#blueprint

1 messages Ā· Page 71 of 1

lusty hedge
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Im not understanding

versed sun
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Get Player Controller gives you the base class, but if you made a Widget and saved a Ref in BP_FirstPerstonPlayerController you need to cast to it

lusty hedge
#

i've tried that

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but i cant find the variable

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WAIT

versed sun
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did you save and compile

lusty hedge
#

yes

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i thought it was because WBP was private

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but still doesnt work

umbral maple
#

@rugged wigeon I cant get it to work, it only somewhat works when I use the get actor of class

versed sun
lusty hedge
#

okay so unchecking context sensative is taking me somewhere

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which doesnt make sense because it is relevant to this context

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sooo maybe that was it. ill report back in a sec

lusty hedge
versed sun
#

oh

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you are getting player controller

lofty rapids
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it looks like you actually put the variable in bp first person character

lusty hedge
#

the variable is made storing Main_WBP

versed sun
#

thats character

lusty hedge
#

so if i reference the player i thought i could access its variables

versed sun
#

nope

faint pasture
#

What are you actually trying to do?

lusty hedge
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Wait...

faint pasture
#

Where does that widget live and what's it's main point of contact? Is it in the UI or floating in 3d like a health bar?

lusty hedge
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Get Player Character

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Not Get Player Controller

versed sun
lusty hedge
#

ahhhhhh

faint pasture
#

That's gross tho

lusty hedge
#

using the wrong one

lusty hedge
faint pasture
#

No i mean more generally

umbral maple
#

How do I change this general reference to a specific one? It that even the right question?

faint pasture
#

you want a widget that shows X when Y happens?

lusty hedge
#

i want to set a variable from another script.

faint pasture
#

"I want to change the health of the player's pawn when a widget is clicked" something like that. What are you trying to do?

faint pasture
versed sun
#

Will give you a list of them

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For Each Loop thru them to look for the ones you want and do whatever

lusty hedge
#

Thanks guys. it was simply a difference of changing Get Player Controller, to Get Player Character

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works now

umbral maple
#

@faint pasture Yes, each building once built should show a timer count down to spawn a unit. The code itself works, but the progress bar shows the same on all buildings

faint pasture
umbral maple
faint pasture
# umbral maple Yes?

Yup so I'm not sure if it's possible to get from the widget to its owning component and then to the actor, but you can pass the widget a reference to the actor (self) from the actor

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just make a variable on the widget MyBuilding of whatever your base type is for buildings, and set that from the actor on begin play or construction script

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then the widget always knows what building it cares about

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like that

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now the widget knows what building to care about and can just get whatever it wants from it

umbral maple
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The ref says none

faint pasture
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show how you're setting the ref

umbral maple
faint pasture
# umbral maple

Try begin play, construction script might be too early, dunno

umbral maple
#

I think that did it, got to eat dinner real quick before diving in, but it looks good so far. Thank you, thank you, I cant thank you enough

ocean pier
#

anyone know of a node to disable a actor? or to turn off a collision?

versed sun
ocean pier
#

oh ok thanks

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do you know why it won't let me conect the pins?

versed sun
#

you need the whole Actor

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BP Checkpoints

spice viper
ocean pier
#

oh ok thanks

zealous moth
#

what are good ways to make blood splatters that stay somewhere permanently?

  • decals
  • meshes
  • niagara
    what else?
spark steppe
#

runtime vertexpainting

mossy vessel
#

How do I get this node to look like the bottom one

#

with a target?

spice viper
#

Easiest way is to add a cast node with the type of the class that has that variable, drag off the output to set swordref, then delete your cast if you don't need it

mossy vessel
#

Thank you sir

copper tree
#

Is there a better way to get the children of a Vertical Scrollbox widget? Trying to use an int as the index to select which List Item should be highlighted:

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This setup is giving me an issue where I can't highlight past the second List Item. But I've confirmed that the index I'm passing in is greater than that

versed sun
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is there a Get Children for the Scroll box?

copper tree
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That's what the Get Child At node is doing. The Inventory var is a reference to my Scroll Box widget

copper tree
#

Nevermind, the int I was passing wasn't what I thought. This is why you never drink and code

fringe junco
#

hmm so if you set the Mouse Input show cursor to true, it wont allow you to use the Mouse XY 2d value without clicking a mouse button. has anyone found a work around to this?

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ah so you have to set input mode to game only (atleast in my case)

ocean pier
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Anyone know why I would be getting this error with my code? Blueprint Runtime Error: "Accessed None trying to read property BP_Checkpoints". Node: Set Actor Enable Collision Graph: EventGraph Function: Execute Ubergraph BP Lap Counter Blueprint: BP_LapCounter

floral egret
#

Hello friends, i'm trying to limit in a radius how far my camera springarm can go from the yaw of my tank turret and the pitch of my tank barrel, i've tried many solutions but none work i would REALLY like some help thankyou

wintry meteor
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hallo, may i ask how do i access image so i can change it globally? i got widget for image and variable for it. for textrender seems works well but for image idk how to make it work

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it should look like this that actor same but different variable

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i just cant make it for image only

harsh wasp
harsh wasp
wintry meteor
#

but still same no changeable in level

harsh wasp
zealous moth
#

How would you pick a random texture out of 40 different choices using soft references?

mental trellis
#

Array + random?

wintry meteor
#

sorry if i ask to much

zealous moth
harsh wasp
wintry meteor
#

my plan was able to change image in level editor on same actor. not in game

frigid jetty
#

Is there a better way to do jumping where it will stop jumping when the player comes in contact with the ground or something? It's setup to run a jump animation with PaperZD right now. This is working but jumping up onto a ledge doesn't look right because the animation continues after landing for a moment and I haven't tested it but I know if there is a long fall for the character it will continue mid fall.

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I'm pretty new and still learning how blueprints and UE5 sort of work.

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Or maybe I should find a way to merge this into my movement input

finite hearth
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Does "Stop Movement" end the "Move to Location or Actor" async task, or do I need to specifically close that?

frigid jetty
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Oh I need to use state machine

kind estuary
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This TMap stores my units (Allies) and their corresponding enemies they are fighting.
So when allies start dying, the TMap becomes full of "Nones".
So i created this function to clean it from "Nones"

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Is this okay?

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this is happening in more places. the arrays just get filled with "Nones" when the units die

high path
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What happends with the enemy when an ally dies?

lunar sleet
kind estuary
kind estuary
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but somewhere in the spaghetti they are not being removed

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so maybe this could be a good work around

frigid jetty
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Nice I have jump working correctly with movement sweeney_activate

kind estuary
#

instead of trying to find the needle in the haystack

wanton prism
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How would i make a blueprint to check for if the player is under anything to see if they can uncrouch?

dire frost
wanton prism
wanton prism
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ive been trying ethier i am too tired or dumb

kind estuary
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im going to clean the array every like 60s

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seems better

distant hollow
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If I have a widget component attached to an Actor, is it possible to drag the widget around?

thick wraith
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Quick question guys.
I am shifting to UE from Unity. I am trying to make as many projects as possible.

I am somewhat good with C++ and was wondering to make things run in UE do i need to make sure every class (except for those that can be marked as my personal classes that don't use UE code but randome utils i create) Do they need to be made into a BP_Class to make sure they run with unreal ?

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also, what is the difference between the Public and private folder of UE?
doe the public imply that it can be used cross project ? like static libs that can work with every project and private means it can only be used within the scope of this project (like this project file)

thin panther
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Generally you want to subclass everything that requires an asset. Things like components can be c++ only if they don't require assets.

Never reference an asset directly with c++

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The public and private idiom is just defining your API.

Public is the stuff you want to export, and make public to other modules.

Private is your internals and implementation

thick wraith
thin panther
#

That code, even as pseudocode doesn't make sense.

You wouldn't define a BP_ in cpp. You would not be able to set a mesh to an actor, and you cannot new actors like that, the engine will shout at you

thick wraith
#

like, you never construct a monobehivior in Unity you never construct anything that basically inherits from
UObject?

thin panther
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What in saying is, always store an asset in a variable you set in editor. No constructor helpers or manually writing an asset path

thin panther
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It's always done through pointers, and using unreals functions, not the default c++ allocator

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No malloc/new for reflected stuff, or reflected objects on the stack

sonic pier
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I am trying to make a blueprint in my first person chararater that will set the visibility of the sprint bar depenending if the player is walking or sprinting but the script has generated an error

thin panther
thin panther
#

That is indeed null

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You have not put anything in there, you've just made it a type

sonic pier
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ok sorry i am new

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ohh ok

thin panther
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You need to store an actual reference to that stamina bar in it.

