#blueprint

1 messages · Page 85 of 1

dark drum
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If I have another BP called BP_ItemManager, that would show up to.

main lake
undone bluff
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-BP_ItemManager

dark drum
heavy lynx
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My post got drowned in the others... Anyone can help ?

undone sequoia
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guys when I have mesh model and i want add on it another thing how?

remote meteor
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Distance += Speed * DeltaTime

marble yew
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Is GameMode blueprint set to specific level or all levels have same ?

remote meteor
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there is a project based setting, and overrides per level

heavy lynx
deep ginkgo
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I have a player blueprint that cannot be compiled because of it not inheriting from the character class properly, how do resolve the issue?

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This happened after porting the project from 4.24.3 to 5.1.1

dark drum
deep ginkgo
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yes, but nothing happens

dark drum
deep ginkgo
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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%

lusty hedge
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it works but it feels wrong

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there must be a better and more intuitive way

thin panther
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add control rotation?

lusty hedge
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i mean with the event tick

thin panther
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input axis is already a ticking event

lusty hedge
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it doesnt work

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if i plug in input axis

thin panther
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just look how the templates handle rotation

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because it does in fact work with input axis

lusty hedge
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templates?

thin panther
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the project templates

lusty hedge
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this is my own project

thin panther
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and?

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you can still look at the project templates

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third person, first person, etc. etc.

lusty hedge
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oh i see

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but those are rotated with a mouse

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i rotate with a keyboard

thin panther
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it's the same principle

lusty hedge
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okay ill check it out

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wow thats SO much better

thin panther
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:P

lusty hedge
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how do i control speed here?

thin panther
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For the basic stuff you can't go wrong looking at the template things.

thin panther
main lake
lusty hedge
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i thought it could only take 1 or -1

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nvm i see now

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the Val

craggy star
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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?

frosty heron
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When you simulate physich the mesh will be detached from capsule comp and you will also lose control of its movement

craggy star
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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

frosty heron
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You prob want to download advance locomotion system they have rag doll feature

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That let's you get up again

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It's free in market place

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As in you can look how they do it

craggy star
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oooh

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many thanks

jaunty solstice
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Is anyone aware of any good , artist centric, Open or MIT licensed Editor Utility Widgets, ie on github or elsewhere?

mild tangle
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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

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I tried to scale the billboard but i dont think that works and google came up with nothing

undone bluff
mild tangle
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thank you for the confirmation

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you are much appreciated

wispy violet
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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 ?

undone bluff
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use started, not triggered

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triggered fires every frame

wispy violet
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I will try

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no

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i put this but it's again jerky

undone bluff
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just to be clear, you are not doing anything with replication, right?

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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

wispy violet
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how i can put it in the server ?

frosty heron
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So u r doing multiplayer?

wispy violet
frosty heron
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U will see a world of pain

undone bluff
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just fyi changing movement speed in blueprints with replication doesn't play nicely

frosty heron
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U get rubber banding because the server correct your location since in the server the speed is different

undone bluff
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for now just look into replication basics to get a general grasp on things

frosty heron
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Server is the truth, so when you try to walk faster or slower than the server. It will correct the location

wispy violet
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i'm following this tutorial but i thing there are things wrong

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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...

▶ Play video
frosty heron
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Many tutorial for multiplayer in youtube are fake

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If it does sprinting in blueprint that's already fake

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Many of them mask what don't work by not applying lag

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The tutorial I sent works and how it should be setuo to work with cmc

undone bluff
wispy violet
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i do'nt know

undone bluff
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what I've seen of the blueprints are clearly set up for singleplayer use

wispy violet
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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

undone bluff
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It's really not a great idea to start out with a multiplayer game, it makes things a lot more difficult

wispy violet
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ok

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i will try something else

undone bluff
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good luck!

fiery anvil
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Can anyone help me with whatever is happening to the floor (random black spots out of nowhere after building scene)

undone bluff
fiery anvil
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Sure

heavy lynx
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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 ?

marble yew
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how to create persistent variable that will survive loading another level ?

undone bluff
edgy ingot
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You store your variable in presistence object. (Game instance or game instance subsystem)

marble yew
undone bluff
marble yew
edgy ingot
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Almost everywhere

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Not for editor utilities for obvious reason

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Use get game instance node

marble yew
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Thanks

dark drum
# heavy lynx I really need help with Delta Seconds... I have 3 constants, Gravity (-9.8), Fri...

