#blueprint
1 messages · Page 86 of 1
it turns out i did not know how collisions work at all
i think i figured it out
i did this for the hitboxes
and this for the decals
so the ray only hits the custom hitboxes and not all the objects around the tank
if you're curious
nevermind it works now, I used a "Montage" node instead of using the "Animation Montage" node.
Hello, the armor and character have same skeleton but the armor mesh doesn't attach to character mesh perfectly, how to fix that? 😐
Is there anyway to detect a gamepad (XBox controller in this case) through BP?
Hey, this might be a dumb question, but I was following this tutorial: https://youtu.be/gsWHj8GbsfM, and after getting through all of it I realized that at what he does at 3:05 should probably not be done in BP_FirstPersonCharacter and rather in BP_FirstPersonCharacterController (Correct me if I'm wrong) since the tutorial is for UE 4 and I'm trying to follow in UE5, I would really like some help on how to call ParkourMovement (which is in BP_FirstPersonCharacter) from BP_FirstPersonCharacterController in order to follow the guide correctly (if you have a different way to do this please do let me know)
Part 1 of my UE4 parkour series.
Source Code: https://github.com/DavieMakesGames/ParkourProject/tree/WallRunningTutorial
Updated Parkour video for Unreal Engine 5: https://youtu.be/jwPlvJRGbWE
I'm live streaming on YouTube now!
Second channel: https://www.youtube.com/channel/UChvKv1CiVjDkaxLqztIFRkQ?
Join the Discord! https://discord.com/invit...
I'm struggling to figure out how to incorporate z axis movement into my first person bp for when in a water physics volume. Or one of the water zones or whatever. Is there a good tutorial for this kinda thing? I've seen several for 4.26 or older, but I'm in 5.x and the nodes seem to be different
What made you think that should be done in the PC instead of the char?
Either way if you want to access something inside the player char, drag from that get player char return value, cast to your char bp, and get the component from the cast return value. And at some point, watch the bp comms live training video at the bottom of this channel’s pins, so you understand how casting actually works @midnight arch
It’s unlikely you would find a tutorial for anything that specific but Google is your friend
#animation message not sure if my problem is BP or anim related.. I’d appreciate some advice. Thank you
First off, sorry I made that mistake, it just seemed right since firstpersonchar didn’t have the event begin play and the first personcharcontroller did, I am only 2 days into learning unreal and the bp structure is still very hazy to understand, second off, thank you so much for you help and I will try my best to implement this to hopefully fix my issue 🙏🏻
I didn’t say it was a mistake, I was just asking what made you get to that conclusion
Oh my bad
Also just fyi most bps you work with will have a begin play event. It might not always show but you can right click and search for it
But yeah, like I said when I go into the default template bp_fpchar it doesn’t have the event begin play which is what he goes off of in his tutorial, and when I brought one in, it broke the controller, so I assumed it was now meant to be initialized in controller rather than char
Nah, the reason the controller has one already is because Epic is adding the mapping context to the controller in the template
The latter is how you make input work
But def should watch that bp comms video when you have the time. I didn’t really understand casting or interfaces until I did
Just found it, I will definitely make watching in full a priority. Thank you so much for the help, trying to figure this one difference from the tutorial has been the biggest headache so hopefully your advice + the video can get it all sorted, thanks again 🙏🏻
That’ll be #animation I think. Rotating bones can be tricky, as they can influence each other and have rotation limits applied by other bones due to weight painting
Do a multi ray cast? It will return all the component as long it can be hit (collision setting)
Hey everyone, I am a bit new to this whole thing in blueprints and im trying to learn about interfaces
I want to pass a boolean variable to another blueprint (the level blueprint)
and I cannot really figure it out
If anyone has any recommendations it would be appreciated
Thanks.
Scroll to the bottom of the pinned links here, there’s an Epic video that goes over casts, dispatchers and interfaces
Bp comms live training
Having said that, I don’t believe you can talk to the level blueprint, and you shouldn’t be using it except for very rare circumstances. Videos that teach that are outdated
You can use easily accessible things like the player controller or game mode instead
You need to send message of that "New function" not call it.
You need a ref to the target to message something
You can’t ref the level afaik
Not as a way to talk to it anyway
oh missed the level bp, morning eyes
lol
Use the player controller bp
my launch character only works in Z direction dosent launch any other ways
:/ ? anyone know what this could be related to ?
Quick question: I would like to record my Motion Capture movement during runtime (built version) and replay it immediately. Basically recording it and immediately showing the animation after. Does anyone know if this is possible or even has an example where to look at? Thanks!
❤️
take the XY override off
did
what is your roll power value
that should work
you have something else somewhere blocking the movement, for my testing it should launch pretty high with those values anyways
Is someone down to help me with 3d widgets for a game called dead by daylight, please, if Yes i would be very thankful
i'll make a game named "Dad by Daylight" where you have to survival in the world of capitalism to feed your family
lawl
Ben your good at this stuff
what could be blocking m characters so launch character dosent work i directions >.>
only up & down
exactly
never happend to me b4
the launch is affecting the characters "capsule Component" right ?
or what is it acctually using
Actually i mod the Offline version of the game
Bruh
hello, sorry for pinging you, but I was wondering if you found a solution to the spline disappearing? I'm having the exact same issue and it's driving me nuts
guys, how to replicate varible but when client joined after server already changed it?
how to make client request current varible state from server?
@runic coyote if you set the variable to replicate then ilthe client variable will eventually be sync with the server
If you need something to happend when a variable gets updated (server reached client to do an update on the variable) you can use repnotify
You should read the pinned articles in #multiplayer it will answer most of the thing you need for replication
Replication and server rpc is the easy part in multiplayer. Depending on what you want to do, be ready for a world or pain.
Someone please help me, surely im not this stupid why is this not working. All of a sudden i cant do set array elem anymore
Index 0 or 1?
U set array element on index 1 but reading index 0
yeah it finds the row
Then print string
i think my array might be corrupt, the array itself is meant to be 24 in length however when i click size to fit and then print the array length it says 2
Also cant debug on your end, and it would be more difficult if u don't show that u are actually finding the row
Afaik blueprint array is dynamic anyway
Maybe call Resize on Inventory Array first before calling Set Array Elem?
Print string if row is found, print string if the outrow is valid. Then update array then print the actual index you update
Nope im just an idiot
had a function load the array from game instance. The game instance version is only at a length of 2
Do anyone have any tips Why my Launch Character dosent push sidesways only upwards (all the launche options is working tried on a new Charcter) but something must be blocking it somehow any one have ideas if there is any settings or so ?
Problem is this happens only local client :/
Not even in multiplayer or an online setting and it happens
Thanks for the tip on weight painting
This is 1.8GB
does this impact performance?
Should i use interfaces for everything
i think this is because im referencing everything
The game has good performance though
That's the disk space
But i just use references and casts as much as i want like a dummy
Use each when you should. Never go blind one way or the other
actually memory size is even worse
There is little reason a floor tile should depend on all that
I saw in a tut they said to always use interfaces
and if you reference you end up with stuff like this
No that is bad
You've abused things there
Cast to base classes when needs be, and make sure soft references are used for things that don't need a specific world instance.
Use interfaces when you want class agnostic behaviour or to decouple code
Server rpc is the only way to communicate from server to client. If you change something locally then it will not update on server unless u run a server rpc.
Read #multiplayer pins you will need it
They don't know any better
While it's true casting everywhere in bp will load a lot of stuff . Interface is not a **** solution
Okay I shouldn’t have had a replicated variable in my screenshot because this issue isn’t related to server execution. My issue happens on a standalone client without server calls and that variable is not double set due to my rpc architecture
Interface is used when you want to communicate between different classes
Using that to avoid hard ref, you will have a project that's really hard to debug bot to mention most of the time ppl fall back to hard ref anyway even in their interface
Casting is unavoidable. Cast to base class like cuppa said when possible. Then use soft ref to load all the heavy stuff
Not following you sorry
And guess what tutorials teach! Absolutely none of that! 🥳
My first project is an absolute mess 😰. Had to unlearn a lot of things on my latest project
Same
So like for classes where you just need to cast and call a function in that actor, that doesnt use specifically that actor.
i have an actor that is called BP_ActorManager. And there i have functions that manage the actors.
