#blueprint

1 messages · Page 74 of 1

edgy elbow
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okay thanks

mighty crown
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is there a way to scale the skeletal mesh on a character via BP? Im trying to find the right node but I can't seem to

carmine peak
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how can i fix this?

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i cannot get the reference to gamemode class

lunar sleet
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Use the get game mode function

trim matrix
carmine peak
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ill try that

carmine peak
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i never used get game mode node

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okay im gona ask one more quesiton, why cant i create a wdiget after one is destroyed?> mainly i want to create a widget B after EVENT DESTRUCT is called when widget A is destroyed

carmine peak
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lkay

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i went another route and did what i wanted to do

lunar sleet
# carmine peak okay but what next then?

You would then cast to your game mode class and get what you need from it. There’s a good video on blueprint communications pinned here, (2nd to last link) that’s worth a watch. It’s a bit long but worth it

crimson saddle
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I'm curious, does anyone know if its cheaper to have a big array of complex structs or a bunch of actors with that same information?

carmine peak
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okay this way

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thanks

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ill use it in the future

lunar sleet
crimson saddle
lunar sleet
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Did you profile and find out either of those caused your perf issues?

crimson saddle
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I have been tracking resources that the players have via struct arrays and this has been fine so far, but when they have a lot of different resources it begins to slow down the UI. Listview is the answer to lists, but it wants objects not structs.

kind estuary
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How do i set a BP_PlayerState (child of playerstate), to a pawn that is controlled by AIController?
I remember this was messy. Like you need to go in the player state and change some weird things

lunar sleet
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It’ll prly be just as heavy if you’re loading a lot of assets

crimson saddle
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my other worry is that struct arrays will not scale very nicely if I want to add more information to my resources, but at the moment they are quite lightweight because they are fairly simple

lunar sleet
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Not rly runtime editable tho afaik

crimson saddle
crimson saddle
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I just dont want to trade gameplay performance for UI performance if I can help it

lunar sleet
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Your UI should just list items without loading the entire asset

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Save for icons or whatnot

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If that’s not already the case

crimson saddle
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thats mostly the case

kind estuary
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but where the hell do i set it to BP_PlayerState

crimson saddle
crimson saddle
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just a foreach loop on the array

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not sure how else you populate a list, lol

uncut shale
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is there a way to print what entry something is in an array? Get a copy shows me what is in the entry number, but I wanna do the reverse

lunar sleet
uncut shale
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like instead of showing me what actor is in my actor array in slot 1, I wanna see what slot my specific actor is in

uncut shale
random pulsar
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i studied today some principles of programming and i understood the singleton and abstract methods but when i saw mediator(manager) my brain quit my head

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the idea is that i need to press buttons in order to be able to open the door

crimson saddle
random pulsar
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my brain explodes,so much information that i need to consider simultaniously in 3 places

uncut shale
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I kinda feel like there is an easier way to do this. If not im not going to be mad, but it just seems inefficient

modest monolith
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How do I know what is possibly rendering my character? The blueprint doesn't work because "Is rendered?" it's active due to something

outer zodiac
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Blueprint structs can't have arrays?? wtff

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Dumb enough that blueprint can't have a list of lists now I gotta write the most basic struct on the planet in C++ heh

uncut shale
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what do you mean? it looks like they can

outer zodiac
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Hmm, didn't let me do it for an actor

elder lodge
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should the ai pawn be able to do anything the player does?

uncut shale
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how can I set a timer WITHOUT needing an event

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I want to wait in between blueprints and most other languages have a wait function

kind estuary
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so just some functions

willow kraken
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Hello I'm using a phys constraint for a lever. So only the movement to pull the lever up and down are allowed. In 4.27.2 the same code works perfectly fine. If I pull the lever in 5.3.2 i can also move the lever in all locked directions. If I let the lever go, it will snap back in the right position, but this breaks everything.

How can I fix this weird behavior?
If i lock everything in this example, it can also move the lever in all direction. If I let the lever go it will snaps back to its locked position like a spring.

kind estuary
elder lodge
uncut shale
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if so thats why i couldnt find anything

elder lodge
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if that's all you wanted haha, yeah

uncut shale
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yep, thank you

elder lodge
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have the AI logic be in the controllers

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It's the body/mind divide

elder lodge
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pawn is the body; it should have functions for attack, and translating inputs. But the controllers give the input; the pawn shouldnt' care whether it's being controlled by AI or human, just that something is at the controls.

elder lodge
uncut shale
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I wish there was a way to search for blueprints by function like that

elder lodge
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Honestly, it's one of the things where ChatGPT has come in very clutch
A vague description and it'll give you common answers

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"Hmm, I want to find the rotation that translates to facing towards a vector as if it were the forward axis" is one i used recently

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at least in situations where you don't need to wait for a forum response

paper smelt
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How do i make this save when the level reloads?

kind estuary
elder lodge
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You tell the pawn to switch over to AI controller when needed

carmine peak
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@lunar sleet hey, what should i put in object to make this cast work?

lunar sleet
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A valid reference to quest menu whatever that is. Watch that video so you understand how casting works

carmine peak
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a valid reference um , what should that be ? i only need to understand what

lunar sleet
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What is it

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This quest menu

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A widget ?

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@carmine peak

carmine peak
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yes

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i have a widget where music starts on contructs, but i want to stop that music when another widget is created

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this is widget 1

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this is widget 2

lunar sleet
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Where is this widget being created

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Same bp or diff one?

carmine peak
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different one

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left is 2
right is 1

lunar sleet
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I mean the actual create widget node

carmine peak
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oh

lunar sleet
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Not the widget itself

carmine peak
lunar sleet
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And that code is where ?

carmine peak
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in the level bp

lunar sleet
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Ugh you dont want to use the lvl bp, it’s outdated methodology

carmine peak
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yea , i pretty much feel its problems

lunar sleet
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Put it somewhere easily accessible like in the player controller or the HUD. Promote the return value to a variable. Then use the built in functions to get that bp and cast to that bp to grab that var

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By built-in functions I mean for example get player controller (provided this is single player)

carmine peak
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damn, so i wont be able to do it today ,well gona do it tomorrow as its 1 am rn

unkempt warren
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Do you have to cast to another widget?

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Could you avoid it by using the user widgets on the side?

carmine peak
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i use 4.27 ue and i would to rewrite some code to make it all work

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my code is a weird working mess

unkempt warren
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haha, glad I comment everything..

carmine peak
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i mean i do understand what is where

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its just that i dont use widely used methods

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insted of using player controller to store variables and other things i would use level bp and widget bp

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which is bad as it make it harder to grab variables

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okay so i need to move everything to player controller

unkempt warren
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If you're using Level BP you're going to hate yourself if they swap to another level for any reason..

carmine peak
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yea, okay well time to make a local road map for myself to rewrite a lot of code (for me it alot ) to make it more convenient

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im gona get in contact if i rewrite it

lunar sleet
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Not to mention you can’t rly access the lvl bp from the outside

carmine peak
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Long story short : I'm reinventing the wheel

lunar sleet
carmine peak
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Okay well

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I'll come to this chat in a bit to make a favor if you would be able to Check where I made some mistakes with what to use and what to do , not much code , small project

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In a bit means like a week or so

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Thanks for the help

twin perch
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man ... really feeling that need for 2D arrays in blueprints.