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.

dark drum
marble yew
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is there way to check if level is loading or is loaded ?

dark drum
marble yew
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event construct is not accessible in GameInstance ?

edgy ingot
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Use event init

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Depending on what u want to do anyway

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What possibly u want to do at the time of game instance creation?

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Your world would probably not even ready

marble yew
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nothing yet, just want to put that comment about level loading there 😄

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i just want variable for now

marble yew
marble yew
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OK, thanks

heavy lynx
# dark drum You multiply the change in value by delta time. Looking at the BP you shared, yo...

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

chilly plover
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What object do I need if I cast to a widget blue print?

dark drum
heavy lynx
steady night
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whats the difference with TIme / Initial start Delay ?

thin panther
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Time is how often it should trigger, initial start delay is the delay before the first trigger

steady night
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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 ?:/

thin panther
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Yes, it's mainly a feature for looping timers

dark drum
steady night
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ah ok

dark drum
# steady night 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)

steady night
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ahh thats usefull

abstract locust
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what would be the best way of creating a assassination from above like dishonored does.

dark drum
celest trench
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Is it possible through blueprint to change the gamemode of a level before you travel to it

remote meteor
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the format for specifying the game mode i dont quite remember

celest trench
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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

steady night
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hey another question when i retarget animation to this character this happens ?

lofty rapids
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Why does this not set the character velocity, and he keeps moving in whatever direction he was going ?

dark drum
steady night
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hm

lofty rapids
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i set the velocity to zero zero zero

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so i'm not sure the issue

undone bluff
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are you destroying and creating a new character?

lofty rapids
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no

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just moving it

neon lion
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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.

versed sun
steady night
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also

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why is my UI widget showing up like this when in editor its all fine O.o ???

lofty rapids
cold lion
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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

lunar sleet
cold lion
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thanks I will give that a shot what does reading the CMC mean, I just created this from the character class

lunar sleet
kind estuary
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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?

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Must be something to do with the Construction Script, right?

cold lion
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I cannot delete the character movement so I have to remake this correct?

cold lion
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thanks

lunar sleet
kind estuary
lunar sleet
kind estuary
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i need to spray trees in the editor map level

lunar sleet
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Foliage?

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I think that allows you to do that

kind estuary
lunar sleet
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You might need to make your own solution in cpp if blutility doesn’t cut it

kind estuary
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Though id like to be able to kind of recreate it myself in BP somehow

kind estuary
twin shale
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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.

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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

earnest charm
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Am I using branch correctly?

versed sun
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I would have the code for Equipping the item in the Character

twin shale
ember lichen
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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?

versed sun
versed sun
twin shale
versed sun
twin shale
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I mean they're super useful...When I want to deal with them lol

versed sun
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and let me add Variables to the interface

dark drum
# twin shale Where does everyone keep code to equip an item to the character? Right now I hav...

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.

versed sun
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it is a little clunky

dark drum
twin shale
# dark drum I would probably put it in an inventory component. I feel like equipping items i...

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

earnest charm
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I want to cast to a light called DeskLight, but I don't know how to cast to lights properly, can anyone help?

celest trench
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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

spark steppe
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no

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only workaround is to wrap the array with a struct

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so you have a string<>struct map and the struct contains the array with the playercontrollers

celest trench
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Sad 😦
Thanks for the info

surreal peak
lofty rapids
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why is it carrying velocity if i set it to zero ?

digital valve
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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

solid vault
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can someone tell me why this isnt working

wraith basin
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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.

solid vault
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im trying to move the ball to the player

versed sun
solid vault
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it is set to 5000

faint pasture
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Would the dispatcher call an interface function on the bound objects?

dark drum
# faint pasture 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.

ember lichen
faint pasture
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the last index?

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the length?

ember lichen
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The items in my array correspond to the index for another array

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Essentially, the items in the array stay at just 0, and don't update to the new values of 1 and 2

faint pasture
# ember lichen

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?

ember lichen
faint pasture
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Show the code and result

fluid lagoon
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I should also mention that the mapping context is applied to my pawn in the event begin play

ember lichen
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It's outputting 1s, not 0s sorry.

