#blueprint

1 messages · Page 79 of 1

foggy tiger
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I tried to have a look at AISenseConfig but not much resources^^

topaz gazelle
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I'm using a blueprint with a skeletal mesh as the root component (it's a rifle). I'm attaching that blueprint as a Child Actor Component to another blueprint (the character). I can't seem to find a way to access the blueprint's variables (rate of fire, damage, etc) since it's being referenced as a Child Actor Component instead of as an Actor.

lunar sleet
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You can use the built-in friend or foe system, I believe it’s called IGenericTeamInterface but you’ll need a bit of cpp to do so. Same with gameplay tags. Also use #gameplay-ai for these questions next time.

foggy tiger
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Oh thx a lot! Noted for the tag sorry for that!

lunar sleet
boreal crypt
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Is there an existing function in blueprint that can convert rotator degrees to be 0-360, instead of -180 to 180?

I can add one easy enough, but if there is an existing one that'd be preferred

boreal crypt
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ah! clamp! thanks that looks to be what I need

lilac storm
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hey devs . i have downloaded asset from marketplace and starting to notice this type of strange variables , what is this ?

lunar sleet
topaz gazelle
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"Get Child Actor" and casting it works.

outer quail
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how do I make it grab once it will +1 the SpeedCount variable? I'm doing a ship throttle, so when I grab once it will move the throttle to speed no 1, if grab again it will move to speed no 2, etc. For now without the SpeedCount variable, the throttle only move to turn on and off

lunar sleet
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I don’t rly understand your question but I only see a Set SpeedCount to 0, no +1

outer quail
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yea I want it to add up everytime the throttle is grabbed

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idk how make the + counter that would change the speed count

lunar sleet
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Set counter to counter +1

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In other words, GetCounter, add node with 1, SetCounter with the result

calm bloom
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Hey guys, is there any way to get the instance static mesh that is spawn by an actor using line trace?
So i have BP_Room actor that spawn in the walls which is instance static mesh and i want to detect the specific wall the line trace hit.
Currently it just return the room actor

lunar sleet
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You can also clamp it so it doesn’t go past a certain number if you want

outer quail
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nicee thank you

distant hollow
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Or if something has already blocked it before it hits the static mesh since it’s green

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Also you have two traces running (two red lines) spit is kinda hard to tell if it’s resulting from the line trace behind your character

calm bloom
distant hollow
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I would also get the name of the source of line trace just to be absolutely sure as well.

topaz gazelle
calm bloom
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was just following tutorial but it still return the room itself without class

topaz gazelle
calm bloom
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the actual wall it hit

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This is the wall that get spawn by the room actor

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ahh nvm im dumb. I forget to remove the collision on the wall themself. Im actually spawning in the wallCollision at the wall location

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fyi im just following tutorial. Not sure if this is the best way

topaz gazelle
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Easy to overlook.

calm bloom
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thx anyway guys

wild crater
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Do bound events always execute in the order they were bound? So if you need one to execute before the other you'd need to bind them in a different order or have more events to distinguish more points in execution flow?

echo storm
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For some reason when I capture the scene on all my SceneCapture2Ds using the Capture Scene node, my FPS drop really low and stay at around 10-20 FPS and the console gives me the following warning even though none of my SceneCapture2Ds capture every frame

outer quail
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Hi, I'm making something like a cctv using render target. But when I attach it as material to a static mesh it becomes blurry/zoom in

distant hollow
wild crater
distant hollow
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Hmm

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Then that I am not so sure

wild crater
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I guess I'll have to test it. Would be cool if you could set a priority though. Ah well

distant hollow
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"Event Dispatchers in Unreal Engine use a multicast delegate, and the order of execution is determined by the internal implementation of the delegate system. Each bound function (event handler) is added to a list, and when the dispatcher is triggered, the bound functions are called in an order that might not be predictable based on the order of binding."

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If you need to ensure a specific order of execution for multiple events, you may want to consider alternative approaches:

Sequential Dispatching:

Instead of binding multiple events to a single dispatcher, you could create a sequence of dispatchers where one dispatcher triggers the next. This way, you have control over the order of execution.

Custom Logic Inside a Single Event:

If possible, you might combine the logic of multiple events into a single event handler and then trigger that single event. This approach allows you to control the order of execution within the event handler function.

Dependency Management:

If the events are dependent on each other, you might implement a system where each event handler checks for dependencies before executing its logic. This way, you ensure that certain events only run after others have completed.
Remember that Event Dispatchers are often used to decouple systems and provide a way for different parts of the code to communicate without direct dependencies. If the order of execution is crucial, consider using other mechanisms like function calls or custom signaling systems where you have more explicit control over the flow of execution.

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Courtesy of ChatGPT

silent drift
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Anyone happen to know how I can "suck" the player towards a special point?

I want to create a projectile that stops at a location and then start pulling the player towards it.

vocal spoke
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May I butt in with quick question?
Say, I have a ActorComponent that needs to perform a procedure at set intervals - what would be more performant way of implementing that, having the object tick with a reduced, manually set, tick rate, or have the object's ticks disabled and regularly setting timers for, say, 1s intervals?

brazen pike
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Also allows you to use tick in the future for something else

vocal spoke
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Sure, but assuming I am sure that this object does not need tick for any other reason, and thinking of performance only - is there any impact to either solution that should be kept in mind? I feel like being able to set the object as canEverTick=false is a gain, but then again the timer manager has to measure the time anyway somehow...

distant hollow
# silent drift Anyone happen to know how I can "suck" the player towards a special point? I wa...

Hey guys, in today's video, I'm going to be showing you how to switch the gravity in your game to create a simple, very customisable, puzzle and/or minigame.


Unreal Engine 4 Tutorials Playlist: https://www.youtube.com/playlist?list=PLQN3U_-lMANOnnjfvEEVeAPE8mfrGr_VH

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▶ Play video
iron kindle
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has anyone dabbed with making sliding fps mechanic like the slash from quake champions ? would love to be pointed to a tutorial or guide for anything remotely similar

random pulsar
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hey mates,i want to make the character hit the simple block and to turn his phisics on and when he hits it again to destroy it,how can i do this?

random pulsar
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now he hits the block and it simulates physics but how can i check it one more time?

cursive grove
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Anyone good with vectors?
I've made a spiral spline going upwards, but I want it to follow the main spline. Do I have to change the vector's direction at distance along the main spline? Or how is this done?

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I think I just need to change the up vector to forward at every point in the spline

outer quail
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I tried to use BPI if the right throttle is grabbed/activated. Then I tried to call it in Propeller blueprint where if the throttle is activated it would spin. But I'm confused on how to use the bpi

spice viper
outer quail
spice viper
spice viper
# outer quail so the bpi should not be implemented in the throttle? or I should add set in the...

Sort of, the BPI defines the concept of throttle. The BP (likely propeller) sets what the functionality of Throttle does. The BPI is like an outline, no actual logic happens there. On the blueprints you want to do something with that behavior is where you'll implement the interface.

Here is an example from my own project. I have an interface "Glowable" that says an actor can glow and get it's color. It's up to each actor to implement how that happens.

trim matrix
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What's the point of multiple event graphs? To organize stuff, mostly?

spice viper
outer quail
heady burrow
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how do you create a variable inside your class of type function?

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so when I create the actor I can pass a function as callback

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cant find a way

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or maybe there is a different way to do it

undone sequoia
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guys how to make collisions for skeletal mesh which will copy its surface? like it s possible on static mesh but I have to use skeletal mesh because I had to animate it

wide smelt
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hey here comes what might be a daft question. how do i rotate my lyra character from blueprint/code?
i've tried setting world rotation and using teleport
context: i possess another pawn and attach my lyra character to this pawn.
i then repossess the lyra character and want to have it face the same direction as the pawn.

latent junco
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Hey, got a conceptual question: Does it make sense to split core game functionality over multiple BPs? Say I have a strategy game, do I want a ResourceManagerBP, a UpgradesManagerBP, etc. that handles only that, or is it better to consolidate functionality in as few BPs as possible?

hot ibex
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Hello, I'm trying to apply a simple 0/120/0 rotation but Unreal recalculates the rotator to 180/60/180

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Is there a way to avoid this ? I wanted to do an "animation" where it gradually rotates by an angle when triggered

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I tried with both World and Relative rotation

gusty junco
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Hi, not entirely sure where to post this.
Does anyone know of a way to avoid having to rotate decals by -90 degrees on the Y axis to align with meshes that have Z up? (the floor)
It's really frustrating having to deal with this when scaling blueprints with decals non-uniformly 😦

spark steppe
# hot ibex

most likely, no since rotation is stored as rotator which may do weird things
also is your initial rotation really 0,0,0?

distant hollow
distant hollow
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So it wouldn't matter if Unreal recalculates it

spark steppe
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they are setting the rotation, so there isn't even interpolation going on here

distant hollow
fickle quartz
distant hollow
hot ibex
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apparently it only recalulates for X/Y , incrementing on Z is fine,
I think i'll just rotate my initial mesh and use Z 🤔 , weird but might work

heady burrow
distant hollow
heady burrow
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Sort of, the actors would listen for other actors when they put a foot on specific tiles.

distant hollow
heady burrow
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Yeah I've read a bit about that, it sounded a bit convoluted, passing a function as a parameter looks cleaner. At least thats how I implemented it in my previous engine.

