#blueprint

1 messages · Page 81 of 1

fleet cedar
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Is that the new enhanced input thing?

lyric quiver
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yh

fleet cedar
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Okay, I need to learn that then... haven't tried it

drowsy anvil
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it loops with event tick

lyric quiver
fleet cedar
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So for rotating the objects I could have a boolean to check if the object is held, an input event like RotateObject, and switch the input mappings when the object is picked up?

Is that the general idea?

lyric quiver
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You probably don't need to use input mappings if you only need to add one input but I'm only a beginner so I don't really know the best practices

uncut seal
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which nodes could i use to make a thingy that checks for a specific actor in an array and returns a boolean of true or false based on if the actor is in the array

drowsy anvil
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with event tick, the timer doesnt delay the shots just rapid fires, but with beginplay just shoots once

lyric quiver
sand spoke
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Is it a thing in unreal that if you have 2 widgets on the screen, the buttons from the widget on the bottom cannot be clicked?

drowsy anvil
lyric quiver
# drowsy anvil

you need to put the spawnactor logic in the firing event cause that is what is getting repeated

uncut seal
lyric quiver
drowsy anvil
lyric quiver
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then it should work

drowsy anvil
lyric quiver
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put the begin play into the set timer

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and remove the white link from spawnactor to timer

drowsy anvil
lyric quiver
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np

barren tangle
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Hello, When i change dynamicly the mesh of a skeletal mesh. Which material is apply by default on the skeletal mesh? do you know?

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i have define into the model this

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but when i play the last one is blinking

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is it possible i have some conflict?

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i build my mesh like that

stiff swift
trim matrix
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How to change a ui position at run time? it seems impossible

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help would be really apreciated

stiff swift
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I haven't tried setting a widgets location at runtime but maybe if there's a way to get the clamp and change its location not sure off the top

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Alternatively copy the widget bp, change the location of it then have it swap between the widgets in viewport as conditions are met. But depends on your need case just a temp solution

trim matrix
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it should work..

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but doesnt

stiff swift
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You want the widget to appear where your mouse is?

trim matrix
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yea

stiff swift
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I feel your super close one sec you'll want to get your cursors x and Y then attach it to set position but I'm not sure the node yet

crystal flax
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hey there i am facing a strange problem my joystic is not comming on screen i enable sho touch input but still i am using activate touch but no touch is comming

trim matrix
stiff swift
trim matrix
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sadly, that's not really it

stiff swift
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Gotcha gotcha

trim matrix
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solved

stiff swift
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What was it?

trim matrix
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I will just create a widget and before adding it to the viewport, you set position in viewport to the mouse position

stiff swift
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Ohhh that makes sense. Create, then set location very good

queen heron
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I'm tryna add a group of widgets into the grid box inside my editor utility widget so I can set which tile should activate to what direction

but when I click on the button, nothing happens, yet it is firing all the way to the end

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what am I missing?

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this is how my tile widget looks like

fleet cedar
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Hello, I'm trying to understand how to cleanly manage my player states in Unreal and set behaviours for each one.

I understand using Enums might be good for this. Anyone have any good resources or examples of how to set this up?

I'm confused how I manage this and block player movement in certain states and things.

dull monolith
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hi unreal dev any good tips on
for translate between earth ground to space orbit earth any good blueprint tutorials for this ?

glossy bolt
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hello guy is there any node that can load player item before spawn

lofty rapids
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how can i cut a whole in a mesh at runtime ?

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I want to use an cube in an actor to cut out spaces in a mesh

trim matrix
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hi, can I cut a ui at run time?

lean socket
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Howdy folks, got an annoying little bug here. I have a list view widget that, obviously, displays a list of items. I'm following this example: https://forums.unrealengine.com/t/quick-start-guide-to-list-view-widget/738161. The first screen shot shows my code, and you can see in the second screen shot that the code is correctly obtaining data for the list and dis. I compile everything, save everything and then close my UE5 project completely. Upon reopening and playing my project the data no longer shows in the list widget (Screenshot 3). I can fix this easily by replacing the 'CONSTRUCT' node, as seen in screenshot 4. After replacing the 'CONSTRUCT' node, the widget works as intended again, as seen in screenshot 2, even though it is exactly the same node as the one it is replacing, and i can even just copy paste the same node and it works. Why does closing my project somehow stop this working? This seems like a very commonly used functionality, surely it cant be this buggy? Anyone know how to continue development on a project without constantly refreshing construct nodes eevery time you open a project? its infuriating! any help greatly appreciated

ruby cobalt
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i'm trying to move an actor slightly randomly.. like have it hover on place

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ideally without AI.

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any tut? or ideas?

vale pine
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Is there something like an Actor GUID for a shipping build?
I was using it as a key to uniquely identify actors placed in levels, but unfortunately, they're all zero in a build.

fervent zenith
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Hey im trying to create a spectator system i managed to set it up but the problem is that the camera is not the same as the first person character camera that the user is spectating im using set view target with blend

marble yew
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i cannot edit character blueprint when project is created as c++ ?

drifting drift
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Is there any way get an array of bones with physics bodies and or constraints?

winter tiger
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Has anyone expereinced where you can no longer place a breakpoint in a blueprint, either by right clicking on the node, or by pressing F9? I must of clicked something somehwere to disable it, but I have no idea where 😅 It appears to only occur in a Macro

trim matrix
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Bit of odd one this but if I wanted to use these assets in my game, I'm guessing I would need to migrate the assets I want from that project to my project ?

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or is there anything way to do it ?

lofty rapids
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Sometimes i'm getting infinite loop detected, is there anyway do this more efficiently ?

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i'm trying to generate some random numbers but i don't want ones that are too close to others

dark drum
dark drum
lofty rapids
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hmm

dark drum
lofty rapids
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well i'm generating a string

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and generating random numbers

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for that string

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idk how to shuffle the array would work

dark drum
vale pine
lofty rapids
dark drum
dark drum
echo wren
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I have a widget inside of a enemy blueprint to show some data above him. Within that widget, how do i get the owning pawn so i can call function from it to get data to update the widget?

lofty rapids
# lofty rapids

i'm really not using the array, i'm using the random number generated

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it's how i'm building the level dynamically

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but i guess i could generate them in a specific section per index

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i was hoping to find some sort of way to keep them seperate but random without this infinite loop problem

dark drum
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@lofty rapids Something like this would do the job. You should be able to slot the stuff you're doing with the strings after it. So you'd generate all the numbers first and then use those numbers for the string part.

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It does sometimes go over the max but you can always clamp it or modify the max value it can add. (I've probally made a mistake in it)

echo wren
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I have a enemy class. I added a widget to that blueprint so i could display a UserWidget blueprint over the enemy head. How do i get a reference to that enemy from inside the widget?

dark drum
# echo wren I have a enemy class. I added a widget to that blueprint so i could display a Us...

I'm not entirely sure of the hierachy of widgets when inside a widget component but this might work. Assuming it's being called from the actual widget type thats selected for the widget component (not any children within the widget) I would guess the outer would be the widget component which you can then get the owner of which would be the character it's placed on. You can then cast if needed.

fleet cedar
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Anyone have any thoughts on using Click Events vs Line traces?

fleet cedar
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Well for interacting with objects I always see people using line traces to detect objects being interacted with by player but just discovered how much easier click event on collision box is to set up

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Don't seem to need interfaces and things

dark drum
# fleet cedar Well for interacting with objects I always see people using line traces to detec...

Ahh, ok. Well normally you want to know what the player is looking at before they actually click on it for showing a pop message or apply an outline effect. It's much easier to handle this using linetraces and what you interact with needs to reflect what you're looking at so using two different systems would cause headaches. Using a linetrace means you can use the same data and have everything run through the same system.

Adding to this, sometimes you might not want pin point accuracy so using a sphere trace can allow you to get the object without looking directly at it as well as handling multiple actors nearby.

Another thing to be aware of is other systems might need to know what you've interacted with which would mean what you've interacted with (using the click events) would need to communicate back with the player which isn't ideal as you want to keep communication one way as much as possible.

