#blueprint

1 messages · Page 86 of 1

frosty heron
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Check your trace channel and the component collision that you are tracing againts

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When you break down the hit result you can get the hit component

lusty hedge
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it turns out i did not know how collisions work at all

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i think i figured it out

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i did this for the hitboxes

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and this for the decals

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so the ray only hits the custom hitboxes and not all the objects around the tank

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if you're curious

pine mesa
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nevermind it works now, I used a "Montage" node instead of using the "Animation Montage" node.

sour moat
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Hello, the armor and character have same skeleton but the armor mesh doesn't attach to character mesh perfectly, how to fix that? 😐

vital cargo
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Is there anyway to detect a gamepad (XBox controller in this case) through BP?

midnight arch
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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)

acoustic lance
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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

lunar sleet
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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

lunar sleet
runic coyote
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#animation message not sure if my problem is BP or anim related.. I’d appreciate some advice. Thank you

midnight arch
# lunar sleet What made you think that should be done in the PC instead of the char?

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 🙏🏻

lunar sleet
midnight arch
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Oh my bad

lunar sleet
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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

midnight arch
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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

lunar sleet
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Nah, the reason the controller has one already is because Epic is adding the mapping context to the controller in the template

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The latter is how you make input work

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But def should watch that bp comms video when you have the time. I didn’t really understand casting or interfaces until I did

midnight arch
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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 🙏🏻

lunar sleet
frosty heron
dusk saddle
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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.

lunar sleet
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Bp comms live training

dusk saddle
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i will look

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thank you

lunar sleet
# dusk saddle thank you

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

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You can use easily accessible things like the player controller or game mode instead

shy gorge
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You need to send message of that "New function" not call it.

lunar sleet
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You can’t ref the level afaik

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Not as a way to talk to it anyway

dusk saddle
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yeah i tried LOL

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okay let me try something

shy gorge
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oh missed the level bp, morning eyes

dusk saddle
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lol

lunar sleet
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Use the player controller bp

steady night
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my launch character only works in Z direction dosent launch any other ways

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:/ ? anyone know what this could be related to ?

alpine kettle
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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! lirikA ❤️

shy gorge
steady night
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did

shy gorge
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what is your roll power value

steady night
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1000

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its not affecting X,Y for some reson ??

shy gorge
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that should work

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you have something else somewhere blocking the movement, for my testing it should launch pretty high with those values anyways

steady night
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yeah..

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what could be blocking the movement ://

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i have no clue

covert hull
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Is someone down to help me with 3d widgets for a game called dead by daylight, please, if Yes i would be very thankful

steady night
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?

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wtf

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copyrightt bro

spark steppe
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i'll make a game named "Dad by Daylight" where you have to survival in the world of capitalism to feed your family

steady night
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lawl

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Ben your good at this stuff

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what could be blocking m characters so launch character dosent work i directions >.>

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only up & down

steady night
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exactly

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never happend to me b4

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the launch is affecting the characters "capsule Component" right ?

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or what is it acctually using

thin panther
covert hull
thin panther
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It doesn't matter, it's still underground modding

covert hull
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Bruh

lunar sleet
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Against the #rules and not up for discussion

covert hull
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Didnt expect this to be such Nerd lol

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Ill try to find someone who can help me in dms

thin panther
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Randomly dming people is also against the #rules

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You really ought to read them

delicate gazelle
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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

keen widget
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guys, how to replicate varible but when client joined after server already changed it?
how to make client request current varible state from server?

frosty heron
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You should read the pinned articles in #multiplayer it will answer most of the thing you need for replication

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Replication and server rpc is the easy part in multiplayer. Depending on what you want to do, be ready for a world or pain.

exotic moat
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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

frosty heron
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U set array element on index 1 but reading index 0

exotic moat
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yeah ignore that bit

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even when its set to 1 it still doesn't print anything

frosty heron
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Then row is not found

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Debug that too

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Print string on row not found

exotic moat
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yeah it finds the row

frosty heron
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Then print string

exotic moat
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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

frosty heron
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Also cant debug on your end, and it would be more difficult if u don't show that u are actually finding the row

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Afaik blueprint array is dynamic anyway

vast stream
frosty heron
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Print string if row is found, print string if the outrow is valid. Then update array then print the actual index you update

exotic moat
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Nope im just an idiot

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had a function load the array from game instance. The game instance version is only at a length of 2

frosty heron
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Length of 2 means u have index 0 and 1

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Oh well so long it's fixed

steady night
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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 ?

runic coyote
runic coyote
runic coyote
kind estuary
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This is 1.8GB

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does this impact performance?

