#blueprint

1 messages · Page 80 of 1

lunar sleet
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I’m so confused. Is this a diff issue now?

wanton prism
hazy flax
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hi guys can any one know how can i get this node in bp?

main lake
hazy flax
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i can't find

main lake
hazy flax
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ok got it

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thx dude

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@main lake

main lake
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Anyone please ☝️ ?

keen widget
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How to get x y size of the downloaded image ?

silent stag
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i am confused man maybe i should watch the that tutorial first

thin panther
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Youve used the set node but not set it to anything

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Id reccomend following some resources like the blueprint communication video pinned here, and some of the starter resources in #ue5-general

dark drum
#

What's the value before you ceil? I can see you have a print for both.

dark drum
keen widget
dark drum
dark drum
# keen widget no

When you pull from the 2d texture ref (I assume that's what it is) and you search for get size what options does it give you?

main lake
main lake
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somehow it generates 12 hearts instead of 10 🤔

dark drum
main lake
dark drum
dark drum
# keen widget

Oh it's a dynamic 2d texture. I don't think the get size nodes for dynamic textures are exposed in BP.

dark drum
# main lake

You'll need to minus one from the last index if the start is 0 or you'll get 1 more than you want. I'm not sure why you get two more though.

main lake
#

thanks 👍

lunar sleet
velvet pendant
#

Hey! I have a question

In my Bullet_01Basic I do have the event HIT
i made the Print debug to see if it’s recognize only the enemy [the bullet]

I have 5 ChildBlueprints from AI_ENEMY. wich spawns random
The question is: How do i get ENEMY_HEALTH from every child, [they have different HP] And apply damage to it. Also, how Apply point damage works? the base Damage?

I wanna create a Top down Shooter btw. Ty!

Long short exp:

Event hit > Cast to AI_ENEMY > AS AI_ENEMY > GET MAX_HP .
Event hit > Cast to AI_HUNTER > AS AI_HUNTER > GET MAX_HP .

How do i cast to every AI child [ ENEMY IS THE ,MOTHER"] To get the MAX_HP, so i can substract the damage my player have SMTH like

Event hit > CAST TO ALL ACTOR OF CLASS > GET MAX_HP > SUBSTRACT DMG_PLAYER - MAX_HP .

can’t get it to work, any ideeas?

Srry for the long message.

I'm not home so i can't show photos

keen widget
thin panther
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That's not how bullets should work

dark drum
velvet pendant
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That's the only way i know so far.

thin panther
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so why do you want to cast to everything?

dark drum
thin panther
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alternatively just make your ai share a base class that has health implemented

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they should anyway

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i'm just confused why you want all actors of that class

velvet pendant
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That's how i used till now to substract the HP, from enemy with, cast and substract, dunno i'm still learning some things

dark drum
lime zephyr
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Why isn't this in UE5

dark drum
# lime zephyr Why isn't this in UE5
main lake
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Is it possible through blueprint to modify the "Image (Brush)" property of an image inside a Widget BP ?

dark drum
main lake
dark drum
dark drum
lime zephyr
dark drum
dry sleet
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Dunno if you got an answer, but one common way BP corruption manifests itself is if the details panel of a component is blank when selected in the BP editor.

blissful summit
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yeah.. thats how i concluded it being corrupted after seeing the bugged out lights

blissful summit
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otherwise there are cases where i can see it going unnoticed for multiple iterations

dry sleet
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I don't believe there is a built-in system for it.

dark drum
manic summit
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noted, thank you 🙂

keen widget
dark drum
keen widget
remote meteor
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download image returns dynamic texture?

edgy ingot
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Cast to texture2d and get size x and sixe y maybe

remote meteor
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theres both i guess its ok

keen widget
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hm, ill try them, maybe this nodes can work

trim matrix
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i am trying to open this drawer but i can't manage to make it follow the arrow, also there are some collision problems when i deactivated collisions with pawns

dark drum
trim matrix
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i use it everytime i need something like that

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not entirely sure how performance will be affected

dark drum
dark drum
trim matrix
dark drum
trim matrix
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but it didn't fix the issue

dark drum
trim matrix
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btw the most that i can do is this, where the drawer moves on the x axys based off the camera

dark drum
keen widget
dark drum
keen widget
dark drum
keen widget
dark drum
trim matrix
keen widget
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only way around it i can see that you must force user to look at original img with and height and then set it by hand
before or after u downloaded img
but its really not ideal way to do this 😖

dark drum
keen widget
dark drum
# keen widget still streched

Are you sure the image it's downloading isn't stretched? What if you try with a different image? (One that's smaller)

dark drum
distant hollow
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Check the picture size and your icon size

keen widget
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SIZE TO CONTENT WORKED!! YEY! im happy

keen widget
keen widget
trim matrix
dark drum
trim matrix
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one last print i tried is the grab point variable and it prints the same of the yellow after it stabilizes

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didn't think a drawer would be so complicated

dark drum
trim matrix
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just zero

floral stump
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is it possible to show FPS in a packaged game?

lethal pollen
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Hi!

#
#

Sorry, it has a lot of details to put it here.

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Thanks.

warm pulsar
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Hey, I am trying to run some tests, I have an actor that moves in a circle. hence the x axis value has a HighestXValue and a LowestXValue. I am trying to store these values in an float array (ArrayXValues) and I use a for each loop to iterate through the values comparing them to get the highest and lowest.

My issue is
I try add these values to the array. But when I add a break point to view all the values in the array to manual check I am getting the right value, the array only has 1 index value.

So how do I add a value to a new index of an array?

dawn gazelle
lethal pollen
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There is a blueprint class in the VR Template which inherits from Skeletal Mesh Component with a Materials group. I have created a custom blueprint class which also inherits from Skeletal Mesh Component, but it doesn't have the Materials group. Where does the Materials group come from?

dawn gazelle
fleet cedar
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Hi everyone.

I am attempting to make my own game using blueprint.

I am wondering if I can find anyone that can help me on my journey by looking over my work and giving feedback and suggestions.

I’m nervous that I will make a big mess and am trying to address problems as I go before they get to be too big.

I sadly do not have any money to pay so I wonder if I could find somebody who can do a trade with me. In exchange I am able to help with what I’m good at - 12 years of experience with 3D animation, modelling, rigging, etc. I can cover the entire 3D pipeline.

If anyone has the skills in blueprint and is seeking help with 3D graphics please send me a DM!

dawn gazelle
hollow cove
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what am i missing, why does it work when i move a slider but not from the game instance?

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restarting the game sets everything to 100 volume again but the prints say that its being set at the right volumes

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hmm adding a delay after init works. need to figure out how to check if the audio system is valid or something

hollow cove
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figured it out

brisk rain
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Hey! I wanna know how to call a function from a different blueprint. Thanks!

hollow cove
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if you're spawning that blueprint with the first blueprint then you can pass the value across

surreal peak
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For Interfaces you still need the Reference...

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Also Interfaces are not a solution to "How to get the Ref"

brisk rain
hollow cove
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what are you trying to get a reference to

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where is the function located

brisk rain
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well i want a widget blueprint to do a function when a third person character calls it

surreal peak
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Blueprint Communication

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It's long, but programming is also not easy :P

brisk rain
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alright lol

surreal peak
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Second last pin on desktop app

brisk rain
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thx

brisk rain
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tried to make smt, it didnt work...

strong turtle
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Hey, anyone know if it is possible to make the actors placed in the editor that overlap eachother initially fire off the onbeginoverlap? Only seems to fire it off when beginning overlap that isnt initial from the actor placement

dim agate
strong turtle
remote meteor
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if you want to reuse the overlap event, you can re-set your collision size during begin play, and make sure to update overlaps

brave rain
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Hello guys, I made a settings menu but when I try to change graphic settings I don’t see any differences. Screen mode and shadow quality settings work well. How can I fix that? The engine scalability settings menu doesn't change anything either

remote meteor
dawn gazelle
# brisk rain tried to make smt, it didnt work...