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But it's spawning Shelter, not 1

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This is the other side of the SpawnActor

faint pasture
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Show everything, show the input action, the mapping context, and how you're applying the mapping context

ember lichen
faint pasture
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Print the values from Forest Tile Array right before you use it

ember lichen
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Alright

faint pasture
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I 100% guarantee it's not a bug with the engine's handling of arrays, your code has a problem somewhere

ember lichen
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With the loop right here it just prints out 0s

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So I must be updating the array, then setting it to default each time this is called

faint pasture
ember lichen
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Could it be because the do once node is running once per function? But I don't see why this would reset to defaults

faint pasture
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just zoom out and show all of it

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this is like trying to fix a car looking through a straw

ember lichen
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The switch being 0 just goes to an identical set of nodes but I have it set to only 1 to debug right now

faint pasture
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is forest tile array a function variable or an outside variable?

ember lichen
faint pasture
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that'll be default every time the function runs

ember lichen
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Ah that would do it

manic onyx
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any ideas why my random stream isnt reseeding whenever I hit play ?

fluid lagoon
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Never mind, the hands have stopped tracking again fml

noble ledge
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Has anyone ran into an issue where the breakpoint was being skipped in a loop?

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like if the loop has 100 iterations, it will break on the first and then skip the breakpoint on the other 99

modern skiff
lusty hedge
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question for timelines: does the "Finished" output mean the timeline went all the way to the end? or simply has stopped running. ei: Stopped

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One more thing: why are there different kinds of nodes for the same thing?

undone bluff
sudden egret
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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

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Spawn AIFrom Class works as a function, why is that different

marsh pilot
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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

undone bluff
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try Get Hit Result Under Cursor by Channel

marsh pilot
lunar sleet
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In case you ever need to trace from something other than the cursor

thin panther
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If you're also coming from unity check the pins in #ue5-general and take a look into the C++ side of things

celest tangle
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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?

lunar sleet
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You can add more than one track inside a timeline

ocean crow
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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?

visual crest
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How expensive is this?

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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

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But if it's expensive then I may need to find a way to address it another way.

warped juniper
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Hey so... I'm working on an item pickup system

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But it's getting complex quickly, and I feel the tutorial I'm following just isn't gonna make the cut onwards

edgy ingot
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The inventory system can be complex depending on the project need

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But the pick up it self should be straight forward

edgy ingot
# ocean crow Trying to get chests (containers) to work properly, currently works fine in sing...

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

ocean crow
edgy ingot
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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

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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

dawn gazelle
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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.

crimson saddle
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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

edgy ingot
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You can profile to find out but i really doubt you even need to optimise comparing strings

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If you havent lose fps, dw about it

crimson saddle
# edgy ingot How large is large?

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

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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

supple dome
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you shouldn't compare strings in the first place

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any practical reason for it to be a string

crimson saddle
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Very curious to know why strings are bad

crimson saddle
sonic crest
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^^

supple dome
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its slow, FName was a type created just because strings are slow for comparison

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just make those tags and keys be FNames

crimson saddle
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Can they be replicated?

supple dome
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very large string arrays
very large arrays or very large strings?

supple dome
crimson saddle
supple dome
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should be fine if they are FNames then

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blueprint loop overhead should be bigger than the actual comparison between FNames

crimson saddle
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What compare functionality does fname have that string does not?

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Can it bypass any of my annoying looping like comparing arrays more directly?

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I know sets do some magic but they can't replicate

supple dome
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that is still done, but its orders of magnitude faster when doing a equals check

crimson saddle
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Huh

supple dome
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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. ```
crimson saddle
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I'll have to give it a try

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It will require big refactoring of a lot of bp

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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.

supple dome
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not really, every BP node has a small overhead to execute, this will sum up within a loop, nothing that can be done

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Just make sure you actually need to nest it

crimson saddle
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Are there any drawbacks to FName? Is there a reason to use strings at all when it exists?

crimson saddle
ocean crow
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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?

supple dome
crimson saddle
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I don't know what immutable and cannot be manipulated means in practice

supple dome
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Once you create an FName you cannot edit it, you can only create another different one

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ie. formatting like "Hello, {Name}"

crimson saddle
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Does that mean they cannot be created at runtime? Can the variables not be set to something else?

remote meteor
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FName are supposed to be used mostly for "identifiers" for certain things

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if you need comparison, storing them as FName helps the load

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if we talk about containers

sick sky
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does Widgets and actors have a same base parent ?

