#blueprint

1 messages · Page 88 of 1

trim matrix
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stop telling beginner to optimize code lul

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it's somewhere else then

marsh gulch
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The character in front should be moving again but the error pops up

trim matrix
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you sure you sent the right code

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where this code from

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dont crop the screenshot

marsh gulch
trim matrix
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your bug is coming from BP_ThirdPersonCharacter

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im not sure where is On See Pawn since i don't know much about AI

marsh gulch
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I found a new error out of nowhere
LogAIPerception: Warning: UAIPerceptionComponent::OnRegister: Perception Component is being registered with BP_ThirdPersonCharacter_C_0, they are designed to work with AAIControllers!

gentle urchin
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Warning, not error

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Still valid tho

marsh gulch
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Yes, but the error still pops up after a few times of looking at the pawn

gentle urchin
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Your also accessing the cast parameter after a delay

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Id suggest making it its own variable

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To ensure ypu cache it

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I bet cast invalidates the output pin if a cast fails

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So worst case you see pawn -> cast succeed -> delay starts

Then you see non-player cube (because wrong collision setup or w.e.) and cast fails.

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Then the delay completes, trying to access the pin from the cast

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Verify this by putting a print string in the "OnSeePawn" event chain. At the very start

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If its a custom event it may not even be pawm. If its AiPerception it may already be filtered to pawn (but can still be something not being a character)

gentle urchin
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Ye

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Id print the displayname of the pawn pin

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If thats the issue, it can tell you who's the culprit

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Also... cache after cast succeed, not before

marsh gulch
frosty heron
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That retriggerable delay looks cursed

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Use behaviour tree?

gentle urchin
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Your saving the pawn variable before you know if the cast succeeds

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Meaning it will be set even if the next cast fails

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Making it rather useless..

marsh gulch
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Oh so I put it here?

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Also it kept registering as being seen even when it wasn't

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Same issue, said that it should be moving but it's not

gentle urchin
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Code pls

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or is it the above

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ah

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ok

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Id save BP Freeze as a var

marsh gulch
marsh gulch
gentle urchin
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right click "As BP Freeze" -> promote to variable

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if there's only ever just 1 BP Freeze , then this should suffice

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if not, you'd want some additional logic

marsh gulch
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Only one of them

gentle urchin
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alright

marsh gulch
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Do I link it to the sequence?

gentle urchin
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yepp

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connect it

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and use that to get the character movement component

marsh gulch
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Like this

gentle urchin
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yepp

marsh gulch
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Alrihgt let me try again

gentle urchin
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I also think there's "Enable movement" ?

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nvm

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it just sets mode to none

marsh gulch
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I don't get an error anymore thus far

gentle urchin
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🎉

marsh gulch
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So because it's a variable does it check everytime it pasts the variable if it's the pawn or smth?

dim loom
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i have a good one what is the pawn even sensing start off by checking that use a print string to see whats happening. where on see pawn stick a print string after it and take the pawn blue line and stick it in ( in string ) to print out what its seeing

gentle urchin
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You can calso draw debug line from self to target 😄

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always handy

dim loom
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wel if you dont even know what its showing of cource you dont know whats happening

marsh gulch
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Do I enable debug lines anywhere?
Or do I just check a tutorial how to activate debug lines

dim loom
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and yea thats another way

gentle urchin
marsh gulch
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Ohh and before that the code was like '50/50 if this stuff works or not'

dim loom
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but what is bp freeze even is it a door a collision sphere ?

gentle urchin
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so the "As BP Freeze" pin got invalidated

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While you still tried to access it after the delay

marsh gulch
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A character actor

dim loom
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ok

marsh gulch
dim loom
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wel it seems its working and yea if you promote it to a var the you dont need to keep on casting. never promote the on see pawn. first always cast to what your looking for

gentle urchin
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ok this wasnt as intuitive as my mind said

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but 1st execution is yellow
2nd is orange
3rd is red

marsh gulch
gentle urchin
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So Delay is started on first exec.
Cast is invalidated on second exec.
Cast is accesses in third exec

dim loom
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squize you wright but it seems it fix the problem so

frosty heron
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But why? 😛 just use behaviour tree and stop moving when target pawn is invalid

gentle urchin
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BT's are a rabbit hole compared to this xD

dim loom
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only use a behaviour tree if you intend to make a complex ai.

marsh gulch
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Making baby steps rn

dim loom
#

Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this episode we add an NPC that can randomly roam around the level.

Support me on Patreon and get access to videos early, join our developer community on Di...

▶ Play video
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he has a newer video just look on his youtube page

marsh gulch
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Alright awesome

marsh gulch
dim loom
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👍

marsh gulch
gentle urchin
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The delay acts to re-enable the movement of the target after a while

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not really the way i'd do it but not my place to question it to much 😛

marsh gulch
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Totally is, I don't know a lot yet so pulling stuff into question is the Socrates way

marsh gulch
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I would say I can up the tickrate of registering the other actor couldn't I?

gentle urchin
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What mechanic is this exactly?

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Something makes the player freeze ?

marsh gulch
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It makes the looked at actor freeze, like weeping angels/coil heads kind of deal

gentle urchin
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not sure i catch that reference

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coil heads?

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weeping angels?

marsh gulch
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Uhm let me look for an example

gentle urchin
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i see

marsh gulch
gentle urchin
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so it moves when you dont look at it

marsh gulch
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Exactly

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You can clearly hear it running as example in sent video

gentle urchin
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gotcha

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I wouldnt use a delay at all

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I'd register on overlap, store the variable,

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and unregister on end overlap, re-enabling movement and clearing the variable

marsh gulch
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Alright that does sound super logical, I have no idea how to register/store variables plus clearing it

gentle urchin
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dont you already have a "sight cone"

marsh gulch
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Yes I do have that

marsh gulch
gentle urchin
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i wouldnt use pawn sensing at all tbh

celest lotus
gentle urchin
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using a sphere + linetrace

celest lotus
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its a default floor u get in basic level

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i didnt changed any collision settings of anything

marsh gulch
gentle urchin
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probably not

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ignore making it a component

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it's just two things

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you can stuff it in your pawn tbh

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It's a Sphere Collision component

marsh gulch
gentle urchin
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which acts as the "detection radius"