So there i dont need a hard reference.
What if BP_ActorManager has a bunch of other references to the units themselves
like an Array of units
But you do. You have a hard ref to the manager, and if that manager has hard refs to others, you depend on them too
For example if I need to call a function in my enemy, I don't need to cast to the class that has all the assets and everything. I just need a code only base class, which has the functions defined.
I don't mind so much if I depend on a few kilobytes of blueprints versus a few hundred megabytes of assets
If the thing I want to do applies to lots of base classes, I'd use an interface
If it's just something like spawning an actor, or holding a reference to an icon, or a mesh, then I'd use a soft reference
damn. the more i learn the more dumb i feel and aware i am of the mess i have been doing
We all hit that stage :P
got it
thanks
Hey is there a easy way to somehow mark maps using a boolean or something that can then be referenced inside a player blueprint and used to control stuff. Like say I have a "town" level, and a "dungeon" level, and I wanna make some special player behaviour based on whether the player is in some town level or a dungeon
Is there some linkage that I can achieve easily here?
You can make use of gamemodes for this, and have a different player controller for your levels
Hmm lemme check that
See I was kind of hoping to keep all my movement code inside the BP_FirstPersonCharacter file
And just drive it with booleans and branches
Like "if in town" move this way, "if in dungeon" move this way
Game mode seems to be a data only thing.. from the tooltip
I was hoping to make my "in town" boolean public and somehow store it in the construction script of the level
or something
The logic is driven by the player controller which is set in the gamemode
idk im a total newb.
The game mode stores a player controller class.
In whatever level, use a Gamemode which has your special level specific player controller which uses your level specific logic
Driving it with booleans and branches is horrendously unscalable and inefficient
Use OOP, don't fight it
Why would it be inefficient?
Im just trying to understand
Like ive got this setup atm
My thinking was that If I got the level BP to set "in town" based on whether the level is a town, i would need to do next to no changes anywhere and the controls would work just fine
Because it's unscalable.
Each new level now needs a new Boolean, and a new branch in the spaghetti monster.
Rather than the intended method of driving level specific gameplay with level specific game modes that have level specific classes
Why would it need a new branch?
Because otherwise it isn't going to be checked if you're on a newly added level
Versus, again, just handling this stuff how you're supposed to
Maybe I am not explaining well.
Any new level only has one little set of nodes: "on some creation/load event - set a public bool to either true or false"
Then when the player is loaded into the map, the FPChar BP just goes ok what does this public bool say? Oh ok we are in a town map, lets move side to side vs in four directions
But i am also taking on board what you are saying
Its just that I dont want a separate game mode per level
My levels can only be towns or dungeons
two types in the entire game
So they fit the boolean scenario perfectly
Unless I am missing something here
They also fit the game mode thing perfectly
It's much easier to override a class in the world settings than to manage branch hell.
This is literally what game modes and player controller classes were built for
Right, so in the game mode scenario, I should have two game modes, that refer to two distinct BP_FP_Character files each implementing it's own unique movement and then set any level thats a dungeon to use the dungeon game mode and town level to use town game mode?
Is that the idea?
Ideally even you would use a player controller and avoid having two entirely different characters, but yes, generally.
You don't even need to make new subclasses of the game mode, the world settings have a game mode override

So my choice to do movement nodes in the character and not player controller was not correct?
I kinda dumped that into the place where the FP template had its own movement nodes, which was the character bp not the controller
It's personal choice, however for this specific case I would opt for the controller, so you're only swapping out a little bit.
The alternative would be having a base class, where you override the movement and only the movement in both
I see
Okay, I am gonna dig into that a bit, see if I can grok how to do what you suggested
thanks
No problem! Feel free to ask some more if you're stuck 🙂
I... am always stuck. I just try to hold off until i can't unstuck myself through my own efforts. This was a confusing one for me.
Guess it's a very clear highlight of a lack of fundamentals
It nearly always is :P
Can I just ask another dumb q: I would be setting the "town movement" controller here, right?
So this is inside a town map. World settings > overriding the default game mode
I assume this is what you meant?
Yep
So I have cut and pasted my movement into the controller instead, however seems like only rotation works now. I lost my ability to move. I wonder if this is because playercontroller bp has different nodes for me to use to set location?
Ive got this
And I recreated all the necessary variables
compiled, all seems ok. But movement just wont happen
Could it be that the controller does not respect the IA stuff as a trigger? but then.. rotation would not work, which it does
You'll want to set the actor location of your controlled pawn now instead
Currently you're trying to move the player controller actor
oh
yup this fixed it
Keep this up I will have to send you a case of wine or some shit

OK set it all up. Works like a charm. You are amazing.
glad it works :)
Now it's super easy if you change your mind and have new level types, or want to do similar things across projects 🙂
Hey , i have a simple objective system , i don't want it to appear when I start the game again, how can I save this bool variable?
Overview of how to save and load your game
I wanna check an assumption with someone:
In a typical dungeon crawler fashion, as the player moves, they can trigger a random encounter which presents a fight. I kind of wanna go with something like - "you walk around, some pseudo RNG keeps rolling and once it triggers you set a fight state" which then transports the player into an "arena" where the fight takes place in turns. Now my assumption is that for this to be successful, I would have to store the location and orientation of the player pawn before swapping levels and going into the battle arena and restoring those after a victory?
Unless I have dungeon levels have a "off bounds" arena I can teleport the player to which might be easier
I guess from a bp PoV the latter would be easiest?
Not that the player could tell anyway?
the latter is what most games do anyway
they're full of tricks like that.
For example, in Bethesda titles, instead of destroying enemy corpses that have been out for too long, and then figuring out if they need to do whatever on each load, Bethesda simply teleport them to a dead body room :P
I hate to interrupt if I am but I am having a problem
"Blueprint Runtime Error: "Attempted to access TriggerBox_Blueprint_C_0 via property K2Node_DynamicCast_AsLight_Flicker, but TriggerBox_Blueprint_C_0 is not valid (pending kill or garbage)". Node: Test Graph: EventGraph Function: Execute Ubergraph Trigger Box Blueprint Blueprint: TriggerBox_Blueprint"
I have sent the event function to the other blueprint (kitchen light) and it still is not working.
oh wait
i think i know why
it is not valid as the error says 🙂
I have a "sub level" variable that tells me which part of a level that is relevant, which I will then use to execute specific logic for that .
Does it make most sense to store this in Gamestate blueprint, rather than gamemode? so could i have a "level enum" in gamestate and then get that
okay well now
I had the trigger box delete it self, but I stopped that action
and now its still not doing anything
what are you trying to do
have it print string on another blueprint after the event sends the message
you're only messaging yourself though
your message target is self so it is sending message call to the function on to itself
watch the video on blueprint communication in the pins
You'll need to know how to reference actors.
you can't select a specific instance in the world like that, because the blueprint doesn't know what's in the world
I just noticed I goofed a bit.. So when I load a level and select "world settings" and override the game mode using a controller, loading another level does not change those world settings so both levels end up using the same controller. I just noticed.
any reason why i'm not able to get variables from gamemode? I'm casting to the correct gamemode which I know has this variable, but it doesn't show up
is there a universal blueprint that basically tells ALL active widgets to fade out?
or go hidden
U must have done something wrong because it's very straight forward to get variable from game mode.