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Should i use interfaces for everything

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i think this is because im referencing everything

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The game has good performance though

thin panther
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That's the disk space

kind estuary
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But i just use references and casts as much as i want like a dummy

thin panther
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Use each when you should. Never go blind one way or the other

kind estuary
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actually memory size is even worse

thin panther
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There is little reason a floor tile should depend on all that

kind estuary
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I saw in a tut they said to always use interfaces

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and if you reference you end up with stuff like this

thin panther
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The tut was stupid

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Don't listen to it

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Use both when they have their strengths

kind estuary
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So thats not bad?

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1.9 GB?

thin panther
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No that is bad

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You've abused things there

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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

frosty heron
frosty heron
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While it's true casting everywhere in bp will load a lot of stuff . Interface is not a **** solution

runic coyote
frosty heron
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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

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Casting is unavoidable. Cast to base class like cuppa said when possible. Then use soft ref to load all the heavy stuff

thin panther
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And guess what tutorials teach! Absolutely none of that! 🥳

frosty heron
thin panther
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Same

kind estuary
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What if BP_ActorManager has a bunch of other references to the units themselves

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like an Array of units

thin panther
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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

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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.

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I don't mind so much if I depend on a few kilobytes of blueprints versus a few hundred megabytes of assets

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If the thing I want to do applies to lots of base classes, I'd use an interface

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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

kind estuary
thin panther
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We all hit that stage :P

turbid pecan
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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

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Is there some linkage that I can achieve easily here?

thin panther
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You can make use of gamemodes for this, and have a different player controller for your levels

turbid pecan
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Hmm lemme check that

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See I was kind of hoping to keep all my movement code inside the BP_FirstPersonCharacter file

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And just drive it with booleans and branches

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Like "if in town" move this way, "if in dungeon" move this way

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Game mode seems to be a data only thing.. from the tooltip

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I was hoping to make my "in town" boolean public and somehow store it in the construction script of the level

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or something

thin panther
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The logic is driven by the player controller which is set in the gamemode

turbid pecan
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idk im a total newb.

thin panther
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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

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Driving it with booleans and branches is horrendously unscalable and inefficient

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Use OOP, don't fight it

turbid pecan
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Why would it be inefficient?

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Im just trying to understand

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Like ive got this setup atm

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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

thin panther
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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

turbid pecan
thin panther
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Because otherwise it isn't going to be checked if you're on a newly added level

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Versus, again, just handling this stuff how you're supposed to

turbid pecan
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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

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But i am also taking on board what you are saying

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Its just that I dont want a separate game mode per level

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My levels can only be towns or dungeons

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two types in the entire game

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So they fit the boolean scenario perfectly

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Unless I am missing something here

thin panther
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They also fit the game mode thing perfectly

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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

turbid pecan
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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?

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Is that the idea?

thin panther
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Ideally even you would use a player controller and avoid having two entirely different characters, but yes, generally.

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You don't even need to make new subclasses of the game mode, the world settings have a game mode override

turbid pecan
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So my choice to do movement nodes in the character and not player controller was not correct?

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I kinda dumped that into the place where the FP template had its own movement nodes, which was the character bp not the controller

thin panther
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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

turbid pecan
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I see

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Okay, I am gonna dig into that a bit, see if I can grok how to do what you suggested

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thanks

thin panther
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No problem! Feel free to ask some more if you're stuck 🙂

turbid pecan
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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.

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Guess it's a very clear highlight of a lack of fundamentals

thin panther
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It nearly always is :P

turbid pecan
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So this is inside a town map. World settings > overriding the default game mode

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I assume this is what you meant?

thin panther
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Yep

turbid pecan
# thin panther 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?

