#blueprint

1 messages · Page 73 of 1

silent stag
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I did not anyway

lunar sleet
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Being able to use latent actions is one of the reasons macros exist, because you can’t do so in normal functions

limber parcel
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well i guess it ultimately depends on where u use that macro?

silent stag
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this is using macro in functions

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Actually this was a normal function and i change it to macro for using soft ref class

lunar sleet
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Try making a new macro and make sure it’s not inside a function or w/e

limber parcel
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why even use a macro at all?

silent stag
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This is the right way for using solf classes , my friend told me that

lunar sleet
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Macros are an option, not a requirement or the “right way” to do things

limber parcel
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maybe try asking ur friend why it wont work 🤡

lunar sleet
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If it doesn’t work inside a macro at all, just use an event and move on. All you’re really changing is aesthetics

silent stag
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Thank you guys anyway

limber parcel
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i would just change this whole macro into an event because thats guaranteed to work

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never really understood the point of macros

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they are wonky af

silent stag
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I will learn whats the point for using macro here

limber parcel
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the only time i had to use a macro was because functions couldnt pass on a specific reference

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i think it was struct references

silent stag
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yes

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it is

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and we are kind of changing system normal class to solf for better performance

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lot of related functions inside here

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it's kinda complicated

limber parcel
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yeah soft references are pretty dope once u know about them

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sadly most tutorials dont even mention them

silent stag
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Thats right

surreal delta
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Im trying to set up a dialogue impatience script that changes the int value of a sound cue. I'm probably not using binding correctly?

But Its supposed to wait until the audio is done playing before moving onto the next event. It then waits for a delay for a silence time inbetween and then plays the next clip.

But it sometimes fires because earlier ones. What would cause the events to trigger again? Isn't the only thing calling the custom events the single bind?

gusty crater
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I know i was on this yesterday, but looking for a simpler solution. I have a drag select, which then gets all actors in the selected area, how can i filter through those and count how many of each class type there are, then spit out the class type with the most amount in there?

surreal delta
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Im figuring out how switches and branches work within the cue system. I have it set to change the param of "speedrunning" int value to play the desired sound effect. That works and plays as expected. But the custom event is firing off on impatient 2 even after it was already played.

gusty crater
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Is the only solution to add them all to a map then count them through that?

surreal delta
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As far as implementing your selection and how it gathers that that would be on u

gusty crater
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Yeah so originally i had all the actors classes get added to a map, if its already in there it increments its value by 1, on completion it would get all the values and check which one is the highest and then cycle through that to spit out which class it is, just dunno how demanding all of that is

limber parcel
surreal delta
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The area I'm working with looks like this, I have a dialogue tree for the "caught speedrunning" easter egg and the BP assigns the bool to true when the event is triggered. Everything is funneled in from being Unset until it finds something at the top level, and when an event is called these events call to reset the chain every time unless it runs into a situation that should prevent and override/will store the previous info to return it later.

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This is handling a tutorial that plays in the room, dialogue responses when the player interacts, and the order at which they are doing these actions to when these systems should be fired off

limber parcel
fiery tiger
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Sorry for the delayed response I had to put my kid back to sleep. I may be overthinking the situation...but I want to make sure I'm not tanking performance. I have a level that spawns actors via PCG. I've made tiles for the PCG so it doesn't all happen at once causing a big frame drop. The actors I'm spawning will choose an from a weighted array to spawn a final actor. When it spawns it asks my player character "hey if the player set a custom color what color am I?". That's the variable I'm trying to communicate. I don't do this more than 30-40 times but the problem is that it's happening all on the same frame. My other idea is to put a very large capsule collider on my player character and when it overlaps then it should choose an actor from the array.

limber parcel
limber parcel
surreal delta
limber parcel
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yeah delays are cancerous

surreal delta
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Well in my case I do want it to absorb inputs so it will work here

surreal delta
# limber parcel yeah delays are cancerous

How do I get the boolean param value tho? it filters "Speedrunning?" but when I pull from the SC component reference there isnt an option to get the value and use it as a branch

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only sets

limber parcel
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maybe u need to get the actual sound and not the component 🤷‍♂️

surreal delta
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Bruh what

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Sorry do u know what ur talking about lol

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U asked me to look over cues and now ur saying to grab the component? Bro the audio playing works lmao im just looking to flip a bool param

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I appreciate the help but if u haven't looked into this just tell me lol

fiery tiger
limber parcel
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well when there is a component, for example mesh component, there will be an actual mesh that is spawned by that component, and i assume the same will be true for sounds

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its just speculation, but thats where i would start looking if i cant find a function on a component

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obviously u cant get the parameter from that component, so there must be another source

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sorry for not launching my engine and doing your work for you

limber parcel
lean hound
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does anyone know a good way to make a turn in place function so when in first person and looking down your character isn't sliding, havent been able to figure out a way to do it

fiery tiger
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@lunar sleet ❤️ ❤️ ❤️ thank you

limber parcel
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if ure making a custom movement system, its probably better to use pawn class instead

lean hound
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yes Im using the default tpp character class, I have animations set up for directional walking too, along with having the animations for turning just no knowledge of how to implement them

limber parcel
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try watching some tutorials about character locomotion in unreal

zealous moth
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how would you do a slime trail?

faint pasture
zealous moth
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short

faint pasture
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particle effect

zealous moth
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and if you step on it you get hurt

faint pasture
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well then that's another thing lol

zealous moth
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aha

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HISM and spawn a few with modular material?

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like... what else

faint pasture
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can a HISM be collided against?

zealous moth
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yeah

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the meshes are part of the component

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so overlap component

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but can niagara detect anything?

faint pasture
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nah don't use particles for gameplay

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even if technically possible it'd be bad

zealous moth
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true

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hm maybe a spline?

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or spline mesh?

faint pasture
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As long as it can become a trail and have collision it'll work

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Spline mesh, particles + a bunch of capsules, whatever

zealous moth
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well could do a spline mesh and overlap collision and no visibility

wanton prism
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Woouls this work for an inventory system for a small item?

stuck dragon
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Hey guys, I am trying to make an array of the instances I create from an Instanced Static Mesh. For example this nested for loop makes 16 how could I get them into an array so I can call on each one?

golden jewel
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Hello guys i am trying to make A top down shooter game and at the same time FPS ,i need some help for Pawn movement between 2 modes , i have set already V to switch between view modes (fps&2D) and aiming modes but each mode have different world direction , i got confused how to solved it i need some help

tight matrix
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Can anyone tell me how the new time works cuz i cant get it to work

limber parcel
stuck dragon
limber parcel
gusty crater
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if i use an and boolean, will it only turn something true if both are the true, but if one is false it will always default to false?

limber parcel
gusty crater
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If either "Overlapping" or "Bad Location" bools turn true, i want my branch to be false, but for some reason thats not working :/

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Or should i be using an OR bool? (i have swapped the 2 functions at the end around in this pic)

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if either of them goes true, i want it to run the Set Red Placement function

limber parcel
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then it will return false if either condition is true

quaint horizon
hardy swallow
broken gazelle
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The docs say the for loop iteration runs between frames. Is there an alternative to the for loop that will run within same frame? Should I just macro a while loop for that?

edgy ingot
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People who adds delay on loop misunderstood how loop works

dapper escarp
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How can I detect if the player is in the spotlight outer cone?

tribal gazelle
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Anyone know why this is returning 0 but without the append it returns the right number? I simply want to change "1" to "x1"

lunar sleet
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Weird. Anyways for loop runs through all of the loops in one frame

lunar sleet
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If you have a string, just display that

tribal gazelle
lunar sleet
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Yes, we can see that

edgy ingot
# broken gazelle

You can think of it running as one single frame. Are you having a specific problem with loops?

lunar sleet
thin cradle
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is there anything like OnDrawGizmos in unreal? something to quickly draw shapes on screen for a given actor in editor without creating an entire dedicated editor tool for it

lunar sleet
thin cradle
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that's a shame

harsh tiger
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Is it possible to have Class Tooltips for fields that habe "instanced" types?

faint pasture
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string to int will lose the x if you're lucky, totally fail if you're not

tribal gazelle
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Yeah sorry it worked, thanks

gusty dragon
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does anyone know why this on drag detected is constantly pulling from the left side of the screen instead of on the mouse position?

broken gazelle
gusty dragon
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iv tried setting the pivot to mouse down and it still does the same but with a offset even though offset is 0.0

edgy ingot
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Not sure why the doc says in between frames, but its deffinitly not running once per frame

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The for loop is not a cpp node

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Its a macro done in blueprint

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You can double click it to see how it function

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Cpp loops is using the normal cpp syntax

gusty crater
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Sooo was just following a tutorial and made a custom game mode, set it to that in world settings, but now my game doesnt work at all xD no hud widgets spawn and no movement or anything

broken gazelle
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Is there something special about the for loop node that it wasn't implemented simply in C++

edgy ingot
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For loop in bp is less performant

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But unless u are doing expensive task, dont worry about it

broken gazelle
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👍thanks

earnest vigil
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Anyone have an idea on how I would go about checking if an actor is in view of the camera or not?

gusty crater
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Do i need to add anything to possess with a new gamestate?

