#blueprint

1 messages · Page 82 of 1

spice smelt
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rather than interrupting longer work to remake that thing every time i wished to make a macro so they can do the effort of placing it in the graph, chose a type, and drag out the set variable node without dealing with the loopises

dark drum
modest saffron
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nevermind, i got it to work

spice smelt
modest saffron
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just found out a multiplier to fix it

noble quiver
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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.

faint pasture
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I thought macros were a literal copy/paste

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what is the type of the output of that macro?

dark drum
spice smelt
spice smelt
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alright i'll try asking them to use the power of copy-paste

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again

dark drum
# spice smelt alright i'll try asking them to use the power of copy-paste

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.

spice smelt
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0 care for performance, efficiency, or using unreal as unreal understanding it's not maya

modest saffron
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hey guys, UE5 has a function to shoot a projectile from your camera to where mouse is pointing right?

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how does one get the coordinates of first thing the projectile hits?

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i just want real world coordinates of the map when I click my left mouse button

spice smelt
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"raycast collision" are the keywords you need to search for

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i don't remember the exact ue function off the top of my head

modest saffron
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thanks

lyric quiver
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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?

lusty shard
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Switch on Int..

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and then set the int to random in range

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well, set the int to random in range first, then switch on int

lyric quiver
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ok thanks I'll try that

lusty shard
lyric quiver
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is it inclusive on the max value eg 0,5 could return 0,1,2,3,4 or 5?

lusty shard
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if you give 0 for the min

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yes

kind willow
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Why don't my child actors inherit macros from parent actors?

modest saffron
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I've come to realize that camera distorting the square depending on location due to camera movement

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the ideal workaround is to simply disalow camera movement while button pressed

sand yacht
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Hi, how do you separate the keywords? Is it using a space or a comma

keen widget
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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

modest saffron
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hey ,real quick question please

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i have my camera scroll/move when my mouse is close to edges

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how do I tell it not to do this, if left mouse button is pressed?

dark drum
grim sand
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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

grim sand
dark drum
modest saffron
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i'm super new, so not sure wehre I'm failing

modest saffron
grim sand
candid gorge
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How can I make my right hand track my cursor when I hold down left click?

modest saffron
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got it!

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thanks!

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is that what you meant @grim sand ?

stuck sentinel
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i want to make it rain tacos that you need to dodge how do i make the falling animation

grim sand
# modest saffron is that what you meant <@964653276907843594> ?

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.

modest saffron
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man, what a mess I have here

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but things are working so far

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UE5 is such a deep thing to learn

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on day 3 atm and loving it!

grim sand
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This is the motto of every Unreal Engine developer, so you are doing great @modest saffron

modest saffron
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that's where I'm at atm

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got camera working. i was trying a different camera approach... but I think i'll stick with this one

grim sand
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Awesome stuff, well done!

modest saffron
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previously, i allowed scrolling and selecting (meaning capturing rectangle increasing as i scrolled away)

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but I think disallowing scrolling is better long term and way easier

grim sand
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Yea probably that is the better user experience

modest saffron
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even though i had it working

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was a pretty cool workaround though

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i used the global positioning of camera, and just added/subtracted it from the current position/starting position

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that way, i could in real time accomodate for the movement of the screen

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since camera moves at same rate as screen

cobalt gulch
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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

modest saffron
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@grim sand why doesn't this work?

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as the same solution as previous one?

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yet this works

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trying to understand logic of it

grim sand
grim sand
modest saffron
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i dont think it's triggering

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just don't understand why not 😛

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i think the event isn't triggering

cobalt gulch
thin cradle
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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

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that'd be so very good

modest saffron
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yeah, it's 100% not triggering the left mouse button event @grim sand

grim sand
thin cradle
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that works until you want that component/actor to be used inside of other actors

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child actors have like a bunch of issues iirc

grim sand
grim sand
keen widget
thin panther
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but to answer the question, no I don't think components will ever get support for subcomponents

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it's a bit of a messy practice

thin cradle
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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

dark drum
thin cradle
thin panther
wild moth
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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?

dark drum
# keen widget are u sure? 😮

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.

modest saffron
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@grim sand figured it out 🙂

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since i had the left mouse button event in another blueprint, i had to remove

grim sand
trim matrix
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Good job 👍

clever steppe
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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?

silent drift
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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".

faint pasture
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Probably something along those lines

silent drift
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Thank you! I will see if that works!

candid gorge
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How could I make my right hand follow my cursor when I hold left click?

manic onyx
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is your right hand a seperate mesh?

