#blueprint

1 messages · Page 83 of 1

turbid pecan
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I kind of want no deviation if possible. Like.. I need to figure out the spacing eventually via blockout and stuff. But the primary goal is:

Each "square" on the "grid" is equal. Therefore if I go forward and it's a wall, itll let me come up to it, but go no further. Kind of like...

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So pretend those are even squares and that I can draw

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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

neon lion
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is it possible to make my weapon type var into an enum that will still function like an integer for this purpose?

turbid pecan
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@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?

remote meteor
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not exactly a good compromise, you want to trace with a square to know whether there is a full square available or not

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or also to trace with your character collision capsule

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so maybe square trace or capsule trace, instead of just a line trace

neon lion
remote meteor
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from the class, get defaults, get which enum it is

turbid pecan
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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

remote meteor
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and with this, you can use blend pose by <yourenum> instead

turbid pecan
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or not go back if theres a wall behind me.

remote meteor
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trace before move, if its empty, move.

polar sphinx
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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?

turbid pecan
remote meteor
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yes, maybe could be alittle more organized, and use a box/capsule trace instead, but yeah, essentially correct

turbid pecan
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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.

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Im a messy boi

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Thanks @remote meteor - I will try to fiddle with this and see what I come up with.

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I might pester you later if I get stuck, if you don't mind

pulsar vigil
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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 ?

polar sphinx
pulsar vigil
remote meteor
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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

pulsar vigil
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Just the npc for now but more later

remote meteor
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then BP_Area should be the event instigator

pulsar vigil
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i didnt thinked about promoting "other actor" from the oncomponentbeginoverlap

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so i can reuse that variable is that not a bad idea ?

pulsar vigil
neon lion
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why cant i find my custom enum type, EWeaponAnimationType

ocean crow
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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.

neon lion
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bleh i converted it to int and that worked

remote meteor
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wait

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does it

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🤔

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yeah it does needs it

lusty shard
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is it required still to "Add Mapping Context" nodes for enhanced input to work?

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is there a built in way to use it by default?

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considering old input system is being deprecated, this is kinda awkward

neon lion
steady night
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refresh my memory im after "if either is false then do false

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or rather if either is true then do true

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should it be nor ?

lusty shard
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you have "if either is true then do true"

steady night
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erhm

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oh right

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my misstake >.<

polar sphinx
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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?

versed sun
dark drum
steady night
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@versed sun yeah ty

polar sphinx
remote meteor
dark drum
polar sphinx
dark drum
polar sphinx
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Hmm, nope. That only runs for each card actor I've manually placed in the world

harsh wasp
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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

Unreal Engine

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.

Unreal Engine

A complete inventory system, perfect for coop and solo games, it includes storage and inventory that allows you to drag & drop, pick up, drop, equip, use, examine, combine, etc., actors in the world are replicated and everything is ready for your game.

polar sphinx
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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.

dark drum
edgy ingot
thin panther
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It also depends a lot on the plugin and what you want

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It's not something we can really help with

main lake
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Is there a premade method for the nameplate on top of players to always face the camera of the local player ?

lusty shard
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We (showing off lol) making an rts style building system

dark drum
# polar sphinx Like this?

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.

edgy ingot
edgy ingot
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You will need to change the size tho based on distance

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Well depend on your game but thats what i did with my player name

polar sphinx
delicate anchor
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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

dark drum
steady night
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hey im using this to rotate actor towards another actor it works fine

thin panther
steady night
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however i would like it to move the shortest path sometimes it dose a full spin tips ?

edgy ingot
steady night
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anyone got some tips for me +

spark steppe
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% 180 (on the rotation delta)

frosty heron
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@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

thin panther
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Yeah that's pretty much the same thing I did.

frosty heron
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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 😦

thin panther
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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

honest turtle
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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...

main lake
main lake
frosty heron
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I can't get a nice render for world space

main lake
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Like I'm trying to do the same way minecraft does it

frosty heron
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Yea, for that. I kinda shoot a trace every frame and see if there's anything blocking the widget and the camera

thin panther
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Couldn't you just rotate the widget component to face the player.

frosty heron
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if there is something that block it, I will set the widget to be invisible

thin panther
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Or coldsummers version for screen space :P

frosty heron
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You can rotate the widget to face the player like Cupa said

main lake
frosty heron
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but I kind of give up on doing world space widget atm 😢 . The widget keep flickering constantly. Skill issue I guess

frosty heron
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on tick just set rotation

dim agate
thin panther
sand spoke
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Is there a way to accurately set pivot offset?

thin panther
remote meteor
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i rather make them screen space and check whether they should be visible or not

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biggest issue is with clipping

sand spoke
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Can I set pivot offset here?

honest turtle
remote meteor
tough igloo
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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.

fluid lagoon
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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!

frosty heron
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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

steady night
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How do i remove so using the Tab key dosent Cycle thru UI ?

tough igloo
frosty heron
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there might be some code that you did to move it to the world origin too.

