#blueprint
1 messages · Page 85 of 1
Then you would need to have a prefix to solve that issue like MGR_Item (for ItemManager) and Item_Rock, and in the filter you put Item__ so it gives you only things starting with "Item_"
if it's manageable you could manually exclude those
-BP_ItemManager
Yea, that might not be a bad option.
My post got drowned in the others... Anyone can help ?
guys when I have mesh model and i want add on it another thing how?
if you use a spline, you could get location in spline by distance
Distance += Speed * DeltaTime
Is GameMode blueprint set to specific level or all levels have same ?
there is a project based setting, and overrides per level
That is what I do... Increment = Velocity*DeltaTime
I have a player blueprint that cannot be compiled because of it not inheriting from the character class properly, how do resolve the issue?
This happened after porting the project from 4.24.3 to 5.1.1
Have you tried reparenting to the character class?
yes, but nothing happens
Do you have duplicate components in the components list?
no
I managed to reparent it to the character class which fixed the components, but now launching the editor will crash it when it is loading and at 90%
add control rotation?
i mean with the event tick
input axis is already a ticking event
just look how the templates handle rotation
because it does in fact work with input axis
templates?
the project templates
this is my own project
and?
you can still look at the project templates
third person, first person, etc. etc.
it's the same principle
:P
For the basic stuff you can't go wrong looking at the template things.
Apply some function to the Axis Value
multiply axis value with your speed variable
I'm pretty new to UE5 and I'm trying to make a toggleable ragdoll but it doesn't seem to work, it freezes my movement when I untoggle it, any ideas?
When you simulate physich the mesh will be detached from capsule comp and you will also lose control of its movement
It was like that before the set relative rotation, I only added it to make the mesh upright when ragdoll is untoggled, I only added it to try to fix the problem
ah
Is there any way to fix that?
You prob want to download advance locomotion system they have rag doll feature
That let's you get up again
It's free in market place
As in you can look how they do it
Is anyone aware of any good , artist centric, Open or MIT licensed Editor Utility Widgets, ie on github or elsewhere?
Good morning you wonderful people, I am working on my project and have stumbled across an issue that has me stumped. I am making a 3D game where a small portion of it is 2D. For one of my actors I wish to change the scale at runtime though I have been using billboards for this type of actor. How would you go about doing this so that this actors scale can be changed. I am thinking switch to a plane and just paste my texture on the front of it and call it a day
I tried to scale the billboard but i dont think that works and google came up with nothing
yea that is not a good usecase for billboards
hello i have a problem when i want to creat a sprint for my character, when I press Left Shift my character si bugging he don't run but it's jerky did you know why ?
just to be clear, you are not doing anything with replication, right?
because if you were to set the max walk speed on the client but not on the server it'd result in said jerky movement
how i can put it in the server ?
So u r doing multiplayer?
yea i try
U will see a world of pain
just fyi changing movement speed in blueprints with replication doesn't play nicely
U get rubber banding because the server correct your location since in the server the speed is different
for now just look into replication basics to get a general grasp on things
Server is the truth, so when you try to walk faster or slower than the server. It will correct the location
i'm following this tutorial but i thing there are things wrong
Full project with extras: https://www.patreon.com/PrimevalForest
First Person Shooter Tutorial Series: Fixes and Sprinting. Please comment any suggestions to improve the tutorial series in the comments section. Additionally, feel free to ask any questions you may have. Hope you enjoy!
Help my development by wishlisting: https://store.steampower...
Many tutorial for multiplayer in youtube are fake
If it does sprinting in blueprint that's already fake
Many of them mask what don't work by not applying lag
The tutorial I sent works and how it should be setuo to work with cmc
I don't think this tutorial advertises itself as anything for multiplayer
i do'nt know
what I've seen of the blueprints are clearly set up for singleplayer use
just i try to understand many things by the way of this tutorial but maybe i do somethings wrong and i put it in multiplayers
It's really not a great idea to start out with a multiplayer game, it makes things a lot more difficult
good luck!
Can anyone help me with whatever is happening to the floor (random black spots out of nowhere after building scene)
Sure
I really need help with Delta Seconds... I have 3 constants, Gravity (-9.8), Friction (0,99915) and Mass (2,3) and I'm trying to calculate a Velocity consistently and independently of fps... My math returns the same no matter the FPS, but when multiplying the result (Velocity) by Delta Seconds, it's all wrong... Should I multiply something else by Delta Seconds or am I doing it all wrong ?
how to create persistent variable that will survive loading another level ?
that's what the game instance is for
You store your variable in presistence object. (Game instance or game instance subsystem)
So i have to create custom GameInstance where i can assign it ?
project settings, Maps & Modes
Thanks, can i access GI from anywhere? Is it global ?
Almost everywhere
Not for editor utilities for obvious reason
Use get game instance node
Thanks
You multiply the change in value by delta time. Looking at the BP you shared, you're multiplying the speed itself. (velocity as you call it which is confusing as velocity is normally a directional vector with magnitude 😉 )
So you would so something like this:
CurrentSpeed = CurrentSpeed + (Acceleration * DeltaTime)
How you determine the rate of acceleration would be based on your other vars such as mass, gravity and friction.
As a little heads up, the game instance loads before the level does in a packaged game. When playing via the editor, it's normally created afterwards so just be aware of this if you're trying to do anything on begin play in the game instance.
is there way to check if level is loading or is loaded ?
Whilst people have already mentioned the Game Instance, sometimes it might be better to use save game objects if data needs to be saved anyway.
event construct is not accessible in GameInstance ?
Use event init
Depending on what u want to do anyway
What possibly u want to do at the time of game instance creation?
Your world would probably not even ready
nothing yet, just want to put that comment about level loading there 😄
i just want variable for now
By packaged game you mean literally compiled game without editor ? Or standalone Game in this menu?
Compiled and standalone.
OK, thanks
So I tried what you said and for some reason it doesn't work :/ So I tried simplifying the code a little, this is pretty much the same code but in one block... For now I use what I called Velocity as the Increment, it makes the math constant across FPS but the train, since there is less tick, updates less... If I multiply my "velocity" by delta seconds I would be back to square one
What object do I need if I cast to a widget blue print?
You're pretty much doing the same thing as before. You need to multiply the change in speed (acceleration) by delta time not the speed itself. This multiplied value is what you then add to the speed on tick.
That is what isn't working, you're telling me I need to multiply the result of the friction math to the velocity ?
Time is how often it should trigger, initial start delay is the delay before the first trigger
but if i put 4 in time and no loop then it dose exactly the same thing as putting a 4 in initial start delay ?:/
Yes, it's mainly a feature for looping timers
Start by calculating the acceleration amount. This could be 1m/s or 20m/s this is what you then multiply by delta time and add to current speed.
If the initial speed is 50m/s and the acceleration 2m/s you would do 50+(2*delta Time) this would mean the speed would become 52m/s after 1 second. (Assuming acceleration has remained constant)
ah ok
Adding to what tea said, you would use it with the delay variance. This allows you to have a looping timer where the time between calls varies. (Randomness)
ahh thats usefull
what would be the best way of creating a assassination from above like dishonored does.