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OnOverlap -> Cast to BP_Freeze -> store in variable
On Tick -> Linetrace from self to BP_freeze ,

if successfull -> Disable movement
if failed -> Enable movement

dim loom
celest lotus
marsh gulch
dim loom
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yea but then its ment to stop right

gentle urchin
celest lotus
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yes

dim loom
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so move it up

gentle urchin
dim loom
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instead of it being half way just move it too the front

celest lotus
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move sphere trace?

dim loom
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yea

celest lotus
dim loom
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its a bit weird that you have it half way

marsh gulch
celest lotus
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my bad didnt specified it before

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my blocks are stopping after crossing the floor

dim loom
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i wouldent realy do it that way i would just have it stop when it hit a other actor or mesh

marsh gulch
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I'll try it out later got class again now (UE class xd) Thanks for helping out guys

celest lotus
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thats wt im trying to do

celest lotus
dim loom
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wel am starting unreal at the moment

gentle urchin
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or how i'd do it *

marsh gulch
gentle urchin
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Sphere radius is whatever you wsnt it to be

dim loom
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you can add a box colision in your actor place it at the bottom of the blocks when it over laps with the floor you can stop its movement just use the box colision event to stop its movement click on the box colision and on the detail panel scroll to the bottom and you will see events there select the on component begin overlap and when that fires stop its movement

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so just fire off the code you already have you dont need to use a line trace for that @celest lotus

gentle urchin
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/jk

dim loom
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OOO and consol tasion costs with it thats 10 $

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🤪

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@celest lotus give that a try. i need to go now but let me know if you got it working

celest lotus
# dim loom <@1161880522541236304> give that a try. i need to go now but let me know if you ...

i thought about using that before trying line trace, as i said im trying to replicate tetris so it will hard since every block is of different shape and im spawning same class every time just the static mesh inside the class is getting randomized alsoo the problem i was facing was solved. I was doing the line trace in positive Z axis i.e from actor location to +100 units from actor location and thats why the the hit got detected too late, i should do -100

gentle urchin
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They might be controlled in a shape but logically they're all still individual blocks

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They're just controlled together during falling

sudden swan
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Hm Hiya, question. I think im getting the blueprint function library wrong. I made a simpel setup to assign car parts so i can open them en rotate the wheels.

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Now i want to use this function in other blueprints and be able to adjust the floats in the function.

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for example this float

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But when calling this function in another blueprint I cant see the floar values in the details tab

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When making the same function within the blueprint I see all the variables.

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but when using the blueprint function library,

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I cant see or edit the variables inside.

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Im probably misunderstanding the blueprint function library

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tl:dr I'd like to get the local variables from the blueprint function library to show up in the details panel when I call that function to my blueprint.

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or some how store a function so that i can use it in other blueprints withput making all the variables again.

formal narwhal
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shouldn't this give me 9 pixels? It gives me array length longer than 1000 if Im in the middle of the image.

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Prev Position never goes beyond the pixel bounds

wintry imp
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Tinkering with physics constraints.

Generating the constraints you see here at runtime, and then drawing a debug sphere/line using the location and forward vector, but obviously the component itself doesn't rotate or move ...

Any idea how I get the actual constraint origin & rot to visualise this?

Or any better ways I can visualise the constraints while I'm testing things?

frosty heron
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they get destroyed when the code block ends

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Do print string even work without valid world?

chilly plover
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got a strange one: Mobility of : WaterBodyLakeComponent has to be 'Movable' if you'd like to move.

I have made it movable but it still says this message. I am basically trying to move the water along a line

thin panther
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this isn't a self promo channel

little moat
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I use a different save game class and it starts working, WHAT?

frosty heron
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What's the issue?

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Wdym by different save game class. You are suppose to derive one anyway

little moat
frosty heron
little moat
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It's an issue and I don't understand why, they have the same variables

lofty rapids
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c++ and bp is great together, c++ adds that performance where you need it

frosty heron
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Up 2 u but the wise ppl tell you that you should. I will just listen to them

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Not having bp version means you have to hardcode paths

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If u like pain, then...

little moat
frosty heron
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I would also use subsytem like they suggested

little moat
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Wrong channel

astral orchid
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oh shit

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my b

frosty heron
little moat
frosty heron
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We should be humble when we don't know better

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The problem now, is you travel to another level your save game ref is gone

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How u gonna fetch it? It got destroyed when new world is made

lofty rapids
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game instance

frosty heron
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Your option is game instance or game instance subsystem

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If u gonna do cpp then no brainer to use subsystem

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Cuz then u don't need to clutter Ur gi

little moat
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Because I don't switch levels

lethal night
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Anyone have a clue why this isnt working

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It runs all loops instantly without waiting for the Ai to move

frosty heron
lethal night
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Should it not wait for the index to increase?

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like im setting it in my BP

frosty heron
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No it just run everything in one frame

lethal night
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I guess its probably a mis-understanding but oh well

frosty heron
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Ppl use delay in loop not knowing it runs in the same frame

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Common misconception

lethal night
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is that with all loops

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or just forloop?

frosty heron
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Every loop

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It's just a bp macro

lethal night
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oh funky

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yeah I didn't know that

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kind of annoying lmao

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suppose it makes sense

frosty heron
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Ye I had to find out as well

lethal night
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I was trying to be intuitave and not repeat find random, move AI 4 times in a row lmao

frosty heron
little moat
frosty heron
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No idea what u r making

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But gl

little moat
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It's not that complex but right now I just want to figure out why it isn't working with my C++ savegame

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So if someone would be willing to help I would greatly appreciate it.

lofty rapids
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i mean they might know more about why the c code isn't working

tight pollen
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hi

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Is it possible to disable the ability to jump in a faster way than creating a macro that blocks the jumping button?

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i see this

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but how can I change the variable in this function?

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or something else?

lofty rapids
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i would just use a bool but maybe there is a canjump setting idk

frosty heron
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That variable lives in Movement Capabilities. but honestly, I wouldn't touch it.
Just block on your input and call it a day

frosty heron
tight pollen
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ok

frosty heron
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things might break, is all i'm saying because if we can toggle it at our will, why dont they make an exposed function to toggle can jump

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maybe it work maybe it doesn't, I dunnoe

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most of the time I see people just block on input

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like if u need to check for mantle and all that

tight pollen
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I want to block the ability to jump when I run Montage

lofty rapids
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you don't want to use a boolean ?

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wdym create a macro ?

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stick a boolean and branch in here before jump

frosty heron
lofty rapids
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bp loops have to run in one tick ?

