#blueprint

1 messages Ā· Page 87 of 1

chilly plover
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Is now just the number format?

frosty heron
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You can convert int to string

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do as you please

wanton radish
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how to change gravity scale for actor?

chilly plover
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Basically I am trying to output a string: 22/01/2024 22:59PM

frosty heron
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well this only gonna print hour min second

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format it to your need

chilly plover
#

Thanks so much mate

chilly plover
#

For loading a game I am meant to loop through the game slots to list them?

chilly plover
#

I basically want a widget with all the slot saves in it

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so I can click them to load it

tranquil lagoon
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I am working on an appearence system, and it works by me having 4 different struct variables in a save game blueprint (BGS_Appearance)
I then call a function called "Save Appearance" to set the different structs before saving the game to the slot

However, for some reason, only one of the structs actually saves properly, while the rest are just empty.

frosty heron
#

yea that's pretty easy

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you can have a save file that contains all of your slot

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everytime you create a new slot, just add to it

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you can get the save file that contain all of your slots then display them on the widget

chilly plover
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How do I load the slots to the screen?

frosty heron
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@tranquil lagoon I hope that's not BP struct, you will end up corrupting your project sooner or later

dark drum
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When you get an infinite loop message and it takes you to this... UE is so helpful sometimes lol.

tranquil lagoon
frosty heron
tranquil lagoon
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It's a Blueprint?

frosty heron
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Yeah

tranquil lagoon
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Is that a problem?

frosty heron
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it is actually

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Bp struct is broken since forever

tranquil lagoon
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Really? That sounds very weird that they'd not fix it?

frosty heron
#

they still haven;t fix it, problem presist

tranquil lagoon
#

Whats the problem

frosty heron
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All types of problem, mainly corruption

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it's like taking a walk to minefield, one day it just stop working

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there are victims at least every week

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editing bp struct especially making it prone to break it

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if u need to add more member variable for example

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sometime it just get corrupted and you can't compile your project anymore.

dark drum
# tranquil lagoon Whats the problem

If you don't ever change anything on the struct once you start using it you'll probably be fine but the moment you want to add a new var, rename, change type etc... you need to perform a sacrifice.

I still use BP structs but you just need to be careful with them. Especially if you have a lot of vars in them.

turbid pecan
#

hey guys, quick one about best practices:

When you have "Event BeginPlay" it can only produce one Exec noodle. Meaning I cannot connect it to two distinct sets of behaviour simultaneously. Is the best practice to connect it to one set, and use the final exec event's noodle from this set to then connect to the other exec event of another behaviour or to use something like a sequence node?

dark drum
dark drum
turbid pecan
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Nothing horrible. Lemme screenshot it for you

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Wanted to keep the input mapping of the controller intact for beginplay

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but also need to loop over the trigger boxes in the level (which this controller will always be part of) to turn the character by 90 deg either way based on which direction the player hit those

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the hits need work, they are a bit wonky so I need to math it out

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but overall this seems to do what is needed

frosty heron
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so what are u worried about?

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if it looks too cluttering, just collapse them to nodes

turbid pecan
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Not worried, I just wanted to know whether what I am doing now goes against best practice or if it is okay. And whether a sequence node just after begin play is a preferred method over what i am doing

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If I had another set of behaviour for the beginplay then id probably seq it, but atm if this isnt considered stupid then ill leave it

dark drum
# turbid pecan Nothing horrible. Lemme screenshot it for you

Yea that's not bad. Personally, I would make the Custom Event a function (unless you need to rep it) and use a create event node for the bind (selecting the function). I'd probably then collapse the whole loop into a function. Some say not to use functions for things that only get called once but meh... I priorities readability lol. I don't know how long it'll be until i return to it.

turbid pecan
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Added your message as a comment above it. When I tidy up ill try to do that

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Atm just trying to not fudge up too much along the path to being less of a idiot

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Still getting used to how stuff works in unreal, so all of this is kinda new.

rugged wigeon
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Don't use functions for things that only get called once. Use collapsed nodes with a long descriptive name

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much more readable

turbid pecan
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Dont tempt me

dark drum
turbid pecan
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Im trying to avoid diggig into C++ side for as long as I can. I enjoy writing c++ but never wrote a line for unreal

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I think i wouldn't fare better than BP at this stage

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Nor does it need it atm

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I think

rugged wigeon
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collapsed nodes are wonderful. BPs are good for writing, but suck for reading implementation details. Ergo, hide the implementation details and let people just read what the code does without reading how:

turbid pecan
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The thing with collapsed nodes for me personally is it encourages hiding the internals

rugged wigeon
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you can also make great use of negative space for branching:

turbid pecan
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like if its a huge graph inside that node - it makes sense to hide it. But if its stuff that isnt too bad, I personally prefer everything at a glance

rugged wigeon
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you only want to see internals of a thing if you're double clicking into it. and if you're double clicking into it, its the only thing you want to see

frosty heron
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the level of abstraction is for you to decide

turbid pecan
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This is coming from someone who avoids OOP as much as possible

frosty heron
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though the smart people say, one of the bp downfall is that it become spaghetti rather quickly

turbid pecan
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I am not a fan of abstractions after certain points nor the way inheritance is done these days

frosty heron
turbid pecan
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its a personal thing

rugged wigeon
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you don't want to hide a "huge graph". hiding graphs because they're big is wrong. Hiding discrete tasks is what you want

turbid pecan
rugged wigeon
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collapsed nodes are not abstraction, they're just organization

turbid pecan
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And also - I did say "avoid" which isn't always possible

frosty heron
turbid pecan
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Well they visually abstract the inner workings of whats inside until you dig into it

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again, its a PoV thing

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šŸ˜›

dark drum
rugged wigeon
astral geode
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Hey does someone know why this bool isn't getting changed even if it changed from false to true even tho its being made true before its gotten

They are both from different BP feel free to ping me

turbid pecan
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its all preference

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you like what you like, use what you use

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s'all good

dark drum
rugged wigeon
digital palm
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I have a issue with physical surface. In editor, enum to string from Surface Type give me Metal, but in dev build, its give me SurfaceType1, any idea?

dark drum
rugged wigeon
# turbid pecan you like what you like, use what you use

it's not really all good though. People often malign tools that are beginner friendly because 99% of what gets made in it is made by beginners with poor sense. That's not a good argument, because if the tools were not beginner friendly, nothing would get made at all. But that's still a sign that one should strongly encourage the best practices with beginner friendly tools.

turbid pecan
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Well you are certainly entitled to that view. Im okay with that

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No gripe from my side

rugged wigeon
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unless they collapsed poorly

rugged wigeon
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white pin is execution pin. It shows what order things get done in. The rest of the pins are just data flows that could get used if a node gets executed that needs them as input.

frosty heron
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Don't connect nodes like that

rugged wigeon
digital palm
rugged wigeon
#

dumbest, quickest solution is to just pipe it through a map that spits out the string value you want

rugged wigeon
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probably you can be cleaner about it doing something like a switch on enum value but it really depends what you're doing and how built up it is already and how annoying that would be to change

summer pewter
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hey all, i was wondering how i would implement a group spawning system. i need to spawn packs of enemies around the player. would i iterate through an array of actor classes or create blueprints for each individual group with the enemies being child actors? any ideas welcome

summer pewter
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kk cheers ill figure something out

rugged wigeon
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If it's as simple as spawning each element from an array of classes just do that. If you need more details, probably make a struct to represent "group spawn data"

