#blueprint
1 messages · Page 73 of 1
Being able to use latent actions is one of the reasons macros exist, because you can’t do so in normal functions
well i guess it ultimately depends on where u use that macro?
this is using macro in functions
Actually this was a normal function and i change it to macro for using soft ref class
Try making a new macro and make sure it’s not inside a function or w/e
why even use a macro at all?
This is the right way for using solf classes , my friend told me that
Macros are an option, not a requirement or the “right way” to do things
maybe try asking ur friend why it wont work 🤡
If it doesn’t work inside a macro at all, just use an event and move on. All you’re really changing is aesthetics
Yes i will when he wake up
Thank you guys anyway
i would just change this whole macro into an event because thats guaranteed to work
never really understood the point of macros
they are wonky af
I will learn whats the point for using macro here
the only time i had to use a macro was because functions couldnt pass on a specific reference
i think it was struct references
yes
it is
and we are kind of changing system normal class to solf for better performance
lot of related functions inside here
it's kinda complicated
yeah soft references are pretty dope once u know about them
sadly most tutorials dont even mention them
Thats right
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?
try looking into sound cues
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?
Thanks I have? Thats how i got to this point lol
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.
Is the only solution to add them all to a map then count them through that?
Top of my head ur gonna need a foreach loop with a reference to the actor and class you want and have it loop through an index to assign the values u want to have ur code do what ur desiging it for
As far as implementing your selection and how it gathers that that would be on u
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
for what i can tell, you are trying to play multiple sounds in a row, this should be done in sound cues, not events
The parameter is coming from a sound cue and the play target is the same sound cue. It is assigning the int value of a cue on a switch
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.
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
cant u make that delay in the sound que instead of event?
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.
try using a timeline instead of all the events, that will probably fix it
but that doesnt answer why ure trying to avoid casting
timeline might have been a good idea but this seems to do it. I think there were delays getting caught in a middle group. I just made the same functionality happen without repeating myself
yeah delays are cancerous
Well in my case I do want it to absorb inputs so it will work here
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
only sets
maybe u need to get the actual sound and not the component 🤷♂️
Bruh what
Sorry do u know what ur talking about lol
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
I appreciate the help but if u haven't looked into this just tell me lol
thanks for this, actually got me thinking and I did a bit more research and am no longer afraid of casting on the small scale that I have.
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
its just speculation, but thats where i would start looking if i cant find a function on a component
obviously u cant get the parameter from that component, so there must be another source
sorry for not launching my engine and doing your work for you
uhh u should thank NeoExcidious, he was the one who brought this up xD
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
@lunar sleet ❤️ ❤️ ❤️ thank you
are you using the default character class?
if ure making a custom movement system, its probably better to use pawn class instead
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
try watching some tutorials about character locomotion in unreal
how would you do a slime trail?
Permanent or short duration?
short
particle effect
and if you step on it you get hurt
well then that's another thing lol
can a HISM be collided against?
yeah
the meshes are part of the component
so overlap component
but can niagara detect anything?
As long as it can become a trail and have collision it'll work
Spline mesh, particles + a bunch of capsules, whatever
well could do a spline mesh and overlap collision and no visibility
Woouls this work for an inventory system for a small item?
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?
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
i would assume you can just drag from your SM TEST node and get an array of the instances?
I don't quite understand what you mean, I am quite new to this. But I figured something out, this adds the correct amount of instances to the array, but now the elements just hold the index, they don't hold information about the object. What else could I try? And what does the return value even produce?
that code you made only stores the index number, not the actual objects
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?
try dragging from your SM TEST and typing "get instance" and see if it showy any functions that could get you the actual array
that is correct
If either "Overlapping" or "Bad Location" bools turn true, i want my branch to be false, but for some reason thats not working :/
Or should i be using an OR bool? (i have swapped the 2 functions at the end around in this pic)
if either of them goes true, i want it to run the Set Red Placement function
use the or bool, and then the not
then it will return false if either condition is true
I want to create 3rd person character from scratch. But when i try look around, capsule component follow rotating
Here logic for logic for Look
Here what happen Video Link
https://youtu.be/6-WDi0r402o
I want to create free look camera thing.
@atomic nebula https://youtu.be/eRPubnRmGMQ
(project files coming soon)
Hello, and welcome to the description! This video goes over a simple collision trigger with a generic character using a timeline in Unreal Engine 5.3.2.
