#blueprint

1 messages · Page 72 of 1

finite hearth
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You're so close, just missing two nodes for the start location

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Imagine the "Find look at rotation" is an invisible line. You know the end of that line - it's where you clicked. But Where does the start of that line need to be?

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Unrelated: You are plugging Find look at rotation directly into the set. You can keep it like this and it will work, but as I mentioned earlier you saved this as a variable earlier and you can drag that from your menu into your graph.

This helps keeps the line clutter down on your graph as your project grows in complexity, and you can do some really cool things with that variable once you get into some of the more advanced features of Unreal.

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I'll give you a hint: one of your missing nodes is self

(assuming you are building this logic in the actor that you are trying to make rotate)

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But you can't plug a blue node into a yellow node. You need to convert it first.

The blue node is just an object reference - it is a thing that holds a bunch of data. Once piece of data that would be useful for you right now is the coordinates / location of the blue node.

near elk
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I have one question about this node, I'm trying to do settings like they did in Lyra but I can't show them on screen with this node, it's like it's not doing anything, I already marked that that widget is ActivatableWidget and still nothing, is there anything else that I have to add/make/do to make it working?

quaint ravine
finite hearth
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But it's only = to ClickedLocation AFTER the white pin processes the SET node

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by after, I mean to the left of

gusty crater
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How can i check if ctrl is being held at the same time as a click? This isnt working. Or even better if you can show me how to do it for enhanced input

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Im using the Event ActorOnClicked and that outputs a button pressed

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Or is it because ActorOnClicked button press output will only check the mouse buttons?

finite hearth
quaint ravine
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Alright?

gusty crater
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ahhh i managed to get it

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gotta cast to the player and have a function with a return to check it

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bit of a pain though if i end up with aloooot of keybinds later on

finite hearth
# quaint ravine Alright?

You're taking a few steps backwards. You deleted the first green node and now your game forgot what ClickedLocation is. You still need that initial SET.

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And I'm sorry, I was trying to teach you variables but maybe that's too much too soon.

gusty crater
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Next question. If i have Input Action object as my input here, is there a way to check the value of that specific one to then output so i can select any input and use 1 function to check it instead of a function for every input action

quaint ravine
finite hearth
quaint ravine
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oh

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okay go back to where you were but now add a self I think

wanton prism
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Is this a good player level up function im following a cpp code that my friend wrote and trying to turn it into a blueprint

finite hearth
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The green nodes do not need to be directly connected to the white pin, but they must be attached to something that is (or something that attaches to something that is).

finite hearth
# quaint ravine

You are missing that white pin between SET and set actor rotation.

finite hearth
# quaint ravine

And I don't know what you are doing with cube and up vector, but it is probably not helpful information to you.

#

instead of up vector, you want to know the location of that actor (self)

quaint ravine
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in start?

finite hearth
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Well, there is a node that will help you get the actor's location.

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But that can be a tricky node to find sometimes. You'll need to drag the blue pin from Self on to a blank spot in your graph, OR uncheck the little box when you right-click on your graph that says "context sensitive".

quaint ravine
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i can't find the node OR

finite hearth
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I wan't saying the node is called OR

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I was saying there are two ways to find get actor location:

  1. drag from self into a blank space
  2. uncheck the little box when you right-click on your graph that says "context sensitive" before you search
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If you are working in an actor blueprint graph, then it might appear when you right click. But you haven't told me what graph you are in. I am assuming the actor's graph that you're wanting to rotate.

It's important information to know, because "Self" will mean different things.

quaint ravine
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I'm on my character graph

finite hearth
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I don't know what a character graph is.

gusty crater
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How can i check what player controller clicked on an actor?

finite hearth
# quaint ravine I'm on my character graph

It would help if you go into game mode and send a screenshot of the default classes. I think you're maybe using the starter content and using ThirdPersonCharacter or something?

quaint ravine
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This is the game mode, right?

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I made the character from scratch since I am interested in learning how to do it

finite hearth
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That is a game mode, but I don't see anything called "character" here. You said you are in your character graph and I (and also this game mode) have no idea what a character graph is.

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Maybe you did not set your game to use this game mode? You can confirm from Project Settings > Maps and Modes

quaint ravine
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name my character "personaje" because I speak Spanish but it is the character I manage

finite hearth
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How does your game know to use this new character?

quaint ravine
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In the game mode select that this is the character that I will control in the video game

finite hearth
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Oh i see, you have it set to default pawn class

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I didn't catch that. So you're probably in the correct graph and you can probably use Self

quaint ravine
finite hearth
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So let's go back to your graph. I feel like you are very close, just need that actor location node

quaint ravine
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get or set actor location?

finite hearth
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Get if you want the game to give you the location
Set if you want to tell the game the location

quaint ravine
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so I choose set right?

finite hearth
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No. You don't know that actor's location. You want the game to tell you, so that you can draw a line to the clickedlocation, and the rotate the actor to that invisible line.

quaint ravine
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then get?

finite hearth
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Correct

quaint ravine
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Is it well connected?

finite hearth
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You are so very close

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But blue nodes need a connection to the white line, otherwise they might as well not exist.

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And you can run the white line through other nodes. If you put set actor rotation between set and print; then your game will set the rotation and then print.

If you put the set actor location after print; then the game will print and then set the rotation

This will all happen so fast you won't even see a difference in game, but the order of nodes is very important.

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for a node like print it does not matter so much in this context. But if you put set actor rotation before set ClickedLocation, then your code would fail

quaint ravine
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ah

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my character rotates on the pitch axis lmao

finite hearth
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you can delete your purple line on set actor rotation

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then right-click on new rotation, then split

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you can do the same for the yellow vector pins

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Then attach them as needed so you get the rotation. You can also use 0s in the set actor rotation if you want it to keep its existing rotation for that axis

quaint ravine
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like that?

finite hearth
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Something like that, but I get my axis confused all the time, but play with it and see how it influences your character. Then keep trying things until you get the results that you want.

quaint ravine
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okay

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it does not work

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only works on the X and Y axis

finite hearth
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You might need to split your yellow pins also

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If a pin set is on the left side of the node, it means data coming IN; if a pin set is on the right side of the node then it means data going OUT

quaint ravine
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uhm it doesn't work either

finite hearth
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I'm just about to head out but I can make a quick starter project and try it myself. Did you start with ThirdPerson or TopDown?

quaint ravine
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there is

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there is the content browser just in case

finite hearth
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This is mine and it works for me, but I'm using topdown starter

quaint ravine
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Why didn't you use variables?

finite hearth
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They are not necessary for something this simple. I wanted to try and teach you variables at the same time but I think I just made it more complicated for you.

quaint ravine
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oh, haha don't worry

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uh for some reason it doesn't work for me even though I copied your code

gusty crater
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How do i cast to my bp_mainhud from player controller?

quaint ravine
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But don't worry, I'll see how I fix it later, it must be some problem when I created the character then it will be a simple copy paste

gusty crater
finite hearth
gusty crater
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or do i need to reference to my player where i created the widget?

finite hearth
# gusty crater

Whatever object you are in for the screenshot, you somehow need a link to WB_MainHud. Follow the chain back until you have something that talks to WB_MainHud

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I gotta head, good luck both!

gusty crater
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Thankyou

quaint ravine
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I fixed it

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And what do I do now if I want it to follow the mouse when I hold it?

finite hearth
# quaint ravine I fixed it

Congrats! And you should post what you did here to help somebody out if they have the same issue and search this channel. Holding is a bit more complicated, you'll want to research states and looping events. There are many ways to do it, but I'd use set timer by event > and creating a looping event every .2 seconds that sets the new location of ClickedLocation.

