#blueprint
1 messages · Page 83 of 1
So pretend those are even squares and that I can draw
So you start at 0 - inert. You click W to go forward once, you're in sq 1, then W again to get to sq2 and then youre facing a wall. Pressing W again will not let you move forward
is it possible to make my weapon type var into an enum that will still function like an integer for this purpose?
@remote meteor i guess the other q would be - is it a sane option to set my collision to be as wide on x/y as a potential grid square. Like would this help ensure I always move and collide accurately relative to the size of the grid?
not exactly a good compromise, you want to trace with a square to know whether there is a full square available or not
or also to trace with your character collision capsule
so maybe square trace or capsule trace, instead of just a line trace
i would say that you want to be colliding with the edges of tiles, rather than objects
your walls are essentially 2D in function, appearing along the boundary
this sounds like an application where you dont want to do collisions or tracing at all, just check variables in tiles to see if it should be enterable
you might want to create a enum, with how the weapon is "held", place it in the weapon class
from the class, get defaults, get which enum it is
Well I intend to design the levels so that they are never mismatched in terms of size (IE no half squares or anything like that), I kinda just want to stop when theres no free square in front
and with this, you can use blend pose by <yourenum> instead
or not go back if theres a wall behind me.
trace before move, if its empty, move.
Hi, I'm having some trouble with my approach to spawning actors. I have a bunch of Actor blueprints for cards. I want to spawn all the cards in the deck at the beginning of play. The spawn actor node works if I manually specify which actor to spawn. What I want to do though is build the deck from all actor blueprints with a certain tag. The only node I can find for get actor with tag though looks for actors in the world - how can I find all actor blueprints with tag that aren't yet in the world?
So like I am doing here?
yes, maybe could be alittle more organized, and use a box/capsule trace instead, but yeah, essentially correct
maybe could be alittle more organized
100%, I tend not to org until I know I got something correct, cause itll just get undermined by me fiddling with it again.
Im a messy boi

Thanks @remote meteor - I will try to fiddle with this and see what I come up with.
I might pester you later if I get stuck, if you don't mind
Hey , im buggued on something : i Have a BP_Area with a Box Collision and a BP_NPC i want to when the NPC overlap it, this specific npc fire an event, on his graph or wherever it need to be, and i was thinking about event dispatcher but the problem is that i need to target the only npc that overlap it, what would u do in that situation where *my event fired should be ?
OnComponentBeginOverlap implemented on the BP_Area, and using Get Overlapping Actors to get the NPC object reference to then do something with it?
u mean make it a variable to use it anywhere i'd like ?
it depends whether you need any information from the Area or not
if there are more than just npc that the Area should react to, Area should be the instigator of the event
Just the npc for now but more later
then BP_Area should be the event instigator
i didnt thinked about promoting "other actor" from the oncomponentbeginoverlap
so i can reuse that variable is that not a bad idea ?
so yeah it need to be in the bp_area if its driven by the event begin overlap ?
why cant i find my custom enum type, EWeaponAnimationType
Hey everyone, I'm new here so I'm not sure if this is the correct channel to be asking questions about replication, please let me know if I should go somewhere else.
I have a question regarding inventory replication, I'm making a spatial inventory system based of off Reid's 4 part series, but I need it to replicate and work in multiplayer. I have an issue currently where the server is correctly aware of the client's inventory, but the client constantly thinks it is empty. Is there something obvious I'm missing about replication here or is this not a replication issue? Let me know if you need more info.
bleh i converted it to int and that worked
needs to be BlueprintType
wait
does it
🤔
yeah it does needs it
is it required still to "Add Mapping Context" nodes for enhanced input to work?
is there a built in way to use it by default?
considering old input system is being deprecated, this is kinda awkward
that has worked!
refresh my memory im after "if either is false then do false
or rather if either is true then do true
should it be nor ?
you have "if either is true then do true"
I have 5 cards that are child classes of 000_Card_Base. How can I spawn all 5 cards via blueprints without having to manually place them in the world?
I've looked at spawn actor node, but it requires I specify the class to spawn so I'd have to have 5 spawn nodes. Doable for now, but not when I have hundreds of cards defined. Any suggestions?
I think this gives you "If either is False, then False"
Create an array variable that is the class type of your base card. You can then add the types of cards you want to spawn. It would just be a case of looping through them and using the class as the type for the spawn actor.
@versed sun yeah ty
Ok, how would I add the cards to the array?
isnt that just AND gate 🤔
That would depend. You can dyanamically add them at runtime as needed or specify them in the var defaults.
that's the problem I'm having though. I can't find a way to get a reference to them unless they are placed in the world. Get All Actors Of Class only looks at actors in world
You would be specifying the class type (purple) not a spawned object. (Blue)
Sorry, I'm not understanding. I've created an array variable of type class reference to 000_Card_Base. I'm still at a loss though of how to add the cards to the array.
I suppose I could use the event BeginPlay in the 000_Card_Base, cast to player, update player deck array variable with self.
Hmm, nope. That only runs for each card actor I've manually placed in the world
Show what you've done.
Hii,
I need some help with integrating a plugin into another one, if someone can help me, I would really appreciate it.
https://www.unrealengine.com/marketplace/en-US/product/character-interaction
https://www.unrealengine.com/marketplace/en-US/product/inventory-system-blueprint
The template includes a system for character movement, character interaction with different objects, use of various firearms, picking up and crafting different items, use of means of transportation, making of different enemy AI, etc.
So I've got the cards, and each of these cards has a tag Card.Level1 which identifies them as cards needed for Level1.
An array variable in the player pawn which I want to act as the players deck. No default entries.
In GameState, off of Event BeginPlay I want to find all cards tagged Card.Level1, spawn them into the world and update the player deck array so I can keep track of them.
You need to specify the cards using the class to know which ones to spawn. You then use the array of classes to spawn them in the world.
That requires someone to dive deep into the plugin and then implementing the integration. We are talking about loads of hours here just so you are aware.
It also depends a lot on the plugin and what you want
It's not something we can really help with
Like this?
Is there a premade method for the nameplate on top of players to always face the camera of the local player ?
We (showing off lol) making an rts style building system
Pull from the purple pin, promote to variable and then change to an array. Then add the card types you want to spawn. Loop through the array and use the class to spawn the cards.
What name plate? You mean widget? Use screen space instead of world space
you're the best
You will need to change the size tho based on distance
Well depend on your game but thats what i did with my player name
Pulled from purple pin, promoted to variable, changed type to array. Unsure on how to do the next bit, add card types I want to spawn
hey this os my first message here if i asked in anything in blueprints would you guys help me out and when do you be available
Unhook the var from the spawn actor node. Pull from the class var and add a for each loop.
how ?
Ok, done
hey im using this to rotate actor towards another actor it works fine
Out of curiosity what was your scaling algorithm for it? I've been playing with a bunch and none of them feel juicy to me
however i would like it to move the shortest path sometimes it dose a full spin tips ?
I just set a ranged map value based on the distance between the player camera and the widget in world space.
It does require some tuning but i find a sweet spot for my purpose.