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I suggest to add a break point at the time you are moving the box and see where that takes you

opal pasture
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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.

frosty heron
tough igloo
frosty heron
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Show your blueprint and print screen the components

remote meteor
tough igloo
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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.

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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

frosty heron
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make sure the Alpha in your timeline start with 0 and ends with 1

opal pasture
frosty heron
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try to use Started pin instead

opal pasture
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nah, does not work. Tried on every execute in IA

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and tried to change on TAP in IMC

frosty heron
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Forget your logic for one sec and play the montage using a key

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see if that work

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if a simple play montage don't work, I can only suggest to look at your anim bp

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see where the montage slot is called and if it's playing at all

opal pasture
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nope woknot - ill check that

boreal wing
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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?

steady night
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@remote meteor oh okey, in what class ?

remote meteor
steady night
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hm i dont have that one

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is that your custom one ?

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i have a custom game instance but its BP,

remote meteor
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only in c++ since setting the navigation config is in FSlateApplication, which is a c++ only thing

steady night
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yeah but my project is converted to c++ so i can acess that

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u jsut need some default class that i can use it it i suppose ?

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cant i put it in player controller ?

remote meteor
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it makes sense to set in game instance since its something that you only need to set once per launch of the game

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wherever its fine, just make sure its called before the first navigation is possible

steady night
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i just put it like this or ?

frosty heron
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🥹 you remind me the days I don't have Rider

steady night
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he since i dont use c++ "yet" vs surfice work fine enough with c#

remote meteor
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why is it vanilla like that though

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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

honest turtle
steady night
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hm ok so sounds like alot of work for a rookie :/ il just use nanother button i suppose

strong dome
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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.

vestal sapphire
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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?

spark steppe
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they turn of tick afaik (which won't help you for collision i guess)

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or hmm, maybe your issue is something else

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is it possible that auto weld is enabled in the component?

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then it get's kind of merged with your actor

opal pasture
frosty heron
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you should have a montage slot somewhere in the anim bp

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normally right after the cached pose

opal pasture
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i mean i was making every montage in character bp instead anim bp, maybe this faults?

vestal sapphire
polar sphinx
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@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 🙂

remote meteor
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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

opal pasture
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I am really dumb. I've delete "default slot" from abp and now it works

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sorry for bother

sacred canyon
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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?

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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

frosty heron
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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

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@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

vestal sapphire
sacred canyon
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ah, so that would be a custom function usable in other actors?

frosty heron
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@steady night did u get it working?

steady night
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nah

frosty heron
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Asaka one line code work for me

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@steady night FSlateApplication::Get().GetNavigationConfig()->bTabNavigation = false;

steady night
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it worked for you ?

frosty heron
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yes

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show me your code

steady night
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where did u put it ?

frosty heron
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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

vestal sapphire
frosty heron
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for my case I also did it in game instance init

steady night
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yeah well since my game instance is BP i cannot put it there

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or i could use the parent game instance .O ?

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ofc

frosty heron
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Ofc

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you can do it anywhere as long u call it before u are inside your widget

steady night
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yy

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so where would i put it inside the class

frosty heron
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I would say just make a cpp game instance class and reparent your BP game instance to the game instance class you created

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Have u make the game instance?

steady night
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my custom game instance bp class is a child of the c++ Gameinstance i can just use that one ?

frosty heron
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Nah don't touch engine stuff

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make a child of GameInstance

steady night
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oh ok

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ok

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did that

frosty heron
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Show code

sacred canyon
frosty heron
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because you probably want to hurt something other than enemy

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A barrel for instance

sacred canyon
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yeah, I made the interface

vestal sapphire
frosty heron
steady night
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@frosty heron cant get anything to work <:< to rookie with cpp trying to replicate your sc but no luck

sacred canyon
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I still just get the option to call the function and nothing else

frosty heron
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@steady night I can try to run it through with you

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just show the code

steady night
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derp

frosty heron
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Header file

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have u override the Init?

