#blueprint

1 messages · Page 70 of 1

rugged wigeon
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Yes

faint pasture
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What are the chances that 2 people are making the same thing within a few days of each other lol

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did some physical dice game make it big on Steam or something?

tropic peak
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nope. I just figured I need to take a step back and start from scratch

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and rolling dice seemed like a simple thing to do

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and well.. useful I guess

faint pasture
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The WHEN to check will be harder, maybe you can use OnSleep if they sleep predictably

tropic peak
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but it turns out I need to take more steps back than just one as I feel like I don't really understand the basics, and differences between events, constructors, even the blueprint types and elements

faint pasture
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Fire up the 1st person template and make a door that you can walk up to and open

tropic peak
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yeah.. I think I'll start with that

faint pasture
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or if you want an even simpler starting point, make a floating sphere that you can move around and look around with, starting from Pawn

rugged wigeon
tropic peak
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yes and no

rugged wigeon
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And then figuring out how blueprints are weird

lofty rapids
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if you don't understand things like arrays, using them will be more difficult

tropic peak
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I feel like I have a big gap when it comes to how the elements in UE work together, where to do what

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I do have experience with programming and it's relatively easy for me to think of solutions how to tackle a problem step by step

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but translating that into UE5/blueprints is a whole different story

faint pasture
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BP is basically just plain old object oriented programming, there's nothing really that weird about it

tropic peak
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not when you look at it the first time (I'm not, but it's been a while so lets say I'm completely new)

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like for example - I want to have an array of transforms (right?), so I need to create a new component of Transform type ... welp sorry I don't think I can ask this question properly at the moment

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it's hard to figure out where to start. doing "do this and connect to that" tutorials is pretty pointless

lofty rapids
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i started with blueprint tutorials because i had already programmed before

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it gives you an idea of how its working

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whats firing when, events, functions, variables

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but basically stuff happens and events fire

faint pasture
lofty rapids
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make the transform variable, then set it to array

tropic peak
lofty rapids
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yep, then click on it and in the details you can set it to array

faint pasture
tropic peak
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Oh crap. yeah that explains a lot, thank you

faint pasture
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in BP you get single, array, hashmap/dictionary, and set

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there's more in C++

tropic peak
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ok this might sound silly but can I access the array and pull the items in manually somehow?

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scratch that

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after compiling the BP I can see it

tropic peak
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thank you

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I'll play around with that before asking more questions

faint pasture
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that's saying
Scene Comp Array = MakeArray(1,2,3,4,5,6)

dark drum
# faint pasture

Alternatively, you could collapse the make array but into a pure function. Helps reduce clutter in the var tab lol.

rugged wigeon
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Nooo. Don’t make functions for code that gets executed exactly once

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Collapse nodes instead

faint pasture
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or just leave it

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it's all the same

dark drum
finite hearth
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When I spawn actors at runtime, my units won't path around them. My unit ai controller is a child of "detour crowd ai controller" with no modifications.

Any tips on how to troubleshoot this? I presume it is because the navmesh isn't updated under the spawned actor (wall).

faint pasture
finite hearth
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I don't see that setting anywhere

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Is the the mesh from my viewport, or somewhere in the project settings?

faint pasture
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Project Settings → Navigation Mesh → Runtime Generation

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according to a random google search I just did

finite hearth
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Well now my dudes are moving like they're drunk

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The mesh looks green when I press "p"

faint pasture
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do you have a navmesh bounds volume or whatever it's called?

finite hearth
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I do

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I have a waterbody, maybe that's screwing with things..

hardy merlin
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Where can I set the default Player Controller for the project?

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nevermind found it

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Apparently "Default" works as a search but "Controller" does not.

faint pasture
keen ore
faint pasture
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check your collision settings

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make sure they're actually hitting each other

keen ore
lunar sleet
faint pasture
keen ore
faint pasture
keen ore
autumn torrent
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Anyone know how to make a simple cooking food blueprint code?

I'm trying to make it so the food goes from raw to cooked in 10 seconds, I know how to change the texture but some things are still failing like taking out the food from the grill, it still changes to cooked

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if anyone knows about this, it'd be a great help

south quarry
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Simple question about 3rd person camera friends.

I set up the camera to only rotate when the left or right mouse button is held down. Currently, the character is also rotating with the camera movement. I would like this only to happen when the right mouse button is held down, like in most MMORPGs. I don't need help with the boolean logic, but I assume there is some 'Pawn Control Rotation' setting I need to change, but I can't seem to find the right one. The guides I've seen on this are pre-5.2. Thanks a bunch.

elder lodge
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FloatingPawnMovement question: I wanted to get rid of Max Speed, but it seems like that doesn't behave how I assumed. I changed it to an absurdly high number, and then the pawn didn't move at all; even changing it to other relatively lower numbers affects the speed that the actor accelerates. Is there some sort of computation going on for deceleration as a proportion of the max speed or just too large of a number? I'd assume that the details panel wouldnt' accpet the number if it were simply too big

rugged wigeon
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Pretty sure it obeys acceleration if provided and if it’s set to 0 it instead goes directly to the max speed

faint pasture
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The rule isn't that food is cooked 10 seconds after starting cooking, the rule is that a grill adds 10% of cookedness to whatever is on it each second. If you take it off, it quits being cooked as a result of that.

elder lodge
autumn torrent
autumn torrent
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JUst wanna find out how to do it with blueprints

elder lodge
wanton prism
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My look up blueprint isnt working? (im new to unreal)

lunar sleet
wanton prism
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i have a camera set up to the character its first person should i remove it?

lunar sleet
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You should just use the FPS template

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That functionality comes prebuilt

wanton prism
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i removed the camera and it worked

wanton prism
dire frost
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Rn you're just using the camera that is spawned by the (iirc) the camera manager which is fine.

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You can still reference the camera from there and manipulate it

elder lodge
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What is standard for generalizing bullet-object interactions? An interface?
i.e. the bullet has its own component hit, the object has its own component hit, but suppose I want the velocity of the bullet to affect the rag dolling of the object

wanton prism
dire frost
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You could do anything you want to the camera as long as you have a reference to it

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Which you do always via the camera manager

wanton prism
# dire frost Yeah that's an example

how would i do that cause im used to coding in c++ not in unreal though (cause i followed the tutorial and it just didnt work so i just switched to blueprints)

wanton prism
dire frost
dire frost
wanton prism
dire frost
elder lodge
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Or event dispatch?

dire frost
elder lodge
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Ah, from the bullet, calls the other object's interface

dire frost
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Yep. You can make the bullet overlap instead of hit btw.

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On hit the bullet would change velocity and you probably don't want that

autumn torrent
autumn torrent
elder lodge
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Right now I have a floating eyeball that chases my player around, shooting it ragdolls it so it spins out a little, but after I finish my delay and reset physics, it snaps to face the player. I'm using the AI set focus node rn, is there a way for the AI to more slowly return to facing the player?\

dire frost
autumn torrent
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It doesnt have a purpose yet, but its supposed to make it so, after 10 seconds, the state of the food goes from raw to cooked, and if it's taken out before so, it stays raw

but I havent been able to get it to do that

elder lodge
autumn torrent
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instead of the timer there was a delay but it did the effect, but wasnt stoppable

dire frost
dire frost
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And also make sure to save the timer handle somewhere so you can stop the timer if you want

sour moat
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✋ I bought a project in UE market and modified some blueprints in the project.Will the modification be covered if I install its update version in the future?

spark steppe
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they will be overwritten if you edited the original data

sour moat
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Oh, so I have to manually add the new features into my project.

spark steppe
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if you depend on updates you should create child classes which override the original behavior where necessary

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and still, it's like playing minesweeper....

sour moat
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😂

sour moat
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Have no idea about the cover logic of asset update.

spark steppe
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me neither, i don't do updates other than for plugins

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but yea, can't hurt to move your stuff to a separate path

elder lodge
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is what i'm doing here with controller rotation the right way?