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So I was surprised when I didnt find a way to have a variable as type function.

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maybe in C++ is possible?

distant hollow
heady burrow
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its very common to have variables of type function.

distant hollow
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Well personally I have never came across one, can’t help you there

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The closest I could think of is having a dispatcher call and trigger the event on the other side

heady burrow
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are they related to delegates in any way?

distant hollow
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The Dispatcher can always carry an input to pass itself over to the Binding side

distant hollow
heady burrow
distant hollow
brisk rain
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quick question, i realised counting every tick up by 1 makes the result vary, but if i have:
every tick: variable = variable + delta time
will it count the same in every device? (like after 10 seconds the value will be the same not depending on frame rate)

distant hollow
fickle quartz
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I'm making a game where you play as a mosquito and I want the player to be able to land on various AI creatures (humans, ground animals, birds, etc). I want all creature types to be able to move around the environment and change their behavior if they become aware of the player.

I tried making the first AI creature a Character BP to take advantage of CharacterMovement, but the mosquito was unable to walk on it... I think this because of the properties that Characters come with by default? I also tried making a basic Pawn BP with the same skeletal mesh and was able to walk on it, but I can only use FloatingPawnMovement on that BP, which is much more limited in functionality.

Is there a way to make it so my mosquito can land on a Character BP, or do I have to find a workaround with the Pawn BP?

spark steppe
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set it to "yes"

trim matrix
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why my while crashes my game?

spark steppe
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because it never exits

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remove the whole while loop here

trim matrix
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so do i need to connect something to the complete?

spark steppe
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no

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you need a condition which will change it's state within the while loop body

fickle quartz
hollow cove
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hey guys why would loading game from slot cause unreal to freeze. doesnt crash just freezes up.

fickle quartz
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The mesh has properly configured collisions from a physics asset btw

sturdy thistle
hollow cove
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sync loading, but it should be fast to load this is the totality of the stored variables

sturdy thistle
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It does sound like something is holding up the load time

spark steppe
sturdy thistle
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Maybe try with a async load

dry sleet
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But if it freezes the blocking load entirely then async will just hide that issue, probably

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I assume you mean it freezes completely, not just hitches?

hollow cove
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yeah, cant click or do anything. havent tested past a minute if it unfreezes

sturdy thistle
hollow cove
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im checking if it exists to see if thats the issue, made sure all the variables have default values...

dry sleet
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You're sure it's the loading operation, not some processing you do afterwards?

hollow cove
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absolutely just the load game from slot node. removed everything else

dry sleet
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huh!

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And you're not opening a new level or anything in the process?

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Sounds strange

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Neither the Load from Slot nor any casting done afterwards should cause it to freeze.

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Is everything pure Blueprint?

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Could it be I/O?

hollow cove
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just checked nothing in the widget was causing it, not that either

dry sleet
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If something is preventing unreal from accessing the object on disk I guess that could result in some strange behavior.

hollow cove
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i did move some files around recently, could be that i guess but i cleared all the saves and made a new test one since then

dry sleet
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Hm, sorry, beats me -- sounds like nothing I've encountered before.

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Maybe try remaking your SaveGame object from scratch and making sure a new copy exists on disk.

hollow cove
dry sleet
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SaveGames, I believe?

hollow cove
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yeah its there

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the logic

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this is printing

brisk rain
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yo guys, how do i make it so it restarts the level whenever the character falls into the void?

dry sleet
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Depends if you want it to be fully from scratch or persist some of the level state.

brisk rain
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yeah i wanna open the level again, how do i do that...

brisk rain
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alr

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thx

upper badger
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I have a character BP and a gun BP - I want to keep all the shooting logic of the weapon in the gun BP. The gun BP is a child actor component of the character BP. When I put the IA shoot event in my character BP, it works fine. But when I move it to the gun BP it does nothing. I tried to create a "shoot" function in the gun BP so that I can call that in the character BP, but it's not showing up. What am I missing?

dry sleet
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For ex-Unity developers it often feels like a "prefab" substitute, but it's janky and causes issues.

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The reason being that it's not really a blueprint in a blueprint -- rather a component that spawns an actor and attaches it at some point.

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It is much better to spawn the actor yourself using the Spawn Actor from Class node and attach it any way you want.

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The reason the "shoot" function doesn't show up may be related -- when you get a reference to the Child Actor Component, you're not actually referencing the Actor it has spawned -- only the component itself.

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You need to use some node to actually retrieve the Child Actor. I believe it's called something like GetChildActor or the likes -- it's been a while, I don't use it anymore.

lunar sleet
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Yeah it’s get child actor but like you said, CAC is caca

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Also the FPS template shows you how to use a regular actor component for a gun

fickle quartz
upper badger
hollow cove
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did it directly from the widget and it works

dry sleet
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Where did you do it previously?

hollow cove
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ah ive figured it out

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ive got a while loop thats bugging out

dry sleet
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Ah right, yes, that sounds about right

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Nice!

empty marten
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Hey peeps,
Need help with something that I honestly can't explain at this point. I have a cube (test object) which has a tag of 1 on it (for testing) and has collision of block all. I have a pawn camera actor that I posses (unposses thirdpersoncharacter and then posses camera). Whenever the line trace from the camera hits the cube, even though it has the tag of 1, it doesn't set the text in my UMG and I've no idea why. Might it have something to do with the fact that it is casting to the UMG on an event tick through the line tract code and its just crapping out or am I missing something here?

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Something I've just noticed as well, if I leave it for a minute or so it does set the text but there is a delay for some reason even though there is no delay node. It takes a few minutes but will then set the text. WTH is this code doing XD

lunar sleet
empty marten
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Sorry. Should have set "get all widgets of class" instead. 2nd image.

lunar sleet
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Use breakpoints and step through the code to see exactly what’s happening

empty marten
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did that. everything gets executed and it still doesn't set

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i just re-did it incase and noticed that it gets stuck between 2 nodes

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it switchs back and fourth i'm assuming cos its on event tick

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so its not actually getting a chance to proceed forward now

dry sleet
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Stuck between which nodes?

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Unless you're doing async logic, which I don't think you are, there's no possibility that the code "doesn't have time" to finish.

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Code and Blueprint graphs always finish.

empty marten
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between Character Details execution node from the get all widgets of class and the character details custom event.

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So last node in 2nd image and 1st node in 3rd image.

dry sleet
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Then that would seem to imply the Get Widgets of Class node returns nothing.

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Are you sure the array isn't empty?

empty marten
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Would a cast to the UMG widget be more suitable in this situation over the get all widgets node?

dry sleet
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Honestly I don't know where this code is running.

empty marten
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Image 2 is a pawn actor. Image 3 is a UMG Widget

dry sleet
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Then you should definitely retain the UMG widget you created previously (as a variable), rather than attempt to fetch it with that node.

empty marten
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OK. I will try that then and see if I get a different result.

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No difference.

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This is so weird

dry sleet
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Is this the only place you're updating the widget text?

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Or have you used Binds or something?

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There's a SetText function.

empty marten
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Used binds

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As the text for them is retrieved from a data table

dry sleet
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Better to use SetText in this case, because binds update every tick, which is unnecessary if you have a good entry point (like your CharacterDetails event), and don't need it to update every frame.

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Might not be the issue, though.

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Again, step through your code and see if everything is valid.

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Add some DebugPrints to see if the various parts are even reached.

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Anything in the Output log?

empty marten
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Nothing in Output log.