I don't have time to help right now, but somebody else here might - or you can tinker with it and try out different things. GL.

quaint ravine
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Thank you very much friend, I spent literally 8 hours researching and trying to get this simple code to work and I couldn't have done it without your help. Good luck!

faint pasture
gusty crater
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managed to sort it, just used a ref from player that creates it

manic vessel
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quick one as Im feeling dumb today, I am currently using Child actor components, and wanted to try and make the same actor a scene component that I can Add to an actor instead. But after creating a scene component version of the same actor I add as a child component I am unable to add them to my actors . I cant find a way to add them to my actors , What Have I forgotten?

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Is this My only Option , to add them as actors like this ?

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Or Is there any way I could add or change them in the component list

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I would also like to keep the ability to turn on and off parts of the component and have them visible in the BP just like I can do with child actors via there settings

dreamy yacht
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Hey to all of you. I am working on combat racer game, similar to Death Rally, but with homing missles. I have a logic, where engine scans for nearest actor of class with tag ( In this case AIVehicle +tag ) , loops and returns a target for My Homing missle

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Problem is: it scans for all AIVehicle objects, doesn't matter if they are in front of player's car or behind it

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Sometimes I get a problematic situation: when I deloy a missle and some car is close, behind players car - a deployed missle flies towards this car behind instead of targets in front

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I need to correct the code somehow, so it returns false if the target is behind my car

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I believe I should compare horizontal distance between the two cars somehow, check their forward vectors etc

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but unfortunately they share the same forward vector when driving towards a finish line

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I don't really know how to approach it

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Any ideas ?

safe geyser
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is there a way to have something like a timeline play inside a behaviour tree task in blueprint ?

lunar sleet
safe geyser
# lunar sleet Not directly in it by you can call dispatchers or play montages

i tried doing it with an interface message to my npc blueprint(i'm trying to rotate the npc based on each individual patrol point) ... the problem i have is that i can't seem to cancel that when the actual task gets cancelled (say when he sees the player an begins chasing them). he still plays out the rotation timeline in the npc blueprint which makes him run backwards or sideways depending on the rotation. tried sending an abort message via interface again to stop the timeline and still didn't work :x

lunar sleet
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I think you can just set the new time to the end no?

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Or stop it altogether

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Which part didn’t work exactly

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Hold on, I keep reading it lol

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So you’re doing all this to rotate your actor?

safe geyser
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no clue how else to do it, still a complete noob

lunar sleet
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No but I mean there’s a Rotate to face BB key task you know?

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It’s built in the BTs

safe geyser
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kinda tried that but my rotation comes from the actual individual spline point rotation and as far as i can tell he tries to rotate to literally where he is standing. so he doesn't rotate at all at that point

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otherwise i would've just used that yes

lunar sleet
safe geyser
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for a patrol path

lunar sleet
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Don’t do it that way

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Go watch the 4th pinned video in #gameplay-ai in its entirety

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EQS is the way to go here. Or at the very least just use fixed vectors as bb keys

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Let the AI do the patrolling itself

safe geyser
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maybe i'm dumb but , i'm using vecotrs as bb keys with the spline ? i mean i simply get the vector from the next point and tell the ai to go there? or am i misunderstanding ?

lunar sleet
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Tell it to rotate to face that vector and move to it, that should be all there is

safe geyser
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oh no sry, i mean i want him to rotate WHILE he's already on said point. i.e go to point --> wait on point and rotate to somewhere --> go to next point when wait time is over

lunar sleet
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Have you tried this or are you just theorizing about what it might do ?

safe geyser
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tried it with the rotate to bb key , he just doesn't rotate at all then

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just stands there

lunar sleet
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You need to debug to find out why. Start by using the AI debugger (‘)

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See if your bb key is properly set

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You can also watch the tree live at runtime and pause and step through it to see if it reaches that point

gusty crater
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This might sound confusing. I am doing a multiple select of buildings, and i have an info page and im trying to make it show x1234 (number of buildings) when multiple of the same are selected. They will all be childs of my master building. How can i check them all and display the # of the ones that have the most amount matching? i can add the class to an array but then i dont know how to check how many of each class are in there

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So if theres 2 of blue building, and 4 of red building, i want it to find that theres more red than blue buildings and display those

safe geyser
lunar sleet
gusty crater
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Yeah im now trying to add it to a map xD

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but from the array loop as i have too much using that already

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Does that look right?

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Havent really used maps much

faint pasture
mental trellis
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It's super inconvenient that bp basically does inputs backwards compared to cpp

faint pasture
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i mean it's just pseudocode to get the idea across

mental trellis
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Yeah. I'm just musing aloud 🙂

faint pasture
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I really wish BP had the vertical/horizontal split like code, kinda annoying that everything is left to right

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Execution top to bottom would be nice I think

mental trellis
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The named reroute nodes from materials are super fab for that.

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Does BP have them?

dark drum
faint pasture
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idk, materials are a bit different I suppose as it's all one giant statement

mental trellis
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It doesn't. That's sad.

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Or I can't find them.

faint pasture
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They're pretty much goto so I suppose it'd be weird

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I think if you need reroutes for your BP then you're doing it wrong

mental trellis
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Yeah maybe.

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Well, no.

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Reroute nodes are good for tidying up lines.

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Not for creating gigantic ones that stretch across the graph

gusty crater
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can i get a key from a map from the value?

mental trellis
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I believe you'd have to search the pairs in the map and check each one.

faint pasture
mental trellis
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Maybe even, in BP, map.getkeys -> foreach key -> check associated value

gusty crater
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Give me a sec ill get some screenshots.

mental trellis
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I reaaaaaaaaally hate stacking.

faint pasture
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I only do it when someting is done

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when it's being worked on it's more spread like the bottom row

mental trellis
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Hate intensifies

gusty crater
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Okay so, when i drag my mouse i can select multiple buildings in my game. I have a little info page that pops up and gives info on the building. I have it atm so if theres 3 buildings it will do "x3" next to the info name.

Now i want it to check all the buildings and say if theres 2 red buildings, and 5 blue buildings, i want it to show me the 5 blue buildings. So find whatever building has the most amount in the selection

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Please dont bend me over for my spaghet xD still fresh

faint pasture
faint pasture
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Or something to that effect. Vertical execution with horizontal statements or vice versa

mental trellis
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With a couple of reroute nodes you can do that.

faint pasture
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just like code

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well yeah but thats extra shit and ugly

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I mean they shoulda just had execution waterfall down the screen

gusty crater
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I like to close the BP and not look at it once im done 😂

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until i need to find something, then not so good

faint pasture
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instead execution and statements go the same way so you end up having to stack if you want your statements to not be screens apart

gusty crater
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Is the way that im trying to do it going to work? or can anyone suggest a better option please

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The map is filling up correctly, but yeah not sure how to find the key from the highest value in that

lunar sleet
faint pasture
mental trellis
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They're probably super bad for BPs tbh

faint pasture
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Honestly this isn't too bad, this is like 20 lines of code on a screen, pretty readable

lunar sleet
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Tbh they prly made BPs this way because they’re easier to read for people less versed in programming

faint pasture
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execution pins not being at the same height inside nodes drives me nuts tho