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there must be some quicker way like disable controller

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enable disable input work with AI?

autumn torrent
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last question for the night

how does one increment a variable by 1 each second?

elder lodge
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have a timer call an event every second

elder lodge
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he's simulating "food" on a "grill" and it's cooked time

frosty heron
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if you want to display a timer for your game example and need precision (like less than a seconnd matter).
Do it on tick.
Elasped time + delta second

autumn torrent
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im not trying to display a timer

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rn im just trying to get the variable to go +1 each second, although im still having problems with the custom event, I cant figure out how I should blueprint it

frosty heron
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If you need precision, do it on Event Tick

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if not you can use timer

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but if you are doing a 0.01 on timer then you might as well do it every frame

remote meteor
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timer is ok

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FTimerManager already handle longer frames than timer interval issue

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1 sec timer on loop

latent portal
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im tryna make the camera of the default third person template clamp at -90 and 90 deg so that the player cannot look backwards, but it seems like the clamp float does not work in blueprints as doing values other than zero just slows the movement down but not actually clamping and zero just stops the movement. any fixes? thank you

frosty heron
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@autumn torrent Freebie

frosty heron
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Do a check if the control rotation is within the range,
if exceed range, don't call the Add Controller Input node

latent portal
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ay yea i tried the clamp float but it didn't work

frosty heron
remote meteor
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the input event is delta value

latent portal
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sry i just started on blueprints

remote meteor
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you need to check with your current value to determine whether if you could turn a certain way or not

latent portal
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sorry but how do you add a check

lunar sleet
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You can either use print string and plug in that variable or right click and watch value, then select the debug object after you hit play and watch the code

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Unless you meant using operands in which case use <= or >= and a branch

latent portal
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could i just convert the whole blueprint into cpp though

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that would be way easier

frosty heron
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Convert? you mean refactor it in cpp (re-writing) it

latent portal
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nvm then

frosty heron
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no, why would it

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Well you can try to copy blueprint node and paste it into note pad

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never look into it my self

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probably doesn't give what we want tho, Edit : yup that's not it

latent portal
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i mean this is literally just from the templates

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shit seen some tutorials on clamping the camera but for some reason doesn't work on teh template

lunar sleet
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@dense mica ‘s working on BP2CPP but it’s not quite ready yet iirc

frosty heron
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it's just a node

latent portal
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oh ok

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rewrite the blueprints on character mouse movement prob?

lunar sleet
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The control rotation settings could be overriding it if we’re talking rot

frosty heron
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u can get it to work in blueprint first

frosty heron
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once they work, you can refactor it

latent portal
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oh i think i got it now

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thanks yall

autumn torrent
remote meteor
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who could have though clamping view angles is more complex then it should 🫠

lunar sleet
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While loop with no condition, what could go wrong 🙂

lunar sleet
remote meteor
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i was thinking how difficult could it be to clamp view angles

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kept trying with tps template and found out the values are always slightly off

remote meteor
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then realized there is this thing called inputscale value that is somehow hard set in the PC

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and EIS default are built to go around this hard set

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....

lunar sleet
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Wdym Deprecated preceded by ToDo

remote meteor
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ask Epic

frosty heron
lunar sleet
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Oof

frosty heron
lunar sleet
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And if he manually sets it to true… infinite loop maybe? 😀

distant hollow
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Is it possible at all for a camera to switch back and forth between fully orthographic and Perspective during runtime?

lunar sleet
autumn torrent
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updated it to (probably) the right way

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not yet right, but, no, infinte loop as far as i know

dire frost
frosty heron
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In one single frame too, as opposed to updating a variable per second like you inittialy asked

distant hollow
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I heard about the issue too, was wondering why they still haven’t fixed it after this long

lunar sleet
mossy vessel
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anyone know how to fix this

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?

remote meteor
mossy vessel
# mossy vessel

inventory component doesnt not inherit from actor ... well its an actorcomponent

remote meteor
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Actor =/= Actor component

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if you are looking to find a component from the actor

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you should use Get Component by Class

lunar sleet
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Get owner gets the actor of the current component. Either use the above or cast to the actor bp and get the component from there

mossy vessel
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Thank you guys

true valve
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Why my character speed drops to zero fast from 1000?

lunar sleet
true valve
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as I hold Move Forward

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When I let go Forward, the speed just drops to zero, instead of slowly reduction

lunar sleet
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There might be some settings on the CMC but it sounds like maybe you should be using a vehicle instead of a char

lunar sleet
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Ik there’s acceleration/deceleration for pathing (navigation) but not sure about normal movement

true valve
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It was Braking Friction Factor

true valve
lunar sleet
true valve
lunar sleet
true valve
autumn torrent
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After having a 3 am revelation, I figured it out, a thing needs to be fixed but I got the 1 second interval timer working, timer reset in mid cooking and timer continuation after 5 seconds

thanks for the help yall

humble sedge
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I need help with my blueprints. I want it so when the player overlaps with a capsule component that it destroys a cube but it doesn't seem to work. Appreciate the help!

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This is my blueprint

surreal peak
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@humble sedge

  1. Where is Reference set to the Cube you wish to destroy?
  2. You don't need to cast Reference to BP_Cube if you already selected the Variables Type to be BP_Cube.
  3. You should not call DestroyActor on the Capsule before doing everything you want to do. DestroyActor should always be the last node/function/method you call.
native canopy
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why the conditin is falsetrue? (in false image in UI, true image in main character)

crisp crane
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I need your help. I'm fairly new to the UE5 community. I am looking for help in creating the following system:

  1. There is a main gui with three buttons: Voting, timer and registered to vote
  2. After pressing the voting button, you can start voting, which lasts one minute
  3. There will be four buttons in the second gui: For, against, abstaining. At the end of the vote, the exact number of their presses will appear in the voting screen in the first gui and on the screen next to it
  4. When the black button is pressed, the names of the players who clicked it will appear in the registered to vote screen
  5. In the timer screen, you will be able to set any time countdown that will appear on the side of the screen
silent drift
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Hello! What would the best way be to move a pawn to a new location without using the navmesh? I'm trying to make a flying enemy and I'm not sure the best way to do this when not using the "AI Move To", but that requries a nav-mesh and I don't want to need one since they are flying over breaking platforms the player will jump onto. It should follow the player

tight matrix
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Im making a simple game so i dont think i should be using lumen but what should i use then

frosty heron
tight matrix
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screen space seems a bit to mutch as whel as ray tracing

frosty heron
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cheaper than Lumen

tight matrix
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Do you know the game devour?

frosty heron
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nope

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Lumen is not ready for mass usage. My 3060 Ti GPU barely tanking

tight matrix
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my game will be cheap with low quality

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so i should use screen space then'?

frosty heron
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I'm not a tech artist but that's what I'm using

uncut seal
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I have an assassination animation, and I want the player to lose stamina at 3 points in the animation. I have multiple other animations which I want to do this with (such as a vault). Is there a way to mark points of your animation which you can easily access in a blueprint?

silent drift
# frosty heron screen space

Why did I not know about this... I also don't want lumen since I'm making a styalized game anyway, and damn my FPS just went to freaking high amounts because I switched to this....

frosty heron
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depending on the hardware you can even get double the fps

uncut seal
silent drift
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Yeah, I mean, I got A LOT MORE: 😄 I don't know if it's double, but damn, it's loads more. 😄

pallid nest
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hey guys, might be silly question but is it in your opinion a good practice to try to do most of the code in chunks with functions instead of having it all in your bp character ? I initially started to have everything there but I found it more tidy, not sure if that is worse or better for performance (or it doesn't really matter)

frosty heron
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you best move everything you do repetetively in a function

pallid nest
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many thanks mister

silent drift
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But it will definitly help you keeping stuff clean and easier to read. 😄

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(Remember looking at the first time a friends used Unity and literally did everything in update). I mean it works, but man it was hard to read. 😄

versed sun
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So , moving code to functions will help somewhat

frosty heron
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0o my bp spaghetti is a lot bigger but it has no effect on fps

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Never know they can drop fps

versed sun
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was driving me nut s figuring why sometime when i play i got 40FPS less

frosty heron
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do you have multiple monitor?

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that was cursed as f for me

versed sun
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yah , 4k

frosty heron
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If i move any window, material or bp, or anything from unreal really, to other screen. Instant half the fps

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Was struggling at why my FPS got butchered in Pie when it's fine on my brother's PC

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turns out the second monitor is the culprit

versed sun
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I didn't notice any difference moving windows around on monitors
I guess bugs and quirks are Randomized per user

frosty heron
crystal flax
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hey does anybody know about any template or video tutorial in which i can learn how to make a weapon attachment shop system in which main menu player buy gun and with additonal money can add attachments to it

frosty heron
# crisp crane .

