#blueprint

1 messages Β· Page 77 of 1

lyric basin
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lol

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lightbulb moment

olive yarrow
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it's 8:30, i've been doing this for a solid 12 hours now

lyric basin
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it happens

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try looking for your custom function

olive yarrow
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clearly making more errors than progress now :/

lyric basin
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or at the very least change it so its named something different lol

olive yarrow
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yeah seriously lmfao

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i added an !

lyric basin
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dont have editor open atm, so not sure if the engine includes a Start Dialogue fucntion

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that should do it!

olive yarrow
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πŸ˜‚L

lyric basin
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so does it work now?

olive yarrow
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no lmfao, but it's definitely on the plug in side. I just wanna get this done so i can relaaaaxxxx

lyric basin
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okay whats the next issue

gritty palm
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Sorry

I did not ubderstand

Mqybr I did not make myself clear enough.

Im noy trying to use UI for the game logic

Im doing it in bp actors

olive yarrow
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l;emme snag em

lyric basin
gritty palm
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Thanks

I tried opening that

But for some reason it didnt work.

I give it another try and see how it goes

olive yarrow
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StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null).
Context:
Dialogue = INVALID
StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null).
Context:
Dialogue = /Game/TestBluePrints/TestDiag.TestDiag
StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant Path = /Engine/Transient.UnrealEdEngine_0:GameInstance_21.WB_DialogueActual_C_0 does not implement the IDlgDialogueParticipant/UDlgDialogueParticipant interface.
Context:
Dialogue = /Game/TestBluePrints/TestDiag.TestDiag
StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null).
Context:
Dialogue = INVALID
StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null).
Context:
Dialogue = /Game/TestBluePrints/TestDiag.TestDiag
StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null).
Context:
Dialogue = INVALID
StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null).
Context:
Dialogue = /Game/TestBluePrints/TestDiag.TestDiag
StartDialogue - StartDialogue - ConvertArrayOfParticipantsToMap - Participant at Index = 0 - Participant is INVALID (not set or null).
Context:
Dialogue = /Game/TestBluePrints/TestDiag.TestDiag
StartDialogueWithDefaultParticipants - FAILED Dialogue = TestDiag, the system FAILED to find the following Participant(s): NPC
StartDialogueWithDefaultParticipants - FAILED Dialogue = TestDiag, the system FAILED to find the following Participant(s): NPC

lyric basin
olive yarrow
lyric basin
olive yarrow
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my participants are set...

lyric basin
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pls

gritty palm
olive yarrow
lyric basin
lyric basin
# olive yarrow

ah man you're using a pallette lol I haven't used those before lmao. I though you were using a string of BPs to make the array. okay gimme a sec to look at this

olive yarrow
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naaaah, Not Yets plug in

lyric basin
olive yarrow
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lemme check, a lot worked earlier that doesn't now

gritty palm
lyric basin
olive yarrow
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What exactly are you looking for to be firing? as far as i can tell everything is - i can get a print string from the interact via both my playter and NPC interaction

gritty palm
lyric basin
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How are you loading them in there? Can you share a ss of the Start Dialogue logic and how you are using it?

olive yarrow
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That's where i'm at... didn't have this issue before until i had tried to launch the dialogue on the NPC via a line...

lyric basin
lyric basin
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as in, when its called

olive yarrow
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there's literally allit

lyric basin
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awesome sauce lemme look this over

olive yarrow
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i'll be here muckin' with things

broken wadi
# olive yarrow ask an you shall receive!

On your line trace you dont need to check Does Implement Interface you can just call it because any actor that was hit that doesn't implement the interface simply won't do anything anways.

lyric basin
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this is how i troubleshoot lol

olive yarrow
lyric basin
# olive yarrow sure do what's the plan stan

alright so launch the game, do whatever you do normally and then exit. but dont close out the message log that contains the errors, just click the clear button at the bottom. The put that into the other screen. launch the game again and then pay attention to exactly when the error occurs while going through the same actions. You can then isolate this to the BP and identify the node causing the issue

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make sense?

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this works 99% of the time for me in helping me identifying the issue

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actually fixing is another story, but you gotta know where to start looking lol

olive yarrow
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maybe? the error occurs the moment i attempt to open the dialogue - be it via interact or just an overlap collision

lyric basin
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event begin play doesnt have anything in it that should cause the issue.

olive yarrow
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i create the dialogue widget, s'bout it

lyric basin
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you could also open the editor in a separate window on game play and have the BPs on the side so you can see then firing.

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this is the section I meant that I think is the problem

olive yarrow
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i'm listnin'

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hell i may just delete all the BPIs for dialogue and interaction, blue prints too then restart :/

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ok

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dialogue appears

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idfk why or how i moved a few things

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and i can trigger it via line trace

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dude that's it i'm gonna go play some friggen halo

gritty palm
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with that being said, do you know any other tutorial that I can use to make the move logic for now, I can figure out the rest later

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At least a genral idea on what approach I should take. I tried creating a BP for grid and a blueprint for gem as master and then made like 5 child of it. Then in grid Bp, I made an array for the gems and stoired all those gem child BP in it. and spawn them to fill the grid. I managed to use click event and as a debug test, now Im able to move the individual gems off the grid (to the depth of the screen) but I need to move them left and right/up and down and swap them with other gems. I think Im getting at this the wrong way. I think I should store the gems in the the grid points somehow.

lyric basin
lusty oak
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Anybody know why there is a Hit Hit Bone Name and a Hit Bone Name on On Component Hit? Is this just an error in UE?

olive yarrow
lyric basin
lyric basin
autumn torrent
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is there a way to maybe duplicate a mesh IN an actor when a condition is met?

very specific but I'd like to know

olive yarrow
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You could have one mesh hidden until a condition is met πŸ€”

Someone will probably have a better idea tho

dawn gazelle
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When that new condition happens (ie. whatever is happening to trigger that condition to be changed) have that flow of logic add a new mesh component and set its mesh to the one you want to have duplicated?

lyric basin
lyric basin
# autumn torrent is there a way to *maybe* duplicate a mesh IN an actor when a condition is met? ...

first thing that comes to mind is 'Spawn Actor from Class' specify the actor and then for the location make a call to whatever it is that you wanna create a copy of, reference the location and plug it into the location pin of the Spawn Actor from Class node. This should, in theory, spawn whatever it is you wanna duplicate at a location of your choosing. Or if you wanna spawn it somewhere else in the world, like right next to you or the actor or wherever, just specify the location manually.

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by that logic, since you are creating a new instance of the actor, it will run and behavior based on whatever logic you've coded into it.