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i gotta learn how to use c++

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lol

meager spade
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Iterating it will probably be pretty ugly in BP but I think it should work

twin perch
twin perch
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that did work, looks like structures are the 2D arrays XD

devout ruin
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Looking for help with my line trace spaghettis. Trying to damage a different actor with surface type node. Node has "target" as a tag for the separate actor.
https://imgur.com/utKzBmY

devout ruin
hardy merlin
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Can anyone recommend an asset pack for testing action gameplay? I need an object in the world that can measure angle and distance.

wanton prism
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Im trying to trigger a door with a differnt blueprint that the player needs to click and then it will open the door i have everything set up except for trigger the door event how do i do that?

lunar sleet
wanton prism
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So when the player interacts with the switch interactible i just ref the door and cast to the doors open event?

lunar sleet
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correct. you'll need to get the ref to the door tho. if it's within range, you can do an overlap or a line trace to the door to get it

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if the switch is right next to the door, a simple overlap bubble should do the trick

wanton prism
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oh

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so the switch cannot be on the other side of the map?

lunar sleet
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it can, but then you need a precise way to get the door

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if there is only ever going to be one door in your level you can cheat and use get actor of class

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but if you're going to have multiple doors, that functionality will break

wanton prism
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ok so any suggestions? on how i could cast to door with out it breaking?

lunar sleet
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are you going to have multiple doors with corresponding switches?

trim matrix
wanton prism
trim matrix
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well I'm not sure

lunar sleet
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If it’s multiple specific doors that get opened by specific switches, you could prly use actor tags, then on switch interaction, get all actors of class door, for each loop has tag -> if true, open door event.

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Interfaces can work too

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Few ways to do this

wanton prism
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Would this work?

lunar sleet
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Idk what I’m looking at, you have a branch that will always be true and an open door function that’s on the switch instead of the door

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You could always subscribe your doors to a dispatcher event on the switch but you’d still need a ref

wanton prism
lunar sleet
wanton prism
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Heres also the code for the interact interface

lunar sleet
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Maybe filter more than just class Actor

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If you’re looking for switches filter by the switch bp

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If it’s multiple misc interactable items make a base class for them

wanton prism
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Is this better

lunar sleet
# wanton prism Heres also the code for the interact interface

As for the Interact logic you’re going in circles. Your code says: find all overlapping actors (could be anything at all), iterate over all of them, if they have this interface, call open an open door function on the switch, with the target being the switch

lunar sleet
random pulsar
# trim matrix use interface

This lesson was that buttons know about the manager and manager knows about the door he opens,and author showed a varient but he said its hard code.And next lesson is with interact interface , when only manager knows information about objects

wanton prism
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Heres what i came up with but im trying to fix what your said but im just not underderstanding. sorry

lunar sleet
wanton prism
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OK

waxen trench
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Is there an efficient version of this? https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Rendering/ReadRenderTargetPixel/ - I’m considering making a line of sight based game and I’d like to use a render target as the underlying data structure to tell if an actor is visible or not. Is this the complete wrong way to go about it? I know most RTS games use an underlying grid data structure but I’m hoping to avoid doing that so I don’t have to reinvent pathfinding and collision systems.

Read Render Target Pixel

lunar musk
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I wanna use twinblast paragon turn in place animation on my character. Any idea how can i do that?

twin perch
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is their any way to spawn actors not during run time ?

lost glen
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Does anyone know anything about Physics Constraint coordinate issues?

I've been trying to create a pushing door actor and I'm running into a very annoying problem regarding the placement of the door (just the door, not the frame) in the actual world. Inside the actor blueprint I have the door, the frame and a physics constraint.

The problem is, the door is being locked to the physics constraint coordinates relative to the world. So if I bring in a physics constraint and push it x-50 to the side of the frame, the door will be locked to x-50 of the worlds coordinates, not the actor coordinates.

The result is my door being locked at x-50 no matter where I place the actor blueprint in the world. Anyone have any ideas what's up with that? I'm on 5.3

steady night
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yesterday everything was fine

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this morning trying to test my project

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instant

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ideas ?

spark steppe
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no

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and without debug symbols this stacktrace is useless

steady night
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how do i get those

spark steppe
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in the launcher

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rightclick the engine i think

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but it's ~80GB

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and only increases your chance of getting help by 2%

steady night
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gah... i mean i worked fine last night or rather 8 hours ago O.o

lunar sleet
steady night
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yeah did, dident help

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but i had re revert yesterdays stuff then it worked...

lunar sleet
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Does it let you open any other project ?

steady night
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yeah

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all other works,

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but yeah i think this works just have to remake some stuff no worries

lunar sleet
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Ah ok, then yeah just redo what you did step by step, in case it happens again

steady night
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yeah

keen widget
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how to load in and out .scv(exel) files in runtime ?

lime zephyr
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hey
I manually pulled out five points in the blueprint, the spline mesh was added, and set its starting point to be the first point and ending point to be the last point, but I think I can adjust these points in the middle of it, so that the rattan man is twisted, and only this one rattan man, how to achieve this

lunar sleet
lunar sleet
lime zephyr
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😂

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That is, I want these points to adjust the distortion of the model,

keen widget
lunar sleet
keen widget
gusty crater
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Why am i getting that note and nothing coming through that event?

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Its setup exactly the same as the one above so not sure why its not working

kind estuary
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So then i store the player state reference from the single pawn each player has in each unit actor

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Then when units (actors) collide, you check the player state reference in the unit

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Im kind a bit lost here

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But yeah, the AIController was not made to have a player state

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It can have with bWantsPlayerState, but from what i read its not meant to, because it doesnt need to replicate it (something like that)

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i think i digressed

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i just woke up, im a bit sleepy yet.
Okay so the issue with having the Pawn and the AIPawn as one, is that it complicates stuff a bit

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Imagine you want AIPawn to manage everything automatically, including moving its units, etc...

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Then you would have to deactivate all of that in the pawn

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Having 2 different classes might be better?

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im not sure of what im saying. im just trying to reason with this

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yes if you have the pawn and the aipawn as the same class, you would have to check if its AI all the time.

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you would have to like EventBeginPlay -> branch is AI ? Yes -> Check where enemies are -> Attack

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So the logic would be all in the same place for AI and Player

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But i dont know... maybe there is a reason you are saying this?

split salmon
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Guys iam making all traces to run async and thinking if i should put on the market. Is there any plugin on the market place that does the same thing?

obtuse oriole
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a beginner question, is there a node for getting world position and rotation result of relative movement to a global transform? Say I have a cube that is offset from the world origin and rotated a bit on random axis, now I want to get the world position and rotation when I move say (5, 7, 2) relative to the cube.

silent drift
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I don't know if this is the best place, but I'll start here. Currently I "spawn" my AI in my levels by literally placing them into the level and they "just" start there. Would it be better to have a "SpawnAI" actor that I place that spawns them instead of spawning them on level load?

I'm working on a 2d game similar to Mega Man, so I want to control the placement rather than having a spawn-closet of sort, but I'm used to always using a "spawnAItool" rather than placing them, so wanted to ask if I should make this even for this type of game?

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THe reason I'm wondering mostly if it would be better to when the player "dies" and the AI should respawn to destroy all AI spawned by the spawner, and re-spawn them, rather than "resetting them".

dark drum
split salmon
dark drum
split salmon
dark drum
# split salmon Performance

Traces are pretty quick anyway so I cant see it making that much of a difference. Do you have any examples/scenarios where it would make a difference? I can also see issues where the trace that has been performed no longer being relevant once it's completed.

sand yacht
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is there a way to spawn instanced actors the same way you can add instanced static meshes?

spark steppe
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and how do you handle concurrent access to collision data from the game thread and your background worker?

glossy egret
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Does anyone know how to stop this message from playing.
LogScript: Warning: Script Msg: Attempted to access index 0 from array

Some of my arrays are ment to be populated at runtime. and some get used and some dont.
but it seems as if any method of checking to see if an array is valid so that i can filter it out of usage. that im aware of. triggers this message.
and its infuriating that i cant get it to stop

versed sun
glossy egret
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thankyou

versed sun
glossy egret
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i had been using is valid index before and i was still having the trouble

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but ill give is not empty a try

fickle quartz
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Hi there! I'm making a game where you play as mosquito and I've got a bug (heh) that seems like it should have an easy fix, but I can't figure it out.

When the player presses the right trigger/space bar, the mosquito blueprint adds movement input in the Up direction, basically simulating flapping its wings. This works flawlessly when the player is moving in an XY direction with the left stick/WASD keys, but, when there is no XY movement being applied, the mosquito always rotates so that it ends up facing Z: 0 in world space

glossy egret
tribal gazelle
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After I use the teleport node I can walk around fine and control the character but they are invisible, what can I do to fix this?

silent drift
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Can I somehow create an actor in the "Construct"? I want to make an AI spawner and when I add an array element, it creates something I can move around in the world to see where it will spawn.

versed sun
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Instead of Construction Script, make a Function with Call in Editor checked

silent drift
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Ah! Thank you! I will look at that.