Can show you in 10 mins, trying to rejoin the server on my pc atm
anyone got some tips for me +
% 180 (on the rotation delta)
@thin panther @main lake
Might not be the result that you want but I don't know a better algorithm. Would be nice to see how other people actually do it
Yeah that's pretty much the same thing I did.
would be nice if World space just solve this scaling issue but problem is I can't get the same quality on the text and it's flickering non stop 😦
I was trying to find the way billboards do it, but it's all hidden in the view matrix calculations, which makes sense but is annoying
Hello everyone! I'm struggling with a localization problem ...
I can't localize assets, I have 8 languages and I have compiled them like 10 times, but when I right click on assets, only the native language appears.
Can anyone give me a hand? I would be very grateful...
I think I just realised that it will create an issue when the player is behind another player or behind obstacles, so I guess I have to make it "World" instead of "Screen" ? 🤔
pros and cons
I can't get a nice render for world space
Like I'm trying to do the same way minecraft does it
Yea, for that. I kinda shoot a trace every frame and see if there's anything blocking the widget and the camera
Couldn't you just rotate the widget component to face the player.
if there is something that block it, I will set the widget to be invisible
Or coldsummers version for screen space :P
You can rotate the widget to face the player like Cupa said
That was my first question, if there's an already made to rotate the widget to the player like "LookAt" or something like that
but I kind of give up on doing world space widget atm 😢 . The widget keep flickering constantly. Skill issue I guess
There isn't but that's like a few nodes
on tick just set rotation
https://www.reddit.com/r/unrealengine/comments/alzsqi/weird_lerp_behavior/ This might be relevant to your problem.
Just set the component rotation with a find look at rotation
Is there a way to accurately set pivot offset?
Yeah I've heard plenty of issues with them 😔
i rather make them screen space and check whether they should be visible or not
biggest issue is with clipping
Hello! Does someone know how to fix this?
have you tried, gather text, and compile text, and see if it shows up in asset localization menu?
I have a static mesh I want to move on an axis, my understanding is I can use "Set relative location" as seen in this tutorial: https://www.youtube.com/watch?v=exs1uMuqQSE
Attached is a picture of the blueprint that i set up.
However, when I tried this in my project, the static mesh is moving directly to world position 0,0,0 and then lerping to 0,0,-100. Its parent is located at 290,2050,60, so shouldn't it lerp from there to 290,2050,-40?
I tried using a print string, it shows its world position and relative position to be the same. Shouldn't they be different? I'm missing something here.
Was wondering if someone could point me in the right direction. Trying to get a camera to move when the button is pressed however it doesn't work, the button detects using the print that it's being pressed but then proceeds not to play the timeline. First image is the Widget button event and the second is the custom event I'm trying to run, if anyone could help I'd be very thankful!
perhaps your actor is sitting on 0,0,0?
Relative location is relative to the parent, so if your parent is on 2000,2000,2000 and your relative location is 0,100,0 . The world location for that component is 2000,2100,2000
How do i remove so using the Tab key dosent Cycle thru UI ?
Hmm... As far as I can tell, the actor is at 290,2050,60 - but when I fire this event it moves to 0,0,0 then lerps.
don't know what goes on your end but you can always print string to check.
there might be some code that you did to move it to the world origin too.
I suggest to add a break point at the time you are moving the box and see where that takes you
Im getting mad more - my montage does not play and blueprint execute is fine. Its equipping sword and hiding it on notify but montage does not play. I've tried vaulting over objects too but even that doesnt work.
check the montage slot and debug the anim bp. Also make sure the skeleton are compatible
Ah yeah, print string shows the world position and relative position of the static mesh to be the same, even before I move it. That's what I'm having trouble understanding. It seems the mesh should be at position 0,0,0 relative to its actor
the mesh can be in any position
Show your blueprint and print screen the components
you will have to disable it through c++, creating and overriding the UNavigationConfig by using FSlateApplication::SetNavigationConfig
I can add a "get world position" node and it works as intended, but I just am trying to understand why mine doesn't work like it did in that video.
In my map view, the instance of the box shows a position of 290,2050,60 and the child mesh shows a position of 0,0,0
Fixed it
@tough igloo Don't know what the video do or what you do on your end, but this is a simple way of moving the box relative to it's location
make sure the Alpha in your timeline start with 0 and ends with 1
skeleton shall be, cuz its same mesh and skeleton with bones. But this is weird. Cuz Everyting is executing but not animation. I've followed whole tutorial before with vaulting and my vaulting "worked" but without the animation montage too, checked code several times and matched 1:1 like in tutorial. I'm passing this slowly
Pretty sure Triggered run every frame btw
try to use Started pin instead
Forget your logic for one sec and play the montage using a key
see if that work
if a simple play montage don't work, I can only suggest to look at your anim bp
see where the montage slot is called and if it's playing at all
nope woknot - ill check that
hey, so i combined two BPs to get their features in one BP, they both generate spline meshes, but in one of them when i use the repeating spline mesh i get this result, i thought it doesnt work together but if not then how is the periodic is working fine? is it something simple i have to fix or do i have to search in the BP?
@remote meteor oh okey, in what class ?
i did it early in UGameInstance:Init
hm i dont have that one
is that your custom one ?
i have a custom game instance but its BP,
only in c++ since setting the navigation config is in FSlateApplication, which is a c++ only thing
yeah but my project is converted to c++ so i can acess that
u jsut need some default class that i can use it it i suppose ?
cant i put it in player controller ?
it makes sense to set in game instance since its something that you only need to set once per launch of the game
wherever its fine, just make sure its called before the first navigation is possible
🥹 you remind me the days I don't have Rider
he since i dont use c++ "yet" vs surfice work fine enough with c#
why is it vanilla like that though
you have to create your own CustomNavigationConfig first or maybe you dont, you just need to
FSlateAppliction::Get().GetNavigationConfig().bTabNavigation = false; and see if it works
Yeah I tried but it doesn't work 😦
hm ok so sounds like alot of work for a rookie :/ il just use nanother button i suppose
Try his suggestion?
Hello .
I have a question about ice.
Well i want to make it that when i run up from 0° to 30°angle what do i need to do for my character to have -run speed slower and once i stop or i em not fast inaf ( with deley) the character starts falling back where i started. The base friction and deceleration is done of sliping ice. But the rest i have no clue. Tryed to find but nothing of that info.if you can help or some hints it would be nice. So it could be like one BP where i can place it down and boom the effect is there or it needs to be between the character and the bp interaction.
What do "Activate" and "Deactivate" nodes actually do?
I tried using them to temporarily disable the collision sphere component I have around objects, but it didn't work. Is there a function to turn components on/off?
they turn of tick afaik (which won't help you for collision i guess)
or hmm, maybe your issue is something else
is it possible that auto weld is enabled in the component?
then it get's kind of merged with your actor
Is that possible if i have a state machine, should i put montage there? Cuz i've put everything into character bp
wdym by if you should put the montage there
you should have a montage slot somewhere in the anim bp
normally right after the cached pose
i mean i was making every montage in character bp instead anim bp, maybe this faults?
Yeah, then they won't do me any good here. I'll use Set Collision instead. But weird that there isn't a "on/off" function for components.