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Ive got this

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And I recreated all the necessary variables

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compiled, all seems ok. But movement just wont happen

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Could it be that the controller does not respect the IA stuff as a trigger? but then.. rotation would not work, which it does

thin panther
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You'll want to set the actor location of your controlled pawn now instead

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Currently you're trying to move the player controller actor

turbid pecan
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oh

turbid pecan
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Keep this up I will have to send you a case of wine or some shit

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OK set it all up. Works like a charm. You are amazing.

thin panther
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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 🙂

silent stag
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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?

shy gorge
turbid pecan
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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?

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Unless I have dungeon levels have a "off bounds" arena I can teleport the player to which might be easier

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I guess from a bp PoV the latter would be easiest?

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Not that the player could tell anyway?

thin panther
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the latter is what most games do anyway

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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

dusk saddle
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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.

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oh wait

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i think i know why

shy gorge
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it is not valid as the error says 🙂

void jewel
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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

dusk saddle
shy gorge
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what are you trying to do

dusk saddle
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have it print string on another blueprint after the event sends the message

thin panther
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you're only messaging yourself though

shy gorge
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your message target is self so it is sending message call to the function on to itself

dusk saddle
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OH

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yeah still nothing, probably doing something wrong
lmfao

thin panther
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watch the video on blueprint communication in the pins

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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

dusk saddle
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alright

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thanks

turbid pecan
# thin panther the latter is what most games do anyway

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.

void jewel
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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

eager thicket
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is there a universal blueprint that basically tells ALL active widgets to fade out?

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or go hidden

frosty heron
eager thicket
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Appreciate any advice here

frosty heron
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Not sure why u want to do that tho

faint pasture
eager thicket
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Hmm. This sounds like a feature i'll need to implement late into development

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cus right now, all the widgets are pretty modular and seperate

eager thicket
void jewel
frosty heron
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I have bools for my widget that set its vissibility like bOnCinematic and bOnInventory etc

eager thicket
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damn it

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this is why im an ape

turbid pecan
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@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..?

frosty heron
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Print string the value and cast then print string. Show a picture of that instead

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Also avoid level bp

thin panther
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except in some cases in C++

void jewel
turbid pecan
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But then When I load the DebugTown level, it had "BP_FirstPersonController_Town" set on that menu before, however now it shows as:

thin panther
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You probably didn't save the level

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once you override in a level it saves

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unless, you're using level streaming and not hard travelling

turbid pecan
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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

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which is kinda confusing me

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am i a total dumbass?

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Would streaming be enabled automatically?

thin panther
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you might actually need a game mode subclass then

turbid pecan
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Seems like if i change, save the level and try to switch levels it does this:

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So it's overriding it

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sadly

thin panther
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yeah seems that way. Odd behaviour but eh

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make a subclass 🙂

turbid pecan
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Yeah I just checked and having a diff game mode works

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Phew

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I thought I was going crazy

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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?

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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?

thin panther
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absolutely.

stuck sentinel
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help this isnt working

frosty heron
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Also maybe don't use remove all widgets unless the scope is very minimal

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This code would probably never gonna work since wbp main menu that calls it removed before you can even spawn the widget

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If u have to remove the main menu to spawn the setting menu, then you are already doing it incorrectly imo

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Let wbp main menu be a master widget that contain all of the settings new game etc.

stuck sentinel
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ah im dumb

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its the only way i found to hide the main menu

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how else can i remove it

native oasis
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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

frosty heron
lethal night
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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?

frosty heron
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Simply hide the ones u don't want and make the one you want to interact with visible

thin panther
frosty heron
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Then link your ce

lethal night
frosty heron
stuck sentinel
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how do i hide it

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what blueprint

frosty heron
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By setting it's vissibility

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I suggest to watch some yt videos, as trash as one video can be it should cover the basic

eager thicket
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How do I get an isolated actor to take input from player 0? Currently pressing + doesn't yeild results

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I tried auto recieve input: player 0 but no luck there

stuck sentinel
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now how do i enable

thin panther
eager thicket
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Thanks. Is there any reason why I'd want to do the "ideal way"?

