#blueprint

1 messages · Page 75 of 1

warped juniper
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If the player overlaps with a different camera BB while also being inside a 2nd camera BB, the system breaks if the player was to walk away instead of keep walking forward

lunar sleet
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I don’t see the mesh. Use simulate

warped juniper
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I would absolutely love to get suggestions for a more efficient or clean method to get what I want... This is just what I managed to make through my own research

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I haven't been able to truly remove the error, just add workarounds

gusty crater
spark steppe
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i can't tell you a fix as i don't know the whole system, but you could totally check all the boxes for overlaps (might even work fine in the construction script if you don't have thousands of them) then change their color or something to visualize the faulty ones

lunar sleet
warped juniper
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I can't say I know how to do that sadly

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I'm an artist first, so navigating programming is very, very tricky

lunar sleet
gusty crater
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Navmesh shows fine

chilly dirge
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my blueprint broke in some way, I already tried multiple things but I can't fix it, essentially one component is broken (the details window is blank), the only way to "fix" it is to reconstruct the blueprint right?

gusty crater
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but that blocked print string keeps firing and its not moving

lunar sleet
# gusty crater

You’ll need to debug using the visual logger. There’s also some vis log nodes that allow you to see shaped traces at the projected goal

gusty crater
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Thanks ill google away and try get it sussed

lunar sleet
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Def try RVO (on char settings) or using the experimental detour crowd controller as well, as they’re the main tools for handling navigating around obstacles

gusty crater
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Rogey, i think im gonna turn off collision on the people so they walk through each other, its sort of a city builder / rts game so there will be heaps walking along paths, but i havent started any of the paths just yet

gusty crater
wanton prism
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so remove it?

lilac storm
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hello devs ASAP ASAP ! how to get actors that is already overlapping box collision on begin play (i want to get this cow) when game started , and doing this code doesn't help

dark drum
lilac storm
dark drum
# lilac storm i did a delay for 3 secs , it is not returning anything , i thought may be probl...

It could be that the animal doesn't have the animal tag? Seems like a redundant check though as you getting actors that are BP animal base which I would assume would always be an animal.

Adding to that you then use a cast and check if it's in the array even though you're using add unique. The get overlapping actors would only return an actor once soon begin play I would imagine it would already be empty so you should just be able to add them to the array without checking anything.

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As a guess, I would imagine that it would only recreate the class widget if the old one as been garbage collected.

lilac storm
dark drum
hollow jasper
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Hallo Could i know how to make variable for animation ?

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want to change in viewport, but i don't know how...

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can not find 'promote variable'... mhh

dark drum
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Does anyone know why the instance component that's created using the foliage painter might not be correctly returned from a trace? The trace is picking it up but when I store the hit, it doesn't have any of the date like the specific component and the hit item.

Edit: Nm, it's a me issue lol.

frosty heron
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I'm pretty sure the bug is caused on Ur end, I used grid panel just fine for forever for countless times.

Check if they actually get destroyed and check what ever it is you are adding

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Its possible that you probably just add to the rows and collumn instead setting the row and column back to 0

sour moat
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✋ Hello, how to fix the issue that player will lose mouse control after close a widget? I have to click mouse button once to get it again.

frosty heron
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Not smart just past mistake. But anyway need to know what a actually went on your end. When you create widget it should add a brand new instance of the widget

frosty heron
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Don't think so. I just tick that when I need to expose on spawn

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Static variable is probably a cpp thing, I am not aware of being able to do that in bp

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Closing and opening doesn't equate to destroy

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For widget , instance get destroyed when it's deemed unreachable

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So you have to remove from parent then set the variable to null

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Remove from parent doesn't destroy the widget, it just remove the widget from the viewport. It can still be added anytime

native canopy
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i have this on UI, hwo to cast to blueprint? create widget can't read the value

frosty heron
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Normally you should never have the need to clear or delete your inventory widget

Simply refresh it by clearing the inventories and reinitializing data (eg row and collumn)

dark drum
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I'm currently working on an interaction system that works with static mesh instances where when you interact, it switches the specific instance out for an actor mesh. Does anyone have any suggestions on how I might get what actor needs to be spawned based on the hit instance? Other than checking the actual static mesh and use it as the key in a map, I'm not sure what other options I might have.

frosty heron
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@dark drum what's the map pairing?

dark drum
frosty heron
sour moat
frosty heron
frosty heron
native canopy
frosty heron
# native canopy try to read Widget variable

Still unsure what's what. I suggest watch the video. Bp comps is essential.

If you need to read or set q variable inside a widget, promote the widget to variable on create widget node. You can then access your variable via the variable.

And can't stress this enough, watch the blueprint coms video by Matthew

dark drum
# frosty heron R u trying to spawn multiple static meshed based on what you hit?

It's so I can interact/do something with static mesh instances. So it could be grass, trees, rocks etc... So when the player goes to interact with it, it'll spawn the relevant actor in the same place as the hit instance and remove the instance. Also, once the player moves far enough away from said actor, it'll destroy itself and add an instance back to the ISMC. That's the idea anyway.

dreamy elm
gusty crater
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I need some math help xD So i have a "Clockwork" variable on my gamestate that is always counting up. On my building being constructed i need to work out how long it has been worked on for. How can i pass that through and keep track of only how long it has been worked on for and not the overall clockwork time

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That is what i currently have, but obviously once the time has already elapsed a certain amount, the buildings just insta finish.

dark drum
gusty crater
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Would it be something like that? Except put the set clockwork paused time before this function runs to store it beforehand

dark drum
gusty crater
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Only hard thing is working out how to store it only once as it all runs on the on tick function

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Ahh yep so a bind should work much better in my case then

dark drum
gusty crater
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havent really used event dispatchers, ill post here once done to make sure i get it right xD

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Does that look right?

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nope i messed something up xD

dark drum
# gusty crater nope i messed something up xD

Something like this.

The top bit would go in your gamestate for updating clockwork. The bottom bit would be in what ever you want to build. The target on the bind nodes would be your game state the 'OnClockWorkUpdated' would be on.

gusty crater
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With the "Call On Clockwork Updated" in my gamestate, it wants me to input my building as target, is that normal? i thought it just broadcasts a message to anything listening to it

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So event dispatcher is on my building, then if i use the call from gamestate that should trigger it right? why do i need to put the building reference into the gamestate to call it

mental trellis
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Well, it's calling a specific event dispatcher.

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The one on one specific building.

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How does it know which building's event dispatcher to call unless you tell it?

gusty crater
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i didnt even think of that, yeah that aint gonna work then

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theres no way i can store a reference of every building in the gamestate on a city building sorta game xD

mental trellis
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Indeed

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What even is this event? Why is the game state calling it and not teh building?

gusty crater
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Have you got any suggestions of a nice way to do this? pretty much my gamestate keeps track of game time. When my building has more than 1 worker, it starts building. After a set building time has elapsed i then full spawn it.

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So im struggling to find a nice way to pass through the game time, then work out the elapsed time of actual building

mental trellis
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Why not set a timer on the building itself?

gusty crater
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i had a branch on tick for if theres more then 1 worker if true, then "do work" just wasnt sure how to calculate the difference as it was on tick, so setting a starting time was hard'

mental trellis
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On a random note, I really need some sort of text preprocessor on discord that changes "hte" to "the".

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Don't use tick for that. Use a timer.

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Or a delay node.

versed sun
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what would be the point of that?

mental trellis
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Of what?

versed sun
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i asked "what would be hte point.." then fixed it

gusty crater
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Im mainly just not sure how to set the starting time only once, and not repeatedly. Although i check if theres a workforce repeatedly and only want to set it the second that turns true

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Is it okay to do that?

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i made a timer function run this "Check Workforce" so then itll set it once when it starts, then start counting time and actually progressing the construction inside the "Do Work" event. Then if the workforce drops off, it will reset the time to 0 and reset the do once node

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is that acceptable? (im very fresh so dont know bad practices)

drowsy ether
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Hello. I need to use the "Deproject Scene Capture to World" node but it requires a "Scene Capture 2D Object Reference". Instead, I have a "Scene Capture Component 2D Object Reference". How can I implement this function with reference to my component? I thank you for your assistance.

gusty crater
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damn i cant work this out xD

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So i managed to store the starting clockwork time (from the gamestate) for when it starts work then im just trying to work the math for it all. The *60 is to convert minutes to hours but it still seems to be slightly off time

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This "Do Work" is running in tick too with a gate to start / stop it

silent drift
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Is there something like on-quit in Unreal? My projectiles keeps complaning when I haven't "destroyed" them yet, and exit the game.

dark drum
# gusty crater

You only call that function in your gamestate where you update the clockwork var. Every where else would bind to it. I think thats where you're getting it confused.