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but you said mesh, so what do you mean by that?

quaint ravine
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Could someone here tell me what I did wrong? I want to make a projectile come out when I click but it happens to me that when I make the first click many bullets come out (I want one to come out) but when I press again they don't come out with that time from point A to point B. Could someone help me?

karmic pebble
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Which means that every tick in that timeline you are firing that event for however long you are running the timeline

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Lets start with, what is your purpose for the timeline? What is your goal here?

autumn torrent
quaint ravine
karmic pebble
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instead what you have done is spawn dozens of actors at once

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You want to spawn one actor and get its current point and its destination point, then you can lerp between the 2 locations with SetWorldLocation

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for which you would use the forward vector to calculate

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or.... you just use a Projectile Component and be done with it, setting the speed within it

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Much easier

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whatever location and transform that you spawn the actor it will take the forward direction of the actor

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and since its a top down and you dont need an up/down axis aim thats even easier.

quaint ravine
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Of course, but when you put it, the projectile is not propelled and falls under the map

karmic pebble
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sounds like something is blocking and/or spawning it incorrectly

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maybe something with physics, I couldnt tell ya without seeing it but thats the purpose of them

quaint ravine
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And how do I make it so that when the projectile appears it is propelled forward?

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or to the location where the click was made?

karmic pebble
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well propel forward will be easy but as the click part that sounds like thats your issue

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its sending your projectile through the floor because of your click. You are feeding your click data to the spawn transform in the incorrect way

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I cant say i do much with click position on UI, so I cant give you pointers there, but more than likely thats your issue

karmic pebble
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This may assist you. GetHitResultUnderCursorByChannel

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Good Luck!

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Video that shows implimentation. Its kinda crude for some of it, but it seems to work

quaint ravine
lyric basin
autumn torrent
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A burger building system, where you can put as many ingredients as you want and they’ll stack up as high as the player wants

lyric basin
autumn torrent
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Yeah, they’d stack up

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Even patties

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The game Citizen Burger Disorder had a system like that, although it was made in Unity

lyric basin
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So spawning a new actor whenever the player clicked a button is totally doable

autumn torrent
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Either copies or actors, I dont know how they did it, as the patties always stayed in place

lyric basin
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though I would use hierarchical meshes as they should be more computationally effiecient.

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yeah, just use the nodes I mentioned. as far as staying in place, thats just physics. you can disable that and they would stack to infinity lol

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spawn actor from class is what it sounds like you need. as far as the location of the actors (like how the pickles stack and stuff and the different layers) thats location and collisions you wanna look at.

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at least, to me thats all what makes sense in my head.

autumn torrent
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It sounds like it makes sense, yah

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Thanks :)

lyric basin
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Yup np

outer quail
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why is it showing index 0 repeatedly? I'm trying to use addunique in component_name_bp so that it would display index 0 and index 1

lyric basin
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see if it works and what it outputs

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wait nvm

outer quail
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T_T which one, I'm a noob sorry

lyric basin
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its ok

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could you explain what this is supposed to do? like, what is going on in the game and what is the end goal?

karmic pebble
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Have you confirmed what is in your ComponentNameArray when that function funs for GetText? such as setting a break point on the ForEachLoop and hovering over teh output of the ComponentNameArray.

outer quail
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I'm creating a system where it calls info from firebase, then it will display it on the UI

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I managed to call the name from firebase

karmic pebble
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@outer quail can you go through what I mentioned here above and take a screenshot of the array. Or we can hop in a voice channel and you can screenshare.

karmic pebble
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Oh perfect

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okay so this is working here it seems, its just not carrying through. Since you are getting it to PrintString for you

outer quail
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I use get actor of class to prints the propeller and engine, so it means that the engine and propeller is in the array right?

karmic pebble
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well get actor of class is actually a node you wanna stay away from.

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they arent exactly reliable to always return the one you want.

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it just returns the first one it finds

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so if you have multiples it could return the wrong one, if you only have one ever loaded, then its somewhat reliable.

outer quail
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I see, so if I don't use actor of class, is there any other way to pass the component name array from component name bp to other blueprint?

karmic pebble
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How do you create the component? Is it part of controller or something?

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Because you can pass a direct reference to it upon spawning or set it after spawning it.

outer quail
karmic pebble
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but more specifically i was wondering what this variable says when you breakpoint this.

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okay so you just have this component on a BP and placing that blueprint in the world?

karmic pebble
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only one of them yes?

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so technically this SHOULD be okay, but if unreals garbage cleaning starts acting up, you could technically return an old object.

outer quail
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only component_name_bp. in the mainscene, I use add to viewport

karmic pebble
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and there is your widget. Okay. nod Yeah i mean that should work but there is some safer ways of passing your reference, but thats not the issue atm. Try the breakpoint from above and hit play.

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Lets see what that array says when you hover over it. That will tell me if the data is making it that far or not

outer quail
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what do you mean by breakpoint?

outer quail
karmic pebble
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Yes, so go ahead on the top part of that node and right click on it

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Add Breakpoint

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Then when you hit play

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the whole editor will freeze

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and take you to that node

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at that point and time, you can hover over any executed variables in the previous path and see the data there. well... usually

outer quail
karmic pebble
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mhmm!

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thats good

outer quail
karmic pebble
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now whats that array pin saying below

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not there the 2nd arrow, hover that

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This shoudl contain both Engine and Propeller if the data is passing correctly from your component

outer quail
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so I click play and the editor freezes, then hover on the array right?

karmic pebble
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correct when you hover over that output pin it shoudl show you

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OH!

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dont forget

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at the top make sure that NO Debug object Selected

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is dropped down to your Widget

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outside of play nothing should be there

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during play that should have one item in the list

outer quail
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its not showing anything 😦

lyric basin
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should be able to use the round node, which you have highlighted

trim matrix
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like 5.1 to 6

lyric basin
trim matrix
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oh, its called ceil, thanks

lyric basin
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or just ceil

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yeah np

karmic pebble
outer quail
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I just noticed something new, I tried printing the get text that I'm using for my text block, it only print index 0

karmic pebble
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well you are running this function on tick technically

lyric basin
karmic pebble
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that might be part of this issue. but its going to be hard to troubleshoot this over pics. If you wanna hop on voice in a channel we can.

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otherwise assistance at this point might be difficult. FoxuLUL

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Too many variables and minor things here in the setup.

outer quail
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I'm at my office right now and I don't have mic 😦

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or do you think that the loop is not working properly?

karmic pebble
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well heres the thing. from what I am noticing you are trying to make a selection system to choose a product type then display all the subtype stuff right?

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and it needs to be dynamic populated based on parent categories?

karmic pebble
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click on engine and see all the brands

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or click on propeller and see all the brands

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etc

outer quail
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yea if click on the engine you can see info etc

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or I should not use text block?

karmic pebble
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okay so then you are going about this a bit wrong then. nod

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You need subwidgets

outer quail
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I want it to list out here engine, propeller, etc

karmic pebble
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you need to dynmically create subwidgets from your array information

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correct

karmic pebble
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this is like an inventory system for a game

outer quail
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yess

karmic pebble
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Mhmm. I could show you the dynamics of it in about an 30 minutes

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FoxuLUL but its gonna be hard to explain via text.

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i would lookup inventory system basics tutorials

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and it might help make the links for you

outer quail
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its okay, i will try find a video about it

karmic pebble
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πŸ€”

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yeah! exactly

outer quail
karmic pebble
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This uses a uniform grid but you can swap for the Horizontal Box just the same

outer quail
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thanks I will take a look at it

karmic pebble
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and here is an indepth system.