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btw u just need this one line
FSlateApplication::Get().GetNavigationConfig()->bTabNavigation = false;

steady night
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ok

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have to override the init idnno i just wrote what yours said x)X

frosty heron
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Show me your GameInstance.h file

steady night
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oh

frosty heron
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in your public section
You want to override init
virtual void Init() override;

steady night
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after generate body

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=?

frosty heron
# steady night

Add this
public: virtual void Init() override;
after generated body

steady night
frosty heron
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Now back to the .cpp file

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Show me the code

steady night
frosty heron
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Make sure to call Super

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Super::Init();
above the FSlateApplication::Get()

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u have capital V for the void btw

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also you are using my Class name

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wait let me try to write the code for you

steady night
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yeah pls >)

frosty heron
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void UCustomGameInstance::Init()
{
Super::Init();
FSlateApplication::Get().GetNavigationConfig()->bTabNavigation = false;
}

@steady night

sacred canyon
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so now what, I have this in the actor but cant do anything with it

frosty heron
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get the one with the message icon on the top right corner

sacred canyon
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oh I had that already

steady night
frosty heron
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you are missing include

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#include "Framework/Application/NavigationConfig.h"
Add this below #include "CustomGameInstance.h"

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@steady night

sacred canyon
frosty heron
steady night
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ok there we go ?

frosty heron
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gotta make your own function

vestal sapphire
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Message you send, and the event you recieve

frosty heron
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@steady night can you select that and screen shot

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u are getting fake error messages

sacred canyon
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yeah, thats what I need on the right, but I dont know how to make it an event

steady night
frosty heron
# steady night

hmm never mind, I don't use visual studio for unreal. You should change it to only see the output log somehow

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anyway

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try to build the project see if it compile

steady night
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did not

vestal sapphire
steady night
sacred canyon
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oh wait

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there was a right click option

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ok thanks, that should be it

steady night
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@frosty heron ideas xD ?

frosty heron
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@steady night not compiling?

steady night
frosty heron
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give me a sec

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@steady night Show me your header file and cpp file

cosmic kiln
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gentlemen i am here to request assistance related to camera shakes on 5.3

frosty heron
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looks like u have linker error

cosmic kiln
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it seems something is broken about them in 5.3, compared to 5.2

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for context: i have idle and walking/sprinting camera shakes set up that work as intended in 5.2

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simply switching to 5.3, ON THE SAME PROJECT with the same camera shake settings breaks them

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they become very very unnoticeable

frosty heron
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@steady night select that

cosmic kiln
magic crown
#

@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!

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Definitely not taking the route they did lol

cosmic kiln
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they didn't know that UE has dedicated stuff for foliage?!

magic crown
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Foliage Instanced Static Mesh isn't so easy to make "interactable"..

spark steppe
magic crown
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So they resort to BP's

spark steppe
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and foliage does support actors afaik?!

cosmic kiln
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wait no actually

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i'm not lmao

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i'm using static meshes

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but i think it does support them

remote meteor
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since we are not overriding it completely

cosmic kiln
spark steppe
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i think palworld running like poop, is most likely due to the whole world ticking the whole time, but i could be wrong

frosty heron
cosmic kiln
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this is my code

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this is run on Event Tick (YES I'M GONNA TRY TO FIND A WAY TO GET IT TO RUN ELSEWHERE)

magic crown
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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

cosmic kiln
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why's it work perfectly on 5.2 but it breaks on 5.3?

magic crown
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And looking at the files of Palworld. Most of it is showing to be marketplace assets what

cosmic kiln
steady night
#

@frosty heron send u a dm*

cosmic kiln
#

if it's manual actors, they had to have hand placed each one

magic crown
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@cosmic kiln They're using the foliage tool to place thousands of actors down quickly.

cosmic kiln
frosty heron
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@steady night Change it to build only
then build again and see if you get any error

cosmic kiln
#

the fact they know about the tool and used it to place thousands of actors, or the fact they didn't do static meshes

cosmic kiln
magic crown
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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

cosmic kiln
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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

cosmic kiln
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is that doable

steady night
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@frosty heron

magic crown
spark steppe
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i don't think that some tree actors are their main problem

magic crown
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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.

cosmic kiln
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can't they use level streaming or something?

