0 ?

#

but your current ammo is also zero ?

smoky sail
lofty rapids
#

and your max ammo is ?

smoky sail
lofty rapids
#

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

smoky sail
lofty rapids
#

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

smoky sail
#

I don't know but this code is working in my other project

lofty rapids
#

and your sure theres no difference ?

smoky sail
#

I have matched many times

lofty rapids
#

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

smoky sail
lofty rapids
#

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 ?

smoky sail
lofty rapids
#

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 ?

smoky sail
#

I just changed something in code you see

#

Now it's working

smoky sail
pliant zenith
#

hello i have question how to open this window in animations? (animation data modifier)

lofty rapids
smoky sail
smoky sail
lofty rapids
smoky sail
#

Now when my max ammo is finished. It increase the clip size and add more more ammo

lofty rapids
#

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

smoky sail
lofty rapids
#

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

smoky sail
lofty rapids
#

where you have the two nodes that set currentammo and maxammo

#

set them like that

smoky sail
#

And sorry I am disturbing you. I know it's annoying. But I am great full

lofty rapids
#

this way on the next run if max ammo is zero it will add nothing to currentammo and should work

lofty rapids
#

and get help also, i'm still learning

smoky sail
lofty rapids
smoky sail
lofty rapids
#

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

lofty rapids
# smoky sail

you took out the fix for reload ? also did you write this ?

rare shore
#

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

lofty rapids
smoky sail
#

Still don't work

lofty rapids
#

so the reloading is working correctly right ?

#

but when you get down to not enough ammo it's failing ?

lofty rapids
#

top right, where it comes out of the branch

#

and is true

#

your setting the values incorrectly

smoky sail
lofty rapids
#

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

smoky sail
lofty rapids
#

idk what that means

#

but you should set it like i suggested

#

do you not understand how to do that ?

smoky sail
lofty rapids
#

do you see where it's comming true off the second branch ?

#

and you set currentammo and maxammo ?

#

hmm

lofty rapids
smoky sail
#

It worked

barren tangle
#

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

wooden arch
#

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.

faint pasture
#

I prefer projectiles to not have collision, instead using traces per frame.

edgy eagle
#

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

wooden arch
wooden arch
undone sequoia
#

guys why are metasounds replicated in ue5 ?

#

when I use metasounds its always replicated

#

to all players

faint pasture
#

Reflect vector

#

The important thing is that the projectile doesn't exist for other things to bump into in their movement update and stop

faint pasture
#

There is no way the sound itself is replicated.

dark drum
#

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?

timber crystal
#

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

undone sequoia
#

i will add there is locally controlled should help

broken wadi
timber crystal
broken wadi
#

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.

faint pasture
timber crystal
#

anyone a idea how to handle it?

broken wadi
timber crystal
broken wadi
timber crystal
#

yes he is inside the volume

#

here to see ina better view i deleted the other nava

broken wadi
#

Try asking in #gameplay-ai this is beyond the usual blueprint type questions here

timber crystal
#

ok thanks

zealous moth
#

is there a way to get a random string?

ruby cobalt
#

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..

lofty rapids
zealous moth
tidal tendon
#

What can I add here to reverse my blood splatters? They are spawning reverse rotation and appear black

tidal tendon
zealous moth
#

try making your material 2 sided?

ruby cobalt
tidal tendon
#

Tried it but didnt work

#

making decals two sided isnt making it two sided anyways

stiff swift
#

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?

ruby cobalt
#

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

zealous moth
tidal tendon
ruby cobalt
tribal gazelle
#

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?

lunar sleet
rugged wigeon
# stiff swift Is there any downsides or perks to this besides cleaning the main graph and maki...

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.

rugged wigeon
# timber crystal Quick question: Does anyone know whether a flying unit also works via a characte...