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mine looks like this: ```cpp

USTRUCT(BlueprintType)
struct FEnemyWaveCard : public FTableRowBase
{
GENERATED_BODY()

UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TSubclassOf<AUnit_Base>> EnemySpawns;

UPROPERTY(EditAnywhere, BlueprintReadWrite)
int Cost;

FEnemyWaveCard()
{
    EnemySpawns = TArray<TSubclassOf<AUnit_Base>>();
    Cost = 1;
};

FEnemyWaveCard(TArray<TSubclassOf<AUnit_Base>> inEnemySpawns, int inCost) {
    EnemySpawns = inEnemySpawns;
    Cost = inCost;
}

};```

#

structs are a good place to dip your toes in cpp

summer pewter
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yeah i figured it out using bp. i have my array of actors stored on the game mode which can be updated by player level and map location, just does a random point in navigable radius from the player location into a for loop which has another random loc and the spawn function. everything random is from the character's random stream

cobalt gulch
marble yew
#

I am trying geometry script, does anyone know how to get correct collision mesh without baking it to static mesh?

stoic palm
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One message removed from a suspended account.

proper vigil
#

@dark drum For your ultimate dialog, I'm trying to make it so when the objective is different, the convo between player and NPC is different, and I duplicated some things including making a Switch on Enum_DialogState2. However, the "Add Dialog" node's state is unable to be dragged into the selection for the switch on 2, but it could for the original one.

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I am not sure how to fix this.

chilly plover
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So is it possible to loop through all saved slot files?

dire frost
grave apex
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what variable type do I need to access these assets?

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cuz I know this is the type, but I have no idea how to manually create a variable with this type

spark steppe
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you can't really, a workaround is to use a load level node, drag from the world input and promote to a variable

grave apex
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yeah that's what I did

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but i need to be able to put this variable in a struct

spark steppe
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time to learn C++ i guess :>

grave apex
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some people earlier were telling me that I could use c++ to get it somehow

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but

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wouldnt that mean i'd have to rebuild the entire project?

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with VS?

spark steppe
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🤷

grave apex
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do you know how to do it in c++?

spark steppe
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yesn't

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i would have to lookup the variable type

grave apex
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someone said it was TSoftObjectPtr<UWorld> Level

spark steppe
#

yea that sounds about right

grave apex
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what do you do with that?

spark steppe
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you put it in a C++ unreal struct

grave apex
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would you mind showing me how?

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I have VS installed

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with all the c++ prereqs

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this is a blueprint project tho, no cpp yet

spark steppe
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create a header file MyHeader.h

#pragma once
#include "MyHeader.generated.h"

USTRUCT(BlueprintType)
struct FMyLevelStruct {
  GENERATED_BODY()

  UPROPERTY(BlueprintReadWrite, EditAnywhere)
  TSoftObjectPtr<UWorld> Level;
};
grave apex
spark steppe
#

if i didn't make any syntax errors it should compile... (and you should see MyLevelStruct in blueprints as datatype for variables)

grave apex
#

where's that in the add menu?

spark steppe
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create the header in VS

grave apex
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should VS have launched with the engine?

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or do I just do this in the file browser?

spark steppe
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i don't know how VS works on windows, so no idea

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it's important to note that you should compile C++ stuff always when the editor is closed for now (until you learned enough about live coding (see the pinned posts in #cpp))

grave apex
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I mean like, does it even matter if I use VS at all? or can I just use any text editor?

spark steppe
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you can just use a text editor, but you still have to invoke the unreal build tool somehow, so that it compiles the source

grave apex
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For reference, I know c++, but not unreal's cpp at all, Ive only ever worked with bp. I just have the prereqs installed

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Ive never used it

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would it be like, here?

lofty rapids
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what are you making in #cpp ?

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oh a struct

spark steppe
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don't create it in unreal

grave apex
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o

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i guess ill move it to #cpp

chilly plover
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Is it possible to loop through an array var and add buttons for each loop to a verticle grid in widgets? Creating buttons for each array result

thin panther
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yes

hearty wind
#

Hello everyone, I'm seeking assistance with retargeting a third-person character skeleton to a custom skeleton. After organizing and naming different groups of bones and ensuring the same chain in each IK rig, I proceeded to retarget them to each other. Everything seems to be functioning as expected, except for the arms which appear as if the character is restrained with hands behind their back.

I've attempted to adjust the retarget root to different settings in the hopes of achieving a different outcome, but unfortunately, it hasn't resolved the issue. My knowledge on this topic has reached its limits, prompting me to reach out for help. I appreciate your time in reading this, and any assistance provided. Thank you.

true valve
#

nvm

#

Hi - so can you help me with thi

eternal totem
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is it possible to return a vector of the average center of a material on a static mesh? I'm trying to input the material id of a static mesh and then use the center location of the material to linetrace to the player.

lost wolf
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how often do you do this

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you don't need the average of every vertex

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you just need a point

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it's better to just add a point in your blueprint and get that point or to have a (fixed) offset that you can adjust if that's needed

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if you absolutely do not wish to store a point into your actor or if you want to calculate it to store it you get the the edges of your bounding box and take the middle of those

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you can't loop through seperate vertices of a model to calculate their average position in bp

eternal totem
#

I need it just a single time, the location wont move per instance.
In a component I am inputting a ceiling static mesh
I get length of material element index
for loop through the meshs material indexs
if material equal to specific material name
return global vector
from there do a bunch of stuff to see whether or not the player is looking towards that vector, linetrace for if player behind wall, close enough distance and turn the light material on/off

I'll be going through a lot of ceiling lights, thats why I made a component out of it for each ceiling mesh.
Then in another 3D software I can assign each ceiling light to a seperate material ID.
I'm trying to using only lumen/emissive materials to light my interior w/o any other light except for the player so this is my best solution to optimizing.

echo wren
#

Why is my blueprint of the same class type of this variable not able to be selected in this variable?

#

im dumb and i get it, i was not passing it a reference, i was passing the static class. so i needed to create/construct a new object of that class then i pass it to that variable.

uncut vigil
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Is there a simple method in blueprints to make an APawn "materialize" or fade in over time? I know little to nothing with animations and not enough of Blueprints to know what to do exactly. Mainly just C++ coding on my part

hard palm
#

Hi, I'm facing a strange problem, when I play the project with two players the server player camera start looking to the horizon, the game has basically no logic running, It's only a pawn with a camera and two player starts on the scene

hard palm
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Oh, ok, thanks

frail onyx
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anyone know why im gettting this error

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Blueprint Runtime Error: "Accessed None trying to read property VendingMachine". Node: Spin Machine Graph: EventGraph Function: Execute Ubergraph Sound Button Blueprint: SoundButton

lunar sleet
#

Or rather the object it belongs to

frail onyx
#

these are some images of the code if that helps, im pretty sure i have it assigned there from my button blueprint which activates my event in my vending machine blueprint

lunar sleet
frail onyx
#

uh im not sure why it isnt working, i have the vending machine plugged into into spin machine

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is there something more i have to do than that?

lunar sleet
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What is this vending machine variable

frail onyx
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my vending machine blueprint

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and the event is spin machine

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which is in my vending machine blueprint

lunar sleet
#

So you’re trying to communicate with another bp?

frail onyx
#

yes

lunar sleet
#

Does it exist in your world? Are you interacting with it?