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why the hell woudl they do that

lunar sleet
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Worst is trying to align 2 nodes that are connected by 2 wires lol

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You have to disconnect one of the wires to get the proper alignment

mental trellis
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Offset them so much that it looks intentional.

faint pasture
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but it doesn't even follow a pattern

lunar sleet
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It’s the haphazard pattern, designed by Tim 😀

gusty crater
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Woo got it all working 😄

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If you tilt your head sideways, its vertical 😂

faint pasture
dreamy yacht
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Can somebody help me with the case I've posted above ??? . I am working on combat racer game, similar to Death Rally, but with homing missles. I have a logic, where engine scans for nearest actor of class with tag ( In this case AIVehicle +tag ) , loops and returns a target for My Homing missle
Problem is: it scans for all AIVehicle objects, doesn't matter if they are in front of player's car or behind it
Sometimes I get a problematic situation: when I deloy a missle and some car is close, behind players car - a deployed missle flies towards this car behind instead of targets in front

dreamy yacht
faint pasture
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dot product

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read up on it, you will 100% need it all over the place in games programming

dreamy yacht
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DirectionToTarget = (Target.Position - YourCar.Position).Normalize
DotProduct(YourCar.Forward, DirectionToTarget)

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Thanks

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I'll try

gusty crater
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Okay i want to simplify things xD

So in that array of selection of buildings. How can i check how many of each same class type there are and then find the one with the most amount? Surely there is a neater / easier way

glossy canopy
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Hi, is there any way to automatically paint with x layer a part of the Landscape when spawning an actor? That just below that actor is painted with a layer instead of the current one.

dark drum
native canopy
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can i use the arrow for mvoe left right in blueprint

foggy escarp
native canopy
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can i use that

foggy escarp
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I'm not sure what I'm looking at. Its really zoomed in.

native canopy
foggy escarp
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You want to move a widget with the arrow keys?

native canopy
foggy escarp
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yeah, you can do that. What is it for?

native canopy
foggy escarp
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Widgets can capture key inputs

native canopy
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like if u click button the position change to left

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for example

foggy escarp
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If you are using input mode ui only, override the input keys in the widget. This sometimes is an issue with Game and Ui mode.

native canopy
gusty crater
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Can you check if a mouse clicks UI or Game? if game mode is set to ui and game

gusty crater
native canopy
foggy escarp
gusty crater
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if i click the floor in my game it cancels selection. i dont want it to cancel if i click on UI but it goes through and thinks i hit the floor

foggy escarp
native canopy
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how to get index value from array

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like this

tawdry ivy
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Hello everyone, how do we convert a struct to json? I have a struct which I have to pass in the parameter of an API call in the form of json.

young meteor
native canopy
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like get integer value

young meteor
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Your second screenshot just compares two integers and returns true or false.
Still not sure what you are after.

native canopy
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like this

native canopy
edgy ingot
young meteor
native canopy
edgy ingot
young meteor
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Into your "Equal" node you posted in previous screenshot

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and result of that into branch

native canopy
young meteor
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Not sure what you mean

native canopy
young meteor
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Depends what you want to do with your code.

But if you want the Boolean to be True when you input your BP Ammo in the "Find" node then yes.

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Oh wait sorry

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Your screenshot was BP_Battery

native canopy
young meteor
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I can't know what index your BP Ammo has based on your screenshot, so I can't tell you the exact setup.

If you simply use the "Find" node and always has the same "BP Ammo" input in the Key, you will always get the same index output (assuming you don't change the array).

native canopy
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this function for remove item from inventory

young meteor
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I'm sorry, but I really don't know what you intend to do.

native canopy
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hard to explain with word

young meteor
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Well what you showed could work for that I guess. Though I can't know without knowing more of your setup and intention. Have you tested it?

silk estuary
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This is a bit hard to explain, but seemingly randomly I am not able to place a "called event" node on the event graph directly, and instead need to use Assign To , which is annoying as I need to connect it in BeginPlay now. Has anyone experienced this?

native canopy
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i want to make drop item same with the icon

young meteor
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but you can have more than two different items right?

native canopy
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but when i drop it the object is same

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that why i want get index value

young meteor
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But you don't want it to be the same right?

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Or is that what you want?

native canopy
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yes

young meteor
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which?

native canopy
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drop the object same with the icon

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if i click throw on ammo drop the BP_Ammo, same with tha battery

young meteor
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I would not do it with a static input in the "Find" node then. I would make it a variable you send in from your widget.
Then you use that variable (class in your case) to know which thing to spawn in the real world. And you find it's index and remove it from your array as well.

native canopy
sonic crest
young meteor
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When you click an icon in your widget (hotbar in your case), set a local variable in the widget. When you click drop/remove in the widget, send that variable to the Blueprint where you handle this array code.
Feed your existing function with that class to spawn the right thing in the world. And use the "Find" node to get its index in the array and remove it.
(this approach assumes you only have a max of 1 of each item by the way)

sonic crest
# native canopy widget

And how are you getting the current item??

In your branch, you're checking the index of that class but you're not correctly checking the current selected item

native canopy
sonic crest
#

How are you storing your items?

native canopy
sonic crest
young meteor
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I'm having a problem where I feel like I have way more Primitives (polygons/triangles) in my scene. Is one of the following approaches a way to combat it?

  1. They use Nanite. Can I reduce detail / group triangles more aggresively with some sort of Nanite setting?

  2. Can I create my landscape with the Landscape tool in much lower resolution, then convert it to a Mesh, and enable Nanite for that mesh? (effectively to get a landscape built of way fewer Primitives/Triangles/Polygons)?

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Or do you have an entirely different method of getting fewer Triangles?

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Currently built of around 2000 meshes from Quixel bridge in very high detail.

native canopy
sonic crest
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When you click on the item in the widget, try getting that class of that item, set it to a variable and then compare

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With your Find node

thin roost
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Yes sir

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But in circular path

native canopy
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@young meteor i fix this problem with make different function

native canopy
native canopy
unkempt warren
gusty crater
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Any idea why if i start my game with some npc's in the map, i can make them move (blackboard value for location) but if i spawn one in and select it, i get the following error

"Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Node: Set Value as Vector Graph: EventGraph Function: Execute Ubergraph BP Unit Base Blueprint: BP_Unit_Base"

And i cant move that one

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even if i just use this, i get the same result. Only difference between the npc's is ones start off on the map, i can move them fine, the others im spawning in and then i cant move them. Im running in standalone atm too

dark drum
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is there a way to override a timeline curve in a child BP?

remote meteor
dark drum
heady burrow
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most likely answer is no but, is it possible to navigate to a comment box?

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like using ctrl+shift+F

dark drum
heady burrow
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for some reason I didnt find it when I tested

tropic peak
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How to "connect" a variable to actor component eg. color to pointLight?

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I mean I want to be able to read and set the color of the light in my actor so I need to control it via a variable, you know what I mean.

fast finch
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Hey hello! I am trying to making a space game. I have trouble turning the camera upside down.