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No idea how i just broke everything xD just made a custom gamestate but i used the gamestate blueprint to start with so it should keep everything yeah?

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like its parent is game state

edgy ingot
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Everything is listed in the level details

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The game mode, the gane state, the default pawn snd so on. Check your setting then work your way forward

gusty crater
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Everything is selected proper, my pawn and player controller are spawning and possessed (i think, does the text colour change in outliner when possessed?) i have no idea why has changed

edgy ingot
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I have no idea what you mean with the text colour

gusty crater
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Like how can you tell in the outliner if a pawn or controller are possessed

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is it if the text colour in the outliner is yellow its possessed and white is standard?

edgy ingot
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Afaik the yellow ones are spawned actors

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White one are pre placed

gusty crater
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ahh right

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Well everything is spawning in, but its as if i havent possessed the player or something

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actually print string onpossessed on my pawn shows correctly with the right controller, and the first thing that should do is create my hud widget which has worked this whole time :/ anything else to check for?

pine hatch
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hi .. i wonder if anybody could help .. i want to make a blueprint that has a spine and a spline mesh.. the goal is for the spline mesh to go along the spline following its curves.. is that doable at all? I tried to look up for such tutorial.. i found how to populate a spline with spine meshes, like a pipe.. and also found a tutorial how to set a mesh to follow a spine , but couldnt figure out how to combine the two.. so like a segment of pipe follow a spline and its curves if thats clear.. if anybody has any idea how can i achieve such thing please let me know..

gusty crater
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Got it sorted, had to swap all my begin nodes to on possessed for some reason

forest crater
pine hatch
# forest crater They are there, I remember watching a train tracks tutorial once that would fit ...

https://www.youtube.com/watch?v=l5W8KdQYI7k

i think you refer to this.. but its not what i want to achieve.. what i need is instead of the cubes moving along the spline , a segment of the track to go arround while it follows the curves if that makes sense .. like when it curves the tracks bend.. but i dont need the whol track being visible only one segment whitch go forward along a spline ..

Today we look at a simple setup to make a spline that creates a mesh that you can easily edit for your games. for this exactly we'll use a rail track but you can use this for roads, pipes, or anything you want really!

get the project files here : https://www.patreon.com/posts/mesh-on-spline-86182540

Join the discord for any help you need! : ht...

▶ Play video
gusty crater
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How can i set a reference to my player from the gamestate? i do a cast and it doesnt fail, but then when i use that reference it doesnt work

pulsar vigil
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Hello guys, i have a question about anim montage, im currently trying to play 2 montage at the same time

Montage 1 : in BP_character animation open a valve
Montage 2 : Move valve accordingly in BP_valve

Linked by an event dispatcher that work and the flow go to the anim montage but only the character play ( i tried to give different groupe of anim montage doesn't work)

dim loom
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could some one help me out am trying to make a select draw box but for some reason when i drag the box glitches and the mouse goes back to the starting point

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could this be a unreal engine problem ?

dim loom
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what do you mean

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the draw box is glitching

pulsar vigil
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yes but the behaviour u show is like it capture ur mouse, do u go in ui mode ? how u do u set the cursor visible ?

dim loom
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this is how

pulsar vigil
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did u tried in ui mode only ?

dim loom
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just f*** fix it

pulsar vigil
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im not an expert btw

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so i dont know if its relevant

dim loom
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its the hide cursor during capture

pulsar vigil
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its good ?

dim loom
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yea it works

pulsar vigil
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oh nice 😄

dim loom
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thanks for the hint 😶

pulsar vigil
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np 🙂

dim loom
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lol i have been fighting this all morning long

pulsar vigil
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lmao everytime u want to use the cursor while in game mode u have to be cautious it seem that what i experienced at least

dim loom
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yea normaly i never have problems with the capture but yea

gusty crater
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Can someone help me talk from the gamestate to my player

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i have tried a cast from player controller in gamestate and that doesnt fail, but when i try get a reference it does

spark steppe
tawny vapor
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Hey guys, I'm working on a 2d platformer, with a grapple gun mechanic, I'm really new to this and this is my first attempt at a project, so please be patient with me 🥲 - I'm trying to create the grapple mechanic from scratch, most of the resources I find use a first person or third person view, but with my camera being side on (see screenshot below) - how would I go about creating the line ray trace? (sorry if i'm putting that wrong), I've created a GunSocket on the RHand of the skeletal mesh, and have created a pickup item that allows the player to equip a grapple gun (just a pipe for now until I change the SM) - any suggestions?

  • I've got the cursor visible, and the aim was to allow the player to aim the grapple using the cursor, my initial thought was to get the world location of the grapple mesh and then the co-ordinates of the cursor, but I can't get this to work at all
pulsar vigil
pine hatch
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ok i mannaged to do it with the nodes can be seen above .. but in sudden turns it does look weird.. anybody got any idea what could cause this ?

marble tusk
# pine hatch ok i mannaged to do it with the nodes can be seen above .. but in sudden turns i...

He talks about it in the video you linked at 6:51 (link should go to that timestamp) https://youtu.be/l5W8KdQYI7k&t=411

Today we look at a simple setup to make a spline that creates a mesh that you can easily edit for your games. for this exactly we'll use a rail track but you can use this for roads, pipes, or anything you want really!

get the project files here : https://www.patreon.com/posts/mesh-on-spline-86182540

Join the discord for any help you need! : ht...

▶ Play video
pine hatch
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ohh ok thanks

distant hollow
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Show the error and the code where it occurred

gusty crater
mild kestrel
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Hi, i have a Lamp mesh that i want to be attached do my main mesh and simulated so it hangs with movement

But I have no way to constrain it the way i want, cuz physics constrain components are immovable (the lamp stays in place despite being attached to capsule ofd character)

Is there a way to do it without adding any simulated bones to the Skeleton of the mesh?

pulsar vigil
abstract mango
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How would I get this "Body" component from the BP

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Into this AI Behaviour BP?

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I want to get the "Mesh Component Reference" from it

cobalt gulch
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Hi folks

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How would I go about making a similar system to Galactic Conquest in the original Battlefront 2?

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#starwars #battlefront2 #elitedifficulty

  • This game is quite difficult on Elite difficulty. I've been playing this game for 17 years and I even struggle sometimes so I wanted to make a series detailing how to beat each mission on the hardest difficulty in the game!
  • If you like this style of videos, make sure to...
  • LIKE - COMMENT - SUBSCRIBE...
▶ Play video
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Where you can select your fleet/character and move to the nearest planet

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Please if anyone can give an in depth guide as I think it's a really cool idea that hasn't been explored and would fit perfectly into the game im making

coarse grove
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Hello, Im trying to make my enemy AI to move to a specific direction, for example: he gets the player location and move to that direction. I tried to create a custom "move to" task using the node AI MOVE TO, I did the math to get the destination but the enemy simply does not move. So my doubt is, this node needs to have a target to work? Or if someone could give me a light on how to do this behavior, here follow some images to what im trying to achieve, i dont want it to move to player location, but on his direction.

odd kiln
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Hi all ! Anyone knows why the velocity of my player is affected by the "set global time dilation" ?

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I am using a "Launch Character" and when I set the "Global Time Dilation" to "0.1", the velocity changes

cunning flume
signal perch
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How do I relative rotate the vector position

coarse grove
cunning flume
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Do you have a navmesh? 🙂 I'd check that next and preview it to see if it's covering what you think it is

dusky laurel
coarse grove
remote meteor
cunning flume
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wait, if you use move to a location it works, but move to a location you calculated doesn't work? I'm guessing you tried to constantly recalculate a postition and call it multiple times? Hard to know without seeing the difference between what you tried

coarse grove
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this is how I get the direction to move the AI

cunning flume
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add the vector out of your multiplication node to your original AI character position

coarse grove
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this is my "move to" task

cunning flume
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you're getting a direction, setting a magnitude, and then just feeding that in as a raw location. That will be a location from your world origin 0,0,0 + the direction and magnitude. But you really want a location relative to your current location.

remote meteor
cunning flume
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^that too

coarse grove
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Thanks!

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It worked now!