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or you get infinite loop detected ?

frosty heron
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All loops run in one tick

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u get infinite loop when you loop through X ammount of time

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X determined in project setting

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forgot the name, never bothered changing the value

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Becareful with while loop

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if u dont have the exit condition in the same frame, u gonna get infinite loop error

lofty rapids
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in general when programming i avoid while loops

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there are some occassions where it's necessary but i avoid it at all costs

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instead of while i would use bool on tick

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or something like that

frosty heron
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different loop different usage imo

lofty rapids
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while loops just have the possibility of stalling the app high

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i just avoid it, it's a personal preference

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too many times i got locked up in a while

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loops though, pain in the ass

frosty heron
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@lofty rapids well you already licked cpp, keep going with it

lofty rapids
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ya i generate my levels with cpp now

frosty heron
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my first cpp code was life saver, it's really eye opening

lofty rapids
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It's really cool i basically never used c++ before, i tried it out a couple times

frosty heron
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I have plugin that import mesh and materials, gotta repeat the process 18 times to rename materials with each import

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with c++, I can rename them in one click

lofty rapids
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fortunately for me i can do most of the stuff in bp

frosty heron
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even a little helps

lofty rapids
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but having the ability to run functions made in c++ is awesome

frosty heron
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move all your bp structs too

lofty rapids
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i have not used a struct yet

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but i will use in c

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i heard also enum

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but i used enum in bp no problem

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but i guess it can break ?

frosty heron
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ye I never had problem with bp enum too tho, if u gonna do some cpp, you can't get that enum in bp land

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but if u declare in cpp you can access the enum in both world

lofty rapids
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i'm just going to offload stuff to c++ if i think it would help performance, but bp is doing most of the work in project

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this is generating the level on the fly with bp

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works well, but if it starts bogging down then move to c

frosty heron
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👍

lofty rapids
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i'm actually surprised after my loop problem that it handles it

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the only part i needed c was for the actual data generation, but i technically didn't need it i just wanted to have large levels if desired and get some performance as it was breaking in bp

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but i can't say it enough, huge performance difference

frosty heron
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Ye

chrome arch
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Is there a way to invert “Finterp to?” I am trying to move an actor to its starting position but I do not want it to slow down at the end. I would prefer it to accelerate the entire time until it hits its destination.

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Or is there any other way to move an actor to a location with acceleration?

severe tendon
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Normally where should the raytrace origin be?
Camera or Weapon?

lofty rapids
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i'm not sure about normally, but it would be difficult to hit center from the weapon

shut yew
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hey

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im tryna change the book after something happens

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and the scale is so small

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yo @lofty rapids can you help me w this please?

shut yew
thin panther
severe tendon
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Ok thanks

lofty rapids
shut yew
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third is in socket

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ill try to make a vid

lofty rapids
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hmm

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idk much about sockets

frosty heron
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you probably scale the socket

shut yew
frosty heron
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well then, what's the suprise?

shut yew
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scaling doesnt change it

frosty heron
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scaling the socket, will scale the children

shut yew
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yea

frosty heron
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yea , so what's the issue?

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change the socket scale back to 1, 1 , 1

shut yew
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the book still small

frosty heron
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You want to fix your book size to begin with

shut yew
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(in game)

frosty heron
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Can't debug from my end

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i can't even see the socket scale

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In general you want the correct size for your mesh

shut yew
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socket scale does not affect in game book size on my part

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idk why

frosty heron
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and dont touch scale off the socket

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You might scale it again with code somewhere in the bp, I dunnoe

lofty rapids
# shut yew

did you try messing with the scale setting in the attach ?

shut yew
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i put keep relative

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snap to target

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still dont change

lofty rapids
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did you scale the actual book ?

shut yew
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that too

lofty rapids
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so without calling open book

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it does the same thing it's small ?

frosty heron
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sounds like bandage after bandage

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any reason why u can't get scales to be 1 : 1?

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scale your book in 3d program

lofty rapids
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just seeing if the open book function is causing it, or it's just attaching that small

shut yew
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made it work

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New problem : how do i add delay in a function

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😭

frosty heron
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you can't

shut yew
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so how do i make a pause

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there has to be a workaround

frosty heron
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How do you even pause with delay?

shut yew
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no i meant

frosty heron
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Use Timer

shut yew
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yeah you get what im saying

sand slate
#

Hey, is there a special chat here for UI or can I ask my UI question here? I have a button in my menu for adding a local player. And when the first player presses that button a small widget (with player name and option to edit player colour) needs to replace that button on exact the same spot.

How do I do this? I can create the widget when someone presses the button, but its not on the right spot. Is there a node for this?

shut yew
frosty heron
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there is timer by function too

shut yew
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whichever one works idk

sand slate
frosty heron
frosty heron
sand slate
frosty heron
#

You can use delay in Custom event, tho generally you want to avoid using delay

frosty heron
shut yew
frosty heron
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not gonna work

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No

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You can't use Function then use delay

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Don't use function

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call custom event

lofty rapids
shut yew
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then what am i supposed to do

frosty heron
lofty rapids
# shut yew

are you returning anything from the function ?

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if not just use an event if you want delay

shut yew
#

that function is important tho

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cant really replace it

frigid needle
#

Hi! Is there pure map/filter/reduce functions in Blueprint?

lofty rapids
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i don't think so, theres a foreach

frosty heron
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never heard that

lofty rapids
#

functions with callbacks that give you a new array based on the callback return value

hard charm
#

Guys, it's giving me a problem when compiling, it turns out that I want to activate a Niagora particle in a UI with activate system but when compiling the project because I have the activate sytem node included in the widget it gives me an error

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Error: [AssetLog] D:\whisperofsoul_4.26\Content\CloseCombat\Blueprints\Hud\HUD_Widjet_Warrior.uasset: [Compiler] In use pin <Unnamed> no longer exists on node ActivateSystem . Please refresh node or break links to remove pin. from Source: /Game/CloseCombat/Blueprints/Hud/HUD_Widjet_Warrior.HUD_Widjet_Warrior

lofty rapids
#

delete then insert the node again

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or break links like it says

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right click, break link

lunar sleet
lofty rapids
#

much easier

winged relic
#

I have a curiosity question. Im trying to make a random enemy generator for a game im working on. When I spawn into my unreal engine world without landscapes, the enemies (zombies in this case) work just fine. But when I turn the map into a landscape (with no ground static mesh unlike the regular template map) the generator no longer works. Any idea as to why that is?

What i wonder is do I have to reference the landscape inside of the generator so it knows to spawn the zombies onto the landscape map?