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i would like to make a macro lib that can be used for both

remote meteor
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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

remote meteor
sick sky
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okay ty

crimson saddle
remote meteor
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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.

crimson saddle
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Can you give an example?

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I don't understand at all how that is different from setting any other variable

remote meteor
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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)
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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

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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.

crimson saddle
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Ah I see, that definitely works for 90% of what I am doing then

lunar sleet
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Try using EnableInput on BeginPlay if it’s not a char

fluid lagoon
lunar sleet
fluid lagoon
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The input events aren't firing when I press the bind, so I'm not too sure why

hasty terrace
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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

ocean crow
#

anyone know why this event wont fire? its fired from the PlayerPawn correctly, but wont fire here?

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do blueprint interfaces work on actor components?

stuck sentinel
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anyone know what is wrong ehre

neon lion
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how do i create a blueprint function that takes a TArray of UAnimSequence* as its input?

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aha i figured it out

fiery swallow
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just set the the variable and connect nothing to it

main lake
agile pilot
#

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 ?

agile pilot
dark drum
agile pilot
stuck sentinel
#

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

neon lion
#

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

undone sequoia
#

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"

dark drum
surreal peak
#

Yop, no one here can tell you

#

You gotta profile and improve your game yourself

snow oasis
#

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?

mortal relic
#

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?

tacit rock
#
  • 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
devout beacon
#

can someone help me

#

is it possible to save savegameobject as json in blueprints

random pulsar
#

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?

hollow mulch
#

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?

random pulsar
#

any idea why?

#

i made another capsule cuz i cant rotate that component capsule,it has only scale

lusty hedge
#

how do i find this node in the Materials graph

#

nothing comes up

thin panther
#

it's a param

lusty hedge
#

wait is that just a const

thin panther
#

scalar parameter i think is the one you need

lusty hedge
#

ty!

#

i gotta learn more about materials

thin panther
#

look into Ben Cloward

crisp depot
#

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

pine mesa
#

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.

lofty rapids
pine mesa
lofty rapids
#

hover over note, itshould say something

pine mesa
lofty rapids
#

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

fervent breach
#

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?

stuck sentinel
polar sphinx
stuck sentinel
#

how do i get a png picture into widget blueprint agian

lofty rapids
floral totem
#

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!

lunar sleet
#

Change your collision settings so it ignores the wall and the wall ignores it

brazen pike
#

Also, if you put a breakpoint on "Set state as striking" does it execute?

floral totem
#

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

vale pine
#

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

eager thicket
#

Is there a good way to juggle many different trigger volumes with their respective doors etc?

brazen pike
#

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

floral totem
brazen pike
#

I see. So that means it either can't see it, OR the function "can sense actor" is broken in some way

stuck sentinel
#

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

brazen pike
stuck sentinel
#

mhm

brazen pike
#

Are you trying to avoid an error? Or are you hoping to do something else if it doesnt exist

stuck sentinel
#

is there another way to communicate to the football other than get actor of class or cast

#

since neither work

brazen pike
#

lots of ways

#

cast isn't getting an actor though, do you know how to use casts?

stuck sentinel
#

yeah

floral totem
brazen pike
#

Try disabling the hearing, and start putting breakpoints in here

brazen pike
#

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?

lunar sleet
#

Pawn sensing was replaced by AI Perception because it’s a better system. Use #gameplay-ai for more specialized help

floral totem
brazen pike
#

But yes, probably ask in AI

lunar sleet
floral totem
#

OK, I will repost in AI. I apprecaite your insights. Breakpoints are gonna be huge for me lol

brazen pike
#

Make sure you also post that it can't see the bobbr

floral totem
#

Will do

stray cedar
brazen pike
#

it's been a while since I've done ai, would have to familiarise myself again

brazen pike
lunar sleet
brazen pike
#

on tick? why

#

it looks to me like the emitter uses world space not local space for its movement

waxen gull
#

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?

stray cedar
brazen pike
stray cedar
lunar sleet
#

But idk enough about emitters so maybe there’s something idk

brazen pike
#

need to make sure it doesn't turn it into world space

#

yeah the old vfx system is weird, I much prefer niagara honestly

mental bobcat
#

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?

digital valve
#

Why do either of these fail when trying to access my gamemode?

brazen pike
stuck sentinel
#

this is not working

digital valve
stuck sentinel
#

so this is working, but the variable isnt changing to yes or no

mental bobcat
brazen pike
digital valve
#

will do

trim matrix
#

so strange

trim matrix
stuck sentinel
mental bobcat
trim matrix
#

yea

stuck sentinel
#

no because i have a collision on the football

trim matrix
stuck sentinel
#

to identify the third person character

trim matrix
#

??????????