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?
Can you provide the docs? Loops run within a single frame
People who adds delay on loop misunderstood how loop works
How can I detect if the player is in the spotlight outer cone?
Anyone know why this is returning 0 but without the append it returns the right number? I simply want to change "1" to "x1"
Weird. Anyways for loop runs through all of the loops in one frame
Probably because you’re forcing it back to an int in text form
If you have a string, just display that
I am trying to add some text to a text variable
Yes, we can see that
You can think of it running as one single frame. Are you having a specific problem with loops?
You need to use To Text (String). You picked the wrong conversion node
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
Maybe try #cpp I don’t think there’s anything like that exposed to bp
that's a shame
Is it possible to have Class Tooltips for fields that habe "instanced" types?
Why are you converting string to int to text?
string to int will lose the x if you're lucky, totally fail if you're not
Yeah sorry it worked, thanks
does anyone know why this on drag detected is constantly pulling from the left side of the screen instead of on the mouse position?
Not really, just didn't want a for loop that runs an iteration once per frame. Is there a way in rider to jump directly to the C++ code that implements the for loop node?
iv tried setting the pivot to mouse down and it still does the same but with a offset even though offset is 0.0
Its not running once per frame
Not sure why the doc says in between frames, but its deffinitly not running once per frame
The for loop is not a cpp node
Its a macro done in blueprint
You can double click it to see how it function
Cpp loops is using the normal cpp syntax
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
Is there something special about the for loop node that it wasn't implemented simply in C++
For loop in bp is less performant
But unless u are doing expensive task, dont worry about it
👍thanks
Anyone have an idea on how I would go about checking if an actor is in view of the camera or not?
Do i need to add anything to possess with a new gamestate?
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?
like its parent is game state
Everything is listed in the level details
The game mode, the gane state, the default pawn snd so on. Check your setting then work your way forward
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
I have no idea what you mean with the text colour
Like how can you tell in the outliner if a pawn or controller are possessed
is it if the text colour in the outliner is yellow its possessed and white is standard?
ahh right
Well everything is spawning in, but its as if i havent possessed the player or something
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?
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..
Got it sorted, had to swap all my begin nodes to on possessed for some reason
They are there, I remember watching a train tracks tutorial once that would fit the criteria, I'm sure you'll find it on youtube easily!
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...
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
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)
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
could this be a unreal engine problem ?
it capture ur mouse
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 ?
did u tried in ui mode only ?
just f*** fix it
its the hide cursor during capture
its good ?
yea it works
oh nice 😄
thanks for the hint 😶
np 🙂
lol i have been fighting this all morning long
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
Can someone help me talk from the gamestate to my player
i have tried a cast from player controller in gamestate and that doesnt fail, but when i try get a reference it does
could be related to the fact that it's a wildcard function, not sure tho
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
i resolved this by adding an animation blueprint to my valve is that not weird ?
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 ?
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...
ohh ok thanks
Where is this code and what failed
Show the error and the code where it occurred
Sorry i ended up fixing it. When i made my gamestate i made it a child of gamestate instead of gamestatebase
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?
i only know how to simulate skeletal mesh, but its perfectly doable to make a lamp hang from a belt :
u attach ur skeletal mesh lamp to a socket on ur character u set is collision correctly , u set is physical asset correctly and u toggle the simulate in the character bp, and if u wanna create a skeletal mesh its easy in blender especialy for this type of thing
How would I get this "Body" component from the BP
Into this AI Behaviour BP?
I want to get the "Mesh Component Reference" from it
Hi folks
How would I go about making a similar system to Galactic Conquest in the original Battlefront 2?
#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...
Where you can select your fleet/character and move to the nearest planet
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
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.
Hi all ! Anyone knows why the velocity of my player is affected by the "set global time dilation" ?
I am using a "Launch Character" and when I set the "Global Time Dilation" to "0.1", the velocity changes
Is the pawn possessed? Sometimes it only auto posses if placed in world or spawned or vice versa, check the class settings. As for your goal in general you may want to use movement input instead of moveto
How do I relative rotate the vector position
It is possessed and for testing purposes it is placed in world aswell
Do you have a navmesh? 🙂 I'd check that next and preview it to see if it's covering what you think it is
Have you created a navmesh yet?
yes, ofc. Well, its more like a movement problem. Just to clarify a bit, if I use for example: "get random point in navigable radius" the enemy moves fine, if i set the movement to any actor it moves correctly. If I set a direction to move the enemy, it stays on place
did you made sure the navigation bound volume is setup'd and the navigation mesh builts correctly?