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welp nvm on that

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it started working lol

surreal peak
winged relic
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thats what im thinking, is there a way to ensure it does everytime I hit play? instead of just hoping it works?

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like can i make a BP to have the landscape generate the nav mesh?

chilly plover
#

How do you call the level blueprint instance in another blue in unreal engine?

frosty heron
#

abbandon level blueprint

rich ferry
frosty heron
#

The communication is only one way with level bp. It's a thing of the past, don't use level bp

versed sun
#

Only use the Level BP to make Tutorials

crystal crown
#

how can i do a thread safe interface call

rich ferry
#

Hopefully this is the right channel. I've been wrestling with this for a long time and thought I'd see if I could get any new insight.

My main pawn is a tank, which has a turret. The turret is its own actor that is attached via an actor component. I want to give my tank a reticle that follows the direction of the gun and, within a certain distance, comes closer to the tank if the projectile is obstructed.

Originally I did this with a spring arm and widget component, however I discovered that this causes the widget to be visible to all players, and I didn't want that. I couldn't get "only owner see" (or similar settings) to work right, I could still see other tanks' reticles no matter what. Even in cases where those settings do work right in static meshes on the turret.

So instead I tried using the HUD and translating the world location of a line trace impact point into screen location. But with this, I discovered a bug (which many discuss online) where the world-to-screen nodes do not appear to work properly. The given screen coordinates are simply wrong.

Has anyone been able to pull off this effect, or have any advice on how to get around these issues?

wanton radish
#

how does it work that my katana item weights same as my pistol item and pistol item is being throwed much further? does physics asset has some impact on that?

steel shadow
rich ferry
steel shadow
#

yes

stark patio
#

Does anyone know if there is a way to completely disable all events inside an actor temporarily?

rich ferry
undone sequoia
#

guys any idea how I can make my AI turret little bit less accurate ? as it is now? its tracking all pawns around and shooting at you when u are close enough bullets are with collisions but its still pretty accurate

stark patio
stark patio
undone sequoia
#

and its shooting at it

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immediately

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maybe use some finterp to?

stark patio
# undone sequoia just this

ah i see, try using something like this. This will make the turret turn towards a location at a certain speed and not instantly look at something

rich ferry
undone sequoia
#

yea thx guys!

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😄 definitelly will try

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another idea is how i will make my plane not to be 100% accurate when chasing me and shooting at me with front gun hah

stark patio
undone sequoia
#

hours

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we are not using forces but normal setting actor rotation/ location

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we created own gravity etc

undone sequoia
stark patio
undone sequoia
stark patio
undone sequoia
#

because NPC plane works different than my which I move with

stark patio
undone sequoia
#

it basically has some points and randomly fly between them

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for now , i need implement chasing

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(and i have no animations there, my model is broken 😄

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it is flying 10-20 sec to some location then choose new and turn there

stark patio
#

ah i see

#

hmmmmmm

undone sequoia
#

I wanted to make some distance to which it can fly but I want it to stick at one place at map

#

so points between it is moving are better then

#

imo

lofty rapids
#

instead of having the npc shoot directly at you, maybe make it jump around within a range ?

stark patio
# undone sequoia for now , i need implement chasing

I have made a nice flying chasing enemy before but in my case i didnt really need to account for how it would be turning (since i guess you want it to turn like a plane when it chases the player).....
Maybe you could try to make the npc plane move towards where the player was a bit ago and then update?

undone sequoia
undone sequoia
#

yes i can do that too

main lake
#

Can "Component Actors" be spawned in the world then attached to the player or is there a specific way to do that without spawning and directly attaching it on the player ?

undone sequoia
#

it get spawned and u can pick it up by attaching it at player

main lake
undone sequoia
#

i will check

undone sequoia
#

why do you use actor component?

main lake
undone sequoia
#

and did u already try it and it didnt work or u asking i dont think there is difference

#

it can be picked imo same as pawn

main lake
undone sequoia
#

I think u need try it then ask 😄

#

because function for attach is inside this blueprint

#

as I checked

undone bluff
#

when you add a component actor it is attached, components cannot be in the level without an actor

undone sequoia
#

so you can pick up

#

and attach it on yourself

#

i think

undone bluff
#

well that's simple enough

#

make an item actor

#

which adds the component to the pawn that picks it up

#

if you want something to be in the world it needs to be an actor

undone sequoia
#

true

main lake
# undone sequoia he want put it on map

no, I want to give and remove an actor component from the player how should I do that ? Because usually we need to spawn an actor before doing something with it like attaching it, so is it the same with an actor component itself ?

undone sequoia
main lake
#

so adding / removing the component directly from the player without having an actor containing it

undone bluff
#

you add the component to the actor, you can attach it to another component but it is already part of the actor

crystal crown
#

how do i call interface with thread safe

main lake
undone bluff
#

no you literally just add the component to the player, that's it

undone bluff
#

using the add component by class node lol

main lake
undone bluff
#

because an actor cannot be part of another actor

#

you can only attach them

#

if you wanted to attach a component to another you'd need to do the same

#

there's a distinction there

main lake
crystal crown
#

you can

undone bluff
#

when you attach something to something else, it will move, rotate, and scale relative to whatever it is attached to

#

you can attach an actor to another

#

and you can attach an actor component to another

chilly plover
#

what would you use instead of the level bp class?

undone bluff
#

well, technically attaching an actor attaches the root component

#

but you get the idea

#

adding is a different operation, it makes the actor component part of the actor, including any included logic

#

an actor cannot be added to another actor

lofty rapids
undone bluff
chilly plover
#

set level defaults so I can use them in saving on a gameinstance

undone bluff
#

what are level defaults

chilly plover
#

item picked upo, enemy dead etc

lofty rapids
#

your doing that stuff in the level bp ?

undone bluff
#

I really do not follow

lofty rapids
#

hmm, i put most of my code on the player and game instance for variables

#

but i should probably use the controller because i'm stuck with that bp

undone bluff
#

item being picked up should be handled in your inventory and that's it

#

maybe in the item, but that's not a great setup

lofty rapids
chilly plover
#

like I have a level which has a house in it and in the houose is an item. I pick it up and next time I load the level the item should disappear. Where do I store this logic?

lofty rapids
#

one way to handle that might be to have id's on certain items, then an array that holds all the got items id's in the game instance, after you load the level check the array includes the id and get rid of it if it does.

frail galleon
#

Where's the best channel to post about techinal animation / anim instances / locomotion stuff?

dry sleet
undone bluff
#

get all actors with tag is slow as hell but I'd say fine if done just once when loading in

chilly plover
#

What I basically mean is where do I put this code?