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Hmm, that didn't really do what I meant. 🙂

young meteor
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Hey folks

I have an actor (monster spawner) I use to spawn monsters in a sequence for my tower defense.
Sometimes it doesn't work and spawns nothing causing the whole game to halt. This only happens in a shipped build, not in editor when testing.

I have set up a bunch of loading/validation stuff. Any idea what I'm doing wrong?

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Should mention it typically halt when it is supposed to start spawning a new type of monsters. So fairly sure the shown part is the issue.

young meteor
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A value from database defining time between spawns. Max 2 seconds I would say.

silent drift
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I would like it to add these, and then be able to move each instance from the AI spawner, so I can see where it will spawn in editor. @versed sun . Would I somehow be able to do that for the editor stuff?

supple dome
young meteor
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Loop is running to the right of what you see.

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This loop is what you see the beginning of in previous screenshots

supple dome
# young meteor

can you try using gc.CollectGarbageEveryFrame 1 and see if the same problem happens in editor

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I am wondering if the class gets unloaded between spawn calls, as theres no reference holding it alive, however not sure if the garbage collection actually takes care of unloading unreferenced assets

young meteor
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Hmm. Might be worth a shot. How would I set it back? Just gc.CollectGarbageEveryFrame 0?

supple dome
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yeah

young meteor
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It will take some time to test, because it does not happen often. Last time I got to wave 18 before getting the issue for example.

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Not the same wave every time either :S

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I highly appreciate your help though. Will give it a shot if you think there is a chance it works. 🙏

supple dome
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this kind of cross linking (between different events) is also a likely source of problems, the values can get changed or lost between frames
To fix this you can encapsulate stuff like acessing the row into a getter function ie. GetCurrentMonster, and then call this function whenever you need to access the table

young meteor
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Good point. Don't think I call database and change it in between things, but better safe than sorry.

coarse grove
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Hello people, Im with a little bug on my enemy behavior, maybe someone can explain it to me. My enemy has 2 behaviors:
1- follow the player
2- moves on straight line
I switch between states when the enemy reaches a certain speed

Sometimes it works perfectly, sometimes when my player is not moving the enemy also does not move aswell, if I move the player, then the enemy finds the point and direction to move and goes. Anyone knows why this might be happenning? And how could I solve this bug?

supple dome
coarse grove
supple dome
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turn on the navmesh viewer in the show panel

cursive cosmos
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They guys. What does this error actually mean?

coarse grove
tepid willow
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You should use ReturnValue of the trace you're running before using such fields, as it might not hit anything

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If the ReturnValue is true, it means that it will have some actor to use, otherwise it'll be None

cursive cosmos
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hm ok

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still little confused but will try

coarse grove
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@supple dome yeah, seems like sometimes the navmesh where the enemy should go does not appear, and when i move the player then it appears. How could I solve it?

supple dome
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go through all the components of the player and the enemy, and deselect Affects Navigation

orchid quest
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Please help me solving this problem

coarse grove
cursive cosmos
supple dome
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I think you can play with the agent's width etc, in the navigation options, and the navmesh min distance to walls
you will have to google a bit cuz i dont remember where you can find that

old frigate
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Guys, I want to make a first-person immersive simulation game. In many ways, I refer to Dishonored 2. Now I want to use blueprints to make the mechanics of interacting with the world. I first want to make the one that picks up bottles and then throws them out. mechanism, and the bottle should be located in the lower right corner of the screen at the palm position. I have checked a lot of information, but none of it seems relevant. I would like to ask you what you think and what I should do.

coarse grove
scarlet root
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Uhm
Small Question about ShowCursor and using a Widget as Cursor (via SetCursorWidget).

Using CommonUI.. It seems like i can't hide the cursor when Gamepad input triggers.. The cursor gets set to the current Gamepad focus.. But is visible... And i can't hide it.. Not with collapsing the widget, nor setting the ShowCursor to false..

Any idea why this happens? Its a bit annoying to have a Gamepad control, but the cursor is always visible and placed centered on the current focused widget or the middle of the viewport...

The only Calls for SetShowMouseCursor and GameCursor > SetVisibility
Are in the Player Controller.. nowhere else..

forest crater
timber crystal
hardy swallow
fast compass
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What could cause blueprint actor to change its size (scales down, smaller) when attached to a socket on a skeleton?

For example, attaching a flashlight to the characters hand makes it tiny. Sockets relative scale is set to 1,1,1, and the flashlight actor itself is also set to 1,1,1.

cyan bone
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I have this little effect done with ISM.
Basically it spawns a plane ISM with a slice white effect on top of the unit.
Then to remove it, i just scale it down (for now).
But it seems the index of the instance gets overwritten...
How do you pass stuff in such a way that it persists in blueprints?

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This is so weird

forest crater
rugged sun
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You cannot have multiple "Event Beginplay" events within the same blueprint. If i want to add a healthbar to the tutorial third person blueprint, what event would be a substitute for "Event Beginplay"?

spark steppe
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why would you want an equivalent?

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just use the one you have

rugged sun
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....The answer is so much more simple then I could have thought

dark drum
hardy swallow
rugged sun
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I might try that sequence node thing. Why won't the controller attach to my healthUI widget?

spark steppe
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as it could also be an ai controller

dark drum
spark steppe
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idk if there's a equivalent for the player controller, otherwise you have to cast the result to player controller

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(since you got a cast below, just use the result of that)

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and place the cast first, obviously

cyan bone
fast compass
rugged sun
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oh my gosh that actually worked. thanks Ben

spark steppe
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put it in the execution line of the first branch

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or add another cast

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but as a good practice, don't cross execution lines ever (even if it works sometimes)

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it just makes the nodes messy and is prone for failures

rugged sun
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which one is the execution line of the first branch?

forest crater
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Also 'Get Player Controller' node should do the same job with less nodes (bonk me if I'm wrong), at least I always use it

honest wraith
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I'm trying to lock a scene component on the Z Axis, whilst moving the parent actor. So essentially keep a decal on the floor whilst moving the actor to show where it is relative to the ground.

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Already have a physics constraint component to try to accomplish this

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But it isn't working as intended, what am I missing?

spark steppe
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or move the cast in front of the sequence (imho maybe the best choice here)

silent drift
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This is what I have been trying for the AI spawner, so I can see it easily in the map and move them to the location I want them, but still be "owned" by the AI Spawner. However, even though I have set it to be false with the drag, it still gives me a new value in the array every time I move it. Is there a better way to do this?

spark steppe
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i think... the isvalid check on the enhanced input thing may be redundant

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but don't take that for granted 😄

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but i think interface calls wont error even if the target isn't valid

scarlet root
lost glen
scarlet root
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The "cursor hidden" gets printed.. but the Cursor Widget is still shown centered on the Gamepad focused button.. and moves with the focus..

grizzled roost
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How do I do a "get child actor"?

thin panther
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try to avoid child actor components, they are wrought with issues

grizzled roost
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Noted, how do I do it though?
I did it before to go around a failed cast.

ocean kernel
#

Hello, can someone help me why my respawn button doesnt work?

dark drum
scarlet root
grizzled roost
dark drum
ocean kernel
fast compass
#

I found the issue before, somehow I had managed to hide and connect scale node underneath the attach node, almost as if I was pulling a prank on myself.. facepalm

dark drum
grizzled roost
scarlet root
ocean kernel
#

i cant too

grizzled roost
dark drum
grizzled roost
scarlet root
#

Isn't the Respawn just an Event that resets the Player coordinate to the PlayerStart and reset his attributes (health..etc) ?

So.. a simple SetActorTransform and SetCharacterHealth (For Player and Enemies, depending on how you designed it) should be enough...

dark drum
lofty rapids
ocean kernel
# scarlet root Isn't the Respawn just an Event that resets the Player coordinate to the PlayerS...