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I want my ship to be able to fly in all directions with all rotations

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when i try to flip the camera it gets stuck

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it seems like there is something prevent a default camera from flipping

distant hollow
fast finch
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its clamped to never go inverted

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you can only look down at the floor

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or up at the sky

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you cant get over that limit

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over rotation

distant hollow
fast finch
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its the default unreal rotation code

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if you open a third person template

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and move the mouse up up up to the sky

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it eventually stops

supple dome
fast finch
distant hollow
steady night
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how would i check if other actor is player controller or is controlled by CPU ?

broken wadi
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or maybe you need to get the owner first? I’m just on my phone here not with UE open

steady night
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yeah that workedÄ

broken wadi
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Which was it?

wild pebble
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can't manage to get the Cursor to show, while also receiving input for the mouse movement axis values (without having to hold LMB).

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...

remote meteor
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Game and UI usually

wild pebble
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that only works while holding LMB unfortunately

lofty rapids
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so the camera only moves when you hold LMB ?

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or your just not getting any position of the cursor ? or movement ?

swift halo
#

Hi guys, simple question for you!)
Do you separate meanings "blueprint" and "asset"?

viral torrent
swift halo
remote meteor
#

blueprints are an asset

#

blueprints usually consists of logic and "code"

#

an UAnimationSequence would be just called an animation asset

swift halo
remote meteor
#

usually wont, we would use blueprint straight away

#

the "Player Character blueprint"
BP_PlayerCharacter

for example

swift halo
lyric rapids
#

How do you contrain movement on z axis

bronze plank
#

Does it pass only map references into looping actors or does it bloat memory with target actor reference?

hoary junco
#

is there a way you can make a light be visible to a camera from really far away? I'm trying to make an isometric game but the issue is orthographic camera is broken when it comes to using ambient lighting so I'm using a perspective camera with a narrow FOV placed really far away, which gives rise to another issue... the spotlight I'm using to represent the vision radius of an enemy no longer renders because the camera is too far away, how do I fix this?

runic terrace
wild pebble
runic terrace
#

I think you can manually keep track of the mouse position and calculate the delta from that

lofty rapids
#

because you can set it to capture on mouse down, might be something worth looking at

#

i searched capture

#

in the project settings

wild pebble
#

I tried almost all of those, also with the nodes in different orders and setups :/

runic terrace
#

Interacting with UI will take away input from the Game so the easiest way to get both is to probably keeping track of the mouse position and relaying the delta to the Game

wild pebble
#

Thanks, I'll have to try that I guess, I'm pretty sure this was possible in UE4 though

runic terrace
#

It may have to do with the way Enhanced Input works, I remember it working in UE4 too

supple dome
teal jasper
#

hello, i'm having a weird problem, in my fps game in 4.27 when i look down and make the mouse go either to Y = 0 or Y = Screen Res Y i stop being able to use RMB and LMB, like it loses focus. I believe this only happens in borderless window and not fullscreen. Any idea what could cause this and how to fix it?

lofty rapids
#

i mean it makes sense, if you go out of the window you can't click on it

dim agate
#

Anyone have an idea why hammering the input key for this causes the stamina bar to not regen/increase even when the player is stationary? The purpose of this blueprint is to create a sprint with stamina drain and visible stamina bar, it all works but there's this one small bug.

vernal willow
#

I am trying to load the contents of a struct into an array but I am unsure if I am doing that correctly or if there is a better overall way to handle this.

Help would be greatly appreciated

sand slate
#

Hello, small and probably easy question: How can i get all vector locations from the actor array, as an array. (So I have an array of actors, and I want to have all there locations as an array)

lofty rapids
lunar sleet
#

As for your actual question, debug using breakpoints or watch values to see why it’s not acting as you expect it

vernal willow
#

because I would assume the data should be stored in a struct but reading structs is what I dont know how to do

vernal willow
# lofty rapids

well crap I was wrong, that doesnt answer mine as well lol

sand slate
lime basin
#

i feel like im missing something here after last montage finishes i cant play attacks anymore

lofty rapids
#

because on 2 you would be at three so if you don't reset you won't be able to do anything

#

the switch would be on 3 ?

lime basin
deep mango
#

Hey, so, I'm trying to make a blueprint that gets every single actor with collision in the game so that I can hopefully use these collisions to find the edges of each collider so that I can break it down into polygons and use it to create a list of points on the edges of every single object with a collision surface facing upwards in the level. For instance, if I had a 4x4 unit cube pictured below, and wanted to make a point every unit it would generate more or less a set of 4 points along the top of each side of the cube. First off, does what I'm doing make any sense? I feel I need a bit of a sanity check. Second off, how would you recommend finding every single collider for this if it is a sensible plan? (Also, apologies for my dogshit MS-paint drawing)

vernal willow
deep mango
lime basin
#

im not great with bp 😄

lofty rapids
#

you want to set the variable to 0

lime basin
#

ohhh

#

thank you

#

yep that works i can improve more logic from here thank you men

#

such a simple thing I failed to see

glossy canopy
#

Does anyone know why in the preview in the content browser the colors look good, but when I enter the SM it looks black?

vernal willow
glossy canopy
#

Is an instance

vernal willow
#

because that instance isnt showing what you are expecting I believe

glossy canopy
#

It uses gray textures in the master material and in the instance it colors it, but it doesn't work. It is a package from the market

vernal willow
#

I would troubleshoot the nodes that you can configure in the instance to see which one is the fault.

lunar sleet
vernal willow
deep mango
lunar sleet
deep mango
compact vapor
#

I have two loops that run on player input (so the loops could happen at tecnicly any momnet)

One loop is not allowed to run unitl the first is done.
if the loop is attempted, it needs to wait for the first loop to end and then It can continue (wait time should only be a few frames)

any advice on how to aprach this?

lunar sleet
deep mango
#

This does not work for what I’m aiming for

#

I’ve already considered this option, and I’m aware of the whole sphere-trace method of ledge-finding

lofty rapids
#

if it's a square not so difficult, but shapes that would be a hassle

tidal creek
#

I’m trying to get a moving block to push an enemy without affecting its y coordinate since I’m making a side scroller.

#

I’ve tried using the physics constraint component but that didn’t work. I’ve tried setting its y coordinate to 0 via Tick, which worked but it causes the block to slide through.

deep mango
# lofty rapids if it's a square not so difficult, but shapes that would be a hassle

Which is why I'd need to get collision tiles. To my understanding of collisions, they're all broken down into polygons just like anything else. This is also, to my understanding, how the NavMesh generates. By rasterizing the tiles of every collision on the map, determining whether or not they're too steep by using the tiles normal, and generating a mesh based on their rasterization of the culled set of tiles.

#

I think. I've been reading and rereading the code for the RecastNavmeshGenerator for a bit but I still don't really understand it.

earnest vigil
#

Anyone have any idea how I would go about setting up a way to save files as a new name every time I called a function to save something? Like when taking screenshots it saves to a new file instead of overwriting a previous one

lofty rapids
#

maybe an increment, and save it so it is persistent

#

like image01

#

image 02, etc...

crystal crown
#

For some reason i can bring up my pause menu but i can't click anything. What might be the problem

tidal creek
#

I’m also struggling with importing shapes from blender. Everytime I import, Unreal automatically nests a blocky collision shape, which I do not want. I even toggled the “one convex hull per ucx” on and off and still didn’t work

deep mango
# lunar sleet Don’t try to find every single point at once, just trace in front of the player ...