How do you fare with OOP? Multiplayer is not beginner friendly territory

frosty heron
crisp crane
crystal flax
frosty heron
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there is #multiplayer channel, it has compendium you can read in the pinned section

frosty heron
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What system?

crisp crane
frosty heron
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I mean that's multiplayer

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You can read the compedium to find out how to replicate variables and RPCs

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voting is rather simple, you just need a boolean variable on each player that is marked as RepNotify

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If Client votes, it just need to send a Server RPC to update the variable

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But again, if you just start with Unreal, avoid multiplayer

tight matrix
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My flashlight only updates when i move

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why is that?

crisp crane
frosty heron
remote meteor
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never gauge performance with editor, atleast do it standalone or packaged

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unless you are trying to figure out why your editor performance sucks

brisk cloud
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I am creating a vehicle that moves kinematically all through lerps. What would the best way to implement gravity? Would just applying a lerp from above to simulate gravity work? And related to this, what would be a good way to implement collision with the ground? As I understand the car should hover slightly over the surface of the road otherwise it gets stuck because it collides with the ground. Thank you!

pallid nest
paper gate
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Not really blueprint specific, I'd imagine, but I have no idea on which other channel to post this. Has anyone got an idea how I'd achieve this camera character fade (like in the clip)? I think I could just take the distance from the camera to the player and based on that, change the character material, but I am pretty sure there could be some other solution out there. I reckon the Camera doesn't have anything like 'hide parent when clipping'? Can't really check right now

zenith umbra
versed sun
abstract mango
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Can someone tell me why this happens?
As soon as the car travelled a certain distance from where it was spawned in, it simply gets destroyed as in the player controller gets disabled and the blueprint deleted from the scene.

versed sun
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try unchecking Enable World Bound Checks

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Looks like the Kill Z , but in an area

abstract mango
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I'll try

abstract mango
versed sun
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bummer

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Is it your map and car that you made ?

abstract mango
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Car is made by me

versed sun
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Try printing out your car's Location on tick
Use a long Duration, and something in the Key to make it not fill your screen
See if the car disappears at a similar spot ( Like always ~x=100000)

abstract mango
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So that means, I can position the car at the spot where it dissapeared before and can drive further into that direction

floral stump
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adding new variable is bugging me, how to fix it?

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clicking the +Variable button opened an unrecognized tab

versed sun
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Crappy UE bug, have to close that 2nd Blueprint Tab

remote meteor
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upgrade to ue5 maybe 😄

floral stump
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i closed both of them 😄

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got it

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window->myblueprint

versed sun
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heh

true valve
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Any idea why Keyboard Keys won't show in blueprint actor?

versed sun
abstract mango
versed sun
abstract mango
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hm weird

pine root
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/portfolio freelance

proven dune
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Hi! So I've made an AI controller in UE5, but I want the player to be able to interact with it (top down game) but when I 'Get Hit Result Under Cursor by Channel' it does detect other stuff, but not my AI, how do I fix this?

versed sun
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so , Under Cursor>Cast to Pawn>Get Controller

thin panther
pine root
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But I can't seem to delete

lofty rapids
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you can always bump it

deft pivot
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When having a climbing system, would you guys recommend a line trace or sphere trace?

eager thicket
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My project has these target marker actor variables (just empty actors that mark when an enemy can be locked onto) that spawn and despawn constantly during gameplay.

Is there any way to stop these target markers from going up in number to infinity during runtime? Whenever one spawns and despawns, the ID increments. Is this nessecary or can I get rid of it?

leaden plaza
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this is probably a simple question but how would i get the current player

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like this but i need the index to match the current player

frosty heron
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@leaden plaza are you doing local multiplayer?

leaden plaza
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im doing multiplayer

frosty heron
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Local multiplayer is not networked

leaden plaza
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should i take this to the multiplayer chat?

frosty heron
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Like split screen

leaden plaza
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no

frosty heron
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well then don't use that node, the Player Index refer to Local Player

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Like Split screen , Controller 1, 2 and so on

leaden plaza
#

ah

frosty heron
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You should read the compedium linked in the pinned section on #multiplayer

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The info you need is written in the compedium. The player state have a list of all connected players

remote meteor
#

game state*

leaden plaza
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ok ill look at that thanks

hoary junco
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so, I have a line trace set up for a searchlight that detects if the player is within the searchlight's zone and then gives them the game over if they get caught

only issue is the character in question is short in height and long in length so I've had to set up the capsule component like this:

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this of course is creating some really scuffed detection with the line trace since it's a cone that comes down from an angle.. is there a way I can have the linetrace ignore the capsule component and only trigger when it hits the character's main body?

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I tried setting up the charactermesh to block all and the capsule component to ignore trace responses but then the vision cone just ignores the character entirely.

leaden plaza
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is there an add controller yaw blueprint thats relative to the character and not the world?

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or a way to do that

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wait nvm

turbid jetty
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Does anyone know how to select an asset in the content browser through blueprints? I can find the asset using Get Assets by Path but I can't seem to find anything that lets me highlight, go to the folder, or open the asset.

hoary junco
turbid jetty
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Ooo always forget about this! Am using sync browser to objects and seems to work, ty!

silent drift
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I was wondering if anyone has figured out the best way to "reset" AI when the player dies? Right now when I die I re-spawn at a checkpoint but if there was an AI chasing me close to the checkpoint they will stand in-front of me when I spawn and instant attack since it's not reset. I don't know if there is a way to make a "base" AI event I can call to reset them to start.

rugged wigeon
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You probably should not need to do this

turbid jetty
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it was to highlight an asset in the content browser, i just wanted to a button to find/highlight it so it's faster to open since it's an asset I use a lot.

hoary junco
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line traces are weird man... I have it set up to only trace visible channel, but for some reason the only time the line trace is picking up my character is whenever its origin point is inside the trace

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like this counts as not in the AOE

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but this counts as in the AOE

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how do I make it so that the line trace picks up the actual character model this is so frustrating

versed sun
#

Is that 4 line traces and you want what is inside? try Box Trace or Sphere Trace

hoary junco
fringe junco
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So i'm trying to setup a third person controller in an RTS, by attaching the current camera pawn to a another pawn and then rotating the camera with the control rotation. Its a bit janky but the main problem is the character themselves doesn't turn but i am able to get an Aim offset to work. I dont know if its the control rotation itself but i suspect it to be. has anyone tried something like this before?

versed sun
#

Instead of Actors Location

rugged wigeon
#

at a higher level than that, you should draw your traces so you can see what they're doing

eager thicket
#

What do these white dots mean? And furthermore, does it imply some extra performance usage / potential for problems in the future?

remote meteor
eager thicket
#

replicated literally or like... for multiplayer?

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uhhh

frosty heron
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multiplayer

eager thicket
#

ok so it's not a problem

frosty heron
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yup, dw about it

eager thicket
#

one last question: is there a better way to get the player controller

frosty heron
#

If you are doing single player, just get player controller 0

#

there is only 1 player controller in the world

eager thicket
#

oh okay

#

thanks

frosty heron
#

If you want to avoid less node to reach your custom controller, you can make a Blueprint library that gets your controller from a pure function

spice viper
#

Yeah for single player it's real easy to make a macro library and add get player controller that then cast to your custom BP as a pure function to save space

eager thicket
#

hmmm

lunar sleet
#

function library and macro library are not quite the same thing but yeah that works too

eager thicket
#

I'm trying to keep things rather modular right now but I'll probably create a universal function library for the final iteration of this project

dapper galleon
#

Hello! I'm trying to lesser the amount of casts I have, and I came to the blueprints. Say, will this arrangement of nodes still change the parametres in the core Monster_AI Class?

rugged wigeon
#

yes thats fine

#

squints "Event Bluprint Begin Play" makes me nervous though. What is this custom thing that looks like BeginPlay but is not BeginPlay

dapper galleon
#

just for Animation BPs I think

rugged wigeon
#

oh yeah, derp

grim sand
# dapper galleon It is Begin Play

Just a headsup that in this case it is better to use Event Blueprint Initialize Animation, which activates before Blueprint Begin Play does.