Think of it like having a bell that makes a specific sound. When you create an event dispatcher it's like specifing a sound. When you call the event dispatcher, you play the sound. When you bind to an event dispatcher it like listening out for the sound and doing something if you hear it. (this isn't actually what happens but i think it helps understand how you would use it)

gusty crater
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Which isnt really feasable in my application

dark drum
gusty crater
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The attachment you replied to that was in my gamestate, it wouldnt let me use that without a reference to my building for some reason

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Unless i set it up wrong, probably did xD

dark drum
gusty crater
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ahhh yeah i had it the other way round xD

versed sun
silent drift
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Ah, Event end play I think might be what I'm looking for! Because I already used Destroyed for other stuff.

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I will have a look! Thank you

gusty crater
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Okay sweet got the event dispatcher working, now just the actual math for the do work

dark drum
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Does anyone know of a good way to blend different PP settings together? I'm not using PP volumes as the player might need effects applying regardless of where they are so are done directly on the camera.

proper wyvern
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Trying to figure out what actors are taking up physics time - is there a way to print all actors contributing to physics calculations?

versed sun
dark drum
late basalt
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Do anyone know how to code a System that convert 1000 into 1k to 1m to 1b and so on?

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Money wise?

last bloom
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hey guys is there a way I can change the shape of a scene capture component 2D's view frustum?

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im making portals for my game and i want to set the bounds of the view frustum to the bounds of the portal plane so as to avoid rendering objects outside those bounds

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like in this video

flint junco
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Hello, I have done a build my game, and some of the Niagara effects have dissappear in the build. Does someone knows about this problem?

green barn
cursive cosmos
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hey. how would i make this work. so only when a staticmeshactor (with the tag "PickUp") from the level touches the trigger in the Bp actor. The staticMeshactor already has the tag applied

jaunty solstice
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I've created a light actor Blueprint. ie an Actor Blueprint with an embedded Point Light.
When I drag the BP to my scene I see that all the light properties are still exposed (circled in pink)

How can I hide or at least lock these properties in the editor? The only thing that should be exposed is the position (Transform).
.

dawn gazelle
cursive cosmos
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cheers!

crimson saddle
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Does anyone know if interfaces can be called in async functions? Or is that illegal unless done on the main thread?

hoary junco
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is there a way to detect whether or not the location of a line trace's hit is inside the trigger box of a different actor?

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basically I want the trace to follow the character and return one result if the part of the character the trace is hitting is inside a box, and a different result if that part is outside the box

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but just making the box block the trace causes issues

pale imp
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@hoary junco Finished the movement yesterday, everything works as it should

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Now I'm figuring out the interaction system to support more than just the lever

hoary junco
pale imp
hoary junco
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but ask if you need help of course

pale imp
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of course

north lynx
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Hey everyone!
I'm working on 2D minigame and I'm wondering, how to make the lights to work? All the Tilemap is bright, and adding any source of light seems to not work
Anyone know how to fix/change that?

hoary junco
quasi dirge
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Hey, does anyone know how can I pass parameters to an event that I called with a timer?

north lynx
spice smelt
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is there some way to get the exact name of a component as displayed in the editor? the "get display name" node adds a bunch of stuff to the text

spark steppe
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you are probably looking for GetClass() -> GetClassDisplayName()

spice smelt
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for instance from this I want "qwe". Its type is a static mesh component

spice smelt
spark steppe
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ok nvm

true valve
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Is there way to know when the movement has changed without using EventTick or SetTImer?

spark steppe
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make yourself a setter and use only that?

true valve
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So a character goes into the water volume. Automatically the mode changes to swimming.

spark steppe
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does the water system do this?

timber crystal
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I'm currently making a side scroller runner game and I'm wondering why my character gets animated in the fall animation when I jump twice in a row

Is it a matter of speed?

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the friend said "you haven't shared your code, can't say much. it is possible related with the transition from jump -> fall. you might want to add an "and" boolean and add another condition, such as timeRemaining (ratio) <= 0.1"

But how i try to implement that is noob like i now ...

trim matrix
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I have a main Skeletal Mesh that is the nude body of the character. I also have child Skeletal Meshes that are the various clothing (pants, shirt).
The main skeletal mesh uses an animation blueprint. I made the clothing follow the animation of the main body by using "Set Leader Pose Component".

It follows the animation perfectly, however, when I set a morph target on the main body, the children (clothing) do not deform, only the main body deforms. How do I make all clothing deform with the main body morph targets?
I used "Set Morph Target" node inside the Animation blueprint for setting the morph target.

pale imp
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@hoary junco real quick, I'm trying to get some gui to show in the viewport but this isn't working. Is there something obvious which I'm missing ?

dawn gazelle
hoary junco
pale imp
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its own, just the graph window in the widget

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again, it could just be a checkbox I have to tick in the details or something dumb

hoary junco
pale imp
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Alright I'll do that then

hoary junco
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replace "general UI" with whatever the UI is you're doing either way the widget won't do anything unless you create it on a blueprint that exists in the scene

pale imp
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Yep everything works fine, just been a while since I last added ui so I forgot how everything works

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I'll add a hitbox to the lever to make it easier to hit

hoary junco
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it's ok I'm just melting my brain right now with a massive tree of conditionals on whether or not something is detected because I wanted to be fancy 🥲

pale imp
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I'm done for today, everything works fine and I'm happy with how it is so far. Next I need to learn how to properly animate stuff

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Cya : )

hoary junco
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good luck!

pale imp
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and thanks for the help again

pale imp
flint junco
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Hello, I'm having a problem with some problems with niagara effects, some of them (not all) dissapear in the build, but I can see them playing in the editor mode, can someone help me?

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Please 🥹

thorny shuttle
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Hello 😄
Quick Question I wanted to get a camera angle similar to MK shaolin monks but I aam having some trouble getting it how go through?
A bit new to camera setup

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and using PaperZD

flint junco
winter pebble
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Alternatively you could add a check to the movement input that checks if the player is currently in water or not before deciding what to do, but that's probably less optimal and could lead to funky behaviour if the player is technically in/out of water but hasn't given a movement input recently

steady night
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Question, when doing a options widget, do u normaly put it in the menu controller, och player controller or do a seperate for each one
?

indigo lake
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Anyone got any knowledge as to why Box Collisions wouldn't block a Character Capsule that is marked WorldStatic or a Custom Object Type? Having trouble figuring this one out. I have both objects set to Block on all Objects/Channels (a character capsule, and a lone box collision), but when switching the character capsule collision object type to either WorldStatic, or making a Custom Object Type, the capsule falls through. Works fine on all the other Object types (pawn, vehicle, destructible, etc)

The reason this is particularly noticable is that 2D tilesets seem to just use a bunch of box collisions. So my character falls through it if I make a custom object type! Wanted to make one called "Hero" to make some other parts of the code cleaner.

Oddly enough, if I toss a regular shape cube under the capsule, the capsule will be blocked by that regardless of the collison object type. From what I'm able to gather, it seems like it's an issue particular to the Capsule component on characters. It just doesn't seem to like being a WorldStatic or CustomObject Type (maybe it has something to do with it being the root? no idea really).

Looking more into it, i made a new character, and this one doesn't seem to be having any problems, makes me wonder if my character is corrupted.

oak fable
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hey there
i have this simple movement setup
i have an issue when i click one of the movement keys like W for forward i get the correct value which is 1 or -1 for the opposite but if i hold W and D i get a value of 7.07 why is that ?
i should have 1 on each of them

high path
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Any idea why the NavMeshBoundVolume is under the floor?

dire frost
dire frost
subtle mist
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Hey guys! I have a variable called Distance which is increasing according to delta seconds using event tick.. I want after 10 seconds to take the value of the distance at that specific time and put it in another variable. How can i do it ?

oak fable
dire frost
# oak fable what is CMC

Character movement component. It's the built-in movement component that comes in the character class

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All that code above you have would be just 4 nodes

oak fable
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oh i see
i like root motion movement more

dire frost
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CMC supports that too

oak fable
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how

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i dont want the character to be pushed with the add movement input

dire frost
dire frost
oak fable
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idk if you know that already but using root motion animations all i need to do it give it some value and it will move based on it

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i dont like to push the character around and play animation using the normal method as a lot of sliding happens and it wont look good

oak fable
marble tusk
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So that you don't move faster when going diagonal

oak fable
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but i didn't set it up that way XD it should give 1

marble tusk
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might be an option to disable it in enhanced input. I don't know much about enhanced input though to know if it does ¯_(ツ)_/¯

oak fable
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its not related to the enhanced input
i get a value of 1 for forward and -1 for back ward that works just fine if i click one key and used to work fine when i click w and d or s too but somehow now it doesn't

dire frost
oak fable
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if its related to the enhanced input it used to work before and i didn't make any change to it

oak fable
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and if so how can i check for that

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and nope the value is getting as 1 and -1 from the the keys so thats not the issue

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nvm its the normalize somehow it's not working any more and that was the issue

lusty hedge
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That's awesome thanks

cunning flume
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I'm trying to read mouse movement (delta movement over time, I don't care about position), I setup an IA_Rotate with Vector2D value and in my context map added the "Mouse XY 2D-Axis". It mostly works but when moving the mouse to the left for example I'll get alternating positive and negative values such as 10 and -10 one after another which makes no sense to me, am I setting this up wrong?