Everything in the engine can be considered an "Object".
An "Actor" is a type of object that exists within the game world and has a transform.
A "Widget" is a different type of object, one that is meant to display UI, it doesn't have a transform.
Widgets do not inherit from Actor, so you can't expect to get an "Actor" reference and cast it to a Widget.
By using "Get Actor of Class" and using "Actor" as the class you want to get, you're basically saying "Find the first actor in the world" regardless of what actor it actually is, so this isn't really what you're wanting to do.

To get you going, though not necessarily the best solution, use "Get Widget of Class" and specify the class of the widget you want to get. So long as there is only 1 in existence in your game at the time you're calling it, it'll retrieve that particular instance of the widget. You wouldn't need to cast or anything, you should just be able to call your funciton from the return value.

fast finch
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I have a strange issue. I have a flying pawn, like a jet. When i fly straight towards an object in the ditance, the movement direction suddenly tilts abit. Meaning i miss the target i was looking at by at least 100 meters and more

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its really obvious too

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i checked the rotations and everything

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the forwards are the same continuesly

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there is no change

brave rain
fast finch
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fixed

willow cedar
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In Blueprint, what would be the most efficient way to find the nearest Line Trace Collision?

I'm not sure if I should just do a ton of Line Traces from my Character in random directions, then pick the two closest or not.

I'm not sure how expensive that would be.

dawn gazelle
brisk rain
willow cedar
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Ideally, if you were looking straight up at the sky, I still want these lines to find a surface below or nearby

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Actually, I'm guessing Sphere Trace is a Sphere I can choose the size of to shoot out, meaning that would work really well

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I wasn't familiar with it's use case, but I can see how that works here

brisk rain
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quick question, any way to add multiple texts in 1 widget blueprint or join 2 variables with a newline?

dawn gazelle
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There is "Append" which allows you to join strings, or you could use "Format Text" which allows you to define {variables} in the format field and then provides with inputs for those variables.

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If you want to add a new line, you may need to hit shift + enter into one of the fields.

brisk rain
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oh alright

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i was trying to use \n lol

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tysm

wraith loom
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I made a blueprint class with "Object" parent, but code doesn't run on it. Do I need to somehow spawn the Object in the level in order for the code to work? If so, how? Because right now it's just sitting in my content drawer.

spark steppe
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construct object

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and then keep a reference around of it, as it would be garbage collected otherwise

earnest vigil
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Anyone have any idea how to get the velocity of the world itself not just for a specific actor?

spark steppe
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the world doesn't have a velocity

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unless you mean the gravital force?

kind estuary
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I find myself doing this function from scratch in every single project:

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Is there this function already in the engine and im missing it?

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It seems to me something that unreal should have

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It needs to loop through the units and check who is the closest

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thats it

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there should be something that at least gets the closest vector from a group of vectors to a vector

dawn gazelle
kind estuary
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find nearest actor

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damn lol. how many times did i make this function

arctic elm
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Hello.
I am trying to bind an action to a key press to push a debugging menu over the current widget (its a common activable widget)
However, it doesn't do anything. (edit : the widget doesn't respond to input at all)
what could I be doing wrong?

spice viper
arctic elm
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no.. the problem is that the widget doesn't respond to the input at all.
I just realized that

spice viper
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Ah, if the Event Graph is from a widget, I don't think key binding occur there like they do for pawns. Try overriding the OnKeyDown/Press functions?

lofty rapids
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is self the widget ?

arctic elm
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I just want a hidden debug menu to appear when a certain key is pressed.
I am trying to find the most simple solution.
OnKeyDown might just work, I am trying that right now.

lofty rapids
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or is there a reason for get owning player ?

distant hollow
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Like engage said, just put the key on your Controller or Pawn instead

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You can create the widget at start and hide it, then on the key just set the debug menu visible

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That would probably be like the simplest

arctic elm
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thanks for the suggestions everyone.
I tried @spice viper 's suggestion to override OnKeyDown and it worked like a charm. Additionally I had to set the widget to be 'Is Focusable' to make it work.

kind estuary
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I dont understand well the difference between Text and String.
In my searches, it says Name is better for text that you will not change, like a ids, names, etc...
Whereas String is for text that you need to change and alter at anytime.
So where does text compare to string then? And why would i use text over string?

arctic elm
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From UE Docs (https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/StringHandling/) :

FName - FNames provide a very lightweight system for using strings, where a given string is stored only once in a data table, even if it is reused.

FText - the primary component for text localization is the FText class. All user-facing text should use this class, as it supports text localization by providing the following features:

FString - Unlike FName and FText, **FString **can be searched, modified, and compared against other strings. However, these manipulations can make FStrings more expensive than the immutable string classes.

kind estuary
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So basically FText only makes sense when used in the UI?

arctic elm
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personally I use FNames for identifying objects, FString for debugging but I am sure there are better use cases and FText for UI

brisk rain
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Hello! trying to make a high score variable, can't seem to be able to figure it out. if i use save game to slot will it save the variables in the save game blueprint or the blueprint i call it on?

floral stump
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how to update all the child classes of a base class if some default property is changed on the base class?

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i have a box comp in the base class, i resize it and it is not changing on child classes

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it needs to open each and reset the scale

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they are actors and placed in the level

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if i place a new copy of the same actor, the data is correctly updated

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i want to update the items which were placed in the level before modifying the default properties in their base class

lime basin
floral stump
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thank you for the input, the issue is solved

quiet socket
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hey guys, im having an issue with enhanced input action and would love to get some help
issue: when i use enhanced input i get some sort of delay/doesnt act on the exact frame compared to activating something from direct input

i would like to get the same result as direct input(fast, computing everyframe) but on the EnhancedInputAction

tardy spade
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I am using Lyra, and in the extended plugin it has an experience / level system. I have a widget, I want to show XPGained, currently its set up to track currentXP, OldXP Value, and NewXP Value. I want the difference from OLD and NEW so that it just shows the amount Gained. I am having trouble accessing this information if anyone could help.

brazen pulsar
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for some reason my casting keeps failing on this blueprint, any ideas for what could be causing it?

runic parrot
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Does anyone know if there's a good UI element if i want the player to select tags from a TagContainer?

pearl shard
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hey so i have this event to make the player change its rotation to the cursor for aim
but the player keeps rotating and i understand why
is there any other logic to pull this off ?

trim matrix
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Hello, can somebody help me please? I'm trying to do some ranged attack but it's not working i dont know why it was working in 2.5d but i think in 3d i need to do something different and i cant find it anywhere

kind estuary
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I have an array of actors. And need to get a random actor from it,
Though with probabilities per actor.
So if i have 3 actors. How do i make the probability of actor 1 to be higher than the others?

brisk rain
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Hello! trying to make a high score variable, can't seem to be able to figure it out. if i use save game to slot will it save the variables in the save game blueprint or the blueprint i call it on?

lunar sleet
empty gust
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i do not understand why my widget animations are not working on overlap events

dim agate
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Apologies for posting this again but have tried many things to try and fix this camera issue and basically have run out of ideas. All I know is it's caused by setting the z value in the "Set Control Rotation" node during the camera transition. As far as I can tell the camera should be returning to the exact same transform every time yet it doesn't, it bumps sideways as shown.

willow tendon
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so i need to loop through an array of actors, get a bool from each, and ONLY do something if all bools are false... how do you do that?

lunar sleet
dim agate
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There's a way to print the transform for the camera throughout the BP?

willow tendon
dim agate
willow tendon
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reminds me of a problem i had when useing "lookat tracking" settings on a camera

lunar sleet
willow tendon
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wouldnt track during the lerp

lunar sleet
dim agate
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After testing it a lot I narrowed it down to this value here causing it.

willow tendon
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have you tried using view target with blend?