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Both things were the problems rofl, thanks very much

earnest vigil
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Anyone have an idea on how I would go about checking if an actor is in view of the camera or not?

hoary junco
hardy swallow
lusty elm
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Hi there, could someone point me in the right direction? I’m going to start working on health bars for enemies and wondering what’s the general approach to do it. Rn I was thinking of creating a single canvas at gameinit and adding elements to it as enemies spawn, is that possible/how it’s done? I was thinking having this hidden until the enemy is hit, which then show it to the player.

runic terrace
hoary junco
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so, I'm getting a weird issue
I have a searchlight that's represented by a mesh attached to a spline that has a spotlight component which moves back and forth
whenever the searchlight is static, the spotlight shows
whenever it's moving along the spline though it stops rendering entirely
how do I fix this?

runic terrace
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Use that for healthbars

lusty elm
earnest vigil
earnest vigil
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Isnt this just for the player controller though?

runic terrace
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Any location

earnest vigil
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ohhh I see

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It just clicked

tough badge
tough badge
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unfortunately that was my only idea sadge

random pulsar
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how can i see the frames in PIE,selected viewport play mode

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ctrl shift h is for the level it does not work in game

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oh selected viewport shows

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nice

dry sleet
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No attachment issues?

floral stump
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how to get a valid pointer of Widget1 in widget2 ?

hoary junco
kind estuary
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Im doing a 2d game. My unit needs the energy number showing on top of his head.
Should i use Text Render Component on the actor?
Or there's another way using a material?

frail spade
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For an incredibly simple first-person game, would you choose line traces for detecting interactable actors? Or would you use a vision cone collision event?

random pulsar
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does the object need block collision channel to be able to hit event?

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or overlap is also fine?

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for hit event

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i have a projectile with this settings and a floor with this

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i ran this and it does not destroy the projectile

stuck dragon
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using this node how can I change properties of the material through the blueprint. What nodes do i lookup?

dawn gazelle
frail spade
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I implemented a basic line cast that loops a few times per second and checks for actor hits. It works well, but I'm wondering if that is less performant than using an overlap event between character/target.

runic parrot
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Isn't BP supposed to clamp float to a lower maximum value?

shell dragon
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i have this sphere trace, i want to change its pos like to be at foot of the player, what should id do or calculate to do it?

curr just getting player pawn location and setting to start then adding to forward vector multiplied by a float and setting to end

faint pasture
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Or check if the mesh is set up with its origin on the floor, you can use that as the start point too

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math based on capsule would be best and would auto-adjust based on capsule changing size

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CapsuleLocation - (0,0,CapsuleHalfHeight + CapsuleRadius)

random pulsar
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is this flow of nodes good for setting the actor smaller?

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i think there is a better way

faint pasture
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I'd vinterp between a starting scale and target scale though

faint pasture
# random pulsar

You really want to save the starting scale somewhere so you can go back to it but that'll work

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VInterpTo from Current towards Target, and just set Target to be your small scale for shrinking, and your original scale for unshrinking

shell dragon
random pulsar
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the logic of the scale will be when he collects something he becomes bigger or smaller

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in this case smaller

faint pasture
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and use a Vinterp, not a vinterpto

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then you can just tune the timing and make it smoothly go in and out etc

tidal tendon
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How can I make when player overlaps with this box collision, pawn class of player will change

faint pasture
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ChangeSize -> save CurrentScale -> Timeline -> VInterp from CurrentScale to TargetScale

faint pasture
tidal tendon
random pulsar
random pulsar
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i tried casting and debugging and it worked ,but when i created a variable of type Mycharacter it didnt print that it overlaps with character

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i heard casting consumes a lot of memory so i tried a different way

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this one does not print

frail spade
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Where do you set the Character variable?

random pulsar
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in the game mode like a variable

tidal tendon
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@faint pasture I only know how to detect overlap but cant find other nodes, what should I search for a tutorial?

frail spade
random pulsar
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no,so without casting is imposible?

faint pasture
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Also do you know what casting does?

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Casting some generic character class to YourCharacter is fine

random pulsar
frail spade
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Yeah, I think you have to cast in order to access the members. But if you are setting it as a variable, you are only casting once per instance, so that should be okay.

random pulsar
faint pasture
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It's a type check. Casting an Actor to SomeSpecificActorSubclass is checking if it actually IS that subclass, if it is, then you can do stuff defined in that subclass

faint pasture
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When mario picks up a coin, either Mario (the pawn) or the player (playerstate) got a coin, the game (GameMode) did not

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If the rule is "overlapping a coin actor gives +1 coin to whoever overlapped it" then just keep that energy

random pulsar
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yeah in the course that i study,the teacher tought to use level blueprint,then actors,and now he said coins and gems staff like this you need to store in game mode or player state

faint pasture
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If the course started with level BP the teacher didn't know shit

random pulsar
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but he didnt explain whats the difference

faint pasture
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PlayerState is fine

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it's the state of the player

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The state of the player includes how many coins they have

random pulsar
faint pasture
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nah Level BP is very much useless in most cases

random pulsar
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its easier to have a reference of objects

faint pasture
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You'd use Level BP for level specific stuff, like if you had a stage with some stage-specific mechanic

random pulsar
faint pasture
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well it was bad training.
Just put the coins in the pawn for now and do something like this:
Overlap -> cast other actor to YourPawnClass -> add a coin

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or if you want it in Playerstate
Overlap -> cast other actor to Pawn (check if it's a pawn) -> get that pawn's PlayerState -> cast that to YourPlayerStateClass (so you can add coins) -> add a coin

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casting to general classes is 100% fine

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it's when you have a BUNCH of casts to various specific classes that you're in the danger zone, that's how you end up loading every asset in your game when it starts up.

random pulsar
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well,now i will remake the 5 th time this logic 😂

faint pasture
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welcome to gamedev

runic parrot
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-Cries in redoing the same game 6 times

faint pasture
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I'm currently rewriting a 1D physics engine for the 4th or 5th time

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It started out as "let's make a car in BP"
now it's "let's make a modular framework for any sort of power or fluid simulation in C++"

random pulsar
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what do i need to connect in my player state object?i tried some variations and none of em worked

faint pasture
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drag off as my character, type player state

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and you should JUST call AddCoin, nothing extra

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let Add Coin handle it from there

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Overlap -> was it a MyCharacter? -> get the playerstate, cast it to MyPlayerState -> add a coin -> done

random pulsar
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oh nice,didnt know about this

faint pasture
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Every pawn has a ref to its corrosponding playerstate (if it has one, an AI character would fail that cast)

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unless you gave your AI playerstates as well, that's a thing that's possible

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Don't update the text render here tho

#

that's the rsponsibility of the playerstate to convey the message to its pawn

#

the coin actor just adds a coin, that's it, end of story

random pulsar
faint pasture
#

that'll get THAT PLAYERSTATES PAWN, not just the first pawn in the game

#

also the set coin is redundant

#

coin++ increments it in place

#

your code is saying:
Coin = Coin + 1
Coin = Coin

random pulsar
#

yeah i get it

#

it becomes cleaner and cleaner)

#

this one?

#

private?

#

@faint pasture btw,what are the things to store in game mode?

keen ice
#

hey i have a issue i need help with, i have a system where a giant will pick up a player but what happens is when this system is ran, the player is sent to the hand, all works except, the player just falls out immediatley and is dragged on the ground next to the giant. how can i lock the player into the hand socket and have it move with the rotation and location of the hand

#

i want the player im attaching to basically become like an item that you would attach to a socket

faint pasture
#

maybe private game state that you don't want players to know about but that's about it

random pulsar
#

I have this thing that i imagine i can do such good mechanics in ue ,that im a good programmer,but when it comes to practice,i drown

#

Did you have this when you was a beginner?

faint pasture
#

Yeah just keep at it and minimize the amount of tutorials you follow

tidal creek
#

Is this the place where people can upload games they’re working on for a collaborative project?

thin panther
#

no

tidal creek
#

Is there a dedicated discord server for what I’m looking for?

thin panther
#

not that I know of

versed sun
#

Should be a non-jam #LFG channel

thin panther
#

yeah but not for uploading games

#

we already have game promotion

#

but uploading games is just asking for malware

#

especially with the already rampant "test my game" discord scam

empty arrow
#

Hi guys, I'm trying to use physics constraint in my procedural chain, but since I'm using an instanced static mesh I can't activate the simulate physics box, is there any way to apply physics constraint to this chain?

lunar sleet
empty arrow
lunar sleet
empty arrow
lusty elm
# runic terrace There is a widget component you can add to actors, it displays your widget in th...