frail onyx
#

yeah

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every thing else works it just doesnt call the spin machine function at the end

lunar sleet
#

Ok, so you can’t just create an empty variable of that class, you need to get the instance

frail onyx
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like the first picture is from my button blueprint

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and the second picture if from my vending machine blueprint

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and im activating the button blueprint my from first person bp with a button interaction system i have setup

lunar sleet
#

You need to use a line trace or an overlap, get the hit actor, Cast to your vending machine bp, then grab that return value and promote that to a variable that you can then name VendingMachine or w/e

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And watch the bp comms live training at the bottom of the pins so you understand how this stuff works

frail onyx
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does get all actors of class work and plugging that into my function?

frail onyx
#

anyone know how i can make this spin an additional 90 degrees each time i interact

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so it turns 90 degrees stops and then when i press my button again it will spin another 90 degrees from where its at and repeat

uncut vigil
frail onyx
#

ooh ok do you know how i would implement that with my timeline so it goes smoothly?

uncut vigil
frail onyx
#

alr thx i see if i can get that implemented

iron furnace
#

Im currently running into an issue right now where ive enabled simulated physics on certain bones so they droop, but they do not move or droop down. I have the bone names correct, any ideas? thank you

uncut vigil
frail onyx
#

ok thanks

round wind
spark steppe
#

but idk how usable that is with blueprint only

round wind
#

Yeah I was debating if that was going to be worth it. I'm just trying to make an interchangable abilities (to be binded to different keys and swapped) and I think GAS is the way to go but I was hoping to stay with BP.

#

Also its a 2D game so again, idk if its worth it? Might be overkill

frail onyx
#

anyone know how to make it so when i click my button twice before the timeline is fully finished itll like continue to go to the second rotation location, kinda like most games have it when ur interacting with a button u can click a few times fast before it's finished and it'll make you move like 3 tabs over or something for a menu. So like if i click once itll rotate 90 degrees but if i click twice fast before its fully rotated itll rotate 90 degrees twice to go the second position

lunar sleet
#

Take the time to learn proper bp comms, you won’t get far without it

lunar sleet
compact sandal
#

hi, why does this stuff appear when i try debug viewing a line trace?

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sorry, here

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is this a bug?

austere ingot
#

does anyone know of a way to test collision against something without using Generate Overlap Events? trying to do a building system, all of the objects have a box collision for their size, but unless the object they're colliding with has Generate Overlap Events on, it can be built while clipping

steady night
#

how would i check if elixir timer reached amount

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guessing have to do own logic

dark drum
steady night
#

yeah nevermind i was just being dumb

dark drum
#

Yes. UE uses the metric system. I'm pretty sure the velocity vector is per second.

gentle urchin
#

Even in theory

dark drum
#

There's lots of ways you could do it. Reducing gravity during the wall run is a perfectly valid option.

queen heron
#

I'm tryna get the rotation speed of the spring arm, but the rotation does not go beyond -180 and 180, instead it flips and messes up the interpolation I want to achieve on the camera

dark drum
queen heron
#

you mean like rotation variables?

dark drum
queen heron
#

hmm, lets see

dark drum
# queen heron hmm, lets see

If you have a yaw value of 170 and combine another rotator with a yaw of 30, it'll wrap to -160.

Well it will when it's applied. Rotations can be a little finaky but using a rotator helps.

wicked magnet
#

Hi is there a reason why the sound keeps playing?

#

Does play sound somehow make multiple instances or sumthn?

dark drum
wicked magnet
#

you sure? if it doesn't delay the loop wouldn't I be missing some loops? because that's not the case afaik

queen heron
#

nop, still the same issue, not going below -180 and above 180

tribal stream
#

Hello everyone

What I wanna do is spawn a bunch of collectable items in different locations without repetition from an array of locations I already made.
I tried shuffle and many other solutions, but it doesn't work as intended and sometimes it still spawns more than 1 item in the same location (which is not what I want)
BTW this is all done inside a spawner function which I call many times to spawn the items.

How can I do that?

dark drum
wicked magnet
tribal stream
tribal stream
dark drum
tribal stream
gentle urchin
#

Rest of the loops are ignored

#

Oh sorry. I even misread what you said

#

X amount of time not X times

dark drum
tribal stream
# dark drum Yes.

Ok, so where do I use the var?
Should I remove an index from the array element using it?

dark drum
queen heron
#

ok, so it turns out that RInterp To is what flips the angle between 180 and -180

#

setting the rotation speed without it actually gives angle values beyond those

dark drum
tribal stream
queen heron
#

I wanna make the camera rotate further away from the spring arm depending on the spring arm's rotation speed

dark drum
dark drum
queen heron
#

yeah, with the mouse

#

the result seem to look a bit better

ember vale
#

heyy guys, what is better for aim offset? with animations of procedural method?

dark drum
queen heron
#

right, because the spring arm is still limited to -180 180

#

this is how I'm rotating the spring arm

gentle urchin
#

Shouldnt be much snapping because of that specifically

#

Its just normalizing the rotation, nothing else

queen heron
#

the way it snaps is, it quickly rotates back a few degrees and then catches up with the rotation speed

#

wait wha... after I connected back the first RInterp To node, the snapping is gone

#

nvm, it just keeps flipping between positive and negative angle....

gentle urchin
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Weird as the node should aldready handle that when using delta

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Let me check

tribal stream
dark drum
tribal stream
#

also I tried printing the "random integer" and it sometimes prints 36 though it's not in the variable or within the max min range

tribal stream
#

will give it another shot

queen heron
#

what else could I be missing

tribal stream
brazen hinge
#

Hi guys, I'm new to unreal engine, why do we need to attach the x roll axis on movement when we only need the z yaw axis to rotate towards where we are looking? I have watched a lot of TPS tutorials using this approach. But I decided to detached the connection on x roll axis, the TPS controller seems fine. Help me understand this.

gentle urchin
#

Its an RTS so doesnt matter much in my case
using RInterpTo

dark drum
queen heron
#

I need to get constant rotation speed without getting that jump in angle when the spring arm gets its rotation flipped

tribal stream
#

IT'S WORKING PERFECTLY NOW!
Thank you, thank you so much. I've been stuck on this for a few days now and I almost went insane lol

One question though:
Why is it working now after swapping the max integer for a last index?

tribal stream
dark drum
tribal stream
#

Or does it leave that index empty instead of removing it?

#

This is really confusing

#

here's what I was talking about

dark drum
gentle urchin
#

What may be easier is

#

to make a local copy of the array (if you need the original array for something else),

#

then shuffle it

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and just pick the 10 first indexes

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(or 10 last ones, if you're removing as you loop it)

tribal stream
# dark drum The issue would have been the 'Max Interger in Range' value. If this was set to ...

Ok so I rewrote the max part now and used decrement instead of minus one, and it works perfectly all the time.

Yes, this method is a bit destructive since you would need to change the max value if you add more elements into the array (which I wouldn't do anyways). But at least I got it to work and will be able to sleep without thinking about it šŸ˜‚šŸ˜‚
Will use the last index method now

Thanks for the help Michael ā¤ā¤

queen heron
#

I figured out the obvious

#

I'm so embarassed....