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Might recommend making a second project and following it, help you kinda make the connections and re-apply those to what your doing

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but yeah essentially subwidgets are what your looking for

outer quail
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got it thank you! appreciate your help a lot

karmic pebble
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No worries! Good luck!

strange carbon
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@outer quail i agree with Darinius about making a second project when following tutorial. Cause I made that mistake on one of my projects trying to mix it with what i had and had to go back to square one for my inventory. (Also Ryan L visited one of my zoom class's and is a very chill person lol)

frosty heron
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Use source control

gusty portal
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does apply damage node not pass the float accurately?

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i have 2 attacks 1 light and 1 heavy
i put the dmg of light to 10 and heavy to 30 but both of them are doing same dmg

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ok never mind it was just an issue with a threshold

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i'm using the notify color to check which attack i'm doing and idk if that's the best approach. i'd like to know if there's a better way to know which notify is firing the recieved notify tick

cold lion
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Hey im trying to add a delay here before the next line trace, I tried adding one but got an error as well as it not working, the following line traces are configured at certain rotation to give a "spread feel" I just need the delay to work?

frosty heron
cold lion
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so how could I handle this? this is my rifle set up

silent drift
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Is there a way to do "TODO" comments in Blueprint that I Can find later? I'm thinking of in VS Code, I can add a "TODO" and that is marked as a keyword I can later find easy in a list of TODO comments. Rather than me having to remember that I want to go back to something (Since I want to test it for a build and then fix it if players like it).

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So I don't leave the bad BP stuff in there. πŸ˜„

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I guess BP comment KEYWORDS is kind of what I'm looking for.

frosty heron
cold lion
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the end goal is to have something when alt firing to make the line trace or traces fire in a horizontal line in order to simulate firing a gun side to side, covering a small area of effect

sour warren
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Hello, I'm creating a VR installation and I changed the teleport to continuous walking and it works fine, and snap turning to smooth turning but sometimes when I turn left it gets stuttery and/or slower than right turning. In the turn input action the value type is set to Axis1D(float) being right +1 and left -1. What can I do to resolve this problem?

frosty heron
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Delay shouldn't be an option as you are not able to control the execution once a delay node is run

cold lion
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Here is a video with a timestamp of the effect I am trying to get, if that helps, so a timer would work then? https://youtu.be/YfSKttKEgIs?t=140

In this video I show the weapons of Blood. Blood from 1997 was Monolith Productions' first game! The game used the Build engine and was very popular at the time. It offered some unique weapons like the voodoo doll or a pitchfork. After two add-ons ("Cryptic Passage" & "Plasma Pak"), "Blood 2: The Chosen" was released in 1998 in the own Lithtech ...

β–Ά Play video
frosty heron
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At basic level they are controlled with mouse press and release

cold lion
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Ive got that down but im wondering how to either move the line trace horizontally, so setting a timer to trigger another line trace in another location relative to the horizontal spread might work?

outer quail
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I managed to pass the array to scroll box, the array contains 2 index but in the scroll it only shows index 0 non stop multiple time. I want it to only show 2 name (Engine and Propeller)

outer quail
frosty heron
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Also the casting is pointless because it's already the type

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Refer to your first picture. That's where the problem is

outer quail
frosty heron
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U can just drag from the return value and get the array right away because it's already the type

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No need for casting

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It even tells you that in the log

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Get rid of the get and cast for a start

minor pollen
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Hey
I never had issues with that but now i do.
When i change some Class Defaults settings in my Blueprint, compile, save it and then reopen my Project all changes that i made to the Class Defaults are gone and everything is set back to the default settings.
Does someone have a solution for that?

outer quail
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can't find component name array

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I'm new to this sorry

frosty heron
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Just the cast and the get 0

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Put the get all actor back, pick the right actor. The connect the return value to the component name array target

outer quail
frosty heron
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Ok now get rid of get 0

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U don't need parse into array as well

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Then show me the whole pic after u done that

outer quail
frosty heron
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P.s avoid get all actor of class in the future, there are better ways to reference objecrs

outer quail
frosty heron
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Why r u printing engine many times?

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What's the expected value here?

outer quail
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idk its not supposed to do that

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only to display index 0 and 1

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or just any index available in the array

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but it keeps on repeating

frosty heron
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What is this get text function? Where did it get called?

outer quail
frosty heron
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Delete it, that's not the way

outer quail
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dang alright

frosty heron
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Add a vertical box under your scroll widget

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Btw I know why u printing soo many engine, u bind it to the text

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It just keep adding text every frame and only return the first one it found

outer quail
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event graph

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I tried to do it like this but its not working

frosty heron
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Not manually dropping it into the widget

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I believe you wanted to get some data from your firebase api right?

outer quail
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so remove textblock?

frosty heron
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Ok so you make them at run time, according to the data given

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Yea delete the text block

frosty heron
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, print string the array element from the loop body

outer quail
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am I doing it wrong?

frosty heron
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We need to find out if the actor exist at all in the level

outer quail
frosty heron
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No, do it right after get actor of class

outer quail
frosty heron
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drag the return value to the in string. We want to print the objects name

outer quail
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ahh I see what you mean

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didn't know you can do it like this to check

frosty heron
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Ok now in the world you are in

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Did u spawn component name bp

outer quail
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yup

frosty heron
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Or did u drag and drop one in the level?

outer quail
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drag and drop on the level

frosty heron
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It's grey, so it's dropped to the level

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K click on that component name bp

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Then look at its properties (component name array)

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Screen shoot that

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I am betting it's empty

outer quail
frosty heron
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Hmm

outer quail
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I guess there is no problem with the array right?

frosty heron
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Well we tried to print string earlier but nothing comes out

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Let's look at it again

outer quail
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yup weird

frosty heron
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Show the code as much as you can

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Oh wait we actually haven't print string

outer quail
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widget bp

frosty heron
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On for each loop, print string the array element

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Then screen shoot the result

outer quail
frosty heron
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R u still getting nothing? Make sure to add a lengthy time to the print string duration

outer quail
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weird

frosty heron
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Let's print the index instead

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Connect the index to the print string

outer quail
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T_T how do I do that

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I usually just print string on the component name bp and it works

frosty heron
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From the loop body, you see array index. U can connect the green pin to the print string

outer quail
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owhhh

frosty heron
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K where u are detached from the controller

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Next to the stop button I think u will see an up arrow icon

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Press that to eject from the character

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Then go to the outliner and look for your bp component name

outer quail
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okay this one

frosty heron
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Then same deal, look into the array values

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Yes that one

outer quail
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detached

frosty heron
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πŸ€”

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I am puzzled why it print nothing

outer quail
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do we have to use get array or something?

frosty heron
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Not really, for loop with go thru every single element

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Are there multiple component name bp in the world?

outer quail
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nope only that one

frosty heron
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K do this, on component name array. Drag from it and type length

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Then you want to print that value. Do it before the loop body

outer quail
frosty heron
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For sanity check, can u add delay on construct

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Before get actor of class

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Just add 4 seconds delay

outer quail
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hahaha alright

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yooo it work

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wth how

frosty heron
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I think you modify the properties somehow

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We can't be doing rat race as well. So I think at the start the value is empty

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But then u fill it after u make request with your api

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Which takes time for the data to be retreived

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If we construct the text before that data arrive then we get nothing

outer quail
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owh I see

frosty heron
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Show me how you retrieve the data from firebase

outer quail
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but if I use ontick it appears immediately but the problem is it repeat itself

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I use plugin

frosty heron
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On tick happend every frame, u don't want to use that either for this context

frosty heron
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K back to the widget, right click empty space. Create custom event.