In some cases, your current setup means that you will try to retrieve the reference you are setting on beginplay, before it is set because initialize animation has already run 🙂

#

Separate question; When enabling the GDT during runtime, it seems like I permanently lose visibility of print strings. Anyone know why that is?

humble sleet
#

Is it better to use events or functions if my code could work equally well as either?

rugged wigeon
#

I advocate strongly that functions should be used for calculation only (no side effects) and events should be the things that do stuff. Although Rep Notifies break this logic.

dim agate
#

Anyone have any idea why this works as a means of controlling a 3rd person camera until a mouse button is clicked (at which point the camera just locks in place)? The events triggered by the mouse buttons don't do anything concerning the camera nor specify to disable mouse control of the camera in anyway or remove that context. This is in the actual character BP.

fallow epoch
#

Ok I need a place to start learning on this problem. I have one actor that throws another actor. But if ether of the actors are destroyed and respawned the other actor is no longer reference thing blueprint because it is a new copy. How do I apply the copy of the actor to the newly spawned actors blueprint.

humble sleet
#

are both actors referencing each other?

#

and do they have to?

fallow epoch
#

Yes they are.

#

and they do.

humble sleet
#

show code?

#

I'm trying to understand what you want to achieve

fallow epoch
#

Yup I needed to dump something into Pastebin

#

Here is my possession trigger.

#

This is in my Player Controller.

#

I want to apply a copy of the blueprint to a newly spawned character. I think it needs to happen on the Is Valid node when Is Not Valid fires. How would I get the blueprint copy and have another blueprint NOT make a new copy of the blueprint and instead use the selected copy.

#

For the character blueprints I think I would just make a reference check like Character_Copy_0 == Character_Copy_0 then branch of the false and apply a new copy some how.

trim matrix
abstract mango
#

Is there a way to change collision behaviour of Chaos Vehicles? Because of when I hit one chaos vehicle with another, basicaly the car does crazy flips most of the times or gets pushed back extremly and sliding in circles

trim matrix
#

I'm doing an building system and found 2 approaches

#
  1. Adding sockets to snap to target building or 2. Use box traces
trim matrix
pastel skiff
#

hey so this code shuld work so that when the ai reaches the pleyr it plays the montage, but it doesnt and i dont know why any help?

#

it has to be a problem with the animationbuleprint but i dont know whats wrong with it

lusty elm
#

I have this blueprint to alter the HP of an actor. Currently I would make another identical blueprint for Mana, but is there a way to generalize them both into a single blueprint? I'm thinking if i can add an input that keeps the reference to the object that called it, and gets and sets the value of that object whatever it might be.

#

If so I could have the bllueprint be AlterResource or someething and call if for both Mana and Health as i need no? Is this possible?

spice viper
#

All the logic and variables you can put on them component and make some getters and setters public so the underlying actors can use it

spice viper
lusty elm
lofty rapids
#

you could pass another value into the function for which one to do

rugged wigeon
ancient heath
#

Hello everyone, a question, I am using a variable of type integer and map in type actor, but something very strange happens to me, in key 1, a kind of garbage value of type unknow is stored as soon as I play the game, Has this happened to anyone?

spark steppe
#

check the details of the variable while not playing and see if you maybe assigned some value there

#

otherwise you are probably doing something in your code which you don't want to do...

#

and last but not least, the BP debugger can also be wrong sometimes...

crude timber
#

How do you destroy a Component Object Reference ? I just noticed I can NOT destroy my cable component for some reason

spark steppe
crude timber
#

it's a "Cable Component Object Reference" and the destroy component node targets an "Actor Component"

crude timber
#

i'm trying to destroy it from an Actor Component, so not the actual owner

spark steppe
#

yea that wont work

crude timber
#

That's it then

#

alright, thank you for the quick answer !

#

Is it possible to attach the component I want to destroy, to the component I want to destroy it from ? Rather than the Actor they all belong to

#

that way my Component can be the owner and maybe destroy the Cable Component I want to get rid of

crude timber
#

Damn it

spark steppe
#

make yourself a helper function in your actor, which you can call from the component which should destroy it

ancient heath
#

Not at all, I never used the value 1, the funniest thing is that I have been seeing for hours why nothing is saved in key 1 and it was for this reason

#

I started using 2, 3 and 4 as slots and it works perfectly

#

I only use it here

spark steppe
#

rightclick the variable and pick find references, and check all your code that uses it

fallow epoch
#

@humble sleet Any ideas?

ancient heath
#

here are the other 3 get

#

Its weird

crude timber
dapper galleon
#

Hello! How do I edit this capsule component? It's causing a bunch of issues in my project, mainly when spawning enemies

dapper galleon
lunar sleet
lunar sleet
#

What is the issue you are experiencing

dapper galleon
#

guhhhhhhhhhhh... My enemies always spawn middle-deep in the ground because of this, and I had to insert a manual fix for the coordinates for them to spawn above ground

#

But of course not all enemies are the same size!

dapper galleon
#

But then what about collision? I need it to register hits from players!

lunar sleet
dapper galleon
#

If I move the mesh itself, then the collision won't fit the mesh anymore

#

I tried that - the player is hitting the mesh, but it doesn't collide, the hit doesn't register

lunar sleet
#

You might be missing something in your collision settings. Can you show what’s happening and your collision settings on both ends?

ancient heath
#

One question, I am destroying an actor, but when I test it on the client side, I get an error when I want to destroy it, I think I know the reason and it is because it is destroyed 1 time on the client and 1 time on the server, how do I do that? be destroyed on the server? with a has autorithy?

dapper galleon
#

Because technically, the hit can register twice if it hits both capsules, yes?

lunar sleet
#

Overlap and Hit are not the same btw

#

To get a hit, you need to Block, and for both overlap and block you need to have the generate overlap or simulate hit (respectively) event ticked on

#

You should also be able to add collision to the mesh itself and detect complex collision that way rather than adding extra capsules

#

Depends on how precise you want this to be

#

Generally speaking tho, adding shaped collisions to your character will extend its collision “bubble”, not duplicate it

dapper galleon
lunar sleet
#

Even box collisions if you want to go HAM

dapper galleon
#

Okay, I suppose I'll be using two capsules from now on

#

Thank you

lunar sleet
dapper galleon
#

Overlap

supple ravine
#

Is there an easy way to convert base 10 to base 3 and check the nth value?

finite hearth
#
  • On my HUD I am using Get Actors in Selection Rectangle to return a bunch of selected units
  • On these units I have a sphere collision component, which is used to detect if that unit is within range of their intended attack target

The problem is, my the Get Actors In Selection Rectangle is picking up the units at the edge of their sphere collision and I want that sphere ignored during the Get Actors in Selection Rectangle.

If I turn off collision on the sphere, then the Get Actors in Selection Rectangle works, but the sphere then no longer appears to be tripping the overlap event that I need.

How can I configure the sphere to be ignored by Get Actors in Selection Rectangle but still generate overlap events?

deep vine
#

What's the best way to troubleshoot an unknown structure in a decision tree?

#

The error doesn't exist in gameplay until i try to build

cyan trail
#

How can I: have static mesh in one location > having player to interact with a button to start playing niagara particle system > destroy existing static mesh > create new static mesh in the place of old one > stop niagara particle system?

foggy basin
#

how do I make raycast ignore the weapon in my hand in Child Actor Component?

twin perch
#

Question, is there a way to get SpawnActor to spawn in the editor outside of runtime ? i want my level to auto generate before i press play.

supple ravine
#

3 color wang tiles

safe plover
#

Is there any available developer here

thin panther
cyan trail
thin panther
#

I would avoid using the level bp for this

#

It's a fossil from UE3, and in this instance, shouldn't be needed.