If all you need is a simple click event, it's great but more often than not you need an interaction system which can't be done with a click event.

echo wren
dark drum
echo wren
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when does that binding function it created get called? does not seem to be firing. so i have to manually call it?

echo wren
fleet cedar
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Great answer, thanks Pattym

dark drum
dark drum
echo wren
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i test it and the progress bar is just 0 always

dark drum
fleet cedar
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Another question, I'm very confused on how to manage my player states cleanly and efficiently with blueprint, is using an Enumerator the right start?

dark drum
echo wren
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i dont even know what i mean. im sorry. gonna scrap this and just follow a different tutorial.

fleet cedar
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My player has different states like... digging, walking, conversing, inspecting items, and these have different implications on input, movement speeds, what effect different button presses have (e.g. the back button) and I'm unsure how to manage all that

I know how to set that up independently but when it comes to connecting them and having them work together I get lost

dark drum
# fleet cedar My player has different states like... digging, walking, conversing, inspecting ...

Well from a player input perspective I would use different Input Context Mappings. You can have different control sets for the different states there in with there own input actions. It would just be a case off adding and removing when needed.

An enum can be a good way to handle this and when set could modify the walk speed and the main ICM. The advantage of using an enum as well is you could get it in the animBP to control what the main state tree is being used for things like Crouching, Walking, Swimming, Sitting etc...

fleet cedar
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Thank you.

I am using let click to set the destination for my character (Top Down template), would it make sense to have a second binding that is using the left click to do a line trace but with the same key or should I just use 1 input for both.

dark drum
fleet cedar
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Thanks again!

trim matrix
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simple and quick question

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is there a way to influence the cursor speed? using blueprints

dark drum
trim matrix
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sad.

dark drum
trim matrix
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the player should be able to change their mouse sensitivity in game or it's gonna be really boring to change it mannually

dark drum
trim matrix
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I guess, I will need to learn c++ to implement that lol

velvet pendant
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Hey Brothers,

I managed to get the multiple enemys heatlh and damage works, now i have a little problem, if i spawn 2 of my child class [ AI_HUNTER ]

The Widget HealthBar it's gonna measure the health for both of them.

if the other Enemy [same class] spawns when the first one's at 5% HP, the other will have the same amount of HP [Only visual [widget]]. Any ideea?

hollow cove
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is there a way to open very old blueprint files and just see what nodes were in a certain place

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i guess i could download the whole repository at that date so it opens but thats going to take forever

flint blade
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Hi all - I am trying to create an Editor Utility Widget which adds the selected blueprint of a specific class to a sequencer. I am stuck on adding the selected actors of class to the sequencer. The drop down would suggest " add actor to sequencer -> add selected actors", but I cannot find the equivalent blueprint triggers. Any help would be much appreciated -Thanks.

lofty rapids
flint blade
lofty rapids
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or you can just use get selected actors and loop through those, are you only try to use the selected actors?

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idk if that function works but it sounds like what your looking for your not using it correctly, why get all actors of class after, which one do you want to use ?

flint blade
trim matrix
cold lion
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Hi I keep getting this error but I can't change any character movement settings on the child blueprint to add new references or at least I can't figure out how to? any ideas?

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

crimson saddle
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what happens if an actor is set to no owner?

lofty rapids
flint blade
echo wren
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If i have a enemy blueprint (based off pawn). and i add a widget to that blueprint, then assign a userwidget i made to that widget so it can be placed above the enemy. How do i get a reference to that enemy blueprint from the userwidget blueprint now?

haughty latch
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Trying to fade between levels can swtich but failing with the fading, Anyone help on this Im close. just not getting there. Cheers

fleet cedar
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Is this the correct way to change input mappings?

flat coral
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I'm trying to make an actor component that subclasses scene component, because I need the transform. But I've found it's really hard to use with no visual element. Is there a way to attach an editor-only visual element to a scene component, like that white sphere that the default scene components have, or an arrow like the arrow component?

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It's frustrating that I can't just subclass ArrowComponent directly

drifting drift
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GetBoneMass Seems to return 1 or 0 (it recognizes the mass scale but that's it.)

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Has anyone ever got this node to work properly?

vital cave
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Not exactly looking for help more so a starting point. I’m looking to make a state where when the player presses a spell cast input the camera is disabled, an actor is spawned, and that actor can then be moved around with the right stick, after say 5 seconds it passes its location to another actor who spawns there just after the “aiming actor” is destroyed. If anyone has played dragons dogma, pretty much the spell aim in that game. Just not sure where to even start for being able to control another actor manually with the right stick, I should be able to handle the rest of it, Any ideas would be great thank you

sand spoke
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Can I use a skeleton mesh in a static mesh?

lunar sleet
sand spoke
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It’s ok I just need to convert

kind estuary
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i set up all my control functions in the pawn not in the player controller.
the player controller doesnt cannot inherit from AI controller.
so i think this is better so that i dont have to repeat the same function in player controller and the ai controller

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am i correct?

sand spoke
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How can I apply different colours to different parts of a skeletal mesh

pliant sorrel
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What is the simplest method for delivering a UMG using the Lyra framework to the player? - in BP

digital valve
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Anybody see whats wrong with the function?

trim matrix
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nothing..

willow tendon
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speaking of.... how would you set a certain enum in an enumerator to hidden?

digital valve
# trim matrix what are you looping?

thats how a tutorial said to pull out the variable is start. What would be a better way to find the starting piece compared to the other board pieces at the start of every level?

trim matrix
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well the if will probably alway be false because there's no value to it, it's just looping nothing and trying to get an information from it, the tutorial is probably wrong

willow tendon
digital valve
willow tendon
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annoying its not in the editor tho

trim matrix
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you are looping through a list of actors and not doing anything, then trying to get info to it at the end of the loop, everything seems wrong

main lake
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How can I create an ability system like this in Unreal please ? https://youtu.be/6RN57ibqfHY
By that :

  • Having a palce to set up a keybind
  • Having it linked to a UI, with a progress bar, countdown
  • Play an animation when the key is pressed and the ability isn't in cooldown
  • etc...

I want to create a system like that to make it modular allowing me to create as many abilities as I want, and applying them or removing them from players when I want. And having different animations or doing different stuff according to my code 🙂

Learn how to create an in-game object that your character can pick up, and make it activate an in-game ability and display in the UI. This video is part of the Core Tutorial Series. Here's what to watch first:
Introduction to the Core Editor - https://youtu.be/pWvFgTh0jp0

For more tutorials and information visit https://docs.coregames.com.
...

▶ Play video
remote meteor
flint blade
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Hi All - I am getting a datatable reference from another actor via a Widget Editor Utility. I can read the datatable fine If I reference it manually from Get Datatable Row, however if I use the cast reference from another Actor (which sets the datatable as a global variable actor), the outrow pin greys out, and I can't get the data from it. What am I missing?

remote meteor
flint blade
remote meteor
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drag it off, type break <structname>

flint blade
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... Haha thanks.

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Still very much learning the basiscs. Appreciate the help

remote meteor
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"grey" node means a wildcard, basically means the type hasnt been determined yet, and it could be anything.

uncut seal
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anyone know why this is running an infinite loop? its probably really obvious 😭 but i cant seem to figure it out

celest lotus
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how can i change the forward direction of character after switching camera? For eg when i press the W key it should move in -Y direction

broken wadi
celest lotus
main lake
main lake
celest lotus
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u mean this right?

celest lotus
solemn jetty
broken wadi
# celest lotus u mean changing the movement inputs?

The input action bindings for MoveForwards and MoveRight have an axis value float either -1,0, or 1. This is when you hold W, S, A, or D for standard movement. What you can do is have a boolean setup for when the camera switches then have the input action events check first for that boolean before rerouting what happens with the incoming axis value for both MoveForwards and MoveRight. Maybe a value of 1 for W goes into move right instead of MoveForwards that sort of thing. It depends on how you’ve rotated your camera.

solemn jetty
remote meteor
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You want the movement axis to follow the camera orientation? So in the top down view, W would go "up"?

broken wadi
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Should also rotate the character so it’s facing the same way as the camera.

solemn jetty
# celest lotus yes!

In that case

1. Get the Camera Forward Vector:

Use the "Get Player Camera Manager" node to access the camera component.
From the camera manager, extract the "Get Forward Vector" node. This gives you the direction the camera is facing.
2. Invert Y-axis for Top-Down:

Since "up" in the top-down view is typically considered -Y, you need to flip the Y-axis component of the forward vector.
Simply multiply the Y-axis of the vector by -1.
3. Move Character based on Adjusted Forward:

Multiply the adjusted forward vector by your desired movement speed.
Use the "Add Actor Local Offset" node to move the character in the direction based on the calculated offset.
This method essentially takes the camera's forward direction, flips the Y-axis to align with up in the top-down view, and then uses it to move the character accordingly. So, pressing W will always make the character move in the direction the camera is facing, regardless of any camera rotations.