Hey guys, in today's video I'm going to be showing you how to set up a death and respawn system for your player in your game. This will allow your player to die and respawn at any point/location you set.

How To Create A Damage And Healing System: https://youtu.be/5Xdnx3wPNLo

#UE5 #UnrealEngine5 #UE5Tutorial
____________________________________...

▶ Play video
grizzled roost
#

@dark drum @lofty rapids Parent class is Actor.

glossy fern
#

Hi guys , i wanted to know if it's possible to create a function with parameters that are of type array but no specified datatype

dark drum
glossy fern
#

so i cant have a function with templated parameters MM

glossy fern
grizzled roost
dark drum
grizzled roost
#

Essentially.

grizzled roost
grizzled roost
dark drum
grizzled roost
opaque mauve
#

Does anyone know how to interrupt a timeline?
i made a sprinting and crouching timeline, but the run to sprint takes 1 second, and the crouching takes 0.35 second, so whenever i press crouch,

#

in the middle of sprinting to running

#

the movement speed doesnt change to the crouch speed, instead it change to run speed while crouching

lofty rapids
grizzled roost
dark drum
grizzled roost
dark drum
grizzled roost
dry forum
#

Can i only set default input parameter value on interface functions and not default output?

hardy swallow
# dry forum Can i only set default input parameter value on interface functions and not defa...

From what I understand, an interface is a collection of virtual functions, and you use them to make sure the class is implementing certain functions, while giving you the ability to override the function per implementation, which means there is no default variables. If you're looking for something with default vars, you would want to inherit from a class which has a function with defaults (which you made or came premade by UE), then you can override that function in your inherited class.

opaque mauve
#

would you like me to show the blueprint?

hardy swallow
opaque mauve
#

the sprinting to running and vice versa takes 1 second

#

the stand to crouch and vice versa takes 0.35 second

dark drum
opaque mauve
#

so if i press crouch in the middle of sprinting to running, the movement speed doesnt go to crouch speed, instead it goes to run speed

dark drum
hardy swallow
opaque mauve
#

because the crouch timeline will end faster than the sprint timeline

#

wait

bold flax
#

So I have some child actors attached to an actor and I am trying to get a specific child actor within the actor. Any ideas on a way to do this? Get all child actors is not doing it. Its only giving me the single actor.

#

Should be showing me the two correct?

thin panther
#

Don't use child actor components

#

they're super broken

bold flax
#

Oh okay.

opaque mauve
#

so whenever it reach 250 meaning im crouching

#

500 is run speed

#

and 900 is sprint

#

but while im in the middle of transitioning from sprint to run (so that means 900 going to 500) my movement speed dont set at 250

#

instead it is set on 500

dry forum
dark drum
opaque mauve
#

yep, waiting for the video to convert

#

1 minute my friend

#

discord cant playback an mkv

lunar sleet
#

Show screenshots of your code, videos are not usually necessary

opaque mauve
dark drum
# thin panther they're super broken

I wouldn't say super broken but there's definitely the right time to use them.

One example I had that worked well was having a light BP that could be placed in the level. Adding them as a child in a bp worked well where only the actor they're placed in ever needs to talk to those specific instance.

opaque mauve
#

okay for more close up

thin panther
#

nah they are definitely super broken. They've caused me multitudes of issues.
The most fun one was their actor in the component still being valid, but their outliner representation being null leading to an engine crash 🥳

opaque mauve
#

heres the sprint logic

thin panther
#

They are fundamentally broken on an engine level

lunar sleet
#

Let’s just settle on broken af 🙂

opaque mauve
#

the timeline is 1 second

#

for sprinting

thin panther
#

the off cases where they can work are just lucky occurrences. They can and will break at any given moment

opaque mauve
#

for the crouch logic, i use the line trace to determine whether or not i can stand

#

and the timeline is 0.35 second

silent drift
#

Is there a way to shadow create an actor in the construct? So when I place it, it looks correct but it spawns first in a custom event?

I want to place AI and see them in the level so the size and all. But I want to spawn it first when the player reaches a checkpoint.

lunar sleet
#

Or if you need to see it as it would show just place it manually, copy the transform, delete the actor, and feed that directly into the spawn

silent drift
lunar sleet
lofty rapids
opaque mauve
#

yes, because when its going from 900->500, i press crouch in the middle, so in a common sense it should be at 250 at the end

winter canopy
#

Can somebody help me to understand why my spawnActor isnt spawing anything?
My BP item Class is of type BP Item which is an Actor and my Item Object is of type Object

opaque mauve
#

how do i get the timeline to end instantly

#

with a certain condition

hardy swallow
winter canopy
hardy swallow
lunar sleet
#

Spawn actor from class node is not allowed in the Construction Graph and for good reason

#

I’m sure you can f your way around it if you really tried tho

opaque mauve
#

781 in my case

#

i want it to instantly goes to 500 instead of following the timeline

hardy swallow
# lunar sleet You can’t spawn actors on Construct, only place them in level manually

I mean, in the way he's wanting to do it, it sounds like he needs a manager BP and an array of actors which represent what he wants to spawn. Then each of those actors simply have a way to spawn when the player is near. In the construction script, yeah, it's not good to try to spawn actors, and even though that's what he's saying, I don't think that's what he's actually trying to do, instead just getting representations in the world.

lunar sleet
hardy swallow
bold flax
thin panther
#

with static meshes you can just use static mesh components

#

attaching actors to actors is fine by the way, it's just child actor components aren;t

#

the two are very different

bold flax
thin panther
#

Use SpawnActor, then AttachActorTo....
That will allow them to be attached

silent drift
hardy swallow
bold flax
hardy swallow
thin panther
# bold flax Oh okay. Is there a way to get the location for static meshes?

yes.
If they are static mesh actors placed in the world you would have to GetAllActorsOfClass, preferably with tag, or use an instance editable Actor reference, and select them in editor

However the better way would be having these special actors as blueprints, with a static mesh component. Then you can store a reference to these actors as described, and get the static mesh component, and get it's location

silent drift
hardy swallow
pulsar vigil
#

how would u reverse the result of a step node in a shader ? 1 or 0 into 0 or 1 ? with a if ?

silent drift
#

Hmm. Also an idea

bold flax
dire frost
thin panther
#

you just get the reference to it, and type "Get World Location"

pulsar vigil
dire frost
pulsar vigil
young meteor
#

Hey folks 🙂

I want to load actors and keep them in memory because I will be spawning them again later.
Can I just add them to an array in an actor like this? That way they will already be loaded when needed?

opaque mauve
#

my apologies to everyone that tries to help

hardy swallow
opaque mauve
#

ive been connecting the stop to reverse instead of the play

#

no wonder its not working no matter what i tried

#

apologies again to everyone that goit frustrated with my question

opaque mauve
lunar musk
#

Any idea how to make turn in place in first person?

#

Idk why this returns 0

hardy swallow
# silent drift Hmm. Also an idea

I think I have a pretty good idea about a quick system to make what you want. When I get off work, I'll make a short video and link it here for you.

silent drift
#

Thank you

hardy swallow
#

No problem

plush ether
#

Quick question, in the editor you can disable the construction script while dragging by unticking this.
But is it possible to keep it enabled and also have an event when the drag is released?

pallid flicker
#

what are enhanced input actions, im following a tutorial and it says use axis mappings, so how much different would it be?

lunar sleet
pallid flicker
#

cheers

warped juniper
#

Hey there, I'd like to hear from you some tips for improving my BP quality!
Currently I have some basic functions for camera switching and movement controls, but I'd like to hear how to better make these things reusable and manageable.

