#blueprint
1 messages · Page 76 of 1
That Adriel fellow said I should do that to automatically create an array with a default values
Oh boy
Any users of Ultra Dynamic Sky?
Does anyone know of a way to toggle to Night mode either in editor or via Sequencer?
You can just create a variable on any blueprint
Use contructor script to set values
Yeah but don't constructor scripts run every time I start the game?
aren't you going to be getting the values from disk though?
I'm confused
Well, you could stream the relevant values from disk in the constructor script
You're not going to be able to have an actor with an array of 2bn vectors, it's just not going to happen
So how do you suggest I store the vectors?
What values exactly are you storing? Positions in space?
ye
and how are you getting those values?
Do you generate them or is there some list you're getting them from?
Deterministically right?
What does that mean?
If you run the same generator function with the same seed and value you get the same output every time
yep
Then why do you need to store all of those values?
because I need to make a map, and I need a master array that everything references to
You need to make it at runtime if the map has to be able to zoom into a single star
GetStars(FVector Origin, FVector Bounds)
Just the map itself will be huuuge if it's a pre-generated texture with all of the possible stars
You can render the galaxy and use that, but it won't be very useful lol
That's like having an image of the entire world with a You Are Here pin on it
So I did this (dunno how to call it though). What now?
Even a really bad map where each single pixel represents one of 2bn stars you're gonna have a ~44721x44721 texture
I'm only going to be rendering nearby stars.
Then do that
At runtime
You won't fit all the stars into anything, don't even try
That's like saying you want to save 20 sq km of a minecraft map to disk
don't do that
generate it
You wanted me to make a new asset and put the array there, I was wondering why I can't put the array in an existing asset
It's all server side
The minecraft server still doesn't store the entire map to disk
It generates chunks and lays deltas over top
It stores the changes from what is generated, not the generated stuff itself
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.
As for the deltas, I was already planning to do it that way.
I just got a brainwave
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
I'm dumb
You'll have to generate the vectors per sector (however your galaxy is split up) and just use those
I'd use an octree but any 3d spatial data structure works
You can then store your delta in a separate octree
When you generate the data you check against the delta octree and apply any matches
And cache the currently loaded sector or something
Doesn't have to be octrees, that's just an example
Hmmmmmmmmmm well i found out that unreal engine 5 doesnt like spawning in 10,000 actors at once.
Lol
Done right, it shouldn’t ever need to
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
How does your data get generated to begin with?
Now you're going to search and sort thru the array of billions 😭
I think take some algorithms courses
You'll learn how to optimize for such ideas
Could you just tie its rotation to a player collision? Based on the angle of the players movement to the axle center you will know which direction to push
Which nodes would I use?
Im coming from unity so Im still trying to figure out what nodes are what.
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
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?
Hmmm okay!
Its a first person game so it looks like this
So if the playing is looking that way the pole would rotate in that direction
Seem to have achieved this by adding a second branch after the first one to check if "Was Actor Recently Rendered"
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
This
I want to use Object class for a one time event, is there a way to destroy it after I execute the event?
Get rid of all the reference to the object, it will be garbage collected
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
lmk if yall need more info
makes sense thanks
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.
Hey I managed to figure it out, it was setting the default screen root as the target that was causing the issue. If anyone know why that is, I would love to know
You can read the type, it's a reference to bp weapon Co class
can i just skip this step and include in base weapon bp
No idea what you mean
can i just inlucde the code from the weapon refence bp and the weapon pick up bp in the same bp
Are there transformations between the elevator and the scene root or the world? Something must be rotated
The only thing that I changed was the scale and the positions
I don't know, what you are doing but an object reference is useless if you don't set it
kay
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
I can fix it now to see if that was the issue
Definitely something like that
Can be worked round as you've seen
Thats weird...
I fixed it and it still happens
oh 🤦♂️ I never applied the transform in blender
uh nope, im not sure what the issue is then
Got it working now, seems like that was the issue and now I feel stupid, thanks for the help
How do i set it up to target only one type of the class?
Get a reference to the object
How do i actor get destroyed on the sever side
How would you go about attaching a skeletal weapon to a skeletal character?
Is this something no one has done before?
I feel I may be breaking ground into a new frontier
U tell server to destroy the actor. Where ever you do it just make sure the server is calling destroy actor
you attach it the same way as a static weapon
Can you explain this?
no
Well
it's explained in 1000 tutorials
same for a skeletal mesh
U can do that too with skeletal mesh?
At runtime?
Sure thing
of course
how would i tell the sever to destory the actor
you wouldn't
because that's the first thing going to be exploited by cheaters
and bad design
the server DECIDES what to destroy
You call destroy actor on server side
I mean like Ben said , shouldn't let the client tell the server what to destroy
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
also the pickup happens on server, not client
because i guess from the screenshot that you may also do this on the client right now
You saying if I create a completely typical static mesh pickup setup but just use skeletal instead, it’ll work?