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I'll keep playing and hope for the best

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I might just create a new widget with just a simple text in it and just see if that pings. If not then i'll try some other things

dry sleet
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Good luck!

empty marten
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Might it have something to do with text being text and the variables I'm setting being strings?

dry sleet
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Probably not, but I would replace the mysterious Bind functions with intuitive SetText calls if I were you.

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Then I would also suggest having those character details be text instead of strings, because pretty much all user-facing text should be Text.

quick imp
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Has anyone set an animation blueprint in a datatable and then pull it from that datatable and set it to the skeletal mesh in a character blueprint?

empty marten
oak wind
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Hey guys. I’m trying to get the enemy to chase me when it sees me, and keep roaming around when I hide from it’s sight and it stops seeing me. However, it’ll only do one or the other. If I leave the End Overlap(LineOfSight) connected and the BeginOverlap (LineOfSight) connected, it’ll completely ignore me even if I’m on it’s line of sight, however it DOES detect me as the “I see it” print string shows up, it just doesn’t chase me. If I break the pin link from the End Overlap, it detects me and chases me, but it won’t ever stop chasing me even if I’m out of its vision (line of sight). The behaviour tree also won’t switch branches. I’m still very new to unreal and I have no clue of how to fix it, I’m kind of going insane! if anyone knows what’s going on and how to solve it please lmk.

trim matrix
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guys how can i make a simple zoom effect on my camera changing the fov?

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a gradual transition

empty marten
candid gorge
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What do I use for this since my begin play is already being used for something else?

empty marten
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Very useful

candid gorge
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I haven't

empty marten
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It's useful for splitting off events from 1 event but make sure you put things in the right order when using it.

dry sleet
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Hold S and click

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(in the graph)

candid gorge
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So it splits it in 2?

empty marten
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and more

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If you hit add pin, it will add another execution pin

candid gorge
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Thank you

distant hollow
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When overlapped with another actor, the StaticMesh fires off, but the Box Collision does not. Anyone able to shed some lights?

unkempt plover
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anyone know how to get an autoscroll to do the extra bump at the bottom so it doesnt cut off in a chat window?

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like it auto scrolls down but its like the offset is wrong

random pulsar
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how to set up invulnerability?

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when character is hit

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this is from my character

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and this from enemy

obtuse mulch
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just dont apply damage 😄

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or new bool on character

random pulsar
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i tried the bool but how do i change the flow

obtuse mulch
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what flow

random pulsar
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where do i set the bool to false and where to true?

obtuse mulch
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do the invulnerability bool

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if invulnerable false set HP

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if true dont set HP

random pulsar
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yeah but where do i set them manually?

obtuse mulch
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how does your character get invulnerability?

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its a skill or smth?

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you set it when casting a skill

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on button press or custom event

random pulsar
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he doesnt have anything,thats why im asking

obtuse mulch
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so first you have to make a way for it

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or just do it on button press or smth

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its up to you

random pulsar
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ok,i have an idea to,disable enemy collision and after x time to enable it

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i changed my mind,i will disable player collision

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holy shit ,character fell throw the floor😂

royal vale
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How can you set a variable of a child actor in a BP?

For my example I have a blueprint called "BP_floor" and that bp has a child actor component called "LavaFloor" , I want to set the variable called "LavaDamage" .
I want to set a variable that resides on the child actor component in game via nodes , but unsure how to access that setter.

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cant find the right thing to plug into the target of the set node

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when i try to plug in the child component i get this incompatibility message

random pulsar
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omg,its so simle ,just disable and enable collision channel

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thats it

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lmao

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no need of branches

trim matrix
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guys is there a way to make the mouse cursor exit the screen?

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or like make it move infinitely?

random pulsar
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set show mouse cursor disable

trim matrix
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where you can rotate the item in front of you

random pulsar
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when you need the cursor
set game mode to ui or game and ui and show the cursor
when you dont need it
set game only and hide the cursor

trim matrix
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the main problem is that it stops spinning when the cursor reaches the limit of the screen

random pulsar
trim matrix
hidden timber
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Why in the world is this not working? Works fine on every other blueprint

dry sleet
# royal vale solution

That's the solution! But I wonder if you won't encounter issues if you continue working with Child Actor Components!

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Unfortunately it's not very good

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A lot of people end up using it to replicate Unity's prefabs, but Unreal's CAC is a very janky thing.

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The reason is that it's not really a matter of nested blueprints -- a CAC is a special component that spawns a Actor and attaches it automatically.

leaden sun
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I'm aware of an actively using GameInstance and GameMode, but is there a way to create effectively "sub game instances" that can house grouped bits of logic? E.g. a specific game instance manager for certain bits of logic, rather than dumping it all into one massive game instance?

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I could throw XManager actors into each level, but its just a bit annoying to have to do that

dry sleet
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But because you don't handle the spawning yourself you're at the engine's mercy for a lot of things. The spawning template thingy is very strange, for instance -- and if you want a SaveGame system further down the line, it's very common to run into issues with your CAC:s (because they're not persistent).

dry sleet
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Subsystems, I suppose.

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I've never created one myself (used a fair few though) -- and it's C++ only.

iron bone
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how can i move a pawn from within my level blueprint? I've tried making a reference to the pawn but it isn't responding

leaden sun
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I was thinking of making actors and just spawning them at runtime through my gameinstance

dry sleet
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Using the GameInstance and not worrying about logic grouping!

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Create some categories and be merry!

leaden sun
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you've given me the confidence I needed to thrive haha

dry sleet
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Haha I'm the same way, I love the idea of some managers -- but I surrendered to convenience.

leaden sun
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this way anything is possible, but alas categories is probs fine

dark drum
dry sleet
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The game instance can't have components, can it?

dry sleet
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At least not via the BP editor -- maybe again C++?

leaden sun
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The component route was my first idea but I could not work out how to (assumed it wasn't possible)

dark drum
# leaden sun How?

When you create a new BP select actor component. Then just add it as a component as you would in any other BP.

Edit: it might just be on the game state though.

dry sleet
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But I don't believe the GI editor has the components field?

leaden sun
twilit inlet
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no matter to what value i set the move speed variable, my newly created cube on this blueprint moves at the same speed, can someone tell me why?

random pulsar
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what nodes do i need to connect in play and reverse?i want this lerp to repeat in loop

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i thought about tick and 2 custom nodes

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but i think thats not it

dark drum
dry sleet
# royal vale

Just a little extra unsolicited advice! It looks like you're maybe creating a whole boss arena in one Blueprint? In a Unity prefab that'd be a good approach but Unreal's Blueprints are meant for smaller (single-purpose) things. Many interconnected systems like that are better suited to place in the level directly and reference together instead. If you want to be able to duplicate the Arena (drag 'n' drop style) you could look into the new Level Instances system, it's a little closer to Unity prefabs IMO, although still has some annoying limitations.

leaden sun
dark drum
dry sleet
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go on, give into using the game instance

leaden sun
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I think it's a done deal

leaden sun
random pulsar
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this does not work

dark drum
dry sleet
random pulsar
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@dark drum how can i play this timeline constantly?what play and reverse events i need?

dry sleet
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I don't see any reason that shouldn't work.

random pulsar
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cuz i used to make timelines with triggers but now i dont need triggers

dark drum
random pulsar
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also no events will be used,oh i remember this detail

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thanks

dark drum
hidden timber
#

Nothing seems to want to fit in task owner, so I'm really confused right now

flint blade
#

Hi all -I have a simple one that I'm sure I am making way harder than it needs to be. I have a float value (call it health) that is being set by a for loop every second. So at second 1 , Health = 0.1, and second 2, Health =0.2 and so on. I have this linked to a widget, with a progress bar displaying the float value. How would I smooth out the progress bar, so even though I am only calculating the float value every second, it is being displaying every tick, with the values interpolating smoothly over the duration. I assume It has something to do with every tick @ 30 fps will mean need to update the value 30 times per second, or there is a function that will achieve this?

dark drum
flint blade
dark drum
faint pasture
#

I'd make components on GameState probably

trim matrix
#

is there any way to change post processing of a camera with blueprints?