Additional Tips:

You can use a "Compare Floats" node to check the camera rotation angle and adjust the movement based on specific thresholds. This allows for fine-tuning how the character behaves at different camera angles.
Consider blending between world-based and camera-based movement for smoother transitions when switching between camera views.
solemn jetty
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Np

remote meteor
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Only would need to change one thing from the TPS template

uncut seal
remote meteor
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The rotate vector instead from the local camera, get from camera manager instead

sour moat
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✋ If I use "test array", it works well, but if I use "Items",it prints 0 which means no element in the array. Does anyone know why? Is it because it does not support setting array element in another array?

marble tusk
proud iris
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Sup everyone

I draw a blue sphere at actor location (Screenshot 1)

For some weird reason at higher speeds actor position is straight up wrong (Screenshot 2, Screenshot 3 - as you can see, the faster is speed, the bigger the offset)

How to fix that?

pallid gorge
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In regards to AI Execute events, does the success bool on the Finish Execute node actually correspond to some other functionality that I shouldn't just be using it as a check of the task's outcome or is that all it is? I don't want to be tripping up the engine by making it think something went wrong by saying fail if there just was no desirable condition to call a "success" for my personal use

drowsy anvil
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I want to find this node on top, but when I search for 'Rotate Vector', I only get this bottom one with (Quat), how do I get the top one?

marble tusk
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¯_(ツ)_/¯

quartz kayak
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I've been learning about the concept of delta time and its uses to prevent linking important functions to framerate. If my movement system is structured so that it always moves the player x units per button press, am I right in assuming that incorporating delta time into the distance calculations is irrelevant?

celest lotus
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i didnt add any movement code in the pawn class yet

dry sleet
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You'll move 120 x UNITS or 60 x UNITS per second.

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Delta time compensates for that.

drowsy anvil
celest lotus
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why do u use 4.26?

drowsy anvil
celest lotus
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oh

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try turning off context sensitive and search

drowsy anvil
celest lotus
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send a screenshot of ur search?

drowsy anvil
dry sleet
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But it's down there

celest lotus
drowsy anvil
quartz kayak
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Basically what I'm doing is moving the player 1000 units when the movement button is pressed in the direction they are facing

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This movement is Lerped using a Timeline alpha to simulate a smooth transition between the old location and the new location

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I have noticed that the Lerp or whatever's update rate seems to be tied to the framerate

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but that doesn't seem to have a functional impact

dark drum
dry sleet
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If you're using a timeline it already has deltatime correction.

dark drum
quartz kayak
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thanks kings

dry sleet
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np np!

dark drum
dry sleet
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Yes, but in this case the end result would be the same.

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A timeline finishes in the specified time.

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But sure, I guess it can be relevant to note that the Update function runs a variable number of times.

silent stag
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I want to create an objective system, but when I look at examples, I only see tutorials triggered by overlap. For instance, after completing a crafting process, I want to complete an objective. Is there any example like this anywhere?

dry sleet
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This system is based on quest/objective/task ID:s, and lets you finish tasks in code (or via Blueprint) arbitrarily by simply calling FinishTask(TASK_ID)

silent stag
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I dont have c++ knowladge may i use still ?

dry sleet
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Yes, it's fully BP exposed.

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Although the plugin is source code.

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So you'd need to have a basic C++ setup.

silent stag
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i have

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source

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in my project

dry sleet
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Then it should be fine!

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Regardless of how you approach it you'd probably have some function similar to FinishTask(task_id), which you could then for instance call by subscribing to an event in your crafting system.

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So OnCraftingComponentFinished(ITEM_ID) --> FinishTask(TASK_ID).

silent stag
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how can we add this

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i just download zip file

dry sleet
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Read the instructions on the repo.

dark drum
dry sleet
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They're right there.

dry sleet
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Although SUQS does have some shortcomings that I'd like to address, it sure was time saved.

silent stag
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may i use this on multiplayer game also ?

dry sleet
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I don't think it is replicated out of the box.

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(of course creating a quest system is excellent for learning, by the way -- I was thinking mostly from a production standpoint)

dark drum
silent stag
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but it did not go well last time

dry sleet
dark drum
# silent stag I will try this dispatchers again

You'll need a quest manager (actor component) that can be placed on the player controller and then a base quest/objective uobject you use to create the quests. The manager would then have functions to create and initialize the various quest objects and store them. The uobjects when initialize would then bind to the various event dispatchers it needs to know the quest has been completed.

You might need to go through your other systems and add event dispatchers for logic events that the quest system can use. Like picking up an item, interacting with something etc...

dark drum
dry sleet
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Fair enough.

lunar sleet
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Realistically you won’t understand much when you implement someone else’s code

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Gotta get your hands dirty to actually learn

dry sleet
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Yes, but I also think it's stupid to impose some stigma against using plugins for very common tasks.

dark drum
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I think the only system I've seen where I've thought 'yea, I'll just use that' is the ultra dynamic sky and weather. It's all self contained and doesn't need anything else but you can have other stuff call functions on it which is nice.

dry sleet
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The excellent DLG dialogue system is a key one for me.

lunar sleet
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Depends on the plugin, good non-Epic ones are few and far between

dry sleet
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Definitely.

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But they sure do exist.

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I just tend to find them on GitHub rather than the epic store.

silent stag
dry sleet
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You can make UObjects in Blueprint but the workflow proposed by Pattym is probably best suited for C++.

dark drum
dry sleet
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If you say so. How does world context work with BP UObjects?

dark drum
dark drum
silent stag
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If you dont want to share i will find another way

dark drum
silent stag
quartz kayak
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me getting frustrated wondering why a node wasnt working only to realise i hooked it up to the wrong input

dry sleet
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>debugging function not working for 1 hour
>realizing I never call the function

dark drum
# silent stag Thank you

This is the general gyst if you can follow it. The first 4 screenshots are from the quest manager, the next 3 are from the base quest object and the last one is setting up a quest where the player needs to speak to an NPC. Adding a new quest is a simple as getting the quest manager and calling the add quest function and specifying the quest object you want to add. In the quest object you override the 'Quest Started' function and add the logic to start the event dispatchers you need. In the example, i get an NPC dialogue component and bind to the on conversation started. When this happens the quest object knows it has happened. You can then override the 'QuestCompleted' function to define what then happens. The quest manager will automatically remove the quest from the active quest list when the 'OnQuestCompleted' event dispatcher is called inside the quest object.

There's a few other stuff but there not important to the general function of the core quest system.

dark drum
noble quiver
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Hi. So I have an actor blueprint that is causing problem. It's not returning as valid on my player character, and yet the component has no compiler errors.

To fix it, I delete the component and replace it. The component now returns as valid, no changes have been made in the component script itself.

However, whenever I reopen the project, the component that just returned valid before closing UE5, is now no longer returning as valid.

Does anyone have any idea on why/how this oddness occurs?

silent stag
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I start questions with first picture ofc 😄

dark drum
dark drum
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Interesting, the outer of a widget that used in a widget component is the game instance. Hmmm... 🤔

silent stag
uncut shale
#

This might bee a dumb question, but what us the difference between a set and an array?

dark drum
dark drum
silent stag
dark drum
uncut shale
dark drum
uncut shale
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I just have a few arrays that can be turned into sets

silent stag
dark drum
silent stag
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second picture

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On quest manager

dark drum
dark drum
silent stag
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should be basequest right

dark drum
silent stag
summer pewter
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how would i implement a first person directional melee sword system like mount and blade..