Call it initialise data

outer quail
frosty heron
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Ok now connect that to the get actor of class

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U don't need the delay or construct

outer quail
frosty heron
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How fast is your widget created btw?

outer quail
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instantly

pliant zenith
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hello, I have a question about how to set the maximum camera movement (so that you can't do a 360 with the camera on the spot without moving the character).

outer quail
#

on screen

frosty heron
outer quail
#

custom event?

frosty heron
frosty heron
outer quail
frosty heron
#

Not a function

outer quail
#

found it

frosty heron
#

Rename it to data_retreived

outer quail
#

do you want me to call it or?

frosty heron
#

On the retrieve function after the loop

#

So right after the completed pin

outer quail
frosty heron
#

Drag drop, call

outer quail
frosty heron
#

Do it on empty space

#

Connect from completed pin, not the loop body

#

U will be broadcasting the event prematurely

outer quail
#

got it

frosty heron
#

Now back to the widget

#

On construct get actor of class. Component name

From the return value type assign data_retreieved

outer quail
pliant zenith
frosty heron
#

Disconnect after the bind

#

From data retrieved event you can get actor of class again then connect to the loop

outer quail
frosty heron
frosty heron
#

Event construct get actor of class. Bind data retrieved

#

Don't do anything else there

outer quail
#

just like this?

frosty heron
#

No u are still connecting the loop in construct

#

After get actor of class connect it to the bind data retrieved

outer quail
frosty heron
#

K better. Now move the data retrieved event down and the for loop as well

frosty heron
#

From data retrieved event, make a new get actor of class. Component bp name. Then connect it to the loop

outer quail
frosty heron
#

Don't need the print strings anymore

outer quail
#

wait my ue5 crashed T_T

frosty heron
frosty heron
#

U need to do the same as above

#

Get actor of class not get all actor of class

proven garnet
#

Hey there must be a super simple way of having a static camera as the player right? Imagine a game of jenga or something, the player just needs to be a static camera in a scene and the gamepkay is to click on objects in the scene. Can't I just make this change in the project settings somewhere?

frosty heron
proven garnet
#

I've chgecked in project settings but maybe I'm blind

frosty heron
outer quail
frosty heron
#

Create new bp, actor class.
Name it for example my player

Then just add a camera component from the component tab

outer quail
#

😦

frosty heron
proven garnet
frosty heron
#

You can look at the world setting panel

#

Unreal basic frame work, you have player camera manager, player character , player controller, player state, game mode, etc

#

U don't need to play with camera manager for simple game imo. Simply make a new actor that has camera and assign that as your player via game mode

outer quail
proven garnet
outer quail
frosty heron
#

Don't know what else to say

frosty heron
outer quail
frosty heron
proven garnet
outer quail
frosty heron
#

Possessing the player will auto activate its camera

#

See where it says bp first person character? Change that to your newly created bp that has the camera

frosty heron
# outer quail

The top get actor of class shouldn't access component name array

#

Remove that

#

Then move the entire loop to align with data retrieved event

proven garnet
frosty heron
#

You can reparent it or just make a new one

outer quail
#

select none or remove get actor of class?

frosty heron
#

Don't remove it

#

We just don't want the component name array on the top section

outer quail
#

owh

frosty heron
#

The construct just needs to bind to the event

outer quail
frosty heron
#

Ok but wait

#

Save the work

outer quail
#

it crashed xD

frosty heron
#

Ok do the same again but let's just print string from the data retrieved event. Print hello is fine

#

Don't go through the loop

outer quail
frosty heron
#

Dont

#

From data retrieved event just print string

#

We don't want to commit to the loop

#

Trying to check how many request is actually made and if it's the cause of the crash

outer quail
frosty heron
#

From print string disconnect

#

The right hand side pin

#

We do not want to commit to the loop

outer quail
#

owhh

#

only this

frosty heron
#

Yes

#

Save and test

outer quail
frosty heron
#

K

proven garnet
frosty heron
#

There is also a way to posses a static camera

#

Get player controller -> set blend view target

#

For games like what u describe, that might come in handy

frosty heron
outer quail
frosty heron
outer quail
frosty heron
outer quail
#

alright

#

idk how but without the delay it crashed my UE5

frosty heron
#

I almost have no delay in my project

#

It's a bandaid most of the time and not a true fix

#

But in your case it's fine imo

outer quail
frosty heron
#

All good now?

#

Clean up maybe. Get rid of the print string and the delay with the number

outer quail
#

alright all goooood

#

thank you so much

frosty heron
#

No worries, gl next

outer quail
#

there's so much to learn

steel shadow
#

Hey I'm wondering if someone knows how to do that : Basically I want a box trace to tick once I trigger an animation for the duration of the animation. So is it possible to have an event tick that activates only for a couple seconds and how would you do that ? Thanks !

lyric basin
cedar sky
#

Why Both Possessed and Unpossessed Events are firing when Possessing Pawn?

#

Possessed Event also seems to fire when Pawn is Spawned

thin panther
#

Possessing a pawn first unpossesses it

cedar sky
#

whoops

forgot to disable autopossess

neon lion
#

i renamed the blueprint of my character (I think that's what caused it) and now the controller isn't spawning the character when i hit play
how can i debug this, where can i check and reinsert the character

atomic salmon
#

@neon lioncheck the GameMode. Strange because it should have been auto-renamed.

neon lion
zealous moth
#

fix redirectors?

atomic salmon
#

DefaultPawnClass but it also depends where you spawn your character from

neon lion
zealous moth
#

select all your folders, right click, fix redirectors

#

could be a cache issue

neon lion
lusty elm
#

Is there something i could use here rather than getting the player by index? This is the function that gets called when an enemy is clicked on

#

Set Interact Target is a function that in the Player BP, it moves the character in range of the enemy then interacts with it

#

But i heard getting player characters by index is not ideal. Since i'm using onClicked i'm not sure how can I link that click to the player character

untold fossil
#

What is the best way to push a character back (ai enemy) when they get hit? I have a punching mechanic and I want the enemies to be pushed back (smoothly but rapidly) when they are hit. I've tried many many things like adding impulse, launching, setting velocity, nothing gives me the desired effect. The closest I've gotten is an impulse that pushes them back, but this happens instantly, like they are teleported back which is very ugly and not what I want. I need help 😦

#

Ai enemies are characters that use the character movement component (which is most likely the real culprit, that thing is a b*tch to work with, excuse my french :P)

dim agate
#

"The closest I've gotten is an impulse that pushes them back, but this happens instantly, like they are teleported back which is very ugly and not what I want."

#

Can you add a lerp between the beginning and end locations?

#

@untold fossil

dark drum
#

Does anyone know of any resources for making AI and Player controlled characters function the same? I'm currently looking at making an interaction system where it functions the same for both the player and AI but struggling to connect all the dots lol. It would be nice if there's any examples or reading material that go over any do's and don'ts.

dark drum
gusty portal
#

guys how to load save data? i am opening the level in game instance bp and i need context of if it's through a load game or if it's a new game

dark drum
gusty portal
#

is there something that i can do with the options string?

