#blueprint

1 messages · Page 76 of 1

distant canyon
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Why do you need to create the asset for?

wraith loom
distant canyon
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Oh boy

jaunty solstice
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Any users of Ultra Dynamic Sky?
Does anyone know of a way to toggle to Night mode either in editor or via Sequencer?

distant canyon
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Use contructor script to set values

wraith loom
distant canyon
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aren't you going to be getting the values from disk though?

wraith loom
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I'm confused

distant canyon
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Well, you could stream the relevant values from disk in the constructor script

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You're not going to be able to have an actor with an array of 2bn vectors, it's just not going to happen

wraith loom
distant canyon
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What values exactly are you storing? Positions in space?

wraith loom
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ye

distant canyon
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and how are you getting those values?

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Do you generate them or is there some list you're getting them from?

wraith loom
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they're generated

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with randomizers and a seed

distant canyon
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Deterministically right?

wraith loom
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What does that mean?

distant canyon
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If you run the same generator function with the same seed and value you get the same output every time

wraith loom
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yep

distant canyon
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Then why do you need to store all of those values?

wraith loom
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because I need to make a map, and I need a master array that everything references to

faint pasture
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GetStars(FVector Origin, FVector Bounds)

distant canyon
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Just the map itself will be huuuge if it's a pre-generated texture with all of the possible stars

faint pasture
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You can render the galaxy and use that, but it won't be very useful lol

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That's like having an image of the entire world with a You Are Here pin on it

wraith loom
distant canyon
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Even a really bad map where each single pixel represents one of 2bn stars you're gonna have a ~44721x44721 texture

wraith loom
faint pasture
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At runtime

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You won't fit all the stars into anything, don't even try

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That's like saying you want to save 20 sq km of a minecraft map to disk

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don't do that

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generate it

wraith loom
distant canyon
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The minecraft server still doesn't store the entire map to disk

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It generates chunks and lays deltas over top

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It stores the changes from what is generated, not the generated stuff itself

wraith loom
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I don't see how I could do that though, especially in regards to the map. I need to get the nearest stars to the player... I can only think of ways of doing that using arrays.

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As for the deltas, I was already planning to do it that way.

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I just got a brainwave

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I was going to split the big array into smaller arrays after the big array was generated, but for some reason I didn't think of placing the vectors into their small arrays as the vectors are being generated

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I'm dumb

distant canyon
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You'll have to generate the vectors per sector (however your galaxy is split up) and just use those

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I'd use an octree but any 3d spatial data structure works

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You can then store your delta in a separate octree

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When you generate the data you check against the delta octree and apply any matches

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And cache the currently loaded sector or something

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Doesn't have to be octrees, that's just an example

twin perch
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Hmmmmmmmmmm well i found out that unreal engine 5 doesnt like spawning in 10,000 actors at once.

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Lol

lunar sleet
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Done right, it shouldn’t ever need to

tidal galleon
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So I have a math question. More specifically rotation.
I want to move this lever on the Z-axis in the direction the player is moving. So the lever moves with the player.
(Think Sea of Thieves and the anchor wheel)
I have provided an example of what I'm looking for down below.
I know it has something to do with getting the Forward vector. But translating that into the Z-axis has been a pain.
Any help would be appreciated

faint pasture
elder lodge
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I think take some algorithms courses
You'll learn how to optimize for such ideas

elder lodge
tidal galleon
elder lodge
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On collision overlap or hit event nodes
Break the hit results, find the hit location and normal
Which you can use to geometry out whether it's the top or the bottom lever
then add local rotation node.

Or you could hack it by just making the top and bottom collision boxes different and simply rotate left when overlapping the top one, etc. probably don't need the mathy version

earnest vigil
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Hello I am currently using this to check if an actor is on screen or not, but I need to know if the object has something else in front of it like a wall etc. Any ideas on how to achieve this?

tidal galleon
earnest vigil
elder lodge
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This is massively overengineered
Do a line trace to the object to test if there's anything in between
Then compare the angle between forward vector to the object and see if that is less than the angle of the cameras FOV

silent citrus
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I want to use Object class for a one time event, is there a way to destroy it after I execute the event?

frosty heron
broken lynx
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Im trying to make a simple elevator here, but this is causing the elevator to go diagonally to the side, rather than upward. Not sure what the issue is

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lmk if yall need more info

keen ore
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I'm just starting out with unreal and copying the pick mechanic from first person shooter starter cotent. I got stuck trying to figure what this weapon reference is referring too.

broken lynx
frosty heron
keen ore
frosty heron
keen ore
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can i just inlucde the code from the weapon refence bp and the weapon pick up bp in the same bp

elder lodge
broken lynx
frosty heron
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I don't know, what you are doing but an object reference is useless if you don't set it

broken lynx
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I do know that I exported it wrong and that the origin point of each model is around 100 cm off from the actual model, but I didnt bother fixing it since im just making a temporary scene rn

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I can fix it now to see if that was the issue

elder lodge
broken lynx
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Thats weird...

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I fixed it and it still happens

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oh 🤦‍♂️ I never applied the transform in blender

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uh nope, im not sure what the issue is then

broken lynx
wanton prism
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How do i set it up to target only one type of the class?

elder lodge
wanton prism
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Works now but the closed event doesnt

keen ore
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How do i actor get destroyed on the sever side

solar badger
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How would you go about attaching a skeletal weapon to a skeletal character?

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Is this something no one has done before?

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I feel I may be breaking ground into a new frontier

frosty heron
spark steppe
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you attach it the same way as a static weapon

solar badger
spark steppe
solar badger
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Well

spark steppe
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it's explained in 1000 tutorials

solar badger
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If I pick up a static mesh

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I can connect it to a socket

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Easy

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Done

spark steppe
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same for a skeletal mesh

frosty heron
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U can do that too with skeletal mesh?

solar badger
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At runtime?

frosty heron
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Sure thing

spark steppe
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of course

keen ore
spark steppe
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you wouldn't

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because that's the first thing going to be exploited by cheaters

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and bad design

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the server DECIDES what to destroy

frosty heron
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I mean like Ben said , shouldn't let the client tell the server what to destroy

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The server have its own world and its the one that hold the truth so to speak. So let server destroy actor when it sees fit

spark steppe
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also the pickup happens on server, not client

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because i guess from the screenshot that you may also do this on the client right now

solar badger
# spark steppe of course

You saying if I create a completely typical static mesh pickup setup but just use skeletal instead, it’ll work?

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Because in past I have and get told by unreal that it’s not the correct type of actor

spark steppe
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then you did something wrong

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probably picked the wrong variable type somewhere or whatever

solar badger
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I find it funny that every one of the 1000 vids there are

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None of them try a skeletal mesh to skeletal mesh

spark steppe
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because 90% of people are happy with static stuff, and cheats like WPO etc.for animated parts

solar badger
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Kinda wack. Can’t do much with static

spark steppe
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you can do a lot with static

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and some shader magic

solar badger
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Static mesh whip challenge

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Alright jokes aside I’ll give it a shot Ben… maybe I’m messing up something else

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I technically have it working

spark steppe
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but also not

solar badger
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But I spawn the mesh at begin play

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And then transform it to the socket location on pickup

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Which is not clean at all

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So looking for like a not hacky way

spark steppe
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actually i'm kinda convinced that one could make a better looking whip with materials and static mesh

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compared to the deformation a skeletal mesh would give you

solar badger
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They do end up pretty ug

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But it’s all skill set at that point I guess

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I’m more animator than developer that’s for sure

spark steppe
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then good luck getting your whip behave like you want to 😄

keen ore
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Well it works put just spawns a buck of cpies of the ak

solar badger
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Well moving the thing right is easy

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Getting stuff with bones onto a socket seems to not be

keen ore
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nvm

solar badger
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But idk maybe I was in a fever dream of dumb mistakes and it’s like a sec evident thing to do

keen ore
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it my pick up code spawning the extra weapons

solar badger
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No one on the internet has ever attached two skeletal meshes

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So it’s not like there’s much reference

keen ore
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not the destroy code

spark steppe
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no one ever

solar badger
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Like for real tho

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Apparently I’m breaking new ground here

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Completely new frontier of development

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Never before seen rlly

solar badger
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It’s a funny thing to not have a tutorial on is all I mean

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Considering it’s like

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In almost every 3d game

spark steppe
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maybe no one bothered to make one because it's so trivial?

solar badger
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Well there’s tuts for static meshes lol

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So I guess it’s even easier than that!

spark steppe
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make one then, spread the word

solar badger
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I’ll report back if “just use skeletal” solves my problem with using skeletal meshes

keen ore
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so i think issue is with the client telling the sever that client already has a weapon

frosty heron
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You Do the pick up and verify all on server side

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Client just reflect on the state

spark steppe
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you shouldn't make a multiplayer game imho, or watch a lot of tutorials, guides, books, whatever...

frosty heron
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Like make the weapon variable a repnotify

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I would not make a fps multiplayer with bp only, that's for sure

spark steppe
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the server is the authority in a MP game, your clients pretty much render poop

frosty heron
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You have to deal with a lot of technical stuff

spark steppe
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and ask the server if they can do certain things

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the server decides if a request to do something can be fulfilled or not

keen ore
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I'm not planning on making a pvp thing just for co-op

spark steppe
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server = mom, client = children

frosty heron
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Even for co op and even if you don't care with cheating, if bp is your only option consider not doing fps. At best you can do turn based game

earnest vigil
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Got a weird issue. I am rendering this bounding box and some points to show the 8 points of the bounding box around an object on screen. The picture that is working correctly was taken with a regular camera, but the picture with the objects way off from their bounding boxes was taken from a cine camera. Any thoughts on what might be happening here?