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i have the animations set up i just need a method of picking directions

dark drum
dark drum
# silent stag

I only got to setting up the quest added and quest completed but they have an input that is the quest object. (I had planned to set up something on the quest updated so the UI can be updated, you can always ingore that one for now)

dark drum
lyric quiver
#

I have this bp to do DoT damage to the enemy but the event doesn't activate. I can print a string after the do once node but not in the event

dark drum
lyric quiver
#

ok I'll try that thanks

shut compass
#

I have an attribute named Mesh which is a path to a static mesh. How can I convert my path into a static mesh object reference so I can read the bounds of the object?

mortal pendant
#

How can I make a editabletextbox that I can interact with through hand tracking? Any one know a guide I can use? I've been looking but haven't found a solution

gentle flare
#

Aight, why can't my line trace detect my metahuman?

celest lotus
celest lotus
#

it should be blocked only then it will detect the hit

maiden heath
#

Hi guys, I have some information. I would like to make it so that if I give values to my character I increase the height and length of his arms. Is there a way or even a video where you explain it to me?

dark drum
celest lotus
dark drum
celest lotus
dark drum
celest lotus
#

the defination of that function is in mirror manager class

jolly hedge
#

Hi guys, i have a problem which i dont fully understand how to solve. i want to make the player win after he has done something. But i dont want to check everyframe if he has achieved it. is there otherways to do this?

trim matrix
#

event

#

dispatcher

minor river
#

I have recently started delving into Unreal Engine 5.3. Is it possible to build a library here for, for example, my materials and objects?

jolly hedge
#

does this look like a object that will move only 200 in Z axis value or am i doing something wrong?

fluid lagoon
#

Hey everyone! I was wondering if anyone knew an alternative method than using EventTick to determine whether a boolean is true or false? Trying to not use cost effective methods to performance if there is another easier way to check.

pulsar vigil
#

Hello guys im using smart object as explained in a tutorial of Ryan Laley and it work fine but i would like to cast an actor from the class gameplay.Behaviour that is used to use smart object system but i can't get the class any idea ?

tiny wing
digital valve
#

Why would already spawned chars get a value but not the player generated pawn off same bp?

thin panther
jolly hedge
tiny wing
jolly hedge
lofty rapids
thin panther
#

Otherwise you're trying to lerp between changing values which doesn't work

digital valve
thin panther
#

Imagine trying to run between point a and point b, but they're constantly moving further apart

digital valve
#

So then i have all the pieces connect with next piece and previous piece but it wont work unless the start piece is the current piece at the begining

lofty rapids
digital valve
#

it will only move a pawn already spawned in the game. but for instance if you have the pawn generated off a player start etc it wont move

#

and gets a null value

#

I could do a pawn possession instead of this but wanted it where players could customize their pawn which is why im doing it this way.

tiny wing
wintry meteor
#

anyone know on how do i transfer data "score" of A_Quiz to "random score" of WB_leaderboard?

jolly hedge
tiny wing
jolly hedge
#

i tried, it just flies of

#

look here

thin panther
lofty rapids
#

When using format text, when using an input as a integer, it adds commas to the number. How can i stop that ?

#

testing{someNumber} becomes testing1,200

#

i want it to be testing1200

#

without the comma

jolly hedge
#

??

thin panther
#

Yep

jolly hedge
#

not excatly where i want it to be or how it should move

#

just teleport there and slowly moves up

thin panther
#

Then your current location is incorrect

jolly hedge
#

thank you for the help

#

but why is it necessary to store it into a variable?

#

or like you called it "cache" it

lofty rapids
#

floor:1,200; should be floor:1200;

#

i can parse with a different character but i would like to just get rid of commas

#

in the number of the format text

lofty rapids
thin panther
# jolly hedge but why is it necessary to store it into a variable?

So you want to move between the initial location and the final location.

What you're doing otherwise with getting the location is your point is ever changing.

So one frame you might be moving between 0 and 200, then next frame it might be 1 and 201, then 3 and 203, all the way to infinity

#

You're constantly moving the endpoint away, so it can never reach it

jolly hedge
lofty rapids
#

you can probably get actor of class, and get the variable

#

but it's on tick, i would probably set the reference on load or something

#

so you don't have to keep get actor of class

#

on tick

#

usually i don't like to set the text on tick, but rather call a display function or event when it needs to update

#

for instance you only need it to update when the value changes, not constantly update

#

but it's a performance thing and doesn't really change much

wintry meteor
#

thankyou

#

i just want it to display as text to player

wintry meteor
lofty rapids
#

makes sense, probably won't be a lot but i do microperformance stuff all the time

#

a lot of littles add up to a big

long hawk
#

What analytics are you using for your games? I was using flurry but they’re shutting down now. I found out firebase is only for android. I have an app in both App Store and play store. Wondering what analytics service everyone else is using..

drifting dune
brisk rain
#

Hello! I'm making an ad system to show an ad whenever the user dies, however it crashes about 1/3 of the times. Heres the code.

#

I dont call show or load ad anywhere else btw and I have set the test ad id

carmine moat
#

This is a very basic question.
I don't like how I cannot scroll view distance of exponential heightFog more than 10000.
I know I can type in to get more than that.
But I want to smoothly scroll the distance value interactively without typing.
Is it possible to create a blueprint to be able to control the slider more than 10000?

Thank you!

dark drum
carmine moat
brisk rain
brisk rain
#

or do I need a requested too?

dark drum
brisk rain
dark drum
brisk rain
#

im doing that already

#

oh

drifting dune
#

What am i doing wrong with this? My character doesnt do its animation after attack

dark drum
brisk rain
#

i misread what you said

brisk rain
#

even if one isnt loaded it should return the branch at the left false and not attempt to show an ad

random pulsar
#

Can someone give me a random game theme?I will try to make a simple game in a few days

random pulsar
cobalt gulch
#

How do I do that though

#

this doesnt effect anything

dark drum
#

It sounds like you need a simple inventory system to keep track of the amounts in game.

dark drum
#

Assuming it's just the amounts, you could probally just use a map where the key is the item name and the value is the amount (int). When you pickup or drop something, you just need to find it in the map and update the number. The UI can then use this to show the list.

pulsar vigil
#

hey guys what would be the node and the layout to get a pawn/character class and get the children and randomise it to spawn it as ia ? i found this on internet wich is cool but i want to use a specific class of npc and randomise the children of it, also i know its not spawn actor but spawn ia

lunar sleet
#

What is IA in this context?

junior prairie
#

Is it possible to increase the radius for nav link proxies? I've got a setup for launching an actor from point A to point B, but when they navigate to it in a group it bottlenecks and they all stand still at the proxy location

pulsar vigil
lunar sleet
fiery anvil
#

I’ve been having trouble with my timeline saying “timeline paused” and I couldn’t find any solution. I have 2 other types of doors with the same code on opening and they work amazingly but this one doesn’t and I don’t know why. Anyone help please. Thanks

pulsar vigil
lunar sleet
fiery anvil
#

I was using it then I decided not to

#

To close the door

lunar sleet
pulsar vigil
fiery anvil
#

I was having the reverse go into the B of flip flop but I just decided I don’t want it to close

#

It works on my 2 other doors with the same exact code so idk why it isn’t here

carmine moat
#

Guys, sorry for bugging, it is a bit of urgent matter, and I am noob in Blueprint. If I can borrow any brain it is greatly appreciated.
I have just one Exponential Height Fog in a blueprint.

There is a node called Set Start Distance to control its value.
But the one I need is Set Start Distance of Volumetric Fog inside Exponential Height fog.
How can I create a node to control this value??

Thanks a bunch.

lunar sleet
# pulsar vigil oh sorry im french lmao

Yeah, I thought you might be 😀 np, just wanted to make sure we’re talking about the same thing. There’s a few get children nodes but I’m not sure if either of them gets you child blueprints

lunar sleet
pulsar vigil
lunar sleet
#

There should be something let me check

pulsar vigil
fiery anvil
pulsar vigil
fiery anvil
#

It’s okay Ty tho

carmine moat
flat coral
#

I'm trying to make an actor component that subclasses scene component, because I need the transform. But I've found it's really hard to use with no visual element. Is there a way to attach an editor-only visual element to a scene component, like that white sphere that the default scene components have, or an arrow like the arrow component? Is there a way to include an Arrow or something that looks like it inside a different type of ActorComponent? I wish you could just subclass it.

pulsar vigil
pulsar vigil
fiery anvil
#

Let me try to remove it but I don’t think that’s the problem cuz I have 2 other doors with different open scenarios but the same code and it works even tho the flip flop is there

#

I’ll try tho

#

One sec

#

Nope it’s the exact same

lunar sleet
pulsar vigil
# fiery anvil

and did u tried to debug it and see where the flow stop ?