#

on open level node?

dark drum
gusty portal
#

so i shouldn't/can't use open level by name node?

dark drum
gusty portal
#

well i can't because open level doesn't give me a level reference

#

and load level loads the level into a sub levels list or something apparently from the tool tips

#

also i need to change the reference either way in this too right?

dark drum
verbal wren
#

I am a bit stuck trying to swap between player pawns, I have tried a couple different set ups but always get a version of "can not find or access" my Emily_BP. These are the two relevent blueprint functions as I swap into the new pawn

untold fossil
untold fossil
gusty portal
#

within the opened level bp*

#

i guess i can use a bool?

dark drum
gloomy pike
#

Quick question as newbie , my level default player controller wont load if i switch from different level. But it loads if i open it directly

#

what is causing this ?

#

Couldnt find anything online

fluid lance
#

is it possible to edit a blueprint class via editor utility bp? Im trying to make a tool to replace all static mesh components inside a selected actor for an extension of static mesh component

thin panther
gusty portal
# dark drum How come?

well the main menu level has the main menu widget
where i have 2 buttons(i'll simplify it to 2 buttons although it's slightly more complicated)
1 button is to start a new game
2nd button is to load a save game
both will fire off an event(i didn't yet code the new game code but this is how i'm thinking it will work)
in the game instance bp to open the level in two different events
so i guess i can just have a bool in game instance class called isNewGame and in beginPlay of the level blueprint i can just check that bool and load the save

supple dome
dark drum
supple dome
#

if you just want to replace one class for another

gusty portal
gloomy pike
thin panther
fluid lance
#

hmm but that would replace all sm components in the project, right?

supple dome
#

depends on what you specify, you can probably filter for a certain class/package

gloomy pike
#

So if i switch level from Boot to main menu. My widgets wont be added because player class wont load.

#

if i open the level manually it works.

#

Pc_Mainmenu

winter pebble
#

What's the difference between the left and right versions of 'IsCrouching', and when can/should you use one vs the other?

gusty portal
#

so when i'm opening the level, the character is not being possessed again

gloomy pike
#

So basicly when i switch levels my game mode wont load, any idea why ?

#

it does load when i open the level by hand

gusty portal
cedar sky
#

Why the propeller is getting stuck?

#

Pitch doesnt go past 90

#

seems i have found out the reason. only Roll can spin like a propeller. other values only accept 90 to -90 values

severe siren
#

Is there a way to check if the foreach loop "broke"? Or will I have to add another event before I break the loop?

gusty portal
#

just do the logic you want to do right before you break the loop since you already have a check when you need to break it

severe siren
#

Trying to make my blueprints clean and readable, just asking if there is a way

gusty portal
#

calling a function/event is the only way

#

afaik

#

apart from what i said which you'll still need to do call the event/function right before you break the loop

#

you can also collapse the logic into a node

#

or a macro

celest trench
#

Hey everyone! Is there a simple way to "shuffle" keys in a map like you can with an array? Or anything similar. I'm just trying to get the keys in a random order in the simplest method possible while still having access to the values.
I know I could do something like get keys, shuffle, search map for that key to get value, but is there a method that requires less nodes?

severe siren
#

Thank you

dark drum
celest trench
thin topaz
#

How to add an output pin to a multiply operator node?
For example here to x, y, z:

gusty portal
#

only the array is shuffled

celest trench
celest trench
gusty portal
#

you can't have multiple pins but the single pin can give multiple lines

gusty portal
celest trench
#

That's what I thought he meant at least, not sure

gusty portal
#

yeah unhook the pin right click on the pin and change it to vector then break it again by right clicking it again

thin topaz
gusty portal
#

It's a bit finicky. Usually i just make the node again without changing its type fron vector multiply to vector output then only converting the input after hooking up everything else to not mess with it.

dim agate
#

What causes the camera to move up along the z axis like this? It doesn't seem to matter what I parent it to.

gusty portal
#

Maybe something in code is changing its transform?

#

Or maybe you locked it's z position?

#

Somehow?

dim agate
#

Location is relative to the parent, which at the moment is the mesh.

gusty portal
#

Don't parent it to mesh

#

Usually not a good idea

dim agate
#

So it shouldn't move relative to the mesh as far as I'm aware.

gusty portal
#

With all the animations and stuff

#

The the mesh the root?

#

Change it back to capsule because as i said the transforms might get weird with animations.

fiery tiger
#

I've got a noob question that I'm having trouble getting a straight forward answer from google. I want to set an int variable & feed that into a random stream variable. I'm utilizing both of these variables in other blueprints for PCG & a weighted array. Both of these are needed at runtime and I'm noticing that the seeds aren't always producing the same result each time. My hunch is that it's because I'm not setting the variables in the right place/time so I'm having some things load/populate with a different seed before the value is set.

My question is... where is the best place to set variables that are needed before a level loads?

dim agate
gusty portal
dim agate
#

Not much more to give. All the transform values are relative to the parent. Changing the parent from the mesh to the collision capsule results in the same issue.

gusty portal
#

Try deleting the camera and adding a new instance

#

Camera component*

dim agate
#

I have, same issue.

gusty portal
#

If it's not a setting you messed up in camera component, and you are not changing anything in code, and the parent is also not affecting it... Then what else can it be?

dim agate
#

Seems to be just what the camera does normally; this in a fresh template.

#

I mean, I'm hoping it's just the mesh and the way it's animated when standing/walking on the slope changing its height relative to the ground and camera while the actual height of the camera relative to the floor is actually remaining consistent.

gusty portal
#

Could be the ik

#

But it shouldn't be that much different. It should still be in the same range.

gritty wraith
#

Asking the experts here, what would be the best format to save a machine which is a 5x5 grid of different classes inheriting from a class Unit as well as inputs which can be rotated? (units have non-relevant rotation)

lofty rapids
#

a way i like to save data is in an array of strings, where you parse the string with a delimiter like , : | etc...

#

kind of like an array in an array
so you could have something like ClassName,Rotation,Somethingelse

neat wagon
#

does anyone know how I would dynamically get the checkbox that was checked, as an axis? Terrible phrasing so let me explain.

  1. You have a location.
  2. You want to set the location of an item based on the checkbox that was ticked, using them as axis.
  3. You have 3 checkboxes, X, Y, Z. Any combination of these can be set to checked.
  4. So if I have X checked, then I want to set the location to be added to the current location + X. If I have Y and Z I want to use both of those axis.