For instance I feel I wanna reuse the movement input system for enemies, but I'm not familiar enough with behaviour trees to be sure
In the image I have a simple function that makes the active camera look at the player when a setting that allows it is active. I don't feel this should be attached to the player BP itself, but I'd like to hear some opinions.

lunar sleet
#

As for getting familiar with BTs, watch the 4th pin video in that channel

warped juniper
#

I have a turn rate mechanic added to movement and would like to keep that true for npcs

lunar sleet
#

Assuming characters, the CMC has turn rate settings

warped juniper
#

Ah yes? I added it manually out of using tank controls in my game, but it's nice to see it has an option for the base movement

coarse grove
#

Hello, anyone have an idea how could I get this valid point? I have an AI that moves to a player direction and if my player is near a wall, the AI will find an invalid point, like on screen, then I want to change that invalid point to a valid point inside the navmesh but on the same direction

steady night
#

derp what am i missing :/ =?

edgy ingot
dawn gazelle
# steady night

Adding relative means you keep adding the result from the lerp. You want to set rotation

#

Also, you could just use the curve from the timeline rather than lerping, for the other side just * -1

steady night
#

@edgy ingottrue

#

@dawn gazelleyeah lol makes sense

#

wdym use the curve from timeline i always lerp :/ how would that look ?

hoary junco
#

question about linetraces
if you have a linetrace going to a component on a character model, and multiple of that component type exists, will it select all of them or will it pick just one?

dawn gazelle
#

Rather than going from 0-1 in your timeline, make it go from 0-90

steady night
#

true

edgy ingot
dawn gazelle
#

Depends on the collision of the components involved in the trace which one would be returned by the trace.

hoary junco
#

ok, because what I have is a line trace which traces to the character, then when the character enters a cone that's projected from the owner of the line trace then it activates something, however what I'm noticing is the trigger doesn't activate until the centre of that component enters the selected cone, I want to make it so if any part of the component enters the zone then it triggers but I'm not sure how to do that

opaque mauve
# lunar musk Idk why this returns 0

get AGR Pro and watch how the guy set it up, the plugin is free, theres a youtube channel and he post everything you need to know about it.
it simplifies the turn in place, head turn, and many more, its also set up for multiplayer. you can also simplify inventory and equipment management with it,(not trying to promote the guy since its entirely free, just a recommendation)

edgy ingot
#

Add your comps to an array
On trace, If hit comp is found in the array then do your business

hoary junco
lyric basin
#

Quick question about casting if anyone can help. I wanna change a value of a variable in a blueprint in the level, specifically ultra dynamic weather if it matters but this isn't just about this BP. I wanna know for general knowledge. My question is from where should I call the cast and what would I put in the object input pin. It's an actor that just sits in the level.

modest monolith
#

Do you know how to change my crosshair when I'm looking at an interactable?

edgy ingot
#

For example, if you are grabbing an actor, make sure thst actor share the same base class as what you are casting otherwise the cast will fail

edgy ingot
warped juniper
#

Hm I have a small bug in my project that has a workaround that still doesn't satisfy me
If you ever played Resident Evil, I'm making that camera system here, but the camera switch has problems when between 2 camera areas.
If the player walks into an area, switches the camera, but is still overlapping with the previous area, they are stuck on the next camera and unable to switch back until they stop overlapping and overlap again...
Is there a way I can replace this system so it behaves more like bounds, so the player's camera is based on the general area they stand instead of a this? Or if you have some better suggestions, I'd love to hear you out.

Currently the workaround I have is leaving gaps between transition that have size equal or larger than player colision betweeen transitions. This isn't ideal because it can easily crlash with level design and some camera angles

lyric basin
edgy ingot
warped juniper
#

This is the main code for the logic behind the camera switch

lyric basin
#

do I somehow reference the actor which is in the level?

edgy ingot
#

But thats a shit way imo and beginner trap.

A better way would be to make an actor bp (the manager). Create a variable of the type you want to grab from the world. Make the var instance editable and expose on spawn.

Then drop the manager actor bp to the world and pick the actor from the detail panel

#

You can then use that variable for the object pin because thats what u want to cast

lyric basin
#

Alright, I'll give this a go. 'preciate it

valid frigate
#

If i create a cube grid for a door, can i use that in the bp editor?

lofty rapids
#

how do you "create" the "grid" ?

leaden oasis
#

Hi! Quick question, is there a way to make pawns pushable by the player or each other? I can think of ways of the player being able to push adjacent pawns but not a multitude of pawns

nova ledge
#

Guys what is the name of plugin that makes connections more organized
?

#

Or an option whatever will make this more organized

frosty heron
#

@nova ledge subjective, I like vanilla more and it's free

#

There is electric node in marketplace but I am not fond of it

leaden oasis
#

@nova ledge There's Blueprint Assist and Node Graph Assistant which are both paid (haven't tried them). I personally use Electric Nodes and type Q to align horizontally often

nova ledge
#

👍

latent ridge
#

im having an issue im trying to create a lift but for some reason the lift won't move my character up here's what i have so f with the blueprint. im also trying to make the lift push the player left an right

tame prism
#

Hmm There's a few things I'd check.
You're using AddForceAtLocation, which adds force at a location in world space, and it's set at 0,0,0. Also, It mentions that it should be called for the duration of the thrust. Now you're only trying to add force during 1 frame (OnBeginOverlap).

dark drum
restive valve
#

Hello! I am a Unity dev thats slowly starting to work in UE, and I am having some issues shifting my Unity component to Unreal, I am trying to solve an issue I currently have about ActorComponents and object references

#

I have an actor component that requires a reference to a BoxCollision component

#

but when I try to assign it this list show as empty

#

is there some fundamental misunderstanding I am having about ActorComponents and object references?

#

this is my hierarchy for the object

latent ridge
#

correct, i was trying to have more that lift would detect the player actor which is tagged as character and then apply force to make the character move upward but when i try it out it detects the actor and which but it's not applying any force it gives warnings like these:

Invalid Simulate Options: Body (BP_FirstPersonCharacter_C_2.CharacterMesh0 Y_Bot) is set to simulate physics but Collision Enabled is incompatible
BP_FirstPersonCharacter0.CollisionCylinder has to have 'Simulate Physics' enabled if you'd like to AddForceAtLocation.
BP_FirstPersonCharacter0.Widget has to have 'Simulate Physics' enabled if you'd like to AddForceAtLocation.,

and i think i understand what you mean i should change it to apply force instead of at location

restive valve
#

it seems I am missing something very basic because if for example, I instead just get the owner, find the component I want within the owner with Get Component by Class my code just works, but I would really like to be able to asign specific component references

tame prism
#

If you have warnings (and they are quite clear 😉 ) it's good to fix those if you want to go the physics way.

tame prism
restive valve
#

yep

#

the parent class for that component is a SceneComponent

#

its just a dummy wrapper for triggering positional FMOD events

#

it works pretty well, but I wanted to add the functionality of having volume bounding boxes where the sound is audible in those areas

#

so thats why I am trying to asign specific box collisions

#

for the most part I can just attach a box to the same object and use GetComponenByClass but I really wanna understand why cant I asign specific component references from the blueprint

topaz gazelle
#

Is there anyway to Sort an array? For example arrange an integer array by value.

fleet cedar
#

How can I reference a particular blueprint I want to spawn in my data table?

kind estuary
#

Set Timers in BP are very bad

#

when i use them i always need to use an object

#

In C++ it seems that a Set Timer is created individually

#

but in BP, they seem to be static

#

and cant pass variables to the event

#

And if this same Set Timer is called again it overwrites the previous values

#

is this me doing something noob?

#

Or its the way it is

tame prism
restive valve
#

Yeah I am just wondering, there is something I am missing here thats intrinsic to UE

#

that I am not understanding

frosty heron
frosty heron
frosty heron
#

@restive valve object ref, refers to the instance spawned to the world, while a component refers to the comp.

You can't assign anything to it because in that bp world, (the bp viewport?) no instance is spawned. Hence it find nothing

restive valve
#

hmmm so there is no way to have ActorComponent have variables that reference spawned components in the level?

frosty heron
#

Can, just assign the variable

#

Using the set node

restive valve
#

I am not quite understanding that

#

asign the variable from where?