manic onyx
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is there any reason this cast would fail?

eager thicket
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just for the sake of making code more scaleable?

thin panther
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for example, enabling input on that, would mean whereever you are in the world, every single one will work off that input

frosty heron
manic onyx
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Im looking at world settings and dont see a game instance

frosty heron
stuck sentinel
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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

frosty heron
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Look for game instance then change it to the one you want to use

manic onyx
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Thank you!

frosty heron
eager thicket
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is it a blueprint?

manic onyx
lethal night
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Is there a way of cancelling an input with the enhanced input system?

frosty heron
lethal night
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just wandering since cancelled is an output

eager thicket
dim agate
lethal night
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I am

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Its more of a curious thing rather than I need it

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just never come accross it so wasnt sure if it is something your able to do with just a node or something

frosty heron
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@lofty rapids u want to make cpp blueprint function library?

frosty heron
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File new cpp class and select blueprint function library afaik

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Don't have editor rn

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Any specific goal u want to do with the blueprint function library?

lofty rapids
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i just need some functions to have more performance

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bigger loops

frosty heron
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You can make static function there so any bp can run the function

frosty heron
lofty rapids
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ya, that's why i wanted to use it

frosty heron
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My first game is bp only project I did a lot of loop, no performance drop

lofty rapids
frosty heron
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Well it's not like I'm running any simulation

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I see

lofty rapids
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I'm getting infinit loop detected on large array

frosty heron
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Yea gotchya

lofty rapids
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trying to generate is just a pain, so i'm hoping c++ will give me what i need

frosty heron
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U can increase the loop count but might want to move it to cpp anyway

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Depending on what u doing, if the level is generated at the start , I would probably mask any possible lag with loading screen

queen sphinx
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What variable would I need to get for a blue print that would determine how bright (units candles) a spot is?

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Say how much light is on a rock in a room, based off of 3 stationary spot light sources within the room.

thin panther
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not easy or doable in blueprint by default

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well it is, but it's blueprint's main weakness

queen sphinx
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Oh no?

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Is there any ways to check light values on the surface of a mesh?

main lake
queen sphinx
# main lake 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.

lofty rapids
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bp is just shitting itself

frosty heron
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Why do you need a string for each one tho

lofty rapids
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it's how i build the level

frosty heron
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An int is probably way more performant than string

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Like an id

lofty rapids
#

it's a string that i parse to put stuff in that section

#

it works great

frosty heron
#

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

lofty rapids
#

ya i need a big string

frosty heron
#

Comparing string will call forth another loop

lofty rapids
#

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

neat gulch
#

/ 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?

keen widget
#

why it doesnt let me to call my custom event on my GameState?

thin panther
#

because you need to cast to your subclass

keen widget
humble wigeon
#

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 👍🏻

Watch "ToonTankSentryGunRotationIssue" on Streamable.

▶ Play video
restive lagoon
#

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

foggy escarp
restive lagoon
#

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

lofty rapids
#

hmm

foggy escarp
#

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.

restive lagoon
#

ty that should help

agile pilot
#

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 ?

foggy escarp
#

@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:

  1. Get actor A location, subtract component local location.
  2. Spawn actor B, get component local location.
  3. 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.

vestal sapphire
#

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...

honest bough
#

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

keen ore
cyan harbor
#

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

zealous moth
zealous moth
#

worst case look up timers

zealous moth
keen ore
noble junco
#

Does anyone know if there's a way to make blueprint interface functions pure?

keen ore
zealous moth
#

you want the other actor to be your character

rich ferry
#

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.

pure walrus
#

predict projectile path just aint working properly

#

just came to say that

pure walrus
rich ferry
pure walrus
rich ferry
#

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.

vestal sapphire
#

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?

neat gulch
main lake
# neat gulch 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

atomic saddle
#

set actor locations and rotations doesnt work in the level blueprint for some reason?