The points and green boxes are being rendered using the current screenspace for reference

keen ore
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I figured it out

serene sail
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i have a road spline blueprint setup that does not have collision can someone help please ,the simple collision for the mesh is already present and working when i put the static mesh in the scene

crystal flax
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hey there i want to rotate this cylinder always but i am not able to do so i use physics constrant but not working i dont want to use event tick if there anyone could help me really appreciable

thin panther
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Why don't you want to use event tick?

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You want something to move smoothly across time. That is tick

marble tusk
crystal flax
thin panther
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No it won't, and you can't possibly guess that.

A single event tick rotating something will not meaningfully harm performance

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If it is revealed that is the cause through profiling, then sure. But you gain 100x speedups by just not using blueprints if this is your concern

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You're in BP land, the things you make there aren't a performance concern

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You can also rotate it through materials of it's purely visual, or use the rotating movement component

glass blade
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Anyone used ue5 blueprint header preview to nativize blueprints?

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is it better than plain rewriting BP in C++?

thin panther
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It's a useful start, but it isn't going to get the important bit, the logic

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Writing the header is the most minimal bit of a translation

lunar sleet
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Still waiting on Eren

glass blade
dark drum
crystal flax
crystal flax
# dark drum It's more about what and how much you do on tick. Updating the rotation of a cyl...

https://www.youtube.com/watch?v=61r5hHrKu10&t=187s

in this video it is moving without any force i just wnat like this

In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a fly wheel connected to a piston that converts rotational movement into linear movement. This is using Physics Constraints
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1

3D Models:...

▶ Play video
dark drum
crystal flax
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in starting 4 minutes only it shows how to do i did exact same but mine is still at one lace only

shut compass
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I am still trying to figure out the works with blueprints. Feel I am lacking some fundemental understanding of the data types. How would I add a new attribute to my PCG points? I have imported the PCG data collection, specified which pin to grab the information from. Running through a quick loop to store per point the index relevant to the point. I am then getting the value I want to store in an attribute on the point based on that index. But what node do I use to store the attribute?

marble tusk
keen widget
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why this works, but this does not ? 😦
making litera string and plug it as value works
but typing in the "default window field" does not

onyx vale
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Hey everyone! I ran into a gravity issue.
I have a regular character with a regular movement component. When I jump, the character jumps to a certain height.
When I double the gravity scale for the character, using the character movement component, the character still jumps to the same height.

Any ideas? Thanks!

onyx vale
silent stag
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Hey , i want to cancel firing while the inventory winget is open. How can I check whether the widget is open or not?

dark drum
dark drum
onyx vale
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The character's jump method

dark drum
silent stag
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Yes

young meteor
distant hollow
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This is on my BP_Door
My BP_Door is spawned on my BP_DrawnWall on load structures
The Door and the Wall did not change positions
Why did this still get triggered?

onyx vale
dark drum
# silent stag Yes

Assuming you're using enhanced inputs (which you probally should be), you can have two input context mappings. One that contains the inputs when the inventory is open and another which is the default input.

When you open your inventory, you can just add the inventory ICM and remove the default one. When you close add and remove the relevant ones.

dark drum
# keen widget

I'm not sure why it would be behaving differently. It should work the same as far as I know.

dark drum
silent stag
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Thank you for all answers

dark drum
# distant hollow

Overlaps can trigger by something spawning inside the volume. It's not just based on movement.

onyx vale
distant hollow
dark drum
distant hollow
# dark drum O yea, i miss read that. Print the name of whats leaving, it might point to what...

LogBlueprintUserMessages: [BP_FP_DrawnWall_C_2] 0) Calling REDO DOOR on BP_FP_DrawnWall2
LogBlueprintUserMessages: [BP_FP_DrawnWall_C_2] 1) Created door BP_FP_Door0 on Wall BP_FP_DrawnWall2
LogBlueprintUserMessages: [BP_FP_Door_C_0] 2) I am BP_FP_Door0 and I departed BP_FP_DrawnWall2
LogBlueprintUserMessages: [BP_FP_DrawnWall_C_2] 3) Calling REDO DOOR on BP_FP_DrawnWall2
LogBlueprintUserMessages: [BP_FP_DrawnWall_C_2] 4) Created door BP_FP_Door1 on Wall BP_FP_DrawnWall2

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Oh wait

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The boolean gap

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Ok I think I figured out the issue

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Thanks

proud mauve
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Hey guys, how can I sort my array by the substring? It's just a 2 digits number^^. UE 4.27

steady night
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hey how would i geed the speed only based on the forward vector *

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since when i "sidestep" now i still get speed

dark drum
steady night
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could it be that simple xD

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well no

dark drum
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Hmmm, it looks sort of right. You move the camera a lot so its hard to tell.

If the character is facing along the X and is moving on the X, X is preserved. If they're moving on the the Y, the Y is zerod out leaving only the velocity that's along the forward vector.

It might not be what you're actually after. What are you trying to achieve?

steady night
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ok ill show u , i have 2 modes kinda first one is w,s,a,d run towards that direction but when entering "zoom" mode then w,s is back forth a,d is left and right based on camera and since its messing with my Anim Blendspace since its giving speed when sidestepping (wich it should really) but in this case i dont want it to give speed when A,D

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@dark drum

dark drum
steady night
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aye but u can ignore the values really

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altho

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i could just check for if W,S is down then calculate speed

dark drum
steady night
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yeah

pulsar vigil
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guys how do i filter the result and select only one component from a get component array return, that would permit me to not use event tick in so many bp, a game frame changer

frosty heron
pulsar vigil
frosty heron
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You are just accessing a bunch of pointer

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Any reason you need to do it on tick regardless?

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You can just grab one from the list and promote it as variable

pulsar vigil
frosty heron
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Not that tick is evil, there are things that only belong to tick

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Why do you need to set actor qnd skeletal mesh on tick?

pulsar vigil
frosty heron
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It make no sense to me that you have to change those assets every frame

pulsar vigil
cyan bone
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Im using Begin Overlap to start combat.
But then I have the option to still retreat, or move the unit away.
That works when i click away. But if the player clicks in the direction of the units attacking itself, it will overlap the enemies.
How do i prevent this?

pulsar vigil
manic crane
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Not sure if this is the correct place to ask for help, but here goes nothing:
I tried implementing a grab feature in my game, it works fine when I move forward or move the object around in the air, but as soon as I go to the left or to the right, the object I'm holding does these very sudden and noticeable jumps, any ideas how could I make it smooth like in Gmod for example?

frosty heron
pulsar vigil
# frosty heron Take your time to learn object oriented programming. That's what bp is. Things...

im already using all of that and i learned it, i understand how it work im just asking how u isolate a component from that get cause rignt now i set the component i want directly on the trace event that is obviously on event tick cause i dont know how to extract it, if u tell me i need to learn array its ok but if u have a quick answer i take it
i also have no time and only learn by practicing, especialy since concept are cloisoned in bp anyway

if i miss a fundamental piece ill go find it and sorry to be blind

cyan bone
frosty heron
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You can always use get node from the array return value but you will need to figure out which of the components in the list you want to grab.

frosty heron
elfin lagoon
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i got this warning for the static enemy pawn (tower), which dont have any movement instructions
its because of Movement Component of this Actor, or i miss something else?
and how to fix it anyway

thin panther
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Click the collision cylinder and set it to moveable

versed sun
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In the Details , change the Mobility to Moveable

elfin lagoon
thin panther
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Except it literally does, because it's telling you

elfin lagoon
thin panther
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But you're trying to move it

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That's why that warning is appearing

elfin lagoon
thin panther
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But you do

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There is something somewhere moving that

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We don't know where, but there is

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You have to find it, and remove it if you don't want to move it, or set it to moveable if you do

flint blade
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Hi - I'm trying to create a blueprint event that is triggered by the sequencer. The intent is one the trigger occurs in the sequencer, then the blueprint will loop throguh all static meshes within the blueprint, and transform their position by an amount. The intent is for the animation from the original position and the transformed position to be smooth , with each object also animating concurrently, though with a delay between each element. This is what I have so far, but it is very "jenky" and not really doing what I am after. Looking for a smooth effect as show in this video https://www.youtube.com/watch?v=k2lfuiYmT0w&ab_channel=V5D. Thanks

V5D

V5D help contractors to win bids by presenting the programme schedule and site logistics into a visual narrative that is easily understandable to both a professional or non-technical audience. We supply a 3 to 6-minute animation that is shown during a bid presentation supported by stills supplied for the document submission. Our animations conta...