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
this is how I get the direction to move the AI
add the vector out of your multiplication node to your original AI character position
this is my "move to" task
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.
this is the correct one...
^that too
Anyone have an idea on how I would go about checking if an actor is in view of the camera or not?
click on the camera in the editor it should show you a preview in the bottom right of what the camera sees
I would do a line trace from the actor to the camera. You could also do some math with either dot product or cross product, can't quite remember which
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.
Just try projecting the actor's world location to screen, if it's a valid coordinate it's in view. (Unless it's behind a wall, check that with traces)
Or you can check if it's "Rendered Last Frame" but that also includes its shadow etc.
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?
There is a widget component you can add to actors, it displays your widget in the correct position in the world
Use that for healthbars
Alright I’ll look into it! Thanks.
Is there a particular node for projecting actors world location to screen?
Project World to Screen
Isnt this just for the player controller though?
Any location
can I get some help on this?
Is your spotlight set to "movable" in its settings?
yes
unfortunately that was my only idea sadge
how can i see the frames in PIE,selected viewport play mode
ctrl shift h is for the level it does not work in game
oh selected viewport shows
nice
You're certain it's still attached?
No attachment issues?
how to get a valid pointer of Widget1 in widget2 ?
the light is a component of the mesh, and when I click on the component while the simulation is going the light source is moving it's just not projecting at all
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?
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?
does the object need block collision channel to be able to hit event?
or overlap is also fine?
for hit event
i have a projectile with this settings and a floor with this
i ran this and it does not destroy the projectile
using this node how can I change properties of the material through the blueprint. What nodes do i lookup?
Drag off from the return value of that node. With context sensitivity enabled, it should show you all valid nodes that can be connected. There should be ones that relate specifically to material parameters, like vector parameter, float parameter, color parameter, texture parameter, etc.
Overlap is fine; the cone would be invisible and should not be blocked. It would just be a representation of my view area in front of my character's eyes.
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.
Isn't BP supposed to clamp float to a lower maximum value?
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
Do math based on the character's capsule
Or check if the mesh is set up with its origin on the floor, you can use that as the start point too
math based on capsule would be best and would auto-adjust based on capsule changing size
CapsuleLocation - (0,0,CapsuleHalfHeight + CapsuleRadius)
is this flow of nodes good for setting the actor smaller?
i think there is a better way
Depends on what you want to do, that can work
I'd vinterp between a starting scale and target scale though
like this?
You really want to save the starting scale somewhere so you can go back to it but that'll work
VInterpTo from Current towards Target, and just set Target to be your small scale for shrinking, and your original scale for unshrinking
am guessing capsule is the root comp
the logic of the scale will be when he collects something he becomes bigger or smaller
in this case smaller
Yeah I'd probably use a timeline that outputs a float from 0-1
and use a Vinterp, not a vinterpto
then you can just tune the timing and make it smoothly go in and out etc
How can I make when player overlaps with this box collision, pawn class of player will change
ChangeSize -> save CurrentScale -> Timeline -> VInterp from CurrentScale to TargetScale
Change without moving or change and respawn?
change and respawn
yeah timeline exactly,absolutely forgot this exists xd
looks good ig
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
i heard casting consumes a lot of memory so i tried a different way
this one does not print
Where do you set the Character variable?
in the game mode like a variable
@faint pasture I only know how to detect overlap but cant find other nodes, what should I search for a tutorial?
Are you casting it to MyCharacter before setting it as a variable?
no,so without casting is imposible?
Why is your gamemode storing the amount of coins
Also do you know what casting does?
Casting some generic character class to YourCharacter is fine
it gives you all parameters in other places,blueprints
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.
but where do i need to store them?
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
I'd store them on pawn or playerstate
When mario picks up a coin, either Mario (the pawn) or the player (playerstate) got a coin, the game (GameMode) did not
If the rule is "overlapping a coin actor gives +1 coin to whoever overlapped it" then just keep that energy
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
If the course started with level BP the teacher didn't know shit
but he didnt explain whats the difference
PlayerState is fine
it's the state of the player
The state of the player includes how many coins they have
he told its for better understanding the blueprints logic
nah Level BP is very much useless in most cases
its easier to have a reference of objects
You'd use Level BP for level specific stuff, like if you had a stage with some stage-specific mechanic
it was just for training
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
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
casting to general classes is 100% fine
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.
well,now i will remake the 5 th time this logic 😂
welcome to gamedev
iteration is part of the process, embrace it (?