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@candid gorge

candid gorge
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No

manic onyx
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I'm not sure then. If it was a seperate mesh, you could apply rotation while left click is held down

candid gorge
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How can I make it a seperate mesh?

manic onyx
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it depends on your modelling pipeline

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are you first person?

candid gorge
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It's the third person character thing

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like from unreal

manic onyx
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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

crude cradle
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Is there an Unreal engine blueprint node that normalises a degree float to be between 0 and 360?

candid gorge
junior citrus
brisk rain
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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.

manic onyx
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Is there a updatesundirection blueprint function? or do I have to make my own. I cant find any documentation on it

thin panther
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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

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a lot of people here reccomend Ultra Dynamic Sky for their sky needs btw

lofty rapids
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how would i cut a section out of a mesh at runtime ?

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i want to use another one, to make a cut of the shape of the cube

untold niche
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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?

dark drum
untold niche
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Ideally I'd plug in "Get Owner" but there's no Target on the node

dark drum
untold niche
dark drum
# versed sun try Wrap

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.

dark drum
brisk rain
dark drum
topaz gazelle
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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.

cosmic kiln
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why did my camera shakes suddenly break?

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i converted my project to 5.3 from 5.2, and my camera shakes are now FAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAR weaker

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going back to 5.2 they're as they should be

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did 5.3 change something about camera shakes?

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actually, my shooting ones work

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it's my walking and sprinting ones that broke

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for no reason, values are exact same

bleak mason
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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

surreal peak
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Relatively sure it would keep teleporting you and negating any other movement or?

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Why your camera moves is something hard to answer. Is the camera part of the character?

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Also why do you disconnect things like your widget being added to call the other code

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And what does that have to do with the camera

bleak mason
bleak mason
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everything but the spline was done by a teammate, im trying to incorporate my part into their blueprints

dark drum
topaz gazelle
surreal peak
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If the spring arm and camera are part of the character then it will also move with it

odd kiln
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Hi all ! Does anyone know how to change the index of an object in an array please ? I don't understand the method

odd kiln
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For example I have an array with some elements inside

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I want to move the element who is at index "0" to index "3"

surreal peak
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You can add and remove from arrays or call Set array element

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Whatever was in the array slot before would be overridden though

odd kiln
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But the "Set Array Element" is not adding the item again in the array ?

surreal peak
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You need to also set the index 0 to nothing

queen heron
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its setting it

surreal peak
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Or with a temporary variable save the entry of 3 and then set slot 0 with that

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Which would be a swap

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Depends on what the end goal is

odd kiln
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I tested the swap but it swaps randomly so I'm trying to set the index instead

surreal peak
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SetArrayElement sets the index with the given value

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That's all it does

odd kiln
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it does not add the element again ?

surreal peak
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If the value exists in slot 0 already then that wouldn't change

queen heron
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only sets the existing element

surreal peak
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But it's not exactly an add

odd kiln
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I just want to "move" it

queen heron
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you can do it manually

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or wait, there is a swap node

surreal peak
odd kiln
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I want to swap them

queen heron
odd kiln
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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"

tame terrace
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Hi, why isn’t the cube showing in the viewport so I can look at my character

odd kiln
surreal peak
surreal peak
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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

surreal peak
odd kiln
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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

queen heron
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you could show some screenshots so we can get a better view

surreal peak
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You seem to have a setup that doesn't actually fit your example

odd kiln
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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

queen heron
surreal peak
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Grid Panel slots, visually, are divided onto columns and rows

odd kiln
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yes

surreal peak
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Not just 0 to n-1 indices

odd kiln
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In my Uniform Grid Panel, my goal is to be able to move a grid panel slot to another

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To do that I have to clear my Grid Panel and re-add each slot

surreal peak
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You would need to convert the index from 2d to 1d for that I guess

odd kiln
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With the correct order

surreal peak
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Or 1d to 2d for adding

odd kiln
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How can I do that ?