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and to make sure the camera rotates back to 0 smoothly, I use Event Tick

gentle urchin
#

Thats what i did aswell,

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Its important enough and must be updated per frame for smoothness so šŸ˜„

queen heron
#

now to give the mouse input a deadzone to avoid value jumping

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if I move the mouse around fast enough, the value will jump like this

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oh... I can't clamp the deadzone higher than 1

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looks like I'll need to use a clamp float node instead

burnt obsidian
#

Hi, I have made this blueprint that spawn Instanced static mesh components on a spline. Now when I bake the lighting of this the shadows are all the same instead of each having their unique shadows. Am I using the wrong node for doing this job?

dark drum
burnt obsidian
#

in the event graph

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basically I call a function that spawns them

hybrid ether
#

What is best way to get angle to target actor? I would use it to check should AI turn left or right. And if player is between -45 and 45 it doesn't turn at all.

dark drum
burnt helm
#

There are cheaper look ats in this case since we dont need rotation

#

So no look at, but V2 - V1 normalised

true pendant
#

hi guys, just a quick question, when you create a new index in an array by mistake, is there a way to delete only this index in the array ? Probably a dumb question but I can't find how... thxs

lilac storm
#

Hey devs , please help it is a spaceship and what i want it when i release the Thrust button i want it to stop slow and smooth , i am definetly missing something with this VInterp node could you please correct me ?

wet patrol
#

Hey guys I have a widget switcher for my main menu map where I have the title menu and the main menu as 0 and 1 but when I come back from singleplayer map I want the widget switcher to go to 1. How would I bypass 0?

#

so this would take me to main menu instead of the title menu

gentle urchin
#

You could do it through game instance

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Or by using open level options if main menu is a separate level

wet patrol
#

How would I go about it though? I would like to do it by Boolean BackToMainMenu but don’t know how

whole jungle
#

hey guys, I am trying to implement controller support for menus and I figured out that if I do "Set Focus" with a button, it does allow me to go down and up with my controller or key arrows, but all I get is this vague highlight on the edge
How can I make it the same with the hover functions that highlights the button when I move through the buttons ? (second image)

cloud spoke
#

Did you fix this? I am having that issue with my leg staying up after a kick

thin panther
#

I suggest flexibility exercises

golden frigate
#

y u ping me from 2 years ago šŸ’€

cloud spoke
#

You can see why ahahah

golden frigate
#

ofc i fixed it but i dont remember what i did

cloud spoke
#

alr

hard palm
#

Hi, I'm facing a strange problem, when adding inputs inside Controller it doesn’t work while when adding it on the Pawn it works normally:

thin panther
#

Could be you're not actually using the tank controller

#

Verify the event tick is being called

hard palm
void jewel
#

I have a blueprint that can execute various scripted anim montages+effects, kind of like abilities (from a specific actor). The player controller should be able to execute these through a function.

Is there a way to make a local enum of sorts? I want to make it so that there's an input variable on this function that decides which ability is fired. Is there a way to do it without having to create a "global" enum? Rather than having a switch based on a int or something

#

i don't know why i'm hesitant to use enum anyway. I just have a ton of them and suspect i'm using it too much, but shouldn't matter the least i guess?

faint pasture
#

Thrust isn't speed, thrust is RATE OF CHANGE of speed.

#

Input -> set Thrust

Tick -> Velocity += Thrust + Drag(however you want to do your drag) -> Position += Velocity

#

You can skip the input event and just directly get the thrust value in tick if you want, that'd be a bit simpler.

#

A decent simple drag system is just Drag = SomeNegativeNumber x Velocity

lime crow
#

im trying to stop the camera from moving whilst crouching, why wont this work please?

faint pasture
lime crow
#

its the default third person, so the capsule? ahhhhh

faint pasture
#

Probably ControlRotation

#

None of your code will stop that

lime crow
#

because crouch has inbuilt code to move the camera?

faint pasture
#

you need to instead either NOT modify ControlRotation when crouched, or have the camera boom ignore control rotation when crouched

#

no

#

has nothing to do with crouch

lilac storm
#

hey guys ,when i start the game this InputAxis functions got automatically called returning 0 all the time , why it might happen and how to fix it please ?

thin panther
#

an input axis runs as a ticking thing

#

when you're not moving you're moving with a value of 0

silent drift
#

Anyone know why I'm getting the error in the image? The reason I'm asking is that I get the error, but it works the way it should and even trying to log the value through the AnimationBlueprint works.

silent drift
#

It is part of the health component on my player and it's set to false from the start, or do you mean where in the anim blueprint?

lofty rapids
#

hmm

silent drift
#

Like here it were it happens:

lofty rapids
#

is it your player reference that accessed none, or the variable ?

silent drift
#

The weird part is that the velocity and all seem to not give me the warning, only the "health" variable.

#

That is why I'm a bit confused.

lofty rapids
#

hmm

silent drift
#

That above but also that it works and does what it should + prints the correct bool value when being printed.

calm cargo
#

any built in functionality for copying all the components from one actor and putting it in another actor? (property values included)

faint pasture
#

is it a pawn? A playercontroller? who knows

dry scaffold
#

Could anyone please help me with implementing a post process effect when I press a letter key? I have a vignette effect which I want to take effect on my screen when I slow down time. I know there's some scalar/vector parameter function but it didnt work for me

silent drift
#

My naming is player for the top (player blueprint) otherwise it's playercontroller, etc.

faint pasture
#

I'd call it MyPawn or MyCharacter if it is one

tardy ridge
#

Is the blueprint simulation visualization broken in 5.3? I have a blueprint which triggers a debug print when a key is pressed. I press the key and the message appears, the blueprint shows it's in "Simulation" mode, with orange borders, but it is not showing the nodes execute as it does in 5.2

Looks broken to me.

tardy ridge
#

ah, is that new? didn't have to do that in 5.2

lunar sleet
#

I think it’s been around for a bit. I rmbr not having to do it either, at some point

tardy ridge
#

There are no selectable options in that menu, it also says that if none is selected it will debug "any"

#

and the debug print appears.

#

showing that something is executing this BP

tardy ridge
#

yes I hit play first lol

lunar sleet
#

Weird

tardy ridge
#

PIE began, player controllable as expected, hit the key, debug message appears, no blueprint visualization

#

Yeah im calling this crap a bug.

lunar sleet
#

No, I mean hit play and then select debug object

#

Then on the next execution it’ll rmbr it

tardy ridge
#

still no options in the debug menu after hitting play.

#

They have really let the quality slip after 4.x

lunar sleet
#

That is odd behaviour indeed

tardy ridge
#

constant regressions

#

looks like it might just be a bug with the ability system blueprints, because I made an empty actor with a scene component, and hooked a debug event to BeginPlay and it shows that

lime crow
#

i am trying to disable the camera from going down when the player crouches, where am i going wrong?

hexed cradle
#

i think i got an idea of how to use materials on procedural meshes . i should use Vertex Colors.Okay I figured it out well at least in theory .Bassically I need to take my vertices and makes groups of them than create a mesh section for each group and apply a different material on it . It can work with squares but I wanted to make it more complex maybe by using vonoroi noise

hexed cradle
lime crow
#

yeah its the standard tps, i really want to keep this layout

hexed cradle
#

So you're saying that when you crouch your camera moves down

#

Do you use the mouvment component crouch or is it just an animation ?

lime crow
#

yeah thats right, that's normal because i set the half-heighti just use the regular crouch function

#

i read the crouch function moves the camera

void jewel
#

any idea why the other cameras are not showing up on details in the outliner?

hexed cradle
void jewel
#

The other ones are not set to active, but i'd still like to see them. I need to be able to adjust their position in the viewport accordingly

hexed cradle
# lime crow

One option would be to keep your camera to the same height by changing the camera boom offset on the z axis when you're crouched

gentle urchin
#

Should still work but ypu got stuff with the instancing policy etc.. may cause some weirdness

true crater
#

Hello guys,
I have considerable experience in Blueprint. How can I take myself further in animation and physics?

gentle urchin
#

Personally i never trust the bp debug mode anyways. It can straight up lie

hexed cradle
#

Fr

lime crow
#

sort of like this?

hexed cradle
tardy ridge
#

special and outstanding.

hexed cradle
tardy ridge
#

not the good outstanding though, The outstanding that your drill instructor talks about

true crater
lime crow
#

it does move the camera but its a bit hard to find the exact value to move it

dusk saddle
#

Can someone maybe tell me why this isn't working?
the interface is working right but it won't spawn the decal on the location provided.