-Cries in redoing the same game 6 times
I'm currently rewriting a 1D physics engine for the 4th or 5th time
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++"
what do i need to connect in my player state object?i tried some variations and none of em worked
the pawns playerstate
drag off as my character, type player state
and you should JUST call AddCoin, nothing extra
let Add Coin handle it from there
Overlap -> was it a MyCharacter? -> get the playerstate, cast it to MyPlayerState -> add a coin -> done
oh nice,didnt know about this
Every pawn has a ref to its corrosponding playerstate (if it has one, an AI character would fail that cast)
unless you gave your AI playerstates as well, that's a thing that's possible
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
thats fine now?
Use GetPawn instead of GetPlayerPawn 0
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
yeah i get it
it becomes cleaner and cleaner)
this one?
private?
@faint pasture btw,what are the things to store in game mode?
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
pretty much nothing
maybe private game state that you don't want players to know about but that's about it
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?
Yeah just keep at it and minimize the amount of tutorials you follow
Is this the place where people can upload games they’re working on for a collaborative project?
no
Is there a dedicated discord server for what I’m looking for?
not that I know of
Should be a non-jam #LFG channel
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
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?
I would say 1. Why use an instanced static mesh to begin with? 2. Maybe ask #chaos-physics
I'm following a tutorial, I'm trying to find a way to switch to static mesh, but thanks I'll try ask there
I think ISMs are usually useful only when you have performance issues and need to fake actors. Otherwise you should use a normal actor with a static mesh
It makes perfect sense! Thanks, I'll replace it with static mesh
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
if health changes often (dots, smooth regen), just bind
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
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?)
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
Double check the socket. Show us a pic of the socket if you don't mind. Also how many scene components does your giant have? IIRC Attach Actor To Actor attaches actor A's root component to actor B's root component.
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
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
ive read this twice through all the edits, what would you recommend and thanks for taking the time to write this out it really means a lot
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".
would you like more context on the situation?
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
im using a mixamo rig as the actor that is grabing the player
What is the socket's location in the viewport? You should see it near or on the hand.
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
How are you disabling the player's movement?
You should be using disable input. It can be accessed within the player controller
Well I'm not 100% sure you should be using disable input. Hmm interesting.
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
Is the player colliding with the hand?
what do you mean coliding, the hand doesnt have collision just the capsule of the actor
Can the player collide with the giant normally? That might be causing issues.
i think maybe now that you mention it, the player is sent inside of the collision of the giant
yeah
Ah ;p
il try making the colission smaller but i dont think thats the issue
Can't you turn off collision or change their collision channels / profiles / whatever during the grab?
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
You should try disabling or changing collision instead of making the capsule smaller
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
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.
OHHH its working! how are you disabling the players collision?
Set Enable Collision
ok thats what i thought thanks
Omg its working (mostly)
thank you sm
i just have to adjust the socket position
im still a little buggy how do you adjust the socket
i cant tell what direction to move it
You should see the translation / rotation / scale widget on the skeleton viewport
Click on the socket
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
Can you connect a small sphere to the socket directly? I'd like to see what happens
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
Let me see your attach script
Don't forget to disable collision on the player or test actor.
\
Set Location and Rotation rules to Snap To Target. Set Scale rule to Keep World.
OK i got it, it works
but it only works as the server, i guess now i have to replicate it -_-
Ah
Yw ☕
How would i merge these two different interaction systems so it is more clean?
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.
what if you had 3 loaded at all times and when the player goes to the next one. If youre going from current to next, once youre in next then its current. And what was current before is now previous.
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
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
too system intensive you're saying?
Yeah. Also I think I might have figured out a solution that is way simpler. I just made a big collusion box and changed the collusion to be on end overlap
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
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.
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
I'm at a loss here, it seems an issue with the GetRandomLocation, i added some debug spheres and i can see the locations where the thing should spawn but it doesn't.
you want the little blue guys to be spawning where those debug spheres are?
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
Here I tried again and only 9 spawned
you dont like where they're spawning? the blue guys.