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might clean that up a bit

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plus has nice easing options

dim agate
willow tendon
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i'd go down that route

dim agate
willow tendon
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jsut blend between first person anf thrid person cams

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half that bp would be a single node.

dim agate
willow tendon
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honestly, i'd refactor that with Set View Target with Blend

dim agate
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I'll give that a go for sure.

lunar sleet
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You might even find out why the issue is happening in the process.

willow tendon
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the sass

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love it

dim agate
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It's not an assumption, I get printing the value is more certain but I can see the camera does not return to its original position quite clearly.

willow tendon
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yo, save yourself an hour and just use set view target

lunar sleet
dim agate
lunar sleet
dim agate
#

That was one thing I considered but can two cameras even collide?

lunar sleet
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Yes

dim agate
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Granted it doesn't return to the placeholder camera, I changed the component for a transform reference in to an arrow but the problem existed before that.

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Where do collision settings exist for cameras? When I looked the other day I couldn't see anything.

willow tendon
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if it works it works

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thanks dude

brisk rain
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anyone know which pin this is? I can't find a set pin

willow tendon
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Name?

brisk rain
willow tendon
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which pin are you talking about?

brisk rain
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nvm found it

willow tendon
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its a 'name' not a 'string' or 'text'

brisk rain
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i hadn't made the variable visible and it didnt show up when i typed its name so i thought it was a different pin

willow tendon
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oh

dim agate
willow tendon
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wdym, use the player controller and get the camera component

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actor > get camera component

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its cannonical like that

dim agate
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This is within the character BP or the player controller BP?

willow tendon
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wherever your camea is, charachter i'd presume

dim agate
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I don't understand what you mean by getting the camera component then, in this context, there's nowhere I can see that accepts it.

rough warren
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Just wondering what yall's process when gathering user input for display like on an interaction button or something.
I'm working on a proximity button where you walk near it, it shows a wdiget saying Press [InteractionKey] to interact but I actually want to fill that with what the key is. So not hard coding it to be E or something. I'm currently making use of the new enhanced input system and have a Interact input action and not sure how id' get the key value

lunar brook
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Anyone have a pointer to how to hook into the "stop" or "pause" event for a Level Sequence Player in blueprints? I tried binding the On Stop and On Pause events but they don't seem to fire.

Also, I can't believe I somehow never joined this discord, probably could have saved hours of stupidly wasted time !

fiery tiger
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My savegame keeps incrementing every time I activate PIE. Does this have an effect on the save data itself or is it safe to ignore?

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I imagine every time the a new instance is created it just references the data from the previous one if it was saved. Just seemed strange to me.

hardy merlin
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Hello. I have a sphere volume that I use to detect if they have overlapped a pawn. Now I am making projectiles and want to detect if the sphere hit a solid obstacle. Can I use the same volume to do so or do I need a second volume with different configuration to bind?

kind estuary
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is there a way to set the default value of a variable?

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there seems to be for custome primitive only

hardy merlin
celest pilot
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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)

hardy merlin
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Anything that has to do with input needs to be a Pawn.

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Pawn does not need to be a Character, however.

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The alternative is to make a special Input Mode that your character reads and sends commands to whatever vehicle they are part of.

frail onyx
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does anyone know how i can make this go back to the start position smoothly without having to jump straight to it when i let go of my key?

dawn gazelle
frail onyx
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i tried making the release key go straight into reverse but it just loops forever in reverse

candid sentinel
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Ok so I'm setting the mesh location in an actor to a point along a spline path. But if I set actor location, and the player ISNT MOVING, it just goes through their body. so i added a secondary static mesh of the same shape, and scaled it down to 99% the scale of the original mesh, and it still doesnt overlap unless im moving. kinda just at wits end atm. any suggestions?

dawn gazelle
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So when you play forward, you'd want to set new looping true, on release, set new looping false.

frail onyx
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ooo ok would i have that go in between the pressed and play? and the release and reverse?

dawn gazelle
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yep

frail onyx
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ok tysm for the help!

candid sentinel
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i see people suggesting to make the mesh the root compoennt (this breaks a lot of things if i do that positioning wise with the spline, but even in doing this it still doesnt work)

crystal crown
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Line trace against complex collision doesn't seem to work

kind estuary
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i meant how to reset it back to the default value

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that was set

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so its 60. I change it to 10. Then need it to reset back to whatever it was

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maybe need to create a second variable to store the original value, right?

hardy merlin
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not sure if you can do this in pure BP, but you can get the class default object and get its variable.

kind estuary
kind estuary
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thank you

frail onyx
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anyone know how i can modify this so it plays while I'm currently moving around and then when i stop moving it stops

robust mural
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is it possible to make asynchronous blueprint nodes which are executing commands in the gamethread ?

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@frail onyx you need to get the value of the character speed from the character movement

humble matrix
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My cast to actroll class fails, my set player is working i printed it, but not going any further than cast to actor class, any idea why ?

frail onyx
spice viper
robust mural
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I would use it in the animation instance from the character

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since its regarding to the players animation

spice viper
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Yeah, do in the ABP

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Ehhh maybe on the pawn, he's altering the mesh. Not the animations

robust mural
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you could cast to the character from the animation blueprint

spice viper
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Also true

frail onyx
leaden plaza
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would anyone happen to know a good base to start with for a system similar to wave function collapse

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im not seeing any plugins that will do what i want to do

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is there anyone that has messed with this that could give me some pointers

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the system i would like to make needs to have each piece have some attachment points on it and each attachment point is assigned a number and only other attachment points with the same number can connect

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or if someone could direct me to some videos or documentary that would be great

hardy merlin
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Given an actor, how can I get its Player Controller, if any?

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There's a "Get AI Controller" node but not one for PC

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Found it, forgot I had to cast to Pawn.

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How do you handle that kind of thing if the ASC is not on a pawn?

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like if it's on a controller. Just check if owning actor is a controller?

main lake
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Guys what's wrong with my Minecraft like "heart system" please ? The health variable is set to 2, the maxHealth set to 5. So the maxHealth is giving me 3 hearts slots, so that's good.

However Heart is set to 2 so it's supposed to give me 1 full heart only but somehow I have 2 hearts + 1 half heart.

dreamy sierra
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How can make I make a static mesh component inside a blueprint change between being clickable and not clickable?

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essentially block/unblock click on a specific object inside a blueprint?

thin panther
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don't block the clicks, just ignore the click logic

main lake
thin panther
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So have a boolean that prevents the execution going further.

main lake
thin panther
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unfortunately your bp screenshot is a little too small to read :P

hardy merlin
# main lake Fixed 😛

What is your goal, exactly? 5 max health should resemble 3 hearts, the last one only half filled?

hardy merlin
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You can do it with some math.