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(I'm showing mouse cursor so this is only triggering on click if that makes a difference)

random pulsar
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im setting up a character what does it need to have ,a controller,gamemode,instance,default pawn and?

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game instance also

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and game state or player state?

frosty heron
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What ever you need for your game. It's a design question you have to decide

hollow cove
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how do savegames work in multiplayer, like if the person who started the server on their computer saves their game, would the server be able to load that or would it specifically have to be saved by the server

frosty heron
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That depends on your design

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You can make everyone save locally too, nothing stopping you to do that

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I just let client save their own file. When they join, they send their save file info to the server. Easy to be abused but nothing that concern a small studio

cunning flume
warped juniper
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Hey there.
Is there a variant of OnActorBeginOverlap, for JUST a component of the actor? I wanna use a specific collider for the player rather than a the overall volume of the player

split girder
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Can anyone tell me why when i wrap a uniform grid in a scroll box it adds huge spaces inbetween rows, or if i set to horizontal it adds huge spaces between buttons

warped juniper
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@dawn gazelle Thank you very much!

split girder
random pulsar
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How do i move the character up and down?this does not work

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its 2d

dawn gazelle
random pulsar
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woooooooooooow

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nice

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ahah,didnt think about this

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thanks❤️

unkempt warren
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When I destroy my actor (Respawn Player) is there a way to keep the same widget and not create a new one?

fluid compass
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I have a variable that is being generated, but I need to call that variable before generation happens (a few ticks later)

I can hack it but shoving in a "Delay" node before the get variable, but is there a better way to manage this?

dawn gazelle
pallid nest
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hey guys, on event beging play I am casting my character blueprint. Then when I overlap a trigger I am taking a boolean from my character bp and setting up that bool to the true/ off when I end overlapping. Then in my character, I have an event (warning zone) that displays a widget when the bool is on and when off it removes the widget from the parent. The widget is displayed but it is never removed, what did I do wrong please?

hollow cove
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im setting up my main game save system. i've decided to load it in my game state for the person whos starting the server and replicating it. is there a way to expose a variable and set it before gamestate has begun for the slot name?

hollow cove
dawn gazelle
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Just a heads up though, you can't replicate a save game to others.

hollow cove
dawn gazelle
# hollow cove how would you go about replicating the save game data? do i really need to repli...

What save game data is it that you would need to replicate?
Generally speaking, if you're relying on the server to save the game, you'd be restoring the game to the state at which you saved it at - that means you'd be storing values from all replicated actors etc. You shouldn't necessarily need to replicate all those values to clients as you'd be spawning and restoring those values into replicated actors anyway.

hollow cove
# dawn gazelle What save game data is it that you would need to replicate? Generally speaking, ...

for example, i have 15 pieces of floating crystal that players can collect spawning at the start of the game. They spawn at random locations with random rotations and scales, random meshes etc. they move up and down and spin. using replicated movement and actors seems very wasteful in that case so i was going to use a random seed and stream and then i havent thought this through yet - somehow save which are collected.

the saves will be client side and its using a dedicated server on the client that starts the game

dawn gazelle
hollow cove
dawn gazelle
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Sure they do, but if you're only dealing with 15 actors it's kind of moot. Regardless, even if you did spawn them locally on the client, while also spawning them on the server, you could make them net addressable, thus, you can have it so that the server spawns the actors locally, makes them net addressable & stably named, and sets the replicated value of whether or not its been collected.

When the client receives the seed and proceeds to spawn the crystals, it too can spawn them, make them net addressable & stably named, thus making them replicated, and will receive the replicated value which you can then drive to show/hide the crystal in question. No matter how you look at it, each value still needs to be replicated in some way to the client.

pallid nest
# pallid nest

do you have any idea what am I doing wrong here please?

hollow cove
dawn gazelle
# pallid nest

Your problem could stem from multiple overlaps occuring that you didn't want to occur at once as each time "Warning Zone" is called by any actor that is overlapping with your zones and it's creating a new widget and adding it to your screen, but your code will only remove the most recently created one.

pallid nest
hollow cove
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oh true, you might be making a ton of widgets? check if its valid before you create it

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make sure you only make one

pallid nest
pallid nest
dawn gazelle
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Do this same thing but only create if "Is Not Valid"

hollow cove
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yeah i guess you could use a boolean, but if the widget variable is in the same blueprint

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^^

dawn gazelle
pallid nest
dawn gazelle
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No. Check if valid before the create and set.

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You only want to create a single instance of the widget ever. If it gets removed, then a new one can be created.

hollow cove
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thanks datura btw

pallid nest
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it gives me error with the boolean 😦

pallid nest
lunar musk
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I wanna make ads system. I wanna move arms to camera. How can I calculate the Ik hands location?

livid axle
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How could I go about debuging what is constantly interrupting my attack animations?

turbid ether
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Does calling RemoveFromParent on a widget also properly "destroy" it and remove it from memory?

surreal peak
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It does not Destroy and Remove it from memory.

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But it's a step towards it. A Widget, like any other UObject, gets cleaned up automatically by the GarbageCollection system when there are no more references to it.

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If you remove the Widget from the Parent, but you keep it referenced in some variable, then it will remain alive

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If you however clear all references to it, then it will be cleaned up automatically during the next GC cycle.

random pulsar
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hey now the enemy flyes just straight ,how can i make him fly randomly up and down at the same time?

stuck dragon
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Hey guys any help with putting a int variable into a text variable? So I put the text on a widget it displays the int then the text for example

boreal crypt
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Hello!

So I'm converting my 3rd person controller to operator more like a twin stick shooter (one joystick for movement, the other for aiming and turning, or with a mouse using the mouse position as the aim direction, and wasd as movement).

The camera is fixed, and I'm trying to rotate the player to a given direction. If I use the SetActorRotation, then it works but then the movement input is off. I.e. pressing up on the joystick doesn't make the character walk forward (the direction they are facing), it makes them walk to the top of the screen.

If I use the AddMovementInput with a direction, then the actor properly rotates and faces the correct direction and everything works fine, but they move slightly with that input, so if I hold the joystick in the direction then they walk in that direction, they don't simply just look in that direction.

I cannot find what exactly is rotating in AddMovementInput so that I can mimic it, if I use/modify controller rotation then the camera moves and it all messes up.

Is there a way to add movement input, but not actually move the pawn/character, but just rotate?

fair magnet
#

since I haven't been on unreal for a while... is there a better way to do this?
Essentially I'm initially setting the rotation of my camera boom and want to prevent the lag from happening on this initial set. Because It would break the immersion a bit if the camera jaggs around after every loading.

proud sentinel
#

add movement input says "usually normalized" does this mean it becomes normalized, or the input needs to be normalized?

tutorials and the fps template show using 2 of these nodes, for forward and right, but then they'd have the diagonal input problem if this node doesnt normalize

verbal wren
#

I am trying to get my rock to throw based on where the camera is/rotate the character with camera while throwing. This is what I have right now, tried setting rotations and such based on the camera but that ended up breaking my movement orientaion completely

jagged moth
#

Can some one help me figure out why this wont connect?