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is there a reason why that can't be done to alleviate performance

magic crown
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Actors are actors. They always exist, unless destroyed.

magic crown
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But yeah not to mention, using tree actors, that means each tree is a draw call. Yikes.

spark steppe
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no

magic crown
#

Instancing ftw.

cosmic kiln
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i'm aware 5.3 changed some things about the camera

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added orthographic

steady night
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@frosty heron ideas :/

cosmic kiln
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but why's that break my shakes

cosmic kiln
#

yikes

magic crown
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Like said. It's all possible in Instanced Static Meshes. They just gotta figure it out

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I keep hearing that the Devs behind the game had no experience before palworld with development.....

frosty heron
#

@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

sacred canyon
#

ok Im already lost again

cosmic kiln
#

and they went straight for Pokemon ripoff?

magic crown
#

They knew what they were doing.

sacred canyon
#

they had money for marketplace

dreamy elm
#

How can i create async function in c++ and expose to blueprint? like a delegate with OnEnd event?

frosty heron
#

@steady night can you press Ctrl B to build and click on the play button afterward

sacred canyon
# sacred canyon ok Im already lost again

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"?)

cosmic kiln
steady night
#

@frosty heron can find any blueprinttype like that only "EBlueprinttype"

cosmic kiln
#

i can't see anything in the settings for the camera that could indicate some sort of difference in how shakes are done

frosty heron
steady night
#

k

kind willow
#

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?

steady night
#

same error

sacred canyon
frosty heron
#

@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

cosmic kiln
#

check again that you implemented it correctly, it seems you need the right input

keen ridge
#

does anyone know of a way to slice a procedural mesh at runtime in a voronoi pattern?

sacred canyon
#

thats there by default

cosmic kiln
#

you're meant to add the input you need it to be in the interface

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like if you are trying to reference an actor, add an actor input

sacred canyon
#

yeah but THEN what

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I tried that, and cant do anything else with it

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because its just a variable input, not calling it on an actor

frosty heron
#

imo

cosmic kiln
sacred canyon
#

yeah it did nothing

past compass
cosmic kiln
#

yeah what he said

sacred canyon
#

oh my god, it was hiding the message option because of the context checkbox

cosmic kiln
#

i'm still waiting to see if anyone knows how to fix my camera.......

sacred canyon
#

ok thanks, that was the problem

kind willow
magic crown
#

Yeah man..

frosty heron
#

try it on tick or w/e

#

you won't lose a frame

noble ledge
#

Is "Unknown" equal to nullptr?

frosty heron
#

afaik the watchlist is not that reliable

#

just print string imo

noble ledge
#

got it. thanks

frosty heron
#

if it's not valid then it's nullptr

cosmic kiln
#

"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

polar sphinx
#

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?

lofty rapids
polar sphinx
remote meteor
#

just uncomment also works

lofty rapids
#

think instance editable is what you want in order to use it

cyan jetty
#

in debug Simulation nothing happens when i click on the Player (it should switch the camera to the player i clicked)

cyan jetty
#

debug option

#

im new in UE5...

frosty heron
#

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

cyan jetty
frosty heron
#

you are still simulating

cyan jetty
frosty heron
#

then the next step is to ensure that your click event actually firing

#

you can print string to check if the event fired

cyan jetty
frosty heron
#

well that will be a place to start then

dry sleet
#

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

surreal peak
#

If the Actor is already the ViewTarget, it would instantly flip to the Active camera

dry sleet
#

gotcha

surreal peak
#

Otherwise it wouldn't have an effect

#

ViewTarget is the Actor

#

Camera is mainly an Offset to the code +- some visual stuff

primal crown
#

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"

flint vault
#

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

edgy ingot
#

@flint vault the target would be character select menu. W.e that is

flint vault
#

This blueprint (self) is not a CharacterSelectMenu, therefore ' Target ' must have a connection. @edgy ingot

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

flint vault
#

That's odd, because it is that blueprint haha

edgy ingot
#

Look at the class at the top right

flint vault
#

User Widget. Oh so should I cast it maybe?

#

I'll remake the widget under that class. I get it now

edgy ingot
#

Just reparent it to your cpp widget

flint vault
#

Yes, I did that. Thank you

#

It works

edgy ingot
#

@flint vault go to class setting and select your cpp widget as the parent class

remote meteor
#

when you need to untick context sensetive to find your node, its time to doubt

#

sum ting wong

frosty heron
#

@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?

remote meteor
#

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

frosty heron
#

Thank you

#

for raw cpp that's the case too I suppose?

remote meteor
#

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

frosty heron
#

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 🥹

remote meteor
#

im guessing std::shared_ptr and TSharedPtr are supposed to behave the same 🤔

lusty hedge
#

does anyone know what that museum like project on the marketplace is called

#

the one that shows examples of nearly every unreal mechanic

frosty heron
#

Content Examples

lusty hedge
#

TYSM

zealous moth
#

how would you make it so that when 2 pawn units touch each other, they can push each other by continuously walking?