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Number of hearts = Ceil(Max health / 2)

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Half Heart = Max Health % 2

thin panther
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I may be missing something but nowhere in that code are you using Health to fill in the hearts

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which explains the 2.5 if your max health is 5

main lake
rapid lance
thin panther
#

Figure out how many empty hearts you need to append afterwards

main lake
thin panther
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By subtracting the ceil'd Health from MaxHealth

main lake
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Let me write that up from scratch again because I'm confused by my own code

visual crest
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How do I do this for when a UI button is pressed? instead of just the mouse button?

rapid lance
# main lake Let me write that up from scratch again because I'm confused by my own code

If I were you, I'd split the code in two.
An initialization where I'd just create the set of hearts (widgets) that I would put in an Array (Your first code would be adapted to this, I'd just replace the SetBrushFromTexture with an Add to this new Array).

Then I'd create a function to update the life.
In this function, I'd use a local variable to store the life to be assigned to the hearts.
I'd do a while loop on the Widget array, if the local value is :

  • greater than or equal to 2 : heart full
  • greater than 0 : heart half full
  • less than or equal to 0 : heart empty
    using the SetBrushFromTexture function, and I'd decrement the local value by 2.
rapid lance
#

By scrolling in the variable details, you can choose the event you want to listen to.

main lake
#

Like I'm trying to get the amount of heart icon that will be generated (empty hearts, half harts and full hearts included)

rapid lance
rapid lance
# visual crest now what?

Sorry I didn't look at the rest of the code, I hadn't seen the whole problem.
I'm sure someone else can help you better than I can.

main lake
visual crest
rapid lance
main lake
rapid lance
distant hollow
main lake
distant hollow
main lake
distant hollow
main lake
distant hollow
#

Then depends on how you code them and what is your use case

#

You’ll probably have to add>animate>add or something

main lake
distant hollow
distant hollow
#

On this whole setup

#

What is your intended outcome and scenario

#

When you talking about animating, are you animating all of them, or just animating the last one, or a particular one in the middle

#

Etc

#

That kind of thing

main lake
distant hollow
#

I see

#

So it’s animating all of them

main lake
distant hollow
#

Let me think

#

I would think that Zhord’s method would be more efficient if that’s your usecase

#

So you have the widgets created and added to the container but at the same time you should add each one created to an array so that you know which is which

#

Esp the last one

#

And when you need to change anything or animate them you can simply run through the array instead of GetChildren and casting as it would be costly

#

Like in the case of regen it is basically updating the image of one item after another

#

So with an array it is easy to sift through and find the element index that you need.

#

Like if your HP is at 4.5 then you trunc it you get 4, which you can use as an index in your array to point at the 5th item, which would be the one with a half-heart image

#

Things like that

quick imp
#

When I attempt to pull the variable and set it in the character bp

trim matrix
#

I'm trying to smooth a float from one to another, using lerp but it's not working as it should be (nothing is working lol)

tame terrace
#

Hi, I'm a beginner in unreal engine 5. When I run my game, why won't my player start actor move after I've used a transform variable in my level blueprint?

trim matrix
tame terrace
trim matrix
#

when you create an unreal project, you have multiple choices

tame terrace
trim matrix
tame terrace
#

So your saying then it will work? Also why wont the transform variable work in a level when creating a blank project?

trim matrix
#

I would highly suggest you to watch some youtube videos or read about unreal engine 5 before starting something..

frail onyx
#

anyone know why its not letting me move this actor between these 2 points with the Q or E key?

tame terrace
trim matrix
frail onyx
#

i made a new actor blueprint put added a cube to it but it wont activate

trim matrix
#

that doesnt work anymore

frail onyx
#

oh

#

how do i make it move between points with key presses?

trim matrix
# frail onyx how do i make it move between points with key presses?

Hey guys, in today's video I'm going to be showing you how to use the enhanced input mappings system in Unreal Engine 5.1 that replaced the now deprecated input actions system.

#UE5 #UnrealEngine5 #UE5Tutorial


00:00 - Intro
00:12 - Overview
00:58 - Tutorial
10:23 - Fina...

▶ Play video
round aspen
tame terrace
trim matrix
#

np!

tame terrace
#

Does the vector variable change both the location and scale of an item while running the game?

lunar sleet
#

No

#

A vector holds x,y or x,y,z coordinates (i.e. location only)

#

If you want location + rotation + scale, use a transform

tame terrace
#

but the transform doesn't work in a blank project, also your wrong, vector changes the location of an item, learned from udemy instructor. Is there a variable that changes the scale in game. Or is the location and scale both changed from a vector which I don't know...

lunar sleet
#

Also no idea what “transform doesn’t work in a blank project” means in this context.

#

Transform is a type of variable that holds all 3 of those things

echo estuary
#

I have an important project to finish.
I need to save in gltf or fbx better a configurated design product made of cables and spline mesh in runtime. How can I do it!?
Could you make to me a script?

lunar sleet
mortal coral
#

Hi, I was wondering if/how I could get a component transform (world) from within the component not the actor?

main lake
#

Why my Event binding to a dispatcher in my WB_HealthBar isn't called when I call the dispatcher from my OnRep_Health function from my BP_ThirdPersonCharacterBP please ?

uncut seal
#

why does my character stop running if the distance reaches 350, but when it is less than 350 it just keeps running to the interact target? (checkInteract is running on event tick, and the second screenshot is from my interact target (a chest) )

topaz gazelle
#

Is CheckInteract being called? Are the floats for the branch check what they should be?

uncut seal
#

there may be something wrong with when i run stop movement immediately, because a print string will run exactly before that, but my player does not stop, i will look into that

cobalt gulch
#

How can I make the player look downwards with code?

#

I don't need anything fancy just a teleport

obtuse mulch
cobalt gulch
obtuse mulch
#

idk test it

cobalt gulch
#

ok

#

I don't think it exists for me

obtuse mulch
#

get player controller

wanton prism
#

Is this an efficent sound trigger?

obtuse mulch
#

why not

#

reset the do once on end overlap

obtuse mulch
wanton prism
obtuse mulch
#

this way the sound will play once anyway

wanton prism
#

tank you

wanton prism
obtuse mulch
#

error say that you havent set the KEYINPUT variable

#

its empty

wanton prism
obtuse mulch
#

well it exists but its empty

#

or the BP_keyfordoor actually

wanton prism
#

no

#

its filled out here

obtuse mulch
#

well idk, too little information

cobalt gulch
#

How can I increase the speed the player falls with a button press?

#

Set gravity doesnt seem to do anything for me in terms of speed

obtuse mulch
#

try increasing Z velocity

#

on movement component

cobalt gulch
#

jump velocity?

obtuse mulch
cobalt gulch
#

this one?

obtuse mulch
#

yea

#

or jump velocity that might work too

cobalt gulch
#

it kinda works but it slows the falling speed temporarily

obtuse mulch
#

something in movement component should fix it

#

maybe braking friction factor?

cobalt gulch
#

oh

#

i dont think its adding speed

#

i can cut the speed off entirely but not add speed

upper badger
#

I'm working with the first person template. I made child classes out of the default projectile and made the weapon component spawn those. I added an enemy BP, just a basic character with a skeletal mesh, some chase AI, nothing too complex. I want the enemy BP to react to any child class of the default projectile. Now I'm trying to hit the enemy, but when I fire on it, I never get the print string (see attached). Am I doing this right?

silent stag
#

Hey guys , i am trying to make quest system related with my inventory i tried interface for communicate between them but stuck here.

