#blueprint
1 messages · Page 82 of 1
So it's to call in editor as opposed to runtime? Also what type of settings?
nevermind, i got it to work
so far it was mesh > hidden in game, light > cast shadows, stuff like that
just found out a multiplier to fix it
No it isn't. It's from the a project bought on the UE5 marketplace that I've made some tweaks to. I've been working on it since November and only now (without any major changes mind you) is this error occurring.
I thought macros were a literal copy/paste
what is the type of the output of that macro?
I would tell them to... Lol.
However, unfortunately, you can't dynamically define the type of a cast.
You might be able to set something up in the game instance for global vars that components could read at runtime but it'll probably get messy with the use case you described.
yeah the problem is that since the inputted class is a potentially runtime changed variable, the get components by class node will always return a scene component type, not the type you passed
I would tell them to... Lol.
Me too sir/lady, me too...
alright i'll try asking them to use the power of copy-paste
again
It sounds like they need to spend more time in a small test level until they've figured stuff out. Doing this level of adjust on a large level just isn't practical. I can't even fathom the reason for needing to set all static meshes to hidden in game. Having stuff not cast a shadow I can sort of get but that needs to be a design decision that needs to be settled on before mass adjusting everything in a large level.
it's not a gamedev company, it's a graphics for cinema company
0 care for performance, efficiency, or using unreal as unreal understanding it's not maya
hey guys, UE5 has a function to shoot a projectile from your camera to where mouse is pointing right?
how does one get the coordinates of first thing the projectile hits?
i just want real world coordinates of the map when I click my left mouse button
"raycast collision" are the keywords you need to search for
i don't remember the exact ue function off the top of my head
thanks
If I have some player upgrades, with each upgrade logic stored in a custom event or a function, what is the best way to randomly pick from the upgrades and assign one to the player?
Switch on Int..
and then set the int to random in range
well, set the int to random in range first, then switch on int
ok thanks I'll try that
is it inclusive on the max value eg 0,5 could return 0,1,2,3,4 or 5?
Why don't my child actors inherit macros from parent actors?
I've come to realize that camera distorting the square depending on location due to camera movement
the ideal workaround is to simply disalow camera movement while button pressed
Hi, how do you separate the keywords? Is it using a space or a comma
Does anyone know why after closing this error my pc close all softwere and go black then restart explorer.exe ?
This error occur after projust is open for few seconds
hey ,real quick question please
i have my camera scroll/move when my mouse is close to edges
how do I tell it not to do this, if left mouse button is pressed?
That looks like a possible graphics card driver crash.
Would anyone know why I am unable to dynamically set a font param from a material inside of a BP? Any other kind of param is fine, but not font params for some unknown reason
Probably best to set a boolean when you press left mouse button, and then do an If branch inside of your edge scrolling logic. If the bool is false, you can edge scroll, if it is true, you cannot
Can you share a screenshot of the distortion?
yeah, im having trouble setting said boolean
i'm super new, so not sure wehre I'm failing
it distorts because things further away appear smaller
You can drag off wherever your left mouse button input is coming in and type in "Set (YourBooleanName)" to set the result of the boolean
How can I make my right hand track my cursor when I hold down left click?
i want to make it rain tacos that you need to dodge how do i make the falling animation
Not exactly, but this works as well 😅 I thought you had an event somewhere (like your Mouse X event) that was called Left Mouse Button. If you drag off that one and set Is Mouse Down to true when pressed, and to false when it is released, then it works more or less the same way.
man, what a mess I have here
but things are working so far
UE5 is such a deep thing to learn
on day 3 atm and loving it!
This is the motto of every Unreal Engine developer, so you are doing great @modest saffron
https://streamable.com/6onov9 @grim sand
that's where I'm at atm
got camera working. i was trying a different camera approach... but I think i'll stick with this one
Awesome stuff, well done!
previously, i allowed scrolling and selecting (meaning capturing rectangle increasing as i scrolled away)
but I think disallowing scrolling is better long term and way easier
Yea probably that is the better user experience
even though i had it working
was a pretty cool workaround though
i used the global positioning of camera, and just added/subtracted it from the current position/starting position
that way, i could in real time accomodate for the movement of the screen
since camera moves at same rate as screen
Can someone pls help with fixing a collision for a tube?
Auto convex collisions seem to not work on it
And i'm not sure how to setup proper collisions
@grim sand why doesn't this work?
as the same solution as previous one?
yet this works
trying to understand logic of it
Yea this should work. Are you sure that the left mouse button logic is triggering? You can use a print string or a breakpoint to check if something is executing.
You could add a capsule collision through the menu I show in the screenshot. Or you can go into the Collision settings of the mesh and under Collision Complexity you can set it to Use Complex Collision as Simple.
i dont think it's triggering
just don't understand why not 😛
i think the event isn't triggering
ah thanks man works perfectly
is there an inkling of a chance some future unreal version will allow for making scene component BPs that have other components in their hierarchy by default, ie add child comps to a comp bp like you would to an actor bp
that'd be so very good
yeah, it's 100% not triggering the left mouse button event @grim sand
I was actually reading up on this earlier and I don't think so. AFAIK the scene components purpose is only to provide a pivot point that can be moved, rotated, and scaled within the actor you are placing it. If you wanted to default add other components to that scene component, you would just make an actor, as that is what actors are for.
that works until you want that component/actor to be used inside of other actors
child actors have like a bunch of issues iirc
Yea I cannot remember at the moment, but there is a something you can set in your player controller to fix this.
I haven't really experienced any major issues regarding child actors in recent months. Is there something specific you are trying to do?
when new empty project was created evrything is fine, is there a way to fix broken one ?
child actors are fine.
child actor components are all sorts of broken
but to answer the question, no I don't think components will ever get support for subcomponents
it's a bit of a messy practice
I wanna make a bunch of components that are basically "wrappers" around existing unreal component, to abstract away/hide their setup & have that wrapper also change params on them at runtime in reaction to some gameplay events
Check to make sure you've updated your graphics card drives. Its not really an issue with UE but you're machine.
I thought parenting actors in the level just created a child actor component? is it the other way around instead, child actor components spawning an actor and parenting it in the level?
are u sure? 😮
parenting actors like that is fine yeah.
child actor components do some dark magic internally and screw everything up.
Hello,
If I cast an actor (from Hit result) into an interface and it's successful I can then assume the pointer/actor is valid and not null and implements that interface?
Yea, when you get an error regarding D3D12RHI it's normally because it's lost contact with the graphics card. This is normally because of bad drivers (possibly a windows bug) or a bad graphics card.
thanks!
@grim sand figured it out 🙂
since i had the left mouse button event in another blueprint, i had to remove
Awesome, glad to see you managed to find the issue 😄
Good job 👍
hey, could anyone help me with a poorly-explained crash in ue4.27? sometimes it happens when triggering a niagara effect. sometimes it happens seemingly randomly. whatever it is, i've found VERY little acknowledging its existence and no solid solution, including official unreal documentation. suggestions?
I assume there is an easy way for this, but how can I set the current date and time in a blueprint? E.g. the user pressed "load" game, I want to change so it says last time played to "Todays Date and Time, in local language format".
Probably something along those lines
Thank you! I will see if that works!
How could I make my right hand follow my cursor when I hold left click?
No
I'm not sure then. If it was a seperate mesh, you could apply rotation while left click is held down
How can I make it a seperate mesh?
I'm not sure if theres a way to do it with the default. Depending on your goals, you could also make an animation where the model is "pointing" and the pawn control the rotation of the animation
Is there an Unreal engine blueprint node that normalises a degree float to be between 0 and 360?
try Wrap
I want it to point at the cursor
Hey! I'm trying to rotate an object aligned to the viewport like this in blender, but using the WASD. Any idea how?
Hello! I asked the same thing yesterday but never figured out the answer. Why does my app crash half of the times I call the ad? here is the only instance where i show and load ads.