I know I can literally do all this in long form (create a branch for every different combination, but that ends up with 6 different combinations. In programs like maya I can use python in a way like the below (sudo code):

checkbox_x = (False, 'x')
checkbox_y = (False, 'y')
checkbox_z = (False, 'z')

my_checkboxes = [
    checkbox_x,
    checkbox_y,
    checkbox_z
]

for i, checked, axis in enumerate(my_checkboxes):
    if checked:
        set_actor_location(f'{axis}.the-value-of-that-axis')

If you're responding, please reply or @ me so I see it ^_^
I'm open to simply using theory, or if you have examples, I would gladly take that.

lofty rapids
#

also a good way to store data

gritty wraith
#

i just dont know how good

#

i mean i do have a file manager plugin for bp

lofty rapids
#

maybe there is a plugin for that ? i don't know if it's out of the box

gritty wraith
#

actually, no, i'd have to parse it or something, i'd have to make multiple new classes, json is not good for UE bp

lofty rapids
#

i like splitting them up like arrays, kind of gives a 2d array

gritty wraith
#

the worst part is how specific this is... like, i have multiple classes that don't need rotation and than theres one that does...

lofty rapids
#

usually for something like that i just put empty setting

#

className,,,,,,

gritty wraith
#

i mean i would ask chat gpt but we all have our fair share of experiences about asking it... anything...

lofty rapids
#

you could create a complicated data structure

#

and save the game, load the game to get the data

gritty wraith
#

at the same time i could just save the objects... an object list...

lofty rapids
#

you want to store it in a file also ?

dark drum
#

Would any be able to explain whats happening with this? So you would assume that as shown in the image, you would get the original AI controller as at the start of the chain. However, this returns the original player controller that first possesed the pawn despite having them unpossess and the AI controller posses the pawn. I'm a little confused.

arctic cloud
#

Hey everybody, anyone got an idea of how I can get a Controller Disconnection Event, or a event being called when a controller is disconnected, through blueprints?

dark drum
spark hound
#

help somebody pls

#

how to use the source git hub thing

#

how can i undo the last thing i did in the project

#

i cannot open it if i dont undo it

#

pls help

#

i put the material as the landscape material and it crashed

lunar sleet
#

You can usually discard that specific change

spark hound
#

how

reef bloom
#

5.3.2
Trying to disable collision between players and the props on the map (StaticMeshActor) by pressing a button (Z), I can see them in the print string but I still have collision with them

lunar sleet
lunar sleet
# reef bloom 5.3.2 Trying to disable collision between players and the props on the map (Stat...
  1. You should check if anything else on your character (like a capsule) is set to block them.
  2. You might need to do it both ways (another ignore while moving with reversed inputs)
  3. That node says β€œwhile moving” so if those actors aren’t moving that won’t work. It’s usually used for projectiles. An alternative is set collision response to channel node and ignore the channel your character is in, (pawn might work or make your own custom one )
reef bloom
glossy aurora
#

Is there a way to get all buttons in a user widget to iterate over?

dawn gazelle
#

If you were to print the "AI Controller" display name it should be the same as the response at the end of your chain.

dawn gazelle
dark drum
glossy aurora
#

THis one?

dawn gazelle
#

Something like this

rocky rain
#

anyone know how i can get my kart controller to rotate along the normal of a surface, this is so the player can always land on the wheels smoothly, right now i just have it rotate to 0,0,0

dark drum
#

I'm still trying to figure this weirdness out. So I possess a newly spawned pawn (doesn't do anything) and possess it with the player. When this happens, i then spawn an AI controller that then possesses the recently, unpossessed player character however, when I get the controller on both the Character and Ghost pawn, they both have the player controller. o.O

Does anyone have any ideas?

#

This is the possess/unposses logic on the character in case it helps.

dawn gazelle
pliant zenith
dark drum
trim comet
#

Hey, I'm wondering if there's an easy way to choose an execution path/outcome based on a matrix of conditions. For example, if I have 4 conditions I'm checking against, it would be great if there was a way to do this through some kind of matrix analysis rather than doing a bunch of Branch node chains for each possible combination.

mortal nacelle
#

how do I change the background music?

#

play sound 2d does not return any object that i can call stop / fade out on

pliant zenith
dawn gazelle
dark drum
sweet swan
#

I'm encountering an issue where small physics actors sometimes fall through the floor and this article (https://forums.unrealengine.com/t/landscape-physics-items-eaten-by-floor/675478/2) says I should be able to increase the thickness of the landscape but I don't see that option. Am I missing something?

Epic Developer Community Forums

Thats physics for you. The only real solution is to not use the landscape or increase the size of the landscape collision - or the fidelity of the simulation (sub step) - or both. Additional possible fix: Since they are BPs. Trace downwards on the visibility channel (or probably just a box trace with sweep turned on). When you hit, stop the...

cyan bone
#

Im doing a very simple rts. So basic collision -> Combat.
Though friendlies are overlapping.
What should i do in this case? Make them stop when they overlap?
Let them overlap? If i let them overlap then 100 units can be in the same place and becomes a mess

hollow cove
#

this may be a dumb question, but do parents construction scripts finish executing before their childrens

dark drum
hollow cove
#

i assume the answer is yes

dark drum
cyan bone
#

then you execute your code

hollow cove
cyan bone
#

or can execute code before and then call the orange node

dawn gazelle
dark drum
pliant zenith
dark drum
#

slams head on the table
This makes it work. o.O what the.

dawn gazelle
#

This logic flow seems bit strange as well....
You've just possessed this actor with a player controller, then you're having the player possess another actor.

glossy aurora
dawn gazelle
dawn gazelle
# glossy aurora They're in a user widget

But they would be contained within something within that user widget. Like in the example I gave, I used a Vertical Box... There's different types of containers and some have different ways of getting their children.

dark drum
glossy aurora
#

Okay πŸ˜„

cyan bone
#

i think i will let them overlap and then separate them sometimes idk

dawn gazelle
cyan bone
#

so if they overlap it looks weird if they are 100 on top of each other

#

on the other hand if you send one unit and it collides with another, and you stop it, it breaks the flow of the units

#

so if you have 10 units moving the ones in back that touch the front units will halt

thin raft
#

Hi, I'm new to unreal and have a quick question. I made the third person camera get closer when crouching, but I also want it to get lower. How would I do this with blueprints?

cyan bone
thin raft
#

But how do I get the z axis blueprint node? I want it to only move down when crouched and return to it's original place when standing up

#

It's probably very simple, I'm mainly an artist, so I dont know my way around yet

thin raft
#

Thanks!!!

cyan bone
glossy aurora
#

Why is the self reference node always present on my custom functions?

cyan bone
#

so you could call the function of another actor from this actor

glossy aurora
#

Docs said could use gt array size... it's not there 😭

boreal crypt
#

I want to attach a blueprint component to an actor, and have that blueprint component be able to find the first collision type object the actor has, so it can add some additional events on it.

Is there a common interface or tag that all collision types (box/sphere/capsule) share that I could use? Or do I need to look at each type separately?

lofty rapids
glossy aurora
#

tacolost searching issue kekw

glossy aurora
#

Figured it out lol

dark drum
# dawn gazelle This logic flow seems bit strange as well.... You've just possessed this actor ...

Thanks for your help earlier. And yea it is a little strange. I'm trying out an idea I had where the player character is controlled by an AI controller and the player controller passes it's inputs to the AI. So using the player controller as a proxy for the AI. With this issue fixed my idea seems to be working now but time will tell what unforetold issues I might encounter.