#

says refrence is not compatible

frosty heron
jagged moth
frosty heron
jagged moth
#

yeah

frosty heron
#

The pic you sent doesn't match with what you said, can you screen shoot instead?

jagged moth
#

i cant because the text goes away one sec tho

frosty heron
#

Might want to consider screen shoot tools. Can't really help with out seeing

jagged moth
#

@frosty heron

gusty crater
#

Having issues with a bit of math or setup here. In my gamestate i have a clock system. On my building i have a "Do Work" function for when a building is placed until it is fully constructed depending on how many workers are working on it. I cant seem to work out how to manage this. Does anyone have any suggestions please? happy to screen share in voice channel below if needed

#

The way i have it now seems to make it build so much faster than what it should be. I have it set as 1 hour build time with a float of "1" that is why im dividing the clockwork by 60

lunar sleet
gusty crater
#

Ahh sorry didnt even see that one

jagged moth
lunar sleet
#

One is Wheeled one is not

jagged moth
lunar sleet
#

I haven’t dabbled with chaos vehicle myself, but it seems you need wheeled vehicle component in order to use that function

#

So if your vehicle doesn’t have that, you need to add it (or replace the regular one)

jagged moth
#

Im trying to make one and failing miserably

frosty heron
#

Read the name carefully

jagged moth
#

I Know that now but the prob is all the bp use the vehicle movement

frosty heron
#

I don't touch chaos vehicle, you will have to figure out the component architecture

#

Prob want to ask adriel when he is around. He does chaos vehicle stuff

gusty crater
#

Is that bad practice doing it this way? i only want to set it once if true then run the function. Then if it ever hits false, it will need to set it again next time it goes true

#

Its working, just not sure if its a bad way of doing it

lunar sleet
lyric basin
#

right, so an oddball question about post process. I have an effect that I want to have gradually effect the screen more or less depending upon a condition. The post process is attached to the player and set. My question is what do I call or grab when I cast to the character and get the post process volume from it? Inside of the character under the rendering materials section there is a slider bar which goes from 0 to 1 and this adjust the intensity of the PP volume, but it doesn't have a name so I don't know what it is.

#

I have got this so far, but again, not sure what comes out of the post process output pin. If its any context, yes I know I can just make a really big PP Volume and set a trigger, like a collision, to activate and deactivate this effect. The issue with this is that it is a frosting effect on the screen, akin to what you would see happen to a camera in a snow storm. The longer the player is in a certain condition (say, outside in the cold) the more this effect dials in and effects the screen. I also need the reverse to happen since the player could come out of the cold, for example, and the screen would clear up. So that is why a simple "on or off" solution wouldn't work for me.

frosty heron
#

You can always control the post process weight

#

From the blue pin of the pp , you want to get the setting and set its member

lyric basin
#

so I messed with the blend weight (which is the only option that shows up with 'weight') and that did nothing. Let me try another setup though, a simple on and off to see if it indeed does cast at all.

frosty heron
#

You can always try outside bp first. Add it to the level and play around with the pp

#

I used timeline for my effect to give a gradual effect

#

0.5 will be snappy

lyric basin
#

Tried that as well, lol no dice

#

yeah I wanted to just see if it worked, so i put it low

frosty heron
#

Works for me, again you should play with it outside your bp

#

Once it work, doing it on bp is cake

lyric basin
#

I know it works, its just getting the nodes right. Again, I know that is the value, since it is the only thing that allows me to adjust the intensity, but its getting it in the BP thats stuck

frosty heron
#

You should adjust a specific blend weight too ( the actual material you want to edit)

#

Afaik should be on post process material arrays

#

Don't have editor to check rn

gusty crater
#

Is there a node to set the image to a button but for everything like normal, hovered, pressed etc

marble tusk
# lyric basin

Maybe try making this a variable. It might be out of scope by the time the Screen event is called

lyric basin
gusty crater
#

yeah but i want to pass a texture in to set it, but for every option

frosty heron
gusty crater
#

or should i just layer an image over the top of a button in the widget

gusty crater
lyric basin
frosty heron
#

R u changing button or image ?

gusty crater
#

The image ON the button

#

but i want to change it for every type in the blueprint, or is that just a headache? xD

lyric basin
#

you want a different image depending on the state ?

#

hovered, clicked, etc?

gusty crater
#

same image for all states

frosty heron
gusty crater
#

but when each button is created i want to set that image for all of them

frosty heron
#

Define all

#

You mean for other states

#

Or other buttons too

lyric basin
#

each state has its own image option....

frosty heron
#

You can change the brush at run time using set style node

gusty crater
#

so each button will have a seperate image, and i want that to apply to all states

frosty heron
#

You can do that in the detail panel then. But if u need it to do it at run time use set style node

gusty crater
#

rogey cheers

#

incoming spaghet

frosty heron
#

It's only a few nodes

lyric basin
#

curious, how many buttons do you have? and are you using the same image in more than one location?

gusty crater
#

Its a button for each building type that gets added to a grid for the player to choose. So probably close to 100 by the end

#

each building has a different icon / image

#

ill just lap an image over in the widget and change that, probably easier

lyric basin
#

ah, I was gonna say, if you are using the same button more than once, you could create a master button and just use that over and over

frosty heron
#

Make a base class for your custom button. Add the functionality. Save your self repetitive work

lyric basin
#

its ugly, but functional. I just made a base class, like summer said, and use it over and over when I need it

gusty crater
#

Thanks!

indigo zephyr
#

hi im trying to get a random line in a cone..

#

Green is the bp provided (with 0 yaw and pitch), purple is the line just drawing from the two objects

Its a bit off.. Am I misunderstanding something about these nodes?

elder lodge
indigo zephyr
#

Yes to confirm the center point is indeed going to the origin of the other object.

#

However it is not, the green line in the picture doesn't match yo with the line to the actual object location

silent stag
#

Hey , i using this way for fire automatic rifle but also want to fire rifle with single shot too

elder lodge
# indigo zephyr

A Unit vector starts at 0,0,0; is it supposed to come from the Actor? I see Start and End leading off

#

in which case you'd have to do Start = Actor, End = (Actor + Vector)

indigo zephyr
#

ill try that now

silent stag
#

I did but it's firing with delay with this way

#

i want to fire also with one click

indigo zephyr
#

Adding after the random unit vector node causes the trace to now go straight up

#

For reference, the start and end move out ot this trace

still trellis
#

is it not possible to get an interface function to appear as a pure node in Blueprints? It's marked as BlueprintPure in c++ and compiles fine, but when I call it from BP it has execution input/output still

remote meteor
remote meteor
still trellis
#

thats obnoxious

gusty crater
#

I keep getting a not valid on "Construction Working On" Im trying to get the one in the array that is the closest. I dont get how it can be not valid though, any pointers please

#

It loops through the array and gets it, so it has to be valid surely

manic vessel
#

I have an actor that can add a spline component in construct script . that is added to other actors as a child actor component. Im a bit puzzled as to why I cant manipulate the added spline component in the parent actor , but I am able to do so in the world

still trellis
#

What are the default values for Current Distance and CurrentIndex @gusty crater

gusty crater
#

i set them to 0 at the start of this

#

soirry distance i set high

#

index i set 0

still trellis
#

hmm, im not super good with breakpoints in BP but you can breakpoint on the Is Valid node and check the array, what index it tried to get, and whether it set a valid reference to that actor

gusty crater
#

Thats just before the loop from the same pic

#

so on a breakpoint on it, its showing current index as 1, then it says Current Queue Num=2 whatever that means. The array is of a master building type

still trellis
#

that just means there's two things in the current queue array,

#

okay so the loop is working fine, or at least giving you a valid index

gusty crater
#

oooo actually i think i might know what it is

#

i think im removing the object without removing it from the queue. i made it the first 2 buildings instant construct

still trellis
#

ah, so you might have a garbage pointer in the array that is pointing to something you already destroyed

#

in that case, the distance to that pointer will always come back as 0 (i just checked the Get Distance To function), so you'll actually get the bad index consistently lol

gusty crater
#

😄 It works

#

first lil project trying to do most from scratch so theres many mistakes xD

silent drift
#

Hello! Is there a way to make a "custom only in editor spawn-point"? Currently when I want to test different areas of my map, I move the player spawn-point to that part, but when I forgot to move it back and do a build it of-course starts in the wrong spot. 😄 So I'm wondering if I can somehow make a custom spawn-point that is only used for when playing in PIE? Since then I can keep the game spawn-point at the start, and it just gets ignored when I player in editor and when building the other spawn-point is ignored.

elder lodge
#

use Current Camera Location instead

frosty heron
gritty delta
#

Curious if anyone has run into this issue. I am in Unreal 5.3. I have a data asset. It's only variable is a struct which contains a display name (text) a few floats and a bool. On begin play, I create object of my data asset type. I then set the struct variable. If I then read the struct variable, it is at it's defaults and not what I set it to. It's almost as if it completely ignores me when I set the struct. For example, this print string returns nothing at all.

lunar sleet
silent drift
silent drift
#

I will need to check if I can get that working!

spark steppe
#

i don't see why this would not work

#

but one big problem here is that you never seem to reference the data asset, which makes it prone to be garbage collected

pulsar vigil
#

Guys i have a weird question when i change something in my bp about my interact system and i start play mode i have half less fps then i wait like 5 minute without changing anything i hit play mode again and my frame are back oO (my interact bp contain tick event with trace and actor component set and when i look with insight it show me that the tick event take all my frame on the cpu)

Can someone explain why the engine look like it need some time to recover my bullshit then it work properly by magic ?
I was'nt experiencing this until i tried to implement my system and object into my environement and not just a blank testing project

signal perch
#

I want to create a widget at the mouse position how do I set the position

versed sun
tight pollen
#

hi, Will checking how many people are in a given team and then replicating this value to each player to disable the widget be appropriate in GameState?

echo storm
#

Where does the "Take Automation Screenshot at Camera" node save the screenshots taken? I can't find the path which is displayed in my console log. Also is it normal that I possess the cameras when the screenshots are taken? How can I take the screenshots from the cameras without possessing them?

dawn gazelle
# tight pollen hi, Will checking how many people are in a given team and then replicating this ...