Because in past I have and get told by unreal that it’s not the correct type of actor
then you did something wrong
probably picked the wrong variable type somewhere or whatever
I find it funny that every one of the 1000 vids there are
None of them try a skeletal mesh to skeletal mesh
because 90% of people are happy with static stuff, and cheats like WPO etc.for animated parts
Kinda wack. Can’t do much with static
Static mesh whip challenge
Alright jokes aside I’ll give it a shot Ben… maybe I’m messing up something else
I technically have it working
but also not
But I spawn the mesh at begin play
And then transform it to the socket location on pickup
Which is not clean at all
So looking for like a not hacky way
actually i'm kinda convinced that one could make a better looking whip with materials and static mesh
compared to the deformation a skeletal mesh would give you
They do end up pretty ug
But it’s all skill set at that point I guess
I’m more animator than developer that’s for sure
then good luck getting your whip behave like you want to 😄
Well it works put just spawns a buck of cpies of the ak
Well moving the thing right is easy
Getting stuff with bones onto a socket seems to not be
nvm
But idk maybe I was in a fever dream of dumb mistakes and it’s like a sec evident thing to do
it my pick up code spawning the extra weapons
No one on the internet has ever attached two skeletal meshes
So it’s not like there’s much reference
not the destroy code
no one ever
Like for real tho
Apparently I’m breaking new ground here
Completely new frontier of development
Never before seen rlly
It’s a funny thing to not have a tutorial on is all I mean
Considering it’s like
In almost every 3d game
maybe no one bothered to make one because it's so trivial?
make one then, spread the word
I’ll report back if “just use skeletal” solves my problem with using skeletal meshes
so i think issue is with the client telling the sever that client already has a weapon
you shouldn't make a multiplayer game imho, or watch a lot of tutorials, guides, books, whatever...
Like make the weapon variable a repnotify
I would not make a fps multiplayer with bp only, that's for sure
the server is the authority in a MP game, your clients pretty much render poop
You have to deal with a lot of technical stuff
and ask the server if they can do certain things
the server decides if a request to do something can be fulfilled or not
I'm not planning on making a pvp thing just for co-op
server = mom, client = children
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
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
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
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
Why don't you want to use event tick?
You want something to move smoothly across time. That is tick
Are you enabling collision on the spline mesh? I think you can in the details panel of the add spline mesh component node
i m making this project for mobile and it will be endless spawnner that is why it will lag
No it won't, and you can't possibly guess that.
A single event tick rotating something will not meaningfully harm performance
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
You're in BP land, the things you make there aren't a performance concern
You can also rotate it through materials of it's purely visual, or use the rotating movement component
Anyone used ue5 blueprint header preview to nativize blueprints?
is it better than plain rewriting BP in C++?
It's a useful start, but it isn't going to get the important bit, the logic
Writing the header is the most minimal bit of a translation
Still waiting on Eren
I get that it won't do all nativization work automatically like in UE4's BP Nativization.
okay i will try that
It's more about what and how much you do on tick. Updating the rotation of a cylinder in most cases would be fine. Updating the rotation of 10,000 maybe not.
For what you're wanting, I would just use tick or do it through the material if it's just visual (collision doesn't need to update with the rotation).
okay as it is for endless i at real time only 5 cylinder will be rotating not more then that and i cant use material bcz i want feel also like player fall don if not made a balance
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:...
If you want it like in the video, follow the tutorial. 😉
i am following but my is not moving
in starting 4 minutes only it shows how to do i did exact same but mine is still at one lace only
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?
That might be a #pcg-framework question
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
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!
Also, all gravity related checkboxes I could find are turned on - Apply Gravity While Jumping etc.
Hey , i want to cancel firing while the inventory winget is open. How can I check whether the widget is open or not?
They should function the same. How is it used in the macro?
How are you handling the jump?
The character's jump method
By cancel do you mean stop the input key from firing?
Yes
If you have a reference to your widget already which I'm guessing you do since you opened an Inventory (widget), you can probably use this node and input your widget?
I'm no expert though so test if it works. 🙂
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?
If you're using the enhanced input system, you can override your input mapping context when the inventory is open
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.
I'm not sure why it would be behaving differently. It should work the same as far as I know.
Odd, I've not had any issues changing the character gravity on the movement component.
Thank you for all answers
Overlaps can trigger by something spawning inside the volume. It's not just based on movement.
I'm working with paper2d, so the character is a sprite, and I'm calling the jump method through GAS. These are the only changes that come to mind
But this is an Exit, not entry.