Thanks.

true crater
dusk saddle
#

yeah it recevies decals

#

because I have others on it

lime crow
#

@dusk saddle its the rotation man, i spen weeks working with decals

faint pasture
true crater
#

You create a decal on a surface, but maybe it is reversed.

#

Sorry for my english.

dusk saddle
#

np let me look

lime crow
#

try ue get foward actor, worked well on my fps game

dusk saddle
#

ngl a beginner so not sure what to plug into start

#

lmfao-

lime crow
#

Check out my Patreon: https://www.patreon.com/user?u=60713904 Like what i do and want to buy me a coffee? Now you can! https://ko-fi.com/bluntstuffy Big thanks šŸ’– Join the {GDR}; Discord server and you get to watch video's early, and download my project files: https://discord.gg/dUm3ZtYDuV

Please leave a like if you enjoyed the video, or learn...

ā–¶ Play video
hexed cradle
faint pasture
dusk saddle
faint pasture
#

that vector node spaghetti is nuts

hidden yacht
#

hello everyone

dusk saddle
#

not firing from a weapon

lime crow
hidden yacht
lime crow
#

i know it was when i was just starting out and kept building on it

brazen pike
#

It's gonna be expensive too if you do the calculation every time rather than setting a variable

lime crow
#

yeah its old code, i was just showing someone a node

hidden yacht
#

Does anyone know who would an "Enhanced Input Local Player Subsystem" return NONE, (null value) ? it's been driving me nuts for hours now

#

UE 5.3, EnhancedInput set in project settings (by default)

#

PlayerController on the input side is not null, i checked

lime crow
#

i still dont know why its not keeping the camera the same?

lime crow
#

i got that working, but feel its bad practice to do it such a way

brazen pike
lime crow
brazen pike
dusk saddle
#

guess I did something LMFAO

lime crow
brazen pike
hidden yacht
# brazen pike does it work for the client?

well, I can't tell. A.K.A i don't know how to tell... I'm new to UE, coming from Unity
so far, I can say that when I run the game as client, I spawn the vehicle, then I hit F to enter it, the function on server triggers and gets the player controller to possess the vehicle pawn. Then there is absolutely no control over the vehicle, no mouse/camera movement and no driving controls. basically it does not work at all.

Using the following :

  • ThirdPerson mannequin and using its BP "BP_ThirdPersonCharacter" (default one from 3rd person project)
  • Vehicles from CitySampleVehicles on the marketplace , using its "BP_Vehicle" file from which all car variants inherit

I have also set :
my own "BP_GM" game mode file, this one has the Enter_Vehicle function
my own "BP_PC" player controller file. this one hits F to enter the vehicle, calls the GM function on server
my own Game state and player state BP files but for now no content in those

When I start the game, the server spawns the ThirdPerson pawn, the player controller here works great, I can move and jump with no issue. I can spawn a vehicle ("V" keyboard key), then hit "F" to enter it, the camera ecnters on the vehicle as I possess it, but then I cannot move at all. not even camera view . on exiting the editor play mode, I had the error saying that "Add Mapping context" node had bad input. After digging here and there, I found the output value of input node to be the issue

dusk saddle
#

it worked

brazen pike
hidden yacht
#

I'll show you all BP files

#

BP_ThirdPersonCharacter

#

BP_Vehicle

#

in the BP_Vehicle, I only modified the "Event Possessed" chain

lusty hedge
#

not sure why nothing prints. the trace turns green and shows its hitting... does anyone know how to recieve a trace?

frosty heron
#

OnPosses only called on server

brazen pike
#

Yeah okay. My theory is that "Enhanced Input Local Player Subsystem" doesn't exist on the server, only the local client.

"Event Possessed" is a server-only event, so you won't be able to access "Enhanced Input Local Player Subsystem". Instead try putting an "owning client" RPC directly after "Event Possessed" then doing the same thing you did on the third person character.

frosty heron
#

I use acknowledgePossesion to setup input mapping context for clients

#

That one is called on clients

brazen pike
#

is that a blueprint or cpp function

hidden yacht
#

The nodes were already there, is it perhaps because the VehicleSample package is not "network ready" ?

frosty heron
lusty hedge
#

How do i make a box collider recieve a hit from a trace

#

what event is it?

frosty heron
#

Just do what lemon says

#

You can try this.

Make a function in your character. Call it setuo input. Move your add input there. Make the function an owning client rpc

On posses, get the controller, get the pawn, cast and call the function

frosty heron
#

Not entirely sure since I never done it

brazen pike
brazen pike
frosty heron
lusty hedge
hidden yacht
#

The package is there to showcase vehicles with ChaosPhysics and stuff, I guess it wa smean to be a standalone version

lusty hedge
#

but the hit is indeed happenign

#

because the trace turns green

frosty heron
lusty hedge
#

yep

frosty heron
#

Print string hit comp

lusty hedge
#

ok

#

nothign

frosty heron
#

So wat is that on hit for event for then?

#

Well that's Ur issue if u got nothing

#

Make sure the comp is hit by the trace

lusty hedge
#

it is

#

the trace is hitting the comp

#

100%

frosty heron
#

Well when u trace did it print your comp?

lusty hedge
#

no

frosty heron
#

Get hit comp -> print

lusty hedge
#

i need to print from the hitboxes BP not the trace

#

so the thing getting hit needs to print

#

not the thing hitting

frosty heron
#

Well make sure the trace actually hit the hit boxes bp component

brazen pike
#

aren't hit events physics only

#

traces are query

lusty hedge
#

it turns green for a hit so im sure its hitting the component

brazen pike
#

If it isn't triggering hit events, then you've got your answer

lusty hedge
#

is it something to do with this

frosty heron
#

Maybe check detail panel and tick generate hit or something like that

lusty hedge
frosty heron
#

If there is one

brazen pike
#

I dont think either ColdSummer or I know the answer, is what I'm trying to say

lusty hedge
#

oh

frosty heron
#

I declared to be guessing at the start

#

Never done anything like that

lusty hedge
#

in this case. what does block trigger

brazen pike
#

Yeah why are you doing this? Is this for testing or a mechanic

lusty hedge
#

i have a vehicle

#

that is recieving a hit from a trace

#

i want it to take damage

frosty heron
#

Doesn't seems to relate to trace but I dunnoe

lusty hedge
#

when hit

brazen pike
#

typically when you are handling a damage system using traces you will do all the code on the trace's side