It's hard to say specifically but I would imagine motion warping would be very useful to help line up the character in mid air.
Is it possible through blueprint to change the gamemode of a level before you travel to it
you can use the options Game= parameter, when using OpenLevel
the format for specifying the game mode i dont quite remember
Due to my multiplayer implementation I am using a console command node to server travel. I'm not sure I'd be able to use the open level node
Why does this not set the character velocity, and he keeps moving in whatever direction he was going ?
As a complete guess (based on an issue I've experienced) it could be weird rotation on the bones. IE there not facing the right way.
It's probably best to ask in #animation though.
hm
are you destroying and creating a new character?
^
in an animation blueprint, whats a good way to pick one animation at random from several options? I've managed to do this with Blend Poses by int, and random integer, but the ABP compiler gives me a warning about thread safety on the random int, so i'd like a better way
Node Blend Poses by int uses potentially thread-unsafe call Random Integer in Range . Disable threaded update or use a thread-safe call. Function may need BlueprintThreadSafe metadata adding.
i think Stop Movement Immediately
also
why is my UI widget showing up like this when in editor its all fine O.o ???
tried that didn't work
Hi I have been stuck for about 2 weeks on this and I can't seem to figure this out
Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Branch Graph: Handle Enemy State and Calculate Degrees Function: Execute Ubergraph BP Base Enemy Blueprint: BP_BaseEnemy
It won't let me change the charactermovement or anything I have really no idea what to do I keep getting this error yet if I copy and paste my enemy in it functions fine but making a duplicate or child does not work, am I missing something? the rest of the code is just making the 8 way sprites trigger and rotate correctly.
I don't know if I am just stupid or missing something
It’s a common UE 5.3 bug. You need to either readd the CMC if you added it manually or remake that character bp
thanks I will give that a shot what does reading the CMC mean, I just created this from the character class
Delete the component and add it again. It won’t work if it came by default with the char class hence the second solution
How do i make a world object spawner that works in the editor? Like those of the map editors? So in game when i spawn trees by clicking on the floor (get hit result, pow, building).
How do i do this in the editor?
Must be something to do with the Construction Script, right?
I cannot delete the character movement so I have to remake this correct?
Yes
thanks
You can’t use spawn actor inside the construction script. They disabled that for good reason (it would spawn them ad infinitum)
yup, so how am i going about this?
Not sure, maybe look into blutility or w/e they call that now
i need to spray trees in the editor map level
Okay will go for that first
You might need to make your own solution in cpp if blutility doesn’t cut it
Though id like to be able to kind of recreate it myself in BP somehow
Im looking now at Brutility and looks better. More control over what i want to do
Where does everyone keep code to equip an item to the character? Right now I have it in a custom Actor Component, but I'm thinking of moving it to the Item objects. Not sure where the most efficient place is, equipment touches a bunch of systems so I feel like it could live a few different places.
Each piece of equipment can change how it equips, and each skeleton can equip something differently. So there's going to be a lot of abstraction
Am I using branch correctly?
I would have the code for Equipping the item in the Character
Okay that's where I have it now, I'll just rework it a little because I don't love the way it currently works
So this is my random actor spawner to spawn the tiles of a certain array, but I can't seem to figure out a simple way for it to output 100 (or any number really) for the first spawn, then the random tile 0 or 1 for the rest of the time. Any help?
thats where Interfaces come in handy
If each different type of Item's component has the Interface , you can do common actions to the Item like Equip , UnEquip, Drop, Fire, Reload etc..
Start the array with only the number you want in it
After your done spawning first time, DoOnce>Clear the array>Set array to what you want for the rest
Yeah I do something similar but with components. I kinda hate the workflow of interfaces so I use them pretty sparingly. I prefer inheritance if I can swing it
yah, i wish the Interface graph wasn't Read Only, would be nice to have a default function setup
Tell me about it. And don't make me travel to another window to set up a new interface where I have to keep swapping back and forth to see what data types and names I need. Maintaining them and removing outdated ones is also a nightmare
I mean they're super useful...When I want to deal with them lol
and let me add Variables to the interface
I would probably put it in an inventory component. I feel like equipping items is just moving items to a different part of the players inventory. With some event dispatchers, you could have the character (if the comp is on the character) handle the visual side of things. There's not really a right way, just what feels best for your project that helps it mesh with other things it needs to.
it is a little clunky
I wish that was an interface equivalent for event dispatchers. There's been a few times I felt this would be useful.
I started with them in the inventory component but then during a item equip I have to set the hotbar references, add GAS abilities and effects, alter several mesh components, to add optional abilities into a catalog, hide other meshes, perform color adjustments for the materials, and a bunch of other junk. I ended up splitting all that functionality into different components since my inventory was sitting on the Player State and I definitely didnt want all that code in there. Now I kinda have Inventory with RepNotify set to everyone and then each component grabs the update from a dispatch when they receive the update. I kinda wanted to streamline it more and just grab the Item object and call like...Equip function with a pawn reference and then forget about it
I want to cast to a light called DeskLight, but I don't know how to cast to lights properly, can anyone help?
Is it possible to create a map of a value to an array of values? For example, map a string to an array of player controllers
no
only workaround is to wrap the array with a struct
so you have a string<>struct map and the struct contains the array with the playercontrollers
Sad 😦
Thanks for the info
You need a reference to the Light Instance. Check the pinned messages of this channel.
There is a 2 hour video from Epic, bit dated but still relevant, that helps with this.
^
why is it carrying velocity if i set it to zero ?
Thanks so much!
hi everyone im struggling to figure out some hud logic in blueprints off a multiplayer replicated player controller. Maybe someone can see what im doing wrong?
In the first image i try to set the visibility of a widget directly by calling it but it always comes up none. I had the same problem with button functionality on turn pressed show too and setting text of certain widgets.
The second image shows how i managed to change the text of the widget but that doesn't work for the visibility or refrencing the button pushed
Hello, I'm trying to adjust the size of a mesh whenever I use my scroll wheel. I've tried using "Set World Scale 3D" in order to make the change, but I think I'm on the wrong track because I can't get it to work.
im trying to move the ball to the player
Is Speed set to something not 0 ?
it is set to 5000
What would that look like? I don't really see how it would be any different.
Would the dispatcher call an interface function on the bound objects?
How I thought of it would you be able to call the bind to event and plug any actor in it. The only difference to the standard bind to event is it would have a bool return value that states if the bind was successful.
This would be useful as you wouldn't need to type cast to the specific BP to make the binding.
If the actor with the interface event dispatcher then calls the interface event dispatcher it would trigger just like a normal event dispatcher would.
The use case I had was for making more reusable UI widgets.
What's the best way to update the array with new values? I tried to append them, and to set the defaults, and just set the array but all of those resulted in the index still being 0
what do you mean by "the index"
the last index?
the length?
The items in my array correspond to the index for another array
Essentially, the items in the array stay at just 0, and don't update to the new values of 1 and 2
You're saying if you foreach over City Tile array after this and print the items, it outputs 0 0 0 0 0 and not 1 1 1 2 2?