So I created the widget for the enemy health display and added it to my EnemyBP, but i'm having trouble assigning the health value of the enemy to the widget so i can bind the health. I would expect something like "Get Owner" To show up here but it's all player related stuff (1st image)
The enemy's health is on an Actor Component called "statcomponent", so if i can get the character reference I could get that from the component.
An alternative i was thinking about is to do it from the Enemy BP instead, to call the health widget and set a variable "CharacterRef" that i added to the widget with the value of "Self" but i can't see the variable inside the widget for some reason(2nd image)

#

I got it! I managed to set it like this on beginplay:

#

Pleasse feel free to comment if u know how I could improve it 😄

#

Something the tutorial I was following mentions is "Binding the percentage (on the widget) is a bit expensive as it fires every tick, I might create another video to show how to PUSH health stats from character to UI instead." But then they went on to never make that video. Could anyone point me to documentation or a tutorial that covers that? It'd be nice to push the health to the widget instead of having to query it every tick

faint pasture
lusty elm
#

Hm i'll think about it but yeah it might

#

thanks for the tip!

short sun
#

Hey does anyone have an idea why this doesnt work? I have a working door BP and then i duplicated and made the static mesh a geometry collection instead so the door can be destroyed. But for some reason its so buggy and it cant close or do anything properly. Also i dont know why but the GC mesh needs to be set to physics enabled or else it doesnt even do the "open" timeline animation

#

any help would be really appreciated

limber fern
#

hello everyone.., I just learned ue5. I am confused about foot placement (IK). I saw in "cr_manequin_basicfootik" there was a function for tracing, and was confused why I had to add 5 to "y", and why to subtract and add 30 and 50 (where do these numbers come from and what numbers should I use if I use my own 3D characters?)

trim matrix
# lusty elm thanks for the tip!

You can also use the Viewmodel plugin. Viewmodels are objects that contain vars and funcs that your widgets can bind to. Check it out. ;p

trim matrix
lunar ledge
#

how on earth do you properly cast or fill out a variable

#

default value is empty

#

and idk what to put there for any of my variables

#

is valid isnt working. setting isnt working, and blueprint interfaces, working idk what else to do

dawn gazelle
# lunar ledge how on earth do you properly cast or fill out a variable

Reference type variables like this one can contain an instance of the thing you're wanting to reference. So your "Health" variable appears to want a type of "Health" - whatever that is. The thing is, it won't exist until the game is running and you've created that reference and only then could you potentially set the value into that variable.

Casting is like a check and conversion built all in to one - you may have a reference that isn't specific, like a "User Widget" reference, but it could potentially be a WBP_Health. If you took a "User Widget" reference and put it into a WBP_Health cast, then it's checking if that reference actually is a WBP_Health, and if the cast succeeds the "As WBP Health" return value will be valid and can be used to access the variables and functions available on the WBP_Health class for that particular instance of WBP_Health

lunar ledge
dawn gazelle
#

Unfortunately there's not enough context to say more. You can only set the value of "Health" when you've spawned or created "Health" or have some means of getting the reference to the "Health" that you want to access. You would only cast if your reference isn't of the specific type that you're looking for - again, it's not exactly clear what "Health" (the type) is but it likely isn't a "WBP_Health".

lunar ledge
lusty elm
#

Any Idea why this spawner doesn't seem to spawn an enemy properly? It's supposed to spawn an enemy everytime I interact with it, and the blueprint nodes seem to activate properly (even returning a True on the get randomlocation call) but it only spawns an enemy "sometimes" and it seems totally random if it does or not. I tried using getRandomLocationinnavigableRadius, and also GetRandomReachablePointInradius to no avail.

#

I was thinking they might be spawned under the landscape but the Z location returned on the randompoint is never <0

keen ice
#

im using a mixamo rig as the actor that is grabing the player

trim matrix
#

What is the socket's location in the viewport? You should see it near or on the hand.

keen ice
#

yeah it is, its located on the hand

#

what ends up happening is, the player gets linked to the socket, but they still can move around they are just dragged by the socket, so i disable the players movment(which i also have issues with) so the player cant move but is dragged along the floor, i was thinking the players gravity would be an issue and so i have to turn it off but i cant figure out how to do that either

#

but the main issue is the player isnt in the giants hand

trim matrix
#

How are you disabling the player's movement?

#

You should be using disable input. It can be accessed within the player controller

keen ice
#

im using set ignore move input

trim matrix
#

Well I'm not 100% sure you should be using disable input. Hmm interesting.

keen ice
#

i do this because i want the player to move the camera, and i eventually want to add a Spam (X) key to escape the grip

trim matrix
#

Is the player colliding with the hand?

keen ice
#

what do you mean coliding, the hand doesnt have collision just the capsule of the actor

trim matrix
#

Can the player collide with the giant normally? That might be causing issues.

keen ice
#

i think maybe now that you mention it, the player is sent inside of the collision of the giant

#

yeah

trim matrix
#

Ah ;p

keen ice
#

il try making the colission smaller but i dont think thats the issue

trim matrix
#

Can't you turn off collision or change their collision channels / profiles / whatever during the grab?

keen ice
#

ok i just made it so the capsule of the giant is super thin so the arm isnt in it and the problem is the same

trim matrix
#

You should try disabling or changing collision instead of making the capsule smaller

keen ice
#

under collision presets i set it to none and it falls through the map

#

yk what il send a video

#

at the end the actor is destroyed in case its unclear whats happening

trim matrix
#

The character is falling because the socket is on the MESH

#

Use Attach Actor To Component

#

The component should be the giant's mesh

#

Hm I'm testing it and yea the character still falls. Strange.

#

Ok I got it

#

I disabled collision on the player and then attached the player to the NPC's mesh.

#

I end up inside the hand though. You might have to move the camera elsewhere during grabs or move the player away from the hand socket after attachment.

keen ice
trim matrix
#

Set Enable Collision

keen ice
#

ok thats what i thought thanks

#

Omg its working (mostly)

#

thank you sm

#

i just have to adjust the socket position

trim matrix
#

Yw

keen ice
#

im still a little buggy how do you adjust the socket

#

i cant tell what direction to move it

trim matrix
#

You should see the translation / rotation / scale widget on the skeleton viewport

#

Click on the socket

keen ice
#

yeah i got that part, but the player s translation is like way off

#

il show you

#

this video is not very good il send another

trim matrix
#

Can you connect a small sphere to the socket directly? I'd like to see what happens

keen ice
keen ice
#

the translation seems to be messed up since the right hand is on the total opposite side

#

wait im stupid, i reset the location and its on the socket correctly

#

but the player isnt

#

what i think happens is, i create the sphere and parent it to the socket without changing it and it goes to that same spot, the player goes to the same spot too, so it seems the players transform is being automatically applied and thus not in the socket correctly

#

but i dont know why that happens

trim matrix
#

Let me see your attach script

#

Don't forget to disable collision on the player or test actor.

keen ice
trim matrix
#

Set Location and Rotation rules to Snap To Target. Set Scale rule to Keep World.

keen ice
#

OK i got it, it works

#

but it only works as the server, i guess now i have to replicate it -_-

trim matrix
#

Ah

keen ice
#

Oh wait it does work 🙂

#

Thank you sm dark savior 🙏 🙏 🙏 🙏 🙏 🙏

trim matrix
#

Yw ☕

wanton prism
#

How would i merge these two different interaction systems so it is more clean?

molten yew
#

I've been racking my brain trying to create an illusion of infinite map/hallway type thing. The way I've been going at the idea is by centering the map at zero and then just multiplying -1 to flip the players location when they hit an edge with a collision box. But I feel like I could do it better or at least make it more seamless.

short sun
#

you could have the player running in place and the level is the thing moving when you walk forward. Idk what the gameplay is like so maybe that would look whack

molten yew
#

Valid idea that I also thought of but I think the issue would be that the game I'm trying to make is basically a forest (the illusion is that you're "lost" and looping the same area over and over). So this idea might be too intensive to do

short sun
molten yew
short sun
#

nice thats good

#

im trying to figure out how i can check if a door is more or less halfway open and if its more than 45 than it open and less it closes. I got it to work but once I rotate the doors location then it is subtracting 45 from one direction that isnt relative to the doors new rotation

sage lagoon
#

Can anyone point me to some tutorials in making levels with blueprints enabling random enemy encounters like in a traditional RPG? Please ping me if anyone can offer any answers.

short sun
#

i want to subtract relative 45 from the relative position of the door

#

sorry not subtract, check if greater than or equal to the relative 45 degree angle of the door

lusty elm
short sun
lusty elm
#

yup

#

If i remove the randomLocation node and spawn them where my character is they all spawn, but with the random location node they don't always spawn

short sun
#

or you just want to know why theyre not spawning on those spheres

#

maybe its spawning the debug spheres that are before the random node?

lusty elm
#

yeah i just want to know why they're not spawning on those spheres

#

The one that's before is the Blue sphere, it's the limit where it's going to get the random location from, so all the white spheres would be inside the big blue one

short sun
#

what is the node that is spawning the guys?

lusty elm
#

It's this one on theright:

#

It seems to work fine if i remove the random point node

#

oh i noticed i missed that video one sec

short sun
lusty elm
#

So here i just spawn them all at my actor's location, and i can see in the entity list that all 50 of them are spawned

lusty elm
#

that's weird, i think i might've broke it when taking the screenshot but I fixed it and still same issue happens, it does draw the sphere properly