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Where you do that depends on the code, for instance, you could do it when you create the widget

thick wraith
# thin panther No malloc/new for reflected stuff, or reflected objects on the stack

Got it... dont use wierd initialization for stuff.

okay i am sorry i am going to be a bit more irksome.

so usually we save components and the tutorails i am using usually do

class A : AActor
{
  //Macro 
  UPROPERTY(BlueprintEditable, Catagory="something")
  Component* comp;
} 

A()
{
   comp = Cast<Compoent>(); // get componenet from the attaced or the world does not matter just assume that this can be begin play
}

now for safty in Cpp purposes i usually use uniquePtrs;

so I might be more used to

class A :AActor
{
   std::unique<Component*> comp;
}

to cashe say compoenets or stuff does unrial also do something similar ? what is the Best case practice ?

empty marten
#

Hey peeps,
I've got a data table question here, hoping someone can help. I imported a data table into UE5 with a structure setup and I wanted to add Image Object References to it so they can also be referenced. Whenever I add this variable type, they don't appear in the data table but variables like booleans and strings do. Is there something I am missing in regards to data table capabilities or am I doing something wrong? (black rectangle imported data, blue and red line I'm attempting to add manually).

versed sun
#

Instead of Image

empty marten
#

Dafuq? Why does that work but not the image object reference?

thin panther
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There are other types, like StrongObjectPtr, WeakObjectPtr, SoftObjectPtr and that.

We should also move to #cpp

versed sun
empty marten
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

versed sun
#

I never messed with saving sound waves, but can you make some empty Sound Waves and Overwrite them ?

proven trench
dim agate
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Which version of UE are you using? I use the Enhanced Input system with the newest version of the engine.

tight matrix
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Why wont it execute?

#

it shouldnt blink like that right?

pallid nest
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hi, any ideas on this please? Can't figure it out why my disable input is not working :/

forest seal
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Hi guys, My screen is flickering because this node returns false after server travel. Could travel be changing the local role?

high ocean
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Any hakz/recommendations on accessing a blueprint function library from object types? I can see the cpp function libs, but the blueprint ones are packed with useful functions written throughout the project & now I need some of them in an object.

mossy vessel
#

does the p key work on navmesh debug cause I dont see the green debug colors?

unreal 5.3

high ocean
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& the focus is on the viewport ofc

young meteor
#

Hey folks.

I'm on UE 5.0 and nanite does not work with vertex painting. Is is possible in 5.3+?

mossy vessel
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when I hit p

high ocean
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@mossy vessel

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It should. Clicking on the viewport to make sure you have focus on the viewport then "P" should toggle the navmesh if you have one. If it still doesn't work, check your editor preferences, maybe you changed/deleted your hotkeys @mossy vessel

mossy vessel
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all it does

mossy vessel
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ah works in another project

topaz gazelle
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Do I need to put a return node for the FALSE case? Or will the function return false by default if the upper right return node isn't executed? This function directly precedes another function that takes the boolean as input.

leaden pier
#

Does anyone have any ideas why the enemy isn't chasing me as they should?
Did exactly what this video says: https://www.youtube.com/watch?v=QJuaB2V79mU&list=PLdFrqn4LoWReFRWbY06Gc4u4G1PQLYG_T&index=4&ab_channel=GorkaGames

Hello guys, in this quick and simple tutorial we are going to learn how to make a simple AI using Behaviour Trees in Unreal Engine 5
ā†ŖļøCheck out awesome Unreal Engine courses: https://bit.ly/GorkaGamesWingfoxCombat

Simple Enemy AI Tutorial: https://www.youtube.com/watch?v=xm-7m5Fw1HU&t=586s
Simple Blendspace Tutorial: https://www.youtube.com/wa...

ā–¶ Play video
crystal crown
#

Can i somehow equalize these numbers? The position min & max are relative to bone rotation of the mesh. The numbers are not same for the widget. This would make it more modular. I wouldn't have to customize the angle for every vehicle.

heady burrow
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is there a way to not need to cast my game instance to access it

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like, telling my project to use my custom game instance so it doesnt bother me anymore šŸ™‚

faint pasture
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No matter what, Get Game Instance will return it as the base type

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you can make a function that does the casting for you but there's no getting around casting.

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of course you can save a ref as your specific type but that'll depend on how often you're doing it really

crystal crown
faint pasture
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You have engine min and max and current rpm, and what else?

random pulsar
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Has anyone of you made an android build setup for 4.27 i watched a lot of videos read the documentation and i couldnt set it up .I know this is not related to bp ,i wrote in mobile channel ,nobody answered.Maybe here are persons who know

faint pasture
#

Map Range:
CurrentRPM
MinRPM
MaxRPM
MinAngle
MaxAngle

dark drum
#

Not that I'm aware of. What are you're collectibles specifically? Do they do anything? Have physics etc...

crystal crown
faint pasture
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Why are bones involved here

dark drum
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Are they the same static mesh? Or a small number of different mesh types?

faint pasture
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instanced static mesh probably

dark drum
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As Adriel mentioned, you would want to use an instance static mesh for all the collectables. When you hoover over one, you remove it from the instance component and spawn an actor in that handles the animation and logic.

zenith pond
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Dunno if this is a silly way of doing this, but is there a way to setup a rolling array of stored float values let's just say from the last 5 seconds and then get the highest value wherever you need to reference it? Or is there a better approach

dark drum
#

To be fair though, you can normally get away with a 10's of thousands of actors before it starts to hit performance so you might not need to with a few hundred.

crystal crown
dark drum
verbal wren
#

I am having some trouble understanding how casting works for specific objects I think, I have a combination lock box mechanic I am trying to destroy the actor in the scene when it is unlocked. I am having trouble though, because when I am trying to cast to the WBP I don't have an object it would actually be linked to inside of the scene. it pretty much feels like I am setting this up in a very wrong way

crystal crown
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I think i need to import the widget needle image at the same angle to begin with

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not sure how to reset the 0 in the widget

dark drum
crystal crown
rugged sonnet
#

Why can't I find this node? "Get Actors from Layer"

thin panther
#

are you dragging off a reference to a Layers Subsystem

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if not, it won't appear with context sensitive being checked

dark drum
thin panther
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One thing someone pointed out to me, that I agree with, last time I called it a conversion, is that a "check" is more suitable
A conversion implies that any old reference could be converted into another, rather than what it actually does which is "check" if a ref is of a more specific type šŸ™‚

compact vapor
#

Infinite loop for some reason.

anyone able to get any valuble info from this?

how in the world can an AI MoveTo be an infinite loop?

dark drum
thin panther
#

I'd never even thought of the implications of a conversion before it was pointed out :P

rugged sonnet
compact vapor
#

i dont get where this apparent loop is occuring

thin panther
finite briar
#

First picture is the level bp while the second is the timer widget. I want to stop adding delta seconds with the collision in the level bp happens. How do I achieve that?

rugged sonnet
dark drum
# compact vapor i dont get where this apparent loop is occuring

Well it's not always easy for a computer to know if calling a function will result in a infinite loop so it actually uses a counter that increases everytime something is looped in a given tick. When it reaches the limit it throws an error based on the last thing it tried to call. (something along those lines anyway)

It might just be that you have used over a million loops in a given tick which is why it's thrown the error. How many units are you trying to move at once? Also what is the loop doing after the AI has finished moving?

thin panther
#

But what I do know, is you can't use that without the Layers Subsystem

#

That's what that Target is ... means

compact vapor
compact vapor
dark drum
crystal crown
dark drum
compact vapor
crystal crown
dark drum
crystal crown
#

I think it's different because if you look at my pictures the needles start of at different positions

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can i set a new 0 angle for the needle in the widget?

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i guess i would be doing the same thing as before then

faint pasture
#

BoneAngle = MapRange(RPM, RPMMin, RPMMax, BoneMin, BoneMax)
WidgetAngle = MapRange(RPM, RPMMin, RPMMax, WidgetMin, WidgetMax)

dark drum
# crystal crown Same way

What Adriel said. Their both based of the RPM of which you normalize (i assume 0-1) so you can just use this value to termine the rotation and the angle using two map ranges.

crystal crown
#

lol guys just forget it. The result will be the same as i started of with. Setting my own min & max for the widget. the only way to make them the same is if the widget needle 0 was the same to begin with

distant hollow
#

It probably would, since destroyed actors would be pending kill for a short while?