#

The componment in the level doesnt see any of the components in the level

kind estuary
#

In C++ the Set Timer is awesome

frosty heron
kind estuary
#

So just now i created a function that when my unit is attacked, i will start a melee in random time : 1-3 seconds. Random time so that it looks natural, so they dont attack each other right at the same frame.
But then if there is a third unit also clashing, then this set timer gets overwritten and it forgets about the previous attack

#

It wont work if more units are involved it just gets overwritten

#

or maybe im missing something

frosty heron
#

Yea just construct object or comp. Its not even messy

#

Only a few extra node and dispatcher

restive valve
#

Sorry to bother you again but what did you mean by asign the variable Cold?

frosty heron
zealous moth
#

how would you go about doing a health system with hearts? progress bar isn't a good one...

restive valve
#

I dont think you understood my issue, I am already fixing my problem by doing it that way

#

my code works perfectly by doing something like this

#

I just wanted to know if there was a way to able to asign instanced components directly from the level with a dropdown

#

*components

#

I feel this is very poor coding (The equivalent of just constantly doing GetComponent in unity instead of actually asigning the component is my analogy), and I was wondering if this is how unreal operates

frosty heron
restive valve
#

okay so thats just how Unreal works then

frosty heron
#

If you want to pick an object from the level, you have to drop an instance of the bp to the world

#

Make the variable instance editable and expose on spawn

#

Then drop that bp class to the level

#

Select the bp instance , go look at the detail panel. There you can pick from your level

restive valve
#

Let me know if I am doing something wrong, so I set my variable like this

frosty heron
zealous moth
#

yeah, similar to TBOI or LOZ

restive valve
#

I add the scene component to one of my actors

restive valve
#

and this is what I get

frosty heron
# restive valve and this is what I get

On holiday atm, I don't have editor to test. Try to create the variable outside the component (in the actor). Make sure there are some box collisions in the world

restive valve
#

yeah there are

frosty heron
# restive valve yeah there are

The box collision can't be part of some actor bp tho, it has to be stand alone.

To make it easier to test, try changing the variable to actor

#

And just drop some things to the world

restive valve
#

yeah as an actor I can asign it objects

frosty heron
#

Then maybe you don't have a stand alone box collision actor in the world

#

You probably have some box collision component belonging to some other bps

#

The variable that you have, points at a box collision actor

restive valve
#

okay, then that would be my next question

#

I deff dont have standalone boxes as actors and that wouldnt be the part of the solution I want, because I wanna be able to just have a single wrapper actor and put the components I need be part of it

#

is there a way where I can make it reference an actor in the level that has that specific component with a dropdown that filters them?

silk mesa
#

what would you guys do to make lone echo/echo vr's movement in ue5?

#

i really like it and i wanna use something similar for my project

frosty heron
#

Afaik you can't reach components belonging to some other bps with the drop down from the level. But I may be wrong

restive valve
#

ah, sad

kind estuary
#

A dispatcher? How would a dispatcher be useful here?
This is what im doing:

frosty heron
#

You can always populate reference using blueprint nodes

#

But again I could be wrong with the drop down

restive valve
#

yeah thats what I am doing but it felt disgustingly badly coded

#

I am a Unity dev so having to use GetComponent instead of assigns feels very dirty

kind estuary
restive valve
#

seems like UE just works this way and I will have to get used to it, thanks for the pointers

frosty heron
kind estuary
#

though it works

#

could you please correct me?

#

so i dont do something wrong eternally

frosty heron
#

Made something with some guys before, will see if I can find it

silk mesa
#

is there a way to make the VR template's character phsyics based (if not already)

#

i need my character to be able to grab bars and pull themselves up

tribal gazelle
#

When I SpawnActorOfClass to switch pawn after respawn, when I use "posses" node on my controller, all of my controller components give off errors after the switch. Should I be giving the player a new controller or something?

frosty heron
#

For random timer, you want to add an input in the timer object

lusty hedge
#

is there a way to get information on a single pixel within an image widget. maybe store its information so i can then edit it.

#

i want to generate a black and white image for terrain generation

frosty heron
#

Image r collection of colours. They r represented as bytes. Can be constructed and deconstructed. There is even some helper function in cpp

kind estuary
frosty heron
#

I try to read pixel from render target once but it was very expensive

lusty hedge
lusty hedge
frosty heron
lusty hedge
#

ah

frosty heron
#

Afaik there are plugin that read image or brush assets

fathom gull
#

Hello, if an object is shorter than 30 cm this doesnt work and the character can step on it anyways, is there a way to make the character unable to step on objects shorter than 30 cm?

versed sun
frosty heron
#
Epic Developer Community Forums

First you need to understand that a texture is normally, a sum of multiple images called MipMaps. MipMaps are down-scaled versions of your images, always in steps of power of 2, so the original image, is, say, 512x512 - this would be the MipMap “0”, then the engine generates the MipMap “1” which is 256x256 and then MipMap “2” which is 128x128, t...

worn tartan
#

I'm a total newbie with blueprints and unreal. I've got a basic blueprint setup for 3rd person movement. But my model isn't animating. Can someone help me or point me to a tutorial where I can make my model animate when I press a direction? I have the animation already imported into the project.

fathom gull
frosty heron
kind estuary
#

@frosty heron

#

Now that i read it well thats actually much better

#

because by using a bind you can bind and unbind as you want

#

so its reusabLe

frosty heron
#

I don't know about reusing it but you certainly can

#

Would need a ref to every timer created tho and differentiate the one you want

kind estuary
#

so you create the object, call the function inside the object that then calls the set timer, that then calls the event in your actor

#

so it works, its just not as reusable like the one you made

#

my weakness is still event dispatchers, inheritance and interfaces

#

i need to practice this more

tribal gazelle
#

This is the respawn in gamemode

frosty heron
#

Try to skip the unposses

#

See wat happend

#

Your issue is inventorycontrollercomponent is null(not set)

tribal gazelle
frosty heron
#

Make sure it's set after posses

tribal gazelle
frosty heron
#

Inventorycontrollercomp

tribal gazelle
#

It works fine (opening inventory) before switch.

frosty heron
#

W.e it is, the value is null , debug with break point

#

Or print string on event tick

#

Find out how it's lost

tribal gazelle
#

Where should I print the string. in the component?

frosty heron
#

You will have to figure that out as it's your code. But I will look at every area where changes to that comp might take place

zealous moth
#

I use a string system and parse it

#

F for full heart, f for half heart

frosty heron
#

👀

zealous moth
#

and using the current string, add hearts

#

because you end up with out of order FFFEESSB
full F, E empty, S shield and B black

frosty heron
#

🧙‍♂️

zealous moth
#

I don't see how else you would do it in a simple manner

#

the other way is to make an array and each index is a heart enum

#

but at the end of the day, same as a string you pasrse into chars

frosty heron
#

I would just add a horizontal box and add heart as needed

zealous moth
#

but how to deal with different hearts?

frosty heron
#

.5 will be half a heart

#

Well I'm not sure about the system

#

Can it go 0.1?

#

Cuz I would prob use progress bar 🥹

#

If it needs to be accurate

zealous moth
#

i mean like this

frosty heron
#

👀

#

Ahh you have empty ones too. I see

zealous moth
#

yeah so it becomes a hassle

#

I'll keep it as a string unless something else better comes along

#

so far this entire game is 90% REGEX and string parsing

#

"I could make 20 enums... or just regex 20 characters and switch"

frosty heron
#

Personally I would deal with string than too many enums

trim matrix
#

enums are better

#

no cap

versed sun
#

?