O yea, i miss read that. Print the name of whats leaving, it might point to whats happening.
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
Oh wait
The boolean gap
Ok I think I figured out the issue
Thanks
Hey guys, how can I sort my array by the substring? It's just a 2 digits number^^. UE 4.27
hey how would i geed the speed only based on the forward vector *
since when i "sidestep" now i still get speed
Multiply velocity by forward vector then get vector length?
What does it give you?
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?
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
@dark drum
The values are cut off in the video. Also, on you're print string, enter a key value. 😉 It'll cut down on the print spam and make it easier to read. 🙂
aye but u can ignore the values really
altho
i could just check for if W,S is down then calculate speed
You can't, if the value is correct then its an issue with how your using it. Or you're needing something different.
yeah
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
I have doubt your frame will be affected.
oh i see
You are just accessing a bunch of pointer
Any reason you need to do it on tick regardless?
You can just grab one from the list and promote it as variable
but u dont have the full picture, i use event tick set actor,skeletal and component set for many bp,if i have this get working i can get it from specific event
Not that tick is evil, there are things that only belong to tick
Why do you need to set actor qnd skeletal mesh on tick?
thats what i want but im a nooby
It make no sense to me that you have to change those assets every frame
thats right but because i dont know how to do it another way lol thats why im asking this
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?
i need to sow u my bp but i have only one hand to type and screen my cat is on me
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?
Take your time to learn object oriented programming. That's what bp is.
Things to know to get you started on building game.
- Variables, references, structs
- Functions , custom events
- Casting, blueprint communication
- Event dispatcher/delegates
- Inheritance
After that you can move on to
Data tables, data asset, interface, components etc
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
Oh i know what im going to. Its a sphere trace in the direction im moving. duh
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.
ok i try that thx !
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Actor/GetComponentbyClass/
There is also this btw. This one will just return the first object found that match the filter
Get Component by Class
thx!
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
Click the collision cylinder and set it to moveable
In the Details , change the Mobility to Moveable
it dont need to be movable
Except it literally does, because it's telling you
it says "if you`d like to move"
i dont
thats why i'm asking
i dont try to move it
But you do
There is something somewhere moving that
We don't know where, but there is
You have to find it, and remove it if you don't want to move it, or set it to moveable if you do
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 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...
The warning comes when you try to move it.
its obviously
but i dont move it
and i need to understand, where is this movement instruction can be
do you Set Actor Location? Add Offset? anything like that ?
Rotation
Change Scale?
having a Movement Component or not has nothing to do with Mobility afaik
actor is procedurally spawned, do u think its a reason?
yup, set your Default Scene Root to Moveable
can anithing go wrong, if i have it Stationary ?
How do you refrence somethign from your level blueprint in another blueprint
You don't.
You generally avoid using the Level Blueprint.
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.
@lyric rapids For referencing you can also use "All Actors of Class" - Node. But NOT on tick^^
That is still a somewhat ugly fallback
There are several ways on how one can design a system that properly references other actors.
'Get All Actors of Class' node should be avoided where possible which would be 99% of everything you do.
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.
GetAllActorsOfClass is fine'ish. It's using a Hashed Map and is not as bad as most people make it seem.
I just don't like it if people use it everywhere instead of learning better alternatives.
thx for ur answers that debloqued my understanding, it work now 😄
Thats pretty much what I do. I have important actors register themselves into a map (Name/Actor) which I can then easily get stuff by name. (assuming im not making a specific manager for them)
I would imagine it would depend on how many actors you have in your level. A few thousand it would probably be nothing compared to a few hundred thousand.
how to get a Get node for a variable with valid/invalid branches? (instead of doing get/branch/is valid)
get the var, right click it and choose "convert to a validated get"
thank you
Hey , do you know any proper aim down sights tutorial ?
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.
If thats a struct, I believe you need to mark all the struct's members as save game
Yeah, all 3 of the structs here also have all of their individual values marked as save game
Hm. Then I'm not sure. Access the save game and see if the problem is serialisation or deserialisation
So I put print statements to spit out how many active quests are there on save (it showed 2, correctly). Then I did a load in game, and the print statement showed 2 loading from the file, correctly. Its just when I start a new game that it doesnt seem to pick up the quests anymore.
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
Whats in quest info?
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)
Ohhh. That might be my problem then. The object in my screenshot above is an actor
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)
I'm trying to save this array of a blueprint class that contained that data,
Ah yeah you'll struggle to do that
Ok, thanks. I'll switch things up with that then and see if I can get it working with another datatype
Do they need to be actors
If they just have data on them, would be better to make them structures
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
hmmm delete them and get the reference again? BP can be weird sometimes
yeah that worked so is that just an unreal issue
did you change the class in "get actor of class" without changing the variable name
that might do it
no
Hmmm then weird
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
probably a stupid question, but is there ANY way to delay construction script execution?