fiery anvil
#

im new to unreal sorry i have no idea what and how to do that 😭

pulsar vigil
fiery anvil
#

ill search it up rn

#

ty

lunar sleet
pulsar vigil
dull birch
lunar sleet
fiery anvil
#

i searched up debugging on youtube and google and i found this guy talking abt break points walter am i on the right track

flat coral
lunar sleet
pulsar vigil
flat coral
lunar sleet
flat coral
carmine moat
craggy star
#

anyone know any youtube tutorial for being able to enter a car in a third person template, i tried a tutorial but it wasn't working, and I made sure the blueprints were perfectly done

fiery anvil
#

OH MY GOSH i just found out the problem was that i forgot to put a get player controler when enabling input 😭 idk if breakpoints is true debugging but it sure did help so thanks

zealous comet
#

I have two blueprint actors that completely glitched out and now share the same event graph, anyone know how to fix it

lunar sleet
fiery anvil
#

what a cute couple

#

i have no idea

lunar sleet
#

@pulsar vigil how many children are you working with

flat coral
lunar sleet
#

Children bp classes*

fiery anvil
#

phrase it a little diffrent buddy supershock

lunar sleet
#

Maybe he’s a child therapist or an educator you don’t know

fiery anvil
#

mhm

#

or maybe he likes children

lyric quiver
#

I'm trying to make an upgrade system for my game. If I have a bunch of custom events, each being an upgrade, is there a way I could choose randomly from a list of them and assign that chosen upgrade to be selected like on a button click?

fiery anvil
#

there is but i forgot the name

#

someone remind

carmine moat
lunar sleet
#

Oh that’s your var

carmine moat
#

yeah

lunar sleet
#

Well you’re setting it already so how can you not change it

carmine moat
#

I donno lol

lunar sleet
#

Hang on

#

You’re setting this on construct

carmine moat
#

yes

#

It does not need to be runtime

lunar sleet
#

Ofc it won’t change you’re resetting it with every tick

#

Construct doesn’t just fire once

#

It’s editor time “tick”

#

So if you drag it to 0 but the code says nah change this to 65000 it will always reset

carmine moat
#

oh ok

#

wait so I should do it in event graph?

#

sorry too noob on this

lunar sleet
#

You’re not changing the reference you’re just changing your copy

lunar sleet
#

Maybe you can use Set by Ref on the Start Distances

#

Or just set the original Start Distance to whatever you want

carmine moat
#

I did not know it can be complex... All I wanted was a simple blueprint with one slider, to control volumetric fog's start renges

#

this one is not the value I wanna change... but...
Why this works?
it is in construction script @lunar sleet

dawn gazelle
#

When you're adjusting the value, the construction script is getting fired. If you're setting the value on the construction script, it sets the value to what you've set in the construction script, meaning it resets the adjusment you've made.

This new one doesn't appear to be setting any value, it's calling a function that could be adjusting a value that isn't your "Start Ranges" variable.

lunar sleet
#

Yeah I said on tick but Datura is correct, it’s when you make a change

dawn gazelle
#

In other words - you can't expect to adjust a variable of a placed actor when that variable is being set within the construction script. The construction script's value will be the one that is used and will override any changes you make.

lunar sleet
#

Is that new function custom made then?

carmine moat
#

Ok so that function is the one doing some trick

#

no it is not a custom made, I can just search this one. Not sure how it is doing

dawn gazelle
#

There is no "trick". It's a matter of you're not setting the "Start Ranges" variable in the construction script.

lunar sleet
#

Ok good that’s a built-in function

dawn gazelle
#

Because you're not doing that, you're able to set the value as you want. Then it's calling into that particular function to do whatever.

carmine moat
#

ok, then how can I set the value without overwriting it?

dawn gazelle
#

Why do you need it set in the construction script?

carmine moat
#

it does not have to be in the construction script... I was just dumb and too new to blueprint...

dawn gazelle
#

You can set the value as you need, you can also make it so it has a default value. You cannot set the value on the construction script and expect to also be able to set the value manually.

carmine moat
#

basically it is for a virtual production scene, a on set director needs a single slider to control the starting distance of Volumetrig Fog in the Exponential Height fog

#

As stupid as it sounds.... if we have bunch of sliders that confuse people who have never used unreal... So I was order to make a single slider

flat coral
#

So what's the easiest way to add two transforms together, if this is illegal for whatever reason?

#

Ah HA! Compose transforms!

viscid gust
#

Hello, I have an actor BP that is my level manager. Essentially its supposed to, on BeginPlay, place all the actors and set variables from my game instance. I use it to load up a save from the main menu level. However its not running BeginPlay. Is there a reason why it wouldn't?

#

It plays when I run the level straight from PIE, but not when I run the level via OpenLevel node from MainMenu Level.

flat coral
# viscid gust Hello, I have an actor BP that is my level manager. Essentially its supposed to,...

So one thing with BeginPlay is that AFAIK there is no guarantee about which order actors will have their BeginPlay function run if they're all in-level already. That can make race conditions possible if actors refer to each other during their BeginPlay code.
Is it possible that your BeginPlay is being called, but is exiting fairly quickly because it references something that could be invalid at that stage?

viscid gust
#

Well I was thinking that as well about the order, but I put breakpoint on the BeginPlay node and it only catches when I play level from PIE

#

It doesn't catch when I open the level from OpenLevel node.

pulsar vigil
lunar sleet
#

@dawn gazelle you know any easy way to get all children classes of a class without having to query every class ?

viscid gust
#

@flat coral It's confusing because I believe every other actor is running its beginplay from the OpenLevel node

dawn gazelle
lunar sleet
pulsar vigil
pulsar vigil
viscid gust
#

Alright so apparently if I remove BeginPlay from the LevelManager blueprint, and replace it with a custom event and then call that event from the BP_FirstPersonCharacter BeginPlay it STILL doesnt actually call that event. Soo something is wrong with my BP_LevelManager?

lunar sleet
pulsar vigil
lunar sleet
#

That function I found should be fairly simple to implement I think

pulsar vigil
lunar sleet
#

Maybe you need to use proc gen for this tho

lunar sleet
pulsar vigil
queen heron
#

can I not call a custom event thats in the editor utility widget from a regular widget asset?

#

yep... the widget which I wanna call the custom event from also needs to be a editor utility widget

#

makes sense

celest tangle
#

Get actor bounds for spline mesh component is not working properly? Found random thread saying set start/end tangents of the mesh might mess w/ the dimensions. Any fix for this? Trying to set the box extent of a spline mesh component's box collision, after the mesh is resized in-game.

viscid gust
#

@flat coral Ok So it actually is working I was just setting some variables incorrectly. Interesting that BeginPlay still doesnt catch on a breakpoint, even though its technically firing.

flat coral
viscid gust
#

Yeah it would be nice to know whats happening but for now I'll settle for it just working haha

queen heron
#

I seem to be unable to send the trigger between these two editor utility widgets

#

idk what I'm doing wrong

visual crest
#

is it cheaper to check then cast? or just cast and use it as my bool?

lunar sleet
visual crest
visual crest
#

Because if I use it as my bool I could end up casting to the then like 20+ times

#

so if I use a check I am just checking twice?

lunar sleet
#

Yes

visual crest
#

So cast is better then

#

Thanks

#

Its hard to know because some say cast is expensive and others say its cheap

#

And I have noway of taring apart the coding to find out lol

fiery anvil
#

I have this set up for picking and putting a note down, for some reason my input key (E) is not working. i placed an event tick in its place and the code started working, but once i placed the interaction or even plain E it dosnt work. can anyone help? i genuinely dont know the problem considering E works fine on all my other code. thanks

#

I tried using a random other key like Q to test it and it didnt work, but the problem isnt with the code itself so i dont know how to fix this. please help

#

(i tried debuging it when i first found out it wasnt working and it didnt get past pressing E, it completely didnt render)

heady burrow
#

is there a way to get feedback from decals so I can see what actors are "decaled" ?

visual crest
#

How is this variable used exactly? I want to pass it through a call function and check if the action/button that caused is still active/pressed. Is that possible?

dark drum
# visual crest Its hard to know because some say cast is expensive and others say its cheap

The reason people say to avoid casting is down the memory usage. Casting forces the bp to load the actor, even if it's not being used.

Over using casting could result in a single BP forcing your entire project to be loaded.

Ultimately though, you want to use a good class hierarchy where you can cast to base actors that don't result in loading large files like large materials, audio files etc...