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Is there a node ?

queen heron
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unfortunately you cannot change the position of an element inside the uniform grid panel

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at least not with blueprint

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with blueprint you can do that by just adding

odd kiln
surreal peak
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Math and no.
Array index to Rows and Cols usually is done via divide and modulo.

E.g.

RowIndex = ArrayIndex % NumCols
ColIndex = ArrayIndex / NumCols

runic parrot
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Hi!
Any good guide for setting DeveloperSettings (?)

odd kiln
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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

surreal peak
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You might also want to share code

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Cause we are more or less making things up by now

odd kiln
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Yes sorry I'll try to show you some

queen heron
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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

runic parrot
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You can pass info that way, but still not enable one to call the other to do some function

surreal peak
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In case that helps

tame terrace
surreal peak
queen heron
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not in the project settings dude :))

runic parrot
# surreal peak Wdym

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

tame terrace
# queen heron

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

surreal peak
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But that's more c++ than blueprints

queen heron
surreal peak
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And there are tutorials for this on Google. Fwiw just look at an existing class in the engine

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@tame terrace your video shows only an empty level with some floor

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Did you even place your character?

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Or press start fwiw

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The character doesn't magically appear

tame terrace
runic parrot
# surreal peak If you have no other object that makes more sense, sure

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?

surreal peak
tame terrace
runic parrot
surreal peak
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But that's the extent of it. You won't see it in the scene otherwise

surreal peak
queen heron
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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

runic parrot
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also all of my other use cases for this are always only read and set at design time

surreal peak
surreal peak
runic parrot
tame terrace
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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?

surreal peak
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@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

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PlayerStart is its own thing

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It's not your character

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It's mostly just a position

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+- some collision checking

tame terrace
surreal peak
# tame terrace 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.

surreal peak
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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.

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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

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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

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GameMode being one of them

tame terrace
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What happens if you try to put your character on the map without a player start?

lunar sleet
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This is a question you could have answered with one click lol

tepid skiff
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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.)

undone sequoia
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can I somehow combine 2 types of arrays to one?

celest tangle
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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.

empty mural
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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.

strange blaze
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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?

lunar brook
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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

deft tusk
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anyone know how to set drawing distance in unreal engine 5 via blueprint

dark drum
celest tangle
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it says i cant in this case:

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Maybe i should add the mesh to its parent instead? since all of these actors will have a mesh anyways

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That worked, ty!

keen widget
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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?

spark forum
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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?

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I am expecting it to rotate me relative to the player ref, which is -90. Even when I hardcode it, it does nothing.

lunar sleet
lunar sleet
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Yeah

spark forum
lunar sleet
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Bottom ones

spark forum
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I guess this is where using the 3rd person template character as a "True FPS" character is biting me in the butt

lunar sleet
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If checking/unchecking them doesn’t do the trick, try using set control rotation instead of the actor rotation/xform

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Pawns/chars generally use the controller to rotate

spark forum
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Ok this is messy but this did the trick. I'll have to find a way to make this better

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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

spark forum
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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

brazen merlin
spark forum
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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

brazen merlin
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Is it more appropriate to have the player do a 180?

spark forum
spark forum
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I want to always be facing towards the door once I step inside

brazen merlin
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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

spark forum
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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

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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

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Appreciate the help!

keen ore
proven loom
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sup. in a blueprint how do i return an enum value from a pure function?

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already figured it out, output variables, sorry about that

lusty shard
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When should we put input events in the character instead of the controller?

proven loom
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think of the controller as an entity that's just flying around controlling stuff

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and the characters are pawns in the world

lusty shard
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interesting

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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.

empty mural
proven loom
#

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

lusty shard
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do we still have to use these nodes to enable enhanced input?

frail onyx
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anyone know why my Spawn actor from class is not spawning my bullet into my scene?