Also, to go into more detail for why this doesn't work (sorry for the short reply I was on my phone earlier and my sausage fingers do not agree with tiny screens), the idea is that the player should be able to procedurally move to any climbing point within radius rather than one they're directly looking at. The main goal of this is to kinda replicate the feeling of a rock-climbing wall, where you're able to reach around and grab nearby ledges to pull yourself higher and higher up while still kind of dangling off of the side. If I make the player look at and manually grab every single ledge, it's going to feel very clunky and slow.

lunar sleet
tidal creek
#

And renaming such shapes with UCX_shapename causes the process to fail

#

The importing process to fail

deep mango
lunar sleet
#

Ah, I understand

deep mango
#

I think I'm gonna take this question over to CPP, since it might be too complicated for blueprints

woven shore
#

what happened if we use switch on enum with more thatn 50 enums?

tidal creek
#

Is anyone here?

runic terrace
stiff swift
#

Then make a flip flop optionally and remove from parent (don't have my project open but should work)

runic terrace
runic terrace
limber parcel
#

except if its single player game

#

then the flip flop is fine

woven shore
runic terrace
limber parcel
#

but in general, yes

limber parcel
teal jasper
#

@lofty rapids its borderless window so it's filling the entire screen, so it shouldnt do that

crystal crown
#

nvm i think i found the issue

stiff swift
#

Let me know if you get it, haven't set ui from the controller before brain's lagging

coral comet
#

hey! hope u can help me. i just want to attach the puzzle pieces together. the problem is, that if one puzzle piece is already attached to another the already attached piece never ever is going to be attached by another piece. thanks in advance!! 🙂

runic terrace
#

That could either be a seperate actor or the first piece to get attached to another

coral comet
runic terrace
#

Or alternatively you could attach the new piece to the other piece instead of vice-versa

earnest vigil
#

Anyone have any idea if there is a way to have a while loop run while a bool is false instead of true?

runic terrace
#

Previous method should still work though, it could attach to the first piece but keep it's position

runic terrace
earnest vigil
coral comet
runic terrace
#

If all pieces are identical this would make which piece attaches to which random

#

Both pieces will trigger the overlap and only one wins

coral comet
runic terrace
#

Best way to me seems like assigning the first piece to be connected as the "root" piece. Then attach each new piece to that one, but keep it's currect position.
This will also allow you to work on the puzzles on two different sides simultaniously, then connect them together.

#

When there is two half-finished parts of the puzzle, to connect them just reattach everything on one side to the other's root

stiff swift
#

He's so close he's got this spynora with the saves

runic terrace
#

Now thinking about it it's way more complicated than that lol, what if two half-finished parts of the puzzle don't match exactly? You need to account for that before attaching

coral comet
runic terrace
#

You'd need to loop through each piece connected to the root piece and check if they're all overlapping other compatible pieces

stiff swift
#

Isn't that the cycle lol have a fun idea that seems simple enough find out it's complex

runic terrace
#

Unless the puzzle is too big it would work, otherwise the performance hit would be pretty big I imagine

runic terrace
#

Then it's fine

#

Another problem thay may arise is detecting when you detach a whole half-finished section by removing a piece. You'd need to detach all of them and attach to a new root piece. So you don't get floating pieces

faint pasture
#

yeah you'll need to do some logic here to enable detaching singular pieces from the whole

#

probably some graph stuff to detect islands and separate them

runic terrace
#

Yep

faint pasture
#

I'd have an adjacency or edge list and search it every time you attach or detach a piece to determine how many separate pieces you should have

#

I do the exact same thing for my 1D physics engine

#

The main problem is the pieces are connected to MULTIPLE pieces logically, but you can't parent a mesh to multiple meshes. So you need to do the connectivity logic yourself

runic terrace
#

Just loop through the root piece's attachments

stiff swift
#

It's quite interesting no lies, just the sheer ways this can be expanded

runic terrace
#

You can save every attached piece to an array, then each time a piece is removed, loop through it to see how many pieces got detached. If more than one, you have one or more islands detached.

#

Or you can detect pieces that hold together islands beforehand so you don't have to loop through every piece each time

faint pasture
#

Connection made / broken
for each piece, search down its connections to gather ALL pieces connected to it (breadth or depth first search)
Once you have all pieces in groups by connection, for each group, attach everything to the 1st piece in the group
done

runic terrace
#

^ +1

coral comet
runic terrace
#

Who could've guessed a simple puzzle game would become a mess to implement

#

Welcome to game dev

faint pasture
#

not too bad but decently hard

#

That would be 6 groups

coral comet
faint pasture
#

You could just do it where you add 1 piece at a time and can never remove a piece for now, that'd be easy. Basically the connected pieces can never be broken apart

#

then you wouldn't need the searching, just connect single piece to connected pieces

runic terrace
#

And if you misplace a piece, break every connection and start over

#

lol

faint pasture
#

just don't allow misplacing

runic terrace
#

Then it's not a puzzle though is it

chilly dirge
#

in the animation blueprint if I want to blend by enum I should go for the int one right?

#

like, there is no node suitable for plugging enums?

runic terrace
#

There is

#

Blend Poses (Your Enum Name)

chilly dirge
#

oh

runic terrace
#

Right click on node to add the pins you want

chilly dirge
#

thank you so much

chilly dirge
coral comet
#

thank u all. i'm gonna check this out, but i've thought it would be easier 😄 therefore i've made for every single pieace a blueprint with its own unique trigger and sockets for every possible attachement. well, yeah that's game dev ahha 😄

#

here u can see u the trigger.

earnest vigil
#

I am saving a render at runtime and need my code to not continue until the file has been saved and the render has completed. I am trying out a while loop that checks if the file currently exists and if not do nothing then if it does exist continue. The code seems to trigger an infinite loop warning though. I'm not sure if it is actually infinite or if the while loop is preventing the render from happening

#

This happens at the end of the trigger to start the render

#

when i say render I basically mean taking a screenshot using the movie render queue

runic terrace
#

On loop body try adding "Delay until next tick"

#

Not sure if it would work but worth a try

faint pasture
earnest vigil
#

As its to do with delays?

runic terrace
#

oh, if it's a function yes you can't

coral comet
earnest vigil
#

I can try moving it to a macro instead i guess

runic terrace
#

Nevermind though it looks like it doesn't work anyway

earnest vigil
#

oh sad

#

any other ideas?

faint pasture
runic terrace
#

I don't think it can be done inside the function, as functions can't take more than a frame to execute. And the file may appear after seferal frames

faint pasture
#

You don't have a callback for the render being done?

runic terrace
#

You'd need to move the checking loop outsite the function

earnest vigil
runic terrace
#

While loop also works in a single frame, so it again won't do the trick

faint pasture
runic terrace
#

Here, try this @earnest vigil

#

The timer can be started by an event

#

You can call it from the function

faint pasture
#

You're holding piece 0,1 and bring it up to touch piece 0,0
They can connect if they are both oriented the same within some margin of error and piece 0,0 is left of piece 0,1

#

You can easily make a CanConnect function to check all that stuff and let you know if they can connect or not, no need to have 25 classes casting for all the checks, that's insanity.

faint pasture
#

@coral comet

bool CanConnect(HeldPiece, OtherPiece)
intVector2 Offset = HeldPiece.ID - OtherPiece.ID

//Check if oriented right
bool bOrientedCloseEnough = Delta(HeldPiece.Rotation, OtherPiece.Rotation).Size < SomeTolerance

//Check if positioned right
bool bSidesMatch = (InverseTransformLocation(HeldPiece.Transform, OtherPiece.WorldLocation) - Offset * OffsetDistance).Length < SomeTolerance

return bOrientedCloseEnough && bSidesMatch

if Piece.ID is a 2d int vector saying where the piece is in the solved puzzle, yours would go from 1,1 to 5,5 or 0,0 to 4,4

lunar ledge
#

so I dont knwo which channel to go to whether its gas, umg or blueprint so im just gonna assume its this one since its the only one that is actually currently active. the code is complete but I am just sruggling on the blueprint front to actually get my progressbar to update and any and all help will be greatly appreciated, reply if you need more info

quartz tapir
#

I have multiple actors traveling along a spline and I'm trying to determine which actor is the furthest along the spline at any given time. I implemented this on the actor BP that is traveling along the spline but I wanted to know if there was a better way to do this?

runic terrace
faint pasture
lunar ledge
#

1 sec

lunar ledge
runic terrace
quartz tapir
#

Thats the movement function,

earnest vigil
runic terrace
faint pasture
#

Just save that location there and then you just have it all the time

quartz tapir
#

Which I guess, yes, the return value of the lerp has the distance traveled right?