#

You will cast out a trace, the trace will hit something and whatever casted the trace will decided if the thing the trace hit is something we want to damage. If it is, then "apply damage"

#

You wouldn't do it the other way around because not every linetrace is going to be a "damage" trace. Sometimes you might just want to check if something is there. Therefore, it's best to let the trace decide what to do

lusty hedge
#

but i wanted the tank to recieve the trace

#

oh well

frosty heron
#

If hit actor implement interface, call function interface and pass the hit data

#

Just a thought

lusty hedge
#

the trace could be hitting 100 diffrerent things

#

then i have to do a check for everything in the trace BP

brazen pike
frosty heron
#

Only the one that implements the interface

lusty hedge
#

interfaces

#

ahhhh

#

lovely

#

im a noob i might need help with that but ill try first

twin shale
#

I have some spline points that are made programatically. I set their Point Type to Curve, but the tangents do not appear to update. What's the correct way to get these to automatically update their tangents?

brazen pike
lusty hedge
#

yeah ive watched many they confuse me a bit

frosty heron
#

Especially for damage imo

#

You want to damage a tank and a barrel

#

Each can implement damage differently

lusty hedge
#

so bullet travels. boom hit. the bullet calls the interface.

#

and the tank implements that interface

brazen pike
hidden cedar
#

I am not sure where to ask this, but does anyone know how to make a camera bop and weapon bop like in forgive me father? (https://www.youtube.com/watch?v=3W39GAEFnIk) It's a great boomer shooter, I am currently making something similar as a private project, and I'm not really familiar with the camera and timelines. I love the movement in this game, and I can't seem to figure out how to replicate it or make something similar.

IGN

Check out the action-packed launch trailer for Forgive Me Father, a dark retro horror FPS. Inspired by the novels of H.P. Lovecraft with a comic book twist, Forgive Me Father's world is teeming with terrifying monsters. As the last person standing with their full senses, it's up to you to work out what's going on... and survive.

Forgive Me F...

ā–¶ Play video
#

(I also have sprites instead of 3d models for the weapons and enemies

lusty hedge
lusty hedge
frosty heron
#

It was confusing for me at the start but once you understand and practice. Interface is very straight forward

lusty hedge
#

okay i think i nearly got it

brazen pike
lusty hedge
#

this is in the trace

#

thats the tank

brazen pike
#

"apply damage" is already a thing thats set up for you

#

But if you want only specific actors to be damaged, then this is perfect

lusty hedge
#

i need to make my own

#

the tank has multiple hitboxes

#

different damage types

#

all g

undone bluff
#

unreal handles damage types

brazen pike
#

All of these are features in unreal damage handling

frosty heron
#

I never used it my self but I know it's actually borderline deprecated

#

And just straight abbandoned

brazen pike
#

is it? first i've heard of it

frosty heron
#

That's what I heard from other

#

We getting upgrades to old system

#

Mover 2.0 in 5.4

tardy ridge
#

Yeah, it "works" for ultra simple health points basically, but it's not something they are adding to. you can think of it as "complete"..in a way but mostly an old way.

lusty hedge
#

id rather not have empty pins i dont use in a function

#

when my system is so much more simple

#

its just passing floats

hidden yacht
#

Thank you guys for the advice on local vs server input system implementation. I am still trying things out, haven't tested it fully.
Out of curiosity I did the following in my ThirdPersonCharacter BP file

#

based on this , The pawn exists on both server and clients

#

so I'd expect the chain to run twice, on the srver and on the client ( I have 1 client only in editor )

tawdry walrus
#

how to spawn widget inside another widget using Blueprint?

frosty heron
hidden yacht
#

since the POSSESS is server only, i'd the nexpect it to run only once, the client side won't run it

hidden yacht
#

well, it runs twice on the server

#

look at the this

frosty heron
#

Lemon is telling you to call a client rpc On posses

undone bluff
hidden yacht
#

check the logs

frosty heron
#

Yea nothing suprising

#

U are creating a custom event, not overriding acknowledge possession

hidden yacht
#

there is nothing such as acknowledge possession in nodes through BPs

#

in nodes list

frosty heron
#

I kinda list the steps too

tawdry walrus
undone bluff
#

happens to the best of us

frosty heron
little moat
#

Should this work?

#

It's not setting the default pawn

hidden yacht
#

for now i'm not trying to make movement work with vehicles ,just print something on successfull RPC server > client

frosty heron
hidden yacht
#

that's what i did with custom events

frosty heron
little moat
hidden yacht
#

replicates : run on owning client

frosty heron
brazen pike
frosty heron
#

You can override default pawn class there

little moat
frosty heron
#

Don't set it in your game mode class, override from the level you are in

little moat
#

I spent so much time trying to have a different pawn in my level and then I didn't realize I could do this

brazen pike
lusty hedge
#

One more thing !!! i have it working. but the tank has multiple hitboxes. is this a good solution?

#

i mean it works

little moat
lusty hedge
#

is there a way to do multiple branches like this in 1 node

#

so it looks pretty

frosty heron
hidden yacht
#

I did two tests, one with replicate to owning client and the other with DONT replicate.
I started with RPC on owning client, then the logs showed the print twice , so I changed to DO NOT REPLICATE, was still printing twice, i screenshoted the last one only and came here to clear the confusion

frosty heron
hidden yacht
#

lemme try again with RPC

frosty heron
#

Instead endless if statement depending on what u doing

frosty heron
#

Don't know what u r doing atm but if you want to filter out stuff in client machine to just run the code in the character they own. You can use is locally controlled

compact sandal
frosty heron
#

I don't even know what I'm looking at 🤣
@compact sandal

hidden yacht
brazen pike
hidden yacht
#

the double execution means the pawn is being possessed twice since start of game ?

compact sandal
compact sandal
#

it goes away right after the line disappears

frosty heron
#

What's the point of is server here?

hidden yacht
#

I only have one client

frosty heron
#

On posses already called by server only

#

U r on listen server?

#

I'm sure there are 2 players

hidden yacht
brazen pike
frosty heron
compact sandal
brazen pike
silk cosmos
compact sandal
hidden yacht
#

I mean , i get you, on possess is server only, but you know, i'm inserting nodes and expecting things to be a certain way, in this case it should indeed be server only and not print IS CLIENT CALL

frosty heron
hidden yacht
#

Thanks, appreciate it šŸ˜„

frosty heron
#

I am not aware why it's printing twice tho

brazen pike
#

For now, put a "Do Once" on possess

hidden yacht
#

what my understanding is, as long as the starting node of the chain is server only, whatever comes after will be server only till the chain is over ( chain is linked with the exec white lines )

brazen pike
#

then connect "Unpossess" to the reset pin

onyx token
#

am i being dumb

#

why is this output an integer

#

i'm dividing it by 10.