It's probably not necessary. If the team value is stored on playerstate, any time someone joins or leaves the game (namely Begin Play and End Play of Playerstates) you could call an event dispatcher on the gamestate that anything that needs to know the counts can bind to, and then the clients can loop through the PlayerArray on GameState and determine the number of players on each team and show/hide the widget.

ripe lake
#

Does this look correct? It's supposed to instantiate an "Equipment" actor, then attach it to the player

north lynx
#

Hey everyone!
Did anyone know how to fix that? I don't understand the problem.

versed sun
#

Click the Moveable button here

north lynx
lost canyon
#

Hey, I have a question, I have an event here that If I press tab it opens a widget menu but I want to make it so that if I press tab again It closes, I can't for the life of me seem to figure out how to do it so one press is for open and the other is closed?

#

I also tried a flip flop

versed sun
#

Try this
If there is already a the widget , remove it
If not , then make one

lost canyon
versed sun
#

show your code

lost canyon
#

Thats litterally it mate 😄

#

i'm not a coder btw just an artist trying to figure out what the fuck im doing 😄

versed sun
#

Save the widget to a variable

lost canyon
#

What type of variable?

versed sun
#

Pull off pin and Promote to Variable, it will auto set pin type

frosty heron
gusty crater
#

Im making a path building system. I have a "Master Path" with a box collision on each side. I want it to know if it needs to be a straight, t junction, bend or x junction depending on what its hitting. Does anyone know of a tutorial i could look at to wrap my head around how to accomplish this?

lost canyon
#

Done! Thank you ❤️

lost canyon
#

I just see theres a modular way to make menus instead of a single widget you can call widgets and it helps to make things easier to customize and move around 😄

shy matrix
dark drum
lost canyon
gusty crater
#

yeah its a grid like pattern

lost canyon
gusty crater
#

but for all my building im just snapping my cursor location to a grid size

dark drum
gusty crater
#

just starting it, the white cube is my pathway to scale to suite everything, then some box collisions to detect whats on each side. Just need to melt my brain into trying to work out all the logic now xD

#

i will make it take up the full grid size

#

Then use some collisions on the edges for all my pathing so the AI cant walk off the edge of a path. Thats why ill need all like 90 bend etc.... i was trying to find a way to have my whole navmesh volume red to start, then use a modifier to make it green only where this path actor is but i dont think that was possible

versed sun
pulsar vigil
versed sun
pulsar vigil
dark drum
# gusty crater just starting it, the white cube is my pathway to scale to suite everything, the...

Personally, I would have a single path blueprint that has an array/set of all the occupied tiles. (probably an int point) When you add a path, it just adds the grid location to the BP. When you place a building it adds the tile that the entrance would be.

When this happens you then have the path BP check the array to see if the array contains the surrounds tiles. Based on this data, you can then determine what mesh or material needs to be applied at the given location.

This saves you have to mess around with collision boxes or traces.

I've not come across any specific tutorials on paths but what I've described has similarities for a maze generation tutorial I made a few years ago. You can even use the same data to spawn in nav mesh modifier volumes to increase the cost of traversing on tiles that don't have a path.

gusty crater
dark drum
gusty crater
#

Yeah that might have to be the go

#

i would still need all the logic to replace and rotate pieces etc though

#

Which i guess is almost the same point im up to doing it this way

#

hmmm i wonder if i could just say make the path cube check if its touching another one, and if its not enable one of my collision boxes to block that side off so they cant walk off the navmesh, and if it is touching, disable that collision box. Reckon thatd work?

#

Then its bugger all logic

steady night
#

for some reson my sound settings aint working, am i missing sometyhing ?

#

(the save audio BP) is for later ignore that

gritty delta
spice smelt
#

What are the possible reasons why DestroyActor won't destroy an actor? (in editor mode, called from an EditorUtility)

lyric basin
dawn gazelle
spice smelt
lyric basin
lyric basin
spice smelt
#

When the branch that creates the actor is reached the actor appears and everything that uses it works fine. I just need to delete it afterwards

#

(the second screenshot is the get starting points function that creates the actor)

lyric basin
#

what happens if you put a print node on the Not Valid output?

#

does anything print on the screen?

#

just a troubleshooting step, is all

spice smelt
#

nothing, the true branch lights up with debugging

gritty delta
lyric basin
steady night
#

@lyric basin its not affecting the sounds at all, the slider moves with the value but the sounds are always 100% ive set all the sound files to use the respective class
*

spice smelt
#

yeah sry i placed the wrong is valid node for the screenshot, this is what i tested with xD

lyric basin
spice smelt
#

ah nevermind, it's a thing that has bitten me already in the past but i keep forgetting ;-;

#

you have no guarantee on how many times pure functions are called

#

"get starting points" was being called multiple times, only the last result reached destroy

#

solution: make not pure

lyric basin
#

yes, that would be it. I was just about to ask if its dumping into an array or something, cuz if there is only one instance it should delete it. But if more than one instance is created, by the time the destroy actor node is reached, only the last instance will be reached.

#

Though, you could in theory create an array if there is more than one reference and then just call the index you wanna destroy.

spice smelt
#

nah just needed one, ty for the help nontheless!

lyric basin
#

Yup, no problem

spice smelt
#

in fact if i could i wouldn't even instantiate it, i need to access the tree of meshes of a blueprint and copy their materials on an actor in the scene.
Instantiating the bp and destroy it immediately feels wrong but at least it's straightforward

lyric basin
#

how often is this called?

#

sounds like something that could eat up a lot of resources.

spice smelt
#

Company uses USD, but not in a good way. Animations don't have textures but share tree and names with a pure unanimated mesh.
The Unreal department imports the mesh, gives it materials, saves it to a blueprint. then when they import an animation they wanted a 1 click tool to apply the correct materials

#

so i traverse the tree comparing names and taking materials from the blueprint to the imported USD animation

lyric basin
lyric basin
#

just sounds like there is a gap somewhere for something to go wrong, but idk.

spice smelt
#

USD mesh to blueprint
USD animation to scene
Apply meshes from blueprint to scene

spice smelt
steady night
#

@lyric basin well its a slider

spice smelt
#

What they first proposed was even worse: write a custom json file with the paths to the uasset materials, read it from the animation, like... whelp.
Sry needed to vent

lyric basin
spice smelt
lyric basin
steady night
#

@lyric basin nice ty

lyric basin
steady night
#

yeah

#

slider

lyric basin
#

okay thanks.

lyric basin
shut compass
#

if I have two parameters of the type array. Lets say one is of static mesh soft object reference, and the other is lets say a float. Is it possible to tell Blueprint that when I add an entry to the mesh array it should automatically add an entry to the float array as well?

shut compass
#

basically like this. but the threshold parm should spawn when I click the mesh entry

lyric basin
#

that should update the UI in the details pane automatcially, but again, it should

formal narwhal
#

With enhanced inputs in ue5 what is the best practice for binding ui triggers ( showing main menu for example) ? And where should the initial keybind be set?

steady night
#

@lyric basinthats basicly it

frosty heron
shut compass
frosty heron
#

There is no call back when adding an entry in bp? Maybe it's possible in bp but I'm not aware. I've used plugins that can modify class default at runtime so I know u can do it in cpp

lyric basin
formal narwhal
sand spoke
#

There is something called get forward vector, that you can make another actor follow you forward. However, is it possible to tilt it by an angle?

shut compass
#

what is the easiest way to inspect return values from nodes in BP?

formal narwhal
formal narwhal
#

Subtract your target position ( destination ) from your current position ( object that's following), this will give you a vector that points towards the target. Then use that vector to rotate to.