#

Wait

#

Are you Binding a On Destroy, or perform a bind only when On Destroy?

topaz gazelle
#

I have no idea what's going on. The Is Valid? node is executing even though the IF statement beforehand is always firing TRUE. This function is only being called once, and it's being called by the Event On UnPossess node.

distant hollow
#

Then it shouldn’t be an issue, since the Bind happens before Destroy happens

compact vapor
compact vapor
distant hollow
rugged sonnet
distant hollow
topaz gazelle
#

I put a print string before the function is called, and it's only printing once.

distant hollow
topaz gazelle
#

but it do though

distant hollow
topaz gazelle
#

Let me rephrase. It's not printing when it's executing the False case, but it gives me this error instead.

distant hollow
#

Probably due to this:

#

I suggest you do a validation before running the first branch (edit: my mistake, I overlooked the message in full)

shadow holly
#

Hey not really sure if this is the right place to ask, but does anyone know how I can widescreen displays to work properly in my game? They always cut off the parts of the screen and have really bad fov. I'm assuming I need to adjust something on my camera BP but I'm not sure what. Thanks

topaz gazelle
#

Both references are valid and what they're supposed to be, verified.

distant hollow
#

Oh hmm

topaz gazelle
#

Changing these pins didn't fix it.

distant hollow
#

Can you add a Print False behind the branch, before the IsValid?

topaz gazelle
#

Executing a print string on the False case does not return anything.

#

The error goes away when I disconnect the False pin though.

distant hollow
#

Pls show your code with the False print

topaz gazelle
distant hollow
#

So which print shows up? (the ā€œserver: trueā€ is from somewhere else I presume, so let’s ignore that)

topaz gazelle
#

The server:true is relevant.

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That's the print string from this function during PIE

distant hollow
#

Your Print is only True or False

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It should not be appending ā€œserverā€ in front?

topaz gazelle
distant hollow
#

Disregard that first

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On the points. can you extend them to print ā€œTrue Routeā€ and ā€œFalse routeā€ instead? Then see which one gets printed out

topaz gazelle
#

change the string from "true" to "true route"?

distant hollow
#

Yes and False to ā€œFalse Routeā€

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So that the message is clear

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on which path it flowed through

topaz gazelle
distant hollow
#

Hmm ok

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But false is not triggered hmmmm

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And the error persist

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This is indeed weird

topaz gazelle
#

Gonna try it on my laptop's engine.

distant hollow
#

I presume you are pretty positive that it is not a case where both prints are triggered? Try searching for ā€œfalse routeā€ in the output log?

topaz gazelle
#

wow

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It's printing False route only when I close the editor

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in the output log.

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So the pawn is being UnPossessed when the PIE closes?

distant hollow
#

Ah

#

Seems like it

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So it is not likely to occur in a completed build

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This is why I said to use False Route instead of just False, so it’s easier for you to search in the output log

#

In any case to safeguard against the error you can always do another IsValid check on the OwningAIController before passing through

topaz gazelle
#

Thanks for the help.

#

Output log is clutch I didn't think to look there.

distant hollow
#

Maybe put two Booleans on the validity together and use a AND boolean to pass them

distant hollow
distant hollow
distant hollow
#

Then connect both to AND boolean

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So if either is invalid it will not pass the AND boolean check

topaz gazelle
#

I see what you mean.

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I'm just trying to figure out why it's invalid in the first place.

distant hollow
#

Cleaner than running two IsValid branches

distant hollow
#

It happens

vast merlin
#

can i so something about this?

lunar sleet
#

Restore the parent blueprint if you deleted it

distant hollow
#

Parent class blueprint missing

#

If you don’t need the parent class you can try reparenting it

lunar sleet
#

After you restored it

vast merlin
lunar sleet
#

Source control

#

If you don’t have it setup you’re pretty much f-ed and should do so before this happens again

#

Unless it’s sitting in your recycle bin which is unlikely, you’ll prly need to remake that whole bp from scratch now

vast merlin
#

šŸ’€

lunar sleet
#

Follow the pinned guide in #ue5-general on source/version control

#

It’ll prevent future disasters

distant hollow
#

Devil May Cry

manic haven
#

Potentially dumb BP question;

I'm trying to add a "water" layer to a landscape all in one material.

I've created the water material separately, but after some research, I have found I likely need it to be in a material function.

I've created the function, but I don't know how to get the "Single Layer Water Material, and the associated config settings on the base material node into the Landscape Material Blend.

The Material in the function isn't showing the color or the transparency because the "Set Material Attributes" node doesn't allow me to change any of the parameters, like making it "single layer water"

First pic is the Water material:

Second is the Function

Third is the Landscape Blend if it's helpful

#

If I'm going about this all wrong, that's fine too. I can work on another solution

mild ibex
#

What I'm trying to do here is find out when the bSelect variable is pressed by a user but I cant figure out how to properly get it without having to loop through everything. I was using a map variable beforehand but I need 3 different variables, one to present to the user, one for later use in the code that doesnt really need to be shown but needs to be attached to the variable shown to the user and then of course the bool for a user to select an option. I thought a struct with a string | string map would be better but again run into the same problem of not being able to simply check if this bool is toggled. And this is running on an event timer that checks every half second then invalidates itself once toggled on.

#

contain doesnt work since the string address isnt empty and is dynamic, on the struct at least

dark drum
mild ibex
#

For now its still in testing, its a tool. So Whether it ends up in a widget or somewhere else it'll be user interactable. But I figured it out using a struct | bool map

#

oh mb, forgot to mention I figured it out

dark drum
mild ibex
#

yea one sec

#

I create a timer with a handle initially at the start of the code and pause it since I know I need an Event timer down the line. Once I have built the struct with the information I need, I add it to a map with a bool value of false for each index of the map and then start the timer which then waits for a user input. Then the event is triggered every half second checking the map to see if the bool has been enabled, meaning a user wants to select that data, which then exits the loop invalidates the timer and stores the data that I need for me to do things with down the road.

And the variable that I need for use down the road doesnt need to be shown to the user, but needs to be attached to the variable that is shown, like a key value pair, and then of course be selected. There might be a better way to do this but from what I could do anything else results in an infinite loop because the code doesnt realize that I'm waiting on user input for X amount of time

dark drum
#

Can you give more context?

remote meteor
earnest swan
#

Hey Y'all, so I'm trying to setup a widget component that will get attached to my character upon getting hit, play a tiny animation and destroy itself. It works fine if one component triggers at a time, but if you take damage quickly it loses the ability to reference the component. I've tried to setup the animation and destruction within the widget itself, but the widget doesn't have authority to destroy the component. Only the owning actor can do so. Any advice?

dark drum
#

Does this actually work?

earnest swan
#

are you looking for a number?

remote meteor
#

actor reference and interface reference are still reference, all reference takes the same memory, which is 64byte in a 64-bit cpu
the only difference here is thie BP will not have a hard reference to the spawn points(but the spawn point already exists somewhere)

#

yes

#

so usually you reference the base class, that doesnt have these mesh set

dark drum
#

Cool, never new you could actually do this. The only difference I can see this making is regarding to memory and help prevent having a single actor load your entire project. If you're using proper hierachy it propally wouldn't make that much difference though.

remote meteor
#

technically its more memory? since you would need to have the interface class header exists in the memory

dark drum
#

Though, if all your spawn points are the same class, using a BPI to get it's transform would probally be worse.

remote meteor
#

but same applies with child class of a base class with the mesh set

#

so i think they are the same

dark drum
#

You could just store them in an actor ref and just get it's actor transform. Actor is always loaded anyway. Save the slight overhead of having a BPI.

#

Well a BPI is when you need the same function on multiple BP's that are unrelated. Something like interact for example. You might need it on NPC's, Items and other interactables so there's no single point you could add that function. A BPI allows them all to have the same function.

If all you need is the transform, even if they are all different, if they get spawned in the level, they can be stored in an Actor var as it's the only data you care about.

#

A lot of references I make tend to be Actor these days or a base class (with core functions/vars) that usually extend from actor or uobject.

#

Ooops lol

#

Yea it would lol

remote meteor
#

introducing async load

dark drum
remote meteor
#

atleast you wont have a choppy loading screen šŸ˜†

#

the sad part about "unreal tutorials" is

#

most of them doesnt really know what they should be talking

#

and just take points from other to make videos of their own

dark drum
#

My tutorials are pretty good. šŸ˜› (not biased at all)

hollow cove
#

hey guys, i have a master projectile blueprint that handles all types of projectiles spawned. is it a bad idea to have it reference the main character blueprint? thinkhmm

earnest swan
dark drum
earnest swan
#

that as well

hollow cove
#

i dont know much about memory usage but was thinking in terms of that, would that be bad if there are like 100s of projectiles flying around all referencing the character

earnest swan
#

you could pass a player ID if you just need to check who fired what, and if the rocket is the same as the person being hit

dark drum
hollow cove
#

ahh of course, that makes sense

earnest swan
#

I don't think you need to worry about it Olie, unless it becomes an issue

hollow cove
#

it may not need to reference the character but ill worry about that if it does become an issue

earnest swan
#

even the official GAS framework has abilities and effects where everything references each other, and you can trace back to who fired what event

wise widget
#

hello, I wonder, is it possible to get an event when a user has changed usersettings (like visual effeects quality, or anything like that). I'd like to do some custom changes to the scene when the user switches between low, medium high and so on. I wonder if something exists in a blueprint.