#

Here out of the 50 spheres, it only spawned enemies in 16 of them:

short sun
#

can you show more of your graph? I dunno if i really can help but maybe theres something else going on

lusty elm
#

Yeah It does

lusty elm
#

Turns out the randomLocation node was setting Z to 0 and that prevented most of the spawns for some reason

#

Just adding it to Z seems to have worked and it spawns them all now 😄

#

Thanks for the help

autumn torrent
#

anyone know why Destroy Actor doesnt work at times?

to put it short, my code does execute, perfectly, except Destroy Actor

stuck dragon
#

Hey guys, how can I change my gamemode blueprint so i can use my cursor to click on the star for example?

gusty crater
#

in my rts game where should i keep all my spawn / destroy actor events for buildings?

safe light
#

Does anyone know how you could hide a world space widget for other players in a split screen playtime?

limber parcel
#

and then u just hide or unbind the widget for them

safe light
limber parcel
limber parcel
edgy ingot
grim sand
#

Wanted to double check something here; There is no way to set a variable public as part of logic in the construction script right? Like based on a bool for example, whether a variable should be public or not

edgy ingot
#

Abstraction should be handled at the start, not something you change later

grim sand
#

Yea that makes sense. In that case I will look into some blutility stuff to see if I can just hide public variables in the details panel if certains bools or enums are set

#

Thanks for the confirmation!

edgy ingot
#

Imo there is no such thing tho. How can one method access a variable that can either be public or ptivate on diff instances?

#

But maybe im wrong

grim sand
#

Well for example, I have a BP that level designers can use to create many different types of stairs in a level procedurally. I don't necessarily want to show every setting for every type of stair shape in the details panel. Instead I only wanna show the settings for the linear stair shape if that is the one they want to create

#

Its a really niche problem, and the level designers could ofcourse just look at the variable category they are looking at, but was just wondering if there is a more user friendly way I could make it look

edgy ingot
#

It might be in your best interest to ask #cpp guys for that. Im sure they know the answer

grim sand
#

Yea that is a good point, will ask around there 😄

wanton prism
#

Can someone help me im trying to make a grab and hold script for physics objects inside of the object i want to grab and hold because i am using this interaction system is it possible or do i need to put it in the players BP?

edgy ingot
wanton prism
#

in there?

edgy ingot
#

Not the physich object

edgy ingot
#

Well all the same regardless

wanton prism
#

im just trying to make it so i dont call my original bp parts cause its bulky and is the same thing just copied

#

top is just for cubes but the bottom is better code i dont know if i add the top code to the physics object or add it to the interaction part the the player character?

floral stump
#

what wrong with drag drop?
i can't drag the widget

north lynx
#

Hi everyone!
I'm trying to make 2D minigame (I know, that UE5 is a bad idea, but I need to)
Did anyone know, how to make mechanic, that camera of the player only reaches some of the original size of the map?
On the concept here, blue is a character, green is the plane he can walk, yellow is the camera that follows the player from above, and the red plane is the area I want the camera to only follow.
So when the character reaches end of the map, the camera can't go there but stays in position according to the player in the red place
Idk if it is even possible to do

dark drum
north lynx
alpine kettle
#

Is there any way I can remove the return node? I dont even have an output anymore so I would like to get rid of it

minor dew
#

Hey everyone,
For some reason the navigation isn't regenerated when spawning actor to the level.
The navigation runtime generation is set to Dynamic in project settings.
The capsule component has the Dynamic Obstacle checked and also Can Ever Affect Navigation.
It seems that upon spawn, the CanEverAffectNavigation is set to false. But I didn't implemented that logic anywhere on the project.

robust mural
#

hey guys the blueprint nodes I place in the gamemode class are only written in the server side ?

minor dew
#

@robust mural
Yes, the GameMode is server only.

robust mural
#

@minor dew hey, so that means I could even put there some confidential nodes, the players cant reverse it

#

because its not on the client side

minor dew
random pulsar
#

how many times i tried to understand the logic of setting a boolean to false and true i didnt get it still

#

how does it work?

edgy ingot
#

@random pulsar image doesnt show. Discord is having a problem, which part you dont get?

#

Are you trying to flip a bool or something?

keen adder
#

Hi everyone! I'm really really new to Unreal Engine. I have an issue and really can't find any tutorial about it. I'm currently making a multiplayer horror game and i want to make the enemy grabbing the player and move it to a specific location, but don't have any idea to pull this off. Any help would be nice ^^

random pulsar
#

At the start of event i have a branch with immortal contition variable,then at false one core branch with condition if coins are >than 1 ,if false do destroy object of true set immortal to true ,delay and add coin function or remove function ,i dont remember,than set the immortal to false

#

I dont get setting boolean to false or true ,also how does it change the flow....

devout beacon
#

hi

#

can someone help me

#

I want to my existing inventory slot widget to work with enhanced input

#

how I can convert them to work with enchanced input

keen widget
#

what "format text" node can do?
only to replace what is inside {this} ?

lofty rapids
#

i don't know of what else you can do with it

keen widget
#

how to convert time from 2:23 to 20:23 ?

lofty rapids
#

20:23, or 02:23 ?

#

2:23 is 14:23

keen widget
#

i have a problem, this nodes return current time, BUT! when time is 23:00 it will return just 23:0

lofty rapids
#

but i don't see what your saying in the image, i see 22:53

#

but i get what your saying

keen widget
#

when time is 22:53 everything is fine
but when time is "22:50" it will give me just "22:5" ignoring 0

#

its hard to explain

lofty rapids
#

so your minutes gets rid of the zero ?

#

that makes little sense because 50 is 50 not 5

#

are you manipulating the minute value ?

spark steppe
#

there's no way that it returns 5 for 50

keen widget
#

here this is a problem:

lofty rapids
#

so that makes sense

#

but not 50

#

it's because 0 is a number

keen widget
#

i want it to show 23:00

lofty rapids
#

and 00 is 0

#

000000000 is 0

keen widget
#

how to save formating ?

lofty rapids
#

one way is to format it yourself

keen widget
lofty rapids
#

check the minutes if it's zero use a string, and add another zero

keen widget
lofty rapids
#

for hours you check if it's < 10, and add a zero before it

#

which you should also do for minutes actually instead

lofty rapids
dire frost
keen widget
lofty rapids
keen widget
lofty rapids
#

i feal like would say 20 not 02 ?

keen widget
lofty rapids
#

you should make it a string

#

i would make a function that turns a number into a string

#

and pads the zeros

dawn gazelle
#

There's a better way to do

#

The "Minimum Integral Digits" changes how many diigts need to be represented, so if you're ever doing a stopwatch thing where you're displaying milliseconds for example, you may want to have it set to 3.

keen widget
#

i wounder why this is not by default when you try to get time from "Now" node

lofty rapids
#

because it's numbers not strings

keen adder
#

Anyone have any solution for enemy grabbing player and move it to a specific place?

limber parcel
#

attach actor to actor and disable his movement

keen adder
#

i tried it but still able to move and when go to enemy's vision again the enemy grabbed me again and spin around forever

dawn gazelle
# random pulsar I dont get setting boolean to false or true ,also how does it change the flow......

Your first branch is checking if immortal is true, if it is true, then nothing more gets executed.
If it's false then you're checking if the player has any points. If they don't you're destroying the actor.
If they do have any points, then you're setting immortal to true, removing points, delaying a second and setting immortal back to false so then if the function gets called again, they would be destroyed if they have no points.

This seems like an ok solution for giving the player a 1 second gap where the player would be unable to take any damage or be killed.

limber parcel
autumn torrent
tidal tendon
#

Any way to make set scale appear over time instead of instantly?

trim matrix
#

fonction = 0 waiting

hardy swallow
lusty elm
#

What is the general approach for preventing a player from stacking several of the same ability on an enemy?
I'm makingan RPG and just created my current ability that does DoT. However i want to limit it so that if the player tries to cast the same ability on the enemy that is already afflicted by it, it doesn't apply it again.
My first idea was to create a list of AbilityEffects on the enemy, and check if the enemy is already afflicted by a abilityEffect of the same type, it doesn't apply a new one. Does that make sense? or is there more of a standard on how to handle it?

tidal tendon
thin panther
#

for modern ue with rpg's i'd say GAS is very much non optional

#

unless you really like reinventing the wheel, in a less optimal way

lusty elm
#

Is there a blueprint equivalent?

thin panther
#

Don't. Making an RPG with 0 C++ is a bad move

#

You can get gas companion that removes some boilerplate

#

But you can do most of GAS in BP anyway

tidal tendon
lusty elm
thin panther
thin panther
#

A lot of people opt for mostly bp

#

And just do things like structs and enums in c++

#

And the little bit of c++ needed for gas will take you far in an rpg

#

(you can't completely escape it with gascompanion, just most of it, so I hear)

lusty elm
#

I see, I'll toy with @tidal tendon's idea but i'll read more into GAS and see how much coding it involves, i appreciate the help 😄

late cave
#

I saw this in a screenshot and does anyone know if I can do this with a PrimaryDataAsset somehow (without using C++)?