primal crown
#

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

frosty heron
zealous moth
#

I tried RVO and depenetration (not deep) and neither worked

frosty heron
#

just finished Nier Automata, gotta love the controls and how it pushed NPCs away from my path when i bump into them

remote meteor
#

pushing each other = apply force on collision

#

pushing only from 1 party = ignore actor when moving

frosty heron
#

🗒️

sand yacht
#

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 thinksmart1

sand yacht
#

Yes I figured 😂 We're about to rebuild the entire game as this is just completely messed up

obtuse mulch
#

many of us been there

zealous moth
#

@frosty heron
I tried:

  • CMC RVO
  • CMC depenetration
  • CMC physics force

But none seem to work :/

frosty heron
#

😔

#

maybe apply force ?

zealous moth
#

in cmc? it's enabled

frosty heron
#

make the player the boss that push everyone based on the direction he is going :D, I dunnoe

zealous moth
#

I want both

frosty heron
#

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

zealous moth
#

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

frosty heron
remote meteor
#

onhit fires on every tick you move that collides

#

use that to apply force

frosty heron
#

🗒️

cosmic kiln
#

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

thin panther
#

you don't get camera layers like that in unreal

cosmic kiln
silk cosmos
cosmic kiln
#

what material? what's a material got to do with this'

silk cosmos
#

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

noble brook
#

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.

cosmic kiln
#

materials wrap around meshes, how does it change a mesh's location?

#

that's not possible

silk cosmos
#

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

zealous moth
#

@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

frosty heron
zealous moth
#

you can lock the axes and enable friction for a bit

#

otherwise launch it

marble yew
#

Why view documentation is not clickable ?

#

Did i forgot to install something ? I just want clickable web link to docs.

zealous moth
#

@frosty heron nothing built in works, this is the only solution

faint pasture
zealous moth
#

it doesn't matter, the only way to make it work with physics AND CMC is this

faint pasture
#

I mean you said pawn so you left it open

#

my pawns use physics only so it just works

neat lava
#

How do I get reference for Character(Enemy_Charactor) which the AIController(Enemy_Controller) is Controlling, someone help please ?

vapid edge
#

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

vestal sapphire
pliant kernel
#

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 🤨 🤧

void flax
#

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 🙂

frosty heron
pliant kernel
frosty heron
#

you can most deffinitly add and remove elements in array to your heart content

pliant kernel
#

yeah, that's what puzzels me. one sec

frosty heron
#

@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

pliant kernel
frosty heron
#

What's the goal here? do you want a fixed number of slots?

#

or player can just keep adding forever

pliant kernel
#

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

frosty heron
#

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

pliant kernel
#

I just add one extra (empty) slot if you are in save mode.

frosty heron
#

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

  1. Get SaveGameFiles -> For every slot, create widget and add to vertical box
#
  1. On Completion, add N number of empty slots
pliant kernel
frosty heron
#

you probably don't even need slot ID imo

pliant kernel
#

that's my current

frosty heron
#

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?

pliant kernel
#

the ID won't affect how they are added in the UI. so IDs can be missing

frosty heron
#

Get SaveGameFiles -> Get the Slot Widget Infos -> Populate the widget with it

pliant kernel
#

it's used for identification and to load other data. and I use that to find slots that have changed, and save to them

frosty heron
#

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

latent ridge
#

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

frosty heron
#

@latent ridge this part not gonna run because you destroyed the instance of w/e class u are in

pliant kernel
#

In the section "Event Update widget"

frosty heron
#

btw I can't really read other ppl code, especially with only a screen shoot. just throwing ideas

pliant kernel
pliant kernel
frosty heron
#

@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

pliant kernel
frosty heron
#

well I guess it depends on the design of your game

pliant kernel
#

but I won't have a handy array to make the UI from

frosty heron
#

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

latent ridge
# frosty heron <@497871376460546053> this part not gonna run because you destroyed the instance...

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.

frosty heron
#

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

pliant kernel
frosty heron
#

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

pliant kernel
#

so you don't bother with this slot functionality right?

frosty heron
#

but it's all about reading data, you can ofc only use 1 SaveGameObject if you want

frosty heron
#

I save and Load just the same

pliant kernel
#

oh, yes, but I mean you just stick the same in there, never change right?

frosty heron
#

@pliant kernel kinda how i structure mine

#

SGC simply contain the name of the .sav files

latent ridge
# frosty heron Can't draw anything from those pic alone, sorry. Can you forget your bp for one ...