▶ Play video
frosty heron
elfin lagoon
versed sun
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do you Set Actor Location? Add Offset? anything like that ?

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Rotation

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Change Scale?

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having a Movement Component or not has nothing to do with Mobility afaik

elfin lagoon
versed sun
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yup, set your Default Scene Root to Moveable

elfin lagoon
lyric rapids
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How do you refrence somethign from your level blueprint in another blueprint

surreal peak
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You generally avoid using the Level Blueprint.

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Why? Cause for one it's not accessible from outside in BPs. And then, if you need the code somewhere else, you will start duplicating, which is bad.

proud mauve
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@lyric rapids For referencing you can also use "All Actors of Class" - Node. But NOT on tick^^

surreal peak
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That is still a somewhat ugly fallback

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There are several ways on how one can design a system that properly references other actors.

dark drum
surreal peak
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One way would be having a Manager on some easier accessible Actor, such as GameState.:
That Manager can be an ActorComponent.

And since the GameState is easy to "Get", one can use the BeginPlay and EndPlay of a given Actor BP to get the GameState, get the Manager and add/remove themselves to an Array.

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GetAllActorsOfClass is fine'ish. It's using a Hashed Map and is not as bad as most people make it seem.

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I just don't like it if people use it everywhere instead of learning better alternatives.

pulsar vigil
dark drum
dark drum
surreal peak
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It's hashed by class

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So it's somewhat fine

mortal palm
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how to get a Get node for a variable with valid/invalid branches? (instead of doing get/branch/is valid)

dire frost
mortal palm
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thank you

silent stag
#

Hey , do you know any proper aim down sights tutorial ?

mortal jay
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Is there anything here in my quest object that would prevent me from saving an array list of it? I have all my player data saving fine up until this list. I have all the data types, including the array itself, marked as 'SaveGame', but I'm seeing an odd issue where it saves fine if I leave the game running, and do a load without closing. But if I open a new game after saving, the quest info only does not re-populate (while other player data still does). I'm 99% sure that I'm not resetting my quest data anywhere else.

brazen pike
mortal jay
brazen pike
mortal jay
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Looked through all my code and couldn't find anywhere that I might be resetting it by accident, so I'm a bit stumped now

brazen pike
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Whats in quest info?

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I know JSON has a hard time serialising sometimes. You can't really serialise objects or actors afaik (in terms of references, you can of course save whats in actors/objects)

mortal jay
brazen pike
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Well thats probably not the issue, you can save whats inside actors. I just don't believe you can save an actor as a whole (like you can't save game a reference to a spawned actor)

mortal jay
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I'm trying to save this array of a blueprint class that contained that data,

brazen pike
#

Ah yeah you'll struggle to do that

mortal jay
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Ok, thanks. I'll switch things up with that then and see if I can get it working with another datatype

brazen pike
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Do they need to be actors

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If they just have data on them, would be better to make them structures

mortal jay
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Not really. I did it because I had some events specifically for them. But those can be moved elsewhere and I can just convert it to a struct

lyric rapids
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why am i getting these errors

brazen pike
lyric rapids
brazen pike
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did you change the class in "get actor of class" without changing the variable name

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that might do it

lyric rapids
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no

brazen pike
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Hmmm then weird

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Unreal likes to make assumptions about variables based on how you get them, so sometimes if it gets confused just delete them and get it again to give unreal another chance

rich locust
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probably a stupid question, but is there ANY way to delay construction script execution?

jaunty solstice
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Need some Blueprint feedback. I am trying to edit BP_NightMode in the CitySample project so that in editor night mode is active.
I know I need to move some logic into the Construction script but not sure exactly what is needed.
In the attached you can see a Custom Event 'Set_nightTime' and at the end of the node network a Boolean SET for Is Night.

brazen pike
forest spade
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Hey guys, whats the rule on promoting event inputs to variables if they'll be used later in that event? In this example, the inputs will be used in a function on the anim blend out which can be like 4 to 5 seconds after the event is triggered. Should these be promoted to variables at the start ideally? Seems to work fine, but wondering if its good practice to promote. Thanks!

rich locust
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i mean literally delay construction script execution

brazen pike
brazen pike
rich locust
brazen pike
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I always just use an actor then on beginplay

rich locust
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if i use begin play i won't see the result in-editor

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i need to see if everything is spawned propely and isn't clipping into things

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i tried doing multiple "safety-counts" before looping for like 5-10 times if it doesn't get the physmat it needs, but that also didn't help

brazen pike
rich locust
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i'm guessing ActorTick wouldn't be it?

brazen pike
rich locust
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yeah, i already have a "proxy rebuild" but i'd have to do it manually for every instance + when i bake level out, it runs CS like if the level is just loaded so result is kinda negated

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i was thinking maybe moving it to PCG, but i'm not sure if it can allow for per-instance assignin of meshes n such?

brazen pike
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might be slow but you're not looking for speed in editor

rich locust
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every instance IS the same class, i mean every instance that is placed on a level

brazen pike
#

then it would work then, no?

rich locust
#

manually updating all of them every time i load a level isn't exactly excitin tbh

jaunty solstice
#

Hoping someone here has experience with the CitySample project.
In particular migrating to an empty project to reduce size.
You can migrate just the SmallCity level to an empty project and cut the total size in half.
The problem is some functionality, ie especially BP_NightMode, is broken.
The editor always crashes when I try and open.
Tried migrating just BP_NightMode but no difference.

unique tangle
#

How would you go about getting an object like a sphere to track a player moving by rotating around?

rich locust
#

collision trigger EvenBeginOverlap/EndOverlap?

#

AddLocalRotation

unique tangle
#

Thanks

steady night
#

what could be making the axe being missplaced :/?

winter pebble
#

Does anyone know a bool might show up as "false" when printed and fed into a ui element, as well as not be counted for the purposes of triggering an animation state, but when watching that same boolean it shows up as "true", and seems to be evaluated as true in the blueprint graph?

steady night
#

true

pulsar vigil
#

why world partition is that cursed ?

#

I have the same level with and without world partition i go from 80 to 20 frame

sand slate
#

Question, is there a node where I can have two executions output pins and set a percentage of what pin will be executed? For example: 30% change output A and 70% change output B.

Or do I have to make this with random floats and stuff?

dawn gazelle
sand slate
candid blade
#

Hey all, does anyone know if it's possible to alter Landscape Grass Type asset at run time using blueprints?

lyric rapids
#

i dont understand why set view target with blend isnt working

ashen halo
#

I have a skeleton and everything but how do i add animations?

drowsy arch
#

Hello everyone!
Help me pls 🙂
I have PlayerController on C++ and 3 Pawns on level instanced from Blueprint.
Can I control every Pawn separetely via PlayerController?

pallid gorge
#

Anyone know how you get reroute nodes in behavior trees like shown below?

empty gust
#

im trying to make same movement system as world of warcraft how do i make the camera rotation by holding right mouse button

split girder
#

Can someone help me with this UI problem, im trying to use a retainer box to fade out my scroll box using a mask but it is addning a black background

eternal pewter
#

anyone run into issues where go to definition for engine bp node doesn't open the IDE? I have the debug symbols downloaded

timber crystal
#

Hello friends, I would like to get into the correct animation after sliding as soon as I jump and not just slide while jumping. Does anyone know how I should change that?
I have a jump animation, only when I press jump while sliding does it appear on the video

mortal jay
visual crest
#

What Math would I use to add items to my grid? I only want two columns and as many rows as needed

quartz tapir
#

I'm having difficulty getting the On Begin Cursor Over event on a static mesh to fire. Mouse over events are enabled on the controller. If I try to run a begin cursor over event on an attached actor component on the owner actor, it works fine.

However if I want the begin cursor over event to fire on just the static mesh, nothing is happening.

This is on the actor I want to hover over:

And these are the collision settings:

Am I missing something?

oak fable
#

hey there
so im trying to make a turn in place system
my movement is driven by root motion and i locked the character to always face the same direction as the current view, it rotates with my mouse by other meaning
the issue is i dont know a good approach for this i tried to do it this way as i showed in the screenshots but the thing is it would play it twice when switching the bool is done
so do anyone knows a good approach for making it
thanks for the help in advance ❤️

quartz tapir
olive yarrow
#

Y'all... I've spent the last 5 hours messing around with tuts, blueprints and the Mountea framework and i'm having the damndest time just getting a simple bloody dialogue system going. I feel like a damn novice. Anyone got anywhere they can point me so i can just get this garbage done with and move on?

fair magnet
#

Why exactly is my character not moving like I would expect him to?
I've copied all settings from the third person template and yet it's still not rotating.
Any ideas?

runic terrace
fair magnet
quartz tapir
#

So I'm making a basic tower defense game - this is on a widget blueprints event graph. Button gets clicked, spawns a tower, tick function tracks where the tower is, then when it's placed, it sets it to the last known posistion. Should this be in the Widget BP or should it live somewhere else?

runic terrace
#

It's usually better to keep game logic outside of widgets

quartz tapir
#

So, better to make an interface and call it from the widget and have the implementation happen on either the character or the controller?

runic terrace
#

Yes, the game logic is easier to keep track of when the code isn't scattered through multiple widgets

faint pasture
#

widgets should be an interface with logic, not logic itself

zealous moth
#

yeah i usually put overhead continuous logic in the game instance and have my widget tell my game instance what to do. Like save game for instance

#

widget logic is just "make my button blue and when i press it do that"

faint pasture
#

Basically make the code work without the widget, then just have the widget call into that code

quartz tapir
#

Yeah that makes sense, sounds good!

north rain
#

I’m not sure where exactly to put this is, but I’ll start with here.