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i've watched a tutorial and everything seems to be matched up perfectly im not sure what wrong with it

lusty shard
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did you put a breakpoint on the spawn node?

frail onyx
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wait what does that mean?

lunar sleet
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Select the node and hit F9

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Then run the game. It should stop with a big red arrow on it

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If it doesn’t, that code is not firing

frail onyx
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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

keen ore
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I dunno why this isn't working

lunar sleet
lunar sleet
#

Print strings, breakpoints, etc

keen ore
lunar sleet
lusty shard
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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.

keen ore
lunar sleet
#

What result are you expecting

frail onyx
lunar sleet
lunar sleet
keen ore
frail onyx
lunar sleet
frail onyx
lusty shard
# lunar sleet Sure. You can also just step through the code

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.

lunar sleet
lunar sleet
lunar sleet
# frail onyx idk im not sure why its not valid

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

frail onyx
lunar sleet
frail onyx
#

i dont think so no its just a play animation node

lunar sleet
#

Weird 🤷‍♂️

frail onyx
lunar sleet
#

Also how did you set that ref

keen ore
#

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.

frail onyx
lunar sleet
frail onyx
#

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

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instead of just one singular gun blueprint

lunar sleet
#

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)

fair stag
#

Anyone can help with getting widgets to update via binds?

lunar sleet
frail onyx
#

instead of just aimlessly going through 1 whole tutorial series

ruby cobalt
#

Hello. Ez one. Is there a simple way to get the sum of an array (array are all ints)

lunar sleet
#

Better to just try to make your own thing and then search for tutorials for things you get stuck on

frail onyx
ruby cobalt
#

Anything better than a for loop?

frail onyx
#

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

silk totem
#

Can anyone tell me why this doesn't work the way I expect it to?

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When the key is let go the actors rotation doesn't "reset" back to where it was when the key was pressed.

steady cove
#

can I get menu controls after using a "UnPossess" node in Main Player's death? What can I add after playing the Death montages?

summer pewter
#

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?

steady cove
summer pewter
#

i only have one slot

#

defaultslot

small wedge
#

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?)

silk cosmos
silk totem
#

It is firing.

#

How would I know if the characters rotation is set to follow the control rotation?

empty mural
#

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.

edgy ingot
distant hollow
#

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?

edgy ingot
#

Doesnt append

#

If u want to add you will use add relative

distant hollow
#

Ah great! Tks for confirming!

edgy ingot
empty mural
#

Without Set Leader Pose

#

The second image I just made the head mesh use the same animation BP

queen heron
#

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

celest lotus
#

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?

queen heron
silk cosmos
queen heron
#

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

pallid gorge
#

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

celest lotus
distant hollow
#

Is there a cheaper way to do this without using a Cast?
Left/Right pointers are ChildActor with class "BP_Toolsides".

dry sleet
#

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

distant hollow
#

Thanks bro!

dry sleet
#

no worries!

faint pasture
#

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

simple bronze
#

Howdy,
Is it possible for a component to have a construction script like behavior? I want to set some variable values before runtime.

faint pasture
#

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?

queen heron
#

Nice scam

#

Not getting my account hacked as yours did

simple bronze
queen heron
#

Seems like someone was faster than me

#

Nice 😄

distant hollow
#

Is it possible to create a function that takes in multiple inputs like such functions?

sonic crest
#

Can't we do that already? Or it just replaces resulting in 1 line?

wanton prism
#

is someone able to help it worked 5 seconds ago now its broken? Any one able to point out the flaw?

distant hollow
sonic crest
#

Your casting to your FirstPerson should be on Top, after the DoOnce node.

#

@wanton prism

wanton prism
#

ok

sonic crest
sonic crest
wanton prism
#

give me a little i have something on

sonic crest
#

Also, what's your New Var supposed to be??

wanton prism
sonic crest
wanton prism
#

the system it is controlling isnt breaking

sonic crest
#

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

tropic peak
#

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?

dry sleet
distant hollow
dry sleet
dark drum
# distant hollow Hmm ok

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.

distant hollow
dark drum
distant hollow
#

Which essentially makes it more like a function than a macro

dark drum
distant hollow
#

I mean to go into the macro

#

And also macro can’t take multiple targets too right?

dark drum
distant hollow
#

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

dark drum
# distant hollow Yes

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.

distant hollow
dark drum
sonic crest
distant hollow
sonic crest
#

Or, encapsulate it in a Macro

#

👀

distant hollow
dry sleet
sonic crest
distant hollow
#

lol

sonic crest
#

My joke was, make a Macro to accept multiple inputs on the same pin, then in the macro, put that function in

distant hollow
distant hollow
dry sleet
#

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:)

magic crown
#

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 what

frozen perch
#

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.

sonic crest
frozen perch
#

There simply is not a node like this in those actors event graphs

dry sleet
#

Either that or they have some system to suss out which foilage instance is hovered over and quickly replace that with a unique actor.

magic crown
#

That's amazing. All of these little sneaky features UE5 has and me not finding out about it til now. lol

dry sleet
#

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.

magic crown
#

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

dry sleet
#

Yeah... I guess you can do it client-side and apply correction later to prevent cheating.