Is there a updatesundirection blueprint function? or do I have to make my own. I cant find any documentation on it
the default sun direction is based on the rotation of the directional light iirc.
it's either that or the skylight, i don't remember
a lot of people here reccomend Ultra Dynamic Sky for their sky needs btw
how would i cut a section out of a mesh at runtime ?
i want to use another one, to make a cut of the shape of the cube
So I'm a bit confused by this, the get turn left/right node is asking for a target to be connected, yet there is no target on the node, is there any way around this without making hard references to the character?
Where does the function live and where are you trying to call it from?
I'm calling it from a component that's attached to the character
Ideally I'd plug in "Get Owner" but there's no Target on the node
Where's the function implemented?
It's just a function in-engine
does it say infinite loop ?
I'm not a fan of wrap as it misses the upper and lower bound depending on which way it wraps. Using 0-10 with an input of 11 gives one and an input of -1 would give 1.
Oh it's your input axis. You'd need to get them from the pawn or controller.
nvm fixed it it wasnt btw
I can recommend this. I've not purchased it myself but worked with a few clients that have. It's very self contained but easy to work with. The weather system that goes with it is pretty cool as well. Massive time saver.
Anyone know of alternatives to regular collision? I want pawns to be "repulsed" from each other at rest but if they're all trying to move through a door-frame they can overcome that repulsion.
why did my camera shakes suddenly break?
i converted my project to 5.3 from 5.2, and my camera shakes are now FAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAR weaker
going back to 5.2 they're as they should be
did 5.3 change something about camera shakes?
actually, my shooting ones work
it's my walking and sprinting ones that broke
for no reason, values are exact same
i have a quick question! so me and my team are making a 2d character in a 3d world and hes supposed to follow a spline. the initial issue was that event begin play and event tick needed to trigger two things at once each but that got kinda solved using sequence.
but theres something else, ive made it so the character teleports to the closest point on the spline. that worked well until i connected it with the event tick, now the camera itself teleports too. please let me know if i need to screenshot anything else, i appreciate any and all help
The tick code wouldn't work though
Relatively sure it would keep teleporting you and negating any other movement or?
Why your camera moves is something hard to answer. Is the camera part of the character?
Also why do you disconnect things like your widget being added to call the other code
And what does that have to do with the camera
according to the tutorial im following if i uncheck the "teleport" option on the set world location it should let me move across the spline
its set as a spring arm, so i suppose so?
everything but the spline was done by a teammate, im trying to incorporate my part into their blueprints
That's sounds like you need RVO avoidance
I'm not aware if pawns at rest will move with rvo.
Moving across a spline is usually done by simply keeping track of the current distance along the spline, incrementing it by some speed value (times delta time) on tick and getting the location along the spline at that distance
If the spring arm and camera are part of the character then it will also move with it
Hi all ! Does anyone know how to change the index of an object in an array please ? I don't understand the method
Not sure I understand
For example I have an array with some elements inside
I want to move the element who is at index "0" to index "3"
You can add and remove from arrays or call Set array element
Whatever was in the array slot before would be overridden though
But the "Set Array Element" is not adding the item again in the array ?
You need to also set the index 0 to nothing
its setting it
Or with a temporary variable save the entry of 3 and then set slot 0 with that
Which would be a swap
Depends on what the end goal is
I tested the swap but it swaps randomly so I'm trying to set the index instead
it does not add the element again ?
If the value exists in slot 0 already then that wouldn't change
In theory ,yes
But it's not exactly an add
I just want to "move" it
What is supposed to happen with the element that is in the target slot?
I want to swap them
why do you need to do it through scripting?
To resume, I have a Grid Panel, and I want that the first slot of the grid panel always be the index array "0" and the second slot index array "1"
Hi, why isn’t the cube showing in the viewport so I can look at my character
I'm doing it through scripting because I am removing and adding Grid Panel Slot dynamically
If there is no swap node then you have to do that manually
Take the element from the target slot and put it into some temporary variable. Then set the target with the source. And last set the source with the temporary variable
Yeah then that but they said it doesn't work for them
There is swap node but if I remove the first grid panel slot after the second panel slot it changes everything, my array numbers are weird
you could show some screenshots so we can get a better view
You seem to have a setup that doesn't actually fit your example
So what I'm trying to do is to get the number of the Grid Panel slot and set it to the array to have the same number
check the "Rendering" tab in the inspector
Grid Panel slots, visually, are divided onto columns and rows
yes
Not just 0 to n-1 indices
In my Uniform Grid Panel, my goal is to be able to move a grid panel slot to another
To do that I have to clear my Grid Panel and re-add each slot
You would need to convert the index from 2d to 1d for that I guess
With the correct order
Or 1d to 2d for adding
unfortunately you cannot change the position of an element inside the uniform grid panel
at least not with blueprint
with blueprint you can do that by just adding
Yes that's why for changing the position I had to remove the panel slot and re-create it and that's fine
Math and no.
Array index to Rows and Cols usually is done via divide and modulo.
E.g.
RowIndex = ArrayIndex % NumCols
ColIndex = ArrayIndex / NumCols
Hi!
Any good guide for setting DeveloperSettings (?)
The problem is if I change from the first to second item or from the second to first item, they "array index" is still the same
You might also want to share code
Cause we are more or less making things up by now
Ok thank you I understand better
Yes sorry I'll try to show you some
how can I possibily make two editor utility widgets communicate with each other?
Custom event method did not worked, no signal from the target utility widget
Blueprint Interface did not worked either, same issue
Use a DataAsset that holds information and both of them write on it?
You can pass info that way, but still not enable one to call the other to do some function
That conversion also works backwards.
ArrayIndex = RowIndex * NumCols + ColIndex
In case that helps
Ok I’m at project settings, engine, rendering what now?
Not sure you can, despite combining them into one or having something outside of them that can persist data
Wdym
Thanks a lot!
not in the project settings dude :))
I want to store a FGameplayTagContainer that is globally available on C++, but setting the container on BP so i don't need to hardcode the values of it.
I tough the best way to do it is with developer settings
My bad, at rendering for my character I clicked on visible and unchecked hidden in game and it’s still not showing in the viewport
If you have no other object that makes more sense, sure
But that's more c++ than blueprints
there's no blueprint node set up?
And there are tutorials for this on Google. Fwiw just look at an existing class in the engine
@tame terrace your video shows only an empty level with some floor
Did you even place your character?
Or press start fwiw
The character doesn't magically appear
My characters a cube I’m learning right now
I only want to use BP to set the values of the container, but still be accesible on C++.
Since it's something that i need globally on C++, i could only think on DeveloperSetting.
Any con of using that? I need to get them quite often, is getting some property from dev settings slow or costly in performance?
It's in theory fine. Just saying that it's relevant to something with more context then that would be better. E.g. if it makes sense to place it on the GameState or some component then there is no need for the dev settings
I have nodes set up in my characters blueprint. Sorry, what’s a blueprint node is that a type of node
in this particular case, it's to check if an Item has any child tag of "EquipmentType" and if so, which one
Your character should show fine if you place it into the level. And if you set you character as the default one in your GameMode then it should also spawn fine if you press play
But that's the extent of it. You won't see it in the scene otherwise
The value is only ever read, and only ever set up during design time?
there's gotta be a way to call out the other EUW (editor utility widget)
the isValid node goes to false when I click the button
yes
also all of my other use cases for this are always only read and set at design time
Probably doesn't use the right world. But that node is also not really meant for non runtime I guess
Yeah then just use the dev settings
I was worried about performance, thanks a lot!
I got it, I had to click and drag my character from the content drawer I get it now, but is it apart of my player start or are they 2 different things? because their different actors in the outliner?
@tame terrace what you clicked on in your video is the player start. That's where the character would spawn if you set it as the default one and pressed play
PlayerStart is its own thing
It's not your character
It's mostly just a position
+- some collision checking
Yea, what is it for exactly? What does it do?
It's used by the Engine to find a Transform to spawn your Character at. There can also be multiple and you could, in the future when you know more about the engine, also extend them to give them more logic, such as what team is allowed to spawn there.
Ok thanks!
You usually create a GameMode (one of multiple in a bigger game) where you set the DefaultPlayerPawnClass to your own. If you then press play it would use that and spawn it on one of the available PlayerStarts.