Yes, it just prints out the default value
Show the code and result
I should also mention that the mapping context is applied to my pawn in the event begin play
It's outputting 1s, not 0s sorry.
But it's spawning Shelter, not 1
This is the other side of the SpawnActor
you are probably using the index from the random, not the value at that index
Show everything, show the input action, the mapping context, and how you're applying the mapping context
The top pin says "The random item from this array", and it worked before I added the default system
Show how you know this is running AFTER Forest Tile Array has been changed
Print the values from Forest Tile Array right before you use it
Alright
I 100% guarantee it's not a bug with the engine's handling of arrays, your code has a problem somewhere
With the loop right here it just prints out 0s
So I must be updating the array, then setting it to default each time this is called
show more of the code, is this in a function?
Could it be because the do once node is running once per function? But I don't see why this would reset to defaults
just zoom out and show all of it
this is like trying to fix a car looking through a straw
The switch being 0 just goes to an identical set of nodes but I have it set to only 1 to debug right now
is forest tile array a function variable or an outside variable?
It's a function variable
that'll be default every time the function runs
Ah that would do it
any ideas why my random stream isnt reseeding whenever I hit play ?
Never mind, the hands have stopped tracking again fml
Has anyone ran into an issue where the breakpoint was being skipped in a loop?
like if the loop has 100 iterations, it will break on the first and then skip the breakpoint on the other 99
at a quick glance, you are just getting the world scale then setting it to the same value... you are not modifying it
question for timelines: does the "Finished" output mean the timeline went all the way to the end? or simply has stopped running. ei: Stopped
One more thing: why are there different kinds of nodes for the same thing?
yes it means the timeline reached the end of its length
How can i make it so i can use SpawnActorFromClass inside a static BlueprintFunctionLibrary function? I used to be able to do it in older versions of UE
Spawn AIFrom Class works as a function, why is that different
I'm having a bit of a frustrating issue. Why is this character not spawning underneath the cursor? I'm trying to have it so it spawns similar to raycasts in Unity
you are using the wrong function
try Get Hit Result Under Cursor by Channel
That explains it. Thank you!
FYI in other situations the raycast you’re looking for is called a line trace in UE
In case you ever need to trace from something other than the cursor
If you're also coming from unity check the pins in #ue5-general and take a look into the C++ side of things
Can you use the same timeline more than once at the same time? And/or can you create new tracks for a single timeline in-game?
If you put it in an event and call the event sure
You can add more than one track inside a timeline
Trying to get chests (containers) to work properly, currently works fine in single player, but when a client opens the chest it is empty. Im guessing it's to do with how im initializing it here, but is there something obvious im missing?
How expensive is this?
This works but if the player saves and loads during a skill they can get permanent hyper-armor and stack it lol so I want to auto remove it any time a ability is used
But if it's expensive then I may need to find a way to address it another way.
Hey so... I'm working on an item pickup system
But it's getting complex quickly, and I feel the tutorial I'm following just isn't gonna make the cut onwards
The inventory system can be complex depending on the project need
But the pick up it self should be straight forward
You have to think what code should run on the server and what code should run on the client.
You also need to think whom will hold the information (server or client)
Eg. You can let client does the sfx and opening anim but the result and the item drop should be handled by server.
The fact that you have overlap even there w.o switch already pose a problem since the code will run both on server machine and client machinr
so like where and how should i initialize chests? is it good to do it on the chest bp?
What does initialize do?
What does the client has to know or keep? Its a multiplayer game. So think about how you want to distrbute items. Do each client have their own loot? Or if the chest is opened then it belong to that player?
If the loots are shared, meaning that when a player opened a chest it opened for everyone. Then client doesnt need a single info or for the chest to be initialized in client
Client sinply request to server that it wants open the chest
Server will catch the first request and open the chest and give the item for that player
I'd imagine based on the name it allows you to change how much a mesh transforms based on bone movement. Check your log - there are warnings that function throws if the correct amount of weights are not provided.
Here's a fun performance question.
I have two potentially very large string arrays that I would like to compare, one of them comes from an actor and I need to iterate through all actors of that type. Would it be faster to:
A. Convert them to Sets and then use the Set compare operation
B. Make nested for loops comparing the two
How large is large?
You can profile to find out but i really doubt you even need to optimise comparing strings
If you havent lose fps, dw about it
Could be hundreds of items each.
I definitely lose fps due to the amount of nested loops I end up with.
I check something like 200 actors for their string arrays, and I then compare them to a smaller array of structs containing more string arrays.
So the logic isn't hard but the iterations of those loops gets absolutely massive. If I'm not mistaken estimating nested loop operations is like X^Y^Z^... so it's big and does not feel very scalable to me
It's not like I run it every frame or anything dumb, but it's definitely a major lag spike and I very much worry about quickly hitting the infinite loop detection in larger scenarios.
I have actually already run into it in stress testing
you shouldn't compare strings in the first place
any practical reason for it to be a string
Very curious to know why strings are bad
I use them as tags and keys for many different things
^^
its slow, FName was a type created just because strings are slow for comparison
just make those tags and keys be FNames
Can they be replicated?
very large string arrays
very large arrays or very large strings?
FNames are replicated as strings, then converted back to FName before comparison
Large arrays, and comparisons that are requiring nested for loops which are bad
should be fine if they are FNames then
blueprint loop overhead should be bigger than the actual comparison between FNames
What compare functionality does fname have that string does not?
Can it bypass any of my annoying looping like comparing arrays more directly?
I know sets do some magic but they can't replicate
that is still done, but its orders of magnitude faster when doing a equals check
Huh
The == operator can be used to compare two FNames, and returns true or false. Rather than doing string comparisons, this compares the values in Index, which is a significant CPU savings. ```
I'll have to give it a try
It will require big refactoring of a lot of bp
Is there any way to reduce the general bp loop overhead?
I'm really not qualified to be attempting cpp stuff in a production setting, though I know cpp is the best answer.
not really, every BP node has a small overhead to execute, this will sum up within a loop, nothing that can be done
Just make sure you actually need to nest it
Are there any drawbacks to FName? Is there a reason to use strings at all when it exists?
I can't think of any other way to check a pool of actors, get their arrays, then compare their arrays to another pool of actors with arrays
When should this be called? once initially when a chest is opened or every time its opened? or just once at the start of the game?
check this https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/StringHandling/FName/
FNames are case-insensitive. They are immutable, and cannot be manipulated.
They also can't be translated, and aren't meant to be shown to the player
I don't know what immutable and cannot be manipulated means in practice
Once you create an FName you cannot edit it, you can only create another different one
ie. formatting like "Hello, {Name}"
Does that mean they cannot be created at runtime? Can the variables not be set to something else?
FName are supposed to be used mostly for "identifiers" for certain things
if you need comparison, storing them as FName helps the load
if we talk about containers
does Widgets and actors have a same base parent ?
i would like to make a macro lib that can be used for both
TSet is good when there are not suppose to have duplicates and order is irrelevant in the container. also comparing between TSet is also good in performance compared to TArray compares
UObject will be their direct parent
okay ty
That is basically my use case
But I do need to add them to an array and edit it after creation
the immutable part probably will confuse newcomer, what it means is the FName data itself is immutable once created, this is because they need to be hashed.
however, you could always create a new FName and override the variable that it holds, which is what often we are doing anyway.