#

this does not work btw

neat gulch
cedar sleet
#

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?

thin panther
#

doors and such should really be their own thing

chilly plover
#

Whats the best way to remove a widget?

ancient topaz
#

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.

strong turtle
#

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

wild laurel
#

and on interaction which u can do in ur player bp call the custom event in ur widget that changes that image

ancient topaz
#

im not sure, im understand you. You mean here Check off

velvet pendant
#

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 > ...

turbid pecan
#

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?

velvet pendant
inland monolith
#

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 🙂

robust isle
#

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

lunar sleet
#

could be bp corruption if you're hot reloading away

robust isle
#
Epic Developer Community Forums

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

lunar sleet
robust isle
#

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

lunar sleet
#

uh they may have changed how it looks since last I checked lol

#

I'm checking with #cpp

celest tangle
#

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?

celest tangle
#

Two different items overlap the box at different times. The 2nd item's name is the only one printed once it overlaps.

lunar sleet
celest tangle
#

Its standalone in editor testing; number of players = 1

frosty heron
#

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

celest tangle
#

Why does the reference of the first item go away though?

#

Shouldnt the first overlap call just go on foerver?

frosty heron
#

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

frosty heron
celest tangle
#

Right so, object A overlaps and is passed into the moveObject function, which should repeatedly print that object's name forever?

frosty heron
#

If you overlap with new actor you gonna print the latest other actor

#

Just as you witnessed

celest tangle
#

Hmm, why is that?

frosty heron
#

Attached item no longer pointing to the same object?

celest tangle
#

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?

frosty heron
#

Not really

celest tangle
#

oof D;

frosty heron
#

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

celest tangle
#

kk ty for the info 😄

ancient siren
#

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)

frosty heron
visual stump
#

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

frosty heron
visual stump
#

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

lunar sleet
frosty heron
lunar sleet
#

can you read this? I found it too be the most work Epic's doing for us in a function #gameplay-ai message

frosty heron
lunar sleet
#

and that's a bp node under the hood

visual stump
lunar sleet
frosty heron
frosty heron
lunar sleet
frosty heron
#

And my brain goes to blueprint automatically when looking at cpp stuff

lunar sleet
#

Miezko prly wrote it tbh so it'd make sense

frosty heron
#

If it can be written in bp then I can read it 🤣

lunar sleet
frosty heron
#

90% of the time I don't know what the cool kids talk about

lunar sleet
#

I feel you, my head starts to hurt when I read some comments in #cpp lol

lunar sleet
#

then we can communicate with Laura at a higher level 😄

oak fable
#

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

solid vault
#

how do i change teh direction that the character is facing ?

oak fable
#

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

oak fable
foggy sundial
#

Is there a way to run two standalone PIE instances with different launch parameters?

oak fable
#

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

gentle urchin
#

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

oak fable
#

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

gentle urchin
#

this is a hard value

#

and you're allowing an external bp to handle what's typically internal bp values

oak fable
#

yep just for now to test

gentle urchin
#

The interface also seems wasted here, when you can just use a cast

oak fable
#

still didn't make the damage logic and other stuff for it

#

you mean for the reference interface ?

gentle urchin
#

yep

oak fable
#

isn't it better then casting ?

gentle urchin
#

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

oak fable
#

got it thanks for the advice PeepoHeart

dusk saddle
#

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

edgy field
#

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 ?

dusk saddle
#

I finally got it

earnest vigil
#

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.

gentle urchin
#

Outerradius, inner radius

earnest vigil
#

It could be any shape of course by the way

gentle urchin
#

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

earnest vigil
#

Square would be best then

gentle urchin
#

Brute forcing it is fastest 😅

#

Random point in bounding box NOT inside smaller bounding box

earnest vigil
#

oh yeah i guess thats fair

gentle urchin
#

Fastest to program* not in actual execution speed

edgy field
#

short term*

earnest vigil
#

Is there any way to get the bounds of a landscape?

gentle urchin
#

At that point id suggest spawn areas

edgy field
#

there must be smth, but could take time to figure out

gentle urchin
#

It would perform worse the larger the bounds are

earnest vigil
#

true

#

you think just like 4 spawn areas on the edges would be best?