@dark drum thanks for your help. I eventually realised there was a drop down in the array default values to specify the classes. Now with those entries added I was able to loop through it and spawn them 🙂
those active and deactivate are the on/off, problem is epic did not make the Activate and Deactivate function to adjust anything in a UPrimitiveComponent
I am really dumb. I've delete "default slot" from abp and now it works
sorry for bother
something that Ive been wondering, how do you even create like universal events? so for example Ive not been able to use the default Damage nodes since they dont have enough information on them, such as attacker, attack direction, push force etc so I end up having to individually cast anyway. but how could I make one node to use across any actor somehow?
and Ive also been needing some kinda generic "start" node, so I could call start on any actor then they would have their own scripts that get activated after that. not begin play, a start node that can be activated when needed, for like a trigger system or something
wdym by individually cast. What are you casting?
For damage, you probably want a struct that contains all the info that damage in your game need
@remote meteor Thanks for sharing, this work but maybe I can reduce it to one line? 😛 Gonna try to set the boolean without calling SetNavigationConfig see if that work
Blueprint Interfaces is what's you're probably looking for.
ah, so that would be a custom function usable in other actors?
@steady night did u get it working?
nah
Asaka one line code work for me
@steady night FSlateApplication::Get().GetNavigationConfig()->bTabNavigation = false;
it worked for you ?
where did u put it ?
where you put it don't matter, but like he said, when you want to do something once then On Game Instance init is a good place
It's basically an event that can be triggered from another blueprint. You can add whatever values you wish to pass through.
for my case I also did it in game instance init
yeah well since my game instance is BP i cannot put it there
or i could use the parent game instance .O ?
ofc
I would say just make a cpp game instance class and reparent your BP game instance to the game instance class you created
Have u make the game instance?
my custom game instance bp class is a child of the c++ Gameinstance i can just use that one ?
Show code
I can call the function within another blueprint, but how would I make a blueprint receive that function?
For something like damage, you can use interface
because you probably want to hurt something other than enemy
A barrel for instance
yeah, I made the interface
You create the interface, create the function within the interface, then in Class Settings add the interface to the actor that you want to interact with. Then compile and double-click on the function and it will be add to the blueprint as an event
and you make functions in the interface? Once you done that, you just need to override the function in the class that implement the interface
@frosty heron cant get anything to work <:< to rookie with cpp trying to replicate your sc but no luck
I still just get the option to call the function and nothing else
Header file
have u override the Init?
btw u just need this one line
FSlateApplication::Get().GetNavigationConfig()->bTabNavigation = false;
in your public section
You want to override init
virtual void Init() override;
Add this
public: virtual void Init() override;
after generated body
Make sure to call Super
Super::Init();
above the FSlateApplication::Get()
u have capital V for the void btw
also you are using my Class name
wait let me try to write the code for you
yeah pls >)
void UCustomGameInstance::Init()
{
Super::Init();
FSlateApplication::Get().GetNavigationConfig()->bTabNavigation = false;
}
@steady night
so now what, I have this in the actor but cant do anything with it
you need to feed the target, also this is not the right node
get the one with the message icon on the top right corner
oh I had that already
you are missing include
#include "Framework/Application/NavigationConfig.h"
Add this below #include "CustomGameInstance.h"
@steady night
is the documentation even finished it says you can use it for damage but then just doesnt show how https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Types/Interface/
Blueprints that declare functions to define an interface between Blueprints.
you can use it for anything you desire
gotta make your own function
The interface nodes should look like this
Message you send, and the event you recieve
@steady night can you select that and screen shot
u are getting fake error messages
yeah, thats what I need on the right, but I dont know how to make it an event
hmm never mind, I don't use visual studio for unreal. You should change it to only see the output log somehow
anyway
try to build the project see if it compile
did not
go to class settings of the actor you want to interact with (it's on the top of the bp), and add the interface you created. It will appear in your blueprint list of contents, and you just double-click it.
double click does nothing in 4, dragging it over gives me this
oh wait
there was a right click option
ok thanks, that should be it
@frosty heron ideas xD ?
@steady night not compiling?
gentlemen i am here to request assistance related to camera shakes on 5.3
looks like u have linker error
it seems something is broken about them in 5.3, compared to 5.2
for context: i have idle and walking/sprinting camera shakes set up that work as intended in 5.2
simply switching to 5.3, ON THE SAME PROJECT with the same camera shake settings breaks them
they become very very unnoticeable
@steady night select that
i have no clue what's causing this
@dry sleet Just thought I'd let you know an update about that Palworld question I had with Harvestable Foliage... I did some deep digging and found that they use Actor BP's for EVERY single foliage in the world.... No wonder the game runs poop. Only 30,000 actor tree BP's to load!
Definitely not taking the route they did lol
how does that happen?!
they didn't know that UE has dedicated stuff for foliage?!
Foliage Instanced Static Mesh isn't so easy to make "interactable"..
the asset they bought didn't 😛
So they resort to BP's
and foliage does support actors afaik?!
it does, i'm literally using them
wait no actually
i'm not lmao
i'm using static meshes
but i think it does support them
you dont have to set it again, you just need to set the public var inside from the get
since we are not overriding it completely
y'all know what could be happening btw?
i think palworld running like poop, is most likely due to the whole world ticking the whole time, but i could be wrong
Yup, the one line code you wrote works. Ty again 🙇♂️
FSlateApplication::Get().GetNavigationConfig()->bTabNavigation = false;
this is my code
this is run on Event Tick (YES I'M GONNA TRY TO FIND A WAY TO GET IT TO RUN ELSEWHERE)
All foliage is one big instance. It gets technical with having to deal with one of the instances out of the bunch and start giving it health, items to give, etc.
That's why they're doing that stupid Actor Foliage BP garbage. It's definitely do-able through instanced static meshes. They just need to put effort into it lol
why's it work perfectly on 5.2 but it breaks on 5.3?
And looking at the files of Palworld. Most of it is showing to be marketplace assets 
it also just seems like a chore to place, man
@frosty heron send u a dm*
if it's manual actors, they had to have hand placed each one
@cosmic kiln They're using the foliage tool to place thousands of actors down quickly.
i'm not sure which is worse..........
@steady night Change it to build only
then build again and see if you get any error
the fact they know about the tool and used it to place thousands of actors, or the fact they didn't do static meshes
if i can find a fix for this issue it'd be a tremendous help
Now I don't know exactly how good they can make an actor perform really well in massive amounts... But they could really tone it done and basically make the Actor dormant in every way possible until players are up close. That may be their way around it
i intended to move to 5.3 to speed up workflow especially related to skeletal meshes and stuff but if i can't find a fix i'm sticking to 5.2
give the actors a triggerbox the player has to be in to "enable" interactivity?
is that doable
@frosty heron
it comes down to the same
Well. Nothing really runs until they interact with it.
i don't think that some tree actors are their main problem
It's just that apparently having so many actors in a level is very demanding, but there must be lightweight alternatives to have so many actors.
can't they use level streaming or something?
is there a reason why that can't be done to alleviate performance
Actors are actors. They always exist, unless destroyed.
But yeah not to mention, using tree actors, that means each tree is a draw call. Yikes.
no
Instancing ftw.
@frosty heron ideas :/
but why's that break my shakes
and they can't merge them because they all need to be uniquely interactable
yikes
Like said. It's all possible in Instanced Static Meshes. They just gotta figure it out
I keep hearing that the Devs behind the game had no experience before palworld with development.....
@steady night start to run out of ideas and this seems to be unrelated but try BlueprintType in the UClass macro in your header file
ok Im already lost again
bruh
and they went straight for Pokemon ripoff?