You obviously need to make sure that the game mode is valid and it's what you are casting to. Start by proving if that's the case
Appreciate any advice here
You can get all widgets of class and set the vissibility
Not sure why u want to do that tho
They could all be held by some widget representing the entire UI and you can fade that
Can also try this if HUD is managing your widgets
https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/GameFramework/AHUD/ShowHUD/
Hides or shows HUD
Hmm. This sounds like a feature i'll need to implement late into development
cus right now, all the widgets are pretty modular and seperate
Nice, I didnt know that one
Generally, it'd be to account of cutscenes/camera changes/etc
yeah it should be extremely straight forward, this is never an issue. Here's a picture (left me trying to get the variable from casting that gamemode, from level bp). Right: the gamemode with that variable
I have bools for my widget that set its vissibility like bOnCinematic and bOnInventory etc
unironically a good idea i never thought of
damn it
this is why im an ape
@thin panther i think I might have misunderstood how this works. I thought it was fine to have one game mode and then in the override for World settings it was enough to change the controller while in the open level that I wanted to use the controller for. Am I to assume that if I have two distinct ways to control the player, then I should have two game modes, each referencing their own controller and then set this in world settings? or..?
There is only one game mode, you don't even need this get actor of class node.
Simply call get game mode node
Print string the value and cast then print string. Show a picture of that instead
Also avoid level bp
You don't need to.
When you switch level, the game mode, along with it's overrides are reinstantiated
except in some cases in C++
ah of course lol. I'm able to get it now. Still find it a bit weird it wouldn't show up even if it's redundant to get it that way (?). anyway, thanks
maybe because it's not an actor that way?
It does not seem to work this way. For instance, lemme show you.. Right now I loaded "DebugDungeon" level, and inside it's world settings panel I have:
But then When I load the DebugTown level, it had "BP_FirstPersonController_Town" set on that menu before, however now it shows as:
You probably didn't save the level
once you override in a level it saves
unless, you're using level streaming and not hard travelling
Well i am not doing any streaming. What I did was:
- File > Open Level > select dungeon > Open
- Set override to dungeon controller in world settings
- File > Save Level
- It asks (save controller too?) click yes
Then repeat with town but set "town controller" in world override, click save level and save controller
Reopen dungeon and the dungeon has town controller instead now
which is kinda confusing me
am i a total dumbass?
Would streaming be enabled automatically?
you might actually need a game mode subclass then
Seems like if i change, save the level and try to switch levels it does this:
So it's overriding it
sadly
Yeah I just checked and having a diff game mode works
Phew
I thought I was going crazy
Now from a dev perspective I get why in OOP we'd want to use subclasses and such. In this particular case, does the same really apply to BPs?
As in the preferred best practice is to grab the main game mode and create two children with minor adjustments vs just duplicating the game mode and having two copies (parent classes) with their own changes?
absolutely.
help this isnt working
U never add it to viewport
Also maybe don't use remove all widgets unless the scope is very minimal
This code would probably never gonna work since wbp main menu that calls it removed before you can even spawn the widget
If u have to remove the main menu to spawn the setting menu, then you are already doing it incorrectly imo
Let wbp main menu be a master widget that contain all of the settings new game etc.
ah im dumb
its the only way i found to hide the main menu
how else can i remove it
I'm wondering if there is an easy or correct way to access this weapon target data in an animation blueprint? I'm using lyra. My goal is to use bone hit data to change hit react animations
You don't need remove anything. Add all the widget like setting new game load game to the main menu widget
This is a quick one just as I cannot remember how to do it or if you can do it but how would I get a reference to my custom event for use with Event by timer without just dragging a connection straight to the node?
Simply hide the ones u don't want and make the one you want to interact with visible
how
you mean the createevent node?
Drag the red node and type create event
Then link your ce
Thank you, yeah I couldnt remember how to do it lol
I already explained it by words. Don't know what else to say
By setting it's vissibility
I suggest to watch some yt videos, as trash as one video can be it should cover the basic
How do I get an isolated actor to take input from player 0? Currently pressing + doesn't yeild results
I tried auto recieve input: player 0 but no luck there
use enable input
though the ideal way would be to route input from the player controller through things like interfaces or event dispatchers
Thanks. Is there any reason why I'd want to do the "ideal way"?
is there any reason this cast would fail?
just for the sake of making code more scaleable?
You can control everything in one spot, and when you want.
for example, enabling input on that, would mean whereever you are in the world, every single one will work off that input
It will failed if you didn't use bp game instance as your game instance
how do I check to see if I did
Im looking at world settings and dont see a game instance
Your project setting
guys i made a main menu but when i click anywhere the cursor goes away and i start looking around and i cant click on any of the buttons
Look for game instance then change it to the one you want to use
Thank you!
Set input mode to UI only. You are better off learning the basic. You will end up answering a lot of your own question
Thank you. But, where is enable input? I'm looking in bp details and I can't find it.
is it a blueprint?
This worked, thank you so much 🙂
Is there a way of cancelling an input with the enhanced input system?
It's a node that lives in player controller but you probably use it for the wrong cause imo
just wandering since cancelled is an output
ik ik i'm just trying to see if something works. I'll change it into a proper solution as I get closer to completing the project
You might want to use mapping contexts.
I am
Its more of a curious thing rather than I need it
just never come accross it so wasnt sure if it is something your able to do with just a node or something
@lofty rapids u want to make cpp blueprint function library?
yes
File new cpp class and select blueprint function library afaik
Don't have editor rn
Any specific goal u want to do with the blueprint function library?
You can make static function there so any bp can run the function
0o like?
ya, that's why i wanted to use it
My first game is bp only project I did a lot of loop, no performance drop
I'm generating levels, i'm storing the data in an array, i want like 10000 elements
I'm getting infinit loop detected on large array
Yea gotchya
trying to generate is just a pain, so i'm hoping c++ will give me what i need
U can increase the loop count but might want to move it to cpp anyway
Depending on what u doing, if the level is generated at the start , I would probably mask any possible lag with loading screen
What variable would I need to get for a blue print that would determine how bright (units candles) a spot is?
Say how much light is on a rock in a room, based off of 3 stationary spot light sources within the room.
not easy or doable in blueprint by default
well it is, but it's blueprint's main weakness
why would you do that ?
Let’s say, I want an object to react based on how much light hit an area of a mesh. Like one side of a cube, if the brightness is x amount of candelas. Basically, want a monster to get weaker based on how much light is in an area. So if a player would shoot a flare gun, the extra light would determine weaken the monster. But if the light gets to bright, the monster will flee for darker lite areas.
the problem is it just get in infinite loop and stalls for awhile, i think it's best for this particular stuff to be in c++. I'm generating a large array, with a pretty big string being built randomly for each one.
bp is just shitting itself
Sure thing
Why do you need a string for each one tho
it's how i build the level
If you could parse it as an int, it probably run faster on the loop but hey I can't tell. Never done anything like that
It's just a string is basically an array of character
ya i need a big string
Comparing string will call forth another loop
i'm just constructing
i'm not comparing untill later
here you can see there is 10 sections
thats fine
but once i got 250 1000, 10000 it crashes
i can generate on the fly but thats a different mode
they are random levels
/ Edit: Solved by my own with range shifting to 0 - 360° and a specialcase if the rot is at 0 or 360/at the turnpoint
ok guys I have problem which I think is really simple but I still don't come up with a solution. maybe you can help.
In my game, the player can fly an airplane and collect rings when he flys through them. But there are also rings where you have to fly through and need to have the same angle as the indicator inside the ring, which points to the 'top' (with a tolerance +/- ~20 degrees).
The problem is, the relative rotation of the airplane (and ring) toggles from 180° to -180° and vice versa when you are upside down. Even if you add +180 it would switch from +360 to -360 I guess.
Do you have a solution which ensures, that the airplane can fly through the upside-down rings no matter it is rotated right-sided and has 180° or is left-sided with -180°?