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?
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
what is the node that is spawning the guys?
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
could it just be that the debug isnt getting the random location information but the slime is?
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
Oh lemme check that
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:
maybe theres no limit to how many debug spheres will spawn but there is for slimes. Does the debug sphere count stop at 50 like the slimes?
can you show more of your graph? I dunno if i really can help but maybe theres something else going on
Yeah It does
Oh I found the issue 😄
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
anyone know why Destroy Actor doesnt work at times?
to put it short, my code does execute, perfectly, except Destroy Actor
Hey guys, how can I change my gamemode blueprint so i can use my cursor to click on the star for example?
in my rts game where should i keep all my spawn / destroy actor events for buildings?
Does anyone know how you could hide a world space widget for other players in a split screen playtime?
im not sure how split screen work in unreal, but there must either be a second client, or second local player
and then u just hide or unbind the widget for them
ill check through that
i think it will be better to do this in your character bp, not the gamemode
Single player?
maybe you accidentally spawned multiple actors
Thats got nothing to do with the game mode?
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
Not that i know and i dont know anyone that tried to do that. You either make a variable public, private or protected from the get go
Abstraction should be handled at the start, not something you change later
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!
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
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
It might be in your best interest to ask #cpp guys for that. Im sure they know the answer
Yea that is a good point, will ask around there 😄
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?
Start by fixing your error. It seems you copy paste the bp from somewhere and forgot to add the physich component
Do i add it to the physics object?
in there?
I dont do this vr stuff but afaik you add the component to your player
Not the physich object
Im not doing vr
Well all the same regardless
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?
what wrong with drag drop?
i can't drag the widget
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
Check the X and Y position of the camera and clamp if it falls outside the bounds of the red square.
Alright, I'll check that out
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
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.
hey guys the blueprint nodes I place in the gamemode class are only written in the server side ?
@robust mural
Yes, the GameMode is server only.
@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
That's right, it's only running on the server so that should be out reached from the client.
Though I would do some more research on the web if security is crucial in you project.
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?
@random pulsar image doesnt show. Discord is having a problem, which part you dont get?
Are you trying to flip a bool or something?
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 ^^
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....
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
what "format text" node can do?
only to replace what is inside {this} ?
ya it "formats" the text
i don't know of what else you can do with it
how to convert time from 2:23 to 20:23 ?
i have a problem, this nodes return current time, BUT! when time is 23:00 it will return just 23:0
makes sense it's a number, so you can turn it to a string and add the 0
but i don't see what your saying in the image, i see 22:53
but i get what your saying
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
so your minutes gets rid of the zero ?
that makes little sense because 50 is 50 not 5
are you manipulating the minute value ?
yes!
there's no way that it returns 5 for 50
here this is a problem:
i want it to show 23:00
how to save formating ?
one way is to format it yourself
yeah i get that
check the minutes if it's zero use a string, and add another zero
hm.. it might work, ill do that for hours also
for hours you check if it's < 10, and add a zero before it
which you should also do for minutes actually instead
thank you
the code is probably taking into account that players are not supposed to die again after one second from their initial death. so setting the bool to true the player wont loss points because they died one second from when they spawned, after the one second is passed they are not immortal and will start losing points after death
wow, thank you so so much!
do that to hours and minutes
👍 .
i feal like would say 20 not 02 ?
yeah you right, i should multiply it 0.1
no either way a number will drop the zero
you should make it a string
i would make a function that turns a number into a string
and pads the zeros
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.
you are pro at this, very clean and easy solution
i wounder why this is not by default when you try to get time from "Now" node
because it's numbers not strings
Anyone have any solution for enemy grabbing player and move it to a specific place?
attach actor to actor and disable his movement
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
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.
you could try making the player a ragdoll while he is grabbed and just move his mesh
Thanks!!!
Nop, only one actor
Destroy Actor IS in the actor itself though, so i am thinking if that could be the problem
Any way to make set scale appear over time instead of instantly?
fonction = 0 waiting
You will have to use a timeline or something similar and lerp between the old scale and the new scale
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?
If you meaning same exact ability, why not clamping max duration of ability, and when player apply same dot it will just replenish the duration without exceeding max duration.
gameplay ability system for things like this
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
Thing is GAS is c++ and I'm trying to avoid it for this project
Is there a blueprint equivalent?