They knew what they were doing.
they had money for marketplace
How can i create async function in c++ and expose to blueprint? like a delegate with OnEnd event?
@steady night can you press Ctrl B to build and click on the play button afterward
trying to call the damage function on a hit actor but now I have to idea how to reference specifically that actor because the only target input is the function itself (which is somehow "self"?)
not educated on what changes, other than adding orthographic support were made
@frosty heron can find any blueprinttype like that only "EBlueprinttype"
i can't see anything in the settings for the camera that could indicate some sort of difference in how shakes are done
Dont worry about the drop down, just type BlueprintType
k
I'm trying to check whether the name of a bone ends with a specific word. Can I insert a wildcard into my equal check or is there a different way?
same error
like how are you supposed to add the actor
@dreamy elm best to ask in #cpp , while I have no idea and they probably have the answer. If i have to guess, you can probably do async action with Laura's coroutine plugin
i believe this is a classic case of messing up the Blueprint Interface
check again that you implemented it correctly, it seems you need the right input
does anyone know of a way to slice a procedural mesh at runtime in a voronoi pattern?
thats there by default
yeah cuz you didn't add anything i bet
you're meant to add the input you need it to be in the interface
like if you are trying to reference an actor, add an actor input
yeah but THEN what
I tried that, and cant do anything else with it
because its just a variable input, not calling it on an actor
convert to string or text and use what function they have
imo
you plug the actor in there
yeah it did nothing
You’re not calling the message and are calling it on the actor that has the interface instead of calling it from the hit actor ref
oh yeah i forgot you can mess up like that
yeah what he said
oh my god, it was hiding the message option because of the context checkbox
i'm still waiting to see if anyone knows how to fix my camera.......
ok thanks, that was the problem
That'd slow down the game significantly, since strings are pretty hefty to compare, but I think I'll do that if I won't find a better way
colour me surprised...
Yeah man..
it won't
try it on tick or w/e
you won't lose a frame
Is "Unknown" equal to nullptr?
got it. thanks
if it's not valid then it's nullptr
"Post-process settings from camera shakes and camera animations are now handled as overrides, rather than base world values."
i'm unsure if this is related to my issue
found it in the 5.3 patch notes
"Refactored camera shakes' time management"
what the hell's that mean?
AHA I FIXED IT
the blend in timing was changed
i lowered it
now it works
If I get an array by casting to the blueprint it's defined in, then editing that array, am I editing a local copy or the one in the blueprint in which it's defined?
i believe the one in the bp, i have used variables where when i change them, they update in the bp
Thanks, I think it's working. Not sure if marking the array as public was needed, but I did that as well. 🙂
you need to add Slate to your Build.cs as public dependency
just uncomment also works
i usualy tick expose on spawn, instance editable
think instance editable is what you want in order to use it
in debug Simulation nothing happens when i click on the Player (it should switch the camera to the player i clicked)
Don't use simulation?
Select Play In editor instead simulate
in Simulation mode you are not attached to any character
hence if u have logic there, it's not gonna get called because u wont have a character
use Selected Viewport to start your game
dosent work
i hav
then the next step is to ensure that your click event actually firing
you can print string to check if the event fired
nope
well that will be a place to start then
You're just activating the camera component -- does that really make it the active view target?
I recall a node called Set View Target with Blend or something like that.
ah but if it doesn't fire then of course first attend to that
If the Actor is already the ViewTarget, it would instantly flip to the Active camera
gotcha
Otherwise it wouldn't have an effect
ViewTarget is the Actor
Camera is mainly an Offset to the code +- some visual stuff
i feel stupid what could i be doing wrong im getting no overlapping actors? and yes my mesh is there that could i be doing wrong? does it matter if mesh is inverted lol "it shouldnt be visible anyway"
I've setup a CharacterSelectMenu widget and having an issue. It requires a target, what should I target?
The logic for cpp:
void UCharacterSelectMenu::OnCharacterButtonClicked(int32 CharacterIndex)
{
APlayerController* PlayerController = GetOwningPlayer<APlayerController>();
if (PlayerController && CharacterIndex >= 0 && CharacterIndex < CharacterClasses.Num())
{
UClass* CharacterClass = CharacterClasses[CharacterIndex];
if (CharacterClass)
{
FVector SpawnLocation = FVector::ZeroVector; // Set your spawn location
FRotator SpawnRotation = FRotator::ZeroRotator; // Set your spawn rotation
ADynaPrimeCharacter* NewCharacter = GetWorld()->SpawnActor<ADynaPrimeCharacter>(CharacterClass, SpawnLocation, SpawnRotation);
if (NewCharacter)
{
PlayerController->Possess(NewCharacter);
// Re-enable player input
PlayerController->EnableInput(PlayerController);
// Remove the widget from the viewport
RemoveFromViewport();
}
}
}
}
Any suggestions?
https://i.imgur.com/DbUDHeK.png
@flint vault the target would be character select menu. W.e that is
This blueprint (self) is not a CharacterSelectMenu, therefore ' Target ' must have a connection. @edgy ingot
@flint vault yup thats what its saying
W.e blueprint you are in is not characterselectmenu thus you cant use self and must feed the target with a pointer to characterselectmenu
That's odd, because it is that blueprint haha
Look at the class at the top right
User Widget. Oh so should I cast it maybe?
I'll remake the widget under that class. I get it now
Just reparent it to your cpp widget
@flint vault go to class setting and select your cpp widget as the parent class
when you need to untick context sensetive to find your node, its time to doubt
sum ting wong
@remote meteor sorry to bother but I got this curiousity.
std::shared_ptr<Player> FrankShared{ new Player {"FrankShared", 33, 294842}};
std::cout << FrankShared->Name << " " << FrankShared->xp << std::endl;
*FrankShared = hero;
If my shared ptr points to another ptr, what happend to the object that was allocated when I create the shared ptr? Do I get a memory leak or does it get deleted automatically?
with a shared_ptr(TSharedPtr for unreal), the lifetime of that object is kinda managed, so it gets deleted automatically
with a raw pointer then you need to be more careful
i dont really know about smart pointer until i reach unreal, but yeah smart pointers are created mainly to solve these issues
they are kinda the same thing, just TSharedPtr has some unreal magicary wrapped on it
in cpp they get deleted automatically when out of scope and I can use .use_count() to check but if I change the pointer, I am not sure how to check anymore 🥹
im guessing std::shared_ptr and TSharedPtr are supposed to behave the same 🤔
does anyone know what that museum like project on the marketplace is called
the one that shows examples of nearly every unreal mechanic
Content Examples
TYSM
how would you make it so that when 2 pawn units touch each other, they can push each other by continuously walking?
im really trying to understand overlapping actor because i cant get this to work it doesnt find anyactor or am i doing something wrong?
i want the triangle mesh to Detect stuff so cant really use a box collider
I would love to know this too 😭
I tried RVO and depenetration (not deep) and neither worked
just finished Nier Automata, gotta love the controls and how it pushed NPCs away from my path when i bump into them
pushing each other = apply force on collision
pushing only from 1 party = ignore actor when moving
🗒️
For anyone planning on making a big game someday... Make sure to keep track of your references so you dont end up with a memory load of 12 gigs 
use soft reference
Yes I figured 😂 We're about to rebuild the entire game as this is just completely messed up
many of us been there
@frosty heron
I tried:
- CMC RVO
- CMC depenetration
- CMC physics force
But none seem to work :/
in cmc? it's enabled
make the player the boss that push everyone based on the direction he is going :D, I dunnoe
I want both
i mean, I have no idea. eventually I need to do the same thing
would really love to know how it's handled in big games
I'll keep working on it and update you @frosty heron , personally I am looking for a built-in solution otherwise it'd be a tick event on overlap but I really don't want to go that route
Thank you! I will appriciate the update 🙇♂️
🗒️
how do i overlay a camera onto another camera?
like do a viewmodel on one camera
got no clue how to do that rn and i gotta do it so the FOV doesn't change the weapon position
you don't get camera layers like that in unreal
ah ya don't? alright then what's a way i can make sure the FOV of the camera doesn't affect the weapon position?