#

in terms of performance

gentle urchin
#

Sounds reasonable, yeah

earnest vigil
#

Better than 2 bounding boxes?

gentle urchin
#

Yeah

earnest vigil
#

Okay thank you appreciated

chilly sundial
#

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...

celest island
#

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

edgy field
lunar sleet
#

Idk how you managed to use spawn on construct in the first place but yeah

solid vault
#

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 ?

thin panther
#

Because you can't overlap something that has nothing to overlap

solid vault
#

okayy

#

also another problem

#

it says taht my player controller reference is invalid in my game instance

thin panther
#

Yes it probably will be

solid vault
#

is it because init is run before the player controlelr is created ?

steady night
#

hmm dose this overrite ?

#

if i fire it twice before the time ends, will it overwrite the time or just call 2x events ?

solid vault
#

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

dry sleet
#

Well, how does the function look

solid vault
#

nevermind i got it to work

fiery swan
#

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!

gusty junco
#

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?

young meteor
#

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. 🙂

thin panther
#

Absolutely worth it

young meteor
#

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?

thin panther
#

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

dark drum
#

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)

young meteor
#

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.

young meteor
thin panther
dark drum
frosty heron
#

Afaik the setup is quiet minimal actually. Rest can be done in bp

steady night
#

Hey guys im using this to check if "damaged actor is player and the damage is from a player"

dark drum
steady night
#

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

sharp ridge
#

Hello, does anyone know how I could make grass generate procedurally in my game?

main lake
steady night
#

@main lake thats one way of doing it but my way worked aswell, without a casting

main lake
steady night
#

well you save a cast so wroth it X)

main lake
#

so it's good to take good habits from now on

main lake
steady night
#

id say no but im not sure

main lake
#

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).

sharp ridge
#

Hello, could someone tell me why it is giving an error?

thin panther
#

Are you in a game mode?

sharp ridge
thin panther
#

Then your error is in those functions

sharp ridge
#

i get a crash

sharp ridge
thin panther
#

You're accessing something in an array that is pending kill, so find it, and don't access it

sharp ridge
#

It is this blueprint, the delete function is so that grass is generated and the one behind is deleted to remove resources

kind willow
#

If you don't have an animation to test with, but want to test anyways, you just test it without the animation

main lake
kind willow
main lake
frosty heron
#

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

kind willow
frosty heron
main lake
frosty heron
#

i can't picture that, also no idea. I'm newbie

main lake
kind willow
#

at leats for testing

frosty heron
main lake
#

Interesting

kind willow
#

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

main lake
kind willow
frosty heron
#

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

kind willow
#

This value

true valve
#

Anybody knows why I can't get the bone name of the target when I hit it with a projectile.

kind willow
true valve
#

As far as I knew you'd need a physic asset in your mesh which I do.

dim agate
steady night
#

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

frosty heron
steady night
#

but i need it to learn so i use it whenever .p

#

well yeah some of them

frosty heron
#

they are very mistaken, and used to fool me too

#

U shouldn't avoid cast

steady night
#

well ive neeever had any issues related to casting so

#

yeah i agree*

frosty heron
#

cast to base class when possible

#

Dont use interface to avoid class, that's aanoother bad advice

dim agate
frosty heron
#

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

steady night
#

well event tic i can understand more ofc missuse is bad

#

but generaly i try to avoid tic if i can

frosty heron
#

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

steady night
#

Aye

#

I only use tic for ui atm

#

Thats bad but 😅

dim agate
#

I do too but it's temporary.

elfin lagoon
#

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?

hearty sapphire
#

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.

hearty sapphire
hearty sapphire
radiant talon
#

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.

radiant talon
lofty rapids
lofty rapids
#

" If you want to continually apply forces each frame, use AddForce()"

hearty sapphire
#

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?

lofty rapids
#

perhaps relative location ?

lofty rapids
void jewel
#

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

hearty sapphire
lofty rapids
#

i'm not sure i know what you just said

#

i'm just a little confused for some reason

hearty sapphire
radiant talon
lofty rapids
#

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

hearty sapphire
#

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.

lofty rapids
#

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

hearty sapphire
#

Ok I’ll give it a shot thanks. Sorry for the confusion.