Having said this, if the thing is going to be loaded anyway, it's not an issue.

fiery anvil
visual crest
#

So if I cast to a BP that cast to 100 other BP it loads them aswell?

dark drum
dark drum
fiery anvil
#

explain that in a way dumb person will understand please 😭

craggy star
#

I have the same issue as @fiery anvil

dark drum
fiery anvil
#

well how do i

#

i didnt do that on my other bps and it worked but ill try

#

OHHHH
WAIT

dark drum
fiery anvil
#

I REMEMBEr

#

i did enable input

#

i js forgot abt it

#

ty

#

ill try it now

#

smth like this right

#

if yes then okay ty

dark drum
lunar sleet
dark drum
dark drum
visual crest
#

how do I add an item to a specified index on an array? I know insert does that but I want to over write the data at the targeted index not just insert

visual crest
#

thanks! good old brain fart there lol

willow cedar
#

How would I smoothly Interpolate a World Location getting updated every .5 seconds?

wraith loom
#

What do I plug into world context object?

jolly cipher
#

Has anyone ever seen a function output the results like this in a animgraph?
Following a written tutorial and says to create a function to input velocity to then output the XY output I need,
Then just says to use the results in the anim graph but never done it like this before, theres no info on how to do this,
Any idea how this is done?

brazen merlin
fringe veldt
#

please excuse the spaghetti but HUH?
To me this looks like

void fill(TArray<FSideConfig>& SideConfigs){
  int numToFill = FMath::Clamp(6-SideConfigs.Num(), 0, 6);
  // print numToFill
  for (int i = 1; i <= numToFill){
    // print i
    FaceConfig fc;
    // init defaults
    SideConfigs.Add(fc)
    // print SideConfigs.Num()
  }
}

Why is the output log printing:

LogBlueprintUserMessages: [Character_Die_C_0] 6
LogBlueprintUserMessages: [Character_Die_C_0] 1
LogBlueprintUserMessages: [Character_Die_C_0] 1
LogBlueprintUserMessages: [Character_Die_C_0] 2
LogBlueprintUserMessages: [Character_Die_C_0] 2
LogBlueprintUserMessages: [Character_Die_C_0] 3
LogBlueprintUserMessages: [Character_Die_C_0] 3

instead of

LogBlueprintUserMessages: [Character_Die_C_0] 6
LogBlueprintUserMessages: [Character_Die_C_0] 1
LogBlueprintUserMessages: [Character_Die_C_0] 1
LogBlueprintUserMessages: [Character_Die_C_0] 2
LogBlueprintUserMessages: [Character_Die_C_0] 2
LogBlueprintUserMessages: [Character_Die_C_0] 3
LogBlueprintUserMessages: [Character_Die_C_0] 3
LogBlueprintUserMessages: [Character_Die_C_0] 4
LogBlueprintUserMessages: [Character_Die_C_0] 4
LogBlueprintUserMessages: [Character_Die_C_0] 5
LogBlueprintUserMessages: [Character_Die_C_0] 5
LogBlueprintUserMessages: [Character_Die_C_0] 6
LogBlueprintUserMessages: [Character_Die_C_0] 6
#

sorry the picture is at the bottom

twin shale
#

Does anyone happen to know if you can set this from Blueprints? I can change these parameters no problem but I want to change the actual layer asset:

solemn basin
#

I know there is more to this than what I have here.. I just don't know what it is.

velvet pendant
#

Alternative to cast?

#

I have a Variable called [EnemyDMG] in ai_enemy. How i can change it from Player_Char without Cast to AI_Enemy?

velvet pendant
#

cuz it's expansive

thin panther
#

that couldnt be further from the truth

velvet pendant
#

and for bigger games, might be a broken feature

thin panther
#

it's a very common myth

velvet pendant
#

yea, but best it's to prevent, right?

#

just if exists tho

thin panther
#

no, because there is nothing to prevent

#

casting is fine, and unavoidable

velvet pendant
#

It's fr just a myth?

thin panther
#

yep

velvet pendant
#

I heard more ppl said it's so freekin expansive

#

and i was like, ouch. hope it's not freakin

#

with my resourse later.

#

Also, do you know how i could change the style image from a button?

#

in graph of a wg

#

I can get it work only with images, with set brush

#

but not with buttons tho

thin panther
#

the "expense" comes from casting to something which is unloaded.
when you do so in blueprints, it has to load it into memory.

This cost can be virtually nullified by using proper code only base classes however

thin panther
#

if you get the button's style you should be able to break it into it's series of images iirc

velvet pendant
#

for context, i wanna do a button for 3 ,,Items" you could buy from shop

#

got to work trough images, but not buttons

viscid gust
#

Hello, I'm having a problem adding elements to a map. If the PlantsInWorld map from SaveGame's length is 2 then the for each loop should add 2 elements to the PlantsInWorld from GameInstance but it only ever adds 1. Also when I put a breakpoint on the return node and check the PlantsInWorld map from SaveGame's length by hovering over it, it shows the length is 2 but when I expand it Unreal crashes.

velvet pendant
#

@thin panther Seems to like by breaking the style, ty

twin perch
#

How can i get a my Hierarchical instanced static mesh component to save its instances when i close my program, i have a utility widget that spawns the instances, however when i close my program they disapear.

marble echo
#

am I doing something wrong here?

viscid gust
faint pasture
#

What is the actual type of the variable

marble echo
faint pasture
#

Does every class you'll put in there have a base class?

marble echo
marble echo
faint pasture
#

Then you'll need to either have a common base class or interface to talk to them all the same

#

or a component on them

marble echo
#

yep sorry, think i'm missing some variables

faint pasture
#

What you're doing is saying "Get the MagCurrent of this Actor" and the computer is saying "WTF, Actor doesn't HAVE a MagCurrent property". All it knows is that the result of that get is an Actor, doesn't know any more than that.

#

are these all held items or something?

marble echo
#

they have the same variables now

#

i imagine i'm using this call wrong?

marble echo
faint pasture
# marble echo

What is the type of the Actor Class (purple pin coming out of your weapon struct)?

faint pasture
marble echo
#

how do you mean sorry?

faint pasture
#

Actor doesn't have those variables

#

that's the core of your problem

marble echo
#

oh hmm

faint pasture
#

What are you actually trying to do?

marble echo
#

this is for the fire button, when you press fire it's supposed to check what gun you have out and fire accordingly

#

i have actor classes for guns, and i want it to be ableto pick the right actor

faint pasture
#

why is it reaching into the world and getting the first actor it comes across of that class?

#

why not
Fire Button -> MyGun.Fire

marble echo
#

thats essentially what i want to do

faint pasture
#

I'd make a base weapon class that contains that bigass struct as a variable so you can just reach in and grab that stuff

marble echo
#

but it needs to know what MyGun is

#

alright that might work, thanks

#

as long as i can use actor sequencers in them

faint pasture
#

Equipping:
Spawn actor of class GunBase -> Attach it -> set MyGun

Firing:
Fire Input -> if MyGun is valid -> MyGun.Fire

#

GunBase can contain a variable of type WeaponStruct if you want to easily keep their runtime stats in sync with the data table

marble echo
faint pasture
#

RandomGunSpawner:
SpawnEvent -> get random data table row -> spawn actor from class (it'll be a GunBase) -> ActorIJustSpawned.WeaponStruct = TheDataTableRow

#

now the gun has a copy of the data table row used to spawn it so it has its starting stats

#

and in GunBase you can do all your general Fire/StopFire Reload etc logic making it data driven by its WeaponStruct

#

in subclasses of GunBase you might just swap out meshes and stuff, you might not even need to do that depending on how data driven you can make GunBase

#

You could certainly make a system where you only have GunBase and everything else is just data, but that depends.

marble echo
#

gotcha, thank you, i'll make a proper weapon base

flat coral
#

Someone rescue me from this boolean hell. I've written this shit two ways and I hate them both, the readability is just awful either way.

Basically the goal here is to take a few inputs on a flying NPC, whether it's moving, whether it can strafe, and whether it's near an enemy, and use those to either rotate toward the target, or rotate to face movement direction.

faint pasture
#

why the 2nd branch

#

either you rotate to target, or to movement

#

unless you intend not rotating to be a state

flat coral
#

Not rotating is absolutely a state!

faint pasture
#

when can it NOT strafe?

#

or is strafability a stat like some flying dudes can strafe and others can't

flat coral
#

It's more like what type of flying thing this is. This is the superclass for all of it. A robot can strafe, a missile cant

#

Yeah, if it isn't moving AND it isn't near an enemy, it won't rotate at all.

carmine moat
faint pasture
#

idk why strafing has anything to do with orientation

#

not being able to strafe is more like "Can't move anywhere but forward"

flat coral
#

Oh because otherwise it's ALL strafing! The movement component I'm using is pretty terrible at handling rotation, so I'm doing it manually.

#

In the case of a missile, the AI component will just move it towards the target, but to make it LOOK like the rocket on the back is doing the work, I reverse-engineer the orientation FROM the movement

faint pasture
#

ok so movement is the free variable, and orientation depends on it + other stats

flat coral
#

Yeah basically. It's like "I have no idea what 'forward' is, but I know what direction i'm moving, and i know where the enemy is"

faint pasture
#

assuming your boolean logic is correct then I'd just do the 2 if chain

earnest vigil
#

Hey guys I am trying to calculate the velocity of an object using 2 points WITHOUT using physics. Physics will not allow me to use time dilation which is needed, but without physics I cannot use the get velocity nodes so It seems as though I need to calculate it.