Can you give an example?
I don't understand at all how that is different from setting any other variable
in FString, you would have functions like FString::Replace which directly manipulate the string in memory
FString SomeString(TEXT("This is a string.")); //This is a string.
SomeString.Replace("is", "are"); //This are a string. (in the same memory address)
in FName , you dont have these mutability
However, you could always set the variable to a new FName
FString SomeName(TEXT("This is a name.")); //This is a name.
SomeName = FName(TEXT("This are a name.")); //This are a name. (in a different memory address)
you also dont have operations like append, split, and many other. to work with FName, we often convert it to FString, do adjustments, and back to FName
though i believe there isnt alot of time you would actually need to modify FName itself. usually there are better ways to handle the situation.
Ah I see, that definitely works for 90% of what I am doing then
Try using EnableInput on BeginPlay if it’s not a char
And just a heads up we have #enhanced-input-system
Didnt appear to work, and no worries, Ill delete this and shift it over
Are the events firing at all? Did you use breakpoints ?
The input events aren't firing when I press the bind, so I'm not too sure why
https://twitter.com/DesignKoalas/status/1740447790055182771
anyone here have ideas why a groom wouldn't match the skinned mesh? I did the exact same export process for every other creature I've made for my game, but this is the only one that has issues. Using 5.3, a.k.a. a large pile of glitches
Woke up to a nasty nosebleed and emu groom skinning problems. If anyone has an idea why the fur is doing this, I'd love to hear it
https://t.co/eBoKjfDB3k
#indie #indiegame #IndieGameDev #indiedev #game #gamedev #codinglife #3D #3dart #bird #Beastking
anyone know why this event wont fire? its fired from the PlayerPawn correctly, but wont fire here?
do blueprint interfaces work on actor components?
anyone know what is wrong ehre
how do i create a blueprint function that takes a TArray of UAnimSequence* as its input?
aha i figured it out
just set the the variable and connect nothing to it
if I'm not mistaking, metallic isn't an RGBA value but rather a constant between 0 and 1
Hello hello, it's looks like after i set at runtime a new SkeletalMesh asset and "Set anim instance Class", the new Animation Blueprint isn't firing the Notify from the animation. Is there something known or did i miss something ?
I just made the test i i didn't have any error after apply.
Yes but you have to use the actor component as the target
hey
im making a shooter than shoots a football
i assigned a projectile movement component to the football
but after doing that whenever i get near the football it just dissapears
what part of this is thread-unsafe?
it takes an array, returns an element from it, using a random integer supplied from a variable (which is populated from a thread safe stream elsewhere)
i ticked a threadsafe checkbox and it stopped complaining, not sure if i've fixed anything, or if there even was a problem
guys how it is possible that my packaged game is running max on 25 fps on lower computers while other normal games run there for 60-150 fps without no problems what can cause it
"packaged game"
You'd need to profile to know for sure. It would just be a guess otherwise.
I just made this Weapon Fire Toggle Ability that changes the weapons bullets from Projectiles to Hitscan and it works but when I put it into a function it no longer switches, would anyone have any idea why thats happening?
Hey I'm having a problem with my character vaulting(using motion warp)
Actually I was following the RPG playlist(Gorka Games) I followed everything, all going good
but after the character vaulting ends its just staying on walking sate and goes though other objects
Can anyone help me with that?
- Plugin 'SteamShared' failed to load because module 'SteamShared' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
- LogPlayLevel: Error: UAT: [2024.02.04-15.04.46:674][ 0]LogPluginManager: Error: Plugin 'SteamShared' failed to load because module 'SteamShared' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
Can you help me pls
guys i turned off collision for the capsule component of character and made another capsule for object collisions and gave it pawn preset ,but however it falls throw the ground?
Hi, I have a post process material instance that I use in my post process volume. How do I change it's parameters at runtime via blueprints?
any idea why?
i made another capsule cuz i cant rotate that component capsule,it has only scale
it's a param
wait is that just a const
look into Ben Cloward
i am a blueprint beginner and this should be a fairly easy fix but i just cannot find the issue.
the tiny robot is moving forward on overlap (overlapping with a box collision in the moving platform blueprint). I want the robot to have gravity as soon as it doesn't overlap with a platform anymore so it can fall down, but when the robot is overlapping with two colliders at the same time it has gravity enabled, which should only occur when the robot isn't overlapping with any collider at all, so it stops moving
Can someone help me? I'm fairly new to UE5 and I'm trying to play this Idle Animation Montage but it's not working. What am I doing wrong?
I know the event works because the string prints, but the animation doesn't play.
your animation is set on the character ? also what does the note say ?
the first image is in the character blueprint and how do I check what the note says? 😅
right but you have the animation blueprint set on your character ?
hover over note, itshould say something
Yes, the character is using the animation blueprint
the collision boxes overlap ?
i've had issues where if they are overlapping the end triggers, you are actually overlapped another one but it doesn't fire begin overlap
so you would be overlapping the second one, but the end of the other triggers, then the begin doesn't fire
is there a way to disabled Character Movement?
I have an enemy that inherits from a Character BP - it's meant to spawn clipping through a wall, but then animate itself out. The issue is that the enemy keeps pushing itself away from the wall when I place it in the editor. How would I go about fixing this?
help
get text should connect to get actor, then get actor connects to return
how do i get a png picture into widget blueprint agian
you need the execution to that node
Hello Again, I posted last night but didn't really have all my ducks in a row to ask the question correctly. I made a short video describing my issues any insight would be greatly appreciated! ty!
Def not by disabling char movement
Change your collision settings so it ignores the wall and the wall ignores it
On your AI perception component, everything is set up right for sight?
Also, if you put a breakpoint on "Set state as striking" does it execute?
Theres are my settings right now
Here is my Set State As Striking. Im very new to this so Im not sure what a breakpoint is but I can look into that
As it turns out, the GUID var in my Actor Component (which was meant to help support savable actors of any class) always reads as the Default zero value, DURING CONSTRUCTION.
The result was a shuffling of GUIDs with every construction event, even if the GUID in editor was valid/nonzero. So it appeared fine in each individual build, but when there was a new build, all the identifiers were lost 🙃
Anyways, now I have a manual button for checking/making valid GUIDs and the game will pause on BeginPlay when it detects a zero GUID
Is there a good way to juggle many different trigger volumes with their respective doors etc?
So if you click on a node, then press f9 it will create a breakpoint on that node. A breakpoint will pause the game and show you the code if a breakpoint is executed. Basically, if that function is actually ever called, then the game will be paused and you will have proof, if it is never called then the game will continue as normal
My theory is that you have "Set state as striking" and "set state as investigate" running sequentially. If it can hear AND see it, then it looks like it will set the state to striking then immediately set it to investigate
The breakpoint isnt doing anything so Im assuming that means its not being called.