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.
You probably need all of it? I can't quite read it but it looks like that code darkens the skylight, fog and something else before making the sky itself darker. The "IsNight" boolean is probably just for other blueprints to know when the rest of this code has already been executed
What do you mean?
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!
i mean literally delay construction script execution
What do you need to delay it for? I've never seen that done but there might be another way of doing the same thing
Unless passed by reference, each variable will be the same as when it was executed.
well, i have an object distributor that works by line tracing against PhysMat of the world, and thing is, on level load, apparently PhysMat isn't being loaded yet, but line trace already begins, so Trace gets wrong physmat information, and spawns objects incorrectly (like grass on a concrete road etc)
Can't use begin play? or wait until everything is loaded then execute it?
I always just use an actor then on beginplay
if i use begin play i won't see the result in-editor
i need to see if everything is spawned propely and isn't clipping into things
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
hmmm there's almost certainly a bool you can check against. Similar to pre-construct has "Design Time" in UMG
i'm guessing ActorTick wouldn't be it?
If you can't find anything else, you could move everything onto a function then label that function as "call in editor". Then you'll have a button to call it in editor to check if anything is clipping
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
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?
Is every instance inherited from a base class? if so you can create a "manager" to get every actor of class and call that preview function
might be slow but you're not looking for speed in editor
every instance IS the same class, i mean every instance that is placed on a level
then it would work then, no?
manually updating all of them every time i load a level isn't exactly excitin tbh
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.
How would you go about getting an object like a sphere to track a player moving by rotating around?
Thanks
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?
true
why world partition is that cursed ?
I have the same level with and without world partition i go from 80 to 20 frame
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?
Random Bool with Weight connected to a branch.
Perfect thank you!
Hey all, does anyone know if it's possible to alter Landscape Grass Type asset at run time using blueprints?
i dont understand why set view target with blend isnt working
I have a skeleton and everything but how do i add animations?
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?
Anyone know how you get reroute nodes in behavior trees like shown below?
im trying to make same movement system as world of warcraft how do i make the camera rotation by holding right mouse button
With an animation blueprint. https://docs.unrealengine.com/5.3/en-US/animation-blueprints-in-unreal-engine/
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
anyone run into issues where go to definition for engine bp node doesn't open the IDE? I have the debug symbols downloaded
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
This solved my problem 🙂 Thanks again!
What Math would I use to add items to my grid? I only want two columns and as many rows as needed
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?
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 ❤️
nvm I think I figured it out. Collision wasn't setup correctly on the sphere component.
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?
or is this #game-features-system ?
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?
Set use controller yaw to false in character settings
that's looks indeed better yea :) Thanks
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?
It's usually better to keep game logic outside of widgets
So, better to make an interface and call it from the widget and have the implementation happen on either the character or the controller?
Yes, the game logic is easier to keep track of when the code isn't scattered through multiple widgets
The widget should just tell something "hey spawn a tower"
widgets should be an interface with logic, not logic itself
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"
Basically make the code work without the widget, then just have the widget call into that code
Yeah that makes sense, sounds good!
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!
Is this for UI like an inventory screen of some sorts or for a 2D game, it depends on what you're trying to achieve
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
Does anybody know an easy way to weight an EQS test for the sides of a target rather than the front or back?
Are the sizes of the boxes identical?
No, I’m treating it as if it’s random
How the hell does Pose Caching work in the UE5 Control Rig? It doesn't make any sense to me
I have a video that kind of demonstrates what I’m going for
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...
So you need to get the corner coordinates of the truck bed?
Yes, but also the coordinates of new corners made of the truck bed and the previous boxes placed in it
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
just use a "collision box" and disable collision of it, then get the component bounds
or a invisible cube mesh
No, it does not change sizes. I need new corners because the truck bed reorganizes every time the contents change, which means I need to re-detect corners after each box is placed so that I am able to place the remaining boxes too
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?
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.
Yes, that is correct
I think in this case the 3D Boxes should just be for visuals and not be included in the algorithm logic
This class of algos is known as 2D rectangle packing
Among the applications is texture packing for videogames
Yah, I’m trying to treat it as a 2D problem to figure out the 2d positions and rotations of the boxes, and then once the algorithm has found all of them, they I’ll go and place the 3D boxes into their locations
You just need dimensions of the boxes, won't their position be handled by the algorithm?
That does look promising too
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.
What if they just move backwards while facing forwards?
@lusty sharddot product between the drone forward vector and the checkpoint forward vector
The algorithm also needs the dimensions of the boxes to check if they’re overlapping and check the distances between the boxes.
or normalized velocity vector of the drone if you want to check the direction of movement
Won't using both forward vectors for dot result in a false positive if they're facing exactly the other way?