Question: I am working on an algorithm that will sort 2d rectangles into a 2d rectangular container. I believe I have a good general idea as to how to accomplish this except for the first step. The first step involves detecting every corner in this container. I have to do this after every time a box gets placed into the container and the corners of the container change because of the new box. I was wondering if anyone has a good way to detect the corners in the scenario. Thanks!

runic terrace
north rain
#

In this game, there is essentially a truck bed and I want it so that every time the player either takes a box out, or puts on in, the truck bed will organize itself so as to make as little wasted space as possible. The boxes will not be able to be stacked on top of each other, so I’m trying to treat it as a 2d container and boxes, but they are comprised of 3D objects

pallid gorge
#

Does anybody know an easy way to weight an EQS test for the sides of a target rather than the front or back?

runic terrace
north rain
fluid flare
#

How the hell does Pose Caching work in the UE5 Control Rig? It doesn't make any sense to me

north rain
# runic terrace Are the sizes of the boxes identical?

I have a video that kind of demonstrates what I’m going for

https://youtu.be/iKfPHCmpYJE?si=GiUH57dTOF2fP4bA

Bin Packing Algorithm:
In this project the customer wanted to develop an algorithm to optimize the material usage in real time for glass cutting machines. The machine was used to cut small rectangular blanks from big sheets of glass and the objective was to minimize wasting materials by arranging the positions and orientations of the finished pi...

▶ Play video
runic terrace
north rain
runic terrace
#

Does the truck bed expand or shrink? Why do you need the new corners
You can convert world coordinates into local coordinates by using the inverse transform nodes, you could add a scene component to the corner of where the truck bed is supposed to start and get the 3d coordinate from that, just ignore Z and you have your coordinate. Add width & length to get the other corners

spark steppe
#

just use a "collision box" and disable collision of it, then get the component bounds

#

or a invisible cube mesh

north rain
runic terrace
#

Oh I see

#

I don't know how that algorithm works so now assuming the newly added boxes kind of subtract space, creating new corners, right?

north rain
#

One friend of mine who’s an artist suggested possibly using the normals of the boxes to see when they’re perpendicular to each other, but then I’d have to account for whether those two faces are actually touching each other and where that point is.

runic terrace
atomic salmon
#

This class of algos is known as 2D rectangle packing

#

Among the applications is texture packing for videogames

north rain
runic terrace
#

You just need dimensions of the boxes, won't their position be handled by the algorithm?

north rain
lusty shard
#

Hi! Making a drone racing prototype using checkpoints (CPs) Screenshot is a CheckPoint BP of a drone passing through. I am trying to prevent triggering any events if the drone tries to enter the CP backwards. To do this, Im trying to compare the difference of global rotation values between the "OtherActor: Drone" and the CP. IF the CP and drone are close to facing the same direction (acceptable threshold), trigger countdown timer of next CP. If greater than x(difference in rotation), do not trigger. How should I compare rotation?

I have tried GetActorLocations and GetForwardVector... but GetForwardVector node is giving me weird decimal x,y,z values and z does not seem to represent world z rotation. Not sure how to use it for this.
GetActorLocation, when comparing (subtracting) gives unpredictable values, even when forcing to absolutes.

I think this math is really simple and I am overthinking it probably.

runic terrace
atomic salmon
#

@lusty sharddot product between the drone forward vector and the checkpoint forward vector

north rain
atomic salmon
#

or normalized velocity vector of the drone if you want to check the direction of movement

runic terrace
#

Won't using both forward vectors for dot result in a false positive if they're facing exactly the other way?

atomic salmon
#

@runic terraceyou need to look at the sign as well as the magnitude

#

Positive signed they are oriented along the same direction, negative sign they are oriented in opposite direction

#

Best in this case is to use the normalized forward velocity vector, assuming there is movement

lusty shard
#

there is movement

dim agate
#

Anyone have a clue as to why swapping mapping contexts would cause a camera to get stuck when lerping between two positions?

atomic salmon
#

so check the dot product between the normalized forward velocity vector and the allowed go through direction of the checkpoint. if the sign of the dot product is positive and the magnitude is, say, > 0.5, the drone has gone through the checkpoint in the allowed direction. If the sign is negative and the magnitude is, say, > 0.25, it has passed it in the opposite direction

lusty shard
#

ok so maybe somehting went over my head. you said to compare the velocity to the forward of the gate?

#

Do I need a compare node then?

atomic salmon
#

You need to safe normalize the velocity vector of the drone before feeding into the dot product

runic terrace
#

That looks correct, just normalize the velocity

dry sleet
#

Static meshes will be cheaper I'm pretty sure.

lusty shard
#

Alright, so I am getting decimal values from much more smaller ranges but not sure what I was expecting or how to use it. for example, the dot product is giving me this. IS it worth considering that the checkpoints arent in a straight line, also rotate to create a circuit.

#

all decimal values which is nice I think, compared to before where I had values ranging between 500 and -180 lol

atomic salmon
#

with normalized vectors the dot product will be between -1.0 and 1.0

#

assuming your gates' forward vector is along the direction you should cross them, a positive sign of the dot product means you went through them in the allowed direction

#

a negative sign means you want through them backward

lusty shard
#

so perfectly aligned drone and gate would have a dot produc of .00001?

atomic salmon
#

Nope, of 1.0

#

If the drone goes through along the exact forward direction of the gate, you will get 1.0

lusty shard
#

oooh nooo..

#

alright. so default forward for unreal is x correct?

atomic salmon
#

red vector (X)

lusty shard
#

so I have to rotate my gates by 90?

atomic salmon
#

Or use the right vector if they are already rotated that way

#

Means the allowed go through direction is the right vector (green axis)

#

the logic of the dot product stays the same

dim agate
#

Meanwhile this has the camera get stuck on the player head when going back to 3rd person from 1st

lusty shard
dim agate
#

Difference between the two is disable and enable input has been swapped for changes in mapping context.

atomic salmon
#

@lusty shardinvert the sign by multiplying the normalized velocity vector by -1.0

#

You will get 1.0 for the proper direction

oak coral
#

https://www.youtube.com/watch?v=14wmGdbhLOA&pp=ygUUdW5yZWFsIHNhdmUgYW5kIGxvYWQ%3D is there an efficient way to make a save and load system for every variable in every blueprint? The tutorial seems only tailored toward a few variables.

Hello guys, in this quick and simple tutorial we are going to learn how to make an easy save and load system in Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal engine 5,ue5,save and load,tutorial,quixel,megascans,u...

▶ Play video
lusty shard
frosty heron
sonic crest
# lusty shard Thanks! instead of having more math nodes that might cause other teammates to sc...

This video will teach you how to save and load your unreal engine 5 game in the most scalable and flexible way. I aim to teach you good code architecture and how to structure your systems in a way that makes them easily reusable, maintainable and scalable.

By the end you will have a system that contains a reusable save and load system that can ...