#

Some resources on blueprint communication are in the pins

cyan trail
#

To be honest it's gonna be only one level that should showcase before and after location with player interaction so I think it will be enough.

echo dirge
#

Here is my issue, any help would be GREATLY appreciated!
I have 2 widgets. Widget B inside of widget A.
I want (when I press down from the Map Button at the top) that it will go to Map Area A, and Up on Map Area A it goes up to the Map.
The Map Area A Button is coming from a widget switcher.
If I move the button UNDER the Map section it works fine if I press down etc, But I want it on the left.
Normally if the buttons are on the Same widget I can just change the Navigation pane and turn Up to Explicit and pick the button.
But since these are 2 different widgets I cant do that.
I can put a custom Function but I am not sure what I need to put in there to have it select the Map Button from the Other Widget.
Any examples of a function that can call on a button from another widget to navigate to would be a HUGE help!

thin panther
cyan trail
#

When I create stuff for games I mostly write step by step guide for my programmer friend and he takes care of that 😂

thin panther
#

That's certainly one way of doing it :P

cyan trail
#

I'm like that green toy from Toy Story that goes Ooooo, Ahhhhh when programming happens

supple ravine
supple ravine
#

I don't have any, im trying to figure out the best way to do it. Each edge can be 0-2 which determines that edges color.

#

it makes it easy for generation and checking if edges match etc. with two colors you can do it with a bitmask and bit operators.

thick bramble
#

what is accessed none trying to read property callfunc?

#

I'm getting it here, but there is no TransferManager

supple ravine
#

im ok with c++. I know how to do the math/algorithms but dont know how to expose it to BP since its not an actor

thin panther
#

You have a few options for exposing it to BP. UObjects, a BP function library or subsystems (managed lifetime singletons)

uncut seal
#

can someone tell me why my exp gets set to infinite after the first time i increase my exp

#

oh wait..

#

okay now the max exp is getting set to NaN (all I added was a set exp to 0 in the increase level function (after set levels to give to 0))

elder lodge
#

also use breakpoints and trace it

#

F9 on the node, then run it

#

you can also watch values

#

by right clicking

uncut seal
hardy merlin
#

How can I get the third-person character's current input direction?

#

Especially relative to world view.

frosty heron
trim matrix
frosty heron
#

Well saying it will work for multiplayer without context is not a good idea. The wise ppl said it's a bad practice

#

Use the appropriate node instead

#

And the reason is stated in the article

trim matrix
#

what's the appropriate node?

frosty heron
#

Written in the article

trim matrix
#

i ain't ready all that

frosty heron
#

And also why get player controller controller with index can do harm

frosty heron
#

It's the first sentence in the article

#

Linked for you already

trim matrix
#

where<

#

bruh<

frosty heron
trim matrix
#

5.1 Filter by NetRole , will it fire the server and all clients?

celest tangle
#

I saw some forum posts that there's a compare function for checking string's against each other to determine alphabetism--is this a c++ only thing, as I dont see a compare function in blueprints?

frosty heron
#
FString UAGLibrary::ProcessIllegalCharacterForName(FString StringToCheck)
{
    constexpr int NameMaxSize = 13;

    if (StringToCheck.IsEmpty()) return StringToCheck;

    if (isspace(StringToCheck[0]))            //First letter can't be space
    {            
        return StringToCheck = "";                    //Return Empty String if it is
    }
    if (StringToCheck.Len() > NameMaxSize)
    {
        StringToCheck.RemoveAt(StringToCheck.Len()-1);
        return StringToCheck;        //Maximum Character reached, return String proportionally
    }
    for (int i = StringToCheck.Len() - 1; i >= 0; i--)
    {
        if (isalpha(StringToCheck[i])) {    }
        else
        {
            if (isdigit(StringToCheck[i]))    {    }
            else
                if (isspace(StringToCheck[i])) {    }
                else
                {
                    StringToCheck.RemoveAt(i);
                    break;
                }
        }
    }
    return StringToCheck;
}

My code for entering Player name in my project

Actually in blueprint, I can only find IsNumeric

#

so not sure how you can check for symbols like !@$%%^&*)_ in blueprint

#

well I guess you can make an array of illegal characters and check if your string contain any of it

celest tangle
#

ty, I'll know the strings that are being compared and they are regular chars so I ended up exposing the FString.Compare function from c++ to BP in a custom function.

frosty heron
#

That will be equivalent to == in bp isn't it?

#

but take it with grant of salt, I am wrong plenty of times

zealous moth
#

can you push anim montages on the aBP as a single event instead of an actor?

frosty heron
#

How do you push? I thought play montages is the only thing that can be used for anim montage

zealous moth
#

so far, everytime i did a montage, it would be in the character or actor class

#

the problem is that i have a few montages and am making data assets

#

should i make a var for each montage?

#

or instead use a BPI, tell my anim BP to play the montage

#

as i type this, it is starting to sound better and better to do the latter...

frosty heron
zealous moth
#

well to consolidate all anims in a single source instead

rugged wigeon
#

Don’t make an animation controller do non cosmetic stuff

zealous moth
#

of you know... reference all of them

#

it is cosmetic

#

it's just to play a "get hit" and "die" montage

rugged wigeon
#

Montages are often not cosmetic

zealous moth
#

so what's your reasoning for not doing it?

rugged wigeon
#

Montages are closer to game logic. They have notifies and root motion. Anim BPs are entirely local for multiplayer and should not drive game logic

#

Make a function to pick the appropriate montage in your actor

zealous moth
#

the root motion and notifies are not an issue, there are none
multiplayer is an odd argument, I would think the anim BP is replicable

rugged wigeon
#

It is 100% not replicated ever

frosty heron
#

Anim bp does not replicate

#

it's probably easy too to just read everything from the owner (character or the likes)

rugged wigeon
#

Your question seems to be about how to avoid having several vars when you have a few options for montages when hit. The answer is to make a function.

frosty heron
#

I'm using data table to play my Combo montages

fringe junco
#

so I have an overhead and RTS camera. The RTS camera is attached to a camera pawn, and then the overhead camera uses a Set View Target With Blend to change to another camera, attached to a pawn.

#

The issue is that I can't seem to figure out how to restart ai logic once i unposses the pawn and switch back to the RTS camera

surreal peak
#

@fringe junco possibly respawn the AI controller if it doesn't exist anymore

#

And then checking the brain component of the ai controller

#

Maybe you gotta start it again

fringe junco
#

all those bp callable funcs related to logic on the ai brain are all unimplemented lol

#

and the ai controller still exists unfortunately so im a bit stumped

hoary junco
#

do things like play rates for timelines and delay timers account for framerate? or do I need to multiply all my floats in those by deltatime manually?

lunar sleet
#

For a lerp on a timeline to be frame rate independent, you have to lerp between cached variables.

#

In other words, if you try to use a lerp from x to x + 1 , it won’t account for the frame rate. Has to be between x and y, if that makes sense

hoary junco
hoary junco
#

ok cool. What I'm trying to do is I'm making a minimalistic puzzle game where all the level's flooring and objects either rise up from below the camera or drop in from above to build the level as it loads, but I've noticed it's been running them all at different rates depending on the framerate

wanton prism
#

Does anyone know how i could add a slide mechanic the crouching works but know i am lost? I want it so i cannot be cancelled and i want it to put the player in the slide position

#

how would i inplement that?

stiff wigeon
#

Hey everyone, I'm looking for some hints into what I should be looking into to achieve this effect.

#

I'd like to have a crosshair that is rendered behind the player (Could be UMG or in 3D space)
But that crosshair will render over everything else (so if a rock goes in front of the crosshair, the crosshair will still be visible.

#

I expect that I need to mess around with Z-buffers here?

#

Full solution is not needed, and even a little hint or idea is very much appreciated :)

versed sun
# stiff wigeon

I think you will want to use Scene Depth and Stencil Buffer and Post Processing

#

Masking enables you to alter specific parts of your final scene without affecting everything else in it. There are several options in Unreal Engine to perform real-time masking.

In this episode of Unreal Tips & Tricks, we focus on using the Custom Stencil Buffer in a Post Process Material which allows us to alter how multiple objects are rende...