#

I know I can get Game User settings, and get values in there, but it would be nice if I can subscribe to an event that runs whenefver something changes.

remote meteor
wise widget
#

ah, I found

#

yes on ui needs update

#

that's exactly it.

#

Thanks

#

Appreciated!

zealous moth
#

is there a way to pick a color literally?

#

other than this

earnest vigil
#

any idea why I cant get this custom time dilation node? It was in a video where they were using UE4 and I am on UE5 but it seems odd that they would remove the actor reference

rugged wigeon
#

thats a variable

earnest vigil
#

this is what mine looks like btw

rugged wigeon
#

thats setting the bp's own "Custom Time Dilation"

earnest vigil
#

I know but I need the node that sets any actors custim time dilation

rugged wigeon
#

you need to get a reference to an object of that actor class and try to set that object's variable then

#

you get different nodes depending on what youre dragging out from. so if you have a refernce to a actor of whatever class this bp is from, it'll be able to set custom time dilation on an actor of that class

earnest vigil
#

ahhh

#

lemme try that thank you

earnest vigil
#

Now I know how that works for the future as wellšŸ™‚

celest tangle
#

Is there a way to override the default lack of Generate Overlap Events for LandscapeStreamingProxy so i can have objects overlap my floor and not have to manually select each floor chunk & enable this option?
Also is this option too expensive to have enabled in general for the whole world's floors?

calm cargo
#

any way I can figure out if two primitive components are overlapping, inside my actor's construction script?

steady night
#

Hey advice: im rotating a "tire" with this , but it always starts from "A=0.0" how would i get the current roration

jolly dirge
#

so sorry if this isnt a help section, but im very new to coding and blueprint, can someone confirm to me wether i did the top part right? also id love to understand the benefits of doing it this way versus the bottom way, which is what a tutorial i followed showed.

sand yacht
#

Unless you'd want something specific to happen if the player overheals for example, like a sound effect or add shield instead

#

But if you just want the health to cap at a certain value then using a clamp is perfectly fine

jolly dirge
#

ok perfect! do you know of any resources available that explain many of the nodes like this that a beginner might not think to use? im glad i did it right but if i really want to learn im going to have to start learning more of these nodes

#

really appreciate you bro, thank you

sand yacht
#

yeah I actually found a channel for this recently which I would have loved to have when I just started out, let me try to find it real quick

jolly dirge
#

awesome, if you cant post it here, my dms are open

sand yacht
jolly dirge
#

sick! ill go through and start watching these before work, every bit of help is appreciated

sand yacht
#

Good luck!

earnest vigil
#

Hey, Ive got a macro that will pause and start some actors with a specific tag that works perfectly for all the actors. I added a roundabout way to "Step Forward" in time but it seems to only be working on one of the 2 different types of actors. One is a ball on a spline and the other is a little drone on a spline (The spline for this one is in the actor blueprint itself not a separate one)

#

The actor it is working on is the ball by the way

#

Nevermind it seems to be only pausing the last obj in the array

tight pollen
#

someone can help?

#

I want my circle to rotate, I don't know how to do it with the necessary x and y values

#

both variables change simultaneously

keen ice
#

I have this blueprint logic, It playes an animation if you press left MB and a differnet one if you press right MB, i wanted it to be so you cant attack a different direaction until the first one is done but what happens is, if you press left mouse button, you cant press right after that, and vise versa, you can only attack with whatever one you do first

quartz kayak
#

I don't understand why something this simple doesn't work :(

#

I want it so that when A is pressed (MoveLeft), the player camera is rotated -90 so that it faces left

#

Nothing happens at the moment when A is pressed

finite hearth
#

serious question: how much of your time is spent just aligning nodes?

#

I'd say 20%, easy.

broken wadi
finite hearth
#

like "Q"? Or is there somebody better that I've been missing out of?

finite hearth
#

Weird feeling. I am both incredibly angry and also overjoyed to see this.

quartz kayak
proper crater
#

Can anyone tell me why this emitter isn't working?

runic terrace
#

is the event firing correctly?
is the cast successful?

#

is the collision box far away from the actor's root component? That will cause it to play but somewhere else in the map

proper crater
runic terrace
#

You can use print screen nodes

#

Connect one before the cast and one after, then try it out. If both of them show up in the screen it's either the position of the emitter or the VFX asset

lunar sleet
runic terrace
#

^ That's another way, way cleaner actually

proper crater
lunar sleet
#

Put it on cast failed to know for sure

#

If it prints, the code fires but your cast is failing (wrong object)

lusty elm
#

i have this blueprint to move the character on click, but i'm trying to modify it to check if whatever i'm clicking on is part of the landscape, an enemy, npc, etc... What's the 'right' way to do it? rn i was playing with trying to cast to landscape and if it's successful i'd do the landscape behaviour, but i don't know if "waterfalling" casts is the best idea:

#

I saw that the hit actor output there can tell me what actor i'm hitting, but from there i couldn't see other way but to try to cast it to each of the different types of actors the player could click on

runic terrace
#

You can create a new trace collision type named ground and cast to that instead of visibility. Set it to blocked only on landscape.

lusty elm
#

My desired end result is for the player to be able to click on the landscape to move, but if it's an interactable object, it would only move if it's outside it's range. If that info helps

runic terrace
#

Project Settings -> Engine -> Collision

lusty elm
#

Ok, i'll give it a try, thanks šŸ™‚

runic terrace
proper crater
lusty elm
#

I just started learning by following tutorials here and there so I have huge gaps on what certain things are used for

runic terrace
#

You could return the type of the actor you clicked on from the interface and go from there, there is no single "correct" way to do these type of systems really. Every project's needs are different and what works best for one might not work as well on other.
Experiment with interfaces, interactions systems and eventually you'll get a good idea on how to approach making them for the specific project you're working on.

lusty elm
#

Alright, thanks a lot!

mild ibex
#

This question seems to have been asked before but is there a way to get a component by name or string?

I have a system that currently works by getting a string from a large dataset that could 1 of at least 3k items. In either the same or different blueprint I have a list of a few of these items for simple testing right now. The components are most likely static mesh components with a scene as the parent.

Right now I have this BP assign tags to each item on spawn based on its name but that doesn't seem like the best method?

runic terrace
#

Why do you need it for? A building system of some sorts?

mild ibex
#

Just to convert a string term to an object reference efficiently

quartz kayak
#

Omg I'm so frustrated! I have this which is intended to smoothly turn the player's camera to the right when D is pressed. Everything works as intended except the Set Control Rotation node. The Set Control Rotation node seems to be tied to the framerate and sets the rotation x times where x is the current FPS. For example, if my FPS is 30 it will adjust the rotation 30 times?? How do I make it just update once as per the button press

runic terrace
#

Currently each frame it rotates it updates the lerp end position

runic terrace
#

and their types are also not set to ignore each other

runic terrace
mild ibex
runic terrace
#

Then perhaps you can use a map variable

stiff swift
#

You can get actor of class and then it's component from it right?

mild ibex
#

I'm not quite following, at the end of my current code I'm left with a string term that will match the name of a static mesh component either on itself or another actor.

I dont want to have to loop through every single component that exists because that would be a lot.

I'm just trying to get a specific component on an actor to do stuff to Is the issue

stiff swift
#

It's been a day don't judge if you can't lol

mild ibex
runic terrace
#

You can set the component reference as the value and the string as the key.

#

But for your use case tags might really be the best option, not knowing what's the context

mild ibex
#

Well yes, I'd do that for a list of like 10 items but this really will end up being 3k+ so manually entering the key value pair is uh, no LOL

runic terrace
#

Why do you need a list that big on runtime

#

Not following the reason

mild ibex
#

Well sorry, that's the dataset, I'm filtering it to get one item. Apologies, realistically the largest number of items I could run into is 254

#

Tags appear to work for the most part. I just wasn't sure if there was a better method.

runic terrace
#

What's this system for? Can't really come up with an idea without knowing the context

quartz kayak
mild ibex
runic terrace
quartz kayak
mild ibex
#

Maybe I can use get components by class and do a loop with break on the name?