#

you aren't using the reference anyways

stuck sentinel
#

bro

#

if i dont cast to third person character

#

its counting the ground and the wall as a collision

mental bobcat
#

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
#

thats what my friend told me

#

but it didnt work

trim matrix
#

do a: if other actor = get player

#

no casting needed

trim matrix
stuck sentinel
#

i fixed it

#

but i have another problem

trim matrix
#

can you show the code?

undone bluff
stuck sentinel
#

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

trim matrix
#

that get only 1 actor in the class btw

stuck sentinel
#

what do you mean

undone bluff
trim matrix
stuck sentinel
#

okay

#

its still not working

trim matrix
#

what is the last spawned ball ref?

#

where do you set it?

stuck sentinel
#

object reference to the football blueprint where i have the able to kick variable

#

its not printing hello

trim matrix
#

2 options: the variable is false or your 'Last Spawned Ball' is not correct

stuck sentinel
#

how do i fix my last spawned ball being not correct

trim matrix
snow oasis
#

Or just it has Isolated information and cant tell what to do.

stuck sentinel
#

third person character

#

football

trim matrix
#

in the game, do you spawn the ball?

stuck sentinel
#

yes

trim matrix
#

ok then you must cast to it, you don't have a literal ref to it

stuck sentinel
#

okay

#

what now

trim matrix
#

do get actor of class**

#

and put the correct class in the input

stuck sentinel
#

ITS WROKGING

#

<333

trim matrix
#

...

lunar sleet
#

Long as you don’t have more than one ball, that crutch will work

trim matrix
#

seems like there is only 1

stuck sentinel
#

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

snow oasis
undone bluff
#

the moment the function is done processing its scope is thrown away

chilly plover
#

Do you think you should be able to run through enemy characters in fps?

undone bluff
#

depends on the fps

#

do what feels good

#

play some games and see what they do and if you like it

chilly plover
#

If they are constantly chasing you I think it's best to

undone bluff
#

that can get messy

#

like in cod zombies?

#

you'll get easily locked in a corner there

#

might be what you want

chilly plover
#

yea so best to make it go through

undone bluff
#

there's no right answer here, you just need to try out both

chilly plover
#

Do I apply noCollision to the enemy BP?

chilly plover
#

Seems to not of worked

snow oasis
#

Thanks for the explanation

undone bluff
#

for starters, maybe set the collision of your enemies to overlap all dynamic

#

you will still get overlap events you might need

crisp depot
# lofty rapids the collision boxes overlap ?

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

lofty rapids
#

but you could run it on tick or a timer

crisp depot
# lofty rapids i made them not overlap

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

chilly plover
#

OverlapAllDynamic doesn't seem to woprk

eager thicket
#

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?

lofty rapids
lofty rapids
#

not sure how that would work out

lunar sleet
chilly plover
#

I have the standard Firstpersoncharacter

#

and a BP I created with my character in it

stuck sentinel
#

guys this and boolean is weird its only counting football allowed kick and not able to kick

chilly plover
#

I applied overlapalldynamic to the top.

lunar sleet
#

you're trying to overlap the ball yes?:

chilly plover
#

No

lunar sleet
#

what are you trying to overlap then

chilly plover
#

I have a enemy character in a BP I am trying to make the firstpersoncharacter walk through

lunar sleet
#

ok

#

that enemy char's object type is what, pawn?

chilly plover
#

yea

lunar sleet
#

OverlapAllDynamic means Overlap all objects of type WorldDynamic

chilly plover
#

o ok

#

How would I do this then?

lunar sleet
#

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

heavy lynx
#

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

chilly plover
#

OverlapAll doesn't seem to work

lunar sleet
#

tbh if you use Overlap All it might fall through the floor lol

lunar sleet
chilly plover
#

Any good videos of doing this?