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
Is it really? Im sure you dont really need C++ for an RPG if its not a very big project
It's just i don't think i'll enjoy working on it if i go for c++, i already look at code all day at work so i'm trying to avoid it 😅
For most games you want some C++. An RPG basically requires structures, and structs made in BP have known project destroying tendencies
You don't have to use exclusively one or the other. 1% C++ puts you miles ahead
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)
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 😄
I saw this in a screenshot and does anyone know if I can do this with a PrimaryDataAsset somehow (without using C++)?
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?
Thanks for the answer @trim matrix 🙏🏽
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
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...
can I use scene capture component 2d / texture target to generate a collage of still images?
did you check if it's controlled by the material's parameters?
i try that but cant find the parameters
no i will try it now
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
ahhh ok no i got it thanks to both 🙂
any widget master here? 👀
Thanks :D
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
You should try a standard practice of using parameters or some other way to achieve what you want. I wouldn’t go down the path you are currently thinking.
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)
oh i figured i was wrong on how i was achieving it, I was just setting some UIs up and went with how I know how to make the text fit with what i want
and by parameters do you mean inputs for functions or using enums?
how are you getting the camera inside the cutscene?
Yes, I’m not sure exactly what you are trying to do but you could have a function to execute a spell and pass in the spell struct. Inside the function, it can determine what kind of spell it is.
oh i already have the select spell function, im just trying to make the execcute spell funciton
but i think ill do enums as the branch statement with them has a flow of them that I want/need for my demo
i used a level sequence with inside my camera and then in the blueprint i setup a level sequence > play, and to remove it i placed a stop
when you go and play the level sequence, try putting a print there
see if thats the issue
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
Can someone explain to me why I run while jumping?
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?
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?
you could make the camera just always be focusing on the player
Maybe but I want the option to change the camera's position in real time, and create behaviours with very specific movement (It can move along the Y and Z axis, but has very clamped or disabled movement along the X axis for instance)
i used a floating pawn
you could probably tweak it where it would only update the Y and Z axis, but every frame check where the player is
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
Yeah I know that could work, I'm just not 100% sure how to implement that right
It looks like you're checking if they're jumping (maybe holding the jump button) for the transition. Try to use isFalling instead for the transition back to walk/run
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.
thank you
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...
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?
Cause it can’t walk on air doctor
If you’re in the air, the CMC’s isFalling automatically fires
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?
You might be screwing up somewhere and adding the same element 15 times or printing it wrong
Show screenshots of your code
Ho can I make flying character land?
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
You are returning inside your for loop.
Did you mean to return when the loop is complete?
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.
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
Yeah thats a good point. Thanks for the help!
Does it not fall when you switch it to walking ?
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.
Part of the reason could be due to collision correction, try to add a small delay before using the new Z value. It's not perfect, but it would tell you if that's the cause.
doesn't seem to be that, added 0.5 sec just to be sure but still off
well, it does effect it actually
but numbers do seem to be different still
no- something is off
is there a way around world partition?
I assume the "nearly equal" check is to make sure the player fell a large enough amount?
yeah exactly, didn't want to it move when just jumping on the ground and having it be a small bump or something
I'm pretty sure with the new WP system, level streaming doesn't work by default. Not positive though. What are you trying to do?
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.
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.
you know what... I'm pretty sure its my ground, was using complex as simple for it and it isn't flat lol
What kind of BP communication are you trying to do? Obviously it's something to do with level streaming
Maybe. Unless you really need it, try to avoid using complex as simple as a general rule
yeah for sure, I only had it because the artist and I were having a hard time getting good collision shapes out of blender
@mental bobcat Do you know how to create custom collision in the mesh inspector?
I believe blueprint interface.
I do but it comes out jank
Can you give me something like "when my character runs into a wall, I want them to teleport to a new level" or something like that?
That's the auto generator, which is for sure ok-ish. You can add simple shapes to your mesh, hang on
yeah, I'm going to do that now lol. It would be better if we could get them out of blender I think lol
About halfway down the page it shows how
Yeah, you have to follow a naming convention and things have to be in an empty object (I think). The best way to figure out what you need is to just export something from the starter content and look at it in blender
nice, will look into that. I did see the naming convention thing once and thought that it couldn't be that picky... but maybe it is lol
I was trying to learn about script sublevels. I believe i was going to give a door a interaction to have a descripotion appear on screen.