#

like depth of field

leaden sun
faint pasture
#

Yeah a component on GameState or GameMode is what I'd do if Subsystems are out of the question

flint blade
faint pasture
#

and put the speed to something non zero

#

the speed is in percent per second

#

er

#

it would be if this was finterptoconstant

#

the speed will be faster the further away it is with FInterpTo

#

FInterpTo = Constant Time to get there, goes faster the further away it is.
FInterpToConstant = Constant SPEED

flint blade
#

Ok - this make much more sense. I thought it was "how many ticks to get from A to B"

faint pasture
#

the constant version will change Current towards Target at up to Speed

flint blade
faint pasture
#

FInterpTo = Ease In
FInterpToConstant = Linear

stoic nimbus
#

Hello, I needed help with this blueprint related to player stats. I was following the tutorial linked below and he started using a Dynamic Material for his HUD images, like the health, thirst, and hunger. But I was just using a background and filler image for my HUD. So I got to the part of 31:42 / 38:07 in the video, but I was not sure what to connect (me not having a dynamic material). What should I do here so that it updates? He puts Update with Value, but I don't have access to that node because I'm not using a dynamic material. Any ideas? If it's a complex process, is there a tutorial out there that allows me to create stats, via a component?
https://youtu.be/M6feAf2Qh1o

Part 1 of creating a component for Character Stats. Displaying HP, Stamina, Food and Water

!!! NOTE: This is not a begginer tutorial. I expect you to know the basics of Unreal Engine 5 and will not describe every step of creating a system.
!!! NOTE 2: Character Stats system is a complex system, that's why we can have some issues and bugs, and ...

▶ Play video
dull glade
#

Hey guys! I've been looking around for a while for making a randomly generated map, with premade meshes for the rooms (to make the generation more strict), but the tutorial landscape for this is non existing it feels like, any advice?

true valve
#

Anyone knows about smart objects?

fluid crescent
#

guys i moved playerstart around and now this happens, what do i do

flint blade
#

Would anyone know how to create a dynamic widget that looks something similar to this? Intent would be to input from a blueprint a start date and end date and the widget would automatically size, show each month etc

stoic nimbus
#

For stats what better; To put stats in functions in the characters BP, or to put them in a component?

thin panther
#

It depends

#

not all stats belong in either

stoic nimbus
#

What if its just for stamina, hunger, thirst, and health?

thin panther
#

I probably wouldn't bother making those components unless other things need those

#

If this was for something like a survival rpg, i would be handling all of those through GAS

#

otherwise on the character

stoic nimbus
#

What if its for a survival type game?

thin panther
#

there's a difference between a general game with survival mechanics, and a survival rpg

#

the latter being incredibly more complex, and something you'd likely want to use GAS for anyway

stoic nimbus
thin panther
#

Gameplay Ability System

#

it's the engine's framework for using abilities, which often affect things like health and whatnot

#

as to whether you use it or not, it depends on how in depth you want to go with things, and whether you plan on shipping the game

stoic nimbus
thin panther
#

Components are really for when you want reusable behaviour.

If you weren't using GAS, but has other things using health, you could slap a health component on whatever, and have it handle health related things for you without needing to remake it. having them tied to the thing itself as just variables is more for just occasions where you don't need to repeat anything. I.e. I know for me, only the character would have thirst, so I wouldn't bother doing anything component based

stoic nimbus
thin panther
#

You'd be using functions in any case. The important thing here is making it modular or not.

If it's only affecting one thing, just tie it directly to the class. If it's going to be used in many places, you may want to consider extracting it into something like a component

stoic nimbus
thin panther
#

Either are fairly simple and good to learn..

Id start really basic and play with them on the character while you're learning the ropes. but for a game you want to release and have a chance at doing well, look into better design practices

#

You won't be making anything complex at this stage, so go with the simplest route of just making each of them variables, and adding the functionality in the character

stoic nimbus
thin panther
#

Not really, there's far easier performance gains than that.

Always make sure to profile your game though. That will let you identify the main problems slowing you down.

(Also remember if a function gets too slow in your game and you've done as much as you can to optimise it in bp land, c++ is much much faster)

#

The main issue with adding tons of functions is readability

#

It can be quite hard to alter things and find what you want

stoic nimbus
thin panther
#

Thats not an engine issue, it's an issue with the way you've made things

fluid crescent
#

yo when op fixes his problem can yall adress me then for a sec

stoic nimbus
thin panther
#

Imagine it like covering your desk with 10,000 pieces of paper. It wouldn't be the desk's fault you can't find the piece you're looking for :P

stoic nimbus
#

Do you recommend any good ways to learn BPs in UE5?

thin panther
stoic nimbus
thin panther
#

(and avoid bp structs)

You'll know what that means when you come across it

fluid crescent
#

hey can you help a extremelly noob fellow for a sec

thin panther
#

Only thing I can suggest is delete and re-add it.

#

There is little reason that should be doing that, and it might be a case of a somewhat rare engine bug

#

Alternatively ensure basic things like a valid game mode setup, the player start is in a good place etc.

stoic nimbus
thin panther
#

Failing that, give the engine a verify

fluid crescent
#

ok thx a lot imma try that

thin panther
stoic nimbus
fluid crescent
#

yeah this is embarassing but may i ask how you re-add stuff??

rose helm
#

This currently works with pickup interaction, how would I add physics though

#

Simulated physics on the world model didn't work nor does it really make sense since it'd probably just fall out of the origin of Pistol_Pickup anyway

#

Unless blueprints themselves actually have no transform or any locational data which seems to be the case and I feel extremely stupid for not thinking about it until now

#

But my point still stands, "Invalid Simulate Options: Body (Pistol_Pickup_C_0.ItemMesh PistolCombined) is set to simulate physics but Collision Enabled is incompatible"

visual crest
lyric basin
#

Did you delete something and want to undo that?

lyric basin
visual crest
wanton prism
#

Could someone help me with my objective system i followed a few tutorials and then tried to have a crack at it myself its not updating it?

lyric basin
# visual crest Yes basicly

Is there any more to it? Like, what feeds into this? It's taking values from somewhere. I have an idea but not sure

lyric basin
visual crest
lyric basin
lyric basin
#

I'm on Mobile so can't recreate it right now

visual crest
#

Was hoping to update it live because I think that be cooler

lyric basin
#

Definitely would be yeah

#

I'm thinking

#

Is there a destroy system node?

wanton prism
visual crest
lyric basin
lyric basin
wanton prism
lyric basin
visual crest
lyric basin
#

Okay I'll get to me editor

#

See if I can recreate it

wanton prism
visual crest
lyric basin
lyric basin
lyric basin
#

what you can do troubleshoot this is either recreate the BP from the tut you followed and look at whats different or start using print nodes to see where it breaks

#

personally, I have multiple monitors, so I just put the editor on one screen and put the player on another and watch the nodes fire in real time while I play

wanton prism
#

i think my puzzel isnt calling the update correctly

lyric basin
#

try what I suggested if you have two screens. otherwise just put the windows side by side on one screen

lyric basin
#

when the text is supposed to update, you can watch the nodes to see if they are being called and firing correctly at all

lyric basin
#

why a zip?

visual crest
#

👍

#

Smaller?

lyric basin
#

wait did you upload the project?

visual crest
#

naw just the numbers and nig effects

#

the project is like 15g lol

lyric basin
#

eh not really sure I can use this but let me see. I dont have a dummy project. one sec

leaden plaza
#

would there be a way to connect an actor with a connection point to another actors connection point after the game starts?

#

or what would be the best way to do this

visual crest
lyric basin
#

im recreating it

visual crest
#

ok

lyric basin
leaden plaza
#

alright

wanton prism
ionic holly
#

hey, I'm messing around with the starter content. I deleted the C++ parent class of a BP, created a new C++ class, and decided to reparent it, but the BP with the original class can't find my new C++ class

#

the weirdest thing is that, if I create a new BP class, I can see my C++ class just fine

#

(name of the new C++ class is FirstPersonController)

lyric basin
ionic holly
#

I've also noticed that list is a different size (~200 items on my new BP, and ~400 items on the old BP that can't find the new C++ class)

lyric basin
# ionic holly

careful doing this. you can brick your project. for some reason, I get the feeling you copied code you found online, am I right?

ionic holly
lyric basin
ionic holly
lyric basin
#

Or at least, create children of it to play around with and leave the default base stuff alone.