Do I need a clamp? Absolute values?
why it doesnt let me to call my custom event on my GameState?
because you need to cast to your subclass
thanks ❤️
Hello, I have a bit of an implementation issue with the way I'm animating my turrets in my game using timelines.
I've got a timeline in my Turret's AI blueprint that starts at BeginPlay and outputs a rotation (Yaw) for my turret upper mesh to be set with, however whenever the player gets too close the timeline is stopped and the rotation is now set every tick with a RInterTo node until the player gets far away, but here's the issue.
My timeline at this point starts again, but at the time/rotation value it was when it stopped rather than start at the last rotation it was when the player left the turret range. How can I make the timeline start again based on the last rotation set by the RInterTo node?
Here's a screenshot of the function that gets called at BeginPlay and whenever the player gets too far away, and a gif that shows what's happening right now
https://streamable.com/njq8iu
Appreciate any help I can get on this 👍🏻
is there any function to spawn actors based on their child components. The child components should have the same transform and the parent be spawned acordingly
I'm not sure what you mean by 'Based on their child components', but the components are dependent on the root of the actors anyway. If you wish to retrieve information from the actor before its spawned, you can do so in a limited way using class defaults.
Imagine spawning room1 with a door, the door is marked by a component, room 1 then tries to spawn room 2 and put room 2's door at room 1's door
hmm
ahh, okay. Yeah you can retrieve the component's world location and use that to calculate the correct transform for the new actor before you spawn it. This can be a little tricky though. You should be able to use the transform location node or the other similar ones.
ty that should help
Can someone give me ressource (tutorial, example, guideline ...) for making trajectory path, that are not circle arc with start and end loc ? Constructing a path from the two loc variable, or modify a classic arc path ?
@restive lagoon
The way I've done this is by using the local location of the component of both actors you need to 'attach together'. I thinking maybe:
- Get actor A location, subtract component local location.
- Spawn actor B, get component local location.
- Set actor B world location to the result of (1) - (2).
I might just be spitballing though. Chat GPT will probably be better at explaining it.
How can I make enemies more spaced out? So that there's a wider "no-go" zone around each of them?
I'm trying to get the NavModifier to do that, but I can't manually set its size. It's tied to the size of the capsule collider...
Anyone up to show me some stuff they consider intermediate for Blueprint Usage?
I’m trying to make games, and just have a better understanding of blueprint programming generally
So having a higher understanding of intermediate concepts helps me a lot
Why isn't this widget being removed from my screen
hello can someone help so that when the timer finishes it will subtract customer satisfaction by 10
so far it keeps outputting still got time with my debug menu saying that time variable is going into the negatives
add a check for the player character
you used the right word timer but you didn't implement one. Don't use tick or delay. Instead use a timer function.
worst case look up timers
wdym a timer function
https://www.youtube.com/watch?v=qc5WpNq7RFg @cyan harbor
What are the Set Timer by Function and Event Name Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
What do you mean? Do you mean add a branch to check if the player charater is still in the area?
yep
Does anyone know if there's a way to make blueprint interface functions pure?
it didn't seem to work
no no, do get player character == other actor -> branch
you want the other actor to be your character
I want my tank to look at the position my camera is looking at, but it only rotates about halfway there. I've tried a few strategies but a lot of them result in the turret not moving at all. I was wondering if maybe the problem has to do with taking only two outputs from the rotation vector, but if I trace along the forward vector of target rotation, it appears to be where the barrel is looking (i.e. wrong). If I trace along the start and end of the "look at" input, it goes where I want it. I've been trying to debug this for awhile, very confusing.
maybe hard set it with "make rotation from 3 axis"
I LITERALLY just figured it out. Right as you replied lol. I needed to use "Find Look At Rotation" instead of "Look At Function". Idk why. But it works like a charm now.
true, i thought it was a ue5 thing, congrat ;)
I have another issue with translating world space to screen space if anyone knows anything about that. A lot of people online say it's an engine bug. Not sure how to get around it, the UMG channel couldn't figure it out.
I don't understand why this doesn't work. I have AI enemies. I added an additional sphere collider for them, so that they don't crowd together, and made a special "enemy" channel so they only collide with each other.
But they do not care. They go move through it, and only collide using their inherited capsule collider.
I disabled Auto-Weld. What other setting could I be missing to make it work?
Has anybody found a solution to this problem yet?
I'm not sure to understand, like you want your player to pass when it's 180 or -180 ? If yes, then you can use the ABS node to always give you the angle without its sign, and it will return to you 180° for both cases and you can do a check there to do whatever you want
set actor locations and rotations doesnt work in the level blueprint for some reason?
this does not work btw
The thing is, if I use absolut values, a ring which has a rotation of -90° will also be collected if the whale flys through with a 90° angle
question, im running a sphere trace and im trying to get the actual location of the impact which would be where the sphere intersects the wall (where i marked red). any suggestions to try?
I mean, they do. Not that you should have been handling this in the level bp anyway
doors and such should really be their own thing
Whats the best way to remove a widget?
Friends, I can't figure out one problem.
I want to create an information widget, which will display information about the actor, with which the character interacts. And if I have no problem with the text part, I can't figure out how to make the image in the widget change depending on the actor. More precisely, I can't add an image to the widget from the actor, because having created the image variable, I can't pass it to the widget.
Hey, why does my mesh's Collision object type override the StaticMeshcomponent's i have for the mesh in my actor? Is this avoidable?
Solved: Disabled "Customized Collision" in the mesh's collision settings. Weird that this was on
u want to check off the image variable box in the widget blueprint and then do interaction stuff
and on interaction which u can do in ur player bp call the custom event in ur widget that changes that image
Hey
quick question guys
i have this char actor, AI_ENEMY, I setted after it's life reach <= 0, he play an animation, [Death one, he fall on floor] But, the initial position it's still there, and can colide with anything
how i can disable the collision of it
in BP
get enemy hp > if E.hp <= 0 > ...
More adventures in blueprinting..
Trying to find a way to set rotation on my pawn, however most of my code is inside the controller bp which responds to key strokes. So I can rotate the pawn from that BP using get player controller > set control rotation
But I am trying to do this via trigger now. So I have a trigger box, which can only allow me to use the overlap event in the level BP, which in turn does not seem to let me access stuff like the control rotation
Any tips?
CAPSULE FUNCTION COMPONENT. FML
Hi! I have a bit of a dumb question, I'm trying to communicate between BPs using Interfaces but can't get it to work.
I've created a BPI_Interact and integrated it in BP_InteractedEgg. When I overlap with BP_InterfaceButton, it should destroy BP_InteractedEgg, except it doesnt. I've checked and the overlap works but it seems the communication doesnt work. Thanks a lot for the help 🙂
Has anyone else experienced this (seemingly random) issue of blueprint actors having a blueprint added component just stop saving/loading data? When this happens you can modify values on the component and they'll work in editor, but the asset doesn't get dirtied. If you reload the editor (after making sure to save the asset anyways) the component will only have default values.
Only way I can seem to fix it is to delete then re-add the component. Which is pretty tedious.
So far I think I've only experienced this with my own custom components defined in C++ so I'm not sure if I'm missing something there
could be bp corruption if you're hot reloading away
Actually, yeah that looks like it. https://forums.unrealengine.com/t/hot-reload-on-native-actor-component-can-lead-to-blueprint-corruption-and-data-loss/265048
Article written by Branden T. Summary: Hot reload of a UActorComponent/USceneComponent-based native class will currently corrupt any loaded Blueprint that incorporates a component of that type in its hierarchy or AddComponent node if the Blueprint is saved after hot reload succeeds. For the bug to occur, the loaded Blueprint must also be either...
It can also cause other odd behaviors in the editor session since a native CDO is potentially now being modified inside the Blueprint editor unintentionally.