#

Tho that still results in me doing a loop on the data LOL

runic terrace
#

You're doing a loop regardless, searching for tags also does a loop.

mild ibex
#

Right

#

Welp I guess there's no avoiding it, I'll keep digging into it, thankyou!

gusty crater
#

Just trying to get my inputs started. I made an "Input Mapping Context" and an action and selected the action in the mapping. then i played this on my actor for my camera and i cant seem to get any print on the string, is there somewhere else i need to do this?

runic terrace
gusty crater
#

Correct, attempting an RTS game so its an actor with my camera on it

faint pasture
gusty crater
#

rogey, was following a tutorial but they use on tick to check for mouse position so just trying to convert it to the new input way xD ill move everything to the pawn, cheers

faint pasture
#

there's really no reason to not make the player's pawn in an RTS the camera

runic terrace
#

You don't necesserily need to convert it to a pawn, calling Enable Input node will do the trick as well.

faint pasture
#

Yeah but might as well make it the pawn so it'll be auto spawned per player etc, there's really no downside

gusty crater
#

Yeah eventually id like to try make it multiplayer so ill try stick with pawn

runic terrace
edgy ingot
#

Its almost like rewriting the whole game again

gusty crater
edgy ingot
#

Its not about the idea but the architecture

#

You will be redoing the game again

gusty crater
#

with RTS it wont be as bad, i had an rpg with crafting, abilities, spells, attributes, armour with enhancements etc

edgy ingot
#

As a whole

runic terrace
#

Then make sure to make the game multiplayer from the start, it will save so much hustle.

gusty crater
#

rts a lot will be on local client, making it for fun nothing publishable. ill do all spawning server side etc

#

i just never had to deal with enhanced input system... and ive forgotten most of what i knew xD

faint pasture
#

at least you don't need prediction or lag compensation

gusty crater
#

yeah rpg was way too big of a project especially as my first game. Was a good experience though, even have it on steam and had 10 mates have a nice pvp sesh with it xD but RTS seems much more managable for a solo new person

faint pasture
#

as long as the scale is small more like company of heroes and less like Age of Empires or Total Annihilation

gusty crater
#

not even sure where im going with it yet, sort of a city builder with slight combat and just keep chipping away once the foundation is done

#

just keeping the mind busy

wanton prism
#

EveryTime i run this this BP it gets even more cursed orgininaly with my horribly written code if the player hit both
sprint and croup and unpressed at same time they would just enter sprint now it is the same but there is no crouch sprint.
all of the events and fuction are shown with this if it would be very apricated if someone helped me.

runic terrace
#

Put the speed corrector on tick to see if it solves the problem, this isn't ideal but will at least pinpoint the issue

gusty crater
#

Can i add the mapping context on the pawn? or does it need to be a character? cant seem to get it to register still

wanton prism
gusty crater
#

Am i doing something wrong here?

#

i have added the input, and trying to use W just to print a string, no feedback

runic terrace
#

The pawn needs to be possessed.

wanton prism
# runic terrace So, does it work now?

that one doesnt but the other code does that was the problem i dont know how to use traceing if you know a tutorial i would be so thankful if you sent me one.

gusty crater
#

if i use event possessed to print string, it shows its possessed

runic terrace
runic terrace
gusty crater
#

yeah because i run something after to move my camera, so its valid

wanton prism
runic terrace
#

I meant the crouch sprint state etc those functions.
I'll take a look at the trace now

runic terrace
wanton prism
runic terrace
#

It may be that you can't uncrouch I think

#

Where is this can stand function called?

wanton prism
gusty crater
#

Is valid prints, Possessed prints, Hello wont print. This is on my player pawn. I have added IA_Test to the IMC_Default map

#

i have set my BP_Player pawn as the spawn in game mode

runic terrace
gusty crater
#

i think i just fixed it, had the wrong map selected xD

wanton prism
runic terrace
#

Ah

gusty crater
#

both are bare blank maps so didnt realise lol

wanton prism
#

like even if i dont

runic terrace
wanton prism
wanton prism
runic terrace
#

switch them around and check

wanton prism
runic terrace
#

These

#

Currently it's if crouching, return false

#

and you can never uncrouch

#

You got the trace set up correctly though, it should work

wanton prism
#

That i think is where it is going wrong

runic terrace
#

Because it only updates when you tap the crouch button

wanton prism
runic terrace
#

You can start a timer when crouch is released, continuously checking if you can stand or not. Once it's true it stands you up and stops the timer.
And pressing crouch again while the timer is running should also stop the timer.

gusty crater
#

okay next question xD Its working now, although i have to have my mouse button clicked to get any value for x and y on mouse movement

runic terrace
#

Player Controller -> Set Input Mode Game Only

wanton prism
gusty crater
#

i have it set to game + ui

#

yep game only works, is there a way i can have both?

wanton prism
gusty crater
#

or should i just use on tick to check mouse position and be done with it xD that was working fine before i tried to change to enhanced input

runic terrace
#

Like this

wanton prism
edgy ingot
# wanton prism

Why dont you just use the inbuilt crouch uncrouch function from the character movement component?

edgy ingot
#

Wdyn

#

Its work

wanton prism
#

also not modifible

edgy ingot
#

And u r not using it from where i see

runic terrace
#

Built in crouch function just snaps the collision scale, doesn't allow for a smoother transition

#

I don't like it either

edgy ingot
#

Ohh so thats the goal

#

Well you can interp the scale but offsetting capsule component is not an easy feat

wanton prism
edgy ingot
#

If blueprint is your only tool and you cant read the crouch source code. Look into chat history

#

Pattym did a smooth crouch

wanton prism
edgy ingot
#

Personally i am fine with snapping, since my crouch anim interp anyway

runic terrace
#

I think @wanton prism 's smooth crouch works already, only had problems with states

edgy ingot
#

Its just the invisible capsule comp thst snap so who cares

runic terrace
#

Technically you can just slap a spring arm with 0 length and activate linear interpolation to get a smooth feeling crouch with built-in function too, but it's not fun that way lol

runic terrace
#

oh, the trace might be hitting the floor, try to offset trace origin 1 cm above the feets

#

time should be something like 0.016 (60 times/second)

wanton prism
runic terrace
#

timer with 0 time will not run

#

also set it to looping

#

and connect this

wanton prism
wanton prism
wanton prism
waxen fog
#

Hey is there a way to stop player start from spawning a camera?

quartz kayak
#

@runic terrace Could I please enlist your help again... I'm now trying to set up the logic to actually move the character forward in the direction its facing when W is pressed. The issue is that once again it's updating the character's location based on the framerate.

#

I tried doing the variable thing but it's not really doing much

runic terrace
runic terrace
quartz kayak
#

Yes gastonDespair

runic terrace
#

Use add movement input nodes for location

#

And add pitch input, add yaw input nodes for looking around

#

make sure to add a camera to your character and check use controller rotation on it

quartz kayak
#

I should specify that I'm doing it this way because I'm trying to implement a dungeon crawler esque camera and movement system!

runic terrace
#

oh now I see

#

so pressing W should move you for a while and sottop

quartz kayak
#

Yes! I want the character to move a fixed distance and be unable to control the camera with the mouse (for now)

#

A and D currently move the camera 90 degrees to the left or right

#

so I'm just trying to actually get the character to go forward

runic terrace
#

Makes a lot more sense with context lol

quartz kayak
#

The blueprint above works but the distance the character moves is dependent on the framerate

#

which ofc isn't what I want

runic terrace
#

Instead of pushing the player forwards, calculate the end position and lerp to it

quartz kayak
#

Isn't that what my blueprint already does?

#

I'm a complete beginner so I'm probably misunderstanding

runic terrace
#

It's the same problem you had with the rotation

#

You're not using the variable lol

#

dont add anything just connect the variable to lerp B

#

Lerp A* sorry

#

wait i got confused on mobile I'll rewrite it

#

The variable you save should be your current location. X = Loc
Lerp A -> X
Lerp B -> X + forwardDir * distance

#

dont pull directly from actor location to lerp

quartz kayak
waxen fog
runic terrace
#

also put a gate or something so you cant spam thhe button

runic terrace
waxen fog
#

i have

#

im using a custom one

runic terrace
#

Do you have your own player controller & pawn set in the gamemode?

waxen fog
#

yes

runic terrace
#

And you can move the camera without implementing it?

waxen fog
#

i just want to place a camera actor in the level and use that, put when i spawn in the player it keeps creating a new camera and using that one

quartz kayak
runic terrace
#

set view target?