#

haha

runic terrace
earnest vigil
lunar ledge
#

I dont know why

#

in my GE_characterDefaults healt and max healt are both at 100

#

i feel like im missing something obvious

runic terrace
#

Does the wait for attribute change function return the correct New Value?

faint pasture
#

while is for algorithms that are meant to go all in one shot in one frame

#

you'd use a while for a search or something

lunar ledge
faint pasture
lunar ledge
#

thank you btw

runic terrace
earnest vigil
#

Gotcha

#

Lemme give it a go

runic terrace
#

@earnest vigil

lunar ledge
#

and seriously thank you, I have been trying to get help from this server all week and you are the first person to give me anything more than a one sentence answer equating to read the tranek docs which arent even the issue here

runic terrace
#

Either way it does the same thing though

earnest vigil
earnest vigil
#

@runic terrace @faint pasture Thank you so much! Its working now

steady night
#

hey how would u at start choose wich player you wanna set as default pawn ??

i have a Parent class and 2 characters witch you choose from

#

how would i configure that ?

runic terrace
#

Override the "Handle Starting New Player" in the gamemode. Make the player choose through UI and spawn the character. Then make the Player Controller posses that character

faint pasture
#

various ways to do it tbh

tropic peak
#

ok so I'm back with my "dice problem" from a few days ago. I have 6 meshes in my class - each represents a dice's face, I would like to get their transform info (location x) into an array and I can't figure out the nodes I should be using here.

hollow cove
#

every time i open unreal i get this error. i have to refresh the node, then attach it to the exact same named exposed variable and save, then it does it again.

tropic peak
#

I made an array variable for DiceFaces and I want to populate it with the above

#

but I can't simply connect child component meshes into an array for obvious reasons

runic terrace
runic terrace
hollow cove
tropic peak
#

well the idea is to update their location and see which one is the highest to determine the dice roll result

#

I know this is probably not the optimal way of doing things but I'm learning and I want to know how to deal with that problem

#

eventually I want the one with highest X to change its color

runic terrace
tropic peak
#

so I need to update it, compare the values, change the color of the sphere with highest X

spark steppe
#

z is up vector, so you want the highest Z

tropic peak
#

or Z

steady night
#

@faint pastureso i did that but its not possessing :/

spark steppe
#

actually you can even add sockets to the static mesh, and just get the socket location, that way you have a cleaner setup

steady night
#

or it just start blank

hollow cove
#

deleting the variable and making an identical one with slightly different name fixed it doge_kek

tropic peak
#

this serves no other purpose than figuring out how to do this via arrays really, it's just a task i set for myself and it's not a part of a bigger project

lunar ledge
#

what does this error mean I cannot find anything for it online?

faint pasture
spark steppe
#

you target is invalid and not pointing to anything

runic terrace
hollow cove
runic terrace
#

You can also just call "Max" node for arrays of integers

steady night
#

@faint pasture

tropic peak
#

@hollow cove @runic terrace so sort of like this?

steady night
#

it spawns and the camera gets assigned, but i cant controll it or the UI stuff from the player controller dosent spawn

hollow cove
#

then you'd have to get the location from the item pin from the for loop

runic terrace
#

If you need to access the component through a list via a value

hollow cove
tropic peak
#

I really just want to load the transform info into the array

hollow cove
#

oh in that case do what spynora said with a map

tropic peak
#

still I have a mesh and not a transform, how can I get the transform details from a mesh node

#

baby woke up sorry, brb

hollow cove
#

if you have the floating spheres just use get location

runic terrace
#

mesh -> get world transform

hollow cove
#

then right click on the resulting pin and break it to get the z

runic terrace
#

then you can right click and split the transform if you need to

#

if you need just the location do get world location

#

transform includes rotation and scale

earnest vigil
#

Got a new issue. When using the render event from before that waits until it is done to move on I want to be able to call that in a for each loop using an array of cameras. I need to be able to render, wait till that render is finished, swap to the next cam and repeat. The issue is that delay stuff doesnt seem to work in a for each loop

spark steppe
#

implement your own queue

earnest vigil
#

For context this isnt for a game or anything that needs to be user friendly so the framerate could be super low

runic terrace
#

Why not

#

Render the camera with index 0, when done remove the index 0. Then render the new index 0

#

Or hold an integer and increment it each time a render is finished. Either works

earnest vigil
#

I'm sorry I'm not quite grasping what you mean

runic terrace
#

Foreach loop works in a single frame and goes through all of the elements at once

#

In your case you don't want that

earnest vigil
#

Gotcha

runic terrace
#

If you want to render the cameras one by one through an array, you can implement a queue. Only render the index 0, when finished remove the index 0 from the array. The next element will become the index 0 automatically.

steady night
#

@faint pasture ideas :/ ?

earnest vigil
#

Thank you Ill checkout queues now

faint pasture
#

and make the functionality in the gamemode, just have something say "hey, this player uses this pawn class now"

tropic peak
runic terrace
tropic peak
spark steppe
#

do it when nothing is connected to it

tropic peak
#

Oh..

#

thanks

spark steppe
#

you can split even further, like the location output

#

as you are only interested in Z after all

tropic peak
#

cool. I got the Z values in a float array now, awesome. thanks

#

how is that node called?

earnest vigil
#

My unreal crashed and now the 2 blueprints that were open at that time cant save at all anymore. Any idea what is wrong?

tropic peak
#

I'm guessing only, but check your task manager, maybe it didn't crash completely and the instance is somehow running in the background thus preventing your new instance from saving?

earnest vigil
#

Heres thee message

#

I only see one UnrealEditor in the manager

#

Ill try restarting

faint pasture
tropic peak
#

thank you

earnest vigil
#

I just restarted so we will see

runic terrace
#

Didn't save?

steady night
#

@faint pasturehm like how :/

earnest vigil
#

that worked

steady night
#

@runic terrace u know this would work ?

earnest vigil
#

Thank you

runic terrace
#

It's not the only way

steady night
#

@runic terrace yeah ok but how would i make that work

runic terrace
#

Do you have a gamemode set or are you using a default one?

steady night
#

set

runic terrace
#

^ inside the gamemode

steady night
#

yeah

#

then :/ ?

crystal crown
#

How can i fix this?