I see. So that means it either can't see it, OR the function "can sense actor" is broken in some way
this works if the actor is placed into the level, but what about if the actor is being spawned in during gameplay how do i do it
for casting
If it doesn't exist yet then it isn't going to work, not until it is spawned
mhm
Are you trying to avoid an error? Or are you hoping to do something else if it doesnt exist
is there another way to communicate to the football other than get actor of class or cast
since neither work
yeah
Here is the Can Sense Actor Function
Try disabling the hearing, and start putting breakpoints in here
Why doesn't get actor of class work
Also what are you trying to do here? Are you hoping to have a ball get kicked, no matter how far away the player is? Are you trying to kick a specific ball? Do you need to be looking at it?
Pawn sensing was replaced by AI Perception because it’s a better system. Use #gameplay-ai for more specialized help
It is seeing actors, but it just doesn't see the bobber for some reason.
They're not using pawn sensing??
But yes, probably ask in AI
lol mb I read that Can Sense Actor comment but it’s his own custom function 😁
OK, I will repost in AI. I apprecaite your insights. Breakpoints are gonna be huge for me lol
Make sure you also post that it can't see the bobbr
Will do
how to make sure that the shooting effect does not remain in one position?
it's been a while since I've done ai, would have to familiarise myself again
ah yeah you gotta change it in the emitter itself
You might need to get the socket xform and on tick
on tick? why
it looks to me like the emitter uses world space not local space for its movement
UE4.27:
Calling Add Controller Yaw from Player-Pawn is working, however when calling from Player Controller it doesn't ... anybody knows why and how to fix it?
I tried to put on Keep Relative Offset, but the effect didn't play
In the effect itself? Or was that on "spawn emitter attached" node?
spawn emmiter attached
Idk why that would make a diff. Seems to me like the emitter spawn location only gets updated when he first begins firing
But idk enough about emitters so maybe there’s something idk
Yes, because the emitter's origin param is set on spawn, but when it calculates where the effect is going to play it converts it into world space then uses that as a reference
need to make sure it doesn't turn it into world space
yeah the old vfx system is weird, I much prefer niagara honestly
Hi, I could use some help with my camera system and preventing players from going out of view. I have it set up to where the camera will zoom out a max amount when the players are far apart but as you can see they can leave the bounds of the cameras view still. Most suggestions I could find online said to make invisible walls around your cameras view but that feels sloppy. I'm sure theres something with viewport nodes of some sort that should work?
Why do either of these fail when trying to access my gamemode?
gamemode only exists on the server so if you're calling it on the local client it won't find anything
this is not working
i tried doing this too to stil get nothing?
so this is working, but the variable isnt changing to yes or no
you aren't using cast correctly, you need to drag off and then set your bool
Hmm you may need to ask in #multiplayer
will do
wdym
sometimes I feel like people aren't even thinking before using bp
so strange
you are casting to nothing
what do i set it to then
put the Able to Kick bool in your Third Person Character blueprint. not your Football
no because i have a collision on the football
ok but why casting then?
to identify the third person character
bro
if i dont cast to third person character
its counting the ground and the wall as a collision
I see what you're trying to do. Instead try setting up a Player tag on your third person character then off of Other Actor do "Actor Has Tag"
@stuck sentinel do you understand how to do that?
can you show the code?
because no matter how many times you call the function, the flip flop is only executed once in that instance, its state is only part of the scope of the function and gets destroyed once the function is processed
i checked that able to kick works and turns on and off depending on if the player is overlapping or not, but here in third person character its not updating the able to kick boolean
its always false
even when i stand on the football
although i put print string and it is updating correctly
that get only 1 actor in the class btw
what do you mean
you need to pass in a boolean or use something other than a function, I think macros might work? collapsed graph will 100% work
why are you getting the actor of class but not using it? just delete it if not needed
object reference to the football blueprint where i have the able to kick variable
its not printing hello
2 options: the variable is false or your 'Last Spawned Ball' is not correct
how do i fix my last spawned ball being not correct
show me the code where you are setting the ref or wtv you call it of the last ball
Okay, so Essentially if it starts at False then is told to Flip Flop the Function only registers as needing to FlipFlop But doesnt have a reference for whether its starting true or false?
Or just it has Isolated information and cant tell what to do.
in the game, do you spawn the ball?
ok then you must cast to it, you don't have a literal ref to it
...
Long as you don’t have more than one ball, that crutch will work
yea
seems like there is only 1
yeah
once the ball is scored i destroy ball and wait 2.5 seconds and create another ball
how do i make it so the ball gets velocity in the players direction
Oops wrong Person, so Essentially if it starts at False then is told to Flip Flop the Function only registers as needing to FlipFlop But doesnt have a reference for whether its starting true or false?
Or just it has Isolated information and cant tell what to do.
the flip flop is only activated once, next time you call the function it's a new instance, the state of the flip flop does not persist between the instances
the moment the function is done processing its scope is thrown away
Do you think you should be able to run through enemy characters in fps?
depends on the fps
do what feels good
play some games and see what they do and if you like it
If they are constantly chasing you I think it's best to
that can get messy
like in cod zombies?
you'll get easily locked in a corner there
might be what you want
yea so best to make it go through
there's no right answer here, you just need to try out both
Do I apply noCollision to the enemy BP?
Okay that makes sense.
Seems to not of worked
Thanks for the explanation
lots of ways to approach this
for starters, maybe set the collision of your enemies to overlap all dynamic
you will still get overlap events you might need
yes exactly, they do overlap. I had to create a very simple puzzle game today for class and ignored that behavior for now. It works slightly different now but that's fine. I am still interested on how you fixed the issue you were facing with the overlapping collisions
i made them not overlap
but you could run it on tick or a timer
they had to overlap in my case, otherwise the actor would have been standing still, it's just the way i made that function was very unconventional. I had to rush that "game" and my expertise with blueprint is still pretty much non existent. Still, I appreciate you for answering
OverlapAllDynamic doesn't seem to woprk
Does anyone have any luck getting Radial force to impact physics objects? I'm trying to do it, but no real luck.
Perhaps im missing a key part of the blueprint?
you can do a thing where on tick you check the overlapping and set the gravity, so basically if your overlapping then do something, if your not overlapping atleast one then set it back
you could also try to check on end overlap if there are any other overlapping might be more efficient
not sure how that would work out
is the object you're overlapping a WorldDynamic object
I have the standard Firstpersoncharacter
and a BP I created with my character in it
guys this and boolean is weird its only counting football allowed kick and not able to kick
I applied overlapalldynamic to the top.
you're trying to overlap the ball yes?:
No
what are you trying to overlap then
I have a enemy character in a BP I am trying to make the firstpersoncharacter walk through
yea
OverlapAllDynamic means Overlap all objects of type WorldDynamic
the lazy way would be OverlapAll
but if you need more precise collision eventually you'll need to change that to Custom and just make sure it overlaps the pawn and that pawn overlaps your char
Hello hello, I'm having a little issue finding where and how to implement delta seconds to get accurate math...