#

i just wanna have 1 neat node that converts it to m from cm and rounds it to 1 digit after the comma slamb

frosty heron
#

Isn't there format for numbers

#

I mean I used it just can't remember the node

brazen pike
hidden yacht
#

I am having a possession and unpossession then a repossession, wtf is going on lol

frosty heron
#

Ahh right

#

Also never touched math expression. Gl

onyx token
frosty heron
#

Don't be me

hidden yacht
#

lemme show you how i spawn the player

frosty heron
#

I'm dumb

#

Keep moving forward

frosty heron
onyx token
hidden yacht
#

this is on game mode

#

as a function

brazen pike
#

@hidden yacht Show the "Pawn" section of the details panel for your character?

hidden yacht
#

not using the default pawn, i'm spawning it manually

frosty heron
#

Bruv I reckon you are spawning by game mode

#

But then u have Ur own spawn logic

#

Which kill currently controlled pawn

#

Then spawn and posses again

hidden yacht
#

why is there a current pawn at all at start to be killed

#

since i dont set the default one

brazen pike
hidden yacht
#

where is that set ?

frosty heron
#

Check your world settings

steady night
#

hey

hidden yacht
#

Bingo, and my bad, for some reason the default was there again

#

i'll clear it

frosty heron
#

That explain the double print

steady night
#

Coldsummer

#

i need you again >)

frosty heron
#

3.27 am

steady night
#

what really

#

ok but this is easyu

brazen pike
hidden yacht
#

x1 print ! Yeey ! Thank you šŸ˜„

frosty heron
brazen pike
#

yeah perth

steady night
#

im trying to linetrace in an circle like how im spawning the effect

frosty heron
brazen pike
steady night
#

ok its fine you go sleepsleep ill solve it np šŸ™‚

frosty heron
steady night
#

yeah

frosty heron
#

Dot product, vector math etc.

I'm gonna touch them eventually

steady night
#

hehe

frosty heron
#

Gl man

#

@brazen pike see you around m8

brazen pike
#

have a good one

hidden yacht
#

aaand we're driving šŸ˜„

#

The working solution

#

Just making sure of the concept here,
the RPC on owning client will never be expected to run the isServer true branch, right ?

#

as long as it is set to "owning client" !?

#

@frosty heron

#

just as the redundant part on server side, can we say that this is also redundant ? will always run as client on that branch ?

brazen pike
#

Unless you are running it on "listen server" but you are doing "client" right now

#

and even then, you can assume it will only be client honestly and be fine

hidden yacht
#

Thanks !

faint pasture
#

Anyone here ever dealt with root motion OUTSIDE of the Character?

noble ledge
#

If I have two versions of the same project, whats the easiest way to find the changes to the newest version?

faint pasture
#

are you not using source control?

noble ledge
#

No

#

I seen that I can diff two blueprints, but that would involve merging both projects and then diffing each one

faint pasture
#

You should be using source control

#

Initialize it as one of the versions, then overwrite with the 2nd, then you can diff and see all the differences

noble ledge
#

Would Git be fine or should I look into something else?

opal pulsar
#

you should start by having a variable that stores your "fear level" somewhere
it probably makes sense to have it in the player

then you can just add/remove to that variable whenever and however you want, as long as you have a reference to it, and just check if its maxed out every time you change its value
instead of checking every time however, you could probably just have a custom event in the player that modifies the fear by an iinput amount and then checks whether its maxed out or not

lofty rapids
#

i like to keep things in game instance

#

it persists

#

pretty much globals

#

you need to have a level of fear like variable maybe a float or integer ?

#

so you can check what it is and act accordingly

#

for the ui you probably just want a bar ?

#

your fear amount

#

it's two different parts your data and your display

#

some like fear and maxfear might work

#

same way you do health

#

where you can just divide them to get the percentage to display

shut yew
#

PlayAnimMontage not working

lofty rapids
#

i usually keep different functions, one for updating the value, one for display

#

and just run them whenever i update a value

shut yew
#

skeletal mesh not ccompatible with character obj referrence

lofty rapids
#

you can use the one when you update the value of fear to check if it's at max

#

or even the display one either or

shut yew
#

its in a function in bp_thirdpersoncharacter

lofty rapids
shut yew
#

lemme research about that

lofty rapids
#

just add a default slot

#

should be all set

shut yew
#

na

#

where thoi

#

tho

lofty rapids
#

in your animation bp

shut yew
lofty rapids
# shut yew

goto your character, loop for animation class

#

then find that

#

and open that

shut yew
#

this?

lofty rapids
#

ya

#

that class

#

maybe it has a slot

#

it should if it's prebuilt one ?

#

but look at that animation bp and see if it has a slot

#

my guess is this is a template ? so it should have it

shut yew
#

its made by me

lofty rapids
#

oh ok

shut yew
#

animation montage

lofty rapids
#

so what does the animgraph look like ?

#

thats where you add the slot

shut yew
lofty rapids
#

if you made it how come you can't open it ?

#

you know where you put it ?

#

it's the class that is your animation

shut yew
lofty rapids
#

search for that in the content browser

#

those are not it

shut yew
#

nah thats the only thing i did

#

i made a sequence imported idle and rigged it a bit

#

and then i baked

#

and done

lofty rapids
#

hmm

#

i know you need a slot

#

i don't know what kind of animation setup is going on

#

and like mentioned make sure your target is correct

shut yew
#

cant really set the target

lofty rapids
#

not play animation

compact sandal
shut yew
#

my anim montage was busted

shut yew
lofty rapids
compact sandal
#

well it says this

lofty rapids
#

where does it display that when you run it ?

compact sandal
#

it shifts everything to the side and puts that on the right

lofty rapids
#

looks like some sort of option or extra window

#

weird

compact sandal
#

it's whenever i draw a line trace

compact sandal
#

watch

lofty rapids
#

not really a blueprint problem

compact sandal
#

ur right

lofty rapids
compact sandal
#

lemme do that

compact sandal
#

very strange

#

let me

lofty rapids
#

they might be able to atleast send you to the right section or have a better idea

tough siren
#

Hello, I am working on a project but there is a subject that I do not understand. The server should select a random map and send all the players in the lobby to the selected map, but I couldn't do it. For example: Random map in Pummel Party, random map in Fall guys, random map in Crab game. How can I do this random map job?

chilly plover
#

How would I move an object along a line?

lunar sleet
#

Make it follow a spline

lofty rapids
novel swan
#

There must be a better way to do this in blueprints?

dark drum
novel swan
# dark drum What are you trying to do?

Well check what type of actor it hit so it can take the appropriate action. More specifically this is the blueprint for a projectile and once it hits something I want to apply damage to the actor or some other logic depending on the type of actor it hits eventually i do want this to be an online multiplayer game and so if this is poor design for online multiplayer please let me know.

dark drum
novel swan
#

That's interesting but in doing so I assume that actors even those that can't be damaged wont throw some error when i try to apply damage to them

dark drum
novel swan
chrome crag
#

Hey all im using a level sequencer to hide then spawn enemies after I talk to an NPC. But when I unhide the enemy BP it wont move in the nav mehs...any thoughts? (i have already made the auto posses 'placed in world, or spawn")

steady night
#

hm this linetrace is endless :/ Why ?

#

vector incoming is from a impact point

dawn gazelle
steady night
#

no

dawn gazelle
#

Or do you mean endless as it goes out to infinity? šŸ˜›

steady night
#

yeah

lament shoal
#

hello everyone, I'm having trouble understanding the relationship between Skeletal Mesh and Control Rig when it comes to blueprint programming... or maybe I am misunderstanding something even more fundamental, this should be trivially easy but I am tripping up hard, hope someone can help...