#

assuming that's what you want.

sand spoke
#

I want to like it point 30 degrees towards the left of the forward vector and then 100 units away at direction

#

Do I need to use sine cosine stuff?

formal narwhal
#

rotate your forward vector
normalize it then multiply by 100

#

No there is a rotate function

#

there is a rotation from x vector that could help you

sand spoke
#

Oh so before I plug in the rotator I can just add the 30 degrees

formal narwhal
#

maybe? Dunno

winter pebble
#

Are timelines you add to your graph stored anywhere in the blueprint or once you delete them are they completely gone/cleaned up? I had some timelines I've since moved to other actors and wondering if I need to do any additional cleanup other than deleting them in the graph

formal narwhal
winter pebble
pulsar vigil
minor pagoda
#

Is there a way to import FTimespans into datatables with csv?

steady night
#

wich will the move to prioritize ? the location or target actor ?

dawn gazelle
sand slate
steady night
#

it would if the target moves from the destination if its a long way i suppose

#

ok

#

yeah makes sense

thin panther
#

it's about $15

sand slate
frosty heron
#

Depends

#

You only do it if you are 100% sure that your cast won't fail

#

Like getting your custom game instance can be a pure function

solar badger
#

Hey all,

Is there an SOP on attaching skeletal weapons to a skeletal character?

Currently i spawn the weap off map somewhere and transform it to the relevant character socket to attach. It works fine but seems hacky....

#

afaik no one on the internet has ever shown this in a vid lol

calm thorn
solar badger
#

Seems to be very clearly a static mesh.

calm thorn
#

what is an static mesh ?

stuck skiff
#

jo does anyone have good blueprint tutorials i could watch?

calm thorn
stuck skiff
calm thorn
#

check on youtube Matt aspland or ryan laley or codelikeme

#

you

#

you'll have great beginner tutorials there

stuck skiff
#

thx

glossy fern
#

hello , why can't i pass a variable by referenece inside a custom event in blueprints ?

rugged wigeon
#

I think you can set the input type to be pass by ref with advanced settings

#

but also, don't do this?

dire frost
#

just use a function instead. and a timer as a substitute for delays

glossy fern
#

i tried using a normal event and passed the input into a function using a parameter with pass by reference and i get same warning

dire frost
# glossy fern

the issue is the event itself isn't able to pass params by reference

glossy fern
#

i thought so i just had to make sure ... thank you !

dire frost
#

your welcome 😄

tired fable
#

hello hello, sorry to bother with a question. but does anyone know how to add sensitivity values to analog controls? i wanna have player movement go from a walk or run based off of how far an analog stick is pressed and not based off a toggle.

gritty delta
#

Set the input as an axis instead of a bool. That will give you a float to use. * edit typos lol

tired fable
#

Im extremely new to BluePrint. but i hopefully can rush to a friend to help me do that.

random pulsar
#

UATHelper: Packaging (Windows (64-bit)): WARNING: Visual Studio 2019 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2019 toolset" component is selected in the Visual Studio 2019 installation options.
UATHelper: Packaging (Windows (64-bit)): ERROR: Visual Studio 2019 must be installed in order to build this target.
PackagingResults: Warning: Visual Studio 2019 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2019 toolset" component is selected in the Visual Studio 2019 installation options.
PackagingResults: Error: Visual Studio 2019 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 2,1589809s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.27\UBT-PlappyFirt-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

#

how can i fix this

thin topaz
#

Hi, can someone help to guide how, using blueprints, to connect a procedural mesh with a procedural foliage spawner?
It may sound like a procedural channel question but in this channel I am trying to understand in principle how to do such things in blueprints - i.e. connecting things that don't seem to be accessible from "All actions for this Blueprint" menu.
What I have:
BP_chunk, that creates chunks of "landscape" from procedural mesh components - in runtime;
BP_landscape, that is placed in my scene and that sets the chunk parameters for size, noise, scale, etc.
A procedural foliage spawner that is tested (in a different map, based on UE documentation) and works on a UE Landscape component but that I cannot figure out how to make it work on my runtime procedural mesh kind of "landscape". In the BP_chunk, I cannot seem to find any node that I could use to connect to this spawner, or anything that would seem intermediate, to in the end still connect the spawner. Thanks for your help who has a moment!

random pulsar
#

it says to install a component ,where?

dire frost
dire frost
random pulsar
#

i have it on pc

unreal epoch
#

Anybody know a place I can look to start finding info on creating in engine custom areas? I want to make a feature where you can customize your room ingame with furniture you buy and don't know where to start

random pulsar
#

do i need to install it one more time ?)

tired fable
dire frost
dire frost
random pulsar
dire frost
#

that's unnecessary

#

just click the "modify" button in the visual studio installer

deft spindle
#

@dire frost

#

Could you dm me

dire frost
#

no i prefer if you just say what you want here tbh. that way your issue is more likely to be resolved

deft spindle
random pulsar
#

if i want to develop for android i also need to select from that list something?

dire frost
deft spindle
#

Oh oj

dire frost
random pulsar
#

and also something,do i need to tell unreal to use visual studio 22 somewhere?

dire frost
random pulsar
#

the build is successful but something strange happened,the bird is not rotating at the same speed when it dies and the jump decreased by x3

#

anyone had something similar?

#

it may be cause of delta seconds?

atomic saddle
#

Hello i want to make the player go on top of the object but still have the same x or y value how can i do that ?

pulsar vigil
atomic saddle
#

just teleport on top of it

pulsar vigil
# atomic saddle stand on it

then u can make a scene component in the bp of it that will serv as target and u set the position i suppose i m actualy doing the same thing but i use motion warping and root motion animation

#

i can explain more if u want

atomic saddle
#

please do

pulsar vigil
#

by setting a scene component in the blueprint of the greenthing u set a component that have his proper transform, if u get it in ur bp_character u can set the position of ur charazcter on it

warped juniper
#

Just a question, is this teleport you want a specific actor always? Or do you want it to be a repeated element...?

atomic saddle
#

Wdym?

warped juniper
#

Well, is this cylinder the player can teleport on top of a single thing across the entire game that lets you do that?

#

I'm not very sure of how the mechanic works or how do you want it to happen, sorry

#

You can always just tell an actor "get this actor and teleport me to X" but it's a very rigid system.

thin topaz
#

How to manually place a mesh in my scene if it is generated in a blueprint in runtime?

dire frost
atomic saddle
thin topaz
dire frost
warped juniper
dire frost
#

so it wont lag everytime you drag the bp

warped juniper
#

Or is there just a single cylinder in the whole game that lets you do that

thin topaz
dire frost
#

in the construction script?

dire frost
#

oh yeah bp doesnt allow spawning actors right...

thin topaz
dire frost
#

yeah then just use a call-in-editor event

warped juniper
#

Okay then, my suggestion is that you use an Interface

#

Since you want to have several actors with overall the same behaviour of interaction

cedar sky
#

Small question

Does the "Ongoing" Output fire an Event every Tick the key is held?

cedar sky
#

someone else in a tutorial i found did this by adding a "for each loop with break" on trigger output

lunar sleet
# cedar sky Small question Does the "Ongoing" Output fire an Event every Tick the key is he...

Next time use #enhanced-input-system channel, it’s more specialized. As for your question, when you have a hold trigger of say 5 seconds, and you actuate the button, the event pins fire as follows: Started on actuation, Ongoing while actuated while not having reached the 5 seconds, Triggered after 5 seconds of hold (at which point Ongoing stops firing), Completed when released after the 5s, Cancelled if released before the triggered fired

#

And yes, both triggered and ongoing tick away while their respective stages are active

tribal gazelle
#

Just trying to understand the best practice when trying to achieve "tonnes" of pickup spawns. Currently, I have a "Pickup Manager BP" which loops through all "Pickup Spawn Point BPs" and then spawns a "Pickup Base BP" with a random item. I am estimating to need around 1,500-2,000 of these pickup spawn points and was wondering if it's even going to be possible to loop though all of those actors by the time I reach that many? Should I be doing it a different way? Or is there a more efficient way of doing this? Like doing it all within the pickup BP and manually placing them down instead of spawning them via a manager?

#

I also want to loop through them all every 45 mins and destroy the ones that have not been picked up yet and then respawn them all again.