#

But I'm not good with networking!

sonic crest
frozen perch
dry sleet
#

but my god the amount of helpful stuff

sonic crest
#

And try again?

#

Try typing "time" and see if anything pops up

frozen perch
#

No there's still no way to actually read the timer here

sonic crest
#

Weird. I used Elapsed time and time remaining with Timer by Event before.

dry sleet
#

can you find it if you don't pull out from the handle?

sonic crest
#

Try that or disable sensitive

dry sleet
#

just right click and search for elapsed time

frozen perch
sonic crest
#

Which version of Unreal are you on?

frozen perch
#

I can only get by function name, not handle

frozen perch
sonic crest
frozen perch
#

5.3.2 to be exact

#

Yes

sonic crest
#

I mean the last function

frozen perch
dry sleet
#

there sure seems to be a function...

dry sleet
#

and I have it

#

I might have missed some context to this question, though?

frozen perch
dry sleet
#

will do

frozen perch
#

Yeah I think the context is that I'm starting it off in a viewmodel

#

It's a plugin

dry sleet
#

Ah, gotcha

#

In that case I can't test it

frozen perch
#

But still it's simply a blueprint, so should be there?

dry sleet
#

But sounds plausible

frozen perch
#

Also I don't think anything should theoretically prevent timers from being ran in a viewmodel

dry sleet
#

If you can SET the timer (which you could?) then you should certainly be able to query it

sonic crest
#

I'll test the timer in a UMG when I get home

frozen perch
#

That's not a UMG tho

#

It's a UMG viewmodel

dry sleet
#

Okay, I have a hunch

#

Is it possible the viewmodel is a UObject with no world context?

frozen perch
#

That would be the most likely explanation now that I think about it

dry sleet
#

That often means native functions with WorldContextObject UPROPERTY specifiers don't show up

#

And the timer manager is unique per world I believe

frozen perch
#

I think I'll just refactor my stuff to use simple progress instead of timers

dry sleet
#

It indeed has an implicit WCO which would disallow it in World-less objects

pulsar vigil
#

Hey guys is there a way to make a zone radius that get every actor placed in it ?

dry sleet
dark drum
# frozen perch 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.

frozen perch
#

Timer might not be the best solution here

mild galleon
#

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

wild moth
#

Does making a function return two paramters make it get called twice?

wild moth
#

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

mild galleon
#

Thank you very much for that pointer

limber citrus
#

I can't find any widgets here when selecting, not sure what's the problem, I already created them

spiral shell
#

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?

sonic crest
#

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

queen heron
#

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?

dry sleet
#

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

sudden swan
#

can you copy blueprint nodes so that they get a new name instead of just duplicating them? So copy and paste as NEW variables?

dry sleet
#

not really

sudden swan
#

😭

dry sleet
#

duplicate it in the variable list instead

sudden swan
#

haha would be a nice feature

queen heron
#

you can only achieve that in the variable list

#

tho the renaming won't be how you expect

sudden swan
#

No thats fine tho

dry sleet
#

you can hold ctrl while pulling the variable into the graph to immediately get a Getter node. it can speed things up a little

sudden swan
#

it will just add a 0 to the end

#

yeah would be a nice thing to script tho.. advanced copy

dry sleet
#

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

sudden swan
#

Ah if duplicated in the variable list you can also drag and drop ontop of the node to change it

#

its something

#

¯_(ツ)_/¯

remote meteor
#

usualy when there is duplication, you ought to think twice

#

😉

sonic crest
#

Hahaaa I see what you did there

warm pulsar
#

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

spark steppe
wild moth
#

Interesting, so either make a struct to return data inside or leave it non pure

polar sphinx
#

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?

dark drum
# warm pulsar I am making another Automated test. Testing Velocity in a Circular motion in thi...