#

I need a default level bp

#

but the one built in you guys say don't use

lofty rapids
#

the player ?

undone bluff
chilly plover
#

so I just create another bp class?

#

I don't want to keep all the logic for each level on the player class

lofty rapids
#

i would put the code in the character and the variables in the instance

chilly plover
#

Because these are big levels I want to separate it

lofty rapids
#

make a function library ?

undone bluff
#

none of this logic should be level dependent

chilly plover
#

like on the game load. if level == true then load a class that has that level object

undone bluff
#

unless you have level specific events, which you can make a manager for

undone bluff
chilly plover
#

to set a variable to see if an item exists in the level anymore

undone bluff
#

making a variable to save for each item individually is ridiculous

#

if you don't want to run get all actors by tag then just get all actors of class of your base item class and check them for tags

lofty rapids
#

i have not used tags yet

chilly plover
#

Ok but where do I get the info the item is missing then?

undone bluff
#

by it having the tag on it

#

if you have a variable in your level bp or whatever

#

you'd still have to save that

#

I'm not even sure you'd be able to access it in blueprints

lofty rapids
#

if you set a tag on an actor in a level, when you load the level wouldn't you need to have something in the instance telling it to reset the tag ?

#

what i mean is wouldn't the tag reset ?

chilly plover
#

no

lofty rapids
#

thats nice to know, the tags carry over ?

chilly plover
#

It will always be the name you give it if thats what you mean

#

It's a way to reference something

lofty rapids
#

well i'm saying if you get the item change the tag, you'll still need to know that because it will reset when the level loads anyway

#

atleast thats what i would expect

chilly plover
#

I need to store the tags in an array struct and save them on game save and then load these back into a level class and do the logic

undone bluff
#

no the tags are ofc gone when the level loads and everything you do not save is gone when the game is restarted

solemn basin
#

How do I pass a reference to the widget? I have the widget as a component in the actor. I want to destroy the actor whenever a button is pressed in the widget.

undone bluff
#

they are just there to indicate that the item is not in its default state

#

not sure why I suggested that though, instead of a tag just store an array of references in the save game

winged relic
dawn gazelle
frail galleon
#

weird I don't have access to that chat

#

thank you wnyway!

dry sleet
#

Not even if you click the link?

#

Apparently discord can hide channels nowadays

jolly cipher
#

Im trying to recreate a pokemon coming out of a pokeball anim sequence but having an issue with the Set Actor Scale 3D.
On begin play I set my scale to 0.5 wait 5 secs and set to 2 ( Only for testing )
When the 2nd Actor Scale kicks in, my character just gets stuck in a Tpose,

#

So weird if I start at 0.5 and then set it to 1 it seems ok but if I set it to 0.3 to 1, it breaks again
This is not making any sense to me lol

surreal peak
surreal peak
# jolly cipher

Always funny to see what pops up in chat when specific games get famous

#

😏 parent class name of that .. animal

#

Not sure what your issue could be though. Is this singleplayer or multiplayer?

#

You could try to set the AnimBP class again

#

Fwiw I would also suggest maybe scaling the mesh and setting the capsule size separately

#

Instead of scaling the actor as a whole

jolly cipher
#

Its multiplayer 🙂

jolly cipher
surreal peak
#

Right so Actor scale is a strange one for multiplayer

#

Since it's somewhat replicated already

#

And since you call it on BeginPlay it might get into a strange state

#

I would suggest the mesh scale solution

jolly cipher
#

Ah good to know, so far mesh scale does seem to be working better 😄

surreal peak
#

Also

#

Keep in mind relevancy

#

Since you call that on BeginPlay

#

It will trigger for everyone getting into range or connecting late

#

Even if that thing is already fighting for half an hour

jolly cipher
#

Oh! I might have to rethink my logic then, I only wanted this "animation" to start when you spawn the animal .

faint pasture
faint pasture
surreal peak
surreal peak
#

Replicates does a bunch of stuff in the background. Mostly probably ActorChannel creation and considering it for replication in general.

#

ReplicateMovement you can simply check. It replicates a struct iirc that holds some movement info. Mostly the transform by default

#

Maybe minus scale

faint pasture
#

Which one implies replicating attachment, just actor replication itself?

#

I've wondered about that. Like, consider an actor attached to another, with both replicated and both with replicate movement checked. You move the parent, are 2 actors worth of transforms being replicated or just the parent, with the 2nd knowing that its RELATIVE transform hasn't changed?

surreal peak
#

Replication is part of the normal replicated stuff of an actor yeah

tame terrace
#

Hey, what do you guys use to screen record to send on discord?

tame terrace
plush hinge
#

So, I'm trying to create team colour based spawnpoints for Lyra, using this tutorial: https://dev.epicgames.com/community/learning/tutorials/XjBe/unreal-engine-lyra-team-based-spawn-points

Have set the spawn points accordingly: https://gyazo.com/91d73812f20d982caddfb91edfdca7cd

Copied the graph over, and built the local variable: https://gyazo.com/6676f7a0ab8d257302c29adc0b7cc681

And it compiles successfully. But when I play, it doesn't function right, and I get this error: https://gyazo.com/2969d8426006967330a33371656454c8

I can't figure out why it's not getting the proper Red/Blue input. Any ideas appreciated.

tiny meteor
#

hi, what is the easiest way for connected clients to detect a new player joining in Blueprint? looks like PlayerArray in Game State cannot be set to OnRep. is there some other way to detect when a client has connected and get all game states on connected clients?

tame terrace
#

how does someone turn a file from obs into a playable video to send to discord?

plush hinge
#

Record in OBS as MP4 or something, and then upload to youtube, then send link 😄

#

Or, if its small enough, upload to discord directly

surreal peak
tiny meteor
#

ok thanks

dark drum
thin panther
#

there's also win key, alt and r

tiny meteor
plush hinge
tiny meteor
#

well the error is saying the display asset is null, so the player you are passing in doesnt have an associated display asset, could be many reasons, you need to use a lyra experience with a teams setup

plush hinge
#

nodnods

#

Am digging deeper, you set me on the right path I think ^^

#

thanks

frail galleon
#

hey guys! I'm using ALS and want to integrate some combat montages on it. If i'm standing still they work perfectly but in some situations with a slight movement something (I guess it's the stop transitions / end transitions or stop movement events) break my montages. Is there any way to make montages work during walk/run process without being interrupted?

chilly plover
#

Whats everyones preferred saving method out of these two options:

  1. Auto save on everything and you can't ever chose a different load slot
  2. Have a place in the level to click save and only be able to save your progress when you interact with the save point.
opal pasture
#

Is here any solution for reset timeline while doing this second animation? Trying to make a combo with RMB. For the first animation its ok, but for the sencond one if i'd like to spam it, loops and makes my character almost unmoveable - after 2seconds it can move again.

faint pasture
#

you don't need a timeline here

#

you can do it all with montages

opal pasture
#

i mean idunno how to root it with my capsule, cuz it stays in origin place either if its rooted or not. Thats my problem. At the motage its going forward but tried everything with root but still in place. Otherwise is there another option that i dont know?