You would need to adjust the world offset position in the material I believe. I've always just copied one from a marketplace asset that I own so idk the ins and outs
.........what?
what material? what's a material got to do with this'
You don't get camera layers in unreal. You can use a material to offset the mesh's position/size to handle FOV adjustment and overlay over other meshes
Hey all, I am creating a designer placed camera system. We call the placement blueprint objects “camera nodes”. Then we have a camera node manager object that finds all camera nodes within its sphere collision and sorts this array of camera nodes by distance from pawns location.
Our goal is to place camera nodes around the world and have the cameras blend to each other based on the players position to them. I have tried many things but I think this is more math heavy than I am capable of working out. Any ideas?
My main thought is to find a value that represents closeness percentage to a target node by further sorting by distance and direction, then averaging the three nodes data with each other based on this alpha value. Again, I’m not sure how the math would work out though even if I’m right.
how the hell does a material do that?
materials wrap around meshes, how does it change a mesh's location?
that's not possible
Same way you can use a material to bend grass with the "wind". World offset position. Search for fps/weapon clipping on YouTube. There's quite a few tutorials on it
@frosty heron the only way so far is to enable physics and give it a mass however this breaks any movement capability... maybe on hit, enable physics and slide it... still working on it
I don't think I can enable physics on my character 😭
Why view documentation is not clickable ?
Did i forgot to install something ? I just want clickable web link to docs.
@frosty heron nothing built in works, this is the only solution
Ty 👍
depends on how they're moving to begin with
it doesn't matter, the only way to make it work with physics AND CMC is this
I mean you said pawn so you left it open
my pawns use physics only so it just works
How do I get reference for Character(Enemy_Charactor) which the AIController(Enemy_Controller) is Controlling, someone help please ?
i have a bp like dis with a sphere collision.....is there any way to remove the collision after the 3rd person char collides with it 1 time ? i feel im doing something wrong i can only destroy everything not just that 1 thing..as i want the audio and cube object to stay and not trigger anything after
You can do "Set Collision Enabled" node, and select "No collision"
thank you so much 🥺
Anyone know if SaveGameObject arrays are meant to be specified in lenght? I have a working system, but the first run the amount of items I stick in the array defines the "cap", and I cannot stick any more items in the array on subsequent runs 🤨 🤧
alr thanks
Hey guys, I am trying to calculate the vertical angle between my character and my enemy, do know if is under him or not?
Any idea how to do that pleeaseee 🙂
What caps? pretty sure the caps is like millions of entries for array. Could be wrong tho on this
the cap could be like 4 items in the array, whatever number I save into it the first time. When I run the game a second time I can only overwrite those 4, and not create new ones. If I created 20 on the first run, I can save into those 20...
wdym you can't create new ones 👀 , share your code
you can most deffinitly add and remove elements in array to your heart content
@pliant kernel what's the goal here?
you seems to set an array to it self a few times
when you want to add just use add node
and remove to remove
that will update the array
What's the goal here? do you want a fixed number of slots?
or player can just keep adding forever
the reason I do it this way is that the save UI is populated from the array, with forEachLoop. And I wanted the items to appear in the same order as in the UI
yes, adding forever
Do you need to display the empty slots then? if you do, you need to determine the logic on how you want to display the empty slots
eg, adding 1 - 2 empty slots after displaying all current saved file
I just add one extra (empty) slot if you are in save mode.
You should have a container that contain all the save data
which for obvious reason should be a save game object too because you need to retreieve that data
So I will have 2 Save Game Object class here.
One to hold all the save Game Files
And the other is the SaveGameFile for the game it self (the slots)
When you open your save Game widgets
- Get SaveGameFiles -> For every slot, create widget and add to vertical box
- On Completion, add N number of empty slots
you probably don't even need slot ID imo
that's my current
the Slot ID will be the index number of the array
i mean , what happend when you have 24 slots. Numbered from 1 to 24 then suddenly u delete slot 3?
the ID won't affect how they are added in the UI. so IDs can be missing
Get SaveGameFiles -> Get the Slot Widget Infos -> Populate the widget with it
it's used for identification and to load other data. and I use that to find slots that have changed, and save to them
yes
Whenever you add a new save game slot, just add it to the SlotWidgetInfo array in SaveGameFiles
You can use FGuid to give a unique ID for each slot
im having a bit of an issue you see i have two projectile actors both have the same parent actor. i program both actors to spawn different actors but for some reason only one of them is spawning but the other one is not. i thought i could use this blueprint and remake it in the other actor but its not working i have it connected to on component hit event and connected to other actor
That's what I'm doing, no?
@latent ridge this part not gonna run because you destroyed the instance of w/e class u are in
In the section "Event Update widget"
I would have 2 SaveGameObjects. One to contain all of the SaveGameSlot and one for the SaveGameSlot it self
btw I can't really read other ppl code, especially with only a screen shoot. just throwing ideas
I don't understand that. just to clarify, I'm allways saving to the same "slot" in the save object, I never change that. My UI "slots" are, like you say, just created for each SlotWidgetInfo array item
No worries, I apreciate you throwing them
@pliant kernel You are loading your .sav file so if you have 4 slots, there should be saveslot_1, save_slot2, save_slot3, save_slot4
And when you want to load slot 1, you load saveslot_1
hmm I could do that, so actually using the slot function on the .sav instead. Then I can change the savegameobject to a single value instead of an array.
well I guess it depends on the design of your game
but I won't have a handy array to make the UI from
for me, I just create a .sav file for every slot
UI job is just to read stuff
as long you have the data then it's easy
this one works for only the first actor, i want it to destroy the actor, sorry if im sounding confusing you see the cold is suppose to spawn one actor at a time which i applied into my projectile blueprint and sorry about that i thought it would be readable but i was trying to fit it all in the blueprint. i thought if i could recreate this same code in another projectile blueprint different from this one it could allow me to spawn a different actor but for some reason the actor isn't spawning at all.
This is my Save game, SGC is the save game collections, it contains all the name of the save slots. For every slot, I create a widget
ah, so a new saveGameObject for every "UI slot"
for every SaveGameSlot, UI job is just to read
that;'s how I do mine anyway, i never have formal education
so not sure how others do it
so you don't bother with this slot functionality right?
but it's all about reading data, you can ofc only use 1 SaveGameObject if you want
that's necessary to load the .sav file
I save and Load just the same
oh, yes, but I mean you just stick the same in there, never change right?