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.

humble turtle
#

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?

undone sequoia
#

guys how I can generate 20x20km map?

#

😄

#

in unreal

stuck sentinel
#

i want to make a football spawner but there is no blueprint that i can loop to just spawn the object again

tame terrace
#

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?

queen heron
#

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

amber meteor
#

How would I change this so the movement is based on the meshes direction rather than the world position ?

queen heron
fickle flame
#

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?

mental tusk
#

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?

amber meteor
# queen heron if you want to rotate your character with left and right buttons, you'll need to...

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

queen heron
#

and right vector

fickle flame
#

like this

#

but when i call it

#

it never gets to the other end and prints the bye

queen heron
#

you haven't defined the target nor you're using the "Message" type

fickle flame
#

is the target the actor blueprint?

queen heron
#

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

fickle flame
#

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

queen heron
#

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

fickle flame
#

ok ill research these then

queen heron
#

use the search bar

fickle flame
#

yeah i see savegame

#

i dont se no saving

queen heron
#

what was that name again.....

#

one sec

#

GameInstance

#

that one's with no saving

fickle flame
#

ok ill look that up then because this just needs to do it on game start

#

I dont need the data saved

#

ty

velvet pendant
#

hey guys

#

After Pausing the game, then Unpause, Widgets are not rendered, any tips how i can redraw 'em?

wheat zodiac
#

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)

steady night
#

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

queen heron
#

Yes

amber meteor
#

mm it still seems to have the same issue

steady night
#

anyone know :/

tame terrace
#

Anyone know why my transform won’t work in the level blueprint?

steady night
#

@tame terrace bro never take a picture like that take a screenshot and send xD'

rugged sonnet
#

Any idea why my BP only works on the first placed and not on the copies/instances? Thanks

dry sleet
#

That is the proper way. Should work. If it doesn't, might be a PIE bug?

dry sleet
#

By default the navmesh is baked at editor time and never updates during gameplay.

remote meteor
#

if those actors are spawned rather than placed in the level that loaded, it wont go away, unless ownership is set properly

dry sleet
#

So make sure to set the owner. Don't think there's a better way.

steady night
#

@dry sleet i have that already

#

im not destroying the collisoon box

#

since that would make the children fall thru the ground

dry sleet
#

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...

steady night
#

well no

dry sleet
#

Yeah, idk.

undone sequoia
#

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?

velvet pendant
#

hey, how do i remove a specific widget? instead of >Remove all widget?

dark drum
undone sequoia
amber meteor
#

(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?

dark drum
velvet pendant
#

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

dark drum
amber meteor
#

The issue im having now is allowing the camera to move along the yaw axes and do a full 360 rotation along the yaw.

paper matrix
#

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?

dark drum
dark drum
amber meteor
amber meteor
amber meteor
outer zodiac
#

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? Hmmge

tepid vine
#

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?

dark drum
amber meteor
#

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

paper matrix
# dark drum If you have a lot, creating a manager is normally a good idea. Plus, it gives yo...

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.

dark drum
# amber meteor

Your logic is wrong it should be, Current yaw + (axis value * sensitivity)

amber meteor
dark drum
paper matrix
undone sequoia
amber meteor
dark drum
amber meteor
#

I assume its the fact Forward Vector is affecting the same thing the mouse is to move

undone sequoia
#

@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

amber meteor
#

Is there an alternative way to move the player that i should look into?

#

That isnt based on forward vector

dark drum
undone sequoia
#

even 0.001 not making diference

#

when its 0 its moving fast

#

when something else not moving

dapper cradle
#

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?

dark drum
undone sequoia
#

thx lol

#

imma dumb

marble yew
#

I tried to use binding as way to validate text input, but it ends with infinite loop. Why?

tame terrace
#

Can someone tell me how to use the transform variable to transform my floor actor? I tried to look online

brazen merlin
marble yew
#

oh you mean the left bottom node will execute whole binding again ?

brazen merlin
brazen merlin
tepid vine
#

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

marble yew
#

How do i get actual value inside binding ?