Was your eventual goal to have the level stream in when the player interacts with the door?
I don't believe so. Would it not be important then to know about sublevels? I am still very green/new to this.
By sublevels, are you talking about the individual chunks within the larger world partitioned level?
Or just other levels the game may have?
thanks for the help, btw
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.
In Blender you can create collisions from box meshes. You can have multiple boxes in one object but they have to be boxes/rectangles. Then align it with your model and name it UDX_(the object name you are adding collision to). I find it easier to add "complex" collision this way for some objects.
np man. I'm mostly here to look for ideas on what next tutorial I want to make, but I help when I can
This system is largely depreciated in favor of the new one. Unless it's something that the person is going to be using in the future tutorial, I would skip it. Otherwise, I'm pretty sure you can use, but you have to disable world partition. There's reasons to use the two different systems, and I can wax on about that if you'd like
YES!
I want the knowledge of why World partition is enabled and this sublevel system isn't
In that case, I'm going to brush up so I'm not talking with my foot in my mouth
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?
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.
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?
Yes, it's just a checkbox. I remember it's not the smoothest process, but while you're learning it really doesn't matter.
I'm glad to help, and happy you're having fun on your game dev journey
Are you wondering if you should wait until the level is loaded before you try to load the save game? Because yes, and I'm pretty sure you can set that up in the level blueprint to fire once the level is finished loading.
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.
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.
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
In this case, I would try to implement something like a Singleton pattern. Basically, you want to check if those actors are already spawned before you try to spawn the new ones. Do you use any type of manager to keep track of the spawned actors?
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
Ah ok. I don't have a manager yet. So far the project is still in an early phase where I just placed a few test items. I'll look into setting up a singleton. Thanks for the help!
@true valve you prly need to enable Simulate Physics for it to fall.
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
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?
ty
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?
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.
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?
lol
It works now Thanks
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?
Good day
How can i convert a world location to a screen position WITHOUT using the player controller?
You need the player controller, without it there is no screen.
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
What? The player controller does have a world location so i'm not sure what you mean by it having an offset.
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
Again, the player controller doesn't have a world location so what ever this offset is, has nothing to do with the controller.
why doesnt it work then XD
show how your doing it.
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
Show your blueprint nodes. 🙂
We only need the bit where you're trying to deproject a world position to screen space.
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
Project world to screen is the right one so what makes you think it's not working?
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.
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
thanks your other idea actually did the trick 🙂
not sure how expensive it is tho
gotta optimize later
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.
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 😦
Hi, i'm trying to make a simple text binding for a score counter but keep coming across this error, any ideas?
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.
Do you have a valid Character when Construct calls 🙃 ?
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
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
ah i see, all sorted now thanks!
Did you code it into the LevelBlueprint?
I
HATE
WHILE LOOPS
IN UE
I ALWAYS MAKE A WHILE LOOP THAT IS NEVER INFINITE
BUT IT SAYS IT IS
It turns out that I need to put the save system into GameMode, and then work with the LevelBP?
You shouldn't really work with the LevelBP at all
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
Oh, okay, thank you
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
Yup i found the mistake
It should have been max. 25 iterations, but there was some weird stuff... hard to explain
it happens
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 ? ..
It's mostly preference
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
The reason the branch still triggers from the tick is because it's trying to read a value from an event pin, and unless the execution is coming from that event (Linear Strength) the value will always be NaN or just 0.
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
Either a do once or a gate I suppose
Then you have to worry about how to reset / open/close
or whatever it had at the last call
is there a node that works so that when the pleyer is overlaping with a collion box the nore activates?
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
Yeah, I'm not sure exactly how it would work
relying on this is the worst design decision i've ever heard of xD
Event On Component Begin Overlap
I'm not sure how this is helping
help me optimize!
cant find it
You will have to do it in the blueprint which has the collision volume
what do you mean?
here, I "reworded" my issue.
How can I make it so this True at the top stops the function completely..
I have a 5 minute video about an automatic door that touches on a similar topic, do you want me to link it?
ye sure
https://github.com/PretendCoding/UE5_TutorialCity
Hello, and welcome to the description! This video goes over a simple collision trigger with a generic character using a timeline in Unreal Engine 5.3.2.
Add a return node after the true exec
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
thnaks man that relly helped
@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
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
Assuming I understand you correctly, yes.