#

i think thats the name

waxen fog
#

i tried this, but it needs a player controller

runic terrace
#

and you have one

#

Get player controller

waxen fog
#

yes but when the player spawns it snaps to the controller

#

the location of the controller

#

it stops using the camera actor in the scene

runic terrace
#

it will use the one in the pawn instead

#

if there isnt one it will spawn one in the pawn

waxen fog
#

i ended up just setting it on tick i guess when the player spawned it overrided it

runic terrace
#

Not ideal but will work. Instead on Begin Play, you can also Get player pawn and check it's validity, if not valid delay until next tick and connect into itself. If valid set the view target.
Also not ideal but at least it wont be running on tick all the time

waxen fog
#

for some reason my players rotation axis is off now. I suspect the camera has somehting to do with it. super annoying

#

agree on not ideal

#

i just want to create a test level to work on a specific mechanic

manic mauve
#

Hi all. My project is totally corrupted and the errors start with a plugin (GMC). All the BP links fail, parenting fails. I deleted the Binary, Intermediary and Saved directories, rebuilt from scratch, rolled by source code, deleted the last files in the log before it crashed. Using UE 5.3.2, Rider, Windows 10.

Anyone seen this failure before? If I go back into my source control, I can get the editor to load, and sometimes can open this class, but I cant set the Parent. It wont see GMC Pawn (part of GMC plugin), though I can make a new Actor BP with GMC Pawn as parent, but my original one will not show it in the list of possible parents.

[2024.01.10-05.26.52:119][ 0]LogLinker: Warning: [AssetLog] D:_\DE00\Content__Gem\Logic\Character\Movement\BP_GemBipedMovement.uasset: VerifyImport: Failed to find script package for import object 'Package /Script/GMCCore'
[2024.01.10-05.26.52:119][ 0]LogLinker: Warning: [AssetLog] D:_\DE00\Content__Gem\Logic\Character\Movement\BP_GemBipedMovement.uasset: CreateExport: Failed to load Parent for BlueprintGeneratedClass /Game/_/_Gem/Logic/Character/Movement/BP_GemBipedMovement.BP_GemBipedMovement_C.

quartz kayak
sour moat
#

āœ‹ There is only 1 actor but it prints 2 times, did I do it wrong?

runic terrace
sour moat
runic terrace
#

Try checking the length of the returned array

#

It still shouldn't matter though it returns right away

sour moat
runic terrace
#

Before calling the function, try putting a do once node and see if it runs once that time

#

It must be the input firing twice

faint pasture
#

fires twice?

sour moat
runic terrace
#

didnt put the do once inside the function, right?

#

do once will not work inside the function

runic terrace
#

ok how the fuck

#

literally unreal

sour moat
#

šŸ˜‚

runic terrace
#

are you sure it's the same print screen node that's firing twice?

#

change the text and run again

sour moat
#

1 means there is only one in the array.

runic terrace
#

Have you tried turning off and on the engine

sour moat
#

Yes I tired

manic mauve
runic terrace
#

Oh

#

Make sure there aren't more than one actor in the scene

#

Both must be receiving input

#

so firing twice

#

not the same graph so do once has no effect

sour moat
#

Yes, I'm sure there is only one actor, and I used class filter(NPC), and I tried ignore myself, but still didn't work

runic terrace
#

no I mean, an extra player character

#

in the scene, receiving input

#

somehow

#

I cant think of another reason this may happen

#

in the function, print self

#

to see if it's the same actor that's firing twice

sour moat
#

Like this?

runic terrace
#

no, self

#

you can get a self reference

#

it points to the actor executing the code

#

there has to be a second player character somewhere in your scene

runic terrace
sour moat
runic terrace
#

bingo

#

delete the extra character and its fixed

#

unless its being spawned at runtime

sour moat
#

Thanks man, I added 2 same component(with different name) to my character, and I deleted one and it works!@runic terrace

runic terrace
#

I was only half wrong then yay

#

Of course, two components in the same actor is way more likely than an extra character accepting input without possession. Should've thought of it sooner

sour moat
#

Still learned a lot, I'm a beginner.

runic terrace
#

who knows

#

I wonder why no one have any answers

surreal peak
distant hollow
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

dapper galleon
#

Hello! I need help with my enemy BP. I've got the satyr enemy type, and the zombie enemy type -- they both got completely the same setup, with "Can Deal Damage?" bool on a branch in the Overlap Box event. The code of the overlap event was literally copypasted from zombie to the satyr, but despite that, the Satyr's attack doesn't deal any damage. The boolean doesn't get changed in the main BP for some reason. The necessary events in the Anim BP activate, everything is fine on that front. Zombie's setup works perfectly and deals damage. What's going on?

gusty crater
#

I have a widget that when i hover the mouse over, i want it to spawn another widget just next to it. How can i get the location of the widget im hovering over?

#

I want to get the position of that little widget circled in red so that i can adjust the location of another widget i spawn in, to be next to that

distant hollow
# gusty crater I want to get the position of that little widget circled in red so that i can ad...
gusty crater
distant hollow
gusty crater
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I had that originally but it just looked a little messy as you can hover over lots in a row pretty quick, so if they were always a uniform height it would look much nicer

gusty crater
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theres like a row of "cards" near the bottom of the screen, and as you hover over it shows details about it that pops up, so if you move across them and i use mouse position, its unsightly

gusty crater
#

Yeah theyre in a grid

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so more / less can be added and they move a bit

distant hollow
#

I mean as in can you drag them around in runtime

gusty crater
#

negative

distant hollow
#

Or do they move around during runtime

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If they don’t then you can consider specifying the location of the widgets during creation then save that value into an array

gusty crater
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mmm sort of, not yet though haha

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during gameplay you will unlock more then they will move

distant hollow
#

After that when hovering over the widget you can identify which one it is and retrieve the value from the array

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Or if you are using a grid system then snap them to the grids

young meteor
#

Any way to control settings for Nanite meshes? Meaning the resolution seems way higher than I need. I would like it to group polygons/triangles much more aggresively.

I'm saying this because my FPS seems to have tanked after I inserted a bunch of Nanite meshes from Megascans (just over 2000 meshes in total)

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Or maybe a way to confirm/debunk if this is actually what is killing the performance? (checked texture sizes/memory load. Does not seem to be bad).

silent drift
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I made a flying sphere that is supposed to act as an enemy but for some reason though, it only sends "hit" events once I jump into it and not if it flies into me when standing on the ground. Does anyone happen to have an idea why this is happening?

It has collision and all, but for some reason it just refuses to send hit events properly.

pulsar vigil
#

@dark drum Hello i m a fan of ur tutorial and i use the interact system for my game and i know u are in the discord i hope its not bad behavior but i have one question :

The interact text u get with the bind and the bpinterface don't actualise if the object u interact with overlap with the previous one, i say that cause my interaction work fine but the text doesn't change.

is this cause i messed up somewhere ? or is it a normal thing and i need to change something from the tutorial ?

(cause i like how it work but my brain doesn't compute entirely how the bind and the bpi work and i dont realy know how to change it correctly)

pulsar vigil
# dark drum I'm not sure what you mean.

im using ur interact system and i set boolean in the event set outline state of bp actor that i interact with and it work fine but if i hit with the trace an actor interactable and i hit a second one without not hiting something interactable it take the first actor interact text, it doesn't actualise, sry i dont know how to explain it correctly

crystal crown
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i have a Widget inside a Widget Component that is grabbing references from a ParentBP of the ChildBP where the widget lives.
How do i set that reference? I hope it makes sense. My head is about to explode.

fossil seal
pastel skiff
#

hey so i got a problem with me code, its very simple enemy chases you, if he comes colse to you it shuld play the anim montage, it cheses you fine and after cathing up to you waits 2 s thats good, but for some reason it wont play the montage and i dont know why, any help?

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the anim montge might be the problem but i dont think so

pastel skiff
#

wait

crystal crown
# fossil seal Like that.

umm setting references is so confusing to me. i think i need to validate the widget but also i need to set the parentbp reference for the widget

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the widget component is on the childbp

dark drum
fossil seal
crystal crown
dark drum
fossil seal
# crystal crown what function i make in the widget?

I mean... whichever you want? Just any custom function, to pass the ParentBP reference?.. If I understood you correctly. I usually call them "Setup", and pass all kind of references, and parameters through it.

mental trellis
#

Init also a popular name.

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The first parameter must be called 'bruv' (random british joke)

fossil seal
# crystal crown what function i make in the widget?