#

256 cap on enumes , isnt it ?

frosty heron
#

String are error prone but when u have too many enums. You can't really work with those enums

#

Had my npc name as enums, I ended up ditching the entire system

zealous moth
#

yeah but I am building and rebuild the string with specific characters each time, no typing or anything

versed sun
#

I used it to generate Foliage ISM in a giant map
The R , G, and B of each pixel determine the % chance of which trees, grass, rocks etc.. will spawn

worn tartan
hardy swallow
#

Hope this helps with the checkpoint system

hardy swallow
worn tartan
#

Ok I hadn't thought of the content packs. I will give that a shot. Thanks

astral estuary
#

How can I spawn a Geometry Collection from blueprint? I can't find the correct actor or how to reference it 🤔 (geometry collection as in chaos destructible mesh)

hardy swallow
hoary junco
#

so I'm getting a weird response whenever it comes to line trace outputs
I have 2 line traces coming from the same source, and I have it to where if the angle between the 2 lines is ever below 14 degrees then it outputs an event, except it seems to be doing this thing where I have to go past 14 degrees to make it trigger, then I have to go back out quite a distance to get it to stop triggering, like you have to overshoot it in either direction to get it to recognise the change

hoary junco
# lunar sleet Show code

well I was about to say I found the issue kinda but not sure how to fix it

see, I have the line trace set up to get closest point on collision of the target of trace one, except whenever a point comes where the line trace is going to a corner of the collision mesh it just acts like there's nothing there.. like it stops generating hits and idk what to do about that

lunar sleet
#

Collision is a tricky beast

hoary junco
#

how would I get around something like this? like how can I get it to continue generating hits even when the linetrace is going to a corner of the collision mesh?

lunar sleet
#

Depends on what the issue actually is. Maybe you need to trace for complex collision

hoary junco
#

when I tried that it stopped generating hits entirely

pale imp
#

Anyone know why this actor reference doesn't work ? (probably something super simple, I've only got like a few hours in unreal)

lofty rapids
#

is it throwing an error when you run it ?

hoary junco
# pale imp Anyone know why this actor reference doesn't work ? (probably something super si...

if you're trying to get the lever function to activate on the boat spline actor you have 1 of 2 options

1: you either do get all actors of class, then get a copy, then target that

2: your BoatSpline variable, just make it a general actor object reference, go back into your level editor window, then look at the variable on your lever, and use the dropper tool to link it to the boatspline

if you're doing it this way all you're doing is sending an instruction to the blueprint itself and not an instance of the blueprint that's present in the level

twin perch
#

how do you completely clear the contents of an array ?
edit
NM XD i found the clear node ❤️ XD ignore this

hoary junco
#

it's like line traces just pass through corners where as a sphere trace will still be picking up faces in the general vicinity

pale imp
#

Also what I'm trying to do is send a signal from the lever to the boatspline, that's it

#

Not the instance of the boat spline in the level

#

I'm trying my best to explain it lol, but I think I just need a general object reference

lunar sleet
#

But even then, it might still be hit or miss

hoary junco
#

go to object types, actor, object reference

lunar sleet
#

You still need a valid instance to reference

#

Can’t run code on null pointers

pale imp
#

There is a boat spline in the level if that's what you're asking

lunar sleet
#

I’m saying that is not how you get a reference

#

Making a variable with the desired class will not get you what you want

hoary junco
#

I have something similar in the game I'm working on, buttons that I can hook up to any object that has the interaction interface on it and make it work

pale imp
hoary junco
pale imp
#

turns blue for a second, then gets that orange outline

#

is is because the boatspline is its parent ?

hoary junco
pale imp
#

ooooohhhh

#

alright I'll try that rq

pale imp
hoary junco
pale imp
#

Actor

thin panther
#

Click the eye icon next to the variable in the BP editor

#

That will make it instance editable so you can do the above

hoary junco
thin panther
#

Ah so it is

#

Then you just want to click the BP not a component in it

#

(also don't use child actor components)

hoary junco
pale imp
#

Alright I tested it on a lever separate from the boat and it works fine

#

problem is that I need the lever to move relative to the boat

thin panther
#

Welcome to the world of issues surrounding child actor components

pale imp
hoary junco
#

you can have blueprints attached to one another

pale imp
#

testing on a seperate one, doesn't move with the boat

#

yes it's attached btw

verbal wren
#

Which type of projectile tracing is best for performace? all of the tutorials I can find using things like the Predict Projectile Path Advanced function is hard on performance and can't seem to find anything that works right for projectile tracing by TraceChannel

hoary junco
pale imp
hoary junco
#

because I just tested using attach to from one blueprint to another and it worked just fine

pale imp
#

I just got rid of the old lever and replaced it with one not connected to the spline tho.

#

everything still works the same, the lever just doesn't move

#

just tried attatching it again and got this

hoary junco
pale imp
#

That can't be too hard, you think I could get that done in like an hour ? : )

hoary junco
#

I mean you could get it done in 5 minutes if you know what you're doing 😛

pale imp
#

Also thanks for your help, this took longer than expected lol

#

ig everything does with programming

hoary junco
# pale imp Any idea on how to seperate the 2 ?

basically just remove the boat, the engine, the cord, and the spotlight from the boatspline blueprint and just leave the spline as is, then make a separate blueprint with the boat, the engine, the cord, and the spotlight
in the blueprint for the boatspline replace any references to the boat's static mesh with an actor variable called "boat" and make it instance editable (aka open the eye)
then go back to the level editor, add an instance of the boat to the level, click on the spline and in the details pane you should see your boat variable with the dropper next to it, select your boat blueprint, attach the lever to the boat, then it should all work fine

pale imp
hoary junco
urban moon
#

Why is it complaining about the blueprint I am in? I am trying to pull from this variable in my other blueprint I am casting to

warped juniper
#

Hey there. How can I break a float array variable?
I'm using it to tweak all relevant hitbox info for a simple attack in order to make multiple variations on it with simple number tweaks

hoary junco
warped juniper
#

But I cannot figure how to separate the array

urban moon
warped juniper
#

This is the example, I wanna plug each index of the array into each input of the function

trim matrix
#

Is there a way to detect when the player is about to hit the ground (just before) when jumping

#

(the answer isnt: isFalling? because this is too late for my system)

hoary junco
trim matrix
#

I thought there was a way to get the velocity and then do: if, is equal with a tolerance of like 10, do smt.. would that work?

hoary junco
#

if a character is jumping up something they won't be at the same velocity just before they land than if they had fallen a long ass distance

#

you said you wanted it to be whenever they hit a certain distance from the ground not when they hit a certain falling speed

trim matrix
#

ok ty

hoary junco
warped juniper
#

Well this is functional though a bit ugly

pale imp
hoary junco
#

you don't have to repath the spline, any edits to the core blueprint will edit its instance in the level

pale imp
#

Alright I'll try that, just a bit annoying since I have to reference everything

#

also are you in the Uk too ? it's 2am for me as well

hoary junco
# warped juniper Well this is functional though a bit ugly

I'm guessing that perform attack (box) thing is a function? in which case couldn't you bake the "get" instances into the function and have the input pins accept an array then just plug the attack data array directly into the function?

hoary junco
warped juniper
pale imp
#

Alright close then, I'll let you know in about 5 minutes and you'll be free lol

warped juniper
#

The idea is that each array has concrete settings to establish attack range, height, distance, etc, in a way I can reuse it across characters

hoary junco
warped juniper
#

Yeah?

hoary junco
#

open it up and show me a screenshot

warped juniper
#

It's just a component that rewrites data on a collider in the character

#

This is the function for controlling the collider, afterwards the attacker side performs the overlap event and damage once I set that up

hoary junco
# warped juniper

so you see the "perform attack" thing on the left
click on it and in the details on the right it should show you all the input pins right?

well you can change their types to float arrays instead of just floats, then from each of the input pins draw off a "get (a copy)" node and rehook it all back up

warped juniper
#

Ohhhh I see...

#

So I can use array 1 for collider 1, then array 2 for collider 2 etc

pale imp
#

Boat model reference not showing up in details 👍

warped juniper
#

Hmm

#

Then this has a slight downside

#

How could I do it in the hypothethical case I wanna mix a sphere collider and a box collider?