#

can i send vid here?

junior prairie
#

if I create a new graph in a blueprint and copy and paste code from my event graph to the new graph, will the blueprint itself more or less be unaffected?

#

My event graph for my player is big enough that I'm getting performance drops when editing it

opal pasture
#

it looks like my capsule doesnt follow the mesh but dunno, i've made my character from blank character bp

lofty rapids
junior prairie
lusty hedge
#

WHY isnt this going forward

#

its driving me crazy

#

that is the velocity in a projectile component

#

it just moves over a tiny tiny bit

#

like 0.00001

#

but i am multiplying it by 200

lofty rapids
#

you may want to try a higher number

lusty hedge
#

i need to redirect the velocity

#

i am ricocheting off of a wall

#

and so far. i have the rotation correct

#

but now i need to adjust the velocity

#

so you may think. well, if i have the rotation figured already. i can just move it forward! welll... idk why

#

it doesnt work

distant hollow
#

Where is your movement?

lusty hedge
#

the movement is in a projectile comp

#

that screenshot calculates where to rotate the projectile

#

it works

#

here is my attempt at redirecting the velocity

#

BUT

#

it goes up and down

distant hollow
#

Do a print screen and check what is your actual resulting velocity

#

You divided by 360

#

Chances are your value may be quite low

lusty hedge
#

yes

#

to normalize it and get a direction

#

then i multipled that by the speed

#

the low value isnt the issue. low values mean lower speeds. i need the velocity to be in the correct direction

distant hollow
#

So are you having a velocity issue or a direction issue?

lusty hedge
#

both

#

this is the set node for the velocity in the ProjectileMovement COmp built into unreal

#

this velocity is in charge of speed in each direction

#

which is why its a vector

#

thats the blueprint

vital acorn
#

does anyone know how i can acheive a better jump for a 3d platformer because the default one feels horrible to platform with and the more i mess with it the worse it gets

distant hollow
lusty hedge
#

its not correct. thats my issue

#

i cant math correctly

inland monolith
#

I'm studying Blueprint communication with dispatchers and interfaces and was wondering if there is any big difference between using a "Get Actor of Class" node or creating an Actor Reference Variable? I feel the first one is easier to use. Thanks!

lusty hedge
#

i may have found it

#

i fixed one thing but another problem came

#

its moving in worldspace i need it to move local space

fossil linden
#

short question, how i can unload streaming levels in editor?

tame terrace
#

Hi, I don't know why the result on the top left says "You have enough space" it should say "You don't have enough space" because the amount of coins in total which is 205 is split in half due to there being two backpacks so there's 102 coins in each bag. Then the greater condition has 100. And because of the not boolean it should result as if the amount of coins is not greater then it is true which is "you have enough space" and if its false then "You don't have enough space".

chilly plover
#

is it possible to make a shiney material over a blueprint like an inventory item flashing?

lunar sleet
lunar sleet
opaque acorn
#

Hi there as we know already ; at searching section if we 2 click at an event it gonna take us there; hwever for functions it make it open. for my cause i want to know where the "Register. . " function is being used at the main graph of the BP_FluidSim however i cant able to find it. ( making it change does affect the BP functionality )
all these are from Water plugin of EPIC GAMES

#

🥹 pls any info so helpful

surreal carbon
#

hey guys I have this issue where the camera view sort of shifts once i use debug lines or trace lines and I'm not sure why

indigo bough
#

Hey folks. Just wondering if there is any way to force categories of variables to the top, or at least closer to the top of an actor's details panel? Most of the stuff above is edited very infrequently.

I've tried putting numbers, I've tried reordering in the variables list inside the blueprint. Nothing seems to work 😦

#

Ahh, it seems to only happen to child classes of this actor class, not the parent class itself 🤔. It's like if you make a child class, it randomises the details panel ordering all over again

timber basalt
#

Hey guys quite new here how does Sphere Overlap Actor works in terms of detection ? so im using it for a hit meele collision to increase my enemy "stun bar" the first hit is fine but on the 2nd hit after the first hit it destroys the enemy actor entirely how do i prevent that ?

timber basalt
faint pasture
#

Show the part of the code where the problem is

#

I'm guessing your increase stagger function isn't right.

timber basalt
#

ah i figured it out now is the Heart function

frosty heron
simple spade
#

I have a question, I'm new to unreal and game development. I've watched a few tutorials but nothing really cover's the type of character movement I want. I have a reference of how I want the character to move. How can I reverse engineer that into something I can recreate? I've developed my own method but it's really janky .

simple spade
tough siren
#

Hello. I'm making a party game and I need a code to randomly select a level for my game and send all players to the selected level. How can I do it or can you send it?

celest lotus
#

Im setting actor rotation in Y axis as 180 but when im getting actor rotation the value of X and Z axis is 180 and Y is 0 why is that? Im doing to test something but I dont understand why X and Z axis' rotation is being changed. Same case happens when i set Y axis = 90, but in that case the value of Y is 90 while X and Z have 180

surreal carbon
#

yea for some reason it only appears when use trace or debug lines

frosty heron
twilit lynx
#

Im trying to use the Cursor Over/On Clicked events for when a Player cursors over/clicks a state, from a map of the USA. The state will raise and get an outlineduring Begin Cursor Over, and lower it while removing the outline on End Cursor Over. My question is if theres any easier way to do this thats just as reliable (using a trace below the cursor gave me mixed results) but wont require me to do this same code for every State. (Would be 100 Begin/End Cursor Overs, plus another 50 for the On Clicked events.