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

regal tapir
#

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?

regal tapir
frosty heron
round grove
#

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

frosty heron
#

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.

lunar sleet
frosty heron
#

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

pliant kernel
round grove
#

I cannot seem to get the same sequence in reverse

regal tapir
lunar sleet
latent ridge
lunar sleet
regal tapir
frosty heron
lunar sleet
#

It teaches you how to actually use BTs properly

round grove
# lunar sleet Show code

I get the foward sequence of what I want but using 3 timelines doesnt seem to be the most efficient

regal tapir
# lunar sleet You should go and watch the 4th pin video in the <#221798778208780288> channel,

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...

▶ Play video
#

ok tysm homie

latent ridge
round grove
lunar sleet
#

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

warm cloak
#

when calling DestroyActor() in BP, any references to that actor becomes invalid ?

warm cloak
#

ty

latent ridge
tropic peak
#

okay I don't even know how these are called so I'm just gonna ask here. how do you make these

edgy ingot
tropic peak
#

ty

austere ingot
#

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

marble tusk
# tropic peak ty

Can also hold the R key and click the graph to place one without a wire

round grove
orchid pollen
#

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

astral geode
#

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 deadcat

edgy ingot
#

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

astral geode
#

lemme try them out 1 sec

edgy ingot
#

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

astral geode
#

oh alright thanks for helping

tropic peak
#

I want to simply rotate a mesh in Z axis using timelines, what node should I be looking at?

molten yew
#

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)

warped juniper
#

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

warped juniper
#

I think they ask if there's a way to make it so X points in the timeline have a value of 0?

lunar sleet
#

Yeah insert a key frame and give it a value of 0

warped juniper
#

Could also do a simple code setup to override the current value to 0 at certain given values

visual crest
#

this is not launching the projection forward like I think it should. What am I doing wrong?

versed sun
warped juniper
#

Like would it collide?

versed sun
#

you can stop the timer when a collision is detected

hoary nest
#

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?

versed sun
hoary nest
#

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

versed sun
#

I think we have all been there, doing things the long hard way before learning something better exists

versed sun
#

how many sphere do you have in the actor? and what do they do ?

hoary nest
#

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)

versed sun
#

ahh cool

celest island
#

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

celest island
#

oh ty

warped juniper
#

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

lilac junco
#

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? 🤔

leaden sparrow
#

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

fallow umbra
leaden sparrow
#

No activity from the debugger

fallow umbra
#

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

leaden sparrow
#

Got it, this seems neat but what would it be used for?

fallow umbra
#

I think the engine disables the tick for actors that are not moving or performing any logic

leaden sparrow
#

so i have a sleep threshold value for the mesh and the capsule component, set them both to zero but the problem is persisting

fallow umbra
#

Try to set the sleep family to custom Thonk

leaden sparrow
#

just did, same result

#

trying sensitive

#

still no luck

fallow umbra
#

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 zzz

#

personally I manage to reduce it for chaos vehicles - but that doesn't apply to you

leaden sparrow
#

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

fallow umbra
#

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

leaden sparrow
#

thanks for your help anyway! had no idea this setting existed

sour moat
#

😳 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.

warped juniper
#

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"

unkempt warren
leaden sparrow
unkempt warren
leaden sparrow
#

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

unkempt warren
# leaden sparrow

That's the wrong collision you want the wall itself selected in the actor bp when you look for generate hit events

leaden sparrow
#

Found it in the wall actor bp, ticked it and tested and still nothing

unkempt warren
leaden sparrow
unkempt warren
leaden sparrow
#

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

wanton prism
#

is someone able to help me?

leaden sparrow
#

i saw a response but its gone now

unkempt warren
formal laurel
#

Guys, can you tell me pls how to cast use interface from player controller to actor blueprint?

unkempt warren
leaden sparrow
#

still not working

unkempt warren
formal laurel
#

what need put in Target?

leaden sparrow
formal laurel
#

If I insert a reference from a blueprint into the target, how can I choose it in player controller?

unkempt warren
leaden sparrow
#

yea one sec

formal laurel
#

so many questions😅

leaden sparrow
leaden sparrow
unkempt warren
wanton prism
#

Works fine here for some reason

leaden sparrow
unkempt warren
# leaden sparrow

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?

unkempt warren
leaden sparrow
unkempt warren
wanton prism
leaden sparrow
unkempt warren
leaden sparrow
#

keyframes

leaden sparrow
wanton prism
edgy ingot
#

@astral geode u packaged the game and test?

earnest vigil
#

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?

warped juniper
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Hey there.
How can I up a boolean that returns true, if the overlapping actors of a component do NOT have a specific tag?