Can't draw anything from those pic alone, sorry. Can you forget your bp for one sec and tell me what you want to happend
@pliant kernel kinda how i structure mine
SGC simply contain the name of the .sav files
ok sorry again for the confusion, i want to have two types of projectiles one that can spawn a block on impact the other can spawn a circle on impact both have a limited number of objects it can spawn at a time so the can't continuously spawn those objects the first one can spawn 6 if the spawn anymore than the oldest one in the list is destroyed while the second projectile can only spawn one at a time
right: bed bp
left: AI tress asset
I'm trying to make ai if I hide while he is chasing me and get to a box collision (yellow or blue) can throw me out. I made a interface in focuse and make event for interface in asset but not working what am I messing?
why my Interface not working?
Holy moly
are you trying to do object pooling or something?
Guys I need help trying to move a platform in an "U" shape. Essentially go some units in z axis, then some in x axis and finally another z axis movement.
I am using a timeline and I would like to be able to reverse that movement
If you want to destroy the oldest one, then you need to store those projectile in an array. Add to the array every time you create a projectile.
Then define when you want to do the check to destroy the oldest projectile in the array.
What the heck is “ai tress asset” , and what’s in that player controller index? Is that a graphical artifact or did you put * in it
When ever you want to create the projectile, check the array size. If it already reach the number you want the max projectile to be, then don't spawn a new one
Ah, thanks. I'll see if I can rework mine
So use the reverse pin?
I cannot seem to get the same sequence in reverse
nice question I really dk put message target to where, I mean AI behavior tree asset
Show code
that's what i thought i was doing in my blueprints but for some reason the second projectile the spawns the circle lets it spawn alright but the first projectile doesn't spawn at all and only spawns on top of the circle when its spawned into the game that is the issue im trying to solve
That looks like a BT task. I’m confused as to why you’re trying to use an interface call from inside a task, what’s your goal here
I am making a horror game and I made AI chase and focuse on me if see me, I have hiding spots, I want If AI is chasing me and focuse on me and also while it is doing these things I hide, it can throw me out
if u are spawning them on the same location in a for loop, they are probably stacked againts each other or not spawning at all depending on the spawn rule
You should go and watch the 4th pin video in the #gameplay-ai channel,
It teaches you how to actually use BTs properly
I get the foward sequence of what I want but using 3 timelines doesnt seem to be the most efficient
You should only be using one
You mean this?
https://www.youtube.com/watch?v=iY1jnFvHgbE
In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.
By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...
ok tysm homie
it more like the square won't spawn anywhere else unless its on the circle
How do I go about using one to lerp between 2 sequenctial vectors and get a reverse sequence?
I see exactly 0 lerps in your code
You’re using the track as a common denominator and just changing the factor by which they’re multiplied. Why not just swap and put those numbers all on the track
when calling DestroyActor() in BP, any references to that actor becomes invalid ?
Yes
ty
thank you again for helping me out on it i was able to figure out what you meant and fixed the issue
okay I don't even know how these are called so I'm just gonna ask here. how do you make these
Double click the line. Its called reroute node
ty
is there a way to get a static meshes nanite settings in blueprint?
trying to make a checker that will test if actorsbeing used have nanite enabled but cant seem to find a way to do it
Can also hold the R key and click the graph to place one without a wire
ia there a way to mask out points in a timeline that you dont want in the track?
Hi ! I have a problem to give a parent reference to my entry utility widget. Self node give None and I don't know why
Hi i have tried to make a settings page where you can change your resolution but when i tried it out in a standalone game it doesn't change it feel free to ping me if you know why this could be happening ty 
U didnt connect the apply
Afaik set resolution dont work in editor
Package the game and try there
You also have to make sure u r in full screen mode
I think there is full screen, windowed snd borderless window
Set resolution wont work if you are in borderless window iirc
Also instead doing it like that, make option that populate all supported screen resolution
lemme try them out 1 sec
Its 6 am here. Im gonna sleep. Do your best, if you cant figure it out, you can ping me. I will share my code
oh alright thanks for helping
I want to simply rotate a mesh in Z axis using timelines, what node should I be looking at?
Anyone know how to fix the buggy movement in the top down template. The one where if you walk behind something you character shakes and rotates. (I'm still in the navigation box, only happens when I try to walk behind something)
Hey, what are your suggestions for making an actor jump in a fixed arc?
I wanna create a pretty specific type of physics behaviour but using simple add force isn't helping
Idk what you mean
I think they ask if there's a way to make it so X points in the timeline have a value of 0?
Yeah insert a key frame and give it a value of 0
Could also do a simple code setup to override the current value to 0 at certain given values
this is not launching the projection forward like I think it should. What am I doing wrong?
I use a Function that lerps between 3 Vectors to animate a smooth arc movement
https://blueprintue.com/blueprint/auohmy61/
Ah, interesting... But that doesn't seem to use physics...
Like would it collide?
you can stop the timer when a collision is detected
I have a section in a blueprint that adds all sphere components of the actor into an array. I thought it looked ugly so I tidied it up a bit. What do you guys think?
Looks cool, if that's what your asking
Could be codded smoother/quicker
I felt like I was committing a war crime. I didn't know there was a make array node. I guess I'll use that one then. Thanks!
These are actually static mesh components so sadly I can't do the get component by class, or I would have to add a part that skips unnecessary static meshes
I think we have all been there, doing things the long hard way before learning something better exists
sure you can
how many sphere do you have in the actor? and what do they do ?
ahh, didn't think of checking the mesh. I was just thinking of doing a check using the name of the component which I wanted to avoid. Cheers!
There are 14 in total, and they are options that the user can select. I'm making a 3D UI. (One of the ovelapping box-sphere sets will be hidden)
ahh cool
Anyone have any tips for stopping the overall scene lighting leaking through? I have inviisble walls that are working fine with direcitonal lights, , but there does seem to still be leakage with the level lighting. Feel like im missing something
oh ty
Do you reccomend using Components for making a Health system across actors?
I know it's a quite basic thing but I was wondering if that's the better practice
Hey everyone! Seeking resources for learning Advance Locomotion Systems for characters in Unreal Engine 5? I need step-by-step guides, starting from basics to advance. Any suggestions? 🤔
Hi all, I've got a fairly basic bit of Blueprint logic that has worked without issue up until this point, and I'm unsure why. The basic idea is when this moving wall hits the character they should die, however what is actually happening is they sort of just phase through the wall and nothing happens. There is an exception in that if the character is walking when they get hit with the wall they die, but not when standing still. I've tried remaking the wall, slowing the wall down, making the wall thicker, changing On Actor Hit to On Actor Begin Overlap, and nothing has worked. I'm extra confused as I've used a very similar process for my last two levels with no issue.
I want to add that I have not messed with collision settings it is just a cube that should kill the player if it comes into contact with the player
Try using the debuger on On Actor Hit or just add a print right after the event and check the value for Other Actor
If you don't get anything while standing still, your character might be in "sleep mode" or how ever is called
No activity from the debugger
Go your actor and click the Class Defaults search for sleep
and search for sleep in the details panel
here's an example from chaos vehicles, the 3rdPersonChar should have something similar
Got it, this seems neat but what would it be used for?