▶ Play video
#

A longer video but I personally prefer it

oak coral
lusty hedge
#

the print strings are firing but the setting doesnt happen

dim agate
#

Does the "trigger" setting for an input cause funky stuff when that same input is affected by a mapping context swap? I fixed my problem above simply by going from "triggered" to "started" because I noticed the flip-flop in the BP was firing off several times from one button press.

lusty hedge
#

when i get a function to print the key name it comes up as 'None'. it only works when i hit the interact key

lusty hedge
#

Before and after hitting F

lusty hedge
frosty heron
#

It will give undesired result

lusty hedge
frosty heron
#

No

lofty rapids
#

well when it runs it will try to get that key

frosty heron
#

U r not suppose to do that

lusty hedge
#

the first pin is from begin play

lofty rapids
#

use get

frosty heron
#

Again you can't cross pin like that

#

Get rid of the sequence that sets the variable

#

That's a no no

lusty hedge
#

does this still count

frosty heron
#

That set keys not gonna work or at least cursed

#

Yea it's still the same

lusty hedge
#

):

lofty rapids
#

what are you trying to set it to on begin play ?

lusty hedge
#

i want to set Interact key to, the interact key

#

so i can later display its name

#

right here

lofty rapids
#

you getting that key from an input event though

lusty hedge
#

but it comes up as None. up until i updated unreal by hitting the interact key

lofty rapids
#

so when you cross the wires like that it's not pulling the key because there is not one, the event has not fired yet

lusty hedge
#

i need to get the key from an input event

#

i want it to display what the player has binded their interact action to

lofty rapids
#

so i'm not sure what key your looking for

#

because that would be triggered most likely on a keypress or something

lusty hedge
#

i see

#

so it doesnt hold the data until its pressed

#

so how do i get the key information

lofty rapids
#

it's output from the event

#

use get, but at the beginning it will be empty

#

because there is not key that interacted

lusty hedge
#

then i have the same problem

#

the text will show as 'none' until the player hits the key first

lofty rapids
#

so don't show the text

lusty hedge
#

so dont make the feature im trying to make

#

surely theres a way

#

i need to show the text so the player knows how to pickup items

lofty rapids
#

i see what your saying

#

you define those keys

lusty hedge
lofty rapids
#

you'll have to map some data to what your keys are

lusty hedge
#

i could i suppose but then the player cant bind their own controlls

lofty rapids
#

right i see the problem

lusty hedge
#

its tricky

#

maybe i can save them as text in the settings menu

#

before the game starts

lofty rapids
#

you could do that, and when they pick a new key save it

#

and just have defaults

elder lodge
#

I have this BTTask that I want to be able to accept either an actor or a vector
While this works just fine at Runtime, it blows up the log when the Key doesn't point to an Actor
Is there a cleaner way for me to organize this such that it doesn't attempt to access the Actor's location when it's null?

dawn gazelle
elder lodge
remote meteor
elder lodge
#

perf

royal vale
#

Not sure exactly where to post this question. But my project has been built fully with BPs

#

my packaged game intermittently receives this error on startup after playing the game for a bit , closing the game and then opening it back up.
When the error pops up , it stops the game from being started.
Error: "Cannot Flush Async Loading while async loading is suspended".
The game uses save states , so I'm assuming the error is linked to that.

If i delete the save file , and reopen the game the error goes away.

Ive tried googling this error but not finding any luck , any one got any direction or advice on why this error is occurring? ty :0

finite hearth
#

I would appreciate some advice on how to improve my ai logic.

I am using DetourCrowdAIController and for the most part it works okay. The issue I have is when I assign three dudes to attack the same target actor; often one of my dudes will get stuck trying to path around the other dudes (see video).

I am thinking of writing some interface functions among my dudes and adding logic where dude A & B might make space for dude C; but I'm wondering if there is an easier or better way to improve pathing.

I am using the "Move to Location or Actor" with the target actor as the goal pin.

edgy ingot
#

Because there is no instance of it?

#

You have to construct them at run time then you can get a ref to it

#

Use construct object to make one

trim matrix
#

Oh, its an object ref

crimson saddle
#

does anyone know how to fix a blueprint with the error Overriden function is not compatible with the parent function <None> . Check flags: Exec, Final, Static.

#

nothing is being highlighted in the graph so I dont know what to do

finite hearth
#

or its children

crimson saddle
#

I think its being forced to implement and interface that should no longer exist

kind estuary
#

why do you say that the editor Struct variables get bugged/corrupted? I never had any issues with them... Though because i was told this, i try to create them in C++

wanton prism
#

i am having trouble making a puzzel where the player needs to switch / press certain things in order for it to work. I just dont know how to set them back to false if the player presses the first then third but it to not do that if only the player pressed first so ie its a puzzel where you need to click the correct ones in a certain sequence but dont return false if they have been pressed but they havent pressed another button.

#

Came up with this but i dont think it is efficent

wanton prism
#

Made a working version but its kinda bulky but allows me to use multiple?

frosty heron
#

Anyone that say otherwise just haven't step into the mine yet

livid lichen
#

Hi !
Atm i try to setup a behaviour tree for my enemy who should either try o chase me or get to a house destination which is lit on fire.

I set a bool variable called IsOnFire to true if my bullet overlaps with the house.
Now i go to the BehavourTreeTask and want to somehow get access to this variable to check which house is on fire.
I tried first to just Get Actor of Class of my BP_House but already there the value isn't set to true if I check it with the mousover the node even though in the debugger if I check on the variable the IsOnFire is set to true to one of the houses as it is supposed to be.
So i then thought it would makes sense to get all actors of my BP_House and then check with a For Each Loop if the IsOnFire value is true or false. But on this step I can't access the variable from the array element.

I tried to play arround with GameplayTags too but this didn't seemto work too.

Is there soemthing else I am missing or do I have to try another approach ?

lunar sleet
livid lichen
leaden helm
#

any idea why my actor tag isnt getting set? or, doesnt seem to be?

wraith loom
#

Is there a way to "un-cast" things after I'm done with them? Because the description for casting in Unreal makes it sound like casted stuff stays in memory forever.

leaden helm
#

shouldnt stay in memory forever. should just be for standard variable lifecycle/GC afaik

wraith loom
#

what's GC?

lyric basin
#

that way its a one and done kind of thing and makes your code look a lot neater.

lyric basin
lyric basin
# lusty hedge its tricky

I cannot remember where I saw it, but in c++ you have the ability to take input from the user and assign it to variables. inside of the editor you have the option of changing the value of an input action key when it is selected on the right hand side in the details pane. I would imagine that it can be rigged up to take input from either a button press or a drop down or something and then assigning that to the action you want completed.

paper smelt
#

How do i apply dammage to my NPC it does not seem to be working

silent stag
#

Hey , i am trying to crouch smoothly here but it working only one time

elder lodge
trim matrix
wraith loom
#

Does log string work in functions? For some reason I can only print to log from the event graph.

silent stag
frosty heron
#

I just add interp values to the crouch anim to not make it snap

silent stag
#

What is flag in cmc

#

It's working properly without cpp now

frosty heron
#

U need to test with lag

#

Also on top of that, I don't think multicast belong here at all. Late joiners and players outside relevancy won't pick up on the changes

#

Same goes for sprinting, proning, etc. Should use the system like how they intent you to use it imo

silent stag
frosty heron
#

Would recommend delgoodie video on cmc if you are interested

silent stag
frosty heron
#

Open console and type net.pktlag 150 something like that

#

Don't have editor on me

#

But add that and you will find out that bp multiplayer videos on YouTube are scams

waxen jolt
#

if this cast fails, will "Current Speaker" be set to null? The idea is to null check elsewhere through IsValid

silent stag
frosty heron
#

Server have 0 lag

silent stag
#

Is there any command to show lag

frosty heron
#

Not sure

lunar sleet
# wraith loom what's GC?

GC is garbage collection in this context. And ignore the description it’s just a heads up for people that make very big games with thousands of actors, but it scares rookies instead. casting is fine

lunar sleet
#

If you want to force it to null on cast failed use another set with nothing plugged in

waxen jolt
#

that's unexpected but I suppose it's better to be explicit with my intent. Thanks!

wanton prism
silent stag
hybrid ether
#

I want to make radial menu system based on angle of cursor on screen. Anyone know how to get 0 to 1 X and 0 to 1 Y? It should work any size of screen. This what I tried but not work

lunar musk
#

How can i fix this?

stoic nimbus
#

Anybody know how to make a HUD only show up for a specific character? I have my HUD showing up for all my characters, but watned to give each a unique one? Any fix to this?

frosty heron
stoic nimbus
#

When I select the class I want, it applies the HUD to all characters.

frosty heron
#

U r not even adding any widget

#

Define everything, you are doing networked game?

#

Show a picture of the characters with the hud

frosty heron
lunar musk
#

I tried to use it, but i can't replicate

frosty heron
#

It's already replicated by default

#

Afaik

#

How do you use it? It should just be cmc-> crouch

#

And for your anim you can use cmc-> iscrouching to play the crouch anim

boreal crypt
#

I'm trying to use the control rig from within a blueprint of my actor. I have set it up, done the preinitialize mapping, and then in my event tick I am updating the transform of a control, but that appears to have no impact.

If I pull the value of the transform and log it (or render a debug sphere at that location) it is properly updating, but the mesh itself does not move/update.

I have tried setting the animation mode of the skeleton mesh to custom, to a blueprint that just evaluates the control rig and sends the result to the output pose, but it doesn't appear to update at all.

I am using the Control Rig Samples Pack from Epic, and just trying to modify the cannon_ctrl control in the mech to adjust where the turret is aiming.

I must be missing something, but the documentation doesn't really have anything, and pretty much all the guides/videos I can find, involve setting up variables on the control rig, and updating those in the anim graph, instead of directly manipulating the control rig controls in the actor blueprint using the control rig component. I want the latter, as I think it is much cleaner, but so far I've had no luck.