@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
there is movement
Anyone have a clue as to why swapping mapping contexts would cause a camera to get stuck when lerping between two positions?
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
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?
You need to safe normalize the velocity vector of the drone before feeding into the dot product
That looks correct, just normalize the velocity
Static meshes will be cheaper I'm pretty sure.
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
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
so perfectly aligned drone and gate would have a dot produc of .00001?
Nope, of 1.0
If the drone goes through along the exact forward direction of the gate, you will get 1.0
red vector (X)
so I have to rotate my gates by 90?
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
https://blueprintue.com/blueprint/2v8ld5hg/ So this gives me a smooth camera transition in both directions.
Meanwhile this has the camera get stuck on the player head when going back to 3rd person from 1st
this is awesome. I switched to right vector and getting -.98... haha but i see it! thanks a lot!
Difference between the two is disable and enable input has been swapped for changes in mapping context.
@lusty shardinvert the sign by multiplying the normalized velocity vector by -1.0
You will get 1.0 for the proper direction
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...
Thanks! instead of having more math nodes that might cause other teammates to scratch their heads, I will fix the gates rotation to use x as its forward axis.
No, you will have to be the one that decide what goes to your save file
https://youtu.be/H6rqJbwjRIk?si=3O2Ynw1uP2cx6bGT
Check this out
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 ...
A longer video but I personally prefer it
Thanks for suggesting the video!
the print strings are firing but the setting doesnt happen
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.
when i get a function to print the key name it comes up as 'None'. it only works when i hit the interact key
Trigger runs every frame
Before and after hitting F
Avoid cross pinning
It will give undesired result
is that just a bug
This is a problem
No
well when it runs it will try to get that key
U r not suppose to do that
the first pin is from begin play
use get
Again you can't cross pin like that
Get rid of the sequence that sets the variable
That's a no no
):
what are you trying to set it to on begin play ?
i want to set Interact key to, the interact key
so i can later display its name
right here
you getting that key from an input event though
but it comes up as None. up until i updated unreal by hitting the interact key
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
i need to get the key from an input event
i want it to display what the player has binded their interact action to
but your on begin play, that interact event has not fired yet
so i'm not sure what key your looking for
because that would be triggered most likely on a keypress or something
i see
so it doesnt hold the data until its pressed
so how do i get the key information
it's output from the event
use get, but at the beginning it will be empty
because there is not key that interacted
then i have the same problem
the text will show as 'none' until the player hits the key first
so don't show the text
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
you'll have to map some data to what your keys are
i could i suppose but then the player cant bind their own controlls
right i see the problem
its tricky
maybe i can save them as text in the settings menu
before the game starts
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?
Check if the actor is valid and only proceed to execute if it is valid.
I guess then I'd have to just make a second line trace node for when it's a vector after a branch, which is what I considered but just seeing if there's any way to do it without repeating myself there.
Move the get location into a pure function, then resume as normal. Within the pure function, branch if actor valid, return accordingly.
perf
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
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.
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
Oh, its an object ref
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
check your object parent's graph/functions for conflicts
or its children
its a problem with the child, but there is nothing highlighted in the graph
I think its being forced to implement and interface that should no longer exist
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++
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
Because they are broken and many people have become victim. My self included
Anyone that say otherwise just haven't step into the mine yet
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 ?
We have an #gameplay-ai channel btw. 4th pin video in there is very useful to learn how to use BTs. Using gameplay tags within a BT requires exposing IGameplayTagInterface to BP using cpp
Oh my bad should have taken the #gameplay-ai channel.
Since I just need to check on 1 thing gametags might be a bit more than needed anyways. I now even tried to check if my object has the tag I did add earlier today and it works like a charm now 
any idea why my actor tag isnt getting set? or, doesnt seem to be?
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.
shouldnt stay in memory forever. should just be for standard variable lifecycle/GC afaik
what's GC?
just seeing this but you could make a function in which it sets whatever variables you want and then just call that function whenever you need them changed.
that way its a one and done kind of thing and makes your code look a lot neater.
It doesnt stay in memory forever. it just goes on the stacks, the call is processed, whatever values are returned are done and then the code moves on.
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.
How do i apply dammage to my NPC it does not seem to be working
Hey , i am trying to crouch smoothly here but it working only one time
Play From Start
Timeline does not reset unless you tell it to
then it will not be smooth lol
Does log string work in functions? For some reason I can only print to log from the event graph.
It worked thank you so much
Crouching in multiplayer requires you to change the flag in cmc. You will need cpp for this.