I have this function that runs on tick, that is used to find an increment to find a location and rotation a distance along spline... Speed is currently used as the increment... But I'm now stuck trying to find where to add the delta seconds
OverlapAll doesn't seem to work
tbh if you use Overlap All it might fall through the floor lol
collision is a 2 sided street, you need to set A to overlap B and B to overlap A
Any good videos of doing this?
I'm sure there's videos on how to use the collision system yeah
#game-math is prly the perfect place for this question 😄
i'm trying to create a large array, but generating it gets into an ifinite loop
because it takes too long ?
how can i load something large that wouldn't cause this ?
you can always try increasing the max loop count in project settings
but I'd make sure that's the actual cause of the infinite loop error
it's set to 1000000, and i'm trying to generate like 10000
it's getting caught up
yes
i don't think it is, it points to a place in my code that i'm generating random strings in a loop
a lot of randoms
show code
its supposed to only play once it overlaps with this collision but its also playing when it overlaps with the whole net's collide collision
supposed to be this only
you're checking for Other Actor not Other Component
its colliding with this collision
wdym?
It takes me to here, which is part of a loop
when you say "supposed to play" what are you talking about, destroying the actor and increasing the count?
ok look
can i call
Any idea why the preset doesn't work?
you're probably doing it wrong or didn't hit generate overlap events
does it say which node exactly?
and also what is calling this spaghetti ? 🙂
it takes me to the for loop macro
where are you calling this tho, tick or timer?
I'm curious to know as to what the frequency of this function being called is
Look at this video
and this is the collision its supposed to "destroy actor" with
if you move that box to the back of the net, do you see any change?
i run it when you click a button
wait i realised something
box collisions are always bigger than they seem why is that
it runs inside of another loop
oh so this code is all inside a loop?
this is inside a loop inside the function, the function is also being called inside a loop
so you have nested loops?
yep
sounds like part of the issue
Very odd
How's your Ball
collision ?
i can generate as many as i want on the fly but i'm trying to group them all into an array.
It's saying infinite loop and i'm not seeing how, but i'm guessing it takes to long or something ?
Possibly. BP might be too slow to handle nested for loops properly
IN MY GAME
sorry
1 second let me figuire this out
why is ue collisions like this
you see this collision?
it fits perfectly inside the net
and doesnt go outside
the green part i colored also somehow has the collision there
what does the event look like ? i mean the actual node, you sure your using the collision box ?
help why is my cast failing bp_pizzabox is a blueprint class actor
actor?
why is the input object just 'actor'?
where do you set it ?
Yes I even moved the collision way up to see if it still works and it didn't meaning yeah I got the right collision
hmm wdym sorry im new this is pizza box
I don't think that has anything to do with the ue5 box collision
its a variable with type actor object reference
that variable Actor, it's a reference but when do you set it to the one your trying to cast to ?
well if your net mesh has collision all over it and you put another collision box inside another collision volume it dont work
cant
BRUHHH
we are talking about the input variable of your cast
right so why are you trying to cast to that ? it's empty it will definately fail
you need to set it at some point
what are you trying to check is that bp ?
how
^
check if it is actor
hmm
you should not cast if you already have interface tho
but i dont
you should add an input/output to your interface, actor object reference
you do?
i am trying to cast so when i interact with my pizza it shows the pizza box
thats a generic interaction system i made
do that: you should add an input/output to your interface, actor object reference
yes and use that when you have it and dont cast
show
Wdym don't work
How else would I make it so you can't collide with the football net and have a collision box anywhere near
it's only going to work with 1 of them
and this is the worst way, why are you using an interface if you aren't even using it correctly, you should watch some yt tutorials to understand what interfaces are..
there is only one of them
i am its my interact system for a ton of objects
you don't even have to cast to it, you can just add input and output to the reference using your interface
yeah but if it aint broke dont fix it
bruh
why are you using interface then lol, just cast to each object and call the event
do your thing but you should read about interface...
Hey need help with some math
the basic attack is "attackspeed" around 2.8, and i want each point of dexterity to increase attackspeed by 1% there make the value less, so 10% increase would make it 2.8 10% = 2,6 ish
anything times 0 is zero
probably one thing you need is 1% of attackspeed
so i would start with that, get the 1% and store it in a variable, so you can multiply it by the amount of dexterity
It is broke
Just drag from the return value of get actor of class if you’re using that crutch anyways, the note is pretty self explanatory, the cast is pointless here
yea but i aint fiddling with it
Ig if deleting a node and reconnecting 2 pins is too hard, sure why not
Idk why you bothered posting that screenshot tho
Seems like a lot of effort to just say fuck it
my biggest question is, how is he going to make an entire game like that???
everything will break at a random moment
Eh, sometimes it’s best not to ask lol
true llol
If you use get actor of class, there can’t be any other result other than that or none, at which point you can just use an isValid check
- 0.1 is 1 percent, so you could also multiply that by the dexterity and then get the total percent of attack speed
hmm
Hi I have a math question
I want Ability to stop if the character moves over 45 degrees from forward
And I saw that "Wait Velocity Change" node will detect if the "Direction" and "Velocity" Dot product exceeds "Minimum Magnitude"
Then, what nodes should I use? My formula does not work...
there's "on begin overlap" and "on end overlap", but is there something like "is currently overlapping"?
I have a simple bp that opens the door when I enter the trigger box, and after 3 seconds the door close - I'd like to keep them open if I'm still standing in the trigger area
I could add another boolean to check that I guess..
Get Overlapping Actors / Components
so that would be an array. close the door when the array is empty again?
that actually brings up another question. I get really confused with the nodes most of the time (i'm new). how can I figure out what should I be plugging into them? what's the right way of thinking about this? get overlapping actors is a great example
I see this and I'm not sure what to do with it. Just connect this to an array and then validate its contents?
(not from the target node obviously)
this returns an array so you do any of the array operations on it it, here you'd probably iterate through the array using a for loop until you find an actor that matches the class you're looking for
every node is basically a function, it can take some input, runs some c++ (or multiple collapsed blueprint nodes) and then gives an output
yes. it's just difficult to figure out which output does when you use something for the first time
I kinda have the idea of what should be happening in my bp but I'm a bit stuck looking at it
it's something that'll be easy when you understand how the engine works more
yeah true. I'm already seeing a lot of progress - now vs 5 days ago
this one's simple, it's a function targeting an actor
the class filter takes a class to look for
and the node returns an array, i.e. a set of actors that it found
documentation on indiviudal nodes tends to be sparse
and tracking down the c++ code behind the nodes is a pain if you're using UE from the launcher
but you'll still generally find a lot of info if you google the name of the node on the internet
remember to hover your mouse over stuff all the time, sometimes there's really useful and clear tooltips
Any ideas how to make my firstpersoncharacter player fit through a door? Can I resize something?
resize the door
either the collision of the door or the collision of the character
optimally you should determine the right player collision size for your game first and then make the doors with that in mind
also just make sure the door has proper collisions
am I on the right track here?
yeah I know it's a clusterf*, I don't expect it to work
nothing is connected to the main signal
what are you trying to do ?
trying to figure out how to use overlapping actors to check if player is still standing in the trigger area
and I think my mind drifted a bit too far away
maybe on tick and a boolean
but you got no exec going into that for, and idk why your making an array
yeah
get overlapping actors stores actor references, so if you want to check if they are of a specific class you do need to check them individually
but what you can do is store a reference to, say, your character and check if it's in that array using a "contains" node
I'm gonna need a minute to try and understand, my mind is blank
I find it a bit difficult to debug "on the go" in unreal. In unity I could have editor in one window and the game running in another, I could click on any element of the game as it ran. can I do something like this in UE?