Any suggestions?

silent stag
silent stag
frosty heron
# lunar musk

If you are already in your character bp which has cmc then don't need to plug the target. Pretty sure that function will try to do what it needs to do to the cmc

frosty heron
lunar musk
#

My character not crouching

frosty heron
#

Print string the is crouching value

#

See if it changes when u crouch or uncrouch

#

U should show collision too

#

Check if u are actually crouching

lunar musk
#

Always false

frosty heron
#

Then Ur not crouching

lunar musk
#

Yep

#

I know

frosty heron
#

Print string after the crouch node see if u actually call it

lunar musk
#

Yep

#

It's called it

frosty heron
#

Don't have editor on me, can't debug more than this

#

Go to cmc and see if there is a bool cancrouch

#

If there is, tick it

#

Other than that I have no idea

lunar musk
#

You got it

#

Thx dude

frosty heron
#

Doesn't make sense to use static mesh for skinned assets. Are you making roblox? Just use leader pose comp imo

frosty heron
#

I would use leader Bose component for any clothing that goes on my character

silent stag
#

My character starting game with trying to turn right when i did not touch any input when i move forward it's turn back to normal. What could be cause that

wanton prism
#

it doesnt work trying to make it so if the player interacts they pick up the cube

spark steppe
#

pass the interacting entity (your player) as parameter of your interact interface function

#

and for grabbing something it needs to have physics enabled afaik

#

also you are using the wrong component for the grab component call i think

#

never used that node

#

but i guess it should be the static mesh component of the cube

young meteor
#

Anyone know how come the "Get Viewport Size" returns a size that is bigger than what I can get from the "get mouse location?
Trying to make a move camera function when mouse is on edge of screen.

#

Holding my mouse at the very bottom of the screen I get the lower number from the prints in the screenshot above.
The high number is the Viewport size print

wanton prism
lunar sleet
#

If you have to use that many bools, there’s prly a better way. With that mess you’ll stumble from bug to bug

fresh pike
#

ok. let's ask here 🙂
Hello guys
Is it possible to assign HLOD Layer through Blueprints?

frosty heron
fresh pike
#

seems i can't... or they broke it 😄 again

crystal crown
#

Is scene capture the only solution for car mirrors? the overhead is huge. But i need to see the real scene. I don't know any other solution

frosty heron
#

Not following , you just want to see if there is a function you can use to change the hlod layer

fresh pike
dire oyster
#

Multi Sphere Trace For Objects is giving me this spaced out trace hits because of the animations being a bit too fast or snappy.
What can I do to force it to take more samples between the frames?

#

its from Paragon Greystone sword swing

digital olive
#

Hi everyone, I have encountered a problem while making sliding doors. When the player walks into the trigger box while the door is moving, it interrupts the door's movement and it 'breaks' it. This is my blueprint for the sliding door. I was wondering if anyone could provide some guidance on this.

versed sun
#

You can plop as much text as you want into a regular Comment node

winter pebble
#

I have an issue with some weird boolean behaviour where it's registering as true for the sake of gameplay logic but not for animation or when debugging it in my project. I wrote up a quite comprehensive post on the forums cause it was a bit long to put here but it's not had any traction, so hoping it's okay to post here in case anyone has any idea what's causing this: https://forums.unrealengine.com/t/character-not-entering-sliding-state-on-second-slide-after-a-jump-weird-boolean-behaviour/1624579

forest crater
scarlet root
#

Maybe one knows this.
The GetRandomReachablePointInRadius sometimes returns a Point, that is below the Ground or inside of an obstacle..

Currently, this is a flat plane... and some cubes..

so i currently tried to have a Loop that checks for the reachability of the Random Location, if false.. redo the code.. if true.. proceed to a spawn..

But still, sometimes, the Code spawns the item below the Ground or inside of a Cube...

Is there a better solution to make sure, the Player can reach the Item location?

gusty portal
#

anyone knows why the IA_Look logic is not working in my top down template?

dire frost
forest crater
scarlet root
forest crater
scarlet root
gusty portal
#

i copy pasted everything from other template which is used to rotate the camera

scarlet root
gusty portal
#

yet the viewport in this top down template just doesn't go into focus(i guess input only mode as it's known)

dim agate
gusty portal
#

character

#

controller only has imc setup

dim agate
#

Does your camera have pawn control rotation enabled?

#

Or does the spring arm have it enabled?

gusty portal
#

no and no

#

ok i enabled it in spring arm

#

but it's still weird because it's only taking it when i click it

#

why doesn't the game view go into auto focus?

dim agate
#

What do you mean by auto focus?

dim agate
gusty portal
#

like my mouse is always visible in this project unlike in other templates where mouse disappears

forest crater
dim agate
#

The "set show cursor" to false should be in the controller BP that controls your pawn @gusty portal

scarlet root
#

hmm.. maybe i need to learn some EQS to get this working right..

Even with try Adjust location, it spawns underground or withing walls..

gusty portal
dim agate
#

I know, but try this and see if it fixes your problem.

gusty portal
#

it works now

dim agate
#

I can't check now but it might be a project setting you can alter instead of telling the game to do it through BPs.

scarlet root
#

Seems like a good start...

gusty portal
#

(or x i guess only z rotation)

#

ok never mind

#

thank you

dim agate
#

Remove the add controller pitch.

gusty portal
#

i got it

dim agate
#

No problem.

steady night
#

hey im trying to rotate the mesh renderer towards Velocity

#

cant find how to do that im guessing its really simple

dire frost
# steady night

not sure about mesh renderer but for sprites it's an options inside the sprite renderer

steady night
#

yeah i have a"facing mode"

#

whhere i ut Velocity

#

but its not chaning

#

or acctualy it could be my mesh thats not oriented correctly :/ ?

#

or i mean it looks about righht :/?

marble tusk
#

X is forward in unreal

steady night
#

wich one is X

#

red right ?

marble tusk
#

yeah

steady night
#

hm

#

then this should be fine right

#

still not rotating towards :/

wraith loom
#

How do I go about storing arrays of arrays in Unreal? I'm heard people say to make an array of structures with arrays in the structures, but I don't know how to do that. Also, if I do it that way, will the entire array be loaded into memory if I just want something from a sub-array?

frosty heron
#

If you want to store hard references like static mesh, skeletal mesh etc. If you don't want them to be loaded to memory, you must use soft object ref

marble tusk
#

If you do go with putting arrays inside a struct and making an array out of that, then it's worth mentioning that the default ForEachLoop macro gets a copy for the array element. You need a ref to the array of structs in order to set stuff in the arrays inside the structs. I've actually made my own ForEachLoop variants which get by ref instead of copy for stuff like this

remote meteor
#

There are many instances where you would want to use "ForEachLoop-byRef", you can make your own copy by duplicating the engine's and changing the Get(by Copy) node to Get(by Ref)

young meteor
remote meteor
marble tusk
young meteor
remote meteor
#

your windows display setting

pallid mauve
#

I am trying to set up a very basic UI blueprint, where when the user clicks a button on the UI, the view changes to match the camera actor associated to the button clicked. I have set up a number of camera actors in the level already, but cannot figure out how to link the cameras to the blueprint. In the HUDRev screenshot the camera actor references actually do work as desired, but I cant save because 'HUD.uasset: Graph is linked to object (ObjectRef) in external map' .

young meteor
remote meteor
#

is it on PIE?

remote meteor
#

and Get Mouse Position on Viewport is getting it relative to just the Resolution

#

so you might want to do some scaling before comparing them

young meteor
#

Just tried in standalone game and function actually worked there.

#

Surprised by that since it did not work when I packed it to a "shipped" game.

heady burrow
#

do I get line plane intersections if I set the planes to be hidden in game?

young meteor
frank nest
#

Hi I have what should be simple but have been banging my head against the wall for a few hours now. I have tried lots of different options but nothing works. I am possesing a vehicle in first person view. I want to be able to look freely around like you can in real life but clamped to certain pitch and yaw relative to the front of the vehicle. Right now if I look at one point and steer the car in a circle my point remains the same. Any Ideas?

#

For example I want to look out to the left window but if I turn the car to the right I Want the camera dragged along. Not for the players neck to break lol

wraith loom
tidal marlin
#

Hy. Does anyone have problems that when you put Game State in Gamemode, the game stops completely?
I already know how to solve it, I'm interested in why?

alpine plover
#

Hey everyone! First thanks for reading my post and I hope you have a great day! I'm not new to the engine but am still new to blueprinting so maybe one of you can help me out here. Right now I'm getting actor bounds of my canvas actor then finding a random point in the bounding box. I'm wanting to add a certain number of points to an array of transforms to hold the transform information BUT I want the random point to only go into the array if it's at least a certain distance away from all other points and I'm struggling with figuring that out.

Right now to make it easier to visualize I'm spawning an actor with just a billboard image so I can see it and the only way I've been able to figure it out is to find 200 points (to visualize it spawn 200 actors) then delete actors that are to close to one another but that doesn't seem very efficient.