The GameMode also has functions one can override to further control this. E.g. something to choose a PlayerStart yourself, with the same example of a matching team one
It's very important that sooner or later you learn the GameFramework of UE. Basically the most important classes that already exist and that should be used to extend and add custom logic to
GameMode being one of them
What happens if you try to put your character on the map without a player start?
Nothing, it just starts from there
This is a question you could have answered with one click lol
Not sure if this is the right sub for this. I've created a datatable via datastructure to store all the information for each of my levels, which in this case are tracks for a racing game. I included a screen of the datastruct. The circle in question is where I would like to store the level. What variable type do I set that as so that I can call it later to load the proper track? (In UE4 you could call a level as a variable, but that's not a thing anymore.)
can I somehow combine 2 types of arrays to one?
How do i change default scene root of an actor? I need to simulate physics on a static mesh component but it's not the default scene root, so then I can't use the SetActorLocation function to move the actor's mesh.
I am using separate meshes for different body parts and having them follow a leader component. I have pawn collisions turned on and they are set the same as the main mesh (torso). I am not getting hits on those meshes. I was able to get hits on the head once, but haven't been able to replicate what I did. At one time, I had two head meshes and for some reason that allowed hits. When I deleted the head mesh that wasn't receiving hits, the other stopped working. Is there something I'm missing? Eventually I would like these meshes to be able to receive their own hit data and receive damage to their armor.
I am developing an app for Quest 3 using vr template. I need to take screenshots of what players see in the app with passthrough. How can I do this?
I'm playing a level sequence via blueprint, and at runtime it seems like there are somehow multiple instances of the levelsequence actor being created (I'm stopping each level sequence before running a new one) - is that expected or is there some way to clean things up? Also attached an image of the relevant blueprint section
anyone know how to set drawing distance in unreal engine 5 via blueprint
Drag the static mesh onto the default scene root and replace.
it says i cant in this case:
Maybe i should add the mesh to its parent instead? since all of these actors will have a mesh anyways
That worked, ty!
at complete still my empty shiped ue5 project has only complex widget
and it load my cp 30%, 500mb ram, gpu 25% vram
, is this ok?
Hey all - I'm trying to get my character to be teleported inside of my closet / drawer / locker thing. On overlap, the interface will move the character inside and should rotate it based on a player reference inside the BP. Everything is working as expected but no matter what I try (hardcoding to -90 or using the reference) it will not rotate. Any ideas?
I am expecting it to rotate me relative to the player ref, which is -90. Even when I hardcode it, it does nothing.
Char’s rotation is usually overridden by control rotation. Look for those settings on it
In the character BP right?
Yeah
Bottom ones
I guess this is where using the 3rd person template character as a "True FPS" character is biting me in the butt
If checking/unchecking them doesn’t do the trick, try using set control rotation instead of the actor rotation/xform
Pawns/chars generally use the controller to rotate
Ok this is messy but this did the trick. I'll have to find a way to make this better
You were right though - it was the controller rotation that did the trick. Now I just need to find a good way to sync up the ref in the BP to pass into the controller. At this point it always says 0 yaw for some reason
Seems like there's no way (that I am currently aware of) to use that Ref_Player_Inside to control the rotation. I don't like to hardcode things so I will be revisiting this
Maybe you could match the facing direction of the closet with the player, assuming they are setup with correct forward vectors
Wow.. Ok that worked lol
So I can still at least use the ref player to do the transform and move the player inside, but for rotation here I can just easily use the closet itself
Is it more appropriate to have the player do a 180?
No because since it's an overlap trigger, if I'm not facing inside the closet, then the 180 will put me facing towards the closet, not the door
I want to always be facing towards the door once I step inside
Some kind of "look at target" treatment sounds workable then, ie referencing the closet. Unless you want a generic look at target to influence rotation control
I'm pretty new, so a lot of this is going over my head at the moment but that most recent screenshot did the trick. I will still be tightening it up a bit because if I'm looking slightly up or down and I step into the locker, it sort of quickly snaps into facing DIRECTLY out the front of the door. Might be desirable, might not be. Still fiddling around with it
Having the root (the closet) be the determining factor for the controller rotation still allows me to use something to control the player rotation without it being hardcoded - which was the goal
Appreciate the help!
I'm trying respawn a weapon if the user pick up the same weapon but it isn't spawning the actor
sup. in a blueprint how do i return an enum value from a pure function?
already figured it out, output variables, sorry about that
When should we put input events in the character instead of the controller?
i always put my input events on the controller because it's what makes the most sense to me. imagine an RTS. you could have any number of characters but only one controller
think of the controller as an entity that's just flying around controlling stuff
and the characters are pawns in the world
interesting
Yea i am moving everything from a character event graph to controller but not sure why i have always just done it in the character.. not sure why we SHOULD do it in one place vs the other.
Unless you're going to possess pawns with different ability sets or controls like cars or job classes.
still not necessary. the ASC can live on the character sure but you can call methods on your actors
the controller will always have access to the pawns it owns and you can cast to the right character types, meaning you have access to the public methods
do we still have to use these nodes to enable enhanced input?
anyone know why my Spawn actor from class is not spawning my bullet into my scene?
i've watched a tutorial and everything seems to be matched up perfectly im not sure what wrong with it
did you put a breakpoint on the spawn node?
wait what does that mean?
Select the node and hit F9
Then run the game. It should stop with a big red arrow on it
If it doesn’t, that code is not firing
yeah i checked to see if it was firing by putting a print string msg in between the ? is valid and spawn actor and it didnt print
Is the NotValid pin firing ?
I dunno why this isn't working
Also that get all actors of class array plugged directly into a play animation looks atrocious
Debug and find out
Print strings, breakpoints, etc
Keep defaulting to true branch
What’s the default value
Sometimes a guarenteed method is putting print strings everywhere and setting their message from beginning of the execution wire to then end "1" "2" "3" etc.. and you will find where it fails.
not true
So you told the engine “if the got weapon is not false, set it to true”.
What result are you expecting
oh okay
when the plug the notvalid into the spawn actor it works but for some reason the projectile starts from 0 0 0
Sure. You can also just step through the code
So you’ve determined your object is not valid?
what whant do if ihavent got a weapon to set true but once if got weapon to prevent me from destorying the actor
wait why is that bad? im kinda new to blueprints lol so im not rlly sure
yeah
Then how do you expect it to find the socket location?
idk im not sure why its not valid
ah thats true too. I need to do that more but those buttons arent as inviting to me. Less familiar, have to interpret/learn them. one mis click and you have to redo i believe. No stap back. Print strings dont interrupt the test and can be retriggered.
Idk how it let you connect an array directly to a single element but if you have more than one pump shotgun 3, that code will fail
Yeah, you can only step back in BTs
Probably cause you’re not setting the ref. But they key thing is you’re ignoring the fact that you’re asking an object that is null to give you a socket location out of the void and then wondering why your location defaults to 0,0,0
it seems to play the animation when i shoot, i think the way i have it is i have one blueprint for the shotgun and then i made a shotgun child blueprint and place the child blueprints into the world as multiple different shotguns i can pickup
Is there a for each loop inside that Play Anim function ?
i dont think so no its just a play animation node
Weird 🤷♂️
im pretty sure i have the reference set right its on my pump shotgun 3 bp
Sry try rephrasing that
And where is this code you’ve shown?
Also how did you set that ref
If i don't have a weapon this fuction should equip the weapon and set got weapon to true and destory the actor. I i already have the weapon it should do anything.
uhh im not sure i've been following a tutorial for the most part of this and i have the code copied the exact same
You need to make it do “if got weapon is false, equip and destroy actor” and set gotWeapon to True.
i think the only different i can think of is that the gun im using is a different type of child blueprint of the shotgun
instead of just one singular gun blueprint
You need to understand what you’re doing, just copying stuff will only keep you in tutorial hell. Find out where this ref is being set and how. Don’t assume it’s good, if it returns not valid it means there’s nothing set (null pointer)
Anyone can help with getting widgets to update via binds?
yeah im trying my best to like implement different tutorials together which might help me learn it more
instead of just aimlessly going through 1 whole tutorial series
Hello. Ez one. Is there a simple way to get the sum of an array (array are all ints)
Better to just try to make your own thing and then search for tutorials for things you get stuck on
yeah that's true the problem is i just have 0 idea rn how to start on making a new feature and like what to do
Anything better than a for loop?
once i understand the main concepts a bit better imma probs try and making some custom features without any help and just use the documentation or something if thats good
Can anyone tell me why this doesn't work the way I expect it to?