runic terrace
#

^ in gamemode
v in widget

tropic peak
#

hey @runic terrace, the part I asked for works perfectly. thanks 🙂 I've found another problem though, but I'll try to google a bit.

runic terrace
#

Or leave the "in widget to focus" blank

steady night
#

@runic terrace so i did everything i think it works so far but i still cant controll the pawn being spawned :/&

runic terrace
#

Try Set Input Mode to Game

tropic peak
#

is there something like "print once" node?

steady night
#

i mean the widget on the player controller dosent even spawn :/?

runic terrace
tropic peak
#

cheers

runic terrace
steady night
#

@runic terracenah, i got a custom player controller tho do i need to asign that also ?

runic terrace
#

No, if it's set as default on the gamemode you don't need to reassign it

steady night
#

this is inside player controller *

tropic peak
#

Ok I actually ended up with a more difficult thing for my level right now and I think it's time to chill with the dice a little. getting the actual value (or rather, when to read it) is challenging

runic terrace
#

You're casting to a character class you just changed

steady night
#

yeah i need to do a custom event after i choose right

runic terrace
#

Nevermind the cast shouldn't fail, if it's a parent class

steady night
#

it did since its running before i choose

faint pasture
# steady night

Why are you getting player character 0 and not self.possessedpawn?

steady night
#

so that worked

runic terrace
steady night
#

its MP*

runic terrace
#

OH

steady night
#

but yeah nevermind

#

but now the UI spawns

#

but still no inputs

#

input mode did 0

#

@faint pasture self.possessedpawn?

runic terrace
#

Are you setting the input mode to Game Only?

#

Try, if it doesn't work there's something else wrong in the Character class

steady night
#

tried did nothing

faint pasture
earnest vigil
#

Looks like this works but I still don't want to have this delay before the remove index

steady night
#

@faint pasture yes

faint pasture
steady night
#

so i remade it it plays after i choose now,

#

so everything works on that end UI is created,

#

but still no inputs

faint pasture
#

stop getting things by index

faint pasture
tropic peak
#

question though. I have a boolean variable IsMoving (which is updated in event tick based on actor velocity), and in my BeginPlay the flow has the condition check for IsMoving. When begin play node launches and it reaches the IF IsMoving (and the actor is currently in motion) it will just take the current (IsMoving) status and end, rather than wait for any updates?

steady night
#

player controller

runic terrace
#

Can you show the Character Class's begin play?

faint pasture
# steady night player controller

Get Possessed Pawn if you want the possessed pawn at that current time, when do you call Start, after selecting a character and all that?

steady night
#

@runic terrace

earnest vigil
faint pasture
#

Everyone lol

steady night
#

xd

earnest vigil
#

What would you do instead?

steady night
#

@faint pasture i cant get possessed pawn in a controller :/?

#

@faint pasture

steady night
runic terrace
#

Wasn't there a loop there before that checked if it's done?

#

oh it's in the render event, instead of the delay you should have that loop

earnest vigil
#

So i need the loop twice?

earnest vigil
runic terrace
#

No, easiest way would be to create an event named "RenderComplete" and putting that in the place of the current delay.

#

it should trigger at the end of the Render loop

steady night
#

@runic terrace

#

fixed it

runic terrace
#

Nice find, it was all about the timing all along

steady night
#

yeah

#

ty for help !

runic terrace
#

This

#

Foreach loop represents your own loop

spark steppe
#

i would just call the other event

#

instead of this weird loop

#

but i can see that others might prefer the loop, so don't feel judged 😄

runic terrace
#

I'd use a timer instead tbh, looks cleaner

lilac storm
#

Hello guys ! why i just can't stop simulating physics when picking up object from ground and attaching it to hand socket, and then simulate physics back when its got dropped ? why i should use this PhysicConstraints and other stuff?

runic terrace
#

But works the same and this will do the least modifications to existing code

spark steppe
#

i wouldn't do the timer on the other hand 😄 (now you are judged! :p)

tropic peak
#

if I'd want to change the material of a mesh corresponding to the die roll face, is this how it could be done?

runic terrace
#

No, that would change it on all of the connected meshes. And probably wont work if the index is > 0

earnest vigil
tropic peak
runic terrace
#

Ignore the cube numbers they're misplaced lol, you get the point

tropic peak
#

yes and no 😄

#

I have a float array

lofty rapids
#

i would return the actor in the first place

#

find the highest and return it

#

maybe a function

tropic peak
#

I think I'm pushing it for no reason

#

got overexcited and wanted to do more than I can

runic terrace
#

pushing it is a good thing when learning

tropic peak
#

yes when you have some basic understanding, I'm very, very lost

#

understanding the flow of blueprints is quite difficult

#

like some basic things, like adding +1 to a result before printing it out, or adding things like** ("Result: " + string)**

#

rather than printing just the result

#

I'm rambling though, it's late

#

sorry

runic terrace
#

it won't take long before that's no longer an issue

tropic peak
#

I certainly hope so

earnest vigil
# runic terrace

This worked by adding a .5 second delay at the end of render but before it calls render complete so it definitely has enough time to finish

#

I think its working now though! I tried spamming objects to slow the game down and it still worked too

runic terrace
#

nice!

spark steppe
#

render targets are their own weirdo things

#

their creation/rendering gets enqueued and in my experience there isn't any guaranteed time when everything is prepared

worn tartan
#

What is the best way to learn blueprints for a complete tool of a beginner... named me?

tropic peak
spark steppe
#

depends™️

runic terrace
#

Follow 1234789 starter tutorials on youtube

#

That's what I did anyway

tropic peak
#

do the one I linked

#

I've seen many, and this one is great for beginners

spark steppe
lofty rapids
worn tartan
#

Awesome thank you. I will check that one out

#

I'll also check out the link you sent Ben. Thank you both

tropic peak
#

mine is messier

#

yes I know, a graph for ants

runic terrace
#

I mean, if it works, it works

tropic peak
#

it kinda works, sometimes

#

but that's good enough for now

runic terrace
#

You'll get used to good enough at some point lol

tropic peak
#

I wish

vernal cargo
#

Somebody knows how to integrate "Close Combat: Fighter" and "Character Interaction"?

runic terrace
#

Are those marketplace assets?

faint pasture
runic terrace
#

yeah

faint pasture
#

That's why marketplace assets can suck, making them play nice together can be anywhere from trivial to a royal PITA, depending on how they are structured.

runic terrace
#

Yeah, every developer structures things differently and different assets don't always go well with each other.

lusty hedge
#

i have a diabolical idea : if you want to encrypt the blueprints it would be cool if there was a plugin that jumbled all the nodes together in 1 spot

#

or is that just retarced

runic terrace
#

Why would you wanna do that lol

lusty hedge
#

idk

runic terrace
#

Once you package the game you can't access blueprints anyway

lusty hedge
#

damn

vernal cargo
lusty hedge
#

maybe ill just pile all the nodes in to one spot and ask for a code review

runic terrace
#

Even if they do, there are tens of ways to integrade things together

versed sun
#

Has anyone gotten the Alpha to works with a Render Target / SceneCaptureComponent2D when Exporting to Disk?
Any idea what settings to change?
I want to save custom Thumbnails for Icons that will show the units custom settings/Color/values

runic terrace
#

Does export doesn't do it correctly under asset actions?

#

oh nwm that's not what you need

#

Not sure but might have to do something with Capture Source "Scene Depth in A"

#

Try this

quartz kayak
#

Sweep is enabled for my movement blueprint but I keep walking through walls... How would I begin diagnosing/resolving this?