I was experiencing multiple objects sharing the same variables when I would edit it and now that part makes sense
the #cpp legends can prly give you more tips but the general consensus is to use Live Coding but with Hot Reload and live re-instancing checked off in editor settings and to create cpp classes directly from the IDE, I believe there's an extension that has a wizard for it
By Hot Reload are you referring to this setting? I already make classes from the IDE but you don't need to make new classes to trigger this bug it seems. I'll look at the reinstancing setting and how it affects things
uh they may have changed how it looks since last I checked lol
I'm checking with #cpp
Having an issue where a parameter that is passed into a custom event call gets overridden if the event is called again. Shouldn't the event calls be independent of each other?
Show screen shoot
Two different items overlap the box at different times. The 2nd item's name is the only one printed once it overlaps.
is it the same item on different clients ?
Its standalone in editor testing; number of players = 1
Ofc, if u want both of them you need to get all overlapping actors
Add them to an array
Also the code looks cursed, I hope it's just for testing
You can use timer for w.e u are trying to do
Why does the reference of the first item go away though?
Shouldnt the first overlap call just go on foerver?
Also tips for multiplayer, the overlap happend on both server and client. You need to think what should run on server and what should run on client
Normally I just don't run anything on client for an overlap but it depends on what you want to do
Overlap happend when an object overlap with something
Right so, object A overlaps and is passed into the moveObject function, which should repeatedly print that object's name forever?
No
If you overlap with new actor you gonna print the latest other actor
Just as you witnessed
Hmm, why is that?
Attached item no longer pointing to the same object?
I thought that event calls were independent of each other? Like function calls? So you could pass in a param and it creates a local var..
Is that not so?
Not really
oof D;
That's why there is some limitation
I could be wrong, just a newbie
But I had this issue with function call
When I need to load soft references
You will need to encapsulate function in component or use delegate to solve this issue
If u don't let's say I have a function that load object.
I'm trying to load object 1 then i load object 2
If object 1 load slowe than object 2 my mesh will end up with object 1 even if object 2 get called last
Another example would be calling function with timer
kk ty for the info 😄
i might be overthinking, but how do i get the player bone that overlaps with another object? (i want it to print out the player's bone)
Btw I could be wrong with the delay and going on a loop like that. I have 0 code that looks like it but when you call the print string it just runs to get w.e the attached item currently is
Hello I was looking of someone could help me with a 3rd person interaction system?
I want to do something like the interaction system in God of war. It seems to work mostly based if the objects are close enough to the player and not really if the player is looking at them. So i was thinking of using a collision box in the bp player, and whenever a object that implements an interactable interface I created I would add that object to a list, and whenever it leaves I would remove it from the list. And when there is more than 2 objects in the list, it would look thorugh the list and just let the player interact with the one that is closer. But then I started to face a the problem that there are interactables that have more than one collision so the overlap function would be called constantly and even though I have the list of actors, functions like find and contains do not work like that because is just a list of references. I think there has to be a easier way to do this, all I can find on internet are interaction systems that uses a ray from the player camera, but that wouldn't work as I intend.
If someone has any advice I would appreciate it a lot, I've been stuck on this for a while now
Make a custom collision channel for your overlap
But even if I have a collision channel I still have the probelm on overlap ends, because I can't use find in the array I have of the objects inside the box
I'd say you're at least at least Intermediate status, since you know cpp 🙂
Nah just enough to refactor. I can't read anyone else code 😢
can you read this? I found it too be the most work Epic's doing for us in a function #gameplay-ai message
Why is that? Point here is u only want to overlap with the item and don't care about other comp of the item
you just plug that into an anim instance and it finds the AICon, Casts into it and gets the brain component for you to pause the logic, it's crazy lol
and that's a bp node under the hood
Wait sorry I was using something wrong, yeah the find and contains works, and with the channel just for interactions is working fine for now thanks. I was having a problem when I call the end overlap and wanted to find the actor that leaved on the list that I had, I was doing something wrong there, so its working fine now thanks
I can read this yea 🐱
there you go, you can read someone else's code 😛
End overlap get the comp then make a check against it maybe
Everytime I try to read source code I got lost
I tend to as well but that was surprisingly legible
And my brain goes to blueprint automatically when looking at cpp stuff
Miezko prly wrote it tbh so it'd make sense
If it can be written in bp then I can read it 🤣
yeah, fair enough, that's technically a bp node
90% of the time I don't know what the cool kids talk about
We will get better in time
then we can communicate with Laura at a higher level 😄
hey there
so i have a wired bug or maybe it's something i don't understand
so I'm setting a bool in my player bp and one of the items that bool is used in the animation bp so i can check if i can do blend by pose or not
the thing is when i use the blend poses by bool the anim montage wont play but without it it works fine
and i have to use the blend poses by bool because some tool or animations i don't want the character to do the layered blend with it
i hope what i said makes any sense 😅
looks like somehow the layered blend didn't have the bone setup so i did that and now it works for top part when its true which still doen't make any sense
how do i change teh direction that the character is facing ?
depend on how you want to achieve that like using the mouse input or movement keys
i suggest to look at the third person template you might find what you want there
what i see now is the blend poses by bool it works but reversed
so true is false and false is true which is so wired and that's the first time to happen
like i see the debug lines goes correctly but the values doesn't 🙂
anyway reversing my bool fixed it another editor bug or whatever 
Is there a way to run two standalone PIE instances with different launch parameters?
anyone knows why that error
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetGroundItemRef_Ref". Node: Set LocalHealth Graph: HarvestGroundItem Function: Harvest Ground Item Blueprint: BP_Player_Character
it used to work fine but now it gives this error and i haven't even touched it
nvm that's unreal just needed me to go and re-reference everything again
Interesting use of interface and encapsulation
Sounds like harvesting would be a generic player action, with a specific implementation on the target actor set up in some hierarchal manner
definetly not coded in the player bp, with hard values
that one harvesting is in the player bp but not with hard values
also its not gonna be generic or pure harvesting but that's what i need that key for at the moment still going to make the interaction system and check for what i I'm overlapping with and based on that i will do the next actions
this is a hard value
and you're allowing an external bp to handle what's typically internal bp values
yep just for now to test
The interface also seems wasted here, when you can just use a cast
still didn't make the damage logic and other stuff for it
you mean for the reference interface ?
yep
isn't it better then casting ?
Not when used like this, no
you'd have the interface for giving a un-related set of actors a chance to implement the harvest interface
giving common functionality across totally unrelated classes
got it thanks for the advice 
Hey everyone I am having a lot of trouble with interfaces, I have watched the video but the thing he is doing is a lot different then what I am trying to do
I am pretty confused.
All I want to do is after my trigger box finishes its main tasks, I want it to send a interface message to an object (a light) to make it flicker on and off a few times.
Any help is really appreciated.
I had the idea of drawing a sphere so it could find the spotlight, but idk if thats even how I would go about doing it.
Thanks.
right now, im just trying to confirm its getting the signal and its not working
In my character's construction script, I basically spawn a camera actor and use SetViewTargetByBlend to switch the camera view to my CameraActor.
However, changing the position of my CameraActor doesn't change the CameraComponent's position except if I .. within the editor .. move the CameraComponent relative position slightly once.
Any idea why this happens ?
I finally got it
Hey all! Any idea how I would go about spawning actors in a specific area like in this image? Lets say this circle is the level but I only want the actors I am spawning to spawn randomly anywhere in the red part but not the orange or blue.
Outerradius, inner radius
It could be any shape of course by the way
Random float in range(min, max) for the distance, and random float (0,360) for the rotation
Any shape?
The logic differs between the basic shapes
Circle/square
Square would be best then
Brute forcing it is fastest 😅
Random point in bounding box NOT inside smaller bounding box
oh yeah i guess thats fair
Fastest to program* not in actual execution speed
short term*
Is there any way to get the bounds of a landscape?
At that point id suggest spawn areas
there must be smth, but could take time to figure out
It would perform worse the larger the bounds are
true
you think just like 4 spawn areas on the edges would be best?
in terms of performance
Sounds reasonable, yeah
Better than 2 bounding boxes?