trim matrix
#

I want to setup an context interaction system my current approach is adding an structure to each option and implement the function via some "Tag" like Name/Text if match this name do this X function on the actor. Someone comes up with it a better approach?

alpine kettle
#

Thanks for the answer @trim matrix 🙏🏽

void jewel
#

any reason why SetWorldLocation is not working from PlayerController? I've connected it to a button press event. I can copy the SetActorLocation into level and it works (get all actors of class -> get(0) -> set actor location. There is only one in the level)
edit: there was an issue with replication. solved

timber crystal
#

Unfortunately I didn't get an answer from the level design department... because it's simply more active here. Here's a quick question:

How can I change the cloud speed?
I can't find it anywhere and the tutorials are all out of date...

raw orbit
#

can I use scene capture component 2d / texture target to generate a collage of still images?

void jewel
timber crystal
timber crystal
void jewel
#

check his link, WindVector in the image

#

understandably it's not exactly self-evident (to use a vector for this) if you're new to UE

timber crystal
frozen zinc
#

any widget master here? 👀

void jewel
frozen zinc
uncut shale
#

is there a way to have a struct look through a group of functions and find the right one?
I have a spell struct and it has the spells set to a name variable and I was wondering if the name variable could look through a group of functions and select the function with the same name as it

devout latch
plush heart
#

hello, i have a question, anyone know why after i played my "cinematic" i lose the control of my camera? basically what happend is that when my blueprint end it should back to the player camera and the normal gameplay, but insted the player camera become the last camera that i used for the cinematic and i can't control my character. this is part of my blueprint where i set the cinematic. (sorry for my poor english)

uncut shale
#

and by parameters do you mean inputs for functions or using enums?

uncut shale
devout latch
uncut shale
#

but i think ill do enums as the branch statement with them has a flow of them that I want/need for my demo

plush heart
uncut shale
#

see if thats the issue

plush heart
#

actually there is already a print string at the start

#

the blueprint work fine but i cannot understand why i lose the player camera

#

is like the camera in my sequencer "steal" my player camera and it remain that from the sequencer, even if my sequencer is already off

timber crystal
compact vapor
#

Resizing a collision box at runtime does not update the dimensins of the collision when testing for actors overlaping.
seriously big issue.

any advice on how to get around this?

warped juniper
#

Hey there, I'm looking to make a fixed camera game, but I need to turn the camera onto its own actor... What's the proper way to approach this, adding the cameras and player character to the scene, etc?

uncut shale
warped juniper
lofty rapids
#

i used a floating pawn

uncut shale
warped juniper
#

I guess... That might restrict some things here and there though

#

I just wanted the separate actor method for the sake of having the cleaner way just in case, you never know

#

I will try that till I look into it

warped juniper
hardy swallow
stuck dragon
#

How can I spawn static meshes and actors into a level through a blueprint? What are the nodes called? I've done it with instanced static meshes but cant find it for regualr meshes.

hardy swallow
#

spawn actor by class

#

or "from class" one of the two

stuck dragon
#

thank you

warped juniper
#

https://youtu.be/9H8zIanNNFw
Amazing how the best solutions to problems are always underwatched videos on youtube

If you would like to support me you can buy me a coffee at https://www.buymeacoffee.com/qworco or even sign up for a membership. Created in Unreal Engine 5.3 but should work in the other engine versions.

Perfect for those retro resident evil/silent hill inspired projects when combined with my other retro game tutorials.

If you have any que...

▶ Play video
true valve
#

If I set a flying character's movement mode to walking in AIR, why it won't jump but goes to ide stance in air?

lunar sleet
#

If you’re in the air, the CMC’s isFalling automatically fires

viscid gust
#

Hello, I have a situation where my PlayerBP gets all actors of class and appends them to an array variable. These are items in the level. The pause menuWB then is supposed to get that array from the playerBP and cycle through all the items in a for each loop and print them to string (temp. for debugging) When I print the length of the array it shows 15, correct, but when I print the element name it only prints one. My question is why isn't it printing all of them?

lunar sleet
#

Show screenshots of your code

true valve
viscid gust
#

My PauseMenuWidget which isnt working

#

My PlayerBP which is working

#

The event happens on BeginPlay in PlayerBP and on a button click with in the PauseMenuWB

#

Could it be the button click? I don't know why that would stop a foreach loop from executing its loop body

devout latch
#

Did you mean to return when the loop is complete?

viscid gust
#

Oh my god. I see that now. Thank you! I wasn't using a foreach loop in this BP and totally forgot to use the completed exec.

lunar sleet
#

Btw for next time you can also use a breakpoint and hover over the array pin to see what’s in it

#

Tho in this case it was a diff problem

viscid gust
#

Yeah thats a good point. Thanks for the help!

lunar sleet
mental bobcat
#

So I'm trying to get my camera to change heights when landing, currently it works but the math isn't coming out right which is causing the camera to continuously drop a bit further each time I land back down on the original floor.

The basic idea is that I get the player's current Z up until the point where they leave the ground and store it (Gate off of tick). Then, when they land again, I take the difference between their new Z and their old Z and adjust the camera and reset the gate.

It seems like when I jump up onto the ledge then back down, the difference should be the same (except negative when going down). It's ~25 off each time but this number changes depending on how high the fall was. There's a different lower ledge and it's only 3 off.

My camera setup for this is a bit funky, I've got it set to an FOV of 5 and its really, really far away. If that is what's holding me back from getting this to work then I'll change it back to a reasonable FOV/Distance but its giving me the look I want so I'm hesitant to change it without reason.

hardy swallow
mental bobcat
#

well, it does effect it actually

#

but numbers do seem to be different still

true valve
rugged sun
#

is there a way around world partition?

hardy swallow
mental bobcat
hardy swallow
rugged sun
#

I'm trying to follow the pinned youtube link for Blueprint communication. His version is UE4, and i haven't run into any issues really until this. I was hoping to continue, but if i have to skip a section/take notes on it instead of following along, i will.

hardy swallow
# mental bobcat yeah exactly, didn't want to it move when just jumping on the ground and having ...

Because you said it's off by 25ish, I don't think it would be nearly equal which causes it. It may be because it's getting the old Z after a jump? As in the starting number is higher. What I would do is just print string everything, old z, new z, etc. to get a baseline of what numbers your working with, this way you can narrow down the issue. You can also use breakpoints to help see where things are.

mental bobcat
hardy swallow
hardy swallow
mental bobcat
hardy swallow
#

@mental bobcat Do you know how to create custom collision in the mesh inspector?

hardy swallow
hardy swallow
mental bobcat
hardy swallow
#

About halfway down the page it shows how

hardy swallow
mental bobcat
rugged sun
hardy swallow
rugged sun
#

I don't believe so. Would it not be important then to know about sublevels? I am still very green/new to this.

hardy swallow
#

Or just other levels the game may have?

rugged sun
#

In the video currently, he has a level window and is doing this. I'm just learning alongside it as i can, but have to just let this part play out because of world partition. but i don't know what that means.

viscid gust
hardy swallow
hardy swallow
rugged sun
#

YES!

#

I want the knowledge of why World partition is enabled and this sublevel system isn't

hardy swallow
#

In that case, I'm going to brush up so I'm not talking with my foot in my mouth

viscid gust
#

Does anyone know if I'm loading a level, while in that level, should I use OpenLevel node then set all variables or just set the variables from save game?

hardy swallow
# rugged sun I want the knowledge of why World partition is enabled and this sublevel system ...

In the old system, when you wanted to make a large open world, you did this through sublevels. The whole map is broken into smaller individual levels and things are loaded as they're needed. The basic idea is the same with the new world partition system, but how it does is different. Instead of having to manually declare levels and place those levels in the map, you set up the distance you want, and it does most of it automagically. The benefit of doing this is so when you make a change to a large level, you're only making a change to the external actors, and the pointers to those actors. This isn't a big deal if you're working by yourself without source control, but when you start working on a team, when you make a small change to the level, it saves the whole level. This eventually becomes a massive file, so now you're constantly uploading and downloading giant level files, plus storing all the old level files in your source control, which builds up fast. With the One File Per Actor, when you make a change, it only has a small footprint, thus leading to less bloat in the repo and less bandwidth. It also allows more than one person to work on different parts of the level at the same time. All of this is why the sublevels menu is disabled, because that system simply isn't compatible with how they've made the new system.