▶ Play video
stiff wigeon
#

because I want the crosshair to be rendered above everything besides the ship, but the ship needs to only render above the crosshair

#

idk if I'm wording it correctly, but yeah you might know what I mean'

#

I'll do some more research ty!

versed sun
#

Always see the Crosshair (Unless Ship is covering it)

stiff wigeon
#

yup

young meteor
#

Hey folks

Any idea why I can't see nanite triangles in this viewport when I have selected it?
("Build Nanite" is ticked for the meshes)

Unreal 5.0 if that makes a difference.

true valve
#

It works fine, if I hold forward, when I hold backward S key. that happens.

dim agate
#

When you say you want to stop it from being cancelled do you mean you don't want player input interrupting it? If that's the case you can maybe try swapping mapping contexts during the slide.

spice viper
#

'll bounce around the number and not always be exactly on it

#

If they have exactly the same animation shouldn't be an issue

spice viper
spice viper
spice viper
young meteor
#

hmm. Not even sure what the first part means

#

where is the shader model 5/6 settings?

spice viper
young meteor
#

Just DirectX 12 for me?

spice viper
spice viper
young meteor
spice viper
# young meteor

You'll need Direct X 12 SM6. Uncheck the DX11 as it doesn't support Nanite so it's using the fallback method. I believe UE5.1 or 5.2 makes it not experimental

true valve
#

All bottoms are idle.

#

Top corners are backward and next to them are backward right/left

spice viper
#

Ah! You have a negative velocity! Moving backwards isn't negative Y axis... it's positive velocity but with -180/180 direction. Here's mine

#

Oh you fixed it in the 2nd image

true valve
#

This is original. I was trying something.

spice viper
true valve
#

So is there a fix beside using anim montges

spice viper
#

I don't use anim montages for locomotion, so it's possible

true valve
#

Doesn't help.

spice viper
#

How are you calculating direction?

thin cradle
#

anyone knows if there's any way to make a component class impossible to add to an actor via the editor? like, never shows up in the choice dropdown and can only be added from code at runtime

thin panther
#

Yes, in C++ land

true valve
faint pasture
#

instead of your axes being angle and speed, make them right and forward speed

lime basin
#

so i got locomotion and other machine state, what I need is a locomotion (aka walk animation) to play while my ohter machine state is active, what can I use to achive this?

#

since only 1 machine state can be active at time im wondering how do Achive this

lime basin
uncut seal
#

am i stupid or is ue5 stupid?? WHY ISNT THE LINE DRAWING (it shows in the preview too, just doesn't draw in game

dim agate
spice viper
true valve
spice viper
dim agate
# spice viper Depends on how complex you want to get, if it's one or a small # then booleans/g...

For me, I have a "sleep" button that disables walk, jump, attack, sprint, and a few more actions. I did have a bool (isSleeping?) applied to all these actions but I read the other day that swapping mapping contexts costs virtually nothing so I removed these bools and simply have it so there is an add "sleeping" mapping context and remove default mapping context when I press the sleep button (reversed if I press sleep again). Was this a bad idea?

spice viper
#

I personally have "CanCrouch" "CanFire" "CanReload" pure functions on each action that checks all those things in my game such as making sure you're in the right state. GAS would probably be btter, or maybe the contexts thing you mentioned

true valve
spice viper
tidal tendon
#

This code is correct right? Im trying to disable input of all characters have the tag "Stop"

dim agate
#

I didn't follow a tutorial for this, I read it in this Discord that mapping context swaps don't cost anything. I just figured it would be more efficient than having a load of bools being checked when inputs are being made.

spice viper
true valve
#

I was trying Adriel solution

spice viper
dim agate
spice viper
#

So in searching that seems like very new UE 5 stuff, since I started my project in UE 4 I don't know much about it but he seems right that it is better

dark drum
# dim agate For me, I have a "sleep" button that disables walk, jump, attack, sprint, and a ...

It sounds like a sound idea to me. Much better than having a ton of bool checks everywhere thats only used to disabled/enable the input.

I often just remove context mapping when I don't want the player to be able to do something. It also allows you to add a new mapping with different Input Actions that would have used the same inputs as the previous mapping but to fire different events.

It does take a little more thought planning wise if you have a lot of inputs but I would say it's better.

dim agate
dark drum
dim agate
dark drum
hoary junco
#

does anyone know why I get such a large difference between the animations in these 2 videos? There were no changes in code between them, it's something I get every so often in the editor where the first couple of simulations do what the first video does, then after that they all do what the second video does which is what it's supposed to do.

Is this editor only or could this happen in the actual game?
They both use timelines but the start and destination positions of the objects are stored as variables before the timeline is started so they should be acting independent of framerate

timber crystal
#

Hello dear friends, I have the following problem (thanks to anyone who tries to help me)

I would like the camera not to move when I slide. Can someone tell me the blueprint function for this?

short bramble
#

Hello! I'm having a weird bug where packing a game packs an old version of the game. Any new test changes I do in the game won't get to new packages.
Project has been rebuilt from source, deleting all the binaries, intermediates, build and any cache found within the project folder. I also forced rebuild from scratch in the project settings.
Still, when packing for Windows I still see a previous version of the game that is not what you have in the editor.
I think I even deleted some temp folders from windows, that forced UE 5.2 to rebuild shaders, but once packed, the problem persists.

Any clue of any hidden caches I should blast?

lofty rapids
#

how are you packaging for what platform ?

short bramble
#

Development Windows

#

sorry

#

tried all I believe

lofty rapids
#

make sure your not running an old exe

#

maybe try another folder to be sure

short bramble
#

but latest attempt shipping

#

yeah, other folders, and even other computer

#

wondering if I'm missing some caches within the engine, or redirectores, etc.

#

Yeah, latest was shipping

true valve
lofty rapids
#

or everything goes through fine ?

short bramble
# lofty rapids is your build failing ?

No fails, built, no errors, and just testing right after, the 5-6 changes I do for testing still having the old version (changing an audio, a text, an animation, or the lighting of a level).

#

I'll keep investigating. pretty odd.

#

I'm literally going through all what makes sense to do. lol

faint pasture
leaden pier
#

Hey guys, im watching a tutorial rn about how to make my enemy attack me and I can't find the "Break Hit Result" option, does anyone knows how do I enable that option?

faint pasture
#

Are you meaning to do a multi trace vs single trace?

leaden pier
#

uhh... i am not sure how to answer this

lofty rapids
#

are you supposed to be doing the image 1 stuff ?

#

because that has break hit result

leaden pier
#

the second image is mine, the first one is from the tutorial

lofty rapids
#

right so your using the wrong node

leaden pier
#

ohhhhhhhhhhhh i see

#

im sorry guys

young meteor
short bramble
#

So, following the topic of packing a game the result is an old version of the game.
Where are the files in the engine that are resued when packing game? clearly not just the bin/intermediate but somewhere in windows and or Unreal documents folder? I would just clear any potential cache that can be reused when packaging.
Thanks!

kind estuary
#

How do i reverse for EACH loop with break?

#

there is no such node

#

only For Each Loop with Break and For Loop with Break

elder lodge
lime basin
#

so if i save player as a variable and call it in Tick function in ABP it always fails it only works if I cast it in tick but I want to avoid that I dont get it what is the issue

remote meteor
#

GetOwningActor() is the correct node

kind estuary
#

no that doesnt work

#

unfortunately

proven trench
#

Hello, I need some help with file loading, using FinishRecordingOutput I save recording as Wav File, but can't figure out, how do I load it after it? The reason is I want to save it as files that can be loaded when game is launched again

modest monolith
#

Hello, I've put an event that something will happen and there are like 10 spawns in the level where only 3 of them will spawn an actual enemy. How can I pick only 3 random spawn among the 10 and spawn enemies?

proven trench
modest monolith
#

Like this I find one

proven trench
#

Do Close is just random function, use your own stuff there

modest monolith
# proven trench

if I put index from 0 to 3 it will always pick the first 3 and not 3 in the 10 of them isn't it tho ?

proven trench
#

no, you can at the end part OutActors and it picks random one

#

0 and 3 just how many times it has to repeat

short bramble
# lofty rapids or everything goes through fine ?

Actually, when I pack as development changes in the editor are packed in the game, when I pack as shipping, still packing old versions of the game (and I don't even know from where tbh).
Any idea why there could be a difference between development/shipping packing completely different games?

modest monolith
proven trench
# modest monolith Like that?

kind of, you should check if this will repeat 3 or 4 times, because Last Index is inclusive, but it is easy fix to just lower Last index by one, also if you don't want some spawn point to be selected again, remove selected one from your JesterBoxes list. Other thing, as I understand you want 1 of those 3 to be CorrectJeserBox, but now always last spawned will be correct one, you should create new List of SpawnedJeserBoxes and after ForLoop is complete, then select random element from SpawnedJeserBoxes and set it to CorrectJeserBox

edgy ingot
proven trench
#

ya, thats what I meant by saying he should create new list and pick it after

modest monolith
edgy ingot
#

You could be spawning on the same location tho, since you just getting a random element in the array 3 times. So its possible that you can pick the same element that is already picked

proven trench
proven trench
spark steppe
lunar sleet
lofty rapids
spark steppe
#

just open both macros. and make your own reversed for loop with break

#

that shouldn't be too hard

lofty rapids
elder lodge
# kind estuary like this?