#

that way if I mess up, i just create another child class

wanton prism
lyric basin
lyric basin
wanton prism
ionic holly
#

I'll commit my changes before messing with it next time so I can revert if things go bad

lyric basin
lyric basin
# visual crest ok

alright, i got it working like you have it. slick system. so the numbers just spawn to the right of the original numbers. lemme try getting it to update

lyric basin
#

you basically need to split your niagara effect into two systems. one to spawn the number and the other to do the floaty thingy

#

then plug them both into a sequence node.

lyric basin
#

the first fires and puts the number on screen, totalling up and all that jazz. after a set delay (pause between attack), the system destroys and the second node fires making it spawn the numbers and floating them away

visual crest
#

how good does it look?

lyric basin
#

if you time it right, you can make it seamless

#

oh i didnt make it lol thats just what I came up with. its based on how the niagara system is set up. it handles spawning the numbers and making them float. I cant interupt it and change the number since it all happens together.

#

at least, not that I can see how to.

#

sorry, ui and effects arent my thing really.

#

Im more about mechanics and getting events to trigger and stuff.

#

but i gave it a crack

visual crest
#

Ah I see you use text then convert to efects

lyric basin
#

sure, just spawn the numbers like you do right now, but as soon as its destroyed, spawn the same numbers with the floaty effect

#

that way, you can have it show the total damage (rolling or static) first, and then it floats away, regardless of the number

#

and if the player attacks just after the delay lapses, its treated as a 'new' attack, adn a fresh cycle begins

visual crest
#

I see

lyric basin
#

thats how it works in my head

#

to me, splitting the effect into two should be okay since you got this far

visual crest
#

could you post the code to past bin?

lyric basin
#

um sure, I can try

#

I dont have it mocked up

#

lol just closed my editor

visual crest
#

lol

lyric basin
#

i need to put a number system into my game eventually, but I leave UI stuff for later. working on my map and design atm.

visual crest
#

I understand the principle of what your saying but it would likely take me two + hours to do lol

lyric basin
#

the effect or the code?

visual crest
#

the code

wanton prism
#

I went and made it a event in bp_firstperson still not working though?

visual crest
lyric basin
visual crest
wanton prism
wanton prism
#

still didnt work?

visual crest
#

What that event look like? and do a isvalid on the player before you pipe it in and put a print string on the false to see if your player is even valid to begin with

wanton prism
visual crest
wanton prism
visual crest
#

how are you getting and setting it?

wanton prism
#

im getting mission widget and then getting player and then starting the event

visual crest
#

no how are you setting the player in the picture where you are destroying stuff

wanton prism
visual crest
#

that player reference is not valid. Also for future ref show as much code as possible if you are asking for help.

wanton prism
#

so should i just remake it?

visual crest
#

No that different blueprint you refer to that is calling the event can't call the event because the player variable you are using is not valid.

wanton prism
trim matrix
#

I am working on a project due in 48 hours and need to build a plugin interface for Unreal Engine. I don’t need the plugin to have any functionality, but ideally I would be able to use drop down menus, radio buttons, and sliders.
I understand that programming something built into the interface of Unreal is an endeavor that can’t be done in a few hours. But a better solution might be to use Unreal Menu Widgets, build the menu, then simply open it in a game level.
The problem is, I can’t get the menu to show in the viewport when everything is compiled correctly. Here’s a screenshot of my node graph (is that the right term?) and of the test menu.
I understand you probably think I know next to nothing, which is true, but any help is appreciated.

visual crest
visual crest
#

you have to get that reference and set it on any BP that is not your player if you want to use the player in that blueprint

wanton prism
visual crest
#

is the owner of that blue print the player? if not then you need to use get player node

visual crest
#

That node will work fine if you aren't using multiplayer but if you use multiplayer you will have to get an exact ref to the player you want

wanton prism
topaz gazelle
#

I made a variable with the type as an actor blueprint, I can't seem to edit its default value.

unkempt warren
wanton prism
#

this

#

i just meant i havent made a project with multiplayer

unkempt warren
#

Oh okay, I was just giving a heads up. So you don't screw yourself.

glossy kraken
#

Im having an Issue, where I want to check if the mesh is on the Ground or not

#

and when the game starts its working perfectly. But as I apply Force to the mesh to move it, the endoverlap event still gets triggered, even tho its still on the ground

#

anyone knows whats up ?

unkempt warren
glossy kraken
#

technically yes, but this aint no character

unkempt warren
#

Maybe run a linetrace from the feet of said actor for like 5 units and if it touches something then set Is Touching ground?

upper badger
#

I'm trying to study the FP template - it says that the BP_Weapon_Component is supposed to be used by the BP_FirstPersonCharacter and BP_Pickup_Rifle but I don't see it in the component list of either BPs...?

glossy kraken
#

line trace would be too thin for my taste, I want the Character to be able to jump even if hes a bit too far from the ledge

glossy kraken
#

but why is begin and end overlapping not working tho ? 😄

lunar sleet
#

Are you spawning this guy inside the overlap zone?

glossy kraken
#

nope

#

hes is falling on it

lunar sleet
#

Then check your collision settings

#

On both ends

glossy kraken
#

thing is he IS colliding

#

but after a bit of movement hes not anymore

#

except for the place where he started falling

#

wait a sec

lunar sleet
#

BeginOverlap fires once

#

Not on tick

#

If you want to check he’s still overlapping getOverlappingActors on tick or on a timer, after begin overlap fires

glossy kraken
#

thats a good point !

#

imma try that one out thanks

#

Thanks, that does work !

#

but now im checking and setting every frame...

#

Best case for me would be to make this event based

#

and heres the issue that i was having with the event based system

#

it is kinda off, cause the end overlap gets triggered, even when moving on the platform and not ending the overlap

dull glade
#

Hey guys! I've been looking around for a while for making a randomly generated map, with premade meshes for the rooms (to make the generation more strict), but the tutorial landscape for this is non existing it feels like, any advice?

true valve
#

Can you play anim montage on AnimationShared Character?

jolly hedge
#

hi guys, where do you guys look for information about something you want to implement?? is there any specific good sites for this? for BP of course. Do you just search up on youtube or? Like say for example i want a BP_Character to jump. do i just search up on youtube or do you guys have other good websites?

fiery swallow
#

asking here is also a great way to learn things

jolly hedge
fiery swallow
#

pretty much youtube and any discord/forums for unreal

fiery swallow
# jolly hedge well where does youtubers get their info? do you get me?

they got it from someone else who taught them. From what I can tell 95% of the tutorials you'll find online are written by someone who is still learning themselves. Expert programmers are most likely too busy to be making actually good tutorials. That includes Udemy courses.

But there are lots of documents posted by unreal as well as unreal programmers

#

This is where you'll find a lot of helpful unreal engine related documentation. Finally, many things that aren't documented on the website (and there a lot of things that aren't documented on the website) can be found in the actual c++ code of unreal engine

#

Epic games does a pretty good job of commenting on the code and systems built in unreal

#

After a while of practice, trial and error, etc. You just start to learn how to do things on your own.

fiery swallow
dull glade
#

I have tried that, but someone on reddit said I should look up wave function collapse

fiery swallow
#

never heard of it, are you trying to procedurally generate a landscape, or the contents of the landscape?

#

like the tree's, where houses spawn, etc.

dull glade
#

not landscape, but more like a dungeon

fiery swallow
#

yeah, in that case, I would recommend a sort of tile system for randomness similar to the way dead by daylight does it

fiery swallow
# dull glade not landscape, but more like a dungeon

You'd make a bunch of different standalone actors or something called a tile, and each tile could have it's own layout, as well as things that spawn inside of it. For example you could have one tile which contains, a chest, an enemy, and some dust particles, a different tile might contain something else... In the code you'd pull a random integer from stream to figure out which tile should spawn in the location you designated.

dull glade
#

do they know if they overlap and stuff etc? or is that something I'll have to blueprint in? I saw someone say they do, but not sure haha

fiery swallow
dull glade
#

yeah realised that it was a stupid question haha

fiery swallow
#

haha, it's up to you to create an algorithm with a strong set of rules to ensure things play out the way you'd expect

#

goodluck

dull glade
#

sounds scary

#

thanks haha 🙂

fiery swallow
#

It's a lot easier then it sounds I promise

#

just take it one step a time

dull glade
#

thats good to hear haha

dry sleet
#

Fully blueprint capable, too.

dull glade
#

oh!

#

neato

#

thanks for letting me know 😄

dry sleet
#

You can enable it from the plugins manager, and there's a demo scene as well to show the setup

#

np!

#

It's a little janky but overall pretty neat

dull glade
#

I'll try it when I get home, thanks again!

dry sleet
#

Good luck! If nothing else it's really fun to play around with :)

#

here's a little city I got out of it

#

I created buildings with CubeGrid and "taught" it how to assemble them.