#

Also, I'm not an expert, so I might be off on some of this. Anyone feel free to correct me

#

In terms of where you want to use a non-world partitioned level, any game with small contained maps. You don't need a map with those capabilities if you're making an arena shooter, or a card game. That's not to say it's bad to use WP if you're making a card game, it just doesn't make a lot of sense.

rugged sun
#

fair enough. So the way they say to cancel this is going into a "Blank" Project. Is there a way to enable world partition then on a project that didn't start with it?

hardy swallow
#

Yes, it's just a checkbox. I remember it's not the smoothest process, but while you're learning it really doesn't matter.

rugged sun
#

thank you very much! this community has been lovely!

hardy swallow
#

I'm glad to help, and happy you're having fun on your game dev journey

hardy swallow
#

You can also store variables in the game instance and that will persist between level loads. Not sure what you're trying to do, but it is helpful

#

Like, as a return pin?

#

You wouldn't want to use a cast for that. If you're trying to see if the object exists, use "is valid" and if you're trying to make sure it's the class you want, uses "=" class

#

The cast won't fail if it's a child or parent, as long as they both are of class "MultiChoiceDialogue." If you want to see if the object you're casting from is of a specific child class, I would use the "equals" operator. I may be misunderstanding what you're trying to do though.

viscid gust
# hardy swallow Are you wondering if you should wait until the level is loaded before you try to...

I'm using my pause menuWB to, on click(savegamebutton) get all actors of class and add to an array. Then on click(loadgame) spawn actors. My save game object uses a map with the actor as a key and the transform as a value. So far it works as spawning them in but the old ones are also there, so its duplicating. I'm trying to figure out when to destroy actors that are there. I tried destroying before spawning but then my save game object apparently loses them as well and then it cant spawn them.

hardy swallow
#

If you use equals on the object, it will want to check against an object. You will want to "get class" then check if that is equal to the class you want

hardy swallow
#

So if you were doing something like getting all pawns, that would (I believe) return things which inherit from pawn. So any character actors in the scene would be grabbed as well, and when it checks if those equal Character, it would return true

viscid gust
lunar sleet
#

@true valve you prly need to enable Simulate Physics for it to fall.

solid needle
#

When creating an interaction interface, adding an OUTPUT to it and then removing output, i cant seem to remove the Return node it leaves behind?

#

is there a solution

marble tusk
#

Does it matter if it's there or not?

#

If you mean you want it to be an event instead of a function, I know at least in the blueprint you implement it in you can right click the function and turn it into an event. Might be an option do so something similar when you right click it in the interface bp itself?

solid needle
#

ty

paper smelt
#

Im trying to make it so you can switch skin via menu if you have enogh points it works fine but as i have to to where when the player dies the level resets it dont keep the changes and reverts the mesh how do i make it so the changes stay?

dawn gazelle
#

I think so long as the first input on the function is an integer, then it should pass it to that integer.

#

That's the idea behind the "Signature" - it's looking for the variable types in a certain order and if it matches it can be used as a delegate.

warped juniper
#

Currently I'm using the add controller yaw node, and it seems to turn the actor at half the degrees than the float input (so a float of 360 is just a half turn)
Is this the intended behaviour of the node or am I doing something wrong?

timber crystal
#

But now I have another problem, if I jump twice in a row, does the second time become a falling animation? Does anyone have a solution?

fast finch
#

Good day

#

How can i convert a world location to a screen position WITHOUT using the player controller?

dark drum
fast finch
#

but my player controller has an offset of about 10000 km

#

the values are all wrong

#

i ask myself if i can code it myself somehow

dark drum
fast finch
#

yee its 10000km far away for me

#

and isnt even facing the right way

#

i need todo this manually

#

i only have a camera to work with

dark drum
fast finch
#

why doesnt it work then XD

dark drum
fast finch
#

it only works when i am in third person mode

#

i have like an external render target

#

and i am feeding that into a cockpit

#

10000Km far away

#

so the camera is observing a screen

#

while controlling the plane at the origin

dark drum
#

Show your blueprint nodes. 🙂

fast finch
#

thats alot haha!

#

I will have to try it manually

dark drum
#

We only need the bit where you're trying to deproject a world position to screen space.

fast finch
#

I am gonna try to project a vector onto a plane

#

salad right now.

#

i just need whatever these controller nodes do

#

its already working in third person mode

#

Oh and what i am trying: So when an object is close to the center of the screen, it will light up

#

its a targetting system i make

#

so it doesnt even need to be accurate all that much

#

i could do a line projection?!

#

with a forward

#

UHHHHHH

#

that is really smart patty

dark drum
#

Project world to screen is the right one so what makes you think it's not working?

fast finch
#

i can ofuscate the distance by depth

#

you are really smart patty.

dark drum
#

Adding to what I said, unless you're doing split screen multiplayer, you can normally untick the 'Player Viewport Relative'.

#

With you mentioning it being a targeting system, it doesn't sound like you need the screen space at all so the whole projecting seems redundant.

fast finch
#

Your idea works!!!

#

i am literally projecting to a line now!

#

and i just need to calculate a distance by depth value now

#

so that it is consistant per distance

#

thank

dark drum
fast finch
#

thanks your other idea actually did the trick 🙂

#

not sure how expensive it is tho

#

gotta optimize later

strong dome
#

is there some other way to return my character from simulating physics . with that logic i em restated to on middle of my capsule component and character is facing the other way (i move left but character is facing forward). the action happens after i get hit by boulder as movable actor with capsule component.

green quarry
#

Hi, guys. I have two identical levels that have a common save system and are played in parallel (I play level 1, end at point A, switch to level 2 and end up in the same position A) I have already created an autosave and loading system, but it doesn’t work properly for me. I want the save to be loaded when switching levels. How can I do it 😦

red cape
#

Hi, i'm trying to make a simple text binding for a score counter but keep coming across this error, any ideas?

surreal peak
# green quarry Hi, guys. I have two identical levels that have a common save system and are pla...

Not having the time to assist you through this, but I can tell you that you should not use the LevelBlueprint for this.
You can place your code into the GameMode for example and have it shared between levels that way.
As long as you properly save the Points etc. and load them again when the next levle opens, it should be fine.
The LevelBlueprint should be avoided, you are duplicating code for every level that way.

surreal peak
red cape
surreal peak
# red cape how do you mean?

You are calling "GetPlayerCharacter0" on Construct. Are you sure you even have a Character possessed at that point?

#

Your BPCharacter is invalid

#

Mostly cause GetPlayerCharacter0 returned null

#

So my assumption is that you construct this widget before even having a Character

split girder
#

Can anyone tell me why my BoxTrace is being called when inside my test level but when i create a new level it is never called

surreal peak
gritty wraith
#

I
HATE
WHILE LOOPS
IN UE

#

I ALWAYS MAKE A WHILE LOOP THAT IS NEVER INFINITE

#

BUT IT SAYS IT IS

green quarry
surreal peak
#

It's a stupid invention

#

It makes a tiny bit of sense in C++

#

Where you can properly access it

#

But in BPs you should stay away from it

#

You can access actors in the scene via a lot of other ways

green quarry
#

Oh, okay, thank you

hardy swallow
# gritty wraith BUT IT SAYS IT IS

Because when you go over 1 million iterations, it cuts it off. If you have a loop that large, you should move it to C++ anyway because it's going to be a lot slower in BP

gritty wraith
#

It should have been max. 25 iterations, but there was some weird stuff... hard to explain

hardy swallow
#

it happens

stiff mantle
#

Hi guys,

ive seen alot of people using the "BooleanVariable" combined with "NOTboolean" to set it to True instead of false.
Is there something i dont get? Or is it just a preference?

#

Maybe something C++ related ? ..

ruby cobalt
#

optimisation question. I have an interpolation at event tick..
I have this branch that helps since it will stop everything is target value = current value.
But if i place the branch in the function, it still trigger the output and update the values everywhere.
Is there a way to stop a function from launching whatever comes after it.. this way the branch could be part of my function

hardy swallow
ruby cobalt
#

I see what you mean.. it is weird to read a value from a custom event with event tick

#

But my question is regarding the exec pin out from my custom function

#

I could easily hide the branch within that function, they use the same variables too. But it makes it so the function output execute pin still trigger what’s in its right even if current and target values are equal.. and this is what I’m trying to stop

#

No need to update control data if the values are the same

#

I’m looking for a way, within the function, to stop executing

hardy swallow
#

Either a do once or a gate I suppose

#

Then you have to worry about how to reset / open/close

spark steppe
pastel skiff
#

is there a node that works so that when the pleyer is overlaping with a collion box the nore activates?

ruby cobalt
#

Ben, yeah that's why my code works pretty much.. the event updates the target value and then it keeps updating.. i probably don't need the exec pin from the event itself

hardy swallow
spark steppe
hardy swallow
hardy swallow
pastel skiff
hardy swallow
ruby cobalt
#

here, I "reworded" my issue.