chilly plover
#

Any good tutorials for fps walking upstairs?

lofty rapids
jovial kettle
#

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

restive lagoon
#

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?

restive lagoon
#

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

unique wasp
#

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
#

is it something with the ui ? @unique wasp

#

or the actual game ?

unique wasp
#

@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.

sweet silo
#

yeah

dark drum
unique wasp
#

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

steel shadow
#

Hello quick question, Is saving every 5 seconds considered a bad Idea ? I'm saving 2 strucs only ?

steel shadow
#

in game

sonic vine
#

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

main lake
# steel shadow in game

I don't see any issues with that but 5 sec is maybe too short, save stuff like every 5 minutes instead

steel shadow
thin panther
#

If you think about it, a majority of those 5 seconds will be spent with the inventory identical to it's previous state

gentle urchin
#

you could save on change

thin panther
#

Some games opt for saving every time you pick something up

steel shadow
#

For now I save on open/close inventory

#

But seems like a bad idea

gentle urchin
#

yepp

#

if you need to, save everytime sometthing in the inventory changes

#

or atleast when something is added/removed

steel shadow
#

Yeah that's what I'm going to do aha

#

thanks

main lake
#

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 ?

thin panther
#

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

main lake
#

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 ?

thin panther
#

that's overriding

#

Overloading is when you have multiple functions distinguished by differing parameters

gentle urchin
#

Transform(float)
Transform(float, float)

main lake
gentle urchin
#

polymoprhing would be something like

Animal
MakeSound();

Dog : Animal
MakeSound{
Bark();
}

Cat : Animal
MakeSound{
Meow();
}

thin panther
#
// 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
main lake
#

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)

gentle urchin
#

override != overload

#

overload is like... you overload a truck. so a bigger truck has arrived 😄

main lake
#

yeah but the choice of words is weird

thin panther
#

they make sense

main lake
thin panther
#

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

main lake
thin panther
#

It does, that's called function virtuality

#

but it was besides the point

main lake
#

oh that's the keyword "virtual" in cpp

gentle urchin
#

yeah

main lake
#

finally I understand what that keyword does after 4 years 🥲

thin panther
unique wasp
#

That leaves the question: how can I set resolutionQuality in runtime? It seems to not be available from the UserSettings BP

dark drum
unique wasp
dark drum
steel shadow
#

For check/unchecking Savegame how one must proceed ?

thin panther
timber crystal
#

i try it with an offset but nothing happend

frosty heron
#

try to offset the mesh component instead

timber crystal
#

ok let me try thanks coldsummer i check it out now

frosty heron
#

or just fix the anim in the flip book

timber crystal
#

cant do it there i try it ...

#

but let me check it with the bp

frosty heron
#

get a ref to the dying char -> Get the mesh component

timber crystal
#

ok let me see

timber crystal
#

because it dosent work like that

frosty heron
#

froom yoour mesh comp, type add local offseet, tho you will proobably neeeed timeline on top, by the look of the video

stable moon
#

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

cyan jetty
#

how can i change the "Name Chaarkter" so that only the "CharakterOwner" can see the Name?

cobalt gulch
#

Why is this not saving/loading properly?

#

This is in the game instance

frosty heron
#

@cobalt gulch check your saved folder

#

do you have any .sav there

cobalt gulch
#

whats the folder

frosty heron
#

your project folder/saved

#

for editor build

cobalt gulch
frosty heron
#

for package, it will be stored somewhere else

frosty heron
cobalt gulch
#

editor

keen widget
#

I didn't know that cr1tical is ue5 game developer

frosty heron
#

@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

undone bluff
grave apex
#

does anyone know how to use this variable type within a struct?

grave apex
#

aarg

frosty heron
#

I don't know if you can get a world reference in bp struct

#

If i Type world, nothing comes out

grave apex
#

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...

▶ Play video
#

do people actually use objects instead of structs like that?