#

without recursion ?

brazen merlin
marble yew
#

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

brazen merlin
#

is there a confusion on the word Binding? Perhaps you want Inputs

marble yew
#

right bottom of image

brazen merlin
#

yes. that is not what you think

#

You are binding that data field (Text) to a function

marble yew
#

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 😄

brazen merlin
#

Am i confused in thinking this is off and you actually want key press events?

marble yew
#

yep i just want keypress event inside text input 😄

#

with ability to read and change value

#

input value

brazen merlin
#

well i guess this is part of it. The other part is the key press event itself then....

marble yew
#

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

velvet pendant
#

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?

pallid gorge
#

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

sand spoke
#

Do I use that transform thing to set the pivot?

twin perch
#

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

pastel garnet
marble yew
#

@brazen merlin Weird, suddenly On Text Changed triggers on key press

wicked cairn
#

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.

lunar sleet
wicked cairn
#

OH MY GOD YOU'RE RIGHT how did i not think of this 😭

lunar sleet
#

Idk if it’ll work for this use case tho, if those vars you’re storing are not actors

wicked cairn
#

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

lunar sleet
#

Or the like

#

Not quite scalable but yeah

wicked cairn
#

True, i could just keep the individual variables for each slot

velvet pendant
wicked cairn
#

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

wheat zodiac
# dry sleet You're using this node?

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

manic onyx
#

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

lofty rapids
lusty shard
lusty shard
#

Can you add components in construction script?

lunar sleet
#

Not sure but should be easy to find out

lusty shard
#

I have the component being added to an array but not seeing it in the level.. or the viewport

lunar sleet
#

Maybe it’s colliding with something? Is the node firing ?

lusty shard
#

yea code is firing... I set scale to 10000 and they were being added.

#

been trying different things for like 2 hours lol

lunar sleet
#

Tbh tho

#

I would just add an empty static mesh directly and just change the mesh later

#

But ig that works too

marsh pilot
#

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

lunar sleet
#

Data Table

marsh pilot
#

Can you actually have something as simple as a string for the row structure? Seems like you need to use a struct

limber wing
#

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

silk totem
#

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:

digital valve
#

Ui is showing so why am i getting this error?

calm comet
vernal laurel
#

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?

digital valve
calm comet
digital valve
calm comet
#

can you try with another type widget , then watch is it success

digital valve
#

will do

#

same error with a different widget

#

showed up though

calm comet
#

do you mean although still error but in game is still worked ?

digital valve
#

yes

calm comet
unkempt warren
#

Might look something like this in your BP_PlayerController

digital valve
#

Will try

digital valve
unkempt warren
digital valve
#

ill try a new project tommorow

cold breach
#

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:

gray hare
#

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.

gray hare
#

You can replace the StaticMesh component with a screen space texture or something, however you want to draw it.

cold breach
#

@gray hare so a SceneComponent I see, I didn't know about those... Thanks, will look into it

hollow cove
#

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

cold breach
#

@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

hollow cove
#

i dont know what you mean

cold breach
#

@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

hollow cove
#

i might still be misunderstanding, but if this is a top down game, wouldnt it make the most sense to use a widget

cold breach
#

@hollow cove I'm really new to UE, that's why my question, coming from Unity, what do you mean with a widget?

hollow cove
#

its UI, like if you wanted to add stat bars etc you'd use that

cold breach
#

@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?

hollow cove
#

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

cold breach
#

I see, thanks. So you see that's better to use UI than any actor for this sort of thing

hollow cove
#

you can attach widgets directly to pawns

cold breach
#

Yes, that's handy I'm looking at the docs

hollow cove
#

it's 4am so my brain is lagging atm, hopefully that gets you started in a good direction

cold breach
#

@hollow cove It does, thanks for your help

elfin lagoon
#

can i call an RPC in a Game Mode from a user widget in multiplayer game?

gray hare
#

the widget is on the game mode?