When the key is let go the actors rotation doesn't "reset" back to where it was when the key was pressed.
can I get menu controls after using a "UnPossess" node in Main Player's death? What can I add after playing the Death montages?
my montage play isn't working. the event fires when i put a breakpoint on it but the animation doesn't play. am i missing something?
I've had times where I forget to add the slot group correctly in the montage and when I do it works. For example, forgetting to set the montage to the DefaultGroup.UpperBodyGroup kind of thing.
For a node saying "number of items in the array", and the array has indexes 0 and 1, is this considered 2 items or 1? (Does it count from 0 or from 1?)
Is the completed exec firing? And is your characters rotation set to follow the control rotation?
It is firing.
How would I know if the characters rotation is set to follow the control rotation?
I'm having an issue where this Set Leader Pose node seems to make the target meshes ignore hits. I've tried to set collisions enable after this node, but nothing seems to work. Does anyone have experience with this? Without Set Leader Pose I do get hits.
Type show collision in console pie. Then print the components that u are hitting. If physich assets are set correctly, i dont see why there will be issue in collision
Does Set Relative Location actually (1) set, or (2) append, to a local value?
IE, if I looped through the same Set Relative Location, should it supposed to remain at the same location or drift further and further?
It will remain on the same relative location
Doesnt append
If u want to add you will use add relative
Ah great! Tks for confirming!
Print string your montage, see if you are actually playing a valid montage
With Set Leader Pose.
Without Set Leader Pose
The second image I just made the head mesh use the same animation BP
how can I duplicate a widget component inside the same UMG asset?
through blueprint
I have this tile button component ready
using the "Create Widget" node seems to create a huge lag spike if I compile the script
this setup only either replaces the previous array slot with a null or it sets the existing tile button into the next index
on component begin overlap only fires when an actor overlaps it right? It doesnt fire if I've already overlapped that actor in editor. How can I get the reference of the actor overlapped on begin play?
overlapping only happens at runtime, not in editor
You could just do a single trace on begin play in place of the overlap
that single button right there is the only button that is added into the grid panel
and when I click on it to see the length of the array
the result is as expected, but getting the children count from the grid panel, result shows 1
What would be the best method to deliver information to all non-specific entities capable of receiving it in an area? IE: I want an AI to respond to a player throwing an attack but it needs several factors to take into account to decide its action, but I want to be able to send that info to any amount of valid targets around the player. My kneejerk is to create a volume and get all actors of class in it and use interfaces at the time, but that seems more jury-rigged than I feel it should be. I essentially want something along the lines of "Get Perceived Actors" but in reverse where it returns all actors that are currently perceiving a selected one
Ik that but what i meant was The overlap event is only called when something overlaps after the begin play, if the actor is already overlapped from beginning the event wont get called unless something overlaps it again
Is there a cheaper way to do this without using a Cast?
Left/Right pointers are ChildActor with class "BP_Toolsides".
The cheaper way would be to avoid child actor components.
but casting isn't horrendously expensive
not prohibitively so, at least
in blueprint it means your memory footprint increases a little
what are these Pointers?
if you do not need them to be fully-fledged actors it would be better to make them scene components
actually I don't think you need the cast? The Set Actor Enable Collision node should exist on the base Actor class, directly from your GetChildActor call
Oh gosh, you're right! Why didn't I test this lol
Thanks bro!
no worries!
How would you stucture the base character for a SSB-style fighting game prototype? I'd like to avoid making Ability classes if possible, I'm ok with just filling out what all the moves are in the Character
Howdy,
Is it possible for a component to have a construction script like behavior? I want to set some variable values before runtime.
So far I have
Input -> Press/Unpress for Jump, Normal, Special, Block -> divving up into the Up/Down/Neutral/Side versions of them -> ???
I guess my main question is how do you interrupt moves? Use Montages for the state over time?
There is a report feature.
Is it possible to create a function that takes in multiple inputs like such functions?
Can't we do that already? Or it just replaces resulting in 1 line?
is someone able to help it worked 5 seconds ago now its broken? Any one able to point out the flaw?
Not if it is a ownself created function, it will replace the previous line
Your casting to your FirstPerson should be on Top, after the DoOnce node.
@wanton prism
ok
Weird, will try when I get home
Did it work?
Also, what's your New Var supposed to be??
i was so tired it just a controler for the objective booleans
If you're not setting New Var to anything, then that will also cause problems
no it is i just didnt name it
the system it is controlling isnt breaking
Okay
The only issue is that you're using variables while no reference. So just put the cast to the first Then0 before the DoOnce node
Or put it after but make sure you create a variable from it to keep the code cleaner and keeping the casted actor in a variable
When I start my project with proper object settings (lightOn true, cast shadows true) it works just fine, but when I fiddle with these when the project is already running it usually takes 2-3 on/off clicks before it starts working. what am I missing?
It is not possible in Blueprint to my knowledge
Hmm ok
Not in Blueprint. There are some initialisation functions in C++, but if you want to keep it simple I'd just create an Init function in the component and call it myself from the construction script.
Yea, you would need to jump into C++ land for that. The closest you can get is using a macro but these are only contained within the BP they are created in.
Can I insert Exec nodes in a macro?
Yea, macro as pretty much for flow control so they allow multiple in and out exec pins. Macro's do have there pros and cons but might be an option for you.
I tried having an Exec but it would require an onwards exec
Which essentially makes it more like a function than a macro
Functions have an out exec pin. o.O
I mean to go into the macro
And also macro can’t take multiple targets too right?
oh wait, I think i miss read your initial comment, are you referring to the var inputs themselves?
Yes
Basically in each BP_Toolset there is a enum variable “Tool_Type” from a parent class and I want to set them
So instead of calling the custom function 4 times I was thinking if there is any way I can put through all the 4 child actors at one go as targets
Ah ok, yea, C++ land then. You could have an input as an array, in the function you make, you might be able to just plug the array into some of the nodes (even if it doesn't look like you can) not sure if that might be a work around.
Which is out of my league 🤣
This is how I set the visibility of some lights in a BP lol. The visibility node can accept an array which is convient as it saves me having to loop through them.
Why not dive into it
I mean I could do an array too, but with only 4 of them it isn’t worth the effort and wouldn’t reduce the code significantly either so ya
Wdym?
I was curious if it required some special work in C++ to work, but no, it seems to work for any native function. Very nice.
It's a joke, might not work
My joke was, make a Macro to accept multiple inputs on the same pin, then in the macro, put that function in
Yeah only for native functions it seems
Then it would be even worse cos in the macro I have to do the child actor>set 4 times lol
come over to the dark (c++) side, we have meta=(EditCondition) and cool multi-pins
(well if you ever feel like dipping your toes I found this series the most helpful:)
Quick question! hoping you guys might know how it's done..
Palworld has a depth outline when looking at interactable foliage. How does one do this with instanced foliage like them? Or do they go down the route of doing it via making every single damn bush a single actor 
Can someone explain to me timer handles better? Where can they be used and where they cannot? Are they only useable from within the actors that exist in the world? Because I could not do anything with them in a viewmodel.
A function or event can happen in X second, looping or not
I get that, but for some reason I cannot evaluate remaining/elapsed time nor clear a timer handle in a blueprint that's not in the world (like my viewmodel bp)
There simply is not a node like this in those actors event graphs
Good question... There is the concept of lightweight actor instances in Unreal (https://dev.epicgames.com/community/learning/tutorials/zweW/light-weight-instances-ue5) that might be good for this.
Either that or they have some system to suss out which foilage instance is hovered over and quickly replace that with a unique actor.