I ended up simplifying it to this which seems to be working great now.

boreal crypt
main lake
#

Is it possible to create a component outside of a blueprint ? Like I want to create a Main Menu component to be able to use it through multiple projects in the future instead of recreating it everytime

unkempt warren
#

I might sound like a novice when I ask this but, what's the proper way to destroy an actor?

#

Because I do this: Using the Interact interface..

#

And although it works.. If I tried do the interaction in same spot where it "was sitting" before it was "Destroyed" it throws an error claiming its "pending garbage or deleted item"..

unkempt warren
main lake
thin panther
unkempt warren
thin panther
#

You don't need a specific interface for ddestruction or anything, and who handles the destruction depends largely on the thing in question

#

Though to reiterate, in this instance it is perfectly reasonable to do it this way

#

(I'm assuming you're going to be putting your actual interaction logic before the destroy)

unkempt warren
#

Yes, its just I come across this bug saying the actor I am trying to interact with isn't valid. If I try to interact with the "Goldbar" again after I already destroyed it.

thin panther
#

show your line trace function

dawn gazelle
main lake
thin panther
#

Then get familiar with plugins

#

if there's a thing you want to do, and a system that solves it, go learn it

thin panther
unkempt warren
#

Nope that didn't matter.. imma start debugging like you suggested.

frosty heron
#

The child will inherit its parent function. So Goldbar will have and run interaction function as the parents would unless goldbar specifically override the function

unkempt warren
scarlet hedge
#

Is there an easier way to contro a niagara system thru a UI widget ?

#

to me this feels convoluted, as I have to set up a BP with the niagara in it.

#

how can I just call to the niagara itself ?

dawn gazelle
# main lake But I'm not familiar wiht plugins. I wanted to create a component for my Main Me...

"Actor Components" are only meant to be added to objects that are a child of the "Actor" class.
If you want to make a full on menu system as something modular you can "plug in" to another project, with a variety of widgets, player controller and HUD class all built in, then a plugin is what you make, and you'd extend from the base classes provided by that plugin to customize it as you need for the project. A single actor component wouldn't be able to fulfill what is required.

thin panther
#

Plugins are super handy. But a slippery slope :P.

Be careful you don't fall into the trap of modularizing everything into plugins and then you never actually end up making your game :P

unkempt warren
main lake
#

Is there an issue with using OpenLevel (By Object Reference) over Open Level (By Name) ? Most tutorials use ByName for some reason while By Reference looks better as it references your created Levels directly so it avoid easy typos.

runic terrace
#

I think it just comes down to preference and habit

runic terrace
#

Try interacting with the table before taking the gold bar, if it returns a "accessed none" error that must be the cause.

unkempt warren
#

I think "Destroy Actor" node doesn't get rid of the garbage collection or resource collection in the engine system until later on.. Like a couple of ticks or something..

lunar sleet
#

You can however call a garbage collect function if needed

solemn agate
#

quick question? why would the Set Constrained components not attach to the bone on a skeletal mesh. nothing seems to wrk

misty patrol
#

Anyone know the best way to go about using IK to stop my pawns hands from clipping through the floor?
Use case is a giant slamming into the ground and I want to prevent the hands from clipping into the floor but I'm not good with IK. I could use some guidance so if anyone knows how to and would like to help let me know, I'd really appreciate it.

twin perch
#

ok im using blue print interfaces and i need to return a value. however because ive got a return for some reason i cant make it into an event like my others ?

finite hearth
# twin perch

Go into the actor you want to return the data, double-click from the interface list under Functions, it will open up a graph where you can add logic. Plug in whatever variable you want to return for Current Level Spawn State into that return note.

twin perch
#

hmmm

twin perch
#

that might work but i am having a second issue @finite hearth i appreicate your help btw thank you.

#

to get the target actor ... i am doing this this is the only way i know i can get the actor ... but i try doing this ... and the interface ONLY wants to keep self ...

#

i think ive figured it out

#

i had a few things screwy with my code, but i needed to click call in editor.

#

cheers for the help too that worked well.

unkempt warren
dawn gazelle
twin perch
dawn gazelle
#

All you appear to have done is convert your interface into a function present on the W_Spawn Level In World which wouldn't necessarily be the interface being called.

lusty hedge
#

how do i set a variable that is inside a struct

#

i break the struct. expose the variable . then what?

timber sable
lusty hedge
#

its not working

#

This is driving me crazy

#

im adding 2 to the current value of the int "Amount"

#

i made it so when i hit f. it executes. and prints the result.

#

since the original value is 1. it should come out as 3.

#

AND it does!!! but if i hit f a 2nd time. its still 3!!!!

#

I dont understand

#

here is full BP

remote meteor
# lusty hedge

because ForEachLoop gets a copy of the struct, you will need to change it to get by ref by duplicating the original macro in your project

#

changing the get node to "by ref"

#

this way, changes to the struct within the loop will be propagated back to the original struct

#

why until now Epic hasnt added it by default is beyond me old_man_yells_at_unreal

lunar sleet
proven garnet
#

Hey I'm having trouble with cast to but I'm not getting any error messages.

I want to click this BP and cast to BP_Score to start counting points. Problem is when I click the BP nothing happens. The BP is not destroyed and no sound is playing. Sound and destroy happened before I put in the cast to node. Also nothing is happening in BP_Score.

The actor reference on the cast to node is an actor object reference variable as the BP_Score has parent class: actor.

What am I missing here?

lunar sleet
#

Also a cast wouldn’t rly throw an error but your cast failed pin should fire

#

Just to clarify: you can’t just create a variable of a certain bp class and use that as a reference.

#

I haven’t touched the procedural side of Control Rig tho what you’re describing sounds like a local vs global space issue. Maybe #animation can help more

minor jackal
#

Thanks

proven garnet
lunar sleet
#

Well is what your clicking on an instance of BP_Score or something else?

lunar sleet
proven garnet
#

It's another BP. I'm clicking on BP_PinScore (a cylinder) where these nodes are. And want to calculate the score in BP_Score

proven garnet
lunar sleet
#

Generally you prly wanna keep score in something centralized and easy to get like the game@mode or player controller

lunar sleet
proven garnet
lunar sleet
lunar sleet
#

You can’t just set a variable class

#

You need to get that instance

#

So if you put it in the game mode, you need to use something like GetGameMode and plug the return value into the cast

#

A cast is a type check

#

It doesn’t magically talk to another bp, it checks the ref you gave it and if the instance is of the right class it lets you access it

#

Instance being the key word here, you need the actual object at runtime

proven garnet
#

Yeah I got it to work in another project while using game mode to cast to. But what's the difference here? I can get game mode but i cant "get class"?

lunar sleet
#

If you want to keep it as BP_Score, if and only if you’ll only ever have one BP_Score and it’s present in your world, you can cheat and use get actor of class Bp_Score. But in most cases you want to get the actual precise ref to that object

lunar sleet
#

You would need a function that gets you the instance of BP_Score, which like I said you can use get actor of class if you’ll only ever have one of them and you placed it or spawned it in your level. Better to use centralized stuff that is easily accessible for score and the sort, i.e. GameMode

#

And watch that video

#

Else you’ll keep stumbling through every time you want to talk to a bp

proven garnet
#

I'm going to watch that video but man THIS felst SO good:

#

It just worked

#

Haha, I know I don't know how complicated I might have made stuff for myself down the line

#

But this felt so simple

#

I'll watch the vids

#

Thanks!

proven garnet
lunar sleet
# proven garnet It just worked

Yes, it’s a neat little cheat but don’t start using that every time, you’ll just end up with more bugs. You usually need to be more precise than that, so you need to actually interact with the object and thus obtain that reference. For example, if you want your char to open a mailbox, you would have it overlap or trace to the mailbox, get that overlapped/hit actor result, and cast to see if it’s an actual mailbox, and if it’s the mailbox you want to open, not just any mailbox in the level (because that’s what get actor of class gives you)

lunar sleet
#

And also that’s not how references work

#

If you want to see an example, hit play then go back to the editor and select the debugging object on one of your bps. You’ll see something like BP_ScoreC01 or such. That is your instance, and thus you cannot just look it up before it has come to exist

proven garnet
#

Ah okay

#

That makes sense

#

Little by little

#

It makes sense

lunar sleet
#

Takes time but that video helped me understand comms a lot better

proven garnet
#

I'll definitely watch it asap

#

In the meanwhile though:

lunar sleet
proven garnet
#

Oh I'll try that

lunar sleet
#

Cast is one of the greatest tools we have, once you understand it, you’ll change your own mind

proven garnet
#

Haha yeah of course, I just need to wallow in my own stupidity πŸ˜›

#

And yeah it breaks if I have another BP_Score in the world

#

Which also makes sense

#

But wouldn't I get an error message saying it doesn't know what to do?

lunar sleet
#

Most things don’t throw errors at you, they’ll just fail silently, and you have to do the other 50% of a gamedev’s job and debug

proven garnet
#

Haha fair enough πŸ˜›

lunar sleet
#

In the mailbox example I mentioned, get actor of class would just give you the first mailbox the engine finds in the world, so its uses are limited

proven garnet
#

Also makes sense

#

I look forward to the day I understand cast to. Gonna be a good day.

#

Thanks for the help!

hidden cedar
#

I have no details on my charactermovement component. how do i fix this?

pallid swallow
#

Hi guys ! I am kinda new, I want to update a textbox value in Widget value when a game instance event occurs why this doesnt work ?

frosty heron
thin panther
pallid swallow
thin panther
#

If you haven't set it up, set it up now, and pray for an autosave hidden somewhere

#

Otherwise, remake the bp

frosty heron
pallid swallow
frosty heron
#

your TextBox

#

use Set Text Function

#

might not be the entire problem but it's a start

pallid swallow
#

there's a lot of Set text functions

#

It didnt solve the problem though I thought it was working but no

frosty heron
#

Setting a text is a very simple process

#

you get a reference to your text box

#

then you call the set text function

#

if that don't work you will need to debug and find out if you are calling the function or getting the right ref

pallid swallow
frosty heron
#

Then create the widget, I see you are doing chatbox. I totally won't recommend multiplayer project if you are early in game dev business

pallid swallow
frosty heron
#

You create widget -> Set the text on the newly created widget -> Add it to the chatbox widget

pallid swallow
#

Do you know how can I get the ref of a newly created textblock because the step 2 is the problem. The item is added but without the value I provide.

frosty heron
#

well where's the newly created text block?

steel shadow
#

Hello, I'm having an issue where my root motion dodge animation is overwritten by a tick from a lock on, anyone has this issue and knows how to have the root motion have priority ?

frosty heron
#

I don't know what chat entry is

#

if that's where the text box reside then you can get a ref to the text box by getting a ref to the Chat Entry

#

W Chat Entry -> Text Box -> Set text

remote meteor
steel shadow
remote meteor
#

how did you implement the lockon? on tick -> set actor rotation?

steel shadow
#

yeah basically

#

not tick but looping but same problem

remote meteor
#

you would want to keep the portion of the camera adjusting to the focus target

#

but during the roll, you want to temporary stop setting the character's rotation

steel shadow
#

Ok I think I may have an Idea

remote meteor
#

root motion will always follow the character's rotation

#

it doesnt override it

steel shadow
#

Okey thx, I'll figure something out then πŸ™‚

pallid swallow
remote meteor
#

ListView?

#

list view requires user to use its flow to setup from the object

remote meteor
pallid swallow
remote meteor
#

read the tootip already?

frosty heron
#

Just use a vertical box for chat imo

pallid swallow
#

Okay

remote meteor
#

if you have alot of message, ListView is good

#

its purpose is for that exactly, not to create 1000 widget if you dont see 1000 at once

pallid swallow
remote meteor
pallid swallow
#

Thank you for this, I will see what I can do, I managed to do it by replacing to Vertical box, but I might stick my nose into ListView because it seems more appropriate to my case !

woven shore
#

so if we have a rigged skeletal mesh like that shapes, the physic will do the collider right?
or we could have the regular mesh collider for skeltal mesh

remote meteor
remote meteor
#

you can edit the collision shapes in editor by going to its PhysicsBody asset

#

just for clarification, PhysicsBody =/= it runs with Physics

woven shore
remote meteor
#

or any already existed objects that contains the data you would want

pallid swallow
#

And how did you manage to put such event ?

frosty heron
#

try selecting that then look for the event

pallid swallow
frosty heron
#

I see it's probably interface then

pallid swallow
#

Is there any reason why it's called "object list entry" ? on his because mine is "user list entry"

frosty heron
#

you want object list entry

#
pallid swallow
steel shadow
#

This is an infinite loop for unreal and I don't see it does anyone know ?

frosty heron
#

look at the parent class

#

screen shoot it

pallid swallow
frosty heron
#

@steel shadow cursed

timber crystal
#

Hello friends, can someone help me with a simple code, I'm too new for this...

I want a different animation to be played when the character is standing and shooting. Yes, I know I should use locomotion, but that's a different topic. I think it could also work that way, so if anyone wants to help me with that, I would be very grateful. I already have something begun

steel shadow
frosty heron
#

it should be the reason why u don't see the function that needs to be override

timber crystal
#

Can someone explain to me why this doesn't work? I want that when the speed is at 0 and the character shoots, a different animation plays...

But what's wrong with that, apart from the fact that I don't use any transportation

dark drum
timber crystal
dark drum
timber crystal
dark drum
timber crystal
timber crystal
lofty rapids
#

there is a chance you stand still, and the bool gets set to false, but true plays ?

#

for some reason i feal like the set for that boolean should be later on, not sure if it matters

timber crystal
marble tusk
# timber crystal same problem also with 0,1

If that is the only place you're setting the Boolean, then that's why it doesn't work. If it's false then it won't ever go down the true branch to ever check if it should be true or false

marble tusk
#

Might not even need the Boolean variable and could maybe just plug it directly into the branch

timber crystal
#

it works without the branch

#

haha nice THANKS!

remote meteor
#

oh im so late lmao

unkempt warren
#

Parenting and a little bit of name more then likely

#

Bones, the skeletal mesh has bones. Some of the bones have parents. Actually all of them have parents.

Like your mom/dad has a parent which is your grandma/grandpa.. Kind of thing same for the bones.

native canopy
#

set movement mode is not working