#

I looked into the loop limit for UE and it's like 1M loops.. but can the engine handle thousands of loops is what I am asking?

lunar sleet
#

The engine can

formal narwhal
lunar sleet
formal narwhal
#

wait i might be conflating it with something else

#

my bad I was thinking of pure functions

lunar sleet
#

I’d just delete your msgs at this point

formal narwhal
#

Nah

#

It's literally free not to be toxic but you do you

abstract mango
#

Quick question

#

When I switch the skeletal mesh of my blueprint, the material slots of the first mesh somehow overwrite the materials of the second skeletal mesh ... is there a way to change that without switching the materials in the blueprint for each new skeletal mesh I'm putting in there?

#

Since actually, the car body is only a cosmetic, and it should be switchable on that blueprint, instead of making about 120 blueprints for all the different cars

lofty rapids
frosty heron
wraith loom
#

Hello, I have blueprints which generates a very large array. I want to set the generated array as the array's default value. Is this possible?

solar badger
#

Hey all,

Is there an SOP on attaching skeletal weapons to a skeletal character?

Currently i spawn the weap off map somewhere and transform it to the relevant character socket to attach. It works fine but seems hacky....

lusty hedge
#

can variables be called like this ?

#

the guy in the youtube video doesnt connect the pins

#

item id is just being called

#

without being set

frosty heron
lusty hedge
#

but it doesnt show up as a local variable

#

is it still one anways?

frosty heron
#

Yeah

lusty hedge
#

cool

#

id probably never do it this way

#

too confusing

#

doesnt seem readable

frosty heron
#

I seen ppl do it this way, I got used to it and do it my self from time to time

#

When I have to drag too far and it's unnecessary to do so I just get the variable like what your pic shown

#

You should prefix the locql variable with L_ for readability

lusty hedge
#

when i have to drag too far i usually just make a variable and set it at the beginning of the blueprint

#

but i suppose it already exists

lunar sleet
#

Yeah I had to learn that too, input vars on a function already exist in it so you don’t need to promote them. It looks weird but you get used to it

solar badger
#

is attaching two skeletal meshes ancient magic

#

cause i can do it, I'm just kind of hacking it...

#

wondering if there is a better way

frosty heron
lunar musk
#

I spawn an actor and i attached to socket GripPoint. How can i get socket location in animbp?

solar badger
#

You cannot make an animated weapon without it

frosty heron
solar badger
#

or attach anything with an animation to the character at runtime

solar badger
#

I thought you were implying its bad practice some how

frosty heron
#

No no

#

I believe a pistol or rifle would need to be skm

#

Soo far I only deal with swords

solar badger
#

I can do it no problem, i just dont like that I need to spawn the mesh on begin play first, and then transform it instead

abstract mango
frosty heron
frosty heron
#

You can reset by looping thru the material and setting it to none

#

Works for me

lunar musk
abstract mango
lunar musk
#

I have a skm on weapon bp

frosty heron
frosty heron
#

For every loop set material to none, and the index to the array index

#

Done

abstract mango
#

Do they have to be dynamic materials?

lunar musk
frosty heron
lunar musk
#

So i can use weapon skm

abstract mango
#

good ^^

frosty heron
#

You should have a ref to your custom bp character in your anim bp

frosty heron
#

From there you can access your weapon bp or w e it has

abstract mango
#

Wouldn't it be smarter to do the for loop for the mats first?

#

Or won't that make a visual difference?

frosty heron
#

I mean atm u only change the skeletal mesh, didn't give any instruction to change the material

lunar musk
frosty heron
#

Any accessed none?

lunar musk
#

Nop

frosty heron
#

Ensure that you have the socket in your weapon mesh

#

Other than that I don't know. It should work

lunar musk
lunar musk
#

That it's my code

frosty heron
abstract mango
#

ok I'll test that later

frosty heron
#

Then check if u get accessed none or not after exiting pie

lunar musk
#

That valid check return me not valid

#

That's the problem

frosty heron
#

Well there u go

lunar musk
#

Maybe bad initialization?

frosty heron
#

Set the appropriate variable

#

More like never initialised? Show where you set the weapon bp

#

Weapon component*

lunar musk
frosty heron
#

I would say it can be null at the start

lunar musk
#

Why?

frosty heron
#

You shouldn't need to make a weapon comp variab

frosty heron
#

You already have ref to the player anyway

#

So don't need a separate variable for weapon comp

#

Simply tpschar-> weapon component

#

Try that

lusty hedge
#

i need the player BP to run a function on a WBP

lunar musk
#

It works

lusty hedge
#

but i cant seem to figure it out. casting and interfaces require a target

lunar musk
#

Thx

dire frost
faint pasture
#

What are you actually trying to do?

lusty hedge
#

the DisplayInventoryFunction is located on the WBP_Inventory.. im trying to call that function from the players blueprint

faint pasture
lusty hedge
#

The player

#

but nothing happens

faint pasture
lusty hedge
#

oof

#

i always forget that

faint pasture
#

If that's the players PAWN make sure to say so

#

player doesn't mean pawn

lusty hedge
#

im not sure what that means

#

but it works now

faint pasture
#

Pawn is the thing you control

lusty hedge
#

thats set in the gamemode right?

faint pasture
#

Gamemode defines the default pawn yes

#

The closest thing to "the player" is probably the playercontroller

lusty hedge
#

wouldn't that be the player character

#

isnt it a direct reference to the player BP

faint pasture
#

Character is a subclass of pawn

#

"Get Player Character" will get their pawn if it's a Character

#

Player BP doesn't make any sense, nobody knows if you mean PlayerController or their Pawn. Just call it Pawn or Character if it's one of those. All Characters are Pawns tho.

sand slate
#

Is there a way to change the values in a timeline with a input?

faint pasture
#

A common approach is to have the timeline go from 0 to 1 and then you multiply that by whatever on the output

#

or map range

sand slate
#

oh yea ofcourse maybe thats a better way

#

thanks!

abstract mango
#

@frosty heron I seem to do something wrong here:

frosty heron
#

Not from completed

abstract mango
#

still doesn't work

frosty heron
#

Show pic

abstract mango
abstract mango
frosty heron
#

Did you do it after you change the skeletal mesh?

abstract mango
#

yes

frosty heron
#

Try print string on completed to make sure it runs

abstract mango
#

wait a sec lol

stuck dragon
#

Hey, when you make a varialbe public how can I access it through another blueprint?

frosty heron
#

I would recommend watching Matthew blueprint communication video

stuck dragon
#

awesome, thank you i'll check it out

abstract mango
pallid nest
#

hey guys , i have this code (L1_1) that basically on beginning overlaps displays a widget and on endoverlap removes the widget through a boolean and it works perfectly. My problem comes when I duplicate this BP (L2_2) as the cast fails. Is this because I need to do a child the duplicated BP?

warped juniper
#

Just a random idea, maybe you could find the actor rotation and offset the control accordingly?

#

So if the actor is standing on a wall at 90 degrees from the world floor, then offset the movement vectors 90 degrees in that direction

empty mural
#

If I have an actor component and it's replicated, do I also have to replicate the event that sets the variables, or should I be able to read the variables from other clients without pushing it all through the server?

lyric rapids
#

How do i refrence a scene camera from another actors blueprint

faint pasture
#

What and where is the camera?

#

just a camera in the world?

true valve
#

So I take MoveForward value and run it through FInterpTo and set the result to a variable called FooBar. I'm facing a challenge where I need to reset the variable FooBar to zero when switching between -1 and 1 value from move-forward.

faint pasture
#

vs sign of current interpolated value

true valve
#

FInterpTo output uses other math to create a value which is not -1, 0, 1. So I can't use that.

lyric rapids
faint pasture
#

quick and dirty

lyric rapids
faint pasture
#

what class is the actor?

lyric rapids
#

a camera

#

well camera actor

faint pasture
#

k so get actor by that class, anything?

lyric rapids
#

then how does it know which scene camera i want tho

faint pasture
true valve
faint pasture
#

explain in plain English how the camera should be chosen

faint pasture
lyric rapids
faint pasture
#

you can check sign of a float

faint pasture
lyric rapids
faint pasture
#

or use tags

#

what makes it the 2nd?

#

how many cameras are in the scene in the editor?

lyric rapids
true valve
# faint pasture Show what you're actually doing

The top connection is moveforward value. FInterpTO saves it to Rotation variable. I need to reset Rotation to zero everytime, moveforward value switches from -1 to 1 or viceversa. The reason when switches I want the calculation to start from 0 instead of the currentl stored value.

faint pasture
#

if target and Rotations signs don't match, then Rotation = 0

true valve
#

Rotation value is 90 or 100 or 140 stored in a map.