#

The intriguing part here is that it managed to create the road forming a continuous loop around the city just from the simple constraint "a road must be connected to another road"

#

But the main downside with WFC is that it's not guaranteed to succeed and also is slow. It can fail and then you have to try again until it does succeed.

#

Might be good to create a large assortment of predefined chunks of map instead of trying to do it live!

#

ah, found a pic from somewhat later experiments

silent drift
#

I keep having quite "unreliable" hit events when being sucked into something. Has anyone else seen this? I have added a video to see if anyone can help.

steady night
#

is there a way to set how many "loops" before turning off or do i need to do my own logic ?

distant hollow
steady night
#

ok

silent drift
#

And if the player gets sucked into it, I want to hurt them, but unless I actually forcefully run into the shield, they don't get hurt.

distant hollow
#

Yeah where is this "Shield" on? The ball?

silent drift
#

It just a normal BP Actor, that I have two static meshes on.

distant hollow
#

Ok I see what you mean now

silent drift
#

And do some logic, so the player get stucked towards it and when getting "into" the shield part it should hurt, and but if they shoot the ball they will destroy the shield (None of this is final art if that isn't obvious). 😄

distant hollow
#

The entire thing is the "shield"

silent drift
#

Yeah

#

With just two components, one that can take damage and destroy it, and one that should hurt the player.

distant hollow
#

It's probably in the calculation of what defines the "Hit" event

#

Unfortunately I'm not familiar with this

silent drift
#

Okay, but thanks for trying! And I wonder if I should use something else to define it...

pulsar vigil
#

Hey guys i have a classic spring arm + camera in my bp caracter to control the camera, and i would like to as in the viewport when i press the midlemousebutton make it that the camera detach from the spring arm and u can move the camera in 2D lik u no longuer orbit around the character but u can move in the 2D space with ur mouse movement any suggestion ?

#

i just asked chat gpt3.5 he gave me a good answer lmao thats insane

dark drum
sharp solar
#

does anyone know how to make a slow mechanic ive been at it for 2 days and cant figure it out in the slightest

frosty heron
sharp solar
#

but only for while they are in the area

velvet inlet
#

howdy! I'm learning to make editor utility widgets. The first goal: a slider that controls the time of day parameter for the UltraDynamicSky which is in the current level. I did the Designer part, but I dont get the concept of how I can access the UDS value. Something with casting I assume?

#

any help appreciated 🙂

frosty heron
sharp solar
frosty heron
sharp solar
frosty heron
#

GameplayAbilitySystem is what Epic uses for Fortnite game

#

it's available as plugin but it's not blueprint only add-ons

#

Are you having problem incorporating the system or you are not able to set the player movement speed to start with?

sharp solar
#

is it on the marketplace? tho with setting the move speed ive tried using the one already in the base blueprint but it wouldnt let me bring the trigger box into that blueprint

frosty heron
#

Not marketplace, it's available as plugin in the engine by default. You will need some C++ to set it up tho

frosty heron
#
  1. OnPlayerLeave Trigger Box -> Get Character Movement Component -> Set MaxWalkSpeed to NormalWalkingSpeed
sharp solar
frosty heron
#

You will need to get reference to the character in your Trigger Box blueprint

#

On Component Overlap or End Overlap have a REFERENCE to the actor that overlaps with the trigger box

#

Cast it to your PlayerCharacter and then you can access the movement component from there

sharp solar
#

like these ones?

frosty heron
#

@sharp solar freebie

#

if you want to make sure only your player character get it's movement speed modified, then cast it to your player blueprint instead of character

sharp solar
#

ah okay thank you so much ill give it a try now

sharp solar
frosty heron
sharp solar
#

ive got these

frosty heron
#

from other Actor -> Cast it to your Player BP- > From there you can get it's character movement component

#

Drag from the cast to get the class charactermovementcomponent

sharp solar
frosty heron
#

not sure what you mean by that

sharp solar
#

these are the only things i have

frosty heron
#

If you create those variable then you are not doing it right

#

you want the character movement component FROM your Character Class

#

You should learn references and casting before going further to do any gameplay stuff

#
  1. From Other Actor -> Drag and Type Cast (Find Your Player Blueprint Class)
#
  1. From the cast return value, drag from the blueprint and type Get CharacterMovement component
winter pebble
#

What's the best way to rotate something if I don't want it to "snap" to a given rotation, but move to a target rotation at a fixed rate over a set period of time?

frosty heron
winter pebble
#

Sweet, thank you!

thin cradle
#

hey, is it possible to make blueprint save the content of a variable in editor even if it's not public? I have blueprints that in editor create other actors and keep a reference to them to avoid recreating them, but they only keep the reference if I set it instance editable (which I don't want to since it shouldn't show up in the details panel)

haughty latch
#

Has anyone ever tried loading a JSON file from Blueprints? I tried using both of these nodes and the result is empty. When investigating the value of the Success boolean output, the result is False. I wish to mention that the JSON is 100% correct because: a) it was exported from a Data Table from UE and b) importing the same JSON back into the Data Table via the editor interface works perfectly, therefore I can't understand why these nodes are failing to load it...

versed sun
#

make sure the path is correct

distant hollow
thin cradle
#

they're being modified internally by the blueprint & editing them would break the blueprint's behaviour

fiery swallow
thin cradle
#

I ended up figuring out how to do it actually

distant hollow
#

You are sharing the project with someone else?

thin cradle
#

left instance editable enabled but also enabled advanced display

#

yes

fiery swallow
#

you figured out how to save actors in the editor on the next startup?

thin cradle
#

the variables weren't just being cleared when closing the editor btw they were being cleared every time the construction script reran

#

now it's fine

#

nvm the variables are still visible, at least they're in a subcategory

distant hollow
#

The closest thing I can think of is like maybe use a proxy

distant hollow
#

Like set another public variable to its value and save that variable instead? iono

thin cradle
#

not sure what you mean, that public variable would have to be visible too

distant hollow
#

Yep, but you can probably communicate with the team to not touch anything on that blueprint or something

#

Wasn’t InstanceEditable and Public two separate settings?

haughty latch
edgy elbow
#

does anyone know how to get this to work? I want to assign each level a set value of an number, inegter prob, and then when in a certain radius of the sphere collision of the pawn it would play the music of the value the level has assigned (for example Fog Forest = value 0) essentually im trying to get battle music to play when in a certain distance near the enemy and have whatever battle music plays diferentiate depending on the level. Can someone please help lol im so close to figuring it out but im stuck

empty marten
#

Hey peeps,
I created a pawn actor called BP_Camera and its intent is to act as a security camera. You possess it, look around and then possess the main character again. I got the camera movement and all that sorted but for some reason it is starting possessed and initiating the following code even though I'm not possessing it. Am I using the wrong code here or missing a tick box somewhere?

sand yacht
#

hi, is there a way to render only one actor? I'm trying to make an in world jumpscare and want to have the monster do it's animation with a black background

#

but i dont want to use a video to keep the lighting the same

wintry meteor
#

hi, do anyone know any tutorial or documentation that explain on how to make trivia or quiz question game but through 3d widget not by HUD? i do really need it for my final year project

#

https://www.youtube.com/watch?v=rHo-DaooOvs&list=RDCMUClb6Jh9EBV7a_Nm52Ipll_Q&start_radio=1&rv=rHo-DaooOvs&t=15

or do anyone know how to implement this into actor? i tried manually change from HUD to Actor BP but seems function not work well.. but if through HUD its work well

Project Files : https://www.patreon.com/posts/54919594
Today, I am going to implement a simple quiz game in unreal engine. So, this would be able to use for any type of a quiz or trivia style game where player has to select one of the answers from available multiple choices. When an answer is selected, the next button will be activated and playe...