What is your goal in the abstract?
Also, For Loop I believe is simply a macro; you could modify it intop your own

proven trench
modest monolith
# proven trench

Why should I remove it? If the boxes happen to spawn in the same place of the 10 spawns due to randomicity it's fine

#

It's just RNG

proven trench
modest monolith
#

but when in the future after I got rid of those 3,

#

it's fine if some of those happen to respawn again in the same place

proven trench
# modest monolith Yes 3 different points

if you don't remove selected one from the list, all 3 randomly selected points can be the same one, if you remove it, it will be all different, when you will try to spawn again, you find all actors and list is reset to full again

modest monolith
#

Basically how it works: the jester spawns 3 boxes in the house that you gotta find. One of those has a key, if you find the right box all of them disappear. When the jester returns he will do the same stuff. Boxes will spawn again in random places, if it happens that one of them spawn again in the same place as before is fine as long as it's rng

#

So the "Correct box" is the one holding the key

proven trench
#

just try it for yourself in play mode and you will see that some times you won't see 3 boxes, because they will be at the same place

modest monolith
proven trench
# modest monolith

your array is of type BP Spawn and you are adding BP Box, change array type to the one it says for Return Value (BP Jester Box)

proven trench
modest monolith
proven trench
modest monolith
# proven trench

But spawned actors is set by what? I don't see any spawned actors set

proven trench
modest monolith
proven trench
#

create it under variables and set type to BP Jester Box

proven trench
modest monolith
#

Like this?

proven trench
#

yes and change variable type

#

to your bp

modest monolith
proven trench
#

array of type Actor

#

you need type BP Jester Box

#

@modest monolith sr, I have to go, try to look and example I gave you, paste and it should work, goodluck

modest monolith
#

._.

grizzled pivot
timber crystal
dark drum
timber crystal
dark drum
#

I've just learnt you can set a var to private and still edit it on children of the BP using the property matrix. o.O Game changer for me haha.

dark drum
astral estuary
#

when in the actor lifetime is the construction script called? I have two actors on my level, on begin play one needs the other to be ready.
When playing from editor, the construction script was already called by the time begin play happens.
When changing level, Begin Play of one actor fires before construction script of the other actor? 🥲
edit: it's worse, BeginPlay is called before the components are initialized on the other actor

timber crystal
timber crystal
kind estuary
#

thanks all

empty arrow
#

Hey guys, is there a way to make a spline have physics? I'm making a procedural chain using spline and I was wondering if there's an easy way to make this chain have physics or just have fake physics.

echo dirge
#

Anyone know of a good tutorial or blueprint for when a character in a 3D side scroller turns the other direction while running they do a 180Degree turn animation?

faint pasture
#

you need to offset that vertical movement by moving the spring arm up

#

Just set the capsule relative location on tick, and drive the Z by capsule height

timber crystal
wooden arch
#

How can I prevent a ball projectile from stacking behind the player capsule and moving it in consecuence?

opal snow
#

I'm having issues with the isValid? node. When I put in an input object, it recognizes it as Valid even though the input object doesn't exist in the current map/level

timber crystal
keen wedge
#

Hey all,

I followed a little tutorial linked from the Epic forums over the weekend, it was creating a little Brick Breaker game. At one stage we created a "tool" to rapidly add the bricks to the level through use of the Constructor script. Within the logic it uses the AddChildActorComponent node.

I've noticed that, although the bricks are added to the scene, I am unable to select them individually, so, whilst I can make a wall of them rapidly, I cant then choose to delete a couple to make more interesting layouts, nor can I access any of the details for any individual brick in the Details panel, despite selecting it in the Outliner.

Can anyone think of a reason why this may be, or, offer a better way to generate this? Currently it has a Vector variable that has the "Display 3D Widget" enabled, allowing for it to be dragged around, in doing so you in effect create the top-right corner of an area to fill with the bricks.

I'm happy to try alternative approaches, but I've never managed to do too well so far when using the Construction scripts to try and make these "tools" like this.

Anyone?

empty needle
#

Does anyone have a suggestion on if there is a more efficient way to do this?

trim matrix
#

I don’t really know that code is trying to accomplish

#

If your asking about making it more efficient, don’t have to recall get actor each time. Instead, save an reference to the actor you need on begin play

empty needle
#

Hi @trim matrix , I'm using the Collab Viewer and trying to get the "Hit Result" back from the Base Pawn.

trim matrix
#

Not like this simple code is really gonna kill your game anyways

empty needle
#

I'm mainly trying to see if there is a better way to check which Hit Result is returning a result.

trim matrix
#

Your doing the most simple thing

#

It’s fine

#

Prob don’t need that OR check though

#

Kinda pointless

broken gazelle
#

You can check the first hit and set it to true, otherwise check the second hit and set it if it's true

trim matrix
#

Since you have the sequence

empty needle
opal snow
#

Pretty sure the isValid node is broken. Can someone check this?

#

Because it returns valid for any object I put in when it doesn't exist in the current map/level. This shouldn't be happening

broken gazelle
#

It isn't broken

opal snow
#

Almost like it's reading my entire project file

trim matrix
#

I would be insanely surprised if it was broken

opal snow
#

Well, it's broken for me at least cause this doesn't make any sense lol

trim matrix
#

There is just some misunderstanding

#

Can you show code or examples?

opal snow
#

It's just the isvalid node and strings being printed

#

but I always get valid

broken gazelle
#

Are you checking is valid on a class?

opal snow
#

no matter what I set the input object to

trim matrix
#

Again, can we see code or examples?

opal snow
trim matrix
#

Input object is of what data type?

dapper galleon
#

Hello! I'd like some assistance with this character. He's a custom BP class, and I need him to move to a location -- but since he inherits from an "Interactable class", which isn't a pawn, he doesn't have any controller on him. I tried to do "Set Actor Location" over a Lerp time, but it didn't work. Spawning an AI controller doesn't work either. My problem is that I need him to move through immovable invisible walls. Here's how his setup looks right now:

trim matrix
#

How are you setting it?

#

Is this being set in the class defaults?

opal snow
trim matrix
#

And are you setting it though code, or through the drop down menu that appears when setting the variable in an editor window?

opal snow
#

dropdown menu. I changed it to the rifle, but anything I set returns valid

trim matrix
#

I would expect that, if you are setting it through the editor window then it’s going to get loaded automatically and going to be valid.

opal snow
trim matrix
#

Hard referenced assets get loaded yes.

opal snow
#

So how would I go about checking for objects currently in the open level?

trim matrix
#

You would need to use a node like GetAllActorsOfClass

opal snow
#

But if I use that and the actor doesn't exist, it gives errors

trim matrix
#

Check if the returned array is empty

#

Before using it

dapper galleon
nimble maple
opal snow
dark drum
celest trench
#

I see this generator when right clicking a spline, is it possible to do these generations in blueprint? I can't find a node for it

pallid nest
#

hi guys I do have this code with two disable inputs and it is not working for some reason.
The first disable input seems to work works for a couple of seconds but then something must happen on the fist function (IATBP) that breaks it (I can then control the player and ignores the second disable input , notice of the 7.5 delay and also even removed the enable input). I also include the function (quite long though), do you have any ideas what could break my disable input? I don't understand it :/

wooden arch
#

Why, my modular character has no collision though its collision for each piece is set to CharacterMesh?

lavish barn
#

How can I blend a blendspace for falling loop and another for falling angle?

spark steppe
wooden arch
#

Would this be involved?

spark steppe
#

that seems to be a limitation with leader pose component

#

as pointed out here in the table if you scroll down a bit

wooden arch
wooden arch
wanton prism
random pulsar
#

this box blocks my camera i tried making the player collision to ignore camera but seems im not digging in the right direction

#

where can i change the camera to ignore static meshes on scene

dim agate
wanton prism
cyan tiger
#

when i package the small game the saves go in here C:\Users\whateveruser\AppData\Local\GameName\Saved\SaveGames, how can i get this path with blueprints to be able to delete things in this path?