Like this for example, I pass a staticMesh reference here, and set it to variable in my widget, in your case that would be a ChildBP(or whatever you want). And you can cast to it freely in your ChildBP since your WIdgetComponent already have a reference to it, so casting here is fine...

pulsar vigil
dark drum
pulsar vigil
crystal crown
fossil seal
# crystal crown Like this? What do i plug in vehicle reference? I set it to the parent

You transfer a reference to a parent into "vehicleReference", now HOW you get reference to parentBP is completely different thing entirely, since I don't know what you mean by "ParentBP", I can only guess that it is the "owner" of ChildBP, so you can get easy access to parentBP by using "GetOwner" function in ChildBP, but to be 100% safe, just pass parentBP reference into ChildBP, just like you already almost did with widget, by creating a function in ChildBP called let's say "Setup" or as someone above suggest "Init", and call it in your ParentBP, and transfer "self" reference(parentBP) there into your ChildBP. šŸ™‚

And no offense! But it seems you have problems with basic understanding on how functions, and inheritance work in unreal, try watch some youtube videos on the subject, it's relatively basic stuff, really )

dapper galleon
distant hollow
dapper galleon
distant hollow
#

But you said Refto Self is not the mainBP

dapper galleon
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I dont know what Main BP you're talking about

#

Here, this screenshot should be better visible
ReftoSelf is MonsterAI

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To clarify -- BP_Zver is a child of the class Monster_AI

distant hollow
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So when you said "The boolean doesn't get changed in the [[[main BP]]] for some reason" what is this "main BP" you are referring to?

dapper galleon
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Ah

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Right

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I dont know why I wrote "main BP" there, I think I meant to write "Monster_AI" or "enemy BP"

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Yes

distant hollow
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Ok

#

So the "Can Deal Damage?" boolean in Satyr doesn't change - is that what you are saying?

dapper galleon
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Even though the events in the Anim_BP fire off when needed

topaz gazelle
#

Does anyone have a better understanding of how "Get Actors in Selection Rectangle" works? I'm trying to click-drag select actors but I'm not even sure what's triggering it to be inside the rectangle.

distant hollow
# dapper galleon yes

Put a Print "CanDeal Called" and a Print "STOP Deal Called" behind these two respectively, check if they fire in the first place

distant hollow
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Both do?

dapper galleon
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Both do

distant hollow
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In that case, after the two nodes, Get Display Name from the ReftoSelf, print it out, and see what you have

crystal crown
wild pebble
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I can't manage to get the Cursor to show, while also receiving input for the mouse movement axis values.

I know this was possible in ue4, I feel like i tried everything in UE5 to make it work, but the values for the axis just remain 0.
The only way around I found is to permanently set Input mode to Game, but then I can't interact with the UI anymore, I want to be able todo both...

dapper galleon
distant hollow
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Wait, which is the one having trouble? Zver or Satyr?

dapper galleon
distant hollow
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Oh ok

distant hollow
distant hollow
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But boolean does not change

dapper galleon
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Yeah

distant hollow
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Connect the Print nodes earlier on behind the Set Booleans and try again

wild pebble
dapper galleon
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This is how it looks rn

verbal girder
#

Hmmm, for functions with local variables, the same blueprint cannot have two functions with the same named local variable?

distant hollow
# dapper galleon I... did?

Sorry I mean, take out the Get Display Name, replace the first string with "CanDeal called" and second string with "CannotDeal called"

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Then from ReftoSelf, Get "CanDealDamage?", append string "The Boolean is now : " and connect the Boolean result, and print this as well at the end of both paths

crystal crown
dapper galleon
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Okay so the problem is definitely somewhere else

distant hollow
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Don't use the Tick firts

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Now you are supposed to be controlling the boolean by the AnimNotify so let's check things there first

dapper galleon
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It does change

distant hollow
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You were saying the boolean doesn't change earlier on?

dapper galleon
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That's what I assumed?

#

because the hits don't register, the player isn't damaged
And the perfectly working code was copypasted

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So I assumed something was wrong with the boolean

distant hollow
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Ok so the Boolean did actually change, just that it is not dealing damage?

dapper galleon
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I set it up like this:

distant hollow
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Next time best to check the value before assuming

dapper galleon
#

And "Can't deal dmg" is still being printed always, even right now

#

The branch is always false

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That's why I assumed that the boolean doesn't change
But now I set up "print" in the event tick, and it does change
I don't understand what's going on anymore

distant hollow
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Hmm

distant hollow
dapper galleon
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Look at this output 🤣

distant hollow
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So something is always setting it to False right before your Overlap happens

#

Could be your AnimNotify

#

Or maybe search where else you are changing this boolean

dapper galleon
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they weren't placed in good positions

distant hollow
dapper galleon
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I moved them to opposite ends of the montage and the hits register, even twice

steady night
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how can i change a "characters" root collision component to a box instead of a cylinder ?

thin roost
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ik my cast system is stupit but i am new in the unreal , Second part of code not working pls help how can i cast to "Class"

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i want to make this

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(2D game)

wintry meteor
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guys can i know is it possible if i want change image through default panel in level? like textrender we will use this.. but how bout image? is there any bp or fx to change it through level and not through runtime?

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like that default panel... object name and text panel seems fine but for some reason image 2d not working... it wouldnt update any image

echo dirge
#

Ok So I finally figured it out. For anyone interested in WASD key movement, Its not the most beautiful solution but it works to change focus. As I was unable to find a way to make movement happen.
In the example I use, I have a horizontal box host all the main menu buttons on it.
You can however put all the buttons into an Array and do that instead.
I Hover over functions and create an override for OnKeyDown
I create a check for the D and A Keys for left and right and if true it goes to the MainButtonsLeft or MainButtonsRight Functions I created.
I have it do a check through the MainMenuBox (which is just a horizontal box that I turned into a variable on the Designer page)
Gets all children, adds 1 to the Active index integer I made and set focus to the next button.
On the MainButtonsLeft I just subtract 1 from the Active index and do a check for the last index.
Now when you press the A and D keys they move left and right.
To go up and down with W and S you would need to be explicit in which button to go to next or make a button array.
Hopefully this helps someone else too.

wintry meteor
charred cobalt
#

hey can pawn sensing be used to detect the player controller (its an actor)
also if someone could explain the difference between actor character and pawn it would be mega helpful

winter tiger
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I'm having some trouble with scene components, actors and spawning a sound attached.

What I want to do is, have my actor, attach my scene component and then during runtime spawn a sound attached (then do operations on that at that time within the scene graph).

But currently, if I just spawnsound attached and cache that reference, it loses the class type. I also tried searching for the component by class after spawning it, but that also seems to lose the class even though my MS graph data is showing up in the info when I hover over it during PIE.

Am I aproaching this idea from the wrong angle? Any help is appreciated cheers!

#

This is the variable after caching it

faint pasture
dark drum
winter tiger
dark drum
winter tiger
dark drum
winter tiger
dark drum
winter tiger
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Ok thank you. I'll keep digging

crystal crown
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How expensive are widget components? Can i have multiple with the same widget in a BP? I need to have multiple cuz i have some weird angles where i need to place it

crystal crown
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Would having a widget render target to a texture be the same as using a widget component

eager thicket
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I'm trying to attach a gun blueprint to the camera so it follows the movements of the camera. Unfortunately it doesn't. The gun won't follow the camera rotation moving up or down. Am I going about this all wrong?

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I wonder if there's a much better solution than this

faint pasture
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What is GunAttachPoint?

eager thicket
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So I have the first person controller. That controller has a "gun attach point" (scene transform) attached to the camera.

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The gun is a seperate blueprint actor

eager thicket
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Strange, just tried it. the Scene Component won't connect to the parent pin of "Attach Actor to Component"

faint pasture
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Controller means something specific in Unreal

eager thicket
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My bad. It's the default BP_FirstPersonCharacter blueprint

empty needle
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Hi, is it possible to create an Event Dispatcher in a normal Actor Blueprint. And then have a UMG Bind to that Event Dispatcher?

eager thicket
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Shouldn't have said controller.

faint pasture
eager thicket
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Yes. It's the "scene" here

empty needle
# faint pasture yes

When I try to Bind it in UMG, I don't get the option to Bind it to a Event Dispatcher. It's not showing up the Event Dispatcher.

shy matrix
# eager thicket Yes. It's the "scene" here

@Ben#6650 then you want to attach an actor (the gun) to a component (the scene component in your character). Use that node and snap to target. Be careful that the collision profiles of the gun should not be set to hit either the capsulecomponent and the mesh

eager thicket
shy matrix
ancient heath
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Hello, If I have an inventory array that stores the reference of the item that is picked from the ground.