#

did I miss the sarcasm? :P

elfin lagoon
gray hare
#

I apparently don't understand your question.

elfin lagoon
#

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

gray hare
#

omg, I've been looking at THIS overlapped component this whole time, not the other componnent
%&#($&(#&$*(#

gray hare
elfin lagoon
gray hare
#

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"

gray hare
elfin lagoon
gray hare
#

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.

unkempt warren
elfin lagoon
neon lion
#

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

dark crane
#

Has anyone tried to implement the Dash(Evade) Functionality from the game Control?

neon lion
#

i'm sure someone has, nothing special about it. That's probably not helpful to you though, try asking for what you really mean

dark crane
neon lion
#

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

neon lion
#

do some general tutorials on udemy, learn a broad variety of stuff, and you'll eventually see how to fit things together

neon lion
#

i should use blend poses even if i'm just discretely selecting one?

fickle granite
#

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

neon lion
#

i guess that'll work but it seems very obtuse for the problem

fickle granite
#

so in your case
weapon type == 1
true sword run
false normal run

neon lion
#

yes but i want to have more weapon types, 2, 3, 4, etc, with their own pose each

fickle granite
#

there is blend poses by int

#

honestly im not sure if you can add more poses to it

neon lion
#

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

fickle granite
#

you could do it throught a variable like this

#

and then this in the event graph

neon lion
#

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?

fickle granite
#

its a sequence player with the sequence variable set to expose as pin

neon lion
#

i mean this one

#

how do i get that

fickle granite
#

its called select

#

if you haveany other questions feel free to ask :>

neon lion
#

this is great thanks, i think i have enough to go on now!

wild crater
#

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)

tropic peak
#

Super basic programming question. Does every function needs a return node?

wild crater
#

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.

tropic peak
#

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?

wild crater
#

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

tropic peak
#

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?

wild crater
#

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

tropic peak
#

so when I start the project it will launch all functions?

wild crater
#

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

wild crater
tropic peak
#

yeah. okay

wild crater
#

Why are you making events for each function here though?

tropic peak
#

just learning what events are

wild crater
#

Ah okay

tropic peak
#

what I did doesn't quite work anyway

wild crater
#

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.

tropic peak
#

yeah that makes sense

wild crater
#

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

tropic peak
#

I'm a little uncomfortable with when stuff gets executed etc, I don't have the control over it yet

#

like this

wild crater
#

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.

tropic peak
#

basically one is supposed to set random light color, the other is other stuff

#

if I trigger one, both will execute

wild crater
#

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

tropic peak
#

no, not yet

wild crater
#

By doing that and using prints you can figure out what's going on in most cases

tropic peak
#

I will get there

wild crater
#

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

tropic peak
#

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

wild crater
#

And?

tropic peak
#

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

wild crater
#

right click one of those nodes and put a break point on it, see if it triggers

tropic peak
#

ok, one step at a time

#

the function triggers because it prints out the string

wild crater
#

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.

tropic peak
#

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?

wild crater
#

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"

tropic peak
#

ok, makes sense

#

let me try

wild crater
#

I'm going back to work now haha, but best of luck!

tropic peak
#

sure, thanks for explaining things

neon lion
# fickle granite its called select

hello again, unfortunately i cant seem to figure this out

  1. The select mode wont let me specify assets, i tried animpose and sequence pin tyoes without success
  2. I cant seem to expose the pin on sequence players, just not seeing any such option
  3. 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
  4. When i try creating a variable i can only get, not set it, this could be related to having a C++ class base
remote meteor
#

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

primal crown
#

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?

remote meteor
fickle granite
neon lion
#

which thing exactly do i expose as pin, and how, i cant see a way to do that for anything

primal crown
fickle granite
neon lion
fickle granite
fickle granite
neon lion
# fickle granite

wow that is very obtuse and well hidden, thank you, finally found it!

fickle granite
#

WHY WOULD IT BE IN THE RIGHT CLICK LIST AND NOT IN THE DETAILS PANNEL

#

thank you so much xD

neon lion
# remote meteor

ill keep this one in mind thank you! for now i think the select version will work

remote meteor
#

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

neon lion
neon lion
fickle granite
remote meteor
#

its kinda the same, just evaluated at different times during a frame

fickle granite
#

with the one i came up with alternatively you need an aditional variable and code in the event graph

remote meteor
#

use it and see if it can reach your expectation

turbid pecan
#

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.

neon lion
fickle granite
fickle granite
turbid pecan
neon lion
remote meteor
#

if there isnt a "grid" available, or not enough space, in the desired movement direction, do you still wants to move?