#

I just want the FinterpTo to go from 0 to 90 when switch happens

faint pasture
faint pasture
#

if you save A then you can check the sign vs last frame

faint pasture
faint pasture
true valve
#

float

#

sign function

true valve
faint pasture
#

they will match all the time except when you cross 0

#

If SignLastFrame = SignThisFrame -> normal
-> Rotation = 0

true valve
#

I only found this function

faint pasture
#

probably round that

#

or use NearlyEqual

tired fable
#

would i be able to use a get analog input modifier as a means for my player movement to detect different speeds? for walking to running for example?

#

since im not trying to make running a toggle

faint pasture
#

unless you want an actual event to fire from the input system

red berry
#

Whats the blueprint code to determine if a Material Instance can have its color changed or not? i.e. if the MI is the type that's on the left, instead of the type on the right? I tried using "GetParameterInfo" node with parameter names like "Color", but its not working.

I need a way to determine if a MaterialInstance (not a dynamic one, the default constant one) has a TintColor or not basically.

tired fable
faint pasture
tired fable
faint pasture
#

anim bp just blends between animations based on speed

#

if you're talking about the animation side of things

tired fable
#

i need to have the player character movement determined on how much the analog is pushed

faint pasture
#

It is by default

tired fable
#

like a slight tilt = walk and then a full push is run

faint pasture
#

give it less input, it goes less

tired fable
#

(for some reason it just goes all the way to the max speed)

faint pasture
#

show your input -> movement setup

tired fable
#

ok give me a moment

#

im assuming youre talking fromthe blueprint correct?

#

or i mean the event graph?

faint pasture
#

yeah, the bit of code that goes from your input action to AddMovementInput

tired fable
#

if my understanding is correct you mean this haha. i apologize again for my lack of knowledge since im new to making games but i have goals to make this game 😄

faint pasture
#

if they are analog then you'll have to just tune stuff in the movement component

tired fable
#

oki

#

would you be opposed to meeting me in one of the voice chats? if thats alright? i understand if youre busy

faint pasture
#

I'm at work right now, sorry

#

PM me and i'll hit you up when I'm home

wraith loom
tired fable
#

sure thing!

faint pasture
remote wasp
#

Hi, I have an issue
I have a pawn with an Ability System Component and an Attribute Set
On begin play I try to access the Attribute Set
But on certain pawns, the Attribute Set is not valid. After digging a bit, I found out that pawns that are spawned in the level have valid Attribute set, but not pawns that are placed in the level
How do I fix this?

faint pasture
wraith loom
remote wasp
#

already asked there, and it's more of a general Unreal question than a question specifically about the GAS

remote wasp
#

why is a member initialized when the actor is spawned and not when it's placed is my question

faint pasture
#

That's a GAS specific problem it sounds like

#

probably isn't serializing? Maybe ask cpp

remote wasp
#

alright I'll try

faint pasture
#

@wraith loomWhat are you doing that uses 2 billion vectors anyway? Vector field?

#

that's 24 gigs of vectors.......

#

48 if they're doubles

wraith loom
faint pasture
#

you're waaaaaaaaay off into fancy pants territory though, storing 2 billion of anything is going to be a nightmare

#

like, most people won't be able to fit it into ram

wraith loom
#

it wont be in ram

faint pasture
#

yes it will

wraith loom
#

it won't fit, so it won't

faint pasture
#

if it's just on an array in some asset

#

well yeah

#

Have you got it to actually run to 2 billion in Unreal? I'm sort of mind blown that it would even do that

frosty heron
faint pasture
#

If it's being generated by a procedural algorithm you'll have to do something different

#

No Man's Sky doesn't ship with the galaxy as data, it ships with the code to generate parts of the galaxy

distant canyon
faint pasture
#

540 stars per pixel for a 2560 x 1440 screen

distant canyon
#

realism

#

Actually that's not very realistic, isn't there that tidbit where if you hold a grain of sand in front of you toward the sky the area it covers your view contains 1000s of galaxies

hardy swallow
#

Sure, but because of gravity warping light, and light itself being slow compared to the size of the universe, you won't see that many anyway

wraith loom
#

I can't find any editor utility blueprint tutorials for some reason

wraith loom
hardy swallow
faint pasture
#

start by making an editor utility BP that can make an asset with a bool in it

distant canyon
#

How are you going to generate the 2bn points?

thin panther
#

honestly you're way out of bp land for 2 billion of anything

faint pasture
distant canyon
#

inb4 foreach i in 2000000000 do star

thin panther
#

I heard the simulation we definitely all live in was made in BP :P

faint pasture
#

Could probably do it with a million stars in Niagara

#

the O(n) would be mental though

wraith loom
thin panther
#

yeah. Even in C++ land your iteration time for 2 billion of anything is insane.
Even pulling all the tricks out with cache alignment, simd etc

faint pasture
# wraith loom Is there a node to make an asset? I searched asset and couldn't find anything ob...
Epic Developer Community Forums

I’m trying to make an Editor Utility function that initializes folders and assets that are necessary for modding a map into a game I’m modding. It was easy to make directories but after a full day of searching, I couldn’t find a way to create assets from a Blueprint. Now I’m wondering is this even possible to create assets and save them in Con...

#

Do it with a SaveGame first

#

but no, you won't be storing 2 billion

#

start with 200

quartz kayak
#

Why can't I delete any components here?

distant canyon
#

That's a c++ component

lyric rapids
#

how do i switch from a camera on my player to a static camera in the scene

faint pasture
#

I'd start by not having a camera on your pawn at all and seeing if it'll automagically use the one in the scene

#

might do that

distant canyon
#

Camera manager is a good habit to get into using as well

#

At least I find it helps when using multiple cams

distant canyon
thin panther
#

If you want true galaxy sized simulations, you also probably want a couple tens of millions of dollars in r&d money

quartz kayak
#

I can find the cpp and h file for the parent class and edit that

distant canyon
faint pasture
distant canyon
#

You'd have to modify the base c++ class

quartz kayak
#

but there only seems to be a uasset file for this particular BP

faint pasture
quartz kayak
#

Yes

thin panther
#

You can't delete anything that's inherited in a child class.

You also can't edit the cpp and .h source, because in a launcher build it's read only, and you'll permanently screw every single thing derived from a character. Well, in this case every single third person project but you get the gist

faint pasture
#

Object -> Actor -> Pawn -> Character -> YourBPClass is what you want
Object -> Actor -> Pawn -> Character -> WhateverThatParentClass Is -> YourBPClass is what you have

distant canyon
quartz kayak
#

<project name> character

faint pasture
#

Either edit that if you intend to have a project specific C++ character base class or don't use it and reparent to Character

quartz kayak
#

I should be ok to edit the parent class I think given that it seems to be project specific

faint pasture
#

How do you have a C++ parent class and not know?

thin panther
#

You don't want to edit the firstpersoncharacter

#

Nor can you anyway

#

(at the moment)

#

Just derive from character, as Adriel said

distant canyon
#

If they have a <ProjectName> Character they probably can modify it, but not a good idea unless sure it won't break something else

thin panther
#

I'm generally just saying it's not a good idea because they don't seem familiar with the way things work. And editing things like that when you're new is not a good idea

#

Though I'm not sure where they got this from, because that is the default first person character

#

So <project name> character must derive from that

distant canyon
#

Ah yeah, I'm not familiar with the default template classes

thin panther
#

Unless someone for a pack of whatever has just ripped the first person character code 😆

distant canyon
#

Moral of the story: don't touch it and just use ACharacter as you suggested

#

I was thinking it might be their projects base character class and have things for project-wide setup (e.g. GAS, AIPerception, VOIP, etc)

elder lodge
lunar sleet
#

He said he’s making a galaxy

#

Basically KSP2 🙃

hardy swallow
#

I feel like the obvious solution would be octtrees, but I'm probably missing something

wraith loom
hardy swallow
#

You can have most of that sitting on disk until you need it

elder lodge
#

Are you reinventing no mans sky

elder lodge
#

But why before it's built?

wraith loom
elder lodge
#

Couldn't you generate new planets as they actually get interacted with? Procedurally?

#

Same question
Just wait until they're generated to store them

#

Add server space as needed

wraith loom
distant canyon
#

@Zap even better, always procedurally generate the planets and just store deltas

sly nymph
#

ue5 thinks I have an infinite loop, but its only infinite as long as it doesnt reach its assigned max value (which it has) and I dont know how to get around it

hardy swallow
wraith loom
distant canyon
wraith loom