lunar sleet
#

I'm sure there's videos on how to use the collision system yeah

lunar sleet
lofty rapids
#

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 ?

lunar sleet
#

but I'd make sure that's the actual cause of the infinite loop error

devout beacon
#

heyyyu

#

can someone help me for saving save game object as json

lofty rapids
#

it's getting caught up

stuck sentinel
#

yo dude

#

what is up with ue

lunar sleet
#

yes

lofty rapids
#

a lot of randoms

stuck sentinel
#

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

lunar sleet
stuck sentinel
#

its colliding with this collision

lunar sleet
#

see the Other Comp pin?

stuck sentinel
lunar sleet
#

no don't do that lol

#

this is on the net?

stuck sentinel
#

yes

#

casting to football

lofty rapids
lunar sleet
# stuck sentinel

when you say "supposed to play" what are you talking about, destroying the actor and increasing the count?

chilly plover
lunar sleet
lunar sleet
#

and also what is calling this spaghetti ? 🙂

lofty rapids
#

it takes me to the for loop macro

lunar sleet
#

where are you calling this tho, tick or timer?

lofty rapids
#

in game instance

#

it's a function

lunar sleet
#

I'm curious to know as to what the frequency of this function being called is

stuck sentinel
#

and this is the collision its supposed to "destroy actor" with

lunar sleet
lofty rapids
stuck sentinel
#

box collisions are always bigger than they seem why is that

lofty rapids
lunar sleet
lofty rapids
lunar sleet
#

so you have nested loops?

lofty rapids
#

yep

lunar sleet
#

sounds like part of the issue

sonic crest
lofty rapids
#

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 ?

stuck sentinel
#

WHY IS THERE AN INVISIBLE WALL

lunar sleet
stuck sentinel
#

IN MY GAME

lunar sleet
#

drop the caps

#

what invisible wall

stuck sentinel
#

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

shy gorge
#

it is propably your mesh

#

net mesh having connecting collision between the poles

lofty rapids
cyan harbor
#

help why is my cast failing bp_pizzabox is a blueprint class actor

trim matrix
#

why is the input object just 'actor'?

lofty rapids
stuck sentinel
cyan harbor
stuck sentinel
cyan harbor
lofty rapids
shy gorge
trim matrix
#

BRUHHH

trim matrix
lofty rapids
# cyan harbor cant

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 ?

cyan harbor
cyan harbor
lofty rapids
#

hmm

shy gorge
#

you should not cast if you already have interface tho

cyan harbor
trim matrix
#

you should add an input/output to your interface, actor object reference

shy gorge
#

you do?

cyan harbor
#

i am trying to cast so when i interact with my pizza it shows the pizza box

cyan harbor
trim matrix
shy gorge
cyan harbor
#

FIXED IT LOL

#

OH PRAISE

trim matrix
#

show

cyan harbor
#

to hell with the note

stuck sentinel
#

How else would I make it so you can't collide with the football net and have a collision box anywhere near

trim matrix
#

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..

cyan harbor
cyan harbor
trim matrix
cyan harbor
trim matrix
#

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...

shy gorge
#

or hop on a voice channel

steady night
#

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

lofty rapids
#

anything times 0 is zero

steady night
#

xD

#

well yes...

lofty rapids
#

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

lunar sleet
#

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

lunar sleet
#

Idk why you bothered posting that screenshot tho

#

Seems like a lot of effort to just say fuck it

lofty rapids
#

to cast or not to cast

#

sometimes you just want to be sure it's that class

trim matrix
#

everything will break at a random moment

lunar sleet
trim matrix
#

true llol

lunar sleet
lofty rapids
steady night
#

i think i solved it

#

@lofty rapids

#

this would do it tbjh

lofty rapids
#

hmm

burnt citrus
#

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...

tropic peak
#

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..

versed sun
#

Get Overlapping Actors / Components

tropic peak
#

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)

undone bluff
#

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

tropic peak
#

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

undone bluff
#

it's something that'll be easy when you understand how the engine works more

tropic peak
#

yeah true. I'm already seeing a lot of progress - now vs 5 days ago

undone bluff
#

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

chilly plover
#

Any ideas how to make my firstpersoncharacter player fit through a door? Can I resize something?