That's amazing. All of these little sneaky features UE5 has and me not finding out about it til now. lol
I don't think you can do it on a instanced mesh system as such, because it relies on depth stencils which I imagine apply to the whole system.
I wonder how they'd do it on a server though? Replacing out instances to actors on servers with ping delay would be atrocious
Because it's instant on Pal
Yeah... I guess you can do it client-side and apply correction later to prevent cheating.
But I'm not good with networking!
I guess you need to cast to that object and check with your handler?
No I mean there's literally no such node in there
This is probably pinned in some channel and is probably super common START HERE! knowledge for everyone but somehow I've been an Unreal dev for 4-5 years now and only found it yesterday:
but my god the amount of helpful stuff
Elapsed time is not there??
Try hooking an event to it?
And try again?
Try typing "time" and see if anything pops up
No there's still no way to actually read the timer here
Weird. I used Elapsed time and time remaining with Timer by Event before.
can you find it if you don't pull out from the handle?
Try that or disable sensitive
just right click and search for elapsed time
No, that's the point. Not in sensitive too
Which version of Unreal are you on?
I can only get by function name, not handle
Latest (5.3)
The last one?
Get Timer Elapsed Time by Handle
I mean the last function
That's by function name, not handle
there sure seems to be a function...
This is it
Try it in a UMG viewmodel
will do
But still it's simply a blueprint, so should be there?
But sounds plausible
Also I don't think anything should theoretically prevent timers from being ran in a viewmodel
If you can SET the timer (which you could?) then you should certainly be able to query it
Thank you 🙂
I'll test the timer in a UMG when I get home
That would be the most likely explanation now that I think about it
That often means native functions with WorldContextObject UPROPERTY specifiers don't show up
And the timer manager is unique per world I believe
I think I'll just refactor my stuff to use simple progress instead of timers
It indeed has an implicit WCO which would disallow it in World-less objects
Hey guys is there a way to make a zone radius that get every actor placed in it ?
Does GetPlayerCharacter work, just out of curiousity?
Mystery solved
If you can specify the outer of the object when it's create, you can always implement a function for starting a timer that the object can call. You would get the uobject outer and call the function from it. Possibly using a BPI. Not the cleanest of solutions but could be an option.
I honestly think I'm better off doing some refactoring to allow nice interaction between the object and UI through a viewmodel
Timer might not be the best solution here
Hello guys!
we are planing to make an RTS prototype, which should be replicated for multiplayer.
Are there any benefits to having multiple interfaces? (Performance?)
And, any other feedback to the planned structure?
thank you
Does making a function return two paramters make it get called twice?
The game instance shouldn't really hold things relating to a single gameplay session imo because it is consistent throughout the entire game instance (from when you open the game to when you close it)
The player controller could be something for that
because it is replicated as well, if you want to send things to update the UI to the player or something like that, you can
Thank you very much for that pointer
I can't find any widgets here when selecting, not sure what's the problem, I already created them
Hi! I have one blueprint class nested inside of another blueprint class, and I'm trying to access a variable that is inside the inner blueprint class from the outside blueprint class. Is this possible?
No
You could have that variable let's say, in the parent parent class or parent class and only use for whatever you want
I explained it poorly but hopefully you get what I mean
I'm trying to call out an asset inside that utility widget, but the Each Loop does not fire as it finds no widget
how can I call out the utility widget from another utility widget?
using a Child Actor Component?
you can get the actual actor (the inner blueprint) by calling GetChildActor on the CAC reference, then casting it to the type of the inner blueprint
do null checking first, the CAC is unreliable in how it spawns its child
also, this can only reliably be done at runtime
can you copy blueprint nodes so that they get a new name instead of just duplicating them? So copy and paste as NEW variables?
not really
😭
duplicate it in the variable list instead
haha would be a nice feature
you can only achieve that in the variable list
tho the renaming won't be how you expect
No thats fine tho
you can hold ctrl while pulling the variable into the graph to immediately get a Getter node. it can speed things up a little
it will just add a 0 to the end
yeah would be a nice thing to script tho.. advanced copy
It seems a rare use case... those attachment values could be placed inside a component, then mass duplication isn't needed
depends on the code of course
Ah if duplicated in the variable list you can also drag and drop ontop of the node to change it
its something
¯_(ツ)_/¯
Hahaaa I see what you did there
I am making another Automated test.
Testing Velocity in a Circular motion
in this test I have a CubeActor. I am trying to get the cube to move in a circular motion (Note: does not have to be a perfect circle).
The CubeActor has all the usual compenets, Static Mesh etc. I have made a BP the actor uses to move.
However I have tried a number of things in the blueprint to attempt to get the actor to move in a circle like motion.
I have tried adding force to an axis and using adding torque. this just results in the cube traveling along the axis whilst rotating.
In a way I need to add force to the direction the actor is facing. so as the direction it faces changes it will move that direction. (almost like how a vehicle would move forward)
I used this to have it moving in a perfect circle, but for the test I need to measure the objects velocity.
Thanks for any help or advice in advance
for pure methods, yes
Interesting, so either make a struct to return data inside or leave it non pure
Hi, I'm trying to use a 'get all actors of class with tag' node, which works, but when I loop through the resulting array it lists each actor twice and I have no idea why. Any idea what I'm doing wrong?
I would assume they don't have a specific point that they would circle with you not using the relevant point of the edge of a circle equation.
However, you could get the actors forward vector, get x vector, add a value to the yaw (1 as an example). You can then use this to set the actors new rotation. Then get the forward vector again and multiply by x distance you want them to move forward and add it to their current location. Rinse and repeat.
Show code
Hi folks. I have a full-screen Widget UI with a hotspot/button that makes a 3D actor blueprint visible (no problem!), but I would like to have another smaller UI for ONLY that actor blueprint so I can rotate the static mesh inside the actor blueprint. I have some ideas but don’t want to influence your thoughts. Can you describe how you would do this in the actor blueprint?
i want to make a football spawner but there is no blueprint that i can loop to just spawn the object again
Hey, does anyone know how I can import these character assets to my content drawer? Do they have to be certain file types, but I got them from turbo squid?
unreal cannot accept rar files
assets need to be image types, model file types (fbx for animations included, obj for only static objects, etc)
it also appears you do not have winrar
How would I change this so the movement is based on the meshes direction rather than the world position ?
if you want to rotate your character with left and right buttons, you'll need to use an Add Rotation node
Hello I'm kinda new to learning UE5. I'm trying to fill an Array in my level blueprint with Actors I've placed in my level.
I made a interface between the Actor and the Level Blueprint but the Event doesn't seem to work between them when I test printing a string when called.
Is it possible to transfer data between the actor to the level blueprint?
Hey I am just trying to get some pointers to create a system where I can place a building and have it produce a resource once it's placed. I can place it but it currently doesn't have any functionally to make anything. I am new to blueprints and have been looking at a bunch of forums and tutorials and while being great pointers they aren't really set up in the same way that I need it to work. is there any informaton you can provide?
So ive locked my charcters rotation with the camera as the effect im trying to achive is similar to a shoulder mounted bodycam. So when the player looks around the mesh turns with it, to emulate the static nature of the camera. My problem is that whilst my animations and character are facing in the right direction the movement is still facing the "true north" of teh chracter so W will bring me north even if my charcter is facing south. If that makes sense
you need to get the forward vector of the control rotation if you want the character to move based on where you look with the camera
and right vector
yes its possible
I made the interface and added it to both my blueprints
like this
but when i call it
it never gets to the other end and prints the bye
you haven't defined the target nor you're using the "Message" type
is the target the actor blueprint?
the target can be anything you want
and no, not the target defined on the subtitle of the node
tho
you cannot send trigger events to the level blueprint
so Im making a jenga tower game for learning. When I make my block I wanna send a reference of that block to the level blueprint so i can fill a 3d array
idk how to do it them if I cannot do it this way
there's a blueprint which you can use to store stuff
there's SaveGame which is mostly used to save the stuff before closing the game
then there was the other one which keeps the data as long as the game is still up
no saving
ok ill research these then
you'll find them when you create a blueprint
use the search bar
ok ill look that up then because this just needs to do it on game start
I dont need the data saved
ty
hey guys
After Pausing the game, then Unpause, Widgets are not rendered, any tips how i can redraw 'em?