I am wondering if anyone has any idea how to calculate velocity without using the games delta time as there will be a considerable amount of time between when I "pause" the actors and then "resume" them.

compact rain
#

Hello All,

I hope I am using this venue correctly.

I am new to Unreal and am trying to put together a framework to build a larger game project in and I have gotten myself to a place where I am not sure what the next steps are.

I am streaming in levels using the LoadStreamLevel node in a Blueprint Actor that has a collision box component. Pretty straightforward stuff.

All of my levels stream in fine, but the various bots that I have in the levels seem to be disconnected from their controllers and Behavior Trees. All of the bots are child class objects for the class (AIC_WBGNPCs) that I am calling in the script.

I am trying to manually load the Controllers and Trees in the SubLevel Blueprint, and in the Loader. I am doing both because I am trying to load all of this after the SubLevel has finished streaming in.

(I guess I am a Pants and Suspenders kind of guy. I can clean it up after I get one of them to catch.)

I can see the messaging in the PrintString, so I know that we are getting to that part of the blueprint. I just don't know what the next thing I ought to be looking at is.

I have also bound a OnLevelLoaded event to the BeginPlay event in the level. This event is never gotten to at all and I am not sure why, but that might be outside of the scope of the core "Why are my AIs not loading their Brains?" inquiry.

I have tested these bots in persistent, non-streaming loads and they work fine, so I don't think that the bots themselves are the problem.

Any does anyone have any insight that might help me to get these bots working when streaming?

Thanks in advance for any insight that anyone might be able to provide..!

trim matrix
compact rain
trim matrix
compact rain
earnest vigil
#

Maybe if there was a way to get how long it took to execute a particular amount of code? I could just use that as the time between points

cerulean arrow
#

Hello all, looking for some guidance on how to organize a set of features in my blueprints.

I'm making a Little Nightmares-inspired game. I'm working on learning how to have pushable objects, objects that can be picked up and thrown, and levers/buttons/etc. that can be interacted with, all if the Left Mouse Button (Grab button) is being held, just like in Little Nightmares. I'm following tutorials for those systems.

I need help knowing how best to organize them. Should I make an "Interaction Component" that contains all the blueprints for the aforementioned things, or should I just drop it all in my player character event graph? I already have a climbing/mantling system that checks if the LMB is held, and I want to avoid these different systems conflicting with each other. Should I have a separate blueprint system that gets called on my characters Event Tick? What is the best way to go about this?

remote meteor
lusty shard
#

Having an issue where Get Viewport Size is returning a larger value than the actual viewport size. Any ideas how to fix?

#

Red arrow at bottom right represents mouse lcoation when screenshot was taken

spice viper
#

I think there is a viewport scale factor as well?

spice viper
lusty shard
marble smelt
#

im making a sidescroller game, and im trying to add a feature that when the player clicks on the screen the player jumps towards that direction, but for the life of me i cant figure out how to get the mouse position into a useable vector value

topaz gazelle
marble smelt
#

ok thanks

#

does anyone else just have a thing that sometimes a certain node just cant be found?

cerulean arrow
compact rain
cerulean arrow
#

How do I get information from one blueprint to another with an interface? I can't find any tutorials that explain this. I used to know how but it's been too long.

I am trying to have a pushable blueprint with a box collider tell my Interaction Component that the player is overlapping. I can't have Inputs and Outputs with the same variable name on a Function in my Interface, so I can only set or get in the respective blueprints. How do I pass this information between the two? It's just a simple "canPush?" boolean.

spice viper
#

The only way to pass info through an interface is all of the parameters. I've done things like "ParameterIn" & "ParameterOut" when I manipulate the value. And yeah an interface with a single function called "IsPushable" that returns boolean is an approach

cerulean arrow
#

So if I have a SetcanPush function and a GetcanPush function in my BPI_Interaction, and their respective input/output is named the exact same, it recognizes it as the same variable?

#

ie. I have the pushable blueprint call the set function, and then on the custom tick that my Interaction Component has, it can call the Get function and it'll be the value that the pushable set?

EDIT: I just tried this, it does not work.

cerulean arrow
#

I feel like this shouldn't be this hard to do. I've watched several tutorials and it still doesn't make sense to me.

cerulean arrow
golden geyser
#

Anyone mimic the editor advanced copy before in blueprints mind sharing whatever insight they have?

golden geyser
# cerulean arrow Can you show me an example of this? I don't understand what you mean by this.

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Send Variables Between Blueprints Using An Interface - #3: How To Make Mario in UE4 - Unreal Engine Tutorial

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cerulean arrow
# golden geyser https://www.youtube.com/watch?v=WH1PIeT0coM

Thanks for the link, watched it. I'm still completely lost. Here's what I'm trying to do. It won't let me change the value to be true in the begin overlap and false in the end overlap. I'm sorry, my brain works differently and I have no idea what I'm missing here. I feel really stupid.

spice viper
#

Maybe something like this for your use case

native canopy
#

where is the break hit that result from the trace when hit

cerulean arrow
brazen pike
cerulean arrow
#

How do I send it to the Component of my player character? I tried using a Message but that doesn't let me set the value in the Pushable object. It's like the only way to do it is to cast, which defeats the whole point of using an Interface. I was told that casting clogs up memory usage.

In pushable, I want it to detect Begin/End overlap with the player capsule. On Begin, set canPush to true. On End, set canPush to false.

I then, in my InteractionComponent, which has a custom event "tick" that is running from a sequence in my player character, I want it to know whether or not it can push, and then I can worry about the actual pushing code, checking if the LMB is held, getting what actor it's pushing, etc.

I'm just trying to set a boolean in my Pushable, and have my players Component recognize what it has been set to.

I've worked with Interfaces before but my mind is completely spaghetti tonight on understanding this, like there's some sort of mental block lol.

brazen pike
cerulean arrow
brazen pike
# cerulean arrow My goal was to make this pushable be a parent object that I can then make bluepr...

I would recommend flipping your system around. Instead of pushable objects telling the player that they can start pushing, have your player tell objects to start being pushed.

So I'd put the interface on the pushable object instead of the player component. That way, you can have your player detect when they are overlapping with an object. The player can check if the object can be pushed, and if it can then you will tell the object to start being pushed. Then the player is technically always trying to push anything it's colliding with, but it will only do so if the object is marked as "pushable"

#

The way you'd fix your current system is by doing: get player character -> get component by class -> send interface

#

but that kind of defeats the point of an interface. Although, it doesn't really seem like an interface would be necessary in your current system. Casts really aren't that expensive if you use them in moderation. Especially if you are casting to your player character since (usually) the player character is always loaded into memory anyway. casts become expensive if you start casting from your player character to random things in your game.

heavy plinth
#

Hey everyone, I'm new here. I'm having trouble integrating a key pickup item with my physics doors I created. If anyone could help that would be great

brazen pike
heavy plinth
#

Cool, I'll try to explain as best I can and provide some photos

#

Some I'm making this basic physics door

#

It uses a pivot so the player can run through the door instead of pressing E to interact

#

I made it so that the regular door is locked unless the variable HasKey is true for the player

#

In the video you can see how it prints "Door is locked" for the regular door

#

This is how I was handling the door locking for the regular door. I tried to change it so the physics door also checks for "HasKey" before allowing the OpenDoor event but it still opens even though HasKey is set to false

brazen pike
heavy plinth
#

If I disconnect it from where exactly? From the start of the regular door or the physics door?

brazen pike
#

On physics door, at the start of "OpenDoor" disconnect the execution line

heavy plinth
#

Okay yeah I just did that and the door still opened

#

So it's not doing anything here

brazen pike
#

Okay, go to the door component in the PhysicsDoor blueprint and check if "simulate physics" is true

heavy plinth
#

Yes it's ticked on.