Yeah
Okay thank you appreciated
I've got a conceptual blueprint question here.
I have Modules, Spawned Modules, and Missing Modules, all of Struct Module.
This makes it easy to find missing modules like in the screenshot.
Now I need to extend Spawned Modules with an Actor Ref, because I need to reference it later.
I can't/don't want to extend Struct Module, because this is intended to be 'master data', which doesn't hold runtime data (if that makes sense?).
Modules and Missing Modules would also have this Actor Ref and it would mess up my simple logic.
There's probably some way which I don't know of, how to 'extend' (?) the existing Struct Module easily? Or maybe not?
Something like a pointer to another array holding the Actor Refs?
Hope this is understable...
whats the difference between placing an actor, for this example SM_Cube, and placing an actor and converting it to a BPP and adding individual components too it? Having issues with a CPP class and it identifying seperate actors. 1 group is the SM_Cube example, adjust too look like a small building. The Other is an Actor converted to a BPP with a Scene that holds a similar structure made up fo static meshes.
wrong channel
Solved by Spawning on BeginPlay instead of at the constructor level
Idk how you managed to use spawn on construct in the first place but yeah
why is this not being triggered at all ?
not evne printing hello
it turns out i need t ohave a collider for that actor aswell
why ?
Because you can't overlap something that has nothing to overlap
okayy
also another problem
it says taht my player controller reference is invalid in my game instance
Yes it probably will be
is it because init is run before the player controlelr is created ?
hmm dose this overrite ?
if i fire it twice before the time ends, will it overwrite the time or just call 2x events ?
whats another event then i can use ?
or i have to just create the refernce when i need it ?
another question. why is my pass by ref not working ?
i have this update coin count event in my hud WB and it should take a "coins" variable as input but pass by ref. i checked if it did affect the original variable but it didnt
Well, how does the function look
nevermind i got it to work
Topic AnimationBP optimization
I have 3 optimization stages for NPCs
Max quality - full anim bp with idle animations, idle breaks, locomotion, etc.
Low quality - no idle, still allow idle breaks and locomotion.
Freeze - disable all animBP
max and freeze are easy enough, but Im wondering how to optimize the low quality a bit more.
Currently whenever any animation is played on an animation slot that isnt "idle", it will enable tick of the skeletal mesh, once that is finished and no animation slots are running, it will disable tick of the skeletal mesh. this already saves a significant portion (120 npcs on max ~30fps, on low ~50fps and on freeze ~70 fps) but I wonder if I can do more.
any insights appreciated, thanks!
Is there a way to not have any root component on a blueprint actor?
I have an abstract base class, and I'd like to decide the root component in the children, however this doesn't work if there is a DefaultSceneRoot or any other component in the base class.
I can easily make a C++ base class for this, but it seems a bit silly if it's not possible to use blueprints for this, so I'd like to know if it's something I'm not getting?
Hey folks
I'm trying to decide if I need to learn and dive into Unreals GAS system.
I'm creating a tower defense, but will be adding "skills" like multishot, shield dome, piercing, healing aura, mana burn, mana on kill, etc.
It is not multiplayer (I've seen GAS is great for handling that aspect), and I feel like coding the above in normal blueprint code is fairly simple.
I'm afraid I might be surprised later with how complex it gets when/if I get many skills, perhaps with status dependencies (like burning).
Do you guys think it is a system highly worth learning that is relevant in my case?
The tutorials I've seen involves C++, but on top of that it seems tedious to work with (making each effect separate, stat sets separate, etc).
I don't think I would benefit much from the animation side since I don't really have any at this point.
Would love to hear your thoughts. Thank you. 🙂
Absolutely worth it
That is a strong yes. Any specific reasons?
Because you are thinking long-term (multiple games), or even just for this game I'm working on?
Just for the game you're working on. Built in support for blockingz conflicting, DoT, adding new ones etc is a huge plus
More simply, if you're using abilities, use GAS
How much C++ does GAS require at the moment? It's still something on my radar but my C++ skills are errmmm... Yea lol.
I think the last time I looked you needed a C++ base so you could implement the IAbilitySystemInterface for getting the Ability System. (I couldn't find it in the list when trying to add to a BP)
I'm no expert, but saw a few videos where he sets it up. Think we are talking 30 minutes of C++ setup, and then it is almost entirely Blueprint from there. Perhaps a variable setup in C++ once in a while, but in general Blueprint after that.
Okay. Thank you for the input.
Not a whole lot at all. There's a minimal tutorial pinned in #gameplay-ability-system
Thanks, I'll check it out. I always forget about the pinned posts on discord.
Laura posted it recently anyway, u didn't miss much
Afaik the setup is quiet minimal actually. Rest can be done in bp
Hey guys im using this to check if "damaged actor is player and the damage is from a player"
Yea I noticed. Here's hoping 5.4 they let you do the initial setup via BP lol.
but im getting this error when an NPC is attacking
idunno why
or well i get since its NUlL
but can u get AI controller ?
oh you can..
ignore
Hello, does anyone know how I could make grass generate procedurally in my game?
No, that's not how you do that. From your Event Any Damage, you have to cast your "Instigated By" pin to your player controller, then if it succeeds, then that means the damage was caused by a player
@main lake thats one way of doing it but my way worked aswell, without a casting
you way is more complex for nothing 😄
well you save a cast so wroth it X)
so it's good to take good habits from now on
But I think all of your nodes take more resources than a cast 😛
id say no but im not sure
me either 🤷♂️
Guys, how do you work with something that needs an animation but you don't have an animation to test it ? Like imagine you want to make the character go through a window with a specific animation but you're not an animator and don't have that animation (also here I'm talking about animations that you don't find on the internet to download and test).
Hello, could someone tell me why it is giving an error?
Are you in a game mode?
yes
Then your error is in those functions
i get a crash
pf i dont know, Im new on this
You're accessing something in an array that is pending kill, so find it, and don't access it
It is this blueprint, the delete function is so that grass is generated and the one behind is deleted to remove resources
Anyone ? ☝️
Then you just don't play the animation
If you don't have an animation to test with, but want to test anyways, you just test it without the animation
but how do you make a player go through a window without an animation ?
You don't. if your system is dependent on an animation existing and you don't have an animation, then how is the system supposed to work?
That's what I'm asking 😄 And games rely heavily on animations, so you don't create games when you don't have animations ? 🤔
you can just move the capsule, but if you need to use root motion, then you will need the animatioon
Example would be vaulting or climbing
i seen it done w/o animation. Get the capsule to move firstt then animation coomes lateer
Then you use a place holder animation or, as SoldSummer said, you don't base your system on an animation playing
there are free animation packs in market place
how do you make the capsule go through the lower part of the window ?
i can't picture that, also no idea. I'm newbie
But if you have a custom skeleton it creates and issue
I imagine a timeline attached to a transform would suffice
at leats for testing
Use skeleton that can be retargeted to Unreal Skeleton for easy mode
Interesting
I have a question of my own, actually. How do I add vertical velocity when my movement mode is set to swimming? I tried adding movement input in Y axis, but it only propelled me slightly up, no matter how big the input value was
try to change the velocity vector on the upward axis ?
Velocity vector is the result of movement, no? Not the cause of movement itself
Afaik input value gooes from -1 to 1?
it don't matter how more you put
that's not what driveen the speed
if you are using Character Moovement component, I'm gonna guess it's the walking Speed
Anybody knows why I can't get the bone name of the target when I hit it with a projectile.
What are you using to detect the bone name?
Correct me if I'm wrong but the player character is likely always loaded and thus casting to it shouldn't be costly.
well regarding casting ive heard ppl say differently some "avoid it at all cost" some "cost nothing if used properly"
in to much of a novice to know
No, you heard tht from youtubers who knows no better
cast to base class when possible
Dont use interface to avoid class, that's aanoother bad advice
That's the same issue with event tick, people say "avoid it" because they find out it was tanking performance but the real problem was mis-use.