I would like to be able to cast the specific item and obtain all the properties of the item being picked, but the method I proposed in my blueprint does not work/is not correct

Within the Inventory map, the item is stored when it is picked, and the slot where it is equipped is stored in the key.

So, when you touch input 1, for example, you enter that function where you get the reference of the actor, but I don't know how to make a cast to get all the variables.

Thanks in advance

distant canyon
#

Why not just store item references in your inventory rather than object references?

ancient heath
#

I don't know why I didn't think that, thanks.

empty needle
# faint pasture yes

When I try to bind to the EventDispatcher, it doesn't show it in the UMG when I try and bind to it.

empty needle
faint pasture
unique silo
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Any ideas how i could use foliage tool on ground assets that are blueprints?

empty needle
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I'm not sure if it's possible to bind to events through a Widget?

dire frost
#

Adriel just made a small error in his sentence

empty needle
dire frost
vernal willow
#

I think my brain is at a daily limit. How does saving data that I want to be in a struct format work?

dire frost
# empty needle

Here ya go. Just find the delegate you made and bind to it

empty needle
dire frost
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Also did you make sure to compile when you created the delegate

vernal willow
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All I have at the moment is a variable that is set to be an object type of "MyStruct"

vast lion
#

Are text to speech subsystem nodes broken in 5.3? Every time I restart the editor they all throw errors

vernal willow
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I have several fail attempts at blueprinting to get it to work but I don't know what nodes to use.

vast lion
empty needle
vernal willow
dire frost
# vast lion

The subsystem doesn't exist anymore it seemes. It probably was deprecated

vast lion
#

Well it works when I delete those nodes and re-add them

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But then restarting the editor they get borked again

dire frost
vernal willow
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That's what Im not sure how to do node wise

dire frost
vernal willow
#

I know it sounds stupid but most everything else has made sense to me, I just am at a limit today I think

vast lion
dire frost
vernal willow
#

Thank you so much

#

Seriously

dire frost
dire frost
faint pasture
vast lion
wooden arch
#

Why the ragdoll does not activates? The Actor just stand still, however, toggeling something in realtime related to physics in the editor makes it trigger.

versed sun
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Try Begin Play>Delay Until Next Tick>Rest of code

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never mind

#

you have a a big ol 1 sec delay

wooden arch
#

And yes I have a PhysicsAsset

dire frost
#

Otherwise simulate physics won't do anything

wooden arch
#

am... this should be simple, I dont get why doesnt do anything

#

However, toggling something in the editor while playing it makes it react

#

:/

#

No error, here a video.

Only when I edit in runtime I got the simulation.

#

Only changing the collision preset in the default blueprint to Ragdoll or Pawn makes it activate, however chaging tha value in blueprint code has no effect...

Indeed physics are disabled in the capsule and in the skeletal mesh and its doing ragdoll... Am I missing something?

#

Any idea?

covert bough
#

Is there any way to make a macro that has 2 wildcard of different types?

thin panther
#

The point of a wildcard is that it is any type

covert bough
#

yeah, but if i have 2 input wildcards then they always turned into the same type as soon as a fill either pin

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but i need them to be different types

thin panther
#

Now that seems like a bit of an oversight. Show the macro?

covert bough
#

As soon as any pin is connected, all wildcard pins are cooreced into that connected pins type

thin panther
#

Ouch yeah, seems like a big oversight, or it's not possible.

Either way, I don't know a way around that issue

wooden arch
covert bough
#

even if one of the pins is an array of wildcards, it gets coerced into an array of that type

#

all i want is a simple array map macro, but apparently i cant have nice things šŸ™‚

remote wasp
#

Hi
I'm trying to create a projectile for which I know the starting point and the landing point, but I want the projectile to travel in a parabola.
How would I be able to do that? I was looking at Predict Projectile Path, but that requires a Starting Point and a velocity, not an End Point.

lunar sleet
#

I think homing settings kind of let you do that

eager thicket
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If I manually place the gun in the heiarchy so it's actually attached to the scene component, it will move with the camera in all directions. This is the effect I want.

lunar sleet
#

Doesn’t the template already do that for you?

balmy kraken
#

Looking for a way to guarantee a RandomReachablePoint at a radius, but not in an inner radius. Here is a hacky example I'm trying to make better:

proper crater
#

For making a reticle that fades in and out when looking at objects, is there anything wrong with this character blueprint? I can't get this to work.

#

Also, is it possible for an interface component to be given to a static mech like you can with an actor blueprint?

edgy ingot
devout latch
clever rose
#

I don't know if this belongs in #animation or #blueprint so I'm posting it in both. Can somebody help me with this? I'm trying to add this aim offset to my character and it just does this. I thought it was resizing it to be absolutely massive but if that's the case I have no idea how to change it

finite hearth
#

I have a widget (CombatTextVerticalBox) that widget has a function (DisplayCombatText).

CombatTextVerticalBox is a widget component on Unit1.

I've dragged CombatTextVerticalBox into Unit1's graph, but why can't I use the CombatTextVerticalBox pin to fire off DisplayCombatText. How can I trigger DisplayCombatText?

quaint ravine
#

Hello, I have a problem that literally took me an entire afternoon. I want to make the character's view rotate following the mouse. I've tried everything, search for tutorials on YouTube, search in forums, search in official information and nothing. I'm doing the game from a top-down view and I don't know if you could help me. I'm new (I started 1 week ago).

finite hearth
quaint ravine
finite hearth
#

You can break it up into smaller bits.

1: Figure our your input, maybe it's LMB
2: When LMB is pressed you want it to do something; drag off the LMB pin and plug it into one called print. Now you should get a message whenever you press LMB.
3. You probably want it to do more than say "hello", so you can right-click on the graph and find a node called "Get Hit Result Under Cursor by Channel". You can right-click on Hit Result and select "Split Struct Pin" -- this is all of the data that is collected when that function fires. Start by pulling the yellow pin from "hit result location" and putting it in your print string

Let me know when you get that far, you should see coordinates whenever you press LMB.

quaint ravine
#

okay

finite hearth
#

It woudl also be nice to understand in which class you are building this logic. I think you'll probably want PlayerController.

quaint ravine
#

something like that?

finite hearth
#

Looks right at a glance, what happens when you play it?

quaint ravine
#

The coordinates of where the mouse is in X and Y appear

finite hearth
#

Radical! So now you've got some data to work with.

#

If you want to make your life easier, you can right click on the "hit result location" and promote to variable - give it a clear name so you know what it is; maybe "ClickedLocation"

#

And then connect that set pin after the left mouse but before print string.

#

This takes a snapshot of the data at that point in time and stores it to a variable ClickedLocation. So each time you need those coordinates, you can use the variable instead of that big chunky green node.

#

Once you've created it, you will see a ClickedLocation in your variables section. You can drag it into your graph.

#

So remind me again, did you want your actor to look at the clicked location, or move to it?

quaint ravine
#

i want the actor look at the clicked location

finite hearth
#

Okay, I use similar logic for my game. The node you are looking for is "Set Actor Rotation"

#

The target will be a reference to the actor you are wanting to manipulate, and the New Rotation will be the direction you want him looking. You will need some other green nodes to help calculate this - a very useful one is "Find look at Rotation".

#

For the Find Look at Rotation, you already know the "Target" -- that's the location that you clicked, you saved this as a variable called ClickedLocation

#

The "start" will be Location of the actor that you want to manipulate. Now the tricky part will be getting a reference to that actor.

How will you (the controller logic) know which actor the player wants to manipulate? There's so many on the screen, you need to tell that controller specifically which actor the player wants to rotate.

#

If you are building the movement logic in the actor that you want to rotate, you might be able to use the "Reference to self" node.

quaint ravine
#

something like this?

finite hearth
#

Well, you need to plug some of those nodes into the white line

#

If the node has a [ > then it's asking for a white pin. It's important that you plug them in the correct order, so your logic fires off at the right time. Otherwise you might try to save ClickedLocation too late in the flow, and then your code will have no idea wtf ClickedLocation is

#

The pins process logic left-to-right

#

I think the start pin on your find look at rotation might be opposite. You want the Actor to look at ClickedLocation from the actor's perspective, so the actor's location would be the start. Your clicked location would be the Target.

#

(note, I bolded location - that's a hint for one thing that you're missing)

quaint ravine
#

do you mean do this?

finite hearth
#

Good job on the set, that's exactly where you want it. But now figure out where set actor rotation should go. You probably don't need that print anymore, unless you want to keep it.

quaint ravine
#

uhm

#

idk

finite hearth
#

White pin looks good

finite hearth
quaint ravine