#

or is that just this guy

frosty heron
#

Depends

#

very different usage. Objects is something you can instantied and reference

#

Struct is more like a template (I am bad at explaining btw)

grave apex
#

yeea, I dont necessarily want to have to instantiate it

#

just kinda wanna have the variable type for actors to use

frosty heron
#

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

grave apex
#

would it be accessible in bp?

frosty heron
#

yes

grave apex
#

ah!

frosty heron
#

so you declare it in cpp and the rest is business as usual

thin panther
#

You'd need to add BlueprintType in the parentheses of that USTRUCT() tho, unless they fixed that one

frosty heron
#

gonna check on my proj

thin panther
#

EditDefaultsOnly is the bad one

frosty heron
#

Ahh

thin panther
#

Though you wouldn't have component pointers in a struct

thin panther
#

Never use Edit on a component pointer

#

Change it to it's Visible version

frosty heron
#

it does add the BlueprintType. I'm on 5.1 for reference

thin panther
#

sweet

frosty heron
#

@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

deft solstice
#

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 🙂

main lake
#

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.

lofty rapids
pale imp
#

Anyone know how I could make the borders between colours more gradual, like a dithering effect ?

frosty heron
#

One can copy the blueprint struct header file if they don't want to write it them self

pale imp
#

Post processing

undone bluff
#

sounds kinda like kuwahara?

pale imp
pale imp
undone bluff
#

ah

pale imp
#

I just want to limit the amount of colours on screen, but it has these ugly bands

gentle urchin
pale imp
#

is there a way to just limit the colours on screen to a colour palette ?

undone bluff
gentle urchin
#

Unless you need the tick

undone bluff
#

well not much to do with the tick in health and mana, at least nothing I can think of

gentle urchin
#

Nah it would mostly be a UI thing if you wanted to interp displayed health etc

main lake
undone bluff
#

I researched this at one point and pretty sure it's no big deal

gentle urchin
undone bluff
#

my main concern is keeping it organized, rather

main lake
gentle urchin
#

I could hardly think of more than 20~components to even make for a char but that's me 😄

undone bluff
#

I wonder if there's any downside to adding the components at runtime

main lake
gentle urchin
#

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

main lake
#

so what's the factor that makes you go for component or not ?

undone bluff
#

I think systems and abilities should not go in the player character personally

undone bluff
#

I'm learning GAS atm

#

so that should help

gentle urchin
#

GAS is a deep dive

#

atleast for my skill level xD

main lake
frosty heron
undone bluff
#

I think it's important to split things up

gentle urchin
#

Quest, Talents, Inventory, Radar ..

main lake
main lake
undone bluff
#

components, on the character or controller

gentle urchin
#

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

undone bluff
#

when something involves interacting with another actor I try to keep that logic in that actor as much as possible

gentle urchin
#

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

undone bluff
#

depends on what kind of system

gentle urchin
#

avoid editing variables directly in BP A from BP B

#

Variables should be private by default ^^

main lake
#

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 ?

vale pine
#

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.

undone bluff
#

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

cobalt gulch
undone bluff
frosty heron
#

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

cobalt gulch
#

Is this not the create save game?

#

Oh like this right?

frosty heron
#

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

cobalt gulch
#

like this?

chilly plover
#

Whats a good font for main menu's such as new game

steady night
#

if interact actor is a parent class

#

all subclasses will respond that that also right :/

frosty heron
#

no

#

also you are not even comparing classes

#

you are comparing an actual actor reference

steady night
#

ah true

frosty heron
#

even if they share the same class u will still get false if they are not the same actor in the world

steady night
#

hmmm

cobalt gulch
#

@frosty heron it always prints false and doesn't save the game properly

lofty rapids
#

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

cobalt gulch
frosty heron
#

check your save game folder

#

does slot (the string variable) have value?

wanton radish
#

do I need to call SetMassOverride every frame? it doesn't work for some reason.

cobalt gulch
#

no saves

frosty heron
#

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

cobalt gulch
#

it has a issue with casting twice

frosty heron
#

yea nvm, no need to cast

#

no point casting to it self

chilly plover
#

Is there a function in BP to return the real world date and time in a string?

frosty heron
#

prob return your windows time and date tho

frosty heron
#

@chilly plover returns the local date/time of your computer

chilly plover
#

Thanks a lot

#

Can I get it as a string to use append?