Casting in bp land loads the class, that's just the price you have to pay for using bp only.
Player character will always be loaded, so cast away it's free
well event tic i can understand more ofc missuse is bad
but generaly i try to avoid tic if i can
It's easy to distinquish what belong to tick and not
if u neeed soomething done every frame (eg movement) then use tick
if you care about performnce then control what you want to load with soft ref
I do too but it's temporary.
does this event triggered when an object comes out of a sense range (or become not valid bcz dead and removed from a game?)?
or its only triggered when an object comes in a sense range?
So I’m making a pinball game and for the pullback mechanism what would I use to stop the player from pulling it back too far? This is a vr game.
clamp the value
Can you clamp to a position in the world?
Yes
Ok, I’ll check it out thanks
Hey guys i was wondering how can i implement a clamp with my ball. My ball can go forward but with time it goes too fast and goes trough object. I want set max rotation from the ball but im trying to figure out if its with the sphere or the impulse.
might help but i don't think it will stop the impulses
thanks im gonna try that if not ill try another way
you can clamp the amount, but it will still be added to impulse
from the doc, "Impulses are accumulated each tick and applied together so multiple calls to this function will accumulate."
" If you want to continually apply forces each frame, use AddForce()"
My pin ball mechanism when being pulled back goes off of the world axis value but the object is at an angle like the board should be. Is there a way to make the object move backwards parallel to the board so it will move relative to the board?
perhaps relative location ?
is the actual thing rotated, or just the mesh in the actor ?
any setting that could keep me from being able to use set rotation on a skeletal mesh inside an actor blueprint? I can rotate the actor, but not the skeletal mesh inside - no matter what kind of node
it is moveable. I even tried to detach and then rotate it
So all that’s changed is the object was rotated to the angle that the board is in the class that the boards on not the class of just the mechanism
So the launchers angle was set to the board in the class the board is in. The mesh was never changed. I’m not good with how to word this issue
Okay yea the impulse is good but i think the ball rotation is the problem the speed is fine but i think the rotation of the ball is spinning too much that its giving more speed which gives clipping trough the walls
np, i'm stil fairly new to unreal things don't click quickly, but is the launcher a mesh, or an actor ?
so the launcher is a mesh ?
inside the board actor ?
i would try to rotate it, then move the z relative not sure if it would work
maybe because your using world position, it's going straight back
or maybe move it by forward vector
It’s an actor, I created an actor bp class and put the cylinder that is the launcher in. Then I have my board class which is also an actor that I’m attaching all the other items for pinball to. The issue is when pulling the plunger it goes straight back rather than the angle it’s set too. I am using relative location but it still only moves along the world axis not relative to the board. I don’t know if this helps explain more.
how are you changing it's value ?
just setting the y, or x ?
or z
setting it's location with either one of those won't follow rotation i'm pretty sure
i think you may have to use forward vector
Ok I’ll give it a shot thanks. Sorry for the confusion.
Any good tutorials for fps walking upstairs?
you could actually use another component like an arrow or invisible cube that you move to as well
Does someone know a alternative for this custom node? I tried something (pic 2) but it isnt the same as the custom node. I need it to migrate it into uefn
im not a mathgenius and ive been stuck on trying to get two objects to face each other by setting the rotators, feels like im so locked in on it that i cant find my mistake, how would i go about it? I assume getting the normalized rotation and checking if they add up to 180?
i mean, i could just create the same level instance BP multiple time with different origins to fix the entire issue
i just dont understand how to add/subtract rotators , all i have is combine rotators and inverse
Does anyone know what can cause these broken graphics in UE5.3? In a shipping build whenever I press F11 twice (to go to and from fullscreen), the art is broken after that. Ever after restarting, it remains broken. The only solution I've found is deleting my save folder.
My first hunch is that this might be something with Lumen, but after disabling Lumen in project settings there's no difference.
This happens on several computers in our office. My own laptop has a Geforce 3050 Ti laptop GPU.
@lofty rapids It's the actual game. These are weird 3D shapes that somewhat approximate the geometry of the buildings underneath, in a very weird way.
yeah
What should it look like? A side by side might be useful to help identify the issue.
Houses on a flat ground plane. I can't share a proper screenshot due to confidentiality unfortunately.
After some experimenting I've found that if this is in GameUserSettings, it's broken:
sg.ResolutionQuality=1
When it's sg.ResolutionQuality=0, it works fine
Hello quick question, Is saving every 5 seconds considered a bad Idea ? I'm saving 2 strucs only ?
In game or in editor ?
in game
Hi all -- I have been trying to figure out an issue for a while with widgets.....I have a gameplay player controller that adds all the widgets, but I purchased this guys pack off the marketplace that uses a spell component to add the users spells to viewport. My question is will there be an issue if I try to add the widget from 2 places and manage them? Right now its failing but want to know if I should stop and re-design the thing i purchased
I don't see any issues with that but 5 sec is maybe too short, save stuff like every 5 minutes instead
I was tempted every 1s because it's the inventory :x
It's not necessarily awful. With saving much more you will notice a hitch in blueprint.
That being said it is a quite short autosave delay.Typicall you find it as 1 minute/ 5 minutes/ 10 minutes, as most of the time in 5 seconds you won't have done anything worth saving.
If you think about it, a majority of those 5 seconds will be spent with the inventory identical to it's previous state
you could save on change
Some games opt for saving every time you pick something up
yepp
if you need to, save everytime sometthing in the inventory changes
or atleast when something is added/removed
I have a question : Is there in Blueprint the equivalent of Polymorphism in classical programming ? Like having multiple functions having the same name but different parameters ?
No overloading doesn't exist, but polymorphism does
overloading is a smaller subset of polymorphism
If you cast to a code only base class to call a function, that's polymorphism
I'm not sure to understand. Isn't Overloading when you have a method on the parent class that you override in the child class ?
that's overriding
Overloading is when you have multiple functions distinguished by differing parameters
Transform(float)
Transform(float, float)
So that's "Overloading" and not "Polymorphism" ?
polymoprhing would be something like
Animal
MakeSound();
Dog : Animal
MakeSound{
Bark();
}
Cat : Animal
MakeSound{
Meow();
}
// Overloading
int add (int a, int b){
return a + b;
}
int add (int a, int b, int c) {
return a + b + c;
}
class Foo {
public:
virtual void DoStuff();
};
class Bar : Foo {
public:
virtual void DoStuff() override;
};
Foo* ptr = new Bar();
ptr->DoStuff(); // Calls Bar::DoStuff, is polymorphism
weird, to me the best corresponding word to that would be "overriding" because it "overrides" the parent method with its own method (on the child)
override != overload
overload is like... you overload a truck. so a bigger truck has arrived 😄
yeah but the choice of words is weird
they make sense
I think I learned it wrong the whole time, because the first example you gave I think my teacher always called that "Polymorphism"
it is
See: "Overloading is a subset of polymorphism"
A carrot is a vegetable, but not every vegetable is a carrot
all overloading is polymorphism, but not all polymorphism is overloading
if Overloading is a subset of polymorphism, why your second example doesn't have a proper name instead of being called "polymorphism" too ? 🤔
oh that's the keyword "virtual" in cpp
yeah
finally I understand what that keyword does after 4 years 🥲
if you want a deeper understanding, look into something called the v-table
https://en.wikipedia.org/wiki/Virtual_method_table
okay turns out resolutionQuality=1 means rendering at 1% of the resolution and then upscaling. resolutionQuality=100 is regular resolution, and I'm guessing the default resolutionQuality=0 means it uses 100 instead.
That leaves the question: how can I set resolutionQuality in runtime? It seems to not be available from the UserSettings BP
I believe you can set it via console commands which there's a node to call them.