lofty rapids
#

resize the door

undone bluff
#

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

steady night
#

why is this not working :/ ?

undone bluff
#

also just make sure the door has proper collisions

tropic peak
#

am I on the right track here?

undone bluff
#

no

#

wait a sec

tropic peak
#

yeah I know it's a clusterf*, I don't expect it to work

#

nothing is connected to the main signal

lofty rapids
#

what are you trying to do ?

tropic peak
#

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

lofty rapids
#

maybe on tick and a boolean

#

but you got no exec going into that for, and idk why your making an array

undone bluff
#

if all you want to do is to just check if anything is overlapping then

tropic peak
#

yeah

undone bluff
#

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

tropic peak
#

I'm gonna need a minute to try and understand, my mind is blank

undone bluff
#

yea this stuff is tricky

#

communication, references, instances, inheritance

tropic peak
#

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.

floral totem
#

Is it possible to change the root component of a blueprint without remaking it?>

undone bluff
#

check the 3 dots next to the play in editor button

undone bluff
floral totem
undone bluff
#

you cannot remove or replace an inherited property

#

that's just how inheritance works

tropic peak
#

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.

undone bluff
turbid pecan
#

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?

floral totem
turbid pecan
#

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..

undone bluff
lofty rapids
turbid pecan
#

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

tropic peak
# undone bluff

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.

tropic peak
#

one second, need to fix something up quickly.

tropic peak
# undone bluff can you share a screenshot?

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

lofty rapids
tropic peak
#

is there a better way of copy/pasting blueprints or do I have to do screenshots

undone bluff
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I don't think I get the 3 second thing fully

fickle flame
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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

lofty rapids
fickle flame
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idk what taht means but ill look that up

lofty rapids
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in your world settings

undone bluff
tropic peak
fickle flame
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tyvm sir

undone bluff
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but first of all you have the delay to close the door hooked up to the update

fickle flame
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I try to do it on my own so you dont have to waste time teaching me the basics 😛

undone bluff
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can you explain what behaviour you are looking for with the time for the door to close?

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that's the part I'm not getting

lusty hedge
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what are some general rules to follow if a collision isnt working

limber furnace
tropic peak
undone bluff
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but you might want to cancel it

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like here, I assume

tropic peak
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that delay at the end of evFrontOpen is not really needed there, I wanted to continue that path and forgot to delete it

undone bluff
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what you do instead is a timer

tropic peak
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holy crap I just realised something

undone bluff
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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

tropic peak
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these triggers are moving when the door opens

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oops

undone bluff
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lol

tropic peak
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makes it A BIT HARDER for them to overlap

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that pretty much solves everything I think

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yeah that works just fine, thank you @scaith 🙂

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@undone bluff *

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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

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okay it works for one instance of an actor but not the other

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why though?

dry sleet
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there's a dropdown

tropic peak
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probably not because i didn't know about the dropdown

dry sleet
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there's that, and apart from that I believe by default it shows the one you have selected in the view port

tropic peak
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where's that dropdown though?

lusty hedge
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can a character blueprint be possessed by AI

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or only players

dry sleet
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I don't have unreal open

tropic peak
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got it, thank you @dry sleet

dry sleet
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good stuff!

lofty rapids
dry sleet
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yes, that's fine

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They're pretty much just pawns with a CMC and skeletal mesh built in

lusty hedge
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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?

dry sleet
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I think it should be the other way around

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Or rather, the shell might inform the hit actor via an interface

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Then you can also pass along the hit component (it is a member of the hit result for traces).

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But I would avoid using the projectile be at all aware of the concept of "a tank"

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Generally I think it helps to think logically about things like this -- a projectile doesn't care about WHAT it hits

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the thing that GETS HIT, however, cares plenty that it got hit by a projectile

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I haven't really touched physics based Hit events that much, though, mainly trace-based stuff

lusty hedge
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or is it only the reciever of the overlap that requires me to setup?

dry sleet
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you could have the tank respond to the impact via the interface call

tropic peak
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is there a simple way of putting a box collision overlap to sleep for certain amount of time?

dry sleet
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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

lusty hedge
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ahhh but this is such a headache now. i need to remake the tank entirely

dry sleet
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if the ground doesn't implement that interface then nothing will happen to it when hit

lusty hedge
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because the player controlled tank has inputs and firing

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and the AI tank will need to be different

lofty rapids
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maybe a custom collision channel

lusty hedge
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could i maybe have a component that both the palyer tank and the AI tank have

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that holds a ref to all the hitboxes somehoiw

lofty rapids
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well you can make an array that holds the refs

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and loop through them if you need to check things

lusty hedge
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this is hard

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ill repor tback in a bit

turbid pecan
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damn I can't grok this

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it's definitely the fact that im setting actor location on animation update to make it smooth AS an animation

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but without stop controls, the animation gets restarted before the last one finished resulting in differing coords

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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

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Can't quite suss out how to sort this out without doing something weird with the animation..