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.

proven pond
#

The decal is facing the wrong direction

timber crystal
rugged wigeon
#

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

proven pond
timber crystal
proven pond
ruby cobalt
#

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

proven pond
#

Nah I use an insane amount of interps within functions

ruby cobalt
#

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

low venture
#

Or you use it as input.

ruby cobalt
#

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

rugged wigeon
#

@ruby cobalt you are aware that local variables get reset to default everytime you call the function right?

ruby cobalt
#

ah i wasn't.. I guess that's why it didn't work

rugged wigeon
#

that is the core concept behind "locally scoped" variables. they only exist during the function call.

ruby cobalt
#

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

rugged wigeon
#

if you want to maintain the state they need to be proper bp level variables

ruby cobalt
#

ah ok so they are definitely not designed for what I'm trying to do

rugged wigeon
#

thems the breaks

ruby cobalt
#

how should I tackle my problem then? to simplify the creation of interpolatable parameters on various kind of actors?

rugged wigeon
#

can you give me a quick explanation of what you mean

ruby cobalt
#

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
.
.

#glitchart #glitchaesthetic #uncanny #trippy #surrealart #surrealism #digitalart #digitalartist #3dart #motioncapture #realtime #simulation #newmedia #newmediaart #glitchartistscollective #howiseedatworld #xuxoe #render #3d #unrealengine @offworldlive #touchdesigner #audiovisual #m...

Likes

335

#

here I have midi events that launch those interpolations on light position and material

rugged wigeon
#

very cool

#

so is it lik you're straming in data and you want to reference it vs. historical data?

ruby cobalt
#

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

leaden plaza
#

trying to figure out what this is

#

and why

#

i think its something to do with my cast

rugged wigeon
#

@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

lunar sleet
#

Accessed None means whatever ref you fed that node is not set or null at the time it’s accessed

rugged wigeon
#

@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

formal narwhal
#

Is there a build in way to constrain a ui to 16:9 when playing on a 32:9 monitor?

rugged wigeon
#

sorry I said server but I meant multi

#

will look more like that

#

you are making the same mistake on resetplayermulti

leaden plaza
#

yeah my bad

faint pasture
plain sigil
#

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

humble sleet
#

show code

plain sigil
#

sure

humble sleet
#

this and Event PostLogin

plain sigil
#

thats it

faint pasture
# plain sigil

is your track mesh centered symmetric pointing at the x axis?

plain sigil
#

yes

#

origin point is centered

faint pasture
#

@plain sigilWhat is the spline origin?

plain sigil
#

what do you mean?

faint pasture
#

Where is the spline located in the world?

plain sigil
#

its a spline inside an actor placed randomly somewhere in the world

#

you probably mean something else

rugged wigeon
faint pasture
plain sigil
#

oh

#

i fixed it

#

Thanks adriel

faint pasture
#

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.

faint pasture
plain sigil
#

inside the actor the spline wasnt at location 0

faint pasture
#

You could also have changed to world space on your get position queries but same difference

ruby cobalt
fickle mountain
#

anyone knows why my additive animatin scales my model up for an instant how casn i fix this?

balmy kraken
#

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.

dawn gazelle
#

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 😛

balmy kraken
#

would that garuntee it is reachable?

dawn gazelle
#

Oh reachable.. dang

balmy kraken
#

my dillema 🧐

rugged wigeon
abstract mango
#

Is there a way to asd rotational force to a ChaosVehicle?

faint pasture
#

add torque on tick/timeline

abstract mango
faint pasture
#

unless you purposely want it to be weaker vs higher masses

desert flame
#

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?

abstract mango
desert flame
#

I fixed by literally just duplicating the function and using that but thats still weird.

leaden plaza
#

I have a character parented to a component but for some reason the character isn't inheriting the rotation correctly

faint pasture
#

Have you turned off movement or done anything else beyond just attaching?

#

Also, what's driving the character's rotation, are you using ControlRotation?

leaden plaza
#

i just disable movements such as jumping and walking

faint pasture
#

does it still rotate to match ControlRotation, assuming that's how you have it set up normally?

leaden plaza
#

i only have it set the rotation and location once

#

but the character is in the correct location

faint pasture
#

Are you using ControlRotation to drive the orientation of the character?

leaden plaza
#

only on the yaw

faint pasture
#

and are you turning that off when you attach

leaden plaza
#

no

#

but if i do it still has the same problem

tribal gazelle
#

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.

frosty heron
#

@tribal gazelle Does begin play fire? Drop a print string before get all actor of class

frosty heron
tribal gazelle
frosty heron
#

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

tribal gazelle
#

Yes I am, and the actor is actually in the world

#

That I am trying to get

frosty heron
#

Play sound 2D at the begin play

tribal gazelle
#

Basically the code above is Zombie Manager and the actors are Zombie Spawns I placed down

frosty heron
#

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

tribal gazelle
#

Can there be a bug where an actor is in the world but not detected by get all actors of class?