▶ Play video
brisk rain
#

Hey! I was just wondering how I can call a function from a player controller blueprint to a widget blueprint.

late cosmos
#

hello, how can i do an ai to stop moving when i see it? like scp173 or the colihead from lethal company, they told me to use the:Was Component Recently Rendered but i don't know where to start

winter pebble
#

I'm attempting to create a platform that periodically rotates towards a random rotation (within a given range). This is the code I'm using to achieve that and it works almost exactly how I want it to but the rotating movement is really choppy, and the speed changes depending on if I'm simulating, playing in the editor, or playing as a standalone game. Particularly interested in solving the choppy movement.

verbal cloud
#

hello. i just have a question if someone could please answer. if you create a variable array that's an object reference to e.g. a pawn blueprint, is the pawn it's referencing automatically added to the array as the first entry?

dawn gazelle
brisk rain
dawn gazelle
# brisk rain I meant ThirdPersonCharacter instead of controller mb

No different. You need a reference to that widget in your player character if you want to a call a function on the widget from it.
Generally speaking, you're better off not having your game logic call into your UI. Your UI can be separate and just read from the actors it cares about, but this takes a bit of thought into how your widgets are associated to anything in the game. So your widget then would somehow need a reference to the character instead, and could bind to event dispatchers that you create in your character.

Check the pins of this channel and look at the "Blueprint Communications" video near the bottom - it's a long one but it outlines how to get references and how you can communicate between different objects in unreal.

dawn gazelle
winter pebble
dawn gazelle
dawn gazelle
kind estuary
#

I have this camera that is placed in the world.
And i make it the player camera by using this node Set View Target With Blend.
What if i have more players? Will this still work?

#

It seems it wont work because its Get Player Controller 0

dawn gazelle
#

If these camera actors are replicated, then you may want to consider changing them into pawns, and having the player controller possess them.

kind estuary
#

but then thats hard to move the camera

#

need to move the pawn itself

#

oh well

dawn gazelle
dawn gazelle
kind estuary
#

so in multiplayer as you said get player controller 0 is not good

#

so we do by ID?

dawn gazelle
#

No, there's no need for IDs. Your GameMode will spawn the default pawn and possess it with the player controller joining the game.

#

So in your gamemode if you set your pawn to your camera, and have your camera pawn replicated, it should work.

mighty ravine
#

Hi all.
I’m trying to find a way to detect the rate of change with a thumbstick/joystick, similar to unreals built in GetInputMouseDelta.

I’ve tried a method that came really close to working, but it produced unreliable results.

  1. I created a Vector2D out of the joystick axis’s.
  2. I got the Length of the new Vector2D.
  3. Set the Length to a variable(CurrentJS)
  4. Used a Delay node
  5. After Delaying, calculate the same Vector2D Length again, and then Subtract it from CurrentJS.

I DO get a result sometimes, but only if I set my Delay value to something between .19 and .1

Even then, it’s not a true reflection of the rate of change, it’s just a subtraction of position values.

Is there some kind of math I could look into? Am I going to have to brush up on my Calculus to solve this?? Am I just missing some critical node that would make this easier?
(I have done an embarrassing amount of web searching trying to find a solution to this lmao)

celest pilot
#

I need a little push in the back, I've done vehicles before but I'm stuck on an idea.

I want to make a mech that is not a Pawn/Character but a "Vehicle/Actor" so not using the Character Movement because of some reasons but I have no idea how I'd make it move forward/backwards/sideways (input only, rest I can figure out)

late cosmos
dawn gazelle
#

Whatever code you're using to move, you'd make it stop, and prevent it from moving.

late cosmos
dawn gazelle
#

First you'd build something where the actor moves towards the player.
Then you'd throw in some code so it stops and prevents moving towards the player when it is recently rendered.

late cosmos
#

ok ill try, thx

mighty ravine
fluid crescent
surreal peak
fluid crescent
#

What should i provide?

#

The controls get reversed when i die

#

W and s

surreal peak
#
  1. What is teleporting you?
  2. What do you do when it teleports you? (code)
  3. How are controls set up? (proper screenshot)
  4. How are the controls actively applied (code)
fluid crescent
#

Ok wait a sec

#

this teleports me

#

my movement

late cosmos
#

how i can make the ai stop when i see it? @dawn gazelle

fluid crescent
#

shiiit @surreal peak i played around VR camera some time ago thats the problem 100 %

#

i'm pretty sure this is the problem

timber crystal
#

hello can someone explain me why my character falls from the map and dosent start at the player start when i die before i reach a checkpoint?
when i reach a checkpoint and die everything is ok

finite hearth
#

Interface question:

I understand at a high level that an interface is just a shared function and in general is more performant than a "cast to". But I'm curious on best practices - specifically, when is it okay to use a cast?

Should I just be writing interfaces whenever I'd cast or is there some general rule that I can follow to determine if and when an interface is more appropriate?

fluid crescent
#

nvm got it fixed

#

well now i have a second problem

#

i can only die once for some reason

late cosmos
#

lul

fluid crescent
#

haha

#

i litteraly go into negative health

#

its so embarassing being a noob here

late cosmos
fluid crescent
#

it reminds me of my little sister

#

i honestly think it's dumb not to know how to change minecraft gamemodes

late cosmos
#

ahahha

faint pasture
#

just compare the vector with the vector from last frame (save it)

#

(Current - Old) / DeltaTime = YourInputVelocity

faint pasture
#

using an interface implies casting behind the scenes anyway

earnest vigil
#

Anyone have any idea how to calculate the bounds for the OPP bounding box? It doest seem like unreal gives us any nodes to get that

lunar sleet
#

What’s OPP?

earnest vigil
# lunar sleet What’s OPP?

Like the local bounding box of an actor. When you use the get bouding box node it gives you AABB box which usually shows up as blue and resises when you rotate the actor to fit because the box itself does not rotate. I need the local box that will rotate with the object.

steel geyser
#

hi guys tell me is "Our vector" is object of class Vector 2 here ?

austere ingot
#

can you use bp to mass edit a data table? not during runtime just in engine to update the names or another value in a data table in mass

manic summit
#

Can someone explain why I dont have a focus part on my node?

gloomy pike
#

How to stop sequence when loading another level

#

or get rid of it

floral stump
#

packaging a game starts compiling shaders, is it normal?

spark steppe
floral stump
spark steppe
#

anyways i wouldn't be too concerned

#

it may depend on what render piplines you have enabled support for

#

and eventually shaders for packaged are more optimized 🤷

floral stump
#

i also have no clue about it

#

all the shaders were compiled when i was playing the game in the editor

#

starting packaging, it starts compiling shaders again 🤷‍♀️

lofty rapids
willow cedar
#

What would be the best way to send which Collision is being overlapped for Apply Damage? I need what happens to be different per what is overlapped (Damaged)?

manic summit
lunar sleet
manic summit
#

But I have a "Power generator" that makes noise when "E" is pressed, but how do i make it when E is pressed again that it will turn off

manic summit
# manic summit

this is for my third person bp and the first ss is from my static mesh bp

lunar sleet
#

That was a hint for you to ask in that channel

manic summit
#

lol ok

lunar sleet
#

As for the on/off, you can prototype with a flip flop, but switch to a bool w/ branch to make sure it works properly every time

hexed scroll
#

I'm trying to draw a grid on my UI for an inventory system using OnPaint Override in a widget, but for some reason the grid isn't being drawn. I've done some troubleshooting and can confirm that all the needed information is getting passed into my Draw Line node, but it just doesn't do anything with the information. Any idea what could be causing this issue? Here's a screenshot of my OnPaint Override if that helps!

carmine peak
#

im probably dumb but i have a widget blueprint and i want to set view target with blend and how can i reference the character actor?

#

its late and i cant find anything and help would be aprecciated

manic summit
#

ive spent hours searching youtube and other sites

#

then i find some small looking forum that had all the answers i needed hahaha

kind estuary
#

Im spawning these buildings randomly in the map. Though its not very uniform. Is there a way to make them spawn uniformly?

carmine peak
#

oh come on

#

why now

rugged sonnet
#

Hi everyone, I have some lights that I'd like to convert to spawnable but during playtime (not with the sequencer). I can achieve this with Blueprints, but it's quite cumbersome. I have to manually position the lights, adjust the intensity to nice values, and in the end, to make these lights spawnable, I essentially have to recreate the lights in Blueprint from scratch and pass position, rotation coordinates, adjust intensity in Blueprint, which is very slow and time-consuming. Is there any function similar to Sequencer that converts an existing actor into spawnable? If this doesn't make sense, could you please explain why? Thank you.

spark steppe
#

there's an editor feature for that, but i guess you still have to position them when spawning them again

#

but at least it would save the settings of the existing light

#

get sure to pick harvest components instead of child actors

#

i think even the first one uses child actors (which are a recipe for disaster)

rugged sonnet
#

I just saw the video, maybe what I was asking doesn't make sense but the idea was to have less clutter in the Outliner, so image I have a bunch of lights, if I convert them to spawnable, they will go away and only show in play.

dry sleet
#

You can convert a selection of actors in the scene into an LVI, which you can then clone out into the scene just by dragging it.