#

while in project Project Saved Dir node works ok for actual project but what about the packaged game when it goes in user\appdata

#

anyone throw me a hint please

dim agate
# wanton prism yes

I'm probably going to give adding a crouch function a try tomorrow evening so if you don't find a solution by then I'll see if I can give you any answers.

versed sun
cyan tiger
versed sun
#

I remember switching to Swimming while I was being launched and setting up the Swimming Animation to look like Flying

cyan tiger
#

right

versed sun
#

nice

wanton prism
#

I am only having trouble with making it so the animation plays only if it is pressed would i have to split the funtion apart for that?
cause all it is doing is making you hold the button down for it to be played i want i to play when it is just pressed

umbral maple
#

Does anyone have a moment to help me with Timer questions? I would really appreciate any help. How do I set up multiple timers? Like I have a building that starts a timer when built. When I build another building of the same, it restarts the timer. Im not sure how to have the timer set to each instance of the building

cyan tiger
# wanton prism Would this work?

this works while in UE editor and finds the path to actual project save dir on let's say for example D:\Newgame and while packaged it works too and finds user/appdata/local so it is working nice

versed sun
umbral maple
versed sun
# umbral maple

ok, ok, And about how many guys are you spawning , like 1-10 at a time?

lusty hedge
#

I don't understand interfaces. Why would I want different actors to have different functionality with the same function. wouldn't it make more sense to make a new function for different functionality? I'm sure theres a good use im just new.

umbral maple
#

@versed sun Every building spawns 1 every 60 seconds, just cant figure out how to keep them seperate

rugged wigeon
#

The building bp should have the timer and spawning the units

versed sun
umbral maple
#

@versed sun Thank you, I appreciate it. On my last project, I just made multiple timer variables that got messy, lol

versed sun
#

yah

versed sun
umbral maple
#

@versed sun Yes

versed sun
#

then what timmer is it interfearing with ?

umbral maple
#

Ok, I guess that is what im looking for. When I build the same building, its timer copies the other buildings timer

rugged wigeon
#

That seems very unlikely

versed sun
#

It shouldnt

rugged wigeon
#

The timer is on the building bp. Each building has its own

lethal night
#

Hiya, so I am having some issues with this code atm. I am likely doing it wrong or thinking about this the wrong way but I will explain what I am trying to achieve.

So here I am trying to do a pressure plate that does various things. The actual pressure plate itself works, however I am having an issue where if I put two objects on the pressure plate it will deactivate if only one of them comes off, even though the other object is still there. I am under hte impression my blueprints should work but clearly I am doing something wrong.

umbral maple
rugged wigeon
#

Ehhh not great example. Bears and lions sound like they’re both Animals or something. Interfaces are useful when you want to have things that are very different speak a common language. Especially when they do not share a common base class so you cannot just have them provide different implementations.

versed sun
faint pasture
#

Just because something left doesn't mean there's nothing there.

rugged sonnet
#

Hi,

I’m currently working on creating a Sequence Event that enables me to reference multiple actors. In my testing phase, I haven’t implemented any Blueprints to handle the data yet. However, I’m encountering an issue where, despite setting my actors as an Array of actors, the UI doesn’t provide a space for me to insert the actors.

I attempted setting the actors as an array of string names, but that didn’t solve the problem either.

Could you please guide me on how to feed more than one actor into my Sequence event?

Thank you.

lethal night
rugged wigeon
lethal night
umbral maple
#

@versed sun The progress bar over the building. When the first is built it starts at the beginning. When the second one is built, the timer is set to the first one

versed sun
#

ahhh

lethal night
versed sun
rugged wigeon
#

Hmm are they actually spawning at the same time though @umbral maple

#

Like do you have a timer problem or a widget problem

#

Because I don’t see you creating a widget anywhere so it seems a bit sus

umbral maple
#

I just looked closer into it, its not the timer, its the progress bar widget.

#

@rugged wigeon Im not sure how to fix that. I have the widget as a scene component on the bp itself

echo dirge
# echo dirge Here is my issue, any help would be GREATLY appreciated! I have 2 widgets. Widge...

For anyone that wanted the way to do this navigation.
Create a new function, Then create a new variable, select variable type and search for your other widget blueprint, select object type. Create a set navigation rule custom plug your button from the other widget into it. Then into your return node.
Then in your blueprint design view, pick the Map button and scroll down to navigation. on Down change it to custom and put in your new function
Hopefully this helps someone else with custom button navigation.

lusty hedge
#

makes sense

#

Does this comment make sense?

#

just finally getting the hang of interfaces

#

(i think)

#

would it make sense to have an interface for something like "interact". I cast rays for many things: picking up items, opening doors, getting in vehicles. could i use an interface's input to determine what to do based on what i interact with?

dire frost
# lusty hedge Does this comment make sense?

think of interfaces as a common connection between stuff. even tho you dont know what kinda an object is you at least know that it can do this functionality through the interface

rugged wigeon
dire frost
umbral maple
#

@rugged wigeon How?

rugged wigeon
thin panther
# lusty hedge would it make sense to have an interface for something like "interact". I cast r...

Interfaces are very common for interaction.
Just call the check for and call the interface on whatever.

Your interactable whatevers just implement the interface, and do what they need to do.
NPC implements interact, and talks to you.
Bounty board implements interact and pops up a quest window.
Chest of drawers implements interact and slides the drawer open
Herb implements interact to get picked up into your inventory

If whatever doesn't implement the interface, that's fine

umbral maple
#

@rugged wigeon

rugged wigeon
#

Get actor of class gets an actor of that class arbitrarily which is not good when you want a specific one

#

You said this widget is patented so you can get the parent actor and cast it to barracks rather than get actor of class

umbral maple
#

Whats the object for casting to the barracks bp?

rugged wigeon
#

Get Parent actor

#

Or something like that

umbral maple
#

Unfortunately it says error, Target must have a connection. That's why I try to stay away from casting, its difficult to find the object for me

rugged wigeon
#

You cannot stay away from casting

lusty hedge
#

Thanks for the help everyone. I appreciate it.

rugged wigeon
#

Show it

umbral maple
thin panther
#

once you understand references this stuff will click

#

a widget blueprint is not an actor, therefore it has no strict parent actor in that way

sonic crest
# umbral maple

Training Center has a parent? you need a reference to the parent if so

rugged wigeon
#

Hm

#

I was wrong you cannot do get parent actor from the widget

sonic crest
#

Oh it's a widget

#

Then it's better to feed that widget data, not store data in it

thin panther
sonic crest
#

You can promote it to variable, and expose on spawn and Instant Editable

thin panther
#

this button

sonic crest
#

Then the location where you're spawning the object, pass these references from there

umbral maple
#

Sorry, im still lost. I did find the pins though, thanks

dark narwhal
#

Hello everyone,

I was planning to use Data table to store infos and then Add it to my saving sistem but I'm running U5.0 and i cannot figure how to update bools or use it to add ref numbers to carry it on for the next game.

Am I just crazy and cannot find it or U5 does not support it ?
I found that there is some plugin that can help with that (apparently) but I'm just wondering if anyone have a solution to my problem, thanks !!

thin panther
#

data table is read only

lusty hedge
#

How do i reference a widget blueprint from another blueprint

#

creating a variable doesnt work because im assuming its not actually targeting the instance of the WBP

rugged wigeon
#

Do you mean the class?

lusty hedge
#

ummm

#

i think so

rugged wigeon
#

Class == type of widget

lusty hedge
#

im trying to reference the existing widget blueprint so i can access its variables from another blueprint

umbral maple
#

Would someone be willing to jump in a vc to show me? Im still not getting it

lofty rapids
lusty hedge
#

i created the widget in the player blueprint

#

i tried accessing it from Get Player Controller

#

but i cant find it

rugged wigeon
versed sun
#

did you Get Player Controller >Cast to(The class you are useing)

rugged wigeon
#

Or at least want to

lusty hedge
#

want to

lusty hedge
versed sun
#

your player controller

lusty hedge
#

it may be worth mentioning its a component that is editing the blueprint