frosty heron
#

not that I know off

#

have you play Sound 2D?

tribal gazelle
#

Yeah no sound, not even detecting other actors

frosty heron
ruby cobalt
#

how can I add a "try, except" to handle the case where the list doesn't have a 4th item?

tribal gazelle
tribal gazelle
marble tusk
small wedge
#

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?

small wedge
#

damn alright

#

but just to confirm, metasounds floats do update more frequently than that for stuff like volume adjustment, right?

spark steppe
#

depends on what updates them i guess

small wedge
#

a question for the audio channel i suppose

spark steppe
#

meta sounds have their own internal clock, so if something happens within metasound it's probably at a faster rate than BP-Tick

frosty heron
#

but multiplayer wise, there is relevancy

cold lion
#

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?

zealous moth
#

secondly, your spread is only positive, you would probably want to spread using -200 to 200 instead

cold lion
#

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

zealous moth
#

The X shouldn't even matter

#

assuming that's your forward

#

and you can get your component forward vector

cold lion
#

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)

uncut seal
#

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?

ruby cobalt
#

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

finite briar
#

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

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lunar sleet
uncut seal
#

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

lunar sleet
#

Idk what you’re doing there but I don’t see the car in your level

lunar sleet
uncut seal
lunar sleet
#

Why do they need to be ISMs

uncut seal
lunar sleet
lunar sleet
calm bloom
#

o ops

finite briar
lunar sleet
uncut seal
lunar sleet
#

Otherwise do it the old fashioned way

uncut seal
#

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)

lunar sleet
#

Make a BP_TrainCar, add collision box, spawn it, attach actor to actor (to locomotive) if needed

finite briar
lunar sleet
lunar sleet
uncut seal
lunar sleet
finite briar
lunar sleet
#

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

lunar sleet
finite briar
#

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?

lunar sleet
#

Not sure tbh, maybe try to place the car in the level after the import or spawn it at runtime

finite briar
#

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".

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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?

woeful pelican
#

Under the Show dropdown

lunar sleet
proven pond
#

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?

uncut seal
# uncut seal

uh its kinda hard to see let me know if u need it closer

#

also sorry, didnt mean to reply to you

lunar sleet
# uncut seal

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)

ruby bloom
#

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

frosty heron
#

what is ut5? Unreal Tournament? 😄

ruby bloom
#

whoops typo

frosty heron
#

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

uncut seal
# lunar sleet Looks like it’s saying that when your Update Transform function is called, there...

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

ruby bloom
frosty heron
#

it's kinda the reason I haven't upgrade yet

#

still on 5.1

ruby bloom
#

o yeah that looks like what I have going on

lunar sleet
#

Just gotta remake the character bp

ruby bloom
#

just built from my ide, no luck

lunar sleet
#

Remake it

ruby bloom
pine hatch
#

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.

Unreal Engine

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.

ebon olive
#

hi i dont get it. why my character wont move?

ruby bloom
frosty heron
north lynx
#

Hello everyone!
How can I connect achievements and DLC's to my game using steam?

#

Alright, but there are multiple plugins, any recommendations?

uncut seal
#

How can I reference an object inside of a script (without using the editor?)

chrome pumice
#

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?

distant hollow
#

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?

hoary junco
#

what do you mean change the length or width without changing the scale?

distant hollow
#

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

hoary junco
distant hollow
#

As I mentioned I want to keep the scale intact because I need to use it for some calculations later

hoary junco
#

meanwhile locking it means if you scale it one way it will scale in the other 2 as well

distant hollow
#

Which was why I specified "without changing the scale"

hoary junco
distant hollow
#

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

finite maple
#

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?

versed sun
#

are the 10 widgets the same ?

dark drum
#

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.

halcyon vapor
#

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 ?

frosty heron
frosty heron
#

like a single line trace based hit detection

thin panther
#

BP structs just existing will explode

uncut seal
#

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!