I am looping through an array to do some tracing - I can either loop through the skeletal meshes which have one control rig component mapped to them, or I can loop through the array of control rigs, which each have a skeletal mesh mapped to them. In either case, I need access to the proper object reference (but **not **the Scene Component Object Reference I get by calling Get Parent or Get Child, rather I need the Control Rig or SM reference) - for example, I want the Skeletal Mesh Component Object Reference of a Control Rig's mapped SM to feed to a Get Bone Transform but somehow I cannot get it.

dawn gazelle
# steady night yeah

You probably want to take the rotated vector and normalize it then multiply it and add it to the original vector.

#

Right now it would be rotating a value that could be large, like (1000, 0, 0), you're rotating it on Z, so then it could end up being like (999, 1, 0), then multiplying it by 500 which would result in (499500, 500, 0) and adding that to your vector.

steady night
#

hhmm

#

yupp

#

that did it

#

awesume

#

ty

mild ibex
#

For level instances, im not entirely sure why it wont dissapear, I've tried a lot of dfiferent things but supposedly this is supposed to work. TLDR is that a user is presented a list of levels that do have to be mapped to ints because I'm using an application outside of UE that obviously cant send levels in, and even sending by name is not what I want, but user picks a level and it should load, hiding every other level. I wanted to see if I could unload level and just get rid of it entirely but that doesnt seem to work either?

#

It does load the correct level every time it just refuses to unload the levels

faint pasture
lofty rapids
#

because why not just load the one you want

mild ibex
#

because what should happen is on start it loads the default level, which happens as expected, then i select a different level and it should hide / unload that initial level and show the selected level, which doesnt happen at all, it just shows both

lofty rapids
#

you should have something thats a reference to the current level somehow

#

so you can just remove the one thats loaded

#

and then find a way to load just the one

#

if you have a lot of levels that loop approach is going to be a pain

mild ibex
#

right, I have tried that as well but my continual problem seems to be unloading, I can try a few more things but should what im doing already be working?

lofty rapids
#

idk how to unload level instance i still have a lot to learn

#

i've only loaded by name

mild ibex
#

its basically the same thing as far as im aware

lofty rapids
#

right but when you load by name i believe it just unloads the other level

#

atleast that's what i assumed

#

it goes away

mild ibex
#

i assume you have the levels part of the persistent already?

lofty rapids
#

"part of the persistent" ?

#

one of my projects has levels i load by name

#

idk if it keeps the others in memory but i wouldn't think so

mild ibex
#

yea like the levels window has persistent then a bunch of other levels underneath, if not thats fine

feral marten
#

how can i get this to not error? the function doesn't modify state, it just gets the positions to draw the branch. here's the error:
Function Get Branch Draw Points can modify state and cannot be called on 'self' because it is a read-only Target in this context

dawn gazelle
feral marten
#

yeah it's a custom function in a basic blueprint class

#

setting the function to const didnt seem to work

#

nevermind it did, i just switched the wrong function to const lol

#

thanks

sand spoke
#

Is this a smart design?

faint pasture
#

That function doesn't do any casting so why is it named like that?

sand spoke
#

This function is to get an actor without having to have an exec pin

faint pasture
#

why though? What does this buy you?

#

and why the index?

sand spoke
#

Index is for the get from the array

faint pasture
sand spoke
#

When I use the function I input the index

faint pasture
#

At least call this thing GetFirstActorOfClass or something

#

it's not doing any casting

faint pasture
sand spoke
#

From inputs

faint pasture
#

I mean in practice. Where does the caller get the index from? What are you actually attempting to do here? I could MAYBE see a use for it if you used GetActorOfClass and it just returned the first one it found

#

btw you'll have to cast the returned actor ref anyway

#

unless you just want to have it as Actor

novel swan
#

I'm trying to understand why is it that when I set my root component to my collision (capsule) then my projectile hit events work normally but when I make the Static mesh the root component then it doesn't work at all and my projectiles simply go through everything.

brazen pike
novel swan
brazen pike
#

I believe so

novel swan
#

I hate that lol. Not that I've read all the documentation or anything but I haven't seen that explicitly stated anywhere. If anyone has more information please I'd like to know more otherwise I'll just make sure my roots are my collision components going forward.

brazen pike
#

if there is a scene component, for instance, as the root then it wont work

novel swan
lusty root
#

I have a spawner that keeps all the spawned objects in an array. I would like to destroy an actor by the array index but all I can find is Remove Index, which removes the array entry (shortening the Length of the array) and leaves the actor in the scene.

novel swan
#

Can you do this?

lusty root
eternal totem
#

Does anyone know if I can access the face or vertex data of a specified material ID on a static mesh? Say I have a square with a blue material and on the top face it has a yellow material, can I get that second material and find where the face or verts are in world space?

main lake
lusty root
chilly plover
#

Guys any idea why this slot keeps failing? The file exists

main lake
chilly plover
#

How do I do that?

frosty heron
#

Still pointing to the same thing

lusty root
main lake
# chilly plover How do I do that?

You use the "Print String" node between your nade "Load Game From Slot" and "Cast To BP_SaveData_PlayerData" and drag a line from the "Return value" of "Load Game from Slot" to your print string input

ocean crow
#

is there a way i can get a reference to the static mesh of an actor without it being of a specific blueprint, just the general "Actor" class?

frosty heron
#

what you are doing doesn't make sense

#

you can cast it to your BP base Item Pick up then plug it to the static mesh

ocean crow
#

should i cast to the specific BP and then yeah ok ty lol

frosty heron
trim matrix
#

Like all those actions are greyed out in the context menu, and hotkeys for them don't work either.

frosty heron
#

My first project doesn't have any composition, my player BP is huge like a mountain. Had to restart every 8 minutes, working on it is a pain.
Every 8 minutes, my right click just stop working, it will show context for 1 frame then it just disappear.

hollow cove
#

I would also like to know why this happens to me. only happens for me like once every other day though.

gentle urchin
#

Could it be related to focus or window drag focus?

#

One of the bugs i get is when i just started the editor. Where stuff simply isnt clickable. Tabbing out and back to editor makes it work again

#

A other one ive seen is that it gets stuck during a drag operation

#

Where you get this highlight with some wireframe over an area. Solved by just dragging and cancelling a new drag operation

trim matrix
#

Hey guys, why my SweepResult from OnCapsuleOverlap always have Location, ImpactPoint, Normal, ImpactNormal equal 0?

marsh gulch
#

I keep on getting this error, I already tried adding an is valid? To possibly fix it but the same error message keeps popping up
Anyone any idea how to fix it? @ me would be appreciated

trim matrix
marsh gulch
#

Prob, but no idea how I fix it though, I'm not that smart

trim matrix
#

Is Valid before cast lul?

marsh gulch
#

How do I check that?

trim matrix
#

drag the "Pawn" out and type "Is Valid"

#

I am not sure you and i are on the same page

gentle urchin
#

Cast includes isvalid

marsh gulch
#

I am reallly new to all this so I don't know a lot at all sorry
Did you mean something like this?

gentle urchin
#

If its invalid, cast fails. If its the wrong type, cast fails.

#

If its valid and correct type, cast succeed

trim matrix
#

yeah i think that's true

marsh gulch
#

Well I get the same errormessage regardless of checking with is valid? Or not

prisma walrus
#

Hi all, wondering if anyone can help with what I hope is a simple issue https://forums.unrealengine.com/t/crt-vcr-how-do-i-use-a-trigger-to-play-a-custom-movie/1673640/2

trim matrix
marsh gulch
gentle urchin
#

Also you can prob just cast to character

#

If all ypu need is access to cmc

trim matrix
#

come on