vital acorn
#

I already asked and I got no response but does anyone know how to make the third person blueprint jump better for a 3d platformer as the default one sucks for 3d platformers

lunar sleet
#

You should only need to write the code once

vital acorn
#

Something that feels closer to crash 4 or a 3d Mario game

lunar sleet
vital acorn
#

Follow a nice consistent curve like movement

lunar sleet
#

There are settings on the char movement component you can play with but beyond that you would likely need to build your own

lunar sleet
lunar sleet
prisma walrus
#

Hi all, just jumping in again in hopes to get some assistance, I've got an active question on the UE forums that is currently unanswered, I've narrowed the the issue further today. The issue is that when I pause the game and by extension the Media Player, the sound seems to Stop rather than Pause, which means everytime I UnPause, the audio starts again and once it gets back to the point the VIDEO paused, the video resumes, any ideas?

twilit lynx
dark drum
half swallow
#

hello! i'm currently making a mechanic for the player to gather resources, and they have a location ability to scan for resources in a radius, with markers (green arrows in picture) pointing in the directions of resource clusters.

currently, i'm able to detect the resources and get the locations, and able to draw those green arrows to each resource, which ends up being a lot of arrows.

is there a smart way to detect clusters of resources in such a way that i can use fewer green markers to still point in a good general direction?

gloomy swift
#

What's the proper way to disable/enable scene captures? For some unknown reason, only on my PC, during runtime, when there's more than one render capture going, the entire engine just freezes with no not responding and no error messages, while the VS debugger (UE source) suggests it's waiting for an update or something...

gloomy swift
#

yes. It's the most unusual bug I've encountered so far, it's consistent but it's only reproducible on my system with an RX 6700xt gpu (my laptop with an AMD igpu doesn't even get this issue)

frosty heron
#

Render capture is very expensive

#

you basically render the world again for every capture

gloomy swift
#

I know what render capture does and a large part of the code I'm making is to optimize for performance

frosty heron
#

you can toggle the capture every frame

gloomy swift
#

but there's something inherent with the capture itself I think, like an engine bug, that's causing a complete engine freeze, not just an unresponsive program. GPU and CPU usage drop to idle when the engine freezes but there's no unresponsiveness detected by the OS

frosty heron
#

No idea, I have 3 render target working at the same time (used to be 8 but my fps get buthcered)

#

never froze

#

maybe it varies depending on the hardware, I have no idea but personally never got locked

gloomy swift
#

The code does disable/enable capture every frame depending on where the player is, there's also some capture on movement stuff for some additional testing. I've also been trying activate/deactivate to disable as well, online is suggesting to disable ticking which I can try

frosty heron
#

There is Capture on Movement yes

gloomy swift
#

yeah idk if anyone reading this has an AMD gpu, I bet it's something specific to the dGPU because no one I know has encoutered this issue, and they have nvidia or integrated

#

and the source engine debugging in VS doesn't help me figure out the issue at all, unless maybe I spend a few hours understanding the backend engine tick

faint pasture
#

Resource -> calc angle to -> if not near another arrow -> draw arrow

#

That'll naturally adapt, you'll have 1 arrow when far away then as you get closer you'll get more.

half swallow
#

i've been doing it in a full batch of all locations and therefore struggling with pruning the arrays through multiple for loops but your idea helps a ton, tyty

odd kiln
#

Hi all !

#

Does anyone already tried to change the "Buoyancy" component to look at a custom "Water" Material ?

#

I don't really know where to start :/

#

Or do I have to create a buoyancy system from scratch ?

shut yew
#

how to wait until anim montage ends and then start other anim montage

wicked magnet
odd kiln
shut yew
wicked magnet
#

Try play montage not anim montage

shut yew
#

im in a function

#

should i call a custom event

wicked magnet
#

Is play montage not available in functions?

shut yew
#

ma

wicked magnet
#

Well then yeah ig custom event

shut yew
#

can i loop an anim montage in functions

half swallow
wicked magnet
#

anyone know a video or have example code of rotating an actor around their up vector? tried something like this but it's not working right

#

sorry for spaghetti

shut yew
#

it executes the branch instantly

#

I want it to execute the branch after anim ends

wicked magnet
#

then put the branch on completed?

#

or sumthn

shut yew
#

what how

obtuse mulch
shut yew
#

yea

#

\but thats in event graph

#

and this is in a function

wicked magnet
#

idk put a custom event that goes into the branch and call it from function maybe?

obtuse mulch
#

do it not in function then

wicked magnet
#

or that

obtuse mulch
#

functions cant have custom events

shut yew
#

cant really

wicked magnet
obtuse mulch
#

no, you cant do it THIS way

shut yew
#

i really need to do it in a function

wicked magnet
#

why

shut yew
#

cause i have lots of things calling to that function

#

gimme a moment

#

ill try to make it in event graph

#

how do i stop autosave

#

so i can make a restore point

obtuse mulch
#

autosave is not on by default

#

but its in editor pref

wicked magnet
#

you sure? every project I've made had it

obtuse mulch
#

its never by default 🤔

wicked magnet
obtuse mulch
#

whats autosave 😄

wicked magnet
#

the little message bottom right that saves every once in a while

obtuse mulch
#

ah its also somewhere in pref

#

does it actually saves your bps

shut yew
#

done

shut yew
#

or set a pose from anim montage

obtuse mulch
#

check looping in montage

wicked magnet
#

it's not hard bro idk just like put a branch on completed and loop it back to the montage or sumthn

#

or what nibiz said

#

I haven't used anims much so I forgot about that lmao

shut yew
obtuse mulch
#

it doesnt loop? i never used this

shut yew
#

yea

obtuse mulch
#

check this then

#

in montage sections

shut yew
#

what is that 🤣

#

done thanks

olive yarrow
#

my foot ik is out here wildin' on me. I'm using virtual bones for my feet, any suggestions? if it helps - i followed this tut https://www.youtube.com/watch?v=LM06-K1F-is

Project Files: https://www.patreon.com/posts/78617641 .
In this video, I am going to demonstrate how to solve the commonly occurring foot sliding issue and IK foot placement not working properly issue on retargeted animation blueprints. This usually happens when you retarget default mannequin animation blueprint into a new animation blueprint w...