obtuse mulch
#

the casting is right

upper badger
# obtuse mulch check projectile and enemy collisions

Collision of the projectile's collision component is set to projectile. Enemy collision is "pawn" on capsule component and "Character Mesh" on the character mesh. I think these are all the defaults? I tried using "Block All" on the chracter mesh and still nothing.

trim matrix
#

hi, if i have two transform values can i trace a line and get all the coordinates on that correspond on that line, maybe an array or something, and clamp another transform value on that line so it can move in a straight line? (don't know if it's understandable)

obtuse mulch
upper badger
# obtuse mulch

My projectile is set like this. My character mesh collision is same as yours.

obtuse mulch
#

tick overlap on everything on both to test

cobalt gulch
upper badger
# obtuse mulch tick overlap on everything on both to test

ok so I ticked overlap on everything (projectile collision component, enemy capsule component, enemy mesh) and my enemy fell out of the level and into oblivion lmao. I switched the enemy collision stuff back to default. projectile is still has all overlap ticked and still nothing

obtuse mulch
obtuse mulch
#

begin overlap

#

but ur overlap is switched to false

cobalt gulch
#

I just need to make the player fall faster

upper badger
# obtuse mulch but ur overlap is switched to false

I set the collision preset of the enemy (both the capsule component and the mesh) to custom and ticked overlap projectile.

Side note, I'm not getting that red line between on component begin overlap and the cast node when I shoot at my enemy, so the event is not triggering...

(the enemy is stationary in front my character, can't miss it)

glad temple
#

Ahoy! I have come across a problem I am unable to solve with a Map variable inside a function... So when I set the value inside the function and print the value later, from inside the function, it shows the correct value.. However, if I get the value from somewhere else in the same BP but outside of the function, it defaults to 0... So I can have both a print inside the function and another in the main graph for example, at the same time, and one will print 0 and the other 1 or 2🧐
Here's the snap of code.. First map is to get/update damage values on components, and the second map sets 1 for damaged or 2 for destroyed. I want to know if a component is damaged or destroyed outside of the function:
https://blueprintue.com/blueprint/4nomqda5/

obtuse mulch
upper badger
# obtuse mulch i would try the event on projectile

projectile collision component on begin overlap -> cast to enemy bp -> print does work, so that's cool. but i want to keep the collision logic in the enemy bp to calculate for health and such. should i just do on projectile overlap -> cast to enemy bp -> apply damage and then handle the damage calculation on the enemy using the event any damage node on the enemy bp?

obtuse mulch
#

yea thats how i do it

upper badger
silent stag
#

This interface communication does not work what am i missing here

dark drum
silent stag
#

so i need to make a objcraftitem object variable in bp_firstpersoncharacter

dark drum
dark drum
silent stag
dark drum
fervent lantern
#

Is there any way to stop data assets from saving in the editor?

#

i wan't them to stay static unless they are loaded from my save game object

dark drum
# silent stag this quest in the level so still i can not rach the object

Oh its a quest system. Really, you should be using event dispatchers for stuff like this. I would assume you have some sort of inventory to manage items that are picked up. When an item is picked up, it would call an event dispatcher (something like 'OnItemPickedUp'). The quest would then bind to the relevant event dispatchers so it knows when stuff has happened. In this case, the OnItemPickedUp event dispatcher.

silent stag
dark drum
# silent stag Oh thank you so much for show me the right way man

No problem but yea, ideally nothing should ever need to know about the quest system as it should run on top of everything else. The moment you need to start communicate with quests directly to notify it when stuff has been done, it'll get very messy and become buggy. There would just be to many edge cases to account for.

silent stag
dark drum
silent stag
dark drum
silent stag
dark drum
silent stag
dark drum
# silent stag Can you recommend better or easier way ?

Yea, use event dispatchers. You would add them in places so other systems can now about stuff that has happened like, picking up an item, using an item, jumping, interacting with an NPC, dying etc... The quests would then bind to these events for what it's needs to keep track of. This means nothing would need to know about the quest system and the quests handle everything themselves.

harsh tiger
#

Is there a way I can open the Level Assets one after the other and perform some blueprint logic in between ? I want to do this either with a editor blueprint or in c++ if possible.

prime stump
#

Anyone know why Play Sound at Location wont work but Spawn Sound at Location does? so confused lmao

silent stag
#

I can't "Get player character" in object class for casting character @dark drum

dark drum
silent stag
#

Child of other object class

dark drum
silent stag
dark drum
# silent stag I can't "Get player character" in object class for casting character <@4300161...

Looking at your previous screenshots it looks like it. So uObjects don't have any context to the world so you need to give it a path to it. If you need to get the character, you could create a BPI function for getting the player character. You would then implement this in the BP that constructs the object (assuming it's it's outer). You would then just get outer in the object and use it as the target for calling the BPI function.

silent stag
#

I dont know whats mean "outer" bpi also need object like casting

dark drum
silent stag
dark drum
# silent stag can we construct anywhere like this

Yea, but it's normally a good idea to have a manager that handles it. The last thing you want is multiple quests objects having different outers as it'll become difficult to maintain and manage when you need to get data from the world.

If you have a quest manager that has a function for creating the quests and stores a ref to them. You can then include logic (BPI functions if needed) to get stuff from the world. (if needed)

So how I would structure it is having a quest manager that is of type Actor component that gets placed on the player controller. If the manager creates the quests, it can set itself as the outer so you know that in the quest objects, getting outer would get the quest manager, (in object form so you would need to cast if you need to call specific functions) you could also then get the owner which would get you the player controller (again you would need to cast to the specific type), and then from this, you can get the controlled pawn. (again you would need to cast if you need a specific type)

Assuming other systems use actor components and are placed on either your player controller or character, you can then use the get component by class node to get most of what you want easily without even using a BPI.

dark drum
silent stag
#

I understand man thank you for all detailed answers

silent stag
#

Today i guess

dark drum
# silent stag It's not gonna work

In your example, if the player character is constructing the object, the it would be the outer so you can just get outer and cast to your player character. No need to use the BPI function. (Of which you probably haven't implemented on the player character.)

distant hollow
#

If your code is correct the character should be moving diagonally isn’t it?

dark drum
#

Would I be correct to assume your using enhanced inputs?

distant hollow
#

Oh right

dark drum
#

In your Input Action, you can change the accumulation behavior. Setting to cummulative will result in the character standing still if pressing both forward and back.

velvet pendant
#

Hello, I have this problem, that i dunno how to resolve.

  1. i created 3 comps , Health DMG, Death.

I setted the Health, the dmg and death, but!

When i hit the enemy, it's does the math [Enemy hp - Project dmg]
Wich is equal to 1.

But, whenever i throw another project, it's goes back to full health [150].

Why?

#

Also, i'm using Hit component sphere. [my bullets]

brisk rain
#

Hello! I got a button to open the main menu level, however, when i click it it flashes the main menu screen and gets right back to the current level. I also added a print to the main menu button to start the current level and it never triggers. What seems to be the issue?

#

I also tried adding a delay to where you can't click the start button on the main menu for 1 second after construct and initialize, but it didnt do anything.

dark drum
brisk rain
#

I dont think so, it only has 1 button and here's the code

#

as i said it doesnt trigger the print tho

trim matrix
brazen merlin
# velvet pendant Hello, I have this problem, that i dunno how to resolve. 1. i created 3 comps ,...