The purple box in the first image is where the second image is. If you have any ideas or if I'm doing this all wrong and there's a better way I would very much appreciate it. Right now I'm running into issues where there are times that all of my landscape stamps are clumping together and that just doesn't look very realistic haha. Thanks again

marble tusk
wraith loom
#

oh okay

marble tusk
#

One example is using break nodes for structs. Those I think always seem to have circle pins, but if it's not a copy being plugged into them, then they still are by ref.

marble tusk
# wraith loom oh okay

Actually, try going to File -> Refresh All nodes. That might fix the pin. I'm looking at mine and it has the diamond pin. I think it's just a visual thing though

wraith loom
marble tusk
marble tusk
#

Also, something good to know is that while this works for Macros, Functions on the other hand can't have outputs by ref

wraith loom
marble tusk
#

You can make a blueprint macro library asset

wraith loom
#

okay

marble tusk
#

I think the default ForEachLoop is in one as well, but you probably don't want to edit that one

wraith loom
#

Yeah I tried searching for the Standard macro library in the content browser and couldn't find it

lofty rapids
#

double click foreach

marble tusk
#

Oh yeah, to make one you can right click Content Browser -> Blueprint (the folder one under create advanced asset) -> Blueprint Macro Library

wraith loom
#

I think you told me that already

#

but thanks

marble tusk
#

Just making sure where it was. At first I checked by just trying to make a blueprint class, but it's its own special menu option

boreal crypt
#

Still struggling to get my control rig to actually update from a blueprint when calling SetControlTransform, in debugging in the control rig window I do see the control as moved, but the rest of the rig does not update, so now I'm really confused.
Attached is what my blueprint currently looks like, and in my EventTick if I render a debug sphere at the control transform location, it renders properly, but the rig will not update.

Also attached is the animation blueprint, which at the moment just executes the control rig and passes that to the output pose

I'm just completely at a loss as to why it will not update during play. If i drag the control around in the control rig editor, everything works. This is a procedural generated rig from the epic games sample control rigs pack (the mech),

Can I update the controls in the rig in this manner? Documentation seems to show so, but I don't see any examples calling Set Control Transform, and pretty much everything I see updates the rig itself to not use a control, but use a variable to adjust locations and such,

odd kiln
#

Hi all !

#

Anyone knows a way to move an actor around another actor ?

radiant bear
#

Anyone know i can get the current animation name?

odd kiln
worldly anchor
#

Hey does anybody know how can i access the button on clicked in a child button from a widget ?

dawn gazelle
#

Add an event dispatcher that you call when the button is clicked. You can then bind to that event dispatcher in anything that has a reference to that widget.

worldly anchor
#

In my parent ?

#

Ohh okay thanks i see !

odd kiln
#

I'm looking for "orbit" an actor around another with blueprint

hollow cove
#

how can i get the bounds of a landscape, always returns zero

hollow cove
# odd kiln I'm looking for "orbit" an actor around another with blueprint

https://math.stackexchange.com/questions/260096/find-the-coordinates-of-a-point-on-a-circle

use this math and move the actor on tick around the circle by increasing the angle each tick

lyric basin
odd kiln
#

I thought I should use the "Rotate Vector Around Axis" node maybe ?

lyric basin
#

possibly

#

my system uses math. sins and cosines and then updates the actor location in real time. doesnt run on event tick

#

I will share a video one sec

odd kiln
#

Oh ok great thank you, if I don't have to use th event tick it's better I guess

hollow cove
#

how do you update the actor in real time without using event tick 🤨

odd kiln
#

maybe with an event loop or timeline loop ?

keen ore
#

I'm try to get line trace to match up with cross hair but can't figure why it keep goin off in a random direction

quasi nacelle
#

Hi guys. I can't find any info, how to do it cleaner.
I tried to use Set Animation Current Time, but as function description says it don't change state.
Any ideas?
I just wan't widget be in end animation state

hollow cove
keen ore
lyric basin
#

its for my planet system

hollow cove
#

you have location say 100, 100, 100. you have a directional vector which equals one, say 0.5, 0.5, 0. you're multiplying the direction by 100 to make it 100 units in that direction, so 50, 50, 0. if you have the start at 100, 100, 100 and the end at 50, 50, 0 its not going to point from the location in the direction itll point to where that direction is in relation to zero, so you add 50, 50, 0 to 100, 100, 100 so the end is 150, 150, 100

#

the direction would be the forward vector from the camera here

hollow cove
# lyric basin timeline loops

i mean that works but it depends what resolution you need the movement to be at, if its an actor you're close to instead of a slowly moving planet it makes sense to do it on tick

#

anyone have a solution to getting the bounds of the landscape?

odd kiln
hollow cove
#

yeah, it returns zero. tried doing component as well

odd kiln
lyric basin
#

I looked up orbiting planets and found something that worked

odd kiln
#

And with the same distance between the 2 actors if possible

odd kiln
lyric basin
#

nope

supple dome
lyric basin
odd kiln
lyric basin
hollow cove
supple dome
#

only if theres another way

hollow cove
paper gate
#

what is Data is ?? which data type is this ?

lyric basin
odd kiln
#

Ok I guess I got it but I don't know why when my actors are far from each other the orbit speed is not the same as if they are close

lyric basin
olive yarrow
#

Simply tryna make the player have to press E before starting dialogue... everything works except the pressing of e 😂 my ia_interact is set to E... anyone got a pointer?

lunar musk
#

Is any way to use lyra animations on default mannequin ue5?

olive yarrow
olive yarrow
lofty rapids
olive yarrow
dry sleet
#

If you want to see what, you can pull out from the Data pin and select "Make Array" to create a node which has a single instance of that struct

#

Then you can pull from that and select "Make XXX" (where XXX will be the name of the struct in question)

#

I do believe you have responded to the wrong person

olive yarrow
#

i love this place

lofty rapids
dry sleet
#

It's generally not a good idea to pull data directly from nodes (other than variable getters) in different events.

olive yarrow
lofty rapids
#

similar to the other one you are remove from parent

#

it's a reference i think

olive yarrow
#

OH! Should i ahve my ia_interact be casting to my playerBP? 😂

#

no no it got angry.. hmmm... still not firing (or at least no print string is happnin'

lofty rapids
#

so you put a print string on the interact even and it's not showing ?

#

how did you do your context ?

olive yarrow
#

I'm assuming it's from my interact action... maybe it's not registering whether or not it's my player pressing E?

cyan spire
#

Hello i have a question. I want to use BPI's to send a message from my ThirdPersonBlueprint to my Equipable Actor Blueprint, and do the logic for putting on a hat inside that Equipable Actor Blueprint. But i struggle with how to use the interface so i can send the message at all to another blueprint WITHOUT any previous actor reference? Can anybody help?

#

so in short the event cant fire because i have no target for item equip hat (message), and i want my target to be the blueprint actor.So how can i choose a blueprint as target?

olive yarrow
keen ore
#

How do i comibne these two animation

lofty rapids
olive yarrow
#

Seriously though think I'ma go make an open and closable door - see if my interact works with that. Will be back in touch!

cyan spire
lusty oak
#

I'm following a course that has me create a niagara system and a blood splatter decal, and we should be able to shoot the zombie and the blood that spawns from the niagara system sends data to the blueprint to tell it where to spawn the blood decal. I'm having a couple issues though. 1. some times the blood decal spawns on the enemy. 2. most of the time it's not spawning decals at all, even when the niagara system occured. I've supplied my bp, but I actually am curious if this is possibly a problem with the physics asset? maybe it needs adjusting to be more accurate? https://blueprintue.com/blueprint/4ie02ev3/

#

physics asset images if needed

olive yarrow
#

and when i say works i mean print string

odd kiln
#

I guess I have to change the "Orbit Speed" compared to the distance between them

olive yarrow
cyan spire
#

i got it working like this, with get all actors of class, but i gues thats a bad way because performance right?

wraith loom
#

What does serializing for save game mean?

#

Do I need to serialize in order to save something, or is it optional?

olive yarrow
#

bloody hell now my icon won'tdisappear when overlap ends

broken wadi
# cyan spire

Any of the "Get All Actor" nodes are slow so it's best to only use them once such as on Event Begin play as long as the blueprint actor you're using it with isn't going to be spawned in multiple times. So for example its okay to use this on something level placed like a door or a car, but bad to use it on something that might keep spawning and then getting destroyed such as a cannon ball. Also never run that node on tick. The slowness of the Get All Actor nodes depends on how many actors you have in your level, so as your level grows in complexity those nodes have to search through more and more actors looking for the specific ones which match.

olive yarrow
#

@lofty rapids check it playa, technically works... but i just need a way to check which dialogue to start in relation to the NPC.... not in relation to my variable...

cyan spire
faint pasture
#

the other one gets all of that class

broken wadi
odd kiln
#

Finally I used the "Rotate Vector Around Axis" and I multiply the "Tick" by a variable and set it to the "Angle" pin of the node to set the speed of the rotation

#

The problem is that when the distance between the 2 actors change the speed changes too

#

Anyone knows why ?

cyan spire
broken wadi
#

If both actors are already in the level you can just make the variable public instead of private then just select it using the eye dropper.

wheat zodiac
#

Heyo, I have a question for anyone who has worked with PCG. I see that Static Meshes can be generated (via Static Mesh Spawner) via attribute (full path provided). But I don't see a way to spawn an Actor (via Spawn Actor node) in the same way. Has anyone messed with this? I'm currently digging around the source code, but that's not been going too well. I've been rummaging around online as well, but only ever see mention of Static Mesh Spawners doing this.