I found that, but executeConsoleCommand isn't available in shipping builds I believe
As far as I know they still work, it's just the Tilda key button that doesn't work to be able to type them.
For check/unchecking Savegame how one must proceed ?
ignore it, it doesn't do anything in bp.
it's a flag used for automatic C++ saving systems
:3 okey thanks
hey i need help with my animation sprite when he dies it looks like that:
i try it with an offset but nothing happend
try to offset the mesh component instead
ok let me try thanks coldsummer i check it out now
or just fix the anim in the flip book
get a ref to the dying char -> Get the mesh component
ok let me see
is in that case the mesh component the sprite flipbook?
because it dosent work like that
target shouldnt be actor
froom yoour mesh comp, type add local offseet, tho you will proobably neeeed timeline on top, by the look of the video
okok thanks i go for it
Hey guys! I want to ask you for help 😦 ... I have a bug with teleporting the player. I have a a hollow cylinder around the player area and when the player leaves the area then he will be teleported back to the area but from unknown reason the teleport(teleport, setactorlocation, etc.) does not work
how can i change the "Name Chaarkter" so that only the "CharakterOwner" can see the Name?
whats the folder
for package, it will be stored somewhere else
are you testing on package or Editor?
editor
I didn't know that cr1tical is ue5 game developer
@cobalt gulch it should have a savegame folder
if you actually save that is
You probably want to check if you are actually saving the savegame object to debug
@cobalt gulch Have you created your save game object? Print string it when you save game to slot, make sure it's not null
one of the clones ought to have picked up a hobby
does anyone know how to use this variable type within a struct?
Ye but in cpp
aarg
I don't know if you can get a world reference in bp struct
If i Type world, nothing comes out
I saw a little bit of this video: https://youtu.be/HpUhfnHCENQ
In this video we look at using objects in Blueprints to store and manage data instead of using structs.
Structs can be useful in Unreal to quickly store large amounts of data in a single variable, but they become increasingly difficult to work with the more data you have in that struct, especially if you have nested structs.
In this video I sh...
do people actually use objects instead of structs like that?
or is that just this guy
Depends
very different usage. Objects is something you can instantied and reference
Struct is more like a template (I am bad at explaining btw)
yeea, I dont necessarily want to have to instantiate it
just kinda wanna have the variable type for actors to use
Don't know how others do it, I am just hobbyist but I only have a couple of objects with things in it
Struct is unavoidable, and bp struct is broken anyway
if you are willing to go cpp there is easy way to add your struct in cpp. You can copy the bp header file and paste it in your cpp file
would it be accessible in bp?
yes
ah!
so you declare it in cpp and the rest is business as usual
You'd need to add BlueprintType in the parentheses of that USTRUCT() tho, unless they fixed that one
I think it adds EditDefaultsOnly for component. is that bad?
gonna check on my proj
EditDefaultsOnly is the bad one
Ahh
Though you wouldn't have component pointers in a struct
misspoke there.
Never use Edit on a component pointer
Change it to it's Visible version
sweet
@grave apex TSoftObjectPtr<UWorld> Level;
Incase you are wondering what to write. The header preview not gonna help you for this case since you can't get a ref to the world in bp afaik
I'm new to UE and racking my brain to figure this out: On the thirdperson template I'm trying to use blueprints to do the following: For example when i press the 'Q' key for example, the bone of Quinn skeletal mesh named 'lowerarm_l' gradually rotates up 45 degrees over 1 second, when I release Q, It gradually rotates down 45 degrees, back to the original position. I've tried with the event graph of the bp_TPCharacter but I can't find any way to set the bone rotation. Otherwise in the animblueprint I can't get the Q key pressed event. Hope anybody can point me in the right direction 🙂
Is it a good practice in terms of performance to have alot of Actor components on an actor (on the BP_Character in this case) or is it bad ? Like for instance, if I have some variables being Health and Mana, could I create 2 actors component to put on the BP_Character with 1 of them handling health, and the other Mana or should I group both in 1 actor component ?
I'm asking this mainly from a practical aspect POV where if I create a modular system where you can disable the health system individually and mana indivually by just checking a checkbox somewhere.
this is a c++ struct ?
Anyone know how I could make the borders between colours more gradual, like a dithering effect ?
It's a header file you can view in your bp struct (Unreal Engine 5)
This picture is my struct
One can copy the blueprint struct header file if they don't want to write it them self
UI or 3D material?
Post processing
sounds kinda like kuwahara?
nah not kuwahara, posterization
ah
I just want to limit the amount of colours on screen, but it has these ugly bands
I'd normally not separate health and mana , but generally modularity through composition is a common strategy. It also helps for compile times 🙂
is there a way to just limit the colours on screen to a colour palette ?
I'd make sure they don't tick in the class defaults
Unless you need the tick
well not much to do with the tick in health and mana, at least nothing I can think of
Nah it would mostly be a UI thing if you wanted to interp displayed health etc
So having 100 components on my BP_Character is fine ? 👀
I researched this at one point and pretty sure it's no big deal
not a strategy I personally use, but if it makes sense, it makes sense
my main concern is keeping it organized, rather
What strategy would you use ?
I could hardly think of more than 20~components to even make for a char but that's me 😄
I wonder if there's any downside to adding the components at runtime
Makes sense.
Yeah I just thought about that right now, I think it would be better to add them at runtime rather than having them directly on the character and being dormant
I mean, I make components when it's something I'm gonna re-use,
but im not making every single reusable thing into its own component
so what's the factor that makes you go for component or not ?
I think systems and abilities should not go in the player character personally
modularity?
so on what it should go ?
same
must be easy for you 🐱
I mean the character itself, a character usually does a lot, so much that it can be overwhelming
I think it's important to split things up
I tend to put systems into components...
Quest, Talents, Inventory, Radar ..
but you didn't say where you put it 😄
Yeah that's what I'm trying to learn to do 😄
components, on the character or controller
I try to design them so that they do the common stuff, while still allowing for per project adaptation for the things that project spesific
when something involves interacting with another actor I try to keep that logic in that actor as much as possible
so that i can use them across other projects
Interaction can be either component or interface , depending on if you need some statefullness to it I guess
encapsulation is good practice, keeps the code clean
both is good
depends on what kind of system
avoid editing variables directly in BP A from BP B
Variables should be private by default ^^
Also another question more related to the editor than BP, how do you make the current editor preferences and project settings be the default settings for every new project you create ?
Is there a way to mark an actor as "dirty" or something when using a "Call In Editor" function?
I've got this button that will change component properties on several actors, but the changes don't save unless I drag the actors around a little.
project settings are a config ini
I assume you have to change it in the template project
maybe there is some easier way I don't know about but this is one way to go about it
It is showing the print text yeah
that doesn't show anything
you can also get the return value, it will return false if it failed to salve (due to save game object not being valid)
haven't show me where you create and set the save game object either
so pretty sure that's the issue
Don't forget to chose your save game class
You also need to set the save game object when you load
Just get the return value from Load and set it to your save variable
Whats a good font for main menu's such as new game
if interact actor is a parent class
all subclasses will respond that that also right :/
no
also you are not even comparing classes
you are comparing an actual actor reference
ah true
even if they share the same class u will still get false if they are not the same actor in the world
hmmm
@frosty heron it always prints false and doesn't save the game properly
show latest code
i'm finally making a blueprint function library in c++, i can say for sure when it comes to loops if you want a large one you need c
major performance boost 10x the speed
do I need to call SetMassOverride every frame? it doesn't work for some reason.
is "save" your save game class? if not changed it to your class
see if that's the problem
Create Save game Object -> Cast -> Set your variable
then save game to slot
Also again, check if Slot (the string) is not Empty
could be creating a file with empty name
Is there a function in BP to return the real world date and time in a string?
Now node?
prob return your windows time and date tho
Check your slot string variable, does it even have a value?
@chilly plover returns the local date/time of your computer
lol