Multicasting states for movement == ngmi
I just add interp values to the crouch anim to not make it snap
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
So i change that to on server right
For me there isn't an option but to dive to cpp for this case. You need to change the byte flags. Cmc already have the architecture, afaik u just need to override existing functions
Would recommend delgoodie video on cmc if you are interested
I am not able to use c++ how can i test lag
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
if this cast fails, will "Current Speaker" be set to null? The idea is to null check elsewhere through IsValid
It's look fine for now
R u testing with server and client?
Server have 0 lag
Is there any command to show lag
Not sure
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
Not necessarily, it would be set to whatever ref is plugged in, could be a different object
If you want to force it to null on cast failed use another set with nothing plugged in
that's unexpected but I suppose it's better to be explicit with my intent. Thanks!
yeah but also the code is kinda broken it only fires once if you get it correct i mean its only going to be used for that purpose i guess mission failed successfully?
It's working fine both server and client but thanks for all advices anyway
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
How can i fix this?
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?
Need more info, show some picture
U r not even adding any widget
Define everything, you are doing networked game?
Show a picture of the characters with the hud
Use the crouch function from character movement component. It will offset the mesh
I tried to use it, but i can't replicate
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
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?
You can use like this
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
Not working.
Define what's not working
My character not crouching
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
Always false
Then Ur not crouching
Print string after the crouch node see if u actually call it
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
Doesn't make sense to use static mesh for skinned assets. Are you making roblox? Just use leader pose comp imo
I would use leader Bose component for any clothing that goes on my character
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
it doesnt work trying to make it so if the player interacts they pick up the cube
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
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
FIxed it now found a problem with my button sequence code for somereason it is still firing even if the buttons are pressed out of cue? any way i can fix this?
If you have to use that many bools, there’s prly a better way. With that mess you’ll stumble from bug to bug
ok. let's ask here 🙂
Hello guys
Is it possible to assign HLOD Layer through Blueprints?
Drag from the relevant instance and look through the functions. If it isn't there then you prob cant
seems i can't... or they broke it 😄 again
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
Not following , you just want to see if there is a function you can use to change the hlod layer
in BP - you can't . I asked my c++ friend to look into it. he said - only in code now, but in very simple function
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
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.
You can plop as much text as you want into a regular Comment node
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
Goal Want player to be able to chain slides and jumps to increase momentum Issue After a slide into a jump, queueing the next crouch and landing: IsSliding variable appears to be false when debugging Animation BP is not entering sliding state Indeterminate if player is receiving the slide-boost, testing seems to suggest they do Attempts to...
Use lerp to update the location
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?
anyone knows why the IA_Look logic is not working in my top down template?
do you want us to take a guess...or are you gonna share some info so we can help
You can just use a 1,1,1 vector and multiply the values by a random values in range -200 to 200 (1 to 200 for Z).
That way you will just pick a spot in a dome above ground
Yes.. but what makes sure, this location is reachable?
Ah I understood it wrong, sorry, I thought you only have a problem with things spawning under ground.
Have you tried using the GetRandomPointInNavigableRadius node?
not available..
Maybe cause this function is not sitting in an AI Controlled Blueprint.. but in the PlayerController
what info do you need?
i copy pasted everything from other template which is used to rotate the camera
More than just "Why is it not working"
Like.. your code..
yet the viewport in this top down template just doesn't go into focus(i guess input only mode as it's known)
Hold on I might be trolling
Is this in your character or controller BP?
Does your camera have pawn control rotation enabled?
Or does the spring arm have it enabled?
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?
What do you mean by auto focus?
Add to the begin play event a set node for "show mouse cursor" and set it to false.
like my mouse is always visible in this project unlike in other templates where mouse disappears
Weird, idk then.
There might be a better solution for it, but you can also check for overlap with objects before spawning, and
cast a ray up and check for whatever you're using as ground, and just shift the spawn point up above it if it's detected.
The "set show cursor" to false should be in the controller BP that controls your pawn @gusty portal
hmm.. maybe i need to learn some EQS to get this working right..
Even with try Adjust location, it spawns underground or withing walls..
but in the other templates there was no such thing
I know, but try this and see if it fixes your problem.
it works now
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.
Seems like a good start...
ok can i somehow lock this rotation to only limit it in a circle around the player(no rotation on y axis)
(or x i guess only z rotation)
ok never mind
thank you
Remove the add controller pitch.
i got it
No problem.
hey im trying to rotate the mesh renderer towards Velocity
cant find how to do that im guessing its really simple
not sure about mesh renderer but for sprites it's an options inside the sprite renderer
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 :/?
X is forward in unreal
yeah
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?
Do exactly that. An array struct that contain arrays.
Wdym by loaded into memory with your context?, if you are talking about object ref they will be created on runtime so it will always be loaded to memory anyway
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
why are you new
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
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)
Anyone have any guess as to why I get wrong viewport size with the "Get Viewport Size" node?
any chance your windows scaling is not 100%?