Like I'm not even sure if my player actor is the one that I chose from the list.
Is it possible to change the root component of a blueprint without remaking it?>
check the 3 dots next to the play in editor button
I don't see why not?
also you can access editor controls while playing by pressing F8
It says that the root is inherited and cannot be replaced, so Im curious if I just need to remake it
you cannot remove or replace an inherited property
that's just how inheritance works
Thanks, i'll check that out. Just need to finish one tough e-mail to clear my mind and I'm back to what I was working on earlier.
if you have a subclass of character and don't like the collision it comes with you'll need to make it work somehow or make your own character class without it
I have a question about some odd behaviour in my movement BP. I do it using a timeline lerp between initial position and final position (which is initial +300 units), this ends up working nicely other than there's a noticeable delay between when I can press the movement key again to repeat a step forward for instance. The timeline can be sped up which speeds up the animation, but it does not remove the "pause" between presses nor does it change it at all.. Can someone peek at this and see if anything stands out?
I have an actor who has the root component set as the capsule component, I need the static mesh component to be the root so that the buoyancy component will work
Was just exploring options
I wonder if this is due to my condition setup saying the reset only happens when the anim finishes
but theres still that static pause..
you'll need to make that change up in the hierarchy, wherever that capsule component is declared
makes sense and it's hooked up to a do once
It's annoying in a sense cause if I bypass it, then the collision doesnt work as well using the box trace..
If i hit a wall ill pop out the other end
but not if do once is in play
Kinda strange
It kind of works if I remove the do once and hook the collision check when true to stop the animation
but then sometimes i stop at odd places moving my character out of the grid a bit
like..just slightly off the center of the grid square
It's kind of difficult to explain, I am not doing a very good job at it. I will try though..
So basically if I do it like this (see pic) then it wont go through the wall, but if i press directional keys too quickly, the character will stop not where the perceived grid square center is. So like... the grid pic i poorly drew
And of course it never stops in the same place. Depending on how many times i press quickly it could stop just a smidge off center or way off
it depends
hey that kinda works. however if the signal fires and sees the overlap happening it just ends there, and wouldn't close the door when I leave the area. I must have messed up the sequence somehow.
can you share a screenshot?
one second, need to fix something up quickly.
I have removed the reference to the player actor because I wasn't sure it was the one I should be checking and the script caught two light actors on the wall instead so the door wouldn't close. Now I just need to figure out some issues with one boolean and it should be fine
i would just have a boolean that you switch on tick, but i abuse tick all the time
is there a better way of copy/pasting blueprints or do I have to do screenshots
set a boolean on overlap if the overlapping actor is a child of character and similarly set it to false on end overlap
I don't think I get the 3 second thing fully
oh there is. https://blueprintue.com/blueprint/3czmje2g/
Hello I could use some help if anyone has a lil time :3
I'm in my controller class because I want to make keybinds to move my camera. I made a test for when 0 is pressed to print a string but when I press the key nothing happens
you assigned the controller in the override ?
idk what taht means but ill look that up
in your world settings
I'm having trouble following
sorry 🙂
but first of all you have the delay to close the door hooked up to the update
I try to do it on my own so you dont have to waste time teaching me the basics 😛
can you explain what behaviour you are looking for with the time for the door to close?
that's the part I'm not getting
what are some general rules to follow if a collision isnt working
Does anyone have an idea of how i could keep this 'random movement' within a collision box of another BP? (Idc if it stays against the edge of the collision box due the nature of randomness, just that it stays within the specified BP. I have a feeling i'd have to cast the collision from that BP, but then i have no idea what to do.
I wanted to be able to set a custom s value for how long the door should remain open. it doesn't have to make sense, I'm just doing this to learn
so if you ever want to make a delay
but you might want to cancel it
like here, I assume
that delay at the end of evFrontOpen is not really needed there, I wanted to continue that path and forgot to delete it
what you do instead is a timer
holy crap I just realised something
if all you want is to open and close the door if the player is near it, you just get the other actor on the overlap and run this check
lol
makes it A BIT HARDER for them to overlap
that pretty much solves everything I think
yeah that works just fine, thank you @scaith 🙂
@undone bluff *
is there a hotkey to disable the "signal" view during simulation? for some reason I can't see my blueprints being processed. they work, but I can't see how, if you know what i mean
okay it works for one instance of an actor but not the other
why though?
is the correct actor selected as the active debug?
there's a dropdown
probably not because i didn't know about the dropdown
there's that, and apart from that I believe by default it shows the one you have selected in the view port
where's that dropdown though?
somewhere along the top center of the blueprint editor
I don't have unreal open
got it, thank you @dry sleet
good stuff!
i believe so, i have had enemy ai as characters so they move properly
Okay so im making a tank game. i have the projectile and tanks of course. but my issue is the tank has many different hit boxes. should the projectile BP try to access the tank BP to determine which hitbox it hit? if so how do i do that?
I think it should be the other way around
Or rather, the shell might inform the hit actor via an interface
Then you can also pass along the hit component (it is a member of the hit result for traces).
But I would avoid using the projectile be at all aware of the concept of "a tank"
Generally I think it helps to think logically about things like this -- a projectile doesn't care about WHAT it hits
the thing that GETS HIT, however, cares plenty that it got hit by a projectile
I haven't really touched physics based Hit events that much, though, mainly trace-based stuff
but dont i need to setup wha tthe projectile ignores. i dont want to blow up the ground
or is it only the reciever of the overlap that requires me to setup?
you could have the tank respond to the impact via the interface call
is there a simple way of putting a box collision overlap to sleep for certain amount of time?
you could create an interface with the function OnProjectileHit(ProjectileActor, HitComponent) for example -> then you can implement that function on your tank and deal damage or w/e
ahhh but this is such a headache now. i need to remake the tank entirely
if the ground doesn't implement that interface then nothing will happen to it when hit
because the player controlled tank has inputs and firing
and the AI tank will need to be different
maybe a custom collision channel
could i maybe have a component that both the palyer tank and the AI tank have
that holds a ref to all the hitboxes somehoiw
well you can make an array that holds the refs
and loop through them if you need to check things
damn I can't grok this
it's definitely the fact that im setting actor location on animation update to make it smooth AS an animation
but without stop controls, the animation gets restarted before the last one finished resulting in differing coords
so if i move from 0 to 300 and dont let timeline play out first, and then hit W again as it plays, I could be at coord 150 and then second timeline would get me to 450 not 600
Can't quite suss out how to sort this out without doing something weird with the animation..
ok
So..