#

I think there's an option to collapse the instanced actors when viewed in the outliner, if de-cluttering is key.

fluid crescent
#

happens after i playtest the game, should i be worried?

thin panther
#

Red = Bad, always fix immediately

sand slate
#

Hey helping heroes, Quick question: How do I get to the PlayerState from the actor pawn. Always struggeling with this

earnest vigil
#

Hey all. I am trying to get the red/orange bounding box that is the local bounding box from this object, but the only node that unreal seems to have is to get the blue world space one. Any idea how I can get the local bounds of an actor?

twin perch
#

So i want to spawn some instanced static meshes into the world (tiles)
the first is the test,

but when i spawn the tiles in they appear, but i cant find the instanced static mesh component

are they stored somewhere else ? the tooltip says it assigns ownership to the actor this is called for, so shouldn't it appear underneath ?

the only way for me to delete the instanced static mesh once i create it is to delete the entire actor.

#

(i am createing these in the editor)

hollow cove
lunar sleet
quick imp
#

Has anyone set an animation blueprint in a datatable and then pull it from that datatable and set it to the skeletal mesh in a character blueprint?

fluid crescent
#

can i delete the collision of this

#

so i can walk through it if the tree is upside down

#

ahhhh found it found it

rigid tundra
#

1 Image: Programming reference to the Collision Sphere in Metahuman
2. Image: Output
3. Image: The same programming, only directly in the Metahuman with direct access to Collision Component
4. Image: Output

2 Questions:
Why is BP_ThePoliceman missing in example image 2?
And why is it duplicated in image 4?

Context:

The variable Conversation Sphere is set via Instance Editable & Exposed on Spawn
The variable GroupNPCConversation is a component added on the Metahuman

#

It seems that some references get lost during the set of the reference variable ConversationSphere

wraith loom
#

Simple question, I want to set off code in a default blueprint object class from another class. I got a blueprint interface, but I need a reference to the other class. How do I get that reference? I feel like I should know this but my brain is dead rn.

fluid crescent
#

how to make this string appear as long as i am in this box?

wraith loom
fluid crescent
#

ok thx

remote wasp
#

I have this flickering issue in my game when I set this actor to hidden
Anyone know if I can fix that?

zealous moth
#

what i would do is make it disintegrate slowly instead of flashing it

remote wasp
#

it's a static mesh

#

it's either there or not there

#

and either way i'd have the same issue, the problem here is that the meshes that are out of vision are culled, and they don't reappear quick enough when they suddenly become visible

deft tusk
#

anyone know how to create a loading screen until level load is done when streaming levels? Prefreable with blueprints only no c+

surreal peak
wintry meteor
#

can anyone help?

dawn gazelle
wintry meteor
#

or is there another ways to get references from actor

deft tusk
#

I dont do lot of programming

dawn gazelle
# wintry meteor something like this?

Something like this, yes... But what you have here is setting a reference to itself, and I doubt that you've actually got a reference to the actor. Look in the pins on this channel - near the bottom there is a "blueprint communications" video - it's a long one but it teaches you how to get and use references and communicate between blueprints.

blissful summit
#

Is there any function in UE that checks for corrupted blueprint?

#

Last time I had a corrupted blueprint the only reason i caught on as soon as it happened was because the light settings were bright as hell (it was a custom light BP)

#

couldnt imagine how i wouldve known if it was a none visual BP

quick imp
#

Has anyone set an animation blueprint in a datatable and then pull it from that datatable and set it to the skeletal mesh in a character blueprint?

frosty heron
#

You are just reading data from data table, what's stopping you from assigning the Anim blueprint

main lake
#

Could someone tell me why this code produces a "None" value even if I used a validated Get and also how to fix the first error please ?

fiery swallow
#

dedicated servers don't create UI

main lake
fiery swallow
#

it literally says "is not local player controller" bud

#

you sure you doing it in standalone?

main lake
fiery swallow
#

no, listen servers are allowed to have widgets.

#

Are you like, joining a game and then creating this hud?

#

because even if you start the game as standalone, and then join a session, immediately it is no longer standalone

main lake
#

how to properly write my code then please ? Becaues my game won't be on dedicated servers I think but rather on player hosting a game for everyone

fiery swallow
#

check that the controller is local before running the code

#

should be some node called "is local controller"

#

or something

main lake
fiery swallow
#

local != client

#

so no

main lake
#

but I need the host to also have the UI

fiery swallow
#

my mans

#

the host will locally spawn it's own UI on it's own controller, and so will clients

fiery swallow
#

just check if the controller is local before running the code

#

local just means it's not networked to someone else

#

think of local sort of as "does this belong to me?"

main lake
#

which one should I choose ?

fiery swallow
#

is local controller should be fine

#

player controller is just a child of controller

main lake
fiery swallow
#

You can't get the owning player of a UI that doesn't exist

#

assuming you're doing this inside of a controller class

#

the true branch will only fire for the person who owns that controller

#

everyone else, including the server (if the server doesn't own that controller) will return false

fiery swallow
main lake
#

I have another problem with my "Refresh" button, it always needs to be pressed twice before showing the available session, do you know why please?

fiery swallow
#

that's a delayed node, it could return the results sooner or later

#

so you need to wait for it to succeed first

main lake
fiery swallow
#

lol

main lake
# fiery swallow lol

Are you good a bit with stuff regarding "Character" rigging ? Because I need help on how to properly set up a character before importing it to unreal 😄

fiery swallow
quartz kayak
#

Could somebody please help me to debug an issue with my movement system? I'm using Set Actor Location with the sweep option enabled. The issue is that the behaviour is quite strange as the player is unable to move through a corridor even though it shouldn't be colliding with anything?

wintry meteor
lethal pollen
#

Hi!

#

I have a Blueprint class which inherits from a C++ class:

#

I want to re-parent the Hand Right and Hand Left components with another blueprint class (which inherits from Skeletal Mesh Component). Hand Right and Hand Left inherit from USkeletalMeshComponent.

#

How can I do it?

#

Thanks!

silent stag
#

Hey , i can't call cast my tool in object class.
I'm trying to make a quest system here, but I can't reach what I collect with the tool in the object class.

lunar sleet
silent stag
lunar sleet
#

Wdym it’s not calling it, why are you saying “call cast”

silent stag
#

because i want to reach this bool at the left picture

lunar sleet
#

A cast is a type check. It checks if the ref you fed it is the right class and if so lets you access its insides. It doesn’t call anything

#

So, is the Cast Failed pin firing?

silent stag
#

yes it's stop on cast

lunar sleet
#

Then whatever ref you’re feeding it is not the right object. Where are you setting that ref?

#

You can use breakpoints and hover over the input and output pins to see what object the ref is pointing at btw

silent stag
silent stag
lunar sleet
silent stag
lunar sleet
silent stag
#

Should it be on that object class ?

#

or hatchet class ?

lunar sleet
#

It doesn’t matter if it’s the parent or the child, provided that the variable you’re searching for exists in both. But you need to get an actual ref to that instance and set Tpequipref to it. You can’t just create a variable of class X and try to cast to it, that’s now how it works

#

Usually you can get a ref by interacting with the object using line traces, overlaps, hits, etc.. There are other ways but some form of interaction is your safest option

silent stag
#

then i dont need to parent class

#

i will try to set hatchet first

lunar sleet
#

That’s fine, just get a ref to the hatchet and then you can cast

#

The 2nd to last pin in this channel teaches you how casting and other bp comms work btw, worth a watch

wanton prism
#

Can someone help? I am making an objective system from scratch.

silent stag
lunar sleet
thin panther
#

of course. if your ref is already of the type you're casting to, then a cast isn't necessary

wanton prism
#

lol

thin panther
#

it's like saying
"Hey could you tell me if this car is a car?"
"......"

silent stag
#

yeah i now but we just talk this

#

anyway it does not work man

#

i set that in event

#

let me try parent class to set

#

and then cast from that

lunar sleet
#

I still see no interaction, how are you getting the ref

#

So far you just used Get and Set together which does nothing

main lake
#

Why this part of my blueprint keeps printing 9 when the value of "MaxHealth" is 19, while "ceil" is supposed to round upward and not downward ? 🤔

wanton prism