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ok

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So..

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Just tried something

torpid sparrow
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Question: Game User Settings. Trying to check if saved settings exist and are valid.

turbid pecan
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Apparently the timeline does not stop at the last keyframe of .35s, it actually needs another input for length. Adjusting that makes this responsive

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Fudge me sideways

lusty hedge
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how do i prevent fast moving projectiles from phasing through things between frames

lofty rapids
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are you shooting something ?

lusty hedge
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yes

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it sometimes works

lofty rapids
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you can use a line trace most likely

lusty hedge
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i cant!

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i need traveling tank shells

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projectiles

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but because its so fast its passing through the hitbox between frames

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unless.... i can have a line trace with a curve to simulate bullet drop

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and a projectile fly along the line just for looks

lofty rapids
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idk if you can do a "curve" trace

lusty hedge
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i think im onto something

lusty hedge
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what if i line trace from the projectile?

runic coyote
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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

modest monolith
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Hello! Can someone tell me why whatever I put in here, my character teleports there always with the normal rotation?

agile pilot
# lusty hedge

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 ^^

agile pilot
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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

limber bough
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twin shale
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Is there a blutility function to make a child of a blueprint? I cannot seem to find one

fringe coral
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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.

pine mesa
remote wasp
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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?

fallow umbra
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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||

lunar sleet
fallow umbra
lunar sleet
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or is that your Pawn's bp?

fallow umbra
supple dome
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yeah a timer with a FIFO array should work fine

lunar sleet
fallow umbra
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ah ye, the actual name is BP_Round_DeathRun

fallow umbra
lunar sleet
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anyway, on overlap, set timer by event non looping, 10s time, delegate to an event that calls FinishLogic

fallow umbra
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Yeah, but the FinishLogic has the PlayerState as a parameter.

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Wouldn't that be an issue if more than 1 player would hit it?

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

lunar sleet
lusty hedge
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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

supple dome
supple dome
fallow umbra
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yeah got it, will go with the first in first out array method, thanks

supple dome
lusty hedge
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Acos? Is that a node

supple dome
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yes

fallow umbra
supple dome
lusty hedge
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So A to B can't be calculated in a straight line

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Why cry emoji

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I'm a noob I don't get it

fallow umbra
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you destroyed my idea hahah

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no no, is not you

lusty hedge
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Oh lol

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Haha

fallow umbra
lusty hedge
supple dome
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No harm in giving a try, maybe it helps

lusty hedge
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NVM I got it mixed up with something else

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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

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last problem and i might have it.

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the target has multiple hitboxes. nightmere

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so how does the sphere trace figure out what hitbox it hit. it only has a Hit Actor pin

limber furnace
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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.)

remote wasp
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use tags

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give the specific actor you want to get an actor tag
then "get all actors of class with tag"

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Does that solve your problem?

lusty hedge
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this is getting a bit too confusing for me

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there are that many places to hit on the tank

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i tried breaking it up in larger chunks with colliders

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buuut i cant seem to get a trace to hit a collider or have the trace get the hit colliders info

remote wasp
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I was talking to UnitLoptop actually

lusty hedge
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well shoot

remote wasp
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but if that helps you as well that's great

lusty hedge
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it kind of made sense for my thing as well lmao

limber furnace
lusty hedge
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thats why im so confused. i thought unit laptop was helping me

remote wasp
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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

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a better way to get a specific actor in your level is to spawn it at runtime and keep a reference to it somewhere

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(like in gamemode for example)

lusty hedge
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im not sure that works here

remote wasp
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no but i'm still talking to loptop

lusty hedge
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ill leave

limber furnace
lusty hedge
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it's all good i just kept awkwardly thinking Betshet was talking to me