Any help would be greatly appreciated. Thanks

#

Or maybe an alternative, is there a good way to spawn an Actor into PCG and merge it manually into PCG. At this point I'll take either. I just need this item to be 'cleaned up' with the pcg via the "Clean Up" button (and by spawn Actor, I mean via a blueprint and Spawn Actor From Class node)

cyan spire
#

greyed out

broken wadi
#

If both actor A and actor B are in the level and you need to make a reference to actor B from actor A. You can select it using that tool you have in the screenshot.

cyan spire
broken wadi
#

There's no incoming connection for that pin

#

What are you trying to setup?

cyan spire
#

Just firing an event in another blueprint. So i have Blueprint A (Class Character) and Blueprint B (Class Actor). And i want to figure out how to fire off an event in blueprint B when i press T with its logic in Blueprint A. But i also need to pass through the mesh variable. So im using the interface for that. But the main problem is as you know the performance is bad with Get Actor of class. So i want to make a reference to the blueprint i want to send my message to

broken wadi
#

If the blueprint B is level placed such as a door or something, then you can just use Get Actor of class during the begin play of the character since its loading everything else during that time anyways. It's only bad to use that node frequently.

cyan spire
#

Yeah but there must be another way right? A more performance oriented way

broken wadi
#

But it won't make a difference because that's when loading occurs, at the beginning right?

cyan spire
#

I just need to find a way to "mark" that 2nd blueprint as my reference and pass THAT reference into the first blueprint

#

yes

#

this is pretty much whats happening in the 2nd blueprint

broken wadi
#

Plus you can use something like a Do Once node so it only makes the reference to blueprint B once during character on begin play. So if your character dies or something and you need to "restart the level" you can just teleport them back instead of destroying the actor and spawning in a new one then posessing again.

#

Oh so you're doing a line trace whenever you press T?

gritty palm
#

Hi

Where can I find a tutorial tovmake Match 3(like candy crush) game using blueprints?

I did aome google search and only found some old UE material

broken wadi
#

then just call the interface event on whatever actor was hit, that's the beauty of interfaces they are fire and forget you don't need to worry if the hit actor implements the interface or not

cyan spire
#

I know, i got it already working this way with a linetrace, but i removed the trace now to see if its also possible to do somehow without feeding in the hit actor, so just purely by class

broken wadi
#

Oh okay then you just need to use a reference. You can either use Get All Actors of class during event begin play of your character or if both the character and the actor you need a reference to are level placed meaning they are not spawned in during runtime then you can just use a public variable as the reference and use the selector tool to assign it.

cyan spire
#

how am i supposed to get that variable in the 2nd picture?

#

Just did what you said, set public and set default value, but cant see it in the context menu

broken wadi
#

If you want to press T so that a character can open a door. You make the door reference public and have it live inside of the character blueprint.

#

Then you just call the open door event via the referenced actor when you press T. There is no need for an interface.

regal igloo
#

Can someone help me. I am getting this error and not to sure why

Invalid property 'L_Mission1SoftRef' class, replaced with Object. Please fix or remove.

I did change the variable's type. after deleting the original type first.

But when fixing the errors i changed the type from object to new type which is base mission actor and now i am getting this error.

any ideas?

broken wadi
#

I think what's confused you is that you started working towards a solution using one approach then you asked for help with a different approach and are dealing with blueprint that's sort of halfway between both solutions.

olive yarrow
#

i am progressless on this interaction shtick

broken wadi
#

The easiest way to do basic interaction originating from input key press via a character is to perform a line trace then call an interface event on the hit actor. Then on your actor which you want something to happen when the character interacts with it you must implement the interface event then have it run whatever logic you want to happen. This way you don't care if your character's line trace hits an actor that doesn't have the interface at all because nothing will happen.

olive yarrow
olive yarrow
broken wadi
#

Just ask in the channel and someone might read it and answer

olive yarrow
#

yeah fair nuff 😂

#

What exactly is calling an interface event on the hit actor in my player actor? I've done line traces before in Gorka's tut but i've been staring at a screen near 10 hours and can't giive up till at least this part's done

wraith loom
#

I'm following a tutorial and the custom function made by the guy in the video is green, while my function is blue and has a target input. Why?

olive yarrow
#

Do you have multiple Array Index choices when you begin searching?

#

one looks like a "set" and one looks like a "get". probably better word usage but that's all i got

wraith loom
#

No there's only one option

olive yarrow
#

hmmm.... look i'm not great but dammit i'ma try and help. Have you tried coming off a green node and entering what you're looking for?

wraith loom
#

just tried, still the same

olive yarrow
#

mind sharing the tut? Lord knows i could use a break from my junk

wraith loom
#

It's fine man I can wait and see if someone else knows

#

thanks for trying to help

olive yarrow
#

us rookies gotta stick together

#

or atleast i'ma rookie

wraith loom
#

I am too

frosty heron
#

The green one that is. It doesn't have execution pin

wraith loom
elder lodge
#

er, wait, no, it's a bool in the details panel

#

one of those, maybe circumstantial

olive yarrow
#

my uh.... target for interact is yellow. why no blue?

elder lodge
#

it says "Target is BPI Interact"

olive yarrow
#

errrr? i'm following this D':

elder lodge
#

did you make the interact event/function? where did you define its inputs?

olive yarrow
#

I did! I have no in or out like in the tut

#

fudge wrong one

#

still no dice however

frosty heron
#

U want the one with the msg icon at the top right of the node

olive yarrow
#

Sorry?

#

https://www.youtube.com/watch?v=xAsOFNdO7E8 this is what i'm following, they don't have the issue

Thanks for watching, if you did! This tutorial is mostly for me, because I am super forgetful and can't remember anything for the life of me! So thanks, me! If you guys liked the video or found it helpful, it would be super helpful to me if you hit that like button (though it's not required of course.) And if you guys want more random videos tha...

▶ Play video
#

StartDialogue - StartDialogue - Start - ValidateParticipantsMapForDialogue - FAILED for Dialogue = /Game/TestBluePrints/TestDialogue.TestDialogue because the following Participant Names are MISSING: You StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Dialogue is INVALID (not set or null). Context: Participant = /Game/StorytimeMaps/UEDPIE_0_storytime_hotel.storytime_hotel:PersistentLevel.BP_DialogueBase_C_UAID_F44EFC47C6EAFED001_1472206511StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null). Context: Dialogue =INVALIDStartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Dialogue is INVALID (not set or null). Context: Participant =/Game/StorytimeMaps/UEDPIE_0_storytime_hotel.storytime_hotel:PersistentLevel.BP_ThirdPersonCharacter_C_0StartDialogue - StartDialogue - Start - ValidateParticipantsMapForDialogue - FAILED for Dialogue =/Game/TestBluePrints/TestDialogue.TestDialoguebecause the following Participant Names are MISSING:Test Dude
StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null).
Context:
Dialogue = /Game/TestBluePrints/TestDialogue.TestDialogue

I now get this error when starting dialogue?

steady light
#

Hi all, I've been doing some reasearch and troubleshooting and cant seem to find an aswer to this. Im currently live streaming weather into my environment through an api request. When I get the data it comes lowercase like "broken clouds, shower drizzle, clear sky"

I would like to find a way to set the text received as Title case. But I've just hit a dead end. One solution I thought about was just having a Branch for every possibility then if the string matches to manually set the text. This isn't ideal considering there are about 50 possibilities. Any suggestions/help is much appreciated!

celest trench
#

Is it possible to get the name of a variable in blueprint? For example if an int variable is named BedroomCount, can I get the name instead of the value? Strange thing lol

steady light
olive yarrow
#

now my character just floats wtf

#

and now the game crashes if i try and test

#

wow

#

what a day

gritty palm
#

Hi

Where can I find a tutorial tovmake Match 3(like candy crush) game using blueprints?

I did aome google search and only found some old UE material

hardy swallow
hardy swallow
hardy swallow
edgy ingot
#

This can easily be done with some formatting text logic

#

I suggest to look at sub strings and other format function available to you

lyric basin
olive yarrow
lyric basin
#

start at the beginning. are the errors on project load or when you try to run in editor?

olive yarrow
#

now, thankfully, my errors are more or less gone - it's only now while IN editor and attempting to begin dialogue

lyric basin
lyric basin
olive yarrow
#

More so an array issue, my Start Dialogue has different variables than in the tutorial. Earlier i could get dialogue to start, but then i tried to make it start via line trace and oh man you've missed alot

#

need this

#

have this

lyric basin
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the first one is a custom event inside of Third Person Character. The second is a function of the same name

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Are they both inside of TPC?

olive yarrow
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oh my god.

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one IS a function

lyric basin
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yup yup