Just tried something
Question: Game User Settings. Trying to check if saved settings exist and are valid.
Apparently the timeline does not stop at the last keyframe of .35s, it actually needs another input for length. Adjusting that makes this responsive
Fudge me sideways
how do i prevent fast moving projectiles from phasing through things between frames
are you shooting something ?
you can use a line trace most likely
i cant!
i need traveling tank shells
projectiles
but because its so fast its passing through the hitbox between frames
unless.... i can have a line trace with a curve to simulate bullet drop
and a projectile fly along the line just for looks
idk if you can do a "curve" trace
Hi all I'm having a BP/animation related issue posted in the animation section here; was hoping someone might be able to help me #animation message
Hello! Can someone tell me why whatever I put in here, my character teleports there always with the normal rotation?
I'm not sure to have understood your issue, but yes LIneTracing from the bullet is the common method for high speed object like bullet. The mos speed he have the longer linetrace you will need ^^
The SkeletaMesh and the animationBP work well if i put them as default, but modify them in BP with "Press Keyboard U" event for example make the SkeletalMesh update properly but the animationBP don't. Any fix/explanation for this ? RESOLVED : didn't set the "ABP Ref" i was needed in the BP
can somone help with this issue https://forums.unrealengine.com/t/set-actorrotation-breaking-property-access-in-animbp-blueprint-thread-safe-update-animation/1653029/1
Working with a custom camera and movement system that sets the rotation of the actor to face the opposing player every tick, with a camera system kind of like hellish court or undisputed. The issue I’m having is that the actor rotation is not being updated in the Blueprint Thread Safe Update Animation, where I’m using property access the grab th...
Is there a blutility function to make a child of a blueprint? I cannot seem to find one
I followed a tutorial on opening Multiplayer Sessions and made some tweaks to the blueprint to try and relegate the entire operation down to one button press, but even though the Output Log says "Join Successful" the level I have set up does not open and both players just sit in their respective menus. Where did I go wrong with this? I suspect it's something simple, but for the life of me, I can't figure out what.
The note says, "Source was visible but ignored"
Hi
I need some help to understnad how navmeshes work
When I open my level in editor, the navmesh builds and everything works
However, if I open my level from another level during the game, the navmesh is not there and my AIs don't move
Is there a way I can force navmesh building when opening a level?
Hello, I need a "logic idea", not the implementation
I have a TriggerBox each time APawn enters it AddsImpulse wait 10 seconds and execute the FinishLogic
⚠️ But we run into an issue, if 2 or more pawns hit the TriggerBox within the 10s window - the FinishLogic will be execute only for the last pawn (since the delay will be retriggered)
How would you approach this?
My idea is:
|| Store each pawn that hit the triggerbox, each 500ms loop thru and execute FinishLogic since the order is also important||
depends. What does FinishLogic mean? why are you using delays? what bp/cpp class is this code currently in?
FinishLogic means: increment a variable on playerstate -> then destroy the pawn
I use delay nodes to give the player chance to see the Impulse effect
The current code is in a BP_AActor
delays are usually not the right tool to use, as problems such as these tend to occur. Set Timer by Event or coroutines are a better option. What is BP_AActor in your case, did you modify and extend the original Actor class?
or is that your Pawn's bp?
Is just a blueprint that has the Actor class as a parent, there is no c++ code
that's where the TriggerBox BeginOverlap event fires
yeah a timer with a FIFO array should work fine
may not want to use cpp naming convention for it then, but that's just aesthetics
ah ye, the actual name is BP_Round_DeathRun
anyway, I was just looking for some implementations ideas beside the one that I already provided
anyway, on overlap, set timer by event non looping, 10s time, delegate to an event that calls FinishLogic
Yeah, but the FinishLogic has the PlayerState as a parameter.
Wouldn't that be an issue if more than 1 player would hit it?

eitherway, will give it a try, thanks for the ideas

hard to tell from this end, you would need to test it. but if you're experiencing #multiplayer related issues, those legends can help further
I'm trying to make a tank shell projectile that ricochets if it hits the object at too steep of an angle.
I had it figured out at first:
- Sphere collider at the tip and explodes on impact.
- and a Cylinder collider in the shape of a hockey puck right underneath. If the projectile touched the target with this first then, ricochet.
Problem is: it moves too fast so it sometimes phases through walls. I fixed this by making the sphere colliders height really large so it shoots ahead of the projectile reaching far.
But now how do implement the ricochet mechanic
thats what the array is for, you place one in, you take one out every time FinishLogic happens
if you are using physics you can enable CCD so the projectile wont phase through
yeah got it, will go with the first in first out array method, thanks
you can check the steepness of the angle with Acos(Dot(Velocity, SurfaceNormal)) < ThresholdInDegrees
That is not a perfect fix. It just does checks more often I think. My object is moving very fast
Acos? Is that a node
yes
probably a bad idea but before I go to sleep I let this here, someone correct me if this is insanely wrong
If your object move very fast and CCD still fails you could do a custom thing
Like store 2 points each
Nms and do a raycast test from first point to the second one to see if it hit
CCD does sweeps between frames, not "more checks", in which cases it fail?
I thought of that BUT this projectile has bullet drop
So A to B can't be calculated in a straight line
Why cry emoji
I'm a noob I don't get it

I'll look at it but I saw a video saying that there's still gaps in it
No harm in giving a try, maybe it helps
NVM I got it mixed up with something else
Do I sleep or do I boot up the PC. The grind is real rn I love and hate game dev at the same time
last problem and i might have it.
the target has multiple hitboxes. nightmere
so how does the sphere trace figure out what hitbox it hit. it only has a Hit Actor pin
So casting right
You have to choose the specific instance of the blueprint as the 'target'. same goes for interfaces
I'm trying to figure out, how to determine how to reference the specific actor.
But i can't figure out how to specify that actor specifically in cast or for interfaces, instead of an aspect of the blueprint, or just BP
(Like i know sources of getting it, like collision boxes, event hit or event Anydamage etc etc.)
use tags
give the specific actor you want to get an actor tag
then "get all actors of class with tag"
Get All Actors Of Class with Tag
Does that solve your problem?
this is getting a bit too confusing for me
there are that many places to hit on the tank
i tried breaking it up in larger chunks with colliders
buuut i cant seem to get a trace to hit a collider or have the trace get the hit colliders info
ill try
I was talking to UnitLoptop actually
well shoot
but if that helps you as well that's great
it kind of made sense for my thing as well lmao
Yes it does, thank you so much, i figured there was something like that i was missing lmao.
thats why im so confused. i thought unit laptop was helping me
btw that's one of the ways to do it, and it's not the cleanest
get all actors of class with tags will still iterate through all actors in your level, so it's costly
a better way to get a specific actor in your level is to spawn it at runtime and keep a reference to it somewhere
(like in gamemode for example)
im not sure that works here
no but i'm still talking to loptop
Really appreciate that (I'll note that down as a better solution.)
It's okay misty we'll get you there eventually lmao.
it's all good i just kept awkwardly thinking Betshet was talking to me
Why not?
What's the issue