Does anyone have any idea how to properly unload Dyanmic Level Instance which is created from Load Level Instance (by name). "Set is requesting removal" does not unload everything. the UEDPIE still exists as well as certain objects (only blueprints get nuked)
hey
need advice on how i would remove "affecting nav mesh"
via BP somehow ???
i wanna disable "can ever affect navmesh" but idnno if thats possible in runtime
Like this?
Yes
mm it still seems to have the same issue
anyone know :/
Anyone know why my transform won’t work in the level blueprint?
@tame terrace bro never take a picture like that take a screenshot and send xD'
Any idea why my BP only works on the first placed and not on the copies/instances? Thanks
You're using this node?
That is the proper way. Should work. If it doesn't, might be a PIE bug?
You need dynamic navmeshing for that.
By default the navmesh is baked at editor time and never updates during gameplay.
if those actors are spawned rather than placed in the level that loaded, it wont go away, unless ownership is set properly
Right, yes, makes sense. Spawned actors belong to the Persistent Level unless you explicitally set the ownership.
So make sure to set the owner. Don't think there's a better way.
@dry sleet i have that already
im not destroying the collisoon box
since that would make the children fall thru the ground
Why wouldn't you want them to fall to the ground when the table is smashed?
Anyway:
I haven't used them myself but seems to me you'll want to have a NavModifier component inside your smashable object.
Hm, guess that doesn't fully answer your question...
well no
Yeah, idk.
guys I am using this Rinterp to for my plane movement, but it has one problem when its getting to its destiny its slowing down and I dont want it I want whole movement same fast do you know what I mean?
with what to replace it?
hey, how do i remove a specific widget? instead of >Remove all widget?
Rinterp to constant.
i will check
(I know this isnt the best way to do camera movment but it works in the context of the setup) Im having an issue when the mouse reaches the edge of the viewport the rotation will stop not allowing the charcter to spin 360 degrees. Any ideas how I can fix this so the player can do a full 360 when contiously looking along the YAw axes?
Call remove from parent on the widget.
dunno if that's will solve the big problem, but i'll try it @dark drum
The fact that Enemy healthbar from spawned enemy dissapairs, when i pause the game
Ty tho, gonnna try it
What's the context that this sort of setup is required? What's the end goal? (Other than rotating 360)
I have a bodycam style setup where the camera is fixed to the headbone of character mounted on the side of the head mesh. If I enable player pawn rotation it allows the camera turn towards the player mesh. Breaking the effect. So i changed the movement system to rotate the mesh then the foward input is applied relative to the base aim rotation rather than the world rotation
The issue im having now is allowing the camera to move along the yaw axes and do a full 360 rotation along the yaw.
Hey guys, sorry if this is not the right section to ask this question but I need some help wrapping my head around something. In my project (a small management game), I need to trigger events on several actors each X seconds - i.e. spawning a new customer every 15 seconds or having them spend money every 3 seconds, etc. The timers are independent but, not wanting to run multiple timers concurrently, I decided to create a centralized manager that each interval launches a dispatcher for the actors to do their own thing. As I'm anticipating this will bite me in the back down the line, is there a better way to have a single timer managing everything? Or I'm just making my life harder and would be better off running an actor component on every actor that needs a timer?
Why is the cursor position relevant?
If you have a lot, creating a manager is normally a good idea. Plus, it gives you a single place to control the specific actors from.
This is a very good point 😅
Ah i remeber. I tried just adding the mouse input to the actors current rotation but it seems to break the movment
How are you doing it?
Are there any secret terrible costs for using BP Function Libraries for very basic convenience methods? Stuff like "GetGameState -> Cast to my subclass -> return" just to reduce common repetitions? 
hey all. REALLY hope someone can help me here because im losing my mind and google isnt helping. I have made a platform loop a circle using a spline path. i want 4 of the same thing but for some reason whatever i do i only see 1. ive tried duplicating the whole thing, tried replicating the 1st one, tried using a child blue print. but niothing seems to work. anyone able to give me an idea of what im doign wrong?
I can't see how you rotate the character.
So the character rotation is handled by the mouse x Which is working perfectly I can spin round in a circle if i stand still. But if i move around it seems the camera starts freaking out. Like If i press W the character spins in a circle
Thanks for the reply! They're not an awful lot - I'd say there would be 10/12 running at the same time -, but it made sense to me to have a centralized timer doing the heavy lifting. I run the dispatcher each second, increment the individual counters, and if they match the delta I run the logic. Does it sound like a good implementation? I guess I'm just wary of it getting too messy in the long run.
Your logic is wrong it should be, Current yaw + (axis value * sensitivity)
That sounds fine to me.
I made those changes. IT seems that pressing W still makes the character spin in a circle rather than walking direclty fowards
Try Current yaw + (axis value * sensitivity * delta time)
It's probably that the value is changing too much.
Ok, thanks!
hm my movement is not even working good with this
dont seem to be having any luck 😭
What does it do when you add the delta time?
I assume its the fact Forward Vector is affecting the same thing the mouse is to move
@dark drum check this its not helping a lot, at the start I have my initial setup with smooth movement after target ( mouse is aiming and nose with crosshair is going after this mouse circle) and I want have it constant fast but not that fast as on the end of video heh
Is there an alternative way to move the player that i should look into?
That isnt based on forward vector
The play with the speed until it's as fast (or slow) as you want it.
nothing helping in interp speed just 0
even 0.001 not making diference
when its 0 its moving fast
when something else not moving
Hi Guys, I am using this for my menu system, the player can go back and fourth between menus using a continue button and a back button.
I noticed that the current menu is not closing when I select continue. But I can not find anything like 'remove from viewport' or 'Destroy widget'
Any ideas?
Go higher, start with 8.
I tried to use binding as way to validate text input, but it ends with infinite loop. Why?
Can someone tell me how to use the transform variable to transform my floor actor? I tried to look online
because you want to get the Return from a function that calls itself to get it's Return
oh you mean the left bottom node will execute whole binding again ?
you should make a variable of the widget. That way you can access the variable wherever you like. Hidden is usually the setting for "removing"
the function is calling "itself" within it's own function. You should look up "recursion" as this might be what you are trying to implement.
can someone please help me with this.. have a 5 different set ups for a spline track. i want the cylinders to go round in a circle in a loop. ive got the loop sorted out but when i play the level only 1 is there. im losing my mind trying to sort this out haha
Yep i just noticed that, thanks
How do i get actual value inside binding ?
without recursion ?
i can't give an answer, that is incredibly vague as I do not know the systems you have been making in BP. What are you trying to display?
this is how blank binding looks like, where do i get value ?
just trying to remove non numerical characters and clamp them
on keypress
wont trigger on keypress
Bindings in UMG (I suggest you ask in UMG Channel) create a function to link gameplay data to the UI/UMG
is there a confusion on the word Binding? Perhaps you want Inputs
i mean this one
right bottom of image
yes. that is not what you think
You are binding that data field (Text) to a function
i think i get how it works, it is like variable binding that triggers when something reads it ?
but that probably also wont trigger on keypress 😄
Am i confused in thinking this is off and you actually want key press events?
yep i just want keypress event inside text input 😄
with ability to read and change value
input value
well i guess this is part of it. The other part is the key press event itself then....
i have no idea how to do it, maybe event tick and get type of event ?
also no idea how to get type of event
This also will not work :/
Get Input Max Players Text Has the wrong number of arguments, it needs to return 1 value and take no parameters.
So this is only way i found to get the value, but ends with recursion
can i do this binding in c++ without rewriting whole widget blueprint in c++ ?
so i did tested it with random number and binding ticks every frame
After my SHOP WIDGET KICKS IN, Game Is set to pause, All the healthbar from the spawned enemy, becomes invizible, How i can prevent that
Anyone have any ideea?