Yeah, there's also a few other things you can modify to make ForEachLoops faster, like storing the array length as a local variable instead of calling it every loop. Also making a version which saves a copy of the array as a local variable for cases where you'd be plugging pure nodes into it
Is that in project settings? Or where do I find that?
your windows display setting
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' .
Seems like a 100% like you.
is it on PIE?
if so then the Viewport Size is actually Resolution * Viewport Scale
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
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.
do I get line plane intersections if I set the planes to be hidden in game?
Thank you for your tip. Dividing by scale seems to work. Both prints cap at 1080 which is what I wanted.
Assuming that is what you wanted me to do. 🙏
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
I tried making this, but I think "array element" on the output should have a diamond instead of a circle connection point. How do I do that?
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?
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
I don't think that matters as a macro (macros act like you're just pasting all those nodes in the graph you place it in), but also I've noticed inconsistencies here and there with pins which are still being passed by ref having a circle pin
oh okay
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.
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
I refreshed the nodes and restarted the editor and it's still a circle
I don't think it will effect how it works, but if you really want it to be a diamond you could probably drag off the GET node's diamond pin and drag it onto the output node. That should create a new pin with a diamond pin
Ah that worked, thanks.
Also, something good to know is that while this works for Macros, Functions on the other hand can't have outputs by ref
OK. BTW is there a way to make a macro available to use with other assets?
You can make a blueprint macro library asset
okay
I think the default ForEachLoop is in one as well, but you probably don't want to edit that one
Yeah I tried searching for the Standard macro library in the content browser and couldn't find it
double click foreach
Oh yeah, to make one you can right click Content Browser -> Blueprint (the folder one under create advanced asset) -> Blueprint Macro Library
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
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,
Anyone know i can get the current animation name?
Is this in Anim Blueprint or animation montage?
Hey does anybody know how can i access the button on clicked in a child button from a widget ?
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.
I'm looking for "orbit" an actor around another with blueprint
how can i get the bounds of a landscape, always returns zero
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
I got a system I can share. one minute
I thought I should use the "Rotate Vector Around Axis" node maybe ?
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
Oh ok great thank you, if I don't have to use th event tick it's better I guess
how do you update the actor in real time without using event tick 🤨
maybe with an event loop or timeline loop ?
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
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
are you adding the directional vector youre multiplying to the original vector
Could pls clarify what you mean?
timeline loops
its for my planet system
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
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?
Did you try to use the "GetActorBounds" node ?
this is what i meant
yeah, it returns zero. tried doing component as well
That's exactly what I want but on the Z axis
yeah I can change it so it moves around whatever axis I want.
I looked up orbiting planets and found something that worked
And with the same distance between the 2 actors if possible
Do you use "Rotate Vector Around Axis" node ?
nope
do you have C++ in your project? theres some functions GetLoadedBounds and GetCompleteBounds in c++
you can create a BP node with
return InLandscape->GetLoadedBounds()
two timelines, two set actor locations, and a good number of math expression nodes
Why two timelines ? For each axis ? X and Y ?
no, one just loops the location of the actor and the other loops the rotation to keep it in the same pitch
only using blueprints right now. is there no way to get landscape bounds outside of c++
those two functions doesn't seem to be exposed
only if theres another way
looked at get complete bounds and it returns the bounds of landscape proxy, so i did this and it worked
what is Data is ?? which data type is this ?
Is your socket name correct? It is case sensitive and it needs to be attached to a socket, not a bone
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
can you share a video?
if you are using the same logic for both actors, then their speeds and positions in orbit should be the same, provided they fired off at the same time
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?
Is any way to use lyra animations on default mannequin ue5?
heck yeah fam, welcome to the start of your journey into the world of retargeting
https://www.youtube.com/watch?v=TnCGq74dg78 this MAY be a start (i do not use lyra nor watch the video)
This video , I am demonstrating how to easily retarget you characters in Lyra Starter Game for UE5...Thanks to all my new sub!! You are so appreciated here!! Hope this helps.
you can check if the event is actually being triggered with a print string, but it looks like your trying to pull from a place that is running on a different event.
ugh, good call.
on a side note, if i completely remove the whole widget and just have the collision event start dialogue - it works. Is this due to the isPressed being called from a different event? (if that's what you mean, sorry )
It's an array of some struct
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
i love this place
the circled part is data that your creating on a different event. Most likely you don't want to keep creating the widget but just display/hide it ? In which case you would have a reference to it that you can use if that event is firing.
It's generally not a good idea to pull data directly from nodes (other than variable getters) in different events.