▶ Play video
frosty heron
shut yew
#

done

#

problem solved

frosty heron
#

you can copy the code

burnt obsidian
#

Hi is it possible to remove a blueprint component when I added it to the level. Let's say as example I've made this blueprint that just contains a cube. is it possible for me to delete the cube in this instance but not from the blueprint

frosty heron
shut yew
shut yew
frosty heron
#

so u don't see a cube

obtuse mulch
shut yew
#

like to how much

wicked magnet
#

just try out numbers. ain't gotta ask every little thing

shut yew
#

alr

#

doesnt really worek

#

work

olive yarrow
obtuse mulch
shut yew
#

done

#

i did that

#

thanks alot man

#

@trim matrix and @obtuse mulch really helped me

frosty heron
#

not sure what's the deal with virtual bone. never really touchhed it but as long that follows your foot, it should work

wicked magnet
olive yarrow
turbid pecan
#

Guys is there a good way to easily determine directionality using the enhanced input actions and a controller bp? So I have a EIA for strafing in town. It only defines A and D keys. My movement works well for this. All's good there, but I am trying to explicitly determine movement direction inside the controller blueprint which uses this IA.

So like I want to be able to use the IA Event that fires on either A or D press to somehow give me which key was pressed so I can easily say "yup, player is intending to move left" for instance

frosty heron
olive yarrow
hard charm
#

I have some niagara text particles and I want to add them to my character but it turns out that when I put the camera in, this particle is not rendered correctly

frosty heron
wicked magnet
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he meant me prolly

trim matrix
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lol

olive yarrow
frosty heron
frosty heron
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you probably want to check your walking/running anim as well

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and see if the IK foot_l and ik foot r actually moves with the bone

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If ur foot IK is not animated, then ur feet will stay planted 24/7

olive yarrow
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aaaaaaaaaaaaaaaaah

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the ik wiggles but does not follow

frosty heron
frosty heron
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since ur IK stays in place

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ur feet not gonna move

olive yarrow
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how to tackle said issue though

frosty heron
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If you are doing re-targeting

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make sure u re-target the IK too

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otherwise, if you are importing anim from 3D program, make sure to animate the Ik there. I don't know how animator does it, I'm no animator

olive yarrow
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awh shit i overwrote the manny foot ik with my characters facepalm

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oh wait i had the ik built in for the retarget so back at square one

frosty heron
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this is the IK

olive yarrow
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yupp

frosty heron
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if you want to re-target manny IK you need this

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@olive yarrow last tip, when you are in Control Rig. To re-target successfully. Set the IK bone translation to Globally Scalled. IT's default to NONE so you will have the same issue if you skip this step

olive yarrow
frosty heron
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u have to select the IK control

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the Sphere thingy

simple spade
olive yarrow
frosty heron
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Share whole picture

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i can't see what you are selecting

olive yarrow
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i don't visually see any sphere thing

frosty heron
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not the window I am showing

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it's Retargeting part

olive yarrow
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i don't get esxactly the same thing

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awh my hand ik is fucked

tough creek
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I think this is mostly a math question but I'm struggling to wrap my around it and would appreciate some input:

I have an actor whose transform has a scale which is made up of either 1 or -1 in each axis. I want to create a new transform which has a scale of {1,1,1} whilst maintaining the same rotation in the world.

Is there a quick and easy node to help with this or do I need to get the math brain on?

olive yarrow
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no dice on the globally scaled, aye carumba

frosty heron
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click it

queen heron
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why does this give me that error? 🤔

frosty heron
queen heron
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how?

frosty heron
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not sure how to answer that, it is what it is

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they are not the same type

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it even tells you
Actor Object Reference is not compatible with Point To Look At Object Reference

queen heron
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I'll need to figure out a different way then...

olive yarrow
queen heron
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I wanted to access the custom event from that actor using the find nearest actor node

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but since that ain't possible

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I'll need to refresh the array

frosty heron
olive yarrow
# frosty heron click it

Ah yeah xD I selected the foot ik, made it global, along with both feet ik (did not edit the goals), re ran the retargwter but had same ol issue - but in time... Dang... Work...

obtuse mulch
frosty heron
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@queen heron Any reason why Look At Actor is not an Actor reference?

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you want to be as generic as you can be in cases like this imo

queen heron
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this works

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I have a camera system where the camera rotates twice as much than the spring arm

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and if its close to the actor that is set into that array node

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it will focus on that

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disabling that dynamic camera rotation

frosty heron
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I dunnoe, you seems to try destroy something before setting it

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do u not get error when playing in editor?

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probably get accesses none though I can't debug from here

queen heron
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when the actor was destroyed

frosty heron
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requires look at actor to be set

queen heron
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this node tried to access the same item

frosty heron
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if not here then somewhere

queen heron
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which was failing to find it so the variable which was supposed to enable the dynamic camera rotation was not being set

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now after putting those two nodes there, it works as it should

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normally the Find Nearest Actor node should've worked just fine without the fix

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a slot would become NULL if the nearest actor is destroyed, but kinda weird that it was still looking at the same array index

frosty heron
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btw WasActorRecently rendered is very unreliable I heard

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especially for shipping

queen heron
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I don't think I'll be doing shipping

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the save system seems to be a bit broken...

frosty heron
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well it helps to place something that is not broken

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what's up with the save system?

queen heron
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stuff wasn't being loaded

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saving was working

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but loading wasn't

frosty heron
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Well, might want to debug it

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nothing wrong from the engine side, I've been using it just fine since UE4

queen heron
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when shipping, the save folder is put in a completely different directory

queen heron
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its not the same as the game folder

frosty heron
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pretty sure u can change it but I don't bother

queen heron
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and unreal engine fails to load it

frosty heron
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In shipping it will load from App Data

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So you have seperate .sav location between development and shipping

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it will still load just the same tho

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no issue

queen heron
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this is the node I was using when the build was in shipping build

frosty heron
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Yeah, that's fine

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i'm using that too

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there is only one node to load anyway I think

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you just insert the .sav name and it will load the file

queen heron
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my game was not finding the save file when it tried to load the progress

frosty heron
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must have done something wrong, check if you are actually saving anything

queen heron
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I looked up myself and the save file was there

frosty heron
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For shipping it's at AppData

thin panther
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then it didn't exist or you used the wrong name.

frosty heron
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Been making different mini projects and used the save system over and over. Not once it failed me, just saying

queen heron
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copy pasted

frosty heron
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Check with Does Save Game Exist node

queen heron
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I just said I found the save files in App Data

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meaning it should've worked

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my guess is it may have to do with the fact that I used Save Game for everything and not Game Instance?

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or

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maybe the Load Game from Slot is trying to read the save file from the wrong directory

frosty heron
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On development the node will load from your saved Folder
On Shipping the node will load from appdata

dark drum