What would be the best method to deliver information to all non-specific entities capable of receiving it in an area? IE: I want an AI to respond to a player throwing an attack but it needs several factors to take into account to decide its action, but I want to be able to send that info to any amount of valid targets around the player. My kneejerk is to create a volume and get all actors of class in it and use interfaces at the time, but that seems more jury-rigged than I feel it should be. I essentially want something along the lines of "Get Perceived Actors" but in reverse where it returns all actors that are currently perceiving a selected one
Do I use that transform thing to set the pivot?
ok so i am trying to create a yellow line down my road texture, when i connect this up i get all the lines instead of just 1 line.
i asume its because its tiling ? but then again i could be totaly off
any ideal on how I can fix this?
@brazen merlin Weird, suddenly On Text Changed triggers on key press
Hey guys! I'm trying to figure out a better way to save variables for individual items in the player's inventory! I currently have a structure that saves what Item is in the inventory slot and the Amount. But need to figure out a way for the inventory to understand what the player picked up specifically is a Rotten or High Quality, EItemType: Food
My idea is that I just have the inventory save if whether or not the Item Slot has High Quality or Rotten Food in each of it's slots.
If anyone has a better idea of a way I could do this, please let me know! I just worry I'm going to have to save more different variables for each slot in the future for each different Item Type if I do it this way.
Maybe actor tags? 🤷♂️
OH MY GOD YOU'RE RIGHT how did i not think of this 😭
Idk if it’ll work for this use case tho, if those vars you’re storing are not actors
thats true, i just need the inventory to know if the food is rotten and based on if it has that tag now, I can apply food poisoning to the player if they eat it LOL
so thank you lots for your help!!! i can work with this i think
Just make one bool Poisoned? then maybe
Or the like
Not quite scalable but yeah
True, i could just keep the individual variables for each slot
isin't that a bit unpractical?
yeah thats why I was gonna use Tags instead! because then I dont have to make additional variables in the future if needed
So if the player right clicks to consume Item, itll first check the category of the item in the slot and based on the tags in the slot, it'd do A B or C etc.
I cleaned it up to use tags;
Itll go through a for each on the tags and if it has a "rotten" tag itll poison the player, if it has a "highquality" it will increase the amount of food points the player gets
That is what I'm using, I'm revisiting it now after some internet sleuthing. Some how I'm losing the data I'm storing it in. Because if I unload it after a delay, it unloads fine. So there must just be something goofy I'm missing. Thanks
hey guys, anyone have any idea why my server browser isnt displaying advanced sessions ?
The find sessions function isnt failing, I'm not getting the print string. But I am getting the refreshed message
i don't think this gets any value ? what are you trying to get the value of an input ?
Neat, glad that worked
Can you add components in construction script?
Not sure but should be easy to find out
I have the component being added to an array but not seeing it in the level.. or the viewport
Maybe it’s colliding with something? Is the node firing ?
yea code is firing... I set scale to 10000 and they were being added.
been trying different things for like 2 hours lol
Tbh tho
I would just add an empty static mesh directly and just change the mesh later
But ig that works too
Trying to figure out a way to implement list of names for a city builder game of mine. What's the most effective way of doing this? I'm thinking using a string table? I really only need a 1D array
Data Table
Can you actually have something as simple as a string for the row structure? Seems like you need to use a struct
why does this return as true for every pawn in my scene, including AI pawns?
I'm just trying to have a slightly different behavior for my player controlled pawns vs my AI controlled pawns
Can Anyone tell me why this code does not rotate my character? When I look at the rotation in the details during play the rotation is correct, but the camera is always facing the same direction (it's first person perspective)
Nvm I just found it:
Ui is showing so why am i getting this error?
the BeginPlay node called from Which Blueprint
Guys sorry for disturbing you but i have a question i am new in unreal and in my profilegpu my velocityparallel is very high and i get fps drop. I am trying to make a forest. My gpu is 1080 ti. Also i try to disable nanite and virtual shadow maps. Can somebody help me with this please?
its in the player controller. If I call from game mode i get the same error.
Has the W Hud widget compiled successfully
yes
can you try with another type widget , then watch is it success
do you mean although still error but in game is still worked ?
yes
maybe it might not be a programming error :v
I might would add in the event BeginPlay "Add Tick prerequisite" as it might be trying to add it before the character exist or is valid.
Might look something like this in your BP_PlayerController
Will try
tried both ways and they work but same error 😮
I would save all on your project and restart the engine completely. Might be bugged.
I literally just created that BP just to show you how it would look and even without the Tick prerequisite I had no errors.
Restarted same, Tried changing to new controller, same tried changing to new game mode and new controller same, just new controller same. there may be something up with the hud itself somehwere is what i would think but it does it with other widgets too
ill try a new project tommorow
Hi all, New to UE, I'm starting to work on a Top Down space shooter, where the camera is at 90' looking at the spaceship, the idea is to make the player follow the mouse and have a mouse pointer that is shown in a circumference around the player, so my question is how to arrange all this. Player is a Pawn with a Camera and a SprinArm but the mouse pointer should be a separate Pawn instantiated at begin play? Here is a drawing of what I'm trying to do:
I could use a little help setting up overlaps between two actors.
I added a static mesh component to my pawn under it's root, physics enabled BoxComponent, gave it a sphere mesh and set collision to OverlapAll
On my other actor, I added a BoxComponent under its static mesh and set it to OverlapAll. I think these should be generating overlap events, but they're not.
There might be an easier way to deal with the mouse, but you could
Under your ship, add a SceneComponent. Under that, offset the desired distance, add a StaticMeshComponent and make it a sphere or something. Calculate the angle from youir mouse to your ship and then rotate your SceneComponent that much.
You can replace the StaticMesh component with a screen space texture or something, however you want to draw it.
@gray hare so a SceneComponent I see, I didn't know about those... Thanks, will look into it
you could get the mouse location, normalize that position, get the player root location, add the normalized mouse position multiplied by the amount you want the circumfrence to be
draw something on the ground or whatever to indicate direction
@hollow cove That part is not a problem, due my newness to UE I didn't know how to arrange the player pawn in relation to the mouse pointer
i dont know what you mean
@hollow cove If the arrow pointer Thing should be a separate pawn or something inside the Player Pawn hierarchy
that Ray answered that I can use SceneComponent to do that
i might still be misunderstanding, but if this is a top down game, wouldnt it make the most sense to use a widget
@hollow cove I'm really new to UE, that's why my question, coming from Unity, what do you mean with a widget?
its UI, like if you wanted to add stat bars etc you'd use that
@hollow cove What I mean is that I have programming experience but I don't know the UE way of doing things.
So I can Have a UI widget that will always be related to the center of the player?
yeah, youd have to feed in a variable to tell it where to be though. closest thing i have to that is a health bar that floats above my players head in worldspace and rotates to face whoever is looking at it
I see, thanks. So you see that's better to use UI than any actor for this sort of thing
you can attach widgets directly to pawns
Yes, that's handy I'm looking at the docs
it's 4am so my brain is lagging atm, hopefully that gets you started in a good direction
@hollow cove It does, thanks for your help
can i call an RPC in a Game Mode from a user widget in multiplayer game?
i dont understand
widget is on a user's screen
I apparently don't understand your question.
i need to call an RPC from the widget
it works, when i call an RPC in a Character, but not work, if i call an RPC in a Game Mode
i need to know, its i`m doing something wrong with this RPC, or it can not be called from Widget to Game Mode
omg, I've been looking at THIS overlapped component this whole time, not the other componnent
%&#($&(#&$*(#
the game mode doesn't exist on clients
so?
clients can only call server RPCs on actors that they own, which means they are owned by something that is owned by your player controller
your player controller and its possessed pawn are common things to RPC on
so you can't call RPCs on the game mode. what do you mean by "call an RPC in a Game Mode"
what is it you're trying to do exactly?
enable/disable spawn of AI-controlled characters clicking on specific icon
I would create an actor component, AClientToServerAIComponent put it on your player controller. Write your server RPC there, where it can get the game mode and tell it what to do.