#

Would I possibly find some way for it to require haskey to enable simulate physics?

brazen pike
heavy plinth
#

Where would I connect it? Would it be after the timeline or should I connect it to the flip flop

brazen pike
#

You don't need any of that now. Connect it straight to OpenDoor and see what happens, make sure simulate is set to true though

#

This might not work, so don't delete it all yet

heavy plinth
#

I didn't delete it but the door still opens

#

I turned simulate physics back on in the details panel of the door

brazen pike
heavy plinth
#

No, it stays closed then

#

It's ticked on in the details but off in the blueprint (not sure if that's how it works)

brazen pike
heavy plinth
#

Now it stays closed too

#

Let me try setting HasKey to truwe

brazen pike
#

Currently, the door is simulating physics interactions. So obviously when you run into it, it's going to swing open because you've pushed it open. If it isn't simulating physics, then the door is going to stay shut. What I'm suggesting is that the door should start with no physics (when you run into it, it is closed). And only when you have the key and interact with the door, should it start simulating physics and let you walk through it. Almost like you've unlocked the door

heavy plinth
#

Yeah that's a perfect solution

#

I'm trying to fix my key pickup now lol

#

I should just set the haskey variable to true by default but I'm not exactly sure how

#

Nvm I figured it out

#

I had to open details and click on the variable

#

Set the default value to true

#

It works!

#

So now if the player presses E on the locked door it unlocks and they can walk through it

#

I need to fix my key pickup right now because I want it to destroy when you walk over it and enable HasKey

#

I think it's doing something else right now because Destroy Self is never getting activated

brazen pike
#

as long as it has given the key

heavy plinth
#

This is what I have now and it doesn't seem to be working

brazen pike
#

if you put a print at the start, does it print?

heavy plinth
#

At the start of begin overlap?

brazen pike
#

yes

heavy plinth
#

Okay I just did that

#

It printed as soon as I started

brazen pike
heavy plinth
#

It printed so much I couldnt tell

#

It looks like it's always being called

brazen pike
#

right well that's not ideal

#

connect "other actor" to the "in string" of the print and it'll say what its colliding with

#

But this probably means the collision settings of the box aren't set correctly

heavy plinth
#

Oh yeah it's pretty large

#

I just downscaled the item

#

That all worked

#

It was the box collision

#

It was massive

#

Thank you so much I really appreciate it

cyan trail
#

Is there a way to have Niagara that plays till trigger is overlapped that would fade Niagara particles away?

lunar sleet
cyan trail
#

Will try as well

#

Anyway if I want to spawn something from actor ( I have plane that has some text on it) should I use add child actor component or spawn actor?

cyan trail
#

It gives me error that current value of the spawn transform pin is invalid in action behin deferred actor spawn from class and finish spawning actor

cyan trail
lunar sleet
# cyan trail

It needs a transform, or at least a location plugged in (you can break the transform pin) so it knows where and how to spawn it

cyan trail
#

It worked 😄

#

Now to only somehow trigger it

modest saffron
#

Hello, any chance someone can help me out with something using blueprint

#

I'm extremely new, been using UE5 for 3 days now

lusty shard
modest saffron
#

hello wolf 🙂

#

So, I just started again, and am working on making a basic RTS game (real time strategy, top down camera)

lusty shard
#

Can anyone tell me what I need to do to get mouse X/Y event to trigger any time the mouse moves?

modest saffron
#

I've got camera working (once mouse is edge of screen, it moves)

#

and I'm a little stuck on selection of units

lusty shard
lusty shard
modest saffron
#

So, I have Draw Rect (drawing the selection rectangle), and I have Get actors in selection rectangle (selecting the units)

#

it works perfectly

#

issue is....

#

the draw rect is viewport based

#

and if I'm panning camera as I'm selecting...

#

it's not anchored to the actual game

#

but to viewport

#

get what I'm saying?

lusty shard
#

oh interesting problem

modest saffron
#

seleciton si fine, see

#

but if I draw same selection while moving camera

#

downwards

#

you can see that the rectangle is beign drawn on viewport, not anchored to world

lusty shard
#

id say this is a fine issue to have. Most RTS do not solve this if youre considering your sanity and steam with moving the project forward.. you could be fine with not solving this.

#

but completely understand wanting to solve this

modest saffron
#

i mean, solving it = learning right 😛

#

I'm only on day 3, so figure, might as well tackel problems early

lusty shard
#

yea haha

modest saffron
#

as learning experiences

lusty shard
#

Well, this might get expensive but youll probably want to store the rect in world space, but man cant imagine how youd specify which anchor to move, that is attached to mouse.

modest saffron
#

so.... I was playing with these two different things

#

but can't seem to figure them out, but a possible solution?

lusty shard
#

yea while panning the camera, with arrow keys or edge panning with mouse, youll want to store the world location of the anchors and update them as the camera moves

#

might need to save the world location as the rect is created

#

BUT

#

i am not familiar enough with this mechanic and how unreal supports it, to know what needs to be called out for say if youre mouse is dragging at the bottom right of the square and you cam pan down... youd have to allow that corner and its edges to be free to grow during the cam pan.

#

are you using enhanced input system for mouse movement?

modest saffron
#

not sure what enhanced input system is

lusty shard
#

it is replacing the old input system

#

instead of just pressed or released

modest saffron
#

I'm using pressed/released atm

lusty shard
#

supports on going hold and stuff

modest saffron
#

that's what I've used

lusty shard
#

yep thats a safe decision

#

for learning for now lol

modest saffron
#

hm....

#

i wonder... if I can use the world position of the camera

#

since it's moving at the same rate as everything else

#

and just add/subtract that from starting position

lusty shard
#

interesting

modest saffron
#

just ignoring the z axis

lusty shard
#

you might be ble to add or subtract the offset change of the pan to the rect box ..

#

yea

modest saffron
#

how does one get world positions?

#

i've not played with that yet

lusty shard
modest saffron
#

it wouldn't matter if tehre's no "drawn" rectagle, as long as it gets to edge of viewport

#

and this should work, since it's not limited to viewport

lusty shard
#

i need these lol thanks

lusty shard
#

i am not sure exactly how but seems related to the feature youre trying to make

modest saffron
#

maybe?

lusty shard
# modest saffron

that seems like itll give you the world location of the actual camera..

modest saffron
#

which I want, no?

lusty shard
#

i think so

#

then you math the difference into the rect

#

either during the pan or after.. but probably ideal during.

modest saffron
#

i want one initial camera position (on press of the left mouse button)

#

and one updating one

#

while holding

#

and if it's changing, the difference is added/subtracted from rectangle

lusty shard
#

yea

#

good way of thinking btw

#

i wouldnt have reached that solution lol

#

been in unreal for too long

modest saffron
#

welll.... let me see if it works LOL

#

my brain is literally farting left and right

#

since I neve rprogrammed before

#

overloaded on so many topics at once

lusty shard
#

thats unreal haha. its awesome like that

modest saffron
#

hm... x/y is inverted in 3d space right?

#

compared to 2d space

#

so x=y, and y=x etc. ?

#

if we're talking x/y/z axis?

#

in x/y/z, x = up and down right?

noble quiver
#

I think so yes. In 3D X is forward and backwards, Y is left right. This gets "inverted" in 2D (X = left right. Y = Up Down. It's not quite inverted hence the quotes, but for the sake of calculation, invert 'em)

noble quiver
jolly hedge
#

how do i disable all input from player controller except one?

#

the point is if the player is "ingame" and he opens the option menu, i want him to be able to press the same button to leave.

#

Tab = open option menu

#

Tab again = leave option menu

lusty shard
#

A boolean for "InMenu?" could go in front of all input events

modest saffron
#

working 🙂

#

that was an annoying fix.... my blueprint is so messy

#

lol rip....

#

and that's only for drawing...

lusty shard
#

reroute nodes!

modest saffron
#

gotta do same for the selection one

lusty shard
#

double click a wire

modest saffron
#

yeah, ill do it after

#

once i get it to work properly lol

jolly hedge
lusty shard
#

But you probably dont want to set that up.

#

Well

#

Are you setting input to UI only when the ui menus come up??

modest saffron
#

question

#

this camera sucsk to track, since it's too high up (and distorts view if it's at an angle)

#

can i make something who's position i can track, at ground level, that always follows camera movement?

dark drum
spice smelt
#

I know you can't cast to a type known at runtime, but I assume with macros I should be able to specify the type?
I'm trying tomake an utility macrot hat lets you iterate over all components of a given type in scene. However the "get components" node when given a class variable returns a generic scene component because it'd do a runtime cast.
Whereas I kind of want it to be a macro wildcard, if possible

#

essentially the returned component should be of the type specified in input, and it won't be a variable, it'll be a constant specified on macro call

#

or maybe i'm too much wishfully thinking that bp macros would work like c++ templates...

dark drum
dark drum
dark drum
spice smelt