halcyon vapor
frosty heron
#

Make back up and commit to source control then start deleting stuff

halcyon vapor
#

so I delete from the editor

frosty heron
#

The only time I delete qn asset outside the editor is when I have corrupt file

halcyon vapor
#

alright

frosty heron
#

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

halcyon vapor
#

true, thanks for advice

dark drum
halcyon vapor
dark drum
# halcyon vapor 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.

dark drum
halcyon vapor
#

nice, alright

#

thank you very much

fathom gull
#

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 🙂

abstract mango
finite maple
dark drum
abstract mango
plush heart
#

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

abstract mango
#

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

stiff swift
#

It's always the little things ggs my guy

pulsar vigil
#

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 )

abstract mango
#

Here is the blueprint function:

#

Keep in mind, the sideways rotation on Z while holding the handbrake is not implemented in this version

fathom gull
spice shell
#

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?

frosty heron
#

but if you cast to things that can be loaded later, overtime it can be quiet heavy

spice shell
#

Makes sense, thanks! Same goes for my player then.

frosty heron
#

My old project is bp only and it took quiet a while to load the map. Loading the main menu loads the entire game

spice shell
#

Yeah I definitely have some refactoring to do but those classes can be missed out which will help 👍

frosty heron
#

my new project loads almost instantly so yeah, you do want to use soft ref and move some stuff outside bp

spice shell
#

Thanks 🙂

thin panther
#

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

spice shell
#

Yeah good point! I do have the item class as a base class already!

thin panther
#

(The base class being loaded often times is nowhere near as bad, and is kilobytes at most)

heady burrow
#

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

dire frost
heady burrow
dire frost
lyric rapids
#

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

lyric rapids
verbal cloud
#

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

spice shell
#

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?

halcyon vapor
spice shell
halcyon vapor
# spice shell 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

spice shell
#

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 😅

halcyon vapor
lime crow
#

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

lofty rapids
#

i think you can actually get a random item from an array with a node also

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although i tried your code on an array and got a random one

lime crow
#

i got the random node, not sure where im plugging it into

lofty rapids
#

i would just plug it directly into return value, although you can set and use that like you did

lofty rapids
lime crow
lofty rapids
#

you don't need the get

#

you already have the item in the output of random the top pin

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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

pallid sphinx
#

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?

lime crow
#

i dont know , must be the other code

lofty rapids
#

verify you got the right item by printing what comes out of that function

#

it should work, i don't see why not

crude timber
#

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

lime crow
lofty rapids
#

looks like your running it more than once ?

hollow cove
#

when do you choose to use functions over events, other than when you need a return

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trying to come up with a more solid rule so i can clean up my blueprints

lime crow
lofty rapids
lime crow
lofty rapids
#

what event are you comming off of ?

lime crow
#

event hit

lunar sleet
pallid nest
#

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.

lofty rapids
#

nowhere that you circled is a cast

#

what is failing ?

pallid nest
#

yes I am using a variable that it was set up in the event graph

lunar sleet
#

You’re never casting to a widget, only cast I see is for get player character

pallid nest
#

the problem is when I cast it instead of using the variable it says cast fail when I use a print on fail cast

lunar sleet
#

Are you talking about code you changed before you showed us the screenshots?

lofty rapids
distant hollow
pallid nest
#

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

lunar sleet
#

Ok, does this cast exist in the screenshots you showed or not?

pallid nest
#

no it doesn't exist, i revert it as the code was meant to be (following a tutorial)

lunar sleet
#

Ok, don’t post screenshots of code that doesn’t exist pls, current code only. Come back when you’re ready

pallid nest
#

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)

pallid nest
lunar sleet
#

So why are you talking about a cast failing lol

distant hollow
#

Post the code that shows a failed cast.

pallid nest
#

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

lunar sleet
#

This variable is supposed to be on the character ?

pallid nest
pallid nest
#

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

hollow cove
#

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

ebon olive
#

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

lunar sleet
#

From what you described, this var is in the player character

#

And that’s why they’re getting it and casting to it

pallid nest
#

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

pallid nest
lunar sleet
lunar sleet
distant hollow
lunar sleet
hollow cove
pallid nest
# lunar sleet Idk what you’re looking at but it seems like he’s getting info from a var inside...

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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hollow cove
lunar sleet
lunar sleet
pallid nest
pallid nest
lunar sleet
#

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

lunar sleet
#

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

distant hollow
pallid nest
lunar sleet
hollow cove