Get the actor ref from the other actor the same as you would any var.
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
Hello! Do anyone know how can map variable add a new elements in runtime?
Get your map var and use the add node. It'll ask you to provide the key value pair.
but can i just add new elements without pair? like array
Thx, yeah I thought about that but it’s about the same as when I have the branch in front of it.. in my first screenshot
The thing is, I have to do this chunk of code hundreds of times so I want to optimize both behaviour and node ergonomics
A map item needs a unique key, but not a unique value
Now because a map requires a unique key for each value.
Pretty sure the actual answer is to learn c++ at this point
The main reason to use C++ is for computationally heavy things, like big loops, or things you can't do in blueprints. Eventually it'd be a good idea to learn how, but it's not a requirement when you're in this stage. There's a lot of good videos on it though
If you just want a list of unique values, you can use a set.
Why are you wanting to use a map? The whole point of them is a key value pair.
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)
so i need to use set?
You've not really explained what you're trying to achieve so it's hard to say.
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
i find text easier to manage and update than nodes.. (even though I really like nodes in general) in my case I want to nest the branch simply because I know it will save me thousands of mouse clicks.... that's my issue with blueprint really
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!
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?
You could store the valid neighbors of the core, then check if the place the new unit is placed is in a valid spot, and if it is, place it and update the array of valid spots
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
How familiar are you with the input system unreal uses?
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?
The control rotation doesn't reset, it's a different pawn with a different control rotation. If you want to keep it the same, when you possess the new pawn, you need to get the old control rotation and set the new control rotation to that
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?
How are you possessing the new pawn? Is it a different type of pawn?
Control rotation is on the controller and wouldn't change (afaik) when you posses a new pawn.
Look at enhanced inputs (you should be using them anyway unless it's an old project) and look at chorded actions.
This allows an input action to only trigger when another input action is being pressed.
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!
within posses node from pawn blueprints. it's not diffrent
Is the pawn setup to actually use the control rotation? (Usually a tick box on the camera or spring arm)
yes it's checked
Hmm, I'm not sure why it would be resetting. You could try setting the control rotation on the new pawn before possessing it.
how can i sort by descending score
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?
In the movement component, turn acceleration way up so there's no delay between 0 and top speed, and turn breaking friction way up. This is a quick fix, I think using a custom movement mode or working with the existing flying movement would be best.
but i'm using BP
It's either breaking friction factor or breaking deceleration walking (or which ever movement mode you're using)
That seems to have at least for now fixed the issue, thank you 👌
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.
thanks worked
https://forums.unrealengine.com/t/victory-plugin-s-extra-blueprint-nodes-for-ue5-no-c-required/231476/2
The Rama Victory Plugin has a lot of features in it, including sorting arrays
how do i delete an override of a character movement function?
ive accidentally created an override of CanJump and its now permanently false
Delete it from the child.
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
As a guess, I would say the BT stops when you possess a new pawn. You probably need to start the desired BT when it's been possessed.
ooh right my bad i was looking in the wrong place, thanks cheers & kudos
Oh that might be it, I'll look into that
On the pawn you can add an event for onpossed and check what's possessed it and do the appropriate thing
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.
When you remove the parent I'd wager you'd be getting the world transform, which might make it easier to use later
If that's what it's doing, you most likely don't need to detach/reattach it. Just use "get world transform"
In that case, why wouldn't we just use "get world transform" in place of "get relative transform"?
That's what I was thinking
I did test it and it works
Idk, link the guide?
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.
I can't imagine why.
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
_________________________________________________...
oh matt aspland... His guides are usually good
Granted it is old.
Okay this is an absolutely insane way of achieving this. Use the node "Set view target with blend". Job done
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"
"Blend" here implying it will show a smooth zoom in and out between the POVs?
yeah
~~More like Matt Assplant mirite? ~~
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?
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
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.
yeah, just save it to a new variable before you switch. Then when you switch back, use that variable instead\
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.
finally done with this solution by searching in google, just in case who want to using BP to create a own leaderboard and sort by struct
https://blueprintue.com/blueprint/6_ps_inv/
Thanks for the help though.
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.
is there a way to find the screen refresh rate?
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
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!
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
Use the Get Time Seconds node as a starting point. It returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses. You can keep updating a variable for "currentTime" and then have some sort of save event that happens when you finish a level or something depending on your game.