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I'm using the GetOverlappingActors array for this.

edgy ingot
edgy ingot
warped juniper
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I'm using an array of actors though

edgy ingot
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Tag is just an fname isnt it, pretty sure there is .find

warped juniper
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The tags are part f the actor itself

edgy ingot
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Dont matter

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Sure, whats the problem?

warped juniper
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Yeah but when I type tag from actor it doesn't show anything

edgy ingot
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U get the actor then u get the actor components

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Well depend where u place the tag

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Just show some pic

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Where do u add the tag

warped juniper
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The tag is placed on the root

edgy ingot
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So actor has tag then

warped juniper
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Yeah

edgy ingot
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Thats the node u can use

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Loop thru the actor, for each of the actor check if they have the tag

warped juniper
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Yeah I tried that

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But that makes it so the last actor in the array is the only one that matters

edgy ingot
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Show some code

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U r doing it wrong

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What u want to do is trivial

warped juniper
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Of course I am doing it wrong

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I'm a non coder doing code out of need

edgy ingot
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K what do u actually want to do here

warped juniper
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Whenever the collider ends overlap with another component, it checks all currently overlapping actors for the "pickup" tag

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If there are no pickups, then it closes the Interface function I'm using to manage pickups

edgy ingot
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Make a function call it CheckIfThereIsAnyPickupTag

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It will return a bool value

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In the function you want to get the overlapping actor and loop thru them

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If actor has tag is true, return true right away

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On completed return false

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U can then use this function to check if there is an actor that have the tag in the pickup collider

warped juniper
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Alright sounds simple enough

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How do I make it return true immediatly and stop checking once it finds a true?

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Just use a branch?

edgy ingot
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In the loop do the branch check

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If true return true. If false do nothing

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The conditon being if the actor has the tag

warped juniper
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Got it

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Thank you for that

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Wait a moment...

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I feel so, so dumb

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I could have just used a class filter...

edgy ingot
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Depend on your purpose

earnest vigil
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Thank you though

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I do have another question though

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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

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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

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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

edgy ingot
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@earnest vigil pretty sure physic object are effected by time dilation?

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Should be able to play around in template object with those blue physich boxes

earnest vigil
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Sorry they are unaffected by custom time dilation

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only global works

edgy ingot
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Ye global will work

earnest vigil
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I unfortunately cant use global since that affects much more than I have access to

edgy ingot
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U can do custom time dilation on individual actor

earnest vigil
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Yes, but I need to be able to use the movie render queue at runtime which is also affected by global time dilation

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I dont believe I can change the time dilation for that though

edgy ingot
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Well i never tried custom time dilation with physich object. Make it a bp actor and apply time dilation?

earnest vigil
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It just doesnt do anything to a physics actor

edgy ingot
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Well i never try so i dunnoe

earnest vigil
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it is totally unaffected by custom dilation

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oh wait

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I think I see what you mean let me try that

edgy ingot
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K googled it, u cant used custom time dilation for physich object

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@earnest vigil

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I think your only option is to do global and set custom dilation for things that shouldnt be affected or affected less

earnest vigil
earnest vigil
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All good thank you for trying 🙂

edgy ingot
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My question is why dont u calculate velocity every frame tho

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Delay there seems fishy imo

lunar sleet
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Delay is almost always fishy tho tbh 😀

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Btw we have #game-math for these questions now @earnest vigil

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Where the scientists in the server live

earnest vigil
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Oh thank you so much

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I actually didnt have access to that channel before haha

earnest vigil
celest lotus
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is there any way to activate and deactivate Event Tick?

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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

iron kindle
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has anyone seen any information about making quake movement like slash from quake champions ?\

edgy ingot
celest lotus
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can i set that through game mode?

edgy ingot
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Anywhere ur heart desire as long u have a ref to the actor

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Assuming single player anyway

main lake
edgy ingot
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Thats not how the template roll, u must have changed something

celest lotus
edgy ingot
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And no u shouldnt get any jittering with template

edgy ingot
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I dunnoe what u did but theres no jitter for me if i start a fresh ,3rd person template

celest lotus
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when move right the character will face the right

edgy ingot
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Do you set something with replicated variable?

main lake
celest lotus
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u probably accidentally turned this off

main lake
celest lotus
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show ur settings

main lake
edgy ingot
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I can only share my experience with 3rd person template. It doesnt jitter

celest lotus
main lake
main lake
# celest lotus

Wait that's not the Root component, which component is that ?

celest lotus
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camera boon

main lake
celest lotus
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set pawn control rotation on

main lake
celest lotus
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character movement

celest lotus
main lake
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But I'm not sure to understand what was the issue in the first place 🤣

main lake
celest lotus
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oh

austere patrol
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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.

untold fossil
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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?

celest lotus
unkempt warren
olive yarrow
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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?

steady night
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how can this happen ?