Probably not the answer you wanted.... i would look at the AnyDamage event. It might be strange, but it is what you are setting up without doing it from scratch. (It might mention damage types, but you dont need to worry about them really). As for the calculation, you need to keep track of health as it gets modified. For example, on Damage, currentHealth - dmg = currentHealth, then check currentHealth >= 0, if it is not, they are dead 🫠

trim matrix
brisk rain
brisk rain
trim matrix
velvet pendant
brisk rain
brazen merlin
trim matrix
#

you must use it, you can't use the previous version, it is broken and will not work when building your game

velvet pendant
#

And about onanydamage, gonna look for it

brazen merlin
velvet pendant
#

The damage should be applied, not just to be shown in debug, it's crearly taking Projectile DMG from Enemy Health.. so idk

dark drum
noble ledge
#

On the Gate node, if something points to the "Open" pin, will it execute whats on the "Exit" pin or does it only open the gate?

noble ledge
#

ty

dark drum
#

Ahh, i'm in 5.3. The only way around it would be to split your move axis up into their own input actions then. (as far as I know)

dark drum
#

Possibly, backup your project and give it a try. If nothing breaks it might be lol.

velvet pendant
#

i didin't set anywhere to come back to it health..

#

that s the odd part

dark drum
velvet pendant
dark drum
velvet pendant
#

if i spam it, it's goes to 88 [health], then back to 100

#

Enemy's have 111 hp.

#

so the math it's kinda working

#

but it's resets

dark drum
velvet pendant
#

ohh.

#

but then, how do i substract the dmg if not the health comp there

#

hmm

dark drum
# velvet pendant ohh.

To be fair, it could all be handled by a single component. The health component would be on the character and with the 'OnRecieveDamage' event, have it call a function on the component that modifies the health.

The projectile would just call apply damage on the actor it hits.

kind willow
#

I'm trying to add a slight rotation to the camera when player moves left or right, but I'm having issue with rotating the camera. The camera's roll is controlled using the player input, so I can't roll it blueprint-side. I tried using the "Add controller roll input", but the problem is that there's no "set" node, just "add", so it will just keep adding and never resetting back to 0

obtuse mulch
#

target is player controller

kind willow
dawn gazelle
#

The only thing typically to persist is the Game Instance.

wooden wagon
#

i want to make an ai that stops moving if i look at it (like a puppet or the angels in Dr. Who). I tried it with a box collision for the player (if the ai is in the box collision it stops) and it works but it's not efficient. Does someone know if there is a node that disables movement if the ai is just on screen?

brazen pike
wooden wagon
#

hm i will try it

#

thx

magic parcel
#

I am a tad bit confused, hopefully, somebody can assist!!! For some reason, the branch node is never going into the Clear and Invalidate Timer node.

#

This does get set... wait....

#

as I am typing this... i only do the check on event beginplay

#

Okay, fixed it moved the branch down to the PlayAnnoyingSound bit 🙂 perfect

heady burrow
#

If I want to make a short lived laser, should that be an actor ?

#

I guess maybe it's better to just attach a particle system to an actor instead

timber crystal
#

hello guys anybody nows why after players death and respawn my touch inputs do not work any more? and i get an error

thin umbra
#

Hello, can someone guide me on why my viewport resizes upon changing levels?

"[2024.01.27-20.24.34:885][238]LogViewport: Scene viewport resized to 1274x680, mode Windowed."

I am setting my GameUserSettings to different modes like Full Screen, Windowed Fullscreen...etc, but when I transfer to a different level, the screen resizes automatically.

coarse aurora
#

Hi, I'm using UWorld::ServerTravel() and passing in options to change the game mode like /Game/Project/GamePlay/BP_GameMode.BP_GameMode_C, this appears to be working in loading the new game mode, but only the C++ class, it ignores the Blue print instance of that game mode I am referencing? Anyone encounter this?

lofty rapids
#

after you spawn it

#

set the reference ?

#

or construct runs when the thing is being spawned ?

#

i have not used that event yet

timber crystal
lofty rapids
#

"always" ?

#

i would check the length of the array

#

see if they are both in there for some reason

#

because the reference your using is f'd i think

timber crystal
#

hmm ok let me see give me 3 minutes

timber crystal
# lofty rapids "always" ?

yes always with eventbegin play so i want that widget as the begin
The reference is going to BP_Third Person Character

im not realy waht to check?

lofty rapids
#

check the length of the array

#

with a print string

#

it will also show when it runs

timber crystal
#

ok let me do that

lofty rapids
#

it might be the get 0, if the array is actually empty

#

or there could be two in there idk

timber crystal
lofty rapids
#

so it doesn't run

#

and you want the length of the array

timber crystal
#

im not realy sure how to get the lenght of an array

heady burrow
#

drag from the array, search for length

timber crystal
#

yep sorry my fail

#

ahh ok

heady burrow
#

also, I'd recommend you to make them look prettier, more ordered, symmetrical, etc.
not only for you but for others to help you more

timber crystal
#

i cant connect now the length with the reference

heady burrow
#

just drag from there and use it however you like

timber crystal
#

thats waht i mean

heady burrow
#

you are trying to use a type of variable thats unusable for your input

lofty rapids
heady burrow
#

I'd recommend you to start with much more basic stuff.

lofty rapids
#

ya it seems like you should do maybe some learning of basic node stuff like what the white line does, what pins are and dragging out, into things

timber crystal
#

OK, let's forget my BP for the cell phone button settings, how would you do the whole thing so that when the character dies, the whole thing doesn't bug out like it does for me

heady burrow
#

yeah, so, you are trying to fix something at a much higher level than what you should be trying to learn right now.

lofty rapids
#

for one thing i would probably get the reference different, i'm guessing you want the character your playing ?

#

where you would get the player, cast to that bp

lofty rapids
#

are you using the third person template ?

timber crystal
#

Yes, that's BP_ThirdpersonCharacter. I made a variable for this that serves as a reference

As I said, it just doesn't work anymore after I die once and respawns very strangely otherwise the whole thing works perfectly

lofty rapids
#

so everything else works like your character moves and stuff when you respawn ?

timber crystal
#

yes

#

just the handy inputs bugs then but with keyboard it works

lofty rapids
#

does the print string show up when you load the widget ?

#

or is it showing at all ?

#

it should show up, i'm just not sure when

timber crystal
#

puhhh okok
thank you very much, to you 2 I have tomorow unreal lessons anyway and there is a teacher there too, so we should be able to do that...

#

but thanks a lot engage god bless you!

round basin
#

Any idea to make this without a select node?

round basin
# lofty rapids

Oh yeah using an array, don't know why I didn't think of that, thank you very much engage!

thick prairie
#

Hey guys. Can objects on the scene mess up UI onClick detection? I have UI element with buttons that renders near my character, but when i try to click or hover over them, nothing happens. When I move them far to the side, they do work. I don't know if there's some hidden collision object that interfere with them, or there's something else causing this issue. I tried to look at the collision presets, but I'm not exacly sure what to look there for.

lofty rapids
#

How would i blow back my character ? It's walking left/right sidescroller and when he takes a hit from this thing i want to blow him back a bit.

#

i tried add impulse but it didn't work the simulate physics is needed and that f's up the movement

#

i guess i could just manually move him over time, but i thought add impulse would work

pine mesa
#

Help. I can't find my "Char Object Ref" inside my character's details panel to set the reference. How do I cast?? (New to UE)

lofty rapids
#

your not getting any details of the variable ?

pine mesa
lofty rapids
pine mesa
#

The full details panel is showing up, it's just missing the variable + I have the variable as public.

lofty rapids
#

you have it expose on spawn ?

pine mesa
#

No, in game, you click a button and it spawns the character.

lofty rapids
#

i'm saying the variable

#

is it instance editable ?