I think the engine disables the tick for actors that are not moving or performing any logic
so i have a sleep threshold value for the mesh and the capsule component, set them both to zero but the problem is persisting
Try to set the sleep family to custom 
in order to use the Custom Sleep Threshold Sleep family has to be on custom, perhaps try negative values? - to be hair I have no idea how it works and what's the proper way to prevent actors going to sleep 
personally I manage to reduce it for chaos vehicles - but that doesn't apply to you
set it to -100 just to be silly and still not working
switched to custom too like you said
i also noticed its moving the player back before phasing through like its pushing him a foot backward
Then I have no idea how to fix it unfortunately, just search more about character/actor sleep (or dormancy)
or perhaps someone that knows how to fix this will reply
thanks for your help anyway! had no idea this setting existed
😳 What's the problem? It crashed when I was working and crashed again and again if I reopen it, but other projects do not have this issue.
Hey there, I have a question about arrays.
I have a camera with settings to control if it can rotate, and how. The array of booleans checks for locks on XYZ. However, for clarity when working, how can I make the array display the X Y and Z?
Instead of "Index"
Do you have "Simulation Generate hits" checked in the details panel of your wall?
Also, why not do like a health damage type of deal then handle the player's death inside of the player?
Its under collision
It's meant to be an instant kill, death logic is in the player but other actors can call the function
i'll try ticking generate overlap events and see what happens
still no luck
so the wall didnt have that hit events setting but the player does, tried ticking those and still nothing
That's the wrong collision you want the wall itself selected in the actor bp when you look for generate hit events
Found it in the wall actor bp, ticked it and tested and still nothing
Did you use print string to see what the actor is hitting?
just tried it with nothing being printed, but maybe i set it up wrong?
Nothing is being printed at all?
That sounds like On Actor hit isn't even being called at all in that blueprint itself. How are you getting the On Actor Hit Event?
So as I said before, it will activate if my player is walking, I tested the printstring while i was walking and it printed the character bp, but if I'm standing still nothing happens
But to answer, i have the wall selected, then in the level bp I right click and get the On Hit Actor Event associated with the object
is someone able to help me?
i saw a response but its gone now
Why would you do it in level BP?
I would do it in the Wall Actor itself.
Guys, can you tell me pls how to cast use interface from player controller to actor blueprint?
Do "Remove UI (Message)"
might have to remove the "case sensitive" to find it
worked before, I'll try moving the logic to the wall actor
still not working
Should have an evelope on it when you're talking to the Remove UI BPi
what need put in Target?
Try adding IsValid? before your branch
If I insert a reference from a blueprint into the target, how can I choose it in player controller?
Can you show what you did in the Wall Actor bp itself
yea one sec
so many questions😅
I will note that I'm not sure I set it up right as every other time i've used on actor hit that bind even node never showed up but here it is
?
That's binding events, you're going to want to select yuor wall in the bp and do "On Component hit"
Still nothing
so are you good or still getting errors?
Weird.. Give me a second imma test it myself cause it should work..
Could you print string that though to see if its hitting stuff?
sure one sec
Okay so mine works. So, there's something going on somewhere.
same deal, nothing when standing still, but when walking its working and printing that its hitting my character
Does the wall move?
no the othere one is difernt code idk why it isnt working it for a differnt system being used in the same area for the puzzels
the wall is the only thing that should be moving
How are you moving it?
would you be able to hop in fort fivus so i'm not flooding this with the same problem
fixxed now i just ripped the code from the other puzzel
@astral geode u packaged the game and test?
Hey it looks like my print string nodes have stopped working? I dont remember changing anything from today to yesterday that would have disabled them. It is all of them not just certain ones. Any ideas?
Hey there.
How can I up a boolean that returns true, if the overlapping actors of a component do NOT have a specific tag?
I'm using the GetOverlappingActors array for this.
Are u in development mode? Did you type disable all screen messages?
Get the actor, get the components, find tag
I'm using an array of actors though
Tag is just an fname isnt it, pretty sure there is .find
The tags are part f the actor itself
Yeah but when I type tag from actor it doesn't show anything
U get the actor then u get the actor components
Well depend where u place the tag
Just show some pic
Where do u add the tag
The tag is placed on the root
So actor has tag then
Yeah
Thats the node u can use
Loop thru the actor, for each of the actor check if they have the tag
Yeah I tried that
But that makes it so the last actor in the array is the only one that matters
K what do u actually want to do here
Whenever the collider ends overlap with another component, it checks all currently overlapping actors for the "pickup" tag
If there are no pickups, then it closes the Interface function I'm using to manage pickups
Make a function call it CheckIfThereIsAnyPickupTag
It will return a bool value
In the function you want to get the overlapping actor and loop thru them
If actor has tag is true, return true right away
On completed return false
U can then use this function to check if there is an actor that have the tag in the pickup collider
Alright sounds simple enough
How do I make it return true immediatly and stop checking once it finds a true?
Just use a branch?
In the loop do the branch check
If true return true. If false do nothing
The conditon being if the actor has the tag
Got it
Thank you for that
Wait a moment...
I feel so, so dumb
I could have just used a class filter...
Depend on your purpose
I think the issue was just some jank where I needed to restart
Thank you though
I do have another question though
I am trying to calculate velocity without using Physics and this is what I have come up with.
Event tick handles movement and the amount of time the actor has been alive and CalcVel is called onBeginPlay to spit out a velocity every second or so
It seems like this is pretty close but the issue is that the actor is always moving at the same speed but I am always getting a slightly different velocity when calculating
If anyone has any ideas it would be a massive help. Physics objects not being affected by time dilation has put me in a very annoying situation
@earnest vigil pretty sure physic object are effected by time dilation?
Should be able to play around in template object with those blue physich boxes
Ye global will work
I unfortunately cant use global since that affects much more than I have access to
U can do custom time dilation on individual actor
Yes, but I need to be able to use the movie render queue at runtime which is also affected by global time dilation
I dont believe I can change the time dilation for that though
Well i never tried custom time dilation with physich object. Make it a bp actor and apply time dilation?
It just doesnt do anything to a physics actor
Well i never try so i dunnoe
it is totally unaffected by custom dilation
oh wait
I think I see what you mean let me try that
K googled it, u cant used custom time dilation for physich object
@earnest vigil
I think your only option is to do global and set custom dilation for things that shouldnt be affected or affected less
Any ideas on the code I posted up top that I have to calculate the velocity?
I cant do math soz
All good thank you for trying 🙂
My question is why dont u calculate velocity every frame tho
Delay there seems fishy imo
Delay is almost always fishy tho tbh 😀
Btw we have #game-math for these questions now @earnest vigil
Where the scientists in the server live
Without the short delay between when it gets the first and second point they will always be the same resulting in 0 every time. The second delay is only there so i only see it every second because it gets cluttered
is there any way to activate and deactivate Event Tick?
Like im making a game that has multiple levels, so in one level the character needs event tick to line trace and in other level it doesnt and its being a bother in that level so how can i solve this
has anyone seen any information about making quake movement like slash from quake champions ?\
Set actor tick enabled
can i set that through game mode?
Anywhere ur heart desire as long u have a ref to the actor
Assuming single player anyway
Is it normal when I run forward it runs smooth, but when running sideways or backward it start jittering (using the Third Person Template) ? https://gyazo.com/d3c66f480fdc231630d57a4c96cd7449.mp4
Thats not how the template roll, u must have changed something
yep
And no u shouldnt get any jittering with template
like what ?