#

I gave the player character a capsule collision box which I assigned a collision preset of Pawn and the walls are set to BlockAll

runic terrace
#

Walls set to Query & Physics?

versed sun
runic terrace
#

I wonder why isn't here a non-inverted option for Alpha

quartz kayak
runic terrace
#

if not it won't sweep

quartz kayak
#

I don't understand what that means omg

runic terrace
#

is it like this ^

#

or like this?

#

root component is the highest component in the actor

#

sweep only works on it

quartz kayak
#

This is what it looks like

runic terrace
#

Drag the capsule to the root

#

And make new root

quartz kayak
#

Capsule is now the new root

#

but the player now spawns halfway through the floor

#

and I cant adjust the location of the capsule

runic terrace
#

Reposition the player spawn

short sun
#

Does anyone know any sort of unreal blueprint mentorship? I know there are programs but im looking for someone to teach me with my current project

quartz kayak
#

thank you!!

#

but could you please explain the whole making the capsule the new root??

#

sweep only works if the root component is swept

#

is that why?

runic terrace
#

An actor is basically its root component, anything below is an attachment

#

If you hover over the sweep pin it tells you it only checks the root component

quartz kayak
#

I see...

lusty root
#

I'm using the Blueprint Debugger to monitor an array of actors I set to Watch. Everything looks fine when I open it, but after a few seconds the infomation stops changing to match what is going on in PIE. If I close and reopen the debugger it's up to date again, but falls out of sync again in a few seconds.

crystal crown
#

I'm having a weird issue in packaged build. If i click to open a level in main menu it doesn't work. But i can open it with a command. And a second level i have setup the exact same way does open from the menu. Also everything works perfect in standalone and pie.

#

The level I'm having trouble with uses world partition. Not sure if it's related.

mortal jay
#

What's the proper way to make a light turn on / off when a player walks near it? I tried toggling the visibility on/off, and I've also tried adjusting the light intensity from 0 to its normal value. Both of these options cause lag when a player does them, so I'm guessing there's some other way I should be doing it?

gusty crater
#

Anyone ever had issues trying to update a blackboard value?

faint pasture
mortal jay
gusty crater
#

if i start the game with one of my npc's i can select them and move them around fine from updating the blackboard with a location. But if i spawn in an npc then i get the following error when i try to use the same function to update their blackboard location

"Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Node: Set Value as Vector Graph: EventGraph Function: Execute Ubergraph RTS Controller Blueprint: RTS_Controller"

crystal crown
mortal jay
# crystal crown Your light is way too expensive

It works fine if I have it on by default. Its just the process of turning it on from an off state that makes it happen.

What can I do to make it less expensive? It's just a default point light attached to a wall torch.

crystal crown
distant canyon
faint pasture
mortal jay
faint pasture
#

is it a momentary drop or is it just bad with light on

mortal jay
#

60 with them on. drops to around 30 for a second or two when it turns on the first time. Then it can turn on / off without issue while remaining at 60

#

Probably doesnt help that I have two torches lighting at the same time (one on both sides)

agile berry
#

my add pitch isnt working... i dont know why

#

my yaw is doe

faint pasture
#

print the control rotation on tick

agile berry
faint pasture
rugged sun
#

i'm having a slight issue with a blueprint for a visual novel based game i'm trying to make from scratch in blueprint. I was following a tutorial for a while but have hit a brickwall in my blueprint. The BPI Gamemoderef, will not connect to a hud dialogue Ref.

finite hearth
#

Can somebody help me understand the difference between move to location, move to location simple, and move to location or actor?

In which cases do I want to be using which?

agile berry
faint pasture
faint pasture
#

Who made this tutorial so we can yell at them

rugged sun
faint pasture
rugged sun
#

I am exceedingly new, what do you mean?

faint pasture
#

What is that meant to do?

distant canyon
rugged sun
#

uuuhhh...apparently it just references itself twice. I honestly do not know...

faint pasture
#

Yeah you should back up a bit and make sure you understand what all your current code is doing and why

#

show the other side of that call, show what your gamemode class does with that interface call, I'm morbidly curious

#

if it just returns itself as the specific type that's hilarious

rugged sun
crystal crown
#

Lol

faint pasture
compact vapor
#

parameter to draw object ontop of entire scene?

faint pasture
#

this looks like you're in the interface bp

rugged sun
#

uhhh...I don't know where to click to show that.

faint pasture
#

open up your custom gamemode BP and then open that function up

#

I think it's just called BP_Gamemode in your case

rugged sun
#

oh!

crystal crown
#

Infinite loop of self references

rugged sun
#

would that cause trouble?

faint pasture
#

yeah that interface is goofy IMO

#

I suppose it's usable, anyway, print the result of GetGameMode

#

I bet this gamemode isn't being used

#

so the interface call fails

faint pasture
# rugged sun

wait a second, what is the type of that return value?

rugged sun
#

uuuhhh which one?

#

also, do you suggest a source so i can brush up and study and feel less....green?

faint pasture
#

If it's just GameModeBase that's hilarious

rugged sun
faint pasture
#

That'd be like "Hey GameMode, gimme the GameMode" "OK here you go, it's me"

#

lmao

#

yeah don't trust ANYTHING from that tutorial

rugged sun
#

the blind being led by the blind type moment?

faint pasture
# rugged sun

Change that type to BP_GameMode or whatever your custom gamemode class is and it'll "work"

faint pasture
#

unless the original intent was for the return type to be BP_GameMode in which case it would at least do something

faint pasture
#

still kinda goofy to have a whole interface to avoid casting

faint pasture
#

I bet you just use control rotation yaw and not pitch

agile berry
#

working

faint pasture
# agile berry done

If that was unchecked here's what was happening.
Control rotation was being used for the PAWN's rotation, and only in yaw.
Camera was inheriting all that as it's attached.

#

Now your control rotation drives the pawns yaw, your cameras pitch, and your cameras yaw

#

control rotation is just a rotation that things can automagically opt in to using

rugged sun
faint pasture
#

I think you're nowhere near bringing interfaces etc into the mix, you should try to do something TINY

#

like, make a box move when you press buttons.

rugged sun
#

But the visual novel is like...just widgets for the most part.

faint pasture
#

True, just make sure you get the fundamentals. I would not add anything to the project as long as there's something you don't really get

fiery tiger
#

Is it possible to pass a variable from my player character to another actor on EventBeginPlay using blueprint interfaces? I've watched so many videos on interfaces but I'm still struggling to understand. I get how you can tie interfaces into something like an overlap event but is there a way to do it without an overlap or trace? Maybe I'm trying to use interfaces the incorrect way but the reason I've been looking at them is because I'm trying to avoid casting when possible. Maybe the better question I should ask would be... Is there another way to pass a variable between actors without interaction or casting?

rugged sun
#

What is casting?

lunar sleet
#

You should watch blueprint comms live training pinned here.

lunar sleet
#

Yes, you can get refs without interaction but in most cases it’s not the right choice

rugged sun
#

Who is it pinned under?

silent stag
#

Hey when i use macro for this soft class reference and use that in other function it's giving this error , whats that meaning ?

lunar sleet
#

Second to last

fiery tiger
lunar sleet
rugged sun
#

Thanks!

limber parcel
lunar sleet
#

I don’t think that’s right