#

Or do any number of mixes like that

hoary junco
# pale imp Boat model reference not showing up in details 👍

ok so create a new blueprint for the boat, and rebuild it like how you used to have it in the boatspline

then in the actual boatspline blueprint, where you used to have a reference to the boat mesh, replace that with an actor variable and set it up like how the lever was set up

pale imp
#

Goodnight probably, seems like it'll take a while

hoary junco
hoary junco
warped juniper
#

Yeah I get that

#

What I asked is aout making more intricate hitbox combinations using this function

#

Currently I can add a "number of colliders" variable and gate them...

pale imp
warped juniper
#

Also, mike, how can I separate the array once back in the function?

hoary junco
#

I'll show you once I get UE5 loaded up

pale imp
#

Quick question, would a spline count as an actor reference ?

hoary junco
pale imp
hoary junco
pale imp
#

Or are you talking about the boat itself lol

hoary junco
pale imp
hoary junco
pale imp
#

What, the variable ?

hoary junco
hoary junco
pale imp
#

Ignore the target to root component things

#

I just need the boat reference

hoary junco
# pale imp

click on the closed eye next to "BoatModel" in the variables list, also you see how with "set world location" and "set relative rotation" how their targets are scene components? you can delete both of those and replace them with "set actor location and rotation", hook it up to use "Boat Model" as the target, right click on the purple looking input pin and select "split struct pin" then input your location from "get location at distance along spline" and hook up the roll and yaw from "get rotation at distance along spline"

hoary junco
hoary junco
pale imp
#

oooooh

#

Yeah as it gets later, I become more delirious by the second.

hoary junco
#

that's fine 😛 we can do this all tomorrow if you want it is nearly 3 AM

pale imp
lyric rapids
#

when i rotate my actor 90 degrees why does the children components on the actor not rotate as well

pale imp
#

thanks for the help ofc

hoary junco
#

np

#

honestly I'm not super experienced myself, only been doing this for a few weeks

lusty oak
#

So awhile back I was trying to work out an issue with some stuff I did in a level blueprint, and several people mentioned to not use level blueprints at all. However, in multiple tutorials that I've watched they teach you to use the level blueprint for things that it makes sense to use it for. For example, keeping track of a day/night cycle value and thus setting off an event to turn lights on or off depending on if it's day or night. That said, could anyone explain to me why I shouldn't use level blueprints? I've not found any legitimate reasoning behind it, but I'm also not one to deny the wisdom of more experienced developers.

devout latch
lusty oak
#

Are there any pros to using level blueprints? Any additional functionality they offer beyond just using a normal blueprint?

willow breach
#

is it possible to make an event that triggers the same event in another actor

#

like a custom event

devout latch
#

You could use it for a quick prototype if you want. Nothing for a complete project.

lusty oak
#

Ah ok, good to know. Thanks for the explanation!

fiery swallow
fiery swallow
#

In other words, you need a reference to the actor you are trying to call the event on

#

There are many ways to get a reference. Some better then others

willow breach
fiery swallow
willow breach
fiery swallow
#

It sounds like you should do some research or watch some YouTube examples on referencing objects in unreal

fiery swallow
lusty oak
#

Is there a way to turn thes RectLights into an array variable and loop through them? I tried creating an array of RectLights, but I couldn't figure out how to assign these from the Components list to the variable in the details panel.

fiery swallow
#

or you can make a helper function which utilizes "make array" node and drag all those components directly into that node yourself, and then return the array

lusty oak
#

Interesting. So, if I make an array variable, there's no way to give it default values with objects from the current blueprint?

fiery swallow
#

On beginplay you'd have to pass those components into the array variable

#

But honestly I don't see why you wouldn't just create a pure function for this

#

But either option would work the same

#

You could also do it in the construction script if you wanted

silent drift
#

@hardy swallow thank you! That helped me get it working. 🙂

wanton prism
lunar sleet
warped juniper
#

Hm I'm having some issues cleaning up my camera system...

#

When making a Resident Evil style fixed camara system what can I use to map out general areas and properly make the angles switch across them all?

#

This is what I have currently.
Each BB has assigned a different camera actor in the level, and on begin overlap, it assigns it as active camera.

#

Problem is, currently if 2 BBs overlap with the player at the same time, then only the latest one's camera is applied. So if the player walks back just as they transition the camera, then the player walks around the room with the wrong camera set as active until they overlap with a new camera

#

This is "avoided" by adding a gap between BBs that is exactly as big as the player collision... Which is of course a non viable workaround

#

If someone has a better idea for sorting this out, then by all means help me with this!

keen widget
#

what this do ?

warped juniper
#

So B1 True and B2 False return a True, while B1 True and B2 True return a False

spark steppe
#

google logic gate truth table

autumn torrent
#

I don't know why this happens but, ive been having a problem where colliders dont follow actors that can move, Ive had to make them teleport to the main model after a second in every tick

I dont know if im doing something wrong with the blueprints or anythin

spark steppe
#

show your blueprint hierarchy and how you move your actor

autumn torrent
#

actually, I just checked colisions, when the actor changes its model, it just, leaves the collision behind

#

figured it out, i was setting every object in the actor to have physics when only the parent should have em

keen widget
#

how to take a Graph screenshot?
i think i saw some button for that somewhere but i dont remember where

wanton prism
silent drift
# warped juniper Problem is, currently if 2 BBs overlap with the player at the same time, then on...

I sadly don't have a perfect solution but I remember someone doing something similar during a company game jam we had years and years ago where they wanted the RE Fixed Camera style. I believe their solution was to

A. Have one trigger for the cameras and inside of it check with a bool which camera was active and change to the other on exit rather than on enter
B. Make the trigger thicker as well.

I don't know if it will work they way you want it, but maybe?

warped juniper
#

So, in the character BP there are 2 main colliders, the Player collision for enviroment, and the new camera collision which holds the tag that is searched by the component overlap

#

The Camera Capsule has a radius of 0, so it's impossible for it to overlap with more than 1 collision, unless it already overlaps with another one

#

Because of this, so long the transitions have at the very least a non 0 distance between eachother, the error I encountered is impossible

#

@silent drift This is a solution that overall applies what I considered at first, applied backwards... But there are two things in my mind now.

  1. Is it a valid guideline for a longer term project to keep all area transition collisions with at least a pixel of distance between eachother?
  2. Does having a collider with one of the extents / radius set to 0 affect performance or calculations in undesired ways?
#

Sadly I don't get how to do the method you mentioned using a bool...

silent drift
#

Okay, I just dropped my kid of a daycare (I believe that is the English name?) once I'm home I can probably do a quick set up example and send. 🙂

#

Again not sure if it is the best solution but it might work.

warped juniper
#

haha, no problem...

#

Currently the system I have works, which is absolutely the main goal

#

Though would there be a better method to set the sectors? Currently I have several BBs assigned to the same camera to roughly fill up the area of the rooms

lunar sleet
gusty crater
#

Not sure if im doing this wrong, first time trying to do a behaviour tree. once i finish constructing my building i set the key "ConstructionSite" to None so it should by not set, should the selector then not go back up the tree? as i have a condition it can only be in that part if it is set

lunar sleet
gusty crater
#

No worries will do, ahhh right so just add a condition onto everything on the way down not just the very top selector

lunar sleet
gusty crater
#

Gotchya thankyou

#

Is there a way to update a navmesh at runtime? so when i place buildings they know to walk around them and not only the preplaced ones. Any nodes that refreshes it or is that too demanding?

lunar sleet
spark steppe
#

dont

lunar sleet
#

Make sure you turn off can ever affect navigation on your moving actors

spark steppe
#

this will also regen it when anything moves!?

lunar sleet
spark steppe
#

ok, that sounds more reasonable

#

didn't knew you where done with what you where about to say 😄

lunar sleet
#

You could also just add nav modifiers to your buildings and set it to dynamic modifier only

warped juniper
#

Okay say

gusty crater
#

Legend cheers. Im assuming doing nav modifiers is a lot more efficient but more work too?

warped juniper
#

Is it acceptable if my important camera control system demands I lay down BBs over the levels with as small possible of a gap between the, but without any overlap whatsoever?

spark steppe
#

you should/could generate them

#

there's probably a way to get the world/level bounds

warped juniper
#

Ah let me show you

lunar sleet
warped juniper
#

So let's see here

#

The idea is that each BB has a camera assigned for a fixed angle

#

Curretnly there is a 0 radius capsule in the center of the player that checks overlap with these BBs

gusty crater
#

Hmmm making it dynamic helped heaps, but once my building has finished construction and they try to nav back to their office, it keeps showing path is blocked