You are correct - show and hide when capsules overlap!
when you say reference, you mean one stemming directly from my sets as the target? and referencing my widget yeah?
reference the widget, create the widget somewhere and promote to variable, then you can access the reference instead of pulling from another event lik that
similar to the other one you are remove from parent
it's a reference i think
i believe you are correct, just made a variable for wb_interact, i''ll plug it into the booleans and see!
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'
so you put a print string on the interact even and it's not showing ?
how did you do your context ?
I'm assuming it's from my interact action... maybe it's not registering whether or not it's my player pressing E?
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?
have you attempted either a variable for the playerBP to plug into the target, or to reference your character? (this sounds right in my head but i'm not too hot at this yet)
How do i comibne these two animation
I figure out
thanj you
your still creating one, probably want to use the same reference. But if your print string isn't showing then something is wrong the event isn't firing
oh, thanks for the help so far. i don't think i've said that yet
Seriously though
I'ma go make an open and closable door - see if my interact works with that. Will be back in touch!
Im sending FROM the CharacterBlueprint TO the Actor (Equip Hat) blueprint
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
may be obvious but if i put IA interact intro my playerBP it works, just ... not in the person i'm tryna start my dialogue with
and when i say works i mean print string
I'm using this logic only for one as only one actor should orbit around another
I guess I have to change the "Orbit Speed" compared to the distance between them
i've had maaaaany people recommend NOT following Gorka, but he has a vid for character customisation. I'd recommend going to his, then immediately looking in the recommendations for someone better
i got it working like this, with get all actors of class, but i gues thats a bad way because performance right?
What does serializing for save game mean?
Do I need to serialize in order to save something, or is it optional?
bloody hell now my icon won'tdisappear when overlap ends
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.
wait nvm, only if the characters touch does this happen after removing the link from remove from parent to closegate
@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...
Thank you, and what about the "Get Actor of Class" node which is more specific?
that gets 1 actor
the other one gets all of that class
It still has to search through the entire level of actors for that particular actor.
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 ?
So how am i exactly making a reference properly to the BP i want to send the message to?
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.
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)
They are not in the level currently, and it doesnt let me
greyed out
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.
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
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.
Yeah but there must be another way right? A more performance oriented way
But it won't make a difference because that's when loading occurs, at the beginning right?
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
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?
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
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
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
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.
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
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.
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?
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.
i am progressless on this interaction shtick
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.
I believe i'm pickin' up what you're putting down. I believe....
can i keep buggin' you for further brainstorming?
Just ask in the channel and someone might read it and answer
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
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?
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
No there's only one option
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?
just tried, still the same
mind sharing the tut? Lord knows i could use a break from my junk
I am too
One is a pure function
The green one that is. It doesn't have execution pin
ah okay thanks
right click to convert a function to a pure function
er, wait, no, it's a bool in the details panel
one of those, maybe circumstantial
my uh.... target for interact is yellow. why no blue?
What's the variable type you set for the function?
it says "Target is BPI Interact"
errrr? i'm following this D':
did you make the interact event/function? where did you define its inputs?
I did! I have no in or out like in the tut
fudge wrong one
still no dice however
U r not pulling the right node
U want the one with the msg icon at the top right of the node
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...
https://www.youtube.com/watch?v=veIJ5tfoUB0 ok ok this seems to have helped
In this video, I show you a simple interaction system by pressing the E key and using line trace.
Discord: https://discord.gg/ZgzHxJJm8w
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?
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!
https://docs.unrealengine.com/5.3/en-US/BlueprintAPI/Utilities/Text/TexttoUpper/ might be that one, but then again I dunno that might be all uppercase?
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
Hey @broken wadi , thanks for the reply! Yeah, unfortunately its all uppercase when I tried that method
now my character just floats wtf
and now the game crashes if i try and test
wow
what a day
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
There is an official match 3 game made in UE4. That should give you all the logic you need, and you could probably recreate it using that reference.
Pretty sure the Rama Victory plugin has what you need, and if not, this is great first C++ project
You'll have to cut off the front, but this is one way of doing it
You can break it down to individual char and only upper the first one and the char after space
This can easily be done with some formatting text logic
I suggest to look at sub strings and other format function available to you
what is the exact error you are getting? you can probably salvage the game, might just need to rebuild
Salvaged, but now having untold errors with my Not Yet dialogue plug in 🙄 set back after set back today my friend
start at the beginning. are the errors on project load or when you try to run in editor?
now, thankfully, my errors are more or less gone - it's only now while IN editor and attempting to begin dialogue
what you are looking to do is pretty UI intensive, I would suggest looking up tuts on widgets and the On 'whatever function happens' buttons that go with different buttons.
okay, whats the error. might be able to help you
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
the first one is a custom event inside of Third Person Character. The second is a function of the same name
Are they both inside of TPC?
yup yup