#

expose on spawn

#

when you click on the variable

pine mesa
pine mesa
lofty rapids
#

it should expose it

#

when you place it in the level

#

so that you can get that reference

#

i'm still learning so i could be wrong

pine mesa
#

Hmm

lofty rapids
#

could only be when you spawn it, not place it in level

pine mesa
lofty rapids
#

the cast is just failing ?

pine mesa
#

Yes

lofty rapids
#

did you set the variable default ?

#

or you can't

pine mesa
lofty rapids
#

you said that picture was your widget ?

pine mesa
lofty rapids
#

so that variable char object ref is on the widget not the character

#

atleast that's what it looks like @pine mesa

pine mesa
#

it needs to be on the character?

lofty rapids
#

what exactly are you trying to do ?

pine mesa
#

Click button in widget, trigger event in character.

dark drum
# pine mesa Click button in widget, trigger event in character.

Get the owning controller of the widget -> get controlled pawn -> cast to your character BP.

Edit: as an fyi, an object based variable such as a character is just a pointer to the object. As it's in the widget in the editor, it can't be set as the object doesn't exist yet. Doing the method I mentioned above should allow you to get the character at runtime.

pine mesa
dark drum
drowsy thistle
#

Hi @dark drum, I just sent you a dm about your maze generation tutorial with a problem, could you take a look? or maybe you prefer talking about it here?

dark drum
dark drum
dark drum
dark drum
pine mesa
drowsy thistle
#

@dark drum I've been lucky seeing you in this channel 🥹 My problem might be linked to my wall mesh because its spawns in very strange locations, i'm not familiar with mesh editing and pivot point and don't know if i've done something wrong in the blueprint or not...

pine mesa
dark drum
dark drum
dark drum
# pine mesa Yes

If that's, the case, pull from the return value on the spawn actor node and promote to a variable. You can then use this variable in the other place. You probably won't need to cast and should be able to call the functions directly.

pine mesa
dark drum
drowsy thistle
#

@dark drum I've tryied multiple rotation combinations thinking it was the problem first but none is functionning. My understanding is that the walls rotate on one edge and if I spawn 4 of them I would get a cross and not a square. Do you remember if the wall mesh have a specificity on the pivot/rotating point?

dark drum
dark drum
# pine mesa ?

I take it you didn't read my reply where I told you to pull from the return value on the spawn actor node and promote to a variable.

pine mesa
dark drum
pine mesa
dark drum
pine mesa
dark drum
drowsy thistle
dark drum
pine mesa
dark drum
pine mesa
true valve
#

How do you cancel/abort an event dispatcher

drowsy thistle
#

@dark drum I'll take a look for it thank you for your help, I'll keep you in touch

dark drum
dark drum
true valve
#

The actor that has the message will need to cancel it

dark drum
true valve
#

I used unbind all events xyz

bitter jetty
#

Why doesn't enhanced input y work? This is the code for my look input, but the y-axis does not turn at all, only the x-axis turns fine.

bitter jetty
#

I did, but it did not change anything

dark drum
bitter jetty
#

Yes, it does print

dark drum
bitter jetty
#

Yes

dark drum
# bitter jetty Yes

Then it's not an issue with the input action. It's doing what it should.

Depending on the character setup, it might only be set to use the controller yaw which is why pitch isn't doing anything.

bitter jetty
#

How do I check?

dark drum
# bitter jetty How do I check?

On your camera/spring arm or movement component.

First person is normally yaw and the movement and pitch on the camera. Third person is normally both on the camera/spring arm.

Edit: the first and third person templates have it setup if you need an example.

bitter jetty
#

I did the exact thing the first and third person template did and it is still not working

dark drum
lofty rapids
#

how would i apply some sort of force to my player ? like bump it in a direction

thin panther
#

with the add impulse node

#

or launch character

#

or a movement input

lofty rapids
#

i tried both

#

the impulse node is crazy i don't get the simulate physics problem

lofty rapids
thin panther
#

yeah sometimes they need to be deceptively large

young edge
#

Hello guys I am new to unreal and blueprints but have done some coding and I am trying to have a wave of items spawn lets say after 20 seconds and keep looping this is how far I have got

thin panther
young edge
#

So right after the event begin play?

thin panther
#

if that's when you want it to happen, then yes

thick prairie
#

Guys, I have two widget in a single blueprint. For some reason, one of them blocks the mouse input of the other. I have no idea how to solve this. I tried too google it, tried to play with the behavior section, but nothing helps beside disabling the widget :(. Changing their order would be all i need, but i don't see any option for that :/

young edge
celest tangle
#

Is there a way to see/visualize a collision box? I'm trying to set an actor's collision box component's box extent in-game and am having troubles telling if it's the correct size.

bitter jetty
#

My player y-axis looking does not work. I checked the first person template as an example and have absolutely no idea what's wrong. I printed the y axis to see if it changes and it does, so I have absolutely no idea what to do now.

cold lion
#

Hi I am having a weird problem where I have made a functional enemy but when placing another in the world or making a child causes this error

Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Branch Graph: Handle Enemy State And Calculate Degrees Function: Execute Ubergraph BP Base Enemy Blueprint: BP_BaseEnemy

I need to be able to make child blueprints of this base enemy however this error is messing me up, the only thing I can notice is that the child blueprints for this enemy dont have the general movement tab for character movement. I am very confused as duplicating the enemy in the world space works just fine but making a new one or placing another causes this error?

wanton prism
#

Is this an efficent way to have an invisible barrier untill a player does an objective?

lofty rapids
wanton prism
#

yeah i just realised im dumb lol

lofty rapids
#

or a timer of some sort

wanton prism
#

I got it to work by using my brain But i get this error and it works

#

but it works for some reason?

lofty rapids
#

that runs on when the thing loads, but that error probably means theres something wrong with your boolean

#

or what it's attached to

wanton prism
lunar sleet
#

It means “has been interacted with” is null (hasn’t been set yet)

lofty rapids
#

but if you do it on tick you can get rid of it as soon as you flip the boolean @wanton prism

wanton prism
wanton prism
lofty rapids
wanton prism
#

its just checking the object i found out the problem it turns out for some reason if i dont put a delay until next tick it doesnt work But now the destroy cube works while the sound one doesnt?

#

Still get this erro

#

from this one

lofty rapids
lofty rapids
#

looks like it

wanton prism
#

oh

lofty rapids
#

the set looks like it's in the bp

wanton prism
#

how do i fix

lofty rapids
#

why do you set has interacted and then destroy actor ?

wanton prism
lofty rapids
#

i mean you destroy it

#

so you probably want to set haskey or something

#

this is a key for a door ?

wanton prism
#

yes

#

omg you are so smart

lofty rapids
#

well you put that on the player

#

and when you get the key

#

set it on the player

#

thats where your mixed up

#

your setting it on the key, so when you destroy it

#

that variables gone

#

you want the other actor, cast to your player, get has key

#

theres other ways to do it i used an array of strings for my keys in a project

wanton prism
lofty rapids
#

so he knows he has the key

wanton prism
lofty rapids
#

so that key only works for that specific door ?

lofty rapids
#

nice

wanton prism
#

Do i just line trace to check if the player is on top of the cube or do i need the system to check the player velocity? and if its too high stop interacting

lofty rapids
wanton prism
#

nope didnt work

silk cosmos
wanton prism
#

Ok i seem to have a problem with an objective system? is someone able to help? this code is calling my objective system but its not working?

wanton prism
lunar sleet
#

I don’t see you creating or setting that variable anywhere

raven zealot
#

Does anyone know how i can get the y value of my camera? this is my first time using unreal engine and the tutorial im following tells me to do that however they are on ue4 and im on 5. I tried researching online but i couldent find anything, if someone could please help it would be very cool.