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in the Bp the candle is placed corrently but when i place it in the world

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its offsett is insane ?

versed sun
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is the Scale of the table or actor changed?

steady night
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no

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its so weird

lusty shard
# steady night no

make sure that the candles and paper within the table bp are using the same global or absolute location values

lusty shard
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also try setting location to 0 for the "Doodas"

steady night
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they are

lusty shard
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they are what?

steady night
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but i can set them to 0 then all of them would be ontop of eachotehr

lusty shard
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would they be on the table though?

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ooooh might be an issue in the world.. try dragging the table into the level again from the content browser

steady night
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nah same problem i can put the table anywhere in the world but the candels are always spawned at that location O.o

lusty shard
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oh really.. so no matter where you move the table the candles stay at the spot?

steady night
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oh wait

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i changed it from static to movable

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cant have a child thats static on a movable object

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then it moved

lusty shard
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didnt know that

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cool

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so when you moved the table, you were getting warnings?

steady night
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yeah since it was static then i couldent attach so be dufault got put in 0,0,0 i guess

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nope

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thats the thing

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weird

lusty shard
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very

dark drum
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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.

lyric quiver
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Quick question, what does the default pin do here?

dark drum
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I did find the bug to fix it but it was in a different BP. Just thought it was odd.

lyric quiver
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k thanks

dark drum
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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.

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Yea, just slow down, take it steady 😛

hollow tendon
tropic peak
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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?

thorny forge
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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

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Does anyone know a better way please?

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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

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I was thinking maybe if there's some kind of 'AND/OR' condition I could use

edgy ingot
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So just do an or and add pins as needed

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Then do a branch

thorny forge
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ohh right ofcourse!

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thank you

hollow tendon
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Help

hollow tendon
supple dome
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the unfortunate answer is that that is how it is

steady night
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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 ?

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tips ?

edgy ingot
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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

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If u want a fake loading screen you can just slab a widget with static image. Add delay and start opening a level

steady night
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aye that was my idea

edgy ingot
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If you want a real loading screen then you have to use cpp

steady night
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a fake one will surfice

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hmm i think i know what to do

subtle nova
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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?

brisk rain
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Hello! I'm new here, why does this cast not work? It outputs no cast every time.

hollow cove
edgy ingot
subtle nova
hollow cove
edgy ingot
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Get actor of class then chose your spawner class. U dont even need cast here

edgy ingot
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Casting is just a type check. And the object feed to it needs to derived to what ever type your cadting to

subtle nova
edgy ingot
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You can bind delegates with for loop. Doesnt really matter where u do it actually

subtle nova
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hmmm, that's what I had thought, but it isn't working. So I guess somethign else is going wrong.

edgy ingot
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Done it plenty of times with or without for loop

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Print string the ref returned from your interface

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Thats not even the right node afaik

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Should get the one with the message icon

subtle nova
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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.

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Even though it's detecting all the turrets, and running through the for-each loop 9 times

edgy ingot
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@subtle nova use the one with message icon. Then figure out how you set the return value

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Clearly doing something wrong

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Perhaps using things like get actor of class

stuck dragon
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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?

edgy ingot
stuck dragon
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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

edgy ingot
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Many way to check, ur game ur choice

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Think in plain english on how you can check if there is a box next to the box

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One way you can check is doing a collision check

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Project a box collision on each side of the box then check if there is the box collide with your cube

stuck dragon
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thank you, i'll try this and see how it works.

warm lava
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is there a simple way to check if a system file exists in the project folder

frosty heron
warm lava
frosty heron
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@warm lava You can use File exist node but how does that gonna work in package

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u won't see your typical uasset in shipping build

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This to check if a file exist

warm lava
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its for inhouse production, all editor stuff

frosty heron
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ahh ok that's fine then

warm lava
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thank you!

frosty heron
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@warm lava if you need path to your project folder use get project file path

warm lava
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thanks! I was able to get that far from previous help

coarse grove
#

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?

hidden cape
#

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.

steady night
#

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

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is there a way to change where that screen will be :/ ?

frosty heron
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@steady night for hard travel, u can't keep widget alive using BP

steady night
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yeah i know

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but its creating upon start

frosty heron
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but you can with CPP :S

steady night
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i jsujt want that first frame to be elsewhere

frosty heron
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it's worth learning it

steady night
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aye in time 😛

frosty heron
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My loading screen always exist until the player character is possesed and ready to play

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So I don't get to see the world origin even when im playing with lag

steady night
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hmm yeah thats what i want obvi but its not the focus rn

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i just want it fairly ok :/