It does this even with a brand new widget? that's odd.. Something is up with that project..
thank you, i'll try this way
how do i set this up so that sword_run_forward is played if weapon type is 1, and mm_run_fwd is played for any other value?
also how can i extrapolate that into a variety of other integers corresponding to poses
i found an int switch node, but i can't connect its outputs to sequence players
and ive not hooked into any event so i dont think this will run
Has anyone tried to implement the Dash(Evade) Functionality from the game Control?
i'm sure someone has, nothing special about it. That's probably not helpful to you though, try asking for what you really mean
Just trying to see the functionality of how it works.
its an animation, temporarily disabling your hitbox, and a blurring effect, you've just gotta understand all the seperate parts and how to fit them togehter
Thanks.
do some general tutorials on udemy, learn a broad variety of stuff, and you'll eventually see how to fit things together
i should use blend poses even if i'm just discretely selecting one?
this will just blend from one animation to another depending on bool
if true itll play the true pose and if false itll play the false pose
i guess that'll work but it seems very obtuse for the problem
so in your case
weapon type == 1
true sword run
false normal run
yes but i want to have more weapon types, 2, 3, 4, etc, with their own pose each
hmm, that still looks pretty boolean, but its kind of missing the point, i don't want to do any blending here, i'm just cleanly selecting one pose from a set of options
that is the best idea so far, i might just do that, thank you!
what is this select node? Whats it called in the dropdown?
this is great thanks, i think i have enough to go on now!
So I have a delay node, when I put in a literal value (in the node itself) it works, when I base the delay of a member variable it doesn't lol? What's up with that? (I compiled and saved yes)
Super basic programming question. Does every function needs a return node?
Not in blueprints, but I'm sure there is an implicit one if you don't add one. By which I mean to say that the code after the function will be executing afterwards, whether you have one or not.
Thanks
I actually have more questions.
in this case (I'm not saying it's correct, I'm experimenting/learning) if I want to call "get random color" function from the editor by pressing the button
since it's connected in BeginPlay it's only just "initialised" for use, right?
If it's not for a feature in the game but just for testing or something you can enable the function detail "call from editor" and then there's a button on the details panel of that object
yes, that's what I use
I'm trying to understand how things interact with each other
so if it's connected to BeginPlay and afterwards we get another function
will both trigger if I press the button or nothing happens and they are just initialised to be used when I "call" them?
If you enable "call from editor" it will just be calling that function
imagine that it generates a graph with a button event with just that function tied to it
so when I start the project it will launch all functions?
you can call a function in multiple places, it won't execute everything that's after every call of that function. Just what's after that specific function
If by that you mean, if you run it that the stuff tied to BeginPlay will be executed then yes (provided there's an object of that class present in your level)
yeah. okay
Why are you making events for each function here though?
just learning what events are
Ah okay
what I did doesn't quite work anyway
You can think of an event as something that happens and is logged to be processed later. Like if you press a key on your keyboard, your PC registers this and processes this once it gets to the part of the code that deals with input.
yeah that makes sense
So you'll have events dealing with input and physics etc. Those things are being stored as events that happened and then later other systems can react to that event.
It keeps your systems separated and allows asynchronous handling of things
I'm a little uncomfortable with when stuff gets executed etc, I don't have the control over it yet
like this
I would recommend you use functions wherever you can and use events to do asynchronous stuff like when you're dealing with delays and timers, that you can't do in a function. Or use events when you use event dispatchers.
basically one is supposed to set random light color, the other is other stuff
if I trigger one, both will execute
It's going from left to right. Put prints in each function with the name of the function and you'll see.
Have you learned about debugging yet?
You can put a break point on a node and then follow the execution of the code step by step
no, not yet
By doing that and using prints you can figure out what's going on in most cases
I will get there
Definitely learn it. If you don't know what you're doing you'll lose tons of time figuring things out in ways that aren't even conclusive
I have professional experience with visual programming (Aptitude ETL) and debugging so it should be pretty straightforward
blueprints are still feel like I'm on ice and have very little control over what I'm doing
I kinda need to ask "why this is not working" question
this is my FN_GetRandomColor, array holds 6 different colors
And?
and when I trigger it by the "call from editor" button nothing happens
actually hold on a sec.
I have a different question
which bugs me more
right click one of those nodes and put a break point on it, see if it triggers
But tbh, this is all super basic stuff covered in many accessible tutorials. When you are asking questions here it's better to do so after having looked for a solution online. If you're serious about Unreal, I suggest you take the time to study it properly! There's good material out there, at least for the basics.
oh yeah. that's a part of the tutorial actually
it's just a "learn by doing" part and I got stuck for a bit
ok, figured it out
so there's that another question that I had
these are the options that I have in my public Struct - I can freely adjust it in the editor and it reflects in the light changing its color and intensity
however if I press the buttons for light intensity/color that I just made
the values in the inspector don't change
is this a mistake somewhere on my part, did I not enable something or is it how unreal works?
It doesn't look like they're being set though. You're just returning a random value, not setting a variable to that value
You're just telling the program "hey give me a random value from this array and print it"
Not "hey give me a random value from this array AND SET THIS VARIABLE TO THAT VALUE"
I'm going back to work now haha, but best of luck!
sure, thanks for explaining things
hello again, unfortunately i cant seem to figure this out
- The select mode wont let me specify assets, i tried animpose and sequence pin tyoes without success
- I cant seem to expose the pin on sequence players, just not seeing any such option
- I still cant figure out how to put anything into a sequence player or the output animation pose node, and i can't seem to create a select node dragging off from the output
- When i try creating a variable i can only get, not set it, this could be related to having a C++ class base
blend pose by int is the correct one
yes you want to have binary selection, but you will still need the blending between previous pose to the current pose
unless you want it choppy
you can set the blend time to 0
Question is there anyway to have a hit event or mesh overlap without physics that runs?
I somehow need to only detect only the custom object is inside a mesh but the collider also needs to be to non static no collision?
make the collision to be query only
first add a sequence player
then set the sequence variable to expose as pin
then "get" the variable and plug it in there
can you clarify the second item there?
which thing exactly do i expose as pin, and how, i cant see a way to do that for anything
Huh of the object it's hitting or mesh?
i don't doubt that it would work, but i dont think its the only option, dibo showed an alternate solution that i would like to experiment with, i am struggling to get it working
is there a way to add more poses than 2?
wow that is very obtuse and well hidden, thank you, finally found it!
WHY WOULD IT BE IN THE RIGHT CLICK LIST AND NOT IN THE DETAILS PANNEL
thank you so much xD
ill keep this one in mind thank you! for now i think the select version will work
however, talking about "correct-ness", probably the correct thing to do is to have blending between top half and bottom half.
unless you have different footworks when holding different weapons, usually that is the case.
it depends on your animation requirement
wait no use that way
why so?
that is something i will need to figure out, yes, but one thing at a time 😭
with this you only need this and are done, its also easily scalable
its kinda the same, just evaluated at different times during a frame
with the one i came up with alternatively you need an aditional variable and code in the event graph
use it and see if it can reach your expectation
Hey, wanted to ask for some advice here. So I am doing something with old-school dungeon crawler movement in mind. Think titles like "Shining in the darkness" (Sega) or "Legend of grimrock". Now, I kind of have the basic principle of this down where - yeah I can map WASD to move the character a set amount to those directions, however, would this be a good way to do it or are there better ways? (See attached).
I thought that tracing to the nearest obstacle kind of solves the collision issue somewhat, but is it REALLY needed if objects in the world already adhere to the physics system of the first person template preventing me from hitting walls?
Thoughts / tips / Ideas would be appreciated.
omg i loved shining in the darkness, i played that for hundreds of hours, yet never finished it. very mysterious and full of wierd surprises
i remember farming the giant kaiser crab for xp quite a lot
both will work but with the blend poses per int its less cluttered and more efficient
thank you so very much dude xD
I must've finished that several times, it never gets boring. I have it on emu even now.
oh it totally gets boring, going back to it years later i realised how frustrating, grindy and low budget it was. so many palette swaps
but at the time it was ambrosia 😛
you are doing setting location, so technically it would pass right over it unless you do "sweep" in the options
back to the question, it depends how strict you want your "grid" movement to be?
if there isnt a "grid" available, or not enough space, in the desired movement direction, do you still wants to move?