#

if someone knows how to help plz @ me

dawn gazelle
raven zealot
#

alr ty

cold lion
#

Hi I am trying to fix a problem with my character movement, I am trying to make a child blueprint of an enemy that is already working but I have discovered the character movement component is not valid, but the base enemy works fine? I am very confused as I cannot figure out how to change the character movement component

lunar sleet
#

Did you just create a variable of a widget class or are you actually creating that widget and promoting that to a variable somewhere

lunar sleet
#

You need an instance

#

Not just an empty object

wanton prism
lunar sleet
#

So use CreateWidget, and promote the return value to a variable

wanton prism
#

Ok

wanton prism
lunar sleet
drowsy anvil
#

hello, I have this to spawn bullets, but how do I change how fast the bullets move forward?

wanton path
#

Hey, can anyone help me try to make harvestable nodes?
I roughly know about data assets/tables. But I don't know how to implement them. Or how to make foliage's interactable.

true valve
#

How do you reverse for loop and break?

main lake
true valve
main lake
lunar sleet
#

I mean there’s also a ReverseForLoop node iirc

main lake
lunar sleet
lunar sleet
lunar sleet
main lake
#

Simple question : How do people make their First Person Character have a hand shown on the screen for them to be able to use it. But when they switch their camera to third person or viewing that character from someone else's perspective shows something totaly different, like the full body for instance.

By that I'm referring for example to minecraft, where in FPS mode you see only 1 hand on your screen, but when you're in TPS or seen from someone else's perspective, they see the full body and the arm isn't placed in front of the player like on the FPS POV, as the arms are placed along the body.

I don't know how to do something like that, any guidance please ? 🙂

true valve
#

So I have an array of float values. I'm trying to find the lower value of X.

lunar sleet
true valve
#

for example, 1, 5, 10, 15. If X = 8, I want 5.

main lake
true valve
#

correct

main lake
true valve
#

yes

#

I can go thru the sorted loop then compare I guess

lunar sleet
wanton path
lunar sleet
main lake
# true valve yes
  • Order your array.
  • Go through your array from 0 to the array length (so not in reverse).
  • And you check on each iteration if the current number at the current index is smaller than X, if yes, you save it in a variable (for instance do that in a function to save it in a local variable) and you keep going through the loop until the number at the current index isn't smaller than X, then you break from the loop.
lunar sleet
#

Array sorting is much easier in cpp

main lake
true valve
#

I see a reverse function

main lake
lunar sleet
main lake
lunar sleet
#

Yeah. In cpp, they literally have a TArray:Sort

main lake
main lake
lunar sleet
main lake
#

I'm gonna ask in #multiplayer to see if they have the same answer, thank you 🙏 🙂

trim matrix
#

Can i set a pointer to null by doing this?

remote meteor
exotic heart
#

Hello!
I've changed a struct and now everytime I restart the engine it requires me to redo some nodes like in the screenshot.
I can just remove and add them again, but it's annoying. Is there a good way to fix this?

distant hollow
main lake
#

Simple question : the zooming mechanic in games, is it done just by changing the FOV of the player or there's another way to do that ?

exotic heart
distant hollow
exotic heart
#

Interesting. The out row says "s_available_characters", which is correct. the Input says "Fallback structure struct"

#

I went into the widget and re-set the structure variable, that seemed to fix it!

#

thank you for pointing me in the right direction @distant hollow 🙂

spice sequoia
#

Is there a way of binding multiple hit events for componants in a ForEach loop? I need to generate hit events for multiple componants at runtime as they are all dynamically created componants but this method is only able to create one event as far as I can tell?

empty gust
#

hello i need help with my impact point when ever i dont hit anything with my linetrace it spawns the impact effect on random place and plays the sound too but i only want it to play them when the line trace is hitting something

dark drum
dark drum
stuck sentinel
#

I want to make it so this doesnt play when the character is falling

#

only thing that comes to mind is (is falling) -> not boolean -> result but that doesnt work

#

also this is the walk run animation

civic tree
#

hey guys, quick question on scene capturing and texture streaming. It appears that my items that i wanna capture for inventory icons are very often blurry ingame. Online i found the information to turn on bForceMipStreaming on the item mesh components so they don't appear blurry. I'v done that and it works, my question is now does that come with any performance drawback that i would have to worry about? There are about 500 meshes at the same time on the map, all with this option enabled.

empty gust
#

ok wtf is happening my character doesnt move any more and if i spawn mid air i cant still move and i just stay mid air

lyric quiver
#

Hi, I've been looking at how to implement an upgrade system for my game where every time you level up you get to pick from 3 different upgrades and apply 1 to the character. I was wondering what the best/easiest way to implement this would be. I would like each upgrade to have its own logic as the upgrades won't be as simple as just a stat change.

lyric quiver
uncut seal
#

anyone know why this ability is either not dealing damage (even when hit is triggered) or dealing damage multiple times?

crystal flax
#

my joystick is not visible in any game or in any project i clicked on show touch interface nut still not working lz help

kind estuary
#

Does anyone use this instead of AI Move To?

#

Ai move to is really bad for performance

#

dropping to 50 fps with AI Move To with just like a 100 pawns with just planes, its not a joke

#

So getting just the path, and then vinterping the units in C++ is way better

#

Anyone know of this? Or other alternatives?

remote meteor
#

CMC is not very performant when there are so many of them

#

especially all the "accurate" movement default setting is on

#

depending on your game, you may not need the full feature of CMC? if so you could just do constant interp yourself

kind estuary
#

okay but its just 100 pawns with planes and sphere collision

kind estuary
#

though it seems weird to make games and being limited to 100 pawns

#

but if its an fps then maybe its okay

gloomy pike
#

How can we change widget render opacity inside the widget ?

#

Im changing render opacity of a widget from a actor. But i want to reset the opacity when mouse hover inside the widget.

stuck sentinel
lyric quiver
stuck sentinel
#

i will try that thank you

drowsy anvil
#

how do I make this automatically spawn projectiles, instead of me pressing a button?

#

event tick was too fast, how do I delay it?

stuck sentinel
#

i was gonna say event tick lol

lyric quiver
#

you could use a timer or a delay

stuck sentinel
#

do event tick and then add a delay node

remote meteor
#

use a timer...

drowsy anvil
#

it wants me to plug something into the event, or is this wrong timer?

lyric quiver
#

put the spawn actor into a separate custom event and plug the red node of that into the event of the timer

#

and tick looping

uncut seal
#

how can I limit this so that my dummy will only receive damage once (instead of multiple times (if more than one spheretrace hits it))

tawdry mural
#

Then spawn projectile from it

drowsy anvil
#

there's no red node here? I made a new function on that sidebar

tawdry mural
#

Not after set timer

uncut seal
# lyric quiver try the do once node

when i tried that, damage didnt work at all...i wouldn't want to use it anyways though, because i could deal damage to 2 different enemies in 1 hit (for context, this function is running multiple times throughout an attack animation

fleet cedar
lyric quiver
fleet cedar
#

Where would I put that boolean? On player controller?

lyric quiver
#

set it to true when you pick up an item

#

mb caps lol

#

false when you deselect it

drowsy anvil
fleet cedar
#

Another question, how can I handle the switch in control schema, for example, when the player is walking around in First Person, but then a different set of controls when interacting with the objects

lyric quiver
lyric quiver