How can I make it so this True at the top stops the function completely..

hardy swallow
hardy swallow
hardy swallow
ruby cobalt
#

But this will still execute what’s outside my function. That’s what I’m trying to solve

#

It already behaves as if there was a return node

pastel skiff
hardy swallow
#

@ruby cobalt If you want to affect things outside the function, then you'd have to have something like a boolean returning, then you can check outside that function if the bool is true with another branch

pastel skiff
#

is there a way to refrence a varieble of an actor in a diffrent actor, like lets say ye press something and the value in the other actor chnages

dark drum
pastel skiff
#

how?

dark drum
hardy swallow
#

If you're using the collision overlap, you would drag off of Other Actor and cast to the actor you want, then from the "As ..." pin, get the variable you want

#

There's better ways to do this, like interfaces and event delegates, but that's the quick and and easy way

cerulean onyx
#

Hello! Do anyone know how can map variable add a new elements in runtime?

dark drum
cerulean onyx
#

but can i just add new elements without pair? like array

ruby cobalt
ruby cobalt
#

The thing is, I have to do this chunk of code hundreds of times so I want to optimize both behaviour and node ergonomics

hardy swallow
dark drum
ruby cobalt
#

Pretty sure the actual answer is to learn c++ at this point

hardy swallow
dark drum
cerulean onyx
#

I want do something like this but in map var

#

map can't add

dark drum
gritty wraith
#

i need help with my validation system. I have a 5x5 grid in a widget. I have the slots (custom widget class) in an array in BPdesigner class. In the center of the grid (index 12, intPoint [2, 2]) is a Machine core. That slot is locked. A player can set units on different slots, but they all have to be connected vertically or horizontally to the core (meaning that if i were to place the units along the edge of the grid, it would be valid only if i also placed a unit on the side of the core

#

The problem is no matter what i think of, it doesn't work. Either impossible, too complicated, or INFINITE LOOP DETECTED (insert tired scream)

dark drum
cerulean onyx
#

actually i want to create a leaderboard, and show top 5 player information including player name, score, time, so i need to create a var to store all the player score and the index, and then using max of int array node to desc the score, so i can get the index of the player and load the top 5 player list

ruby cobalt
cerulean onyx
#

how can i just use array and i can compare which top 5 high score?

#

but i need to show the top 5 player another information like name, time, score

#

i see let me try first thanks!

hardy swallow
#

How so? I've been working in unreal for a while, and I've had a few issues with BP structs, but nothing I feel is too bad. Where have you encountered issues with them?

hardy swallow
pallid flicker
#

does anyone know a tutorial for adding camera rotation left and right to top down, with mouse movement when MMB is pressed? basically press and hold MMB and then your mouse movement would rotate the camera

hardy swallow
hexed cosmos
#

hi guys
when i posses to pawn2 from pawn1 control rotation resets
what can i do to fix this? anyone know how to fix it?

hardy swallow
compact vapor
#

Resizing a collision box at runtime does not update the dimensions of the collision when testing for actors overlaping.
seriously big issue.

any advice on how to get around this?

dark drum
dark drum
dark drum
hardy swallow
#

There's two different types, one is for the pawn, and one is for the controller. They may just be accessing the same thing on the controller. Thanks for correcting me!

hexed cosmos
dark drum
dark drum
cerulean onyx
#

how can i sort by descending score

tropic bison
#

Hi, I tried looking for this everywhere, but I cant seem to find any answers. Im making space invaders for learning purposes, started working on movement, the issue is that currently the character is sliding instead of linear movement. How do I go about making it linear? Any ideas are much appreciated! 🙏

#

One thing I wondered is that maybe it has to do with the fact that I have gravity completely disabled?

hardy swallow
cerulean onyx
#

but i'm using BP

hardy swallow
tropic bison
winter canopy
#

So i got a weird issue
I have macro that takes in a BP_Item_Object and i have a function on that blueprint called Get Dimensions.
But for some reason its telling me that Target is not set

#

This is the error:
This blueprint (self) is not a BP_ItemObject_C, therefore ' Target generated from expanding For Each Index ' must have a connection.

hardy swallow
fallow summit
#

how do i delete an override of a character movement function?

#

ive accidentally created an override of CanJump and its now permanently false

remote wasp
#

Hi, I'm trying to do something a bit weird
I have two pawns, each with a different controller (one player, one AI)
I want to swap the two controllers, so that the player controller controls the AI pawn, and the AI controller controls the player pawn
Is that something that's possible?
I'm trying to do it in BP but it doesn't seem to work, the AI isn't able to move the new pawn it took possession of

dark drum
fallow summit
remote wasp
#

Oh that might be it, I'll look into that

dark drum
dim agate
#

What is the purpose of detaching a camera from its parent component, getting the relative transform of the camera, and then reattaching to the parent component? Looking at a guide and it says to do this rather than just directly getting the relative transform of the camera.

#

The overall goal is to use this transform as a variable and substract it from a 3rd person camera transform variable so you can lerp to and from the two positions with a timeline.

#

Removing the "Detach" and "Attach" nodes breaks this and causes the camera to fly off during transition before snapping to the correct location, but not sure why the detachment and re-attachment fixes this.

brazen pike
brazen pike
dim agate
dim agate
#

I did test it and it works

dim agate
#

But wondering if there is a reason I do not see that would mean the method in the pic is preferable to just getting world transform.

brazen pike
#

I can't imagine why.

dim agate
# brazen pike Idk, link the guide?

https://youtu.be/v9WP3MGUl_w I tend to use these as starting points because they often seem inefficient or they don't work moving forward when you implement other things in to the game.

Hey guys, in today's video, I'm going to be showing you how to toggle between first and third person in your game, and have this as a smooth transition of the camera gliding between these two locations. This is an updated bug fixed tutorial for my last one I did.

#Ue4 #UnrealEngine4 #Ue4Tutorial
_________________________________________________...

▶ Play video
brazen pike
#

oh matt aspland... His guides are usually good

dim agate
#

Granted it is old.

brazen pike
#

You can use Matt's method if you want a lot more out of it (like a bool to know when you're switching, or to have the ability to cancel switching halfway through) but if you just want a simple switch function use "set view target with blend"

dim agate
#

"Blend" here implying it will show a smooth zoom in and out between the POVs?

brazen pike
#

yeah

lunar sleet
#

~~More like Matt Assplant mirite? ~~

dim agate
#

While we're on the topic, he uses a 3rd camera (in addition to the active 3rd person camera and the 1st person camera) that is inactive as a reference for returning the 3rd person camera to its original position when you go back from 1st to 3rd, I wouldn't know but my gut tells me that it might be inefficient to have an extra camera component that you simply won't ever use as a camera, wouldn't it make more sense to position something like the arrow component where you want the 3rd person camera to return to?

brazen pike
#

yes probably

#

you don't even need a reference component with the method I mentioned

#

wait I might actually be totally wrong about this

#

This might be how you smooth transition between different actors that have cameras, not cameras on the same actor

#

Yes. Okay, I am completely incorrect. Ignore everything I said. Matt's method is probably correct, but yeah a lot of this can be optimised

dim agate
#

Might be for the best, would suck to delete all this anyway when I've spent the day tweaking it.

#

Is there a way to "save" the current location of a camera to then refer back to? I have zoom and rotation controls on my 3rd person camera so obviously I want to be able to return it to the last location before the POV switch, rather than go back to the one position Aspland determines using the transform of the 3rd (inactive) camera.

brazen pike
#

yeah, just save it to a new variable before you switch. Then when you switch back, use that variable instead\

dim agate
#

Actually I don't know why I even asked that, I think my brain is fried today. For some reason I wasn't thinking about just setting it as a variable.

cerulean onyx
dim agate
#

Thanks for the help though.

wraith loom
#

Whenever I put a print to screen or print to log at the end of a while loop which repeats a millions of times, nothing gets printed. Anyone know what's going on? When I only repeat the loop 10 times stuff gets printed.

digital palm
#

is there a way to find the screen refresh rate?

kind estuary
#

do you make ai pawn child of your player pawn or you create a new blueprint for each?
What if the player pawn needs to use some AI functions? Do we just copy paste them?
Its quite confusing because AI controller is different class than player controller too.

#

In my other project i created a new class for AI controller, and a new class for PawnAI

#

and then copy pasted the AI functions that i saw useful to my PlayerPawn

edgy elbow
#

hey, big task but im dont know how to go about this. I want to make a system in the game where it tracks what day youre on and depending on what day it it it will change the level and the actors/characters. Each day should last roughly around one irl hour (if there was a variable i could use to get that for a default value or smth that would be great) and once it reaches day 9 you lose the game and have to start over. I also have no idea how i would get the system to save what day youre on as im struggling to even get a save system to work, but any help would be appretiated, thanks!

serene crater
#

Is it possible to edit component properties in the outliner panel? I want to be able to make individual changes to BP instances but I can't select the components in the outliner panel

broken wadi