Thats not how the third person template even walk
I dunnoe what u did but theres no jitter for me if i start a fresh ,3rd person template
when move right the character will face the right
Do you set something with replicated variable?
1 thing I remember changing what the "Use Controller Rotation Yaw" and check to "true".
u probably accidentally turned this off
nope that's still ON
show ur settings
it's too long, what part do you want to see ?
I can only share my experience with 3rd person template. It doesnt jitter
this is how it works
Try to check "Use Controller Rotation" to see if does that issue
Wait that's not the Root component, which component is that ?
camera boon
Where is "Orient rotation to movement" setting ?
character movement
this one
Problem solved, thank you 🙏
But I'm not sure to understand what was the issue in the first place 🤣
how it got solved?
I unchecked "Orient Rotation to Movement" on the Character Movement
oh
Hello, I want to know how people switch input.
For example when player open inventory widget, I want player to control inventory with arrow key.
For now, I wrote a Enum to switch right after InputAction, but it doesn't seems effecient.
hello. Does anyone know why the mesh in a character actor always resets to face a certain direction on non local clients? Everytime I move the mesh points towards the north for example. No matter what I do it always seems to override the rotation even when detaching the mesh on runtime from the character it still always rotates to the north. It's like the mesh is hardreferenced inside the character movement component or something and it's rotation is forced somehow? How can I disable this?
u prolly changed something accidentally im sure cuz its the other way around but whatever as long ur problem is solved it doesnt matter💀
Create a demo thirdperosn template and copy camera settings from it.. Then change accordingly.
So i've whipped up an inventory system buuuuuut every time i pick up a new item it overwrites the old item - so essentially i can only hold one item at a time...
Could someone help point to where i've messed up this blueprint?
how can this happen ?
in the Bp the candle is placed corrently but when i place it in the world
its offsett is insane ?
is the Scale of the table or actor changed?
make sure that the candles and paper within the table bp are using the same global or absolute location values
they are
they are what?
but i can set them to 0 then all of them would be ontop of eachotehr
would they be on the table though?
ooooh might be an issue in the world.. try dragging the table into the level again from the content browser
nah same problem i can put the table anywhere in the world but the candels are always spawned at that location O.o
oh really.. so no matter where you move the table the candles stay at the spot?
oh wait
i changed it from static to movable
cant have a child thats static on a movable object
then it moved
yeah since it was static then i couldent attach so be dufault got put in 0,0,0 i guess
nope
thats the thing
weird
very
Can anyone think of any reason why adding a break point to a node (When debugging an issue) would actually fix the issue. o.O With the break point what should happen happens, if I remove the break point, it doesn't happen so I'm a little confused.
Quick question, what does the default pin do here?
I did find the bug to fix it but it was in a different BP. Just thought it was odd.
k thanks
I know what you mean, it doesn't happen very often for me but I've found its more likely to happen if I click and then drag instantly. Possibly a delay with it detecting the contents of the comment box.
Yea, just slow down, take it steady 😛
why? not in scope just 1 node away
I have a platform blueprint, and in the hierarchy I have added 4 light blueprints on top of the platform. The light blueprint has some variables I would like to access, when triggering events in the platform blueprint - I want the lights to be switched on. Is this the right way of putting it together (parent-children components in platform BP), and how can I access the lights BP variables?
Hey guys, I'm a bit new to programming and I'm looking to see if there's a way to check "if any of these are true, proceed"
I've tried these two methods but they seem to rely on all of the objects being true or valid
Does anyone know a better way please?
I'm essentially trying to cut out all the errors I keep getting about accessing none because depending on which trigger I overlap, only some of the public fields have a reference in them and the others do not. Which returns an 'accessed' non error everytime
I was thinking maybe if there's some kind of 'AND/OR' condition I could use
Or means if any of the condition is true, it will return true
So just do an or and add pins as needed
Then do a branch
Help
.
the unfortunate answer is that that is how it is
hmm im openineg my level from main menu level, as a presisten level how would i normaly put a loadingscreen inbetween there or how do you normaly do that stuff ?
tips ?
Since you are doing multiplayer you can do a server travel once u are in the game.
But from main menu and when you open a level as a listen server, thats when a hard travel happend and there is no way around it
If u want a fake loading screen you can just slab a widget with static image. Add delay and start opening a level
aye that was my idea
If you want a real loading screen then you have to use cpp
Hopefully quick question. I'm trying to have a BP listen to all my turrets and fail the player if they alert any of the turrets. Apparently you can't bind an event to a delegate in a For-Each loop though. It'll only apply one time.
Alternative ways??? Any suggestions?
Hello! I'm new here, why does this cast not work? It outputs no cast every time.
you can bind on a for loop. i've done it before with an array of buttons in a widget. something else is probably going wrong here
You are getting a random actor from the world, it could be anything
Hmmm, I guess I'll keep digging then
have you checked the length of the array
Get actor of class then chose your spawner class. U dont even need cast here
oh
alright thx
Casting is just a type check. And the object feed to it needs to derived to what ever type your cadting to
Yeah, it's picking up all the turrets
You can bind delegates with for loop. Doesnt really matter where u do it actually
hmmm, that's what I had thought, but it isn't working. So I guess somethign else is going wrong.
Done it plenty of times with or without for loop
Print string the ref returned from your interface
Thats not even the right node afaik
Should get the one with the message icon
I've tried four different ways of accessing the alert component on the turrets to bind to the delegate. Consistently, only one (the same one) of the 9 turrets gets triggered.
Even though it's detecting all the turrets, and running through the for-each loop 9 times
@subtle nova use the one with message icon. Then figure out how you set the return value
Clearly doing something wrong
Perhaps using things like get actor of class
Hey guys, anyone know how to see if a side of an object is empty? For example on this I want to place an object on the left and right ends any methods?
If this box r made from array then you can just check the index
I was going to make an array, but I want this to be generated without any input so I want a way to check for the ends if that makes sense
Many way to check, ur game ur choice
Think in plain english on how you can check if there is a box next to the box
One way you can check is doing a collision check
Project a box collision on each side of the box then check if there is the box collide with your cube
thank you, i'll try this and see how it works.
is there a simple way to check if a system file exists in the project folder
A system file in the project folder? like what for example
need to see if this file exists: "K:/Drive/Whatever/UE/Project/Content/MDL/Functions/TEMPLATE.uasset"
@warm lava You can use File exist node but how does that gonna work in package
u won't see your typical uasset in shipping build
This to check if a file exist
its for inhouse production, all editor stuff
ahh ok that's fine then
thank you!
@warm lava if you need path to your project folder use get project file path
thanks! I was able to get that far from previous help
Hello guys, Im looking to do an area damage around the player with some explosions, but I want to control exactly the distance from player each explosion will spawn. What would be the best approach to do it?
I was thinking to get forward vector and multiply by a distance, then rotate it around player, is there a better solution?
hey guys, not sure where to ask this...so just gonna ask here.. anyone know of any tutorials about using data assets for characters? I was told to add to my character for easy integration with different skeletons or something.
when i enter the game there is a brief 1-2 frames where it shows im guessing 0,0 point of the map before my Widgets are loaded in this case (loadingscreen) widget
is there a way to change where that screen will be :/ ?
@steady night for hard travel, u can't keep widget alive using BP
but you can with CPP :S
i jsujt want that first frame to be elsewhere
it's worth learning it
aye in time 😛