#blueprint

1 messages · Page 89 of 1

frosty heron
#

saving is very crucial for a game, might want to fix that. Maybe make one from empty project

dark drum
#

As a complete guess, I would say you're not actually doing the saving bit correctly. It might even be as simple as creating a new save game object and overriding the saved data with a blank one. Or you have everything using the same slot name which means different actors override the slot leaving incomplete data.

queen heron
#

hang on, lemme look up at the project

queen heron
ashen narwhal
#

Anyone know what going on here?

I am making a game which loops a dungeon but after each loop I want to improve the health of the AI but the function triggers but none of the new skeletons get the health buff.

I just get error "Accessed none trying to read property Skele Ref" (Skele ref, meaning my AI)

NOTE: the function is being triggered the manager blueprint, where I activate most events.

queen heron
#

here's the part where it saves into each slot the progress from each difficulty

queen heron
ashen narwhal
queen heron
#

the Skele Ref node may become Null after looping the level

#

which might explain why you get that error

#

how are you setting it?

ashen narwhal
#

oh I see, I don't know in truth. I just made a object reference from where one of the skeletons was spawned.

queen heron
#

here's the level blueprint of the first level that creates all the save game slots

ashen narwhal
#

I should add all skeletons who get spawned to an array and then apply the health buff to the array?

queen heron
ashen narwhal
queen heron
#

you can't just set the object reference manually

#

the game has to find it in the level

ashen narwhal
ashen narwhal
lofty rapids
#

are you using the ref elsewhere ?

#

if not you can avoid the set all together

ashen narwhal
lofty rapids
#

the reference is kind of pointless unless you use it somewhere else

ashen narwhal
#

Or should I just repeat the code with the new buff?

lofty rapids
lofty rapids
#

or you removed one, added something to the game

ashen narwhal
#

Thank you, good spot.

timid rock
#

I have a custom gameplay tag source (ItemCategories, visible at top right), yet I cannot see any of it's tags. I have tried restarting the editor.

lyric quiver
#

Will this produce the same float for both outputs?

lofty rapids
#

i feal like it going to be two random numbers but idk

dim agate
timid rock
sonic crest
timid rock
#

Any node without an input and output flow (aka a "pure" node) is recalculated every single time something asks for it

lyric quiver
#

ok thanks

steady night
#

hey guys im using pawnsensing component how can i make it not able to se thru walls ?

queen heron
steady night
#

@dim agate oh so whats new then ?

sonic crest
dim agate
steady night
#

@dim agate ah okey, i never seen that 1 before ill take a look at it, but im my case using pawnsensing any way to make it no se thru walls ?

dim agate
#

I think if you have hearing enabled it can make it seem like it's "spotting" you through a wall, when using pawnsensing.

steady night
#

aye but in this case im behind a cub and it sees me

#

but i guess doing own logic is fair

dark drum
maiden heath
#

Hi guys, I have a question, is there a tutorial or documentation for doing a remote control. Because my idea is to make the "UserWidget" commands on another device (e.g. mobile phone or tablet)

frosty heron
maiden heath
frosty heron
#

if there is someone doing it, I really doubt there is something specific like that in market place

spark steppe
#

that's a pretty vague question to begin with

#

you can do some network stuff with BP only tho

frosty heron
#

not sure if there's something else on the menu

spark steppe
#

and UDP with an actor for the UDP connection

#

and probably there's also something for pure tcp

#

and there's websocket stuff, too (which kinda is tcp after all, just not raw)

spice shell
#

Hey gang, I'm seeing weird results spawning an actor with a Transform set from saved data, which I saved using Get Actor Transform - it's coming out at spawn with a totally different rotation. I'm trying to debug and am seeming to find that when saving, I'm getting a Quaternion saved into the transform somehow (even though a Transform struct has a Rotator?)

#

Is there something I'm missing about the way that fetching a Transform works vs how it works when spawning?

errant osprey
#

Hey, I'm trying to detect any objects above my character's head and below my character's feet using a sphere collider, but I wanted to know what is the best way to store those detected objects, in a set, array, or a map?

lofty rapids
#

i'm a big fan of arrays

snow oasis
#

I was messing around with a Lightsource that was attached to my Player character blueprint, I was just kind of flipping things on to see what they did and I changed the movability to 'Static' and as you would probably guess I wasnt able to move anymore so I changed it back but when I pressed play again my character blueprint was completely broken with an warning reading "CollisionCylinder has to be 'Movable' if you'd like to move it with CharacterMovementComponent" except the Collision Cylinder was set to Movable and now for some reason my camera is displaced to the coordinates of 0,0,0 of the world space but in the Blueprint it was still using the relative location of the Capsule.

#

Has anyone else Encountered something like this? if so help would be appreciated.

frosty heron
#

you get the warning when you try to move something that is not set to "moveable". Try to show your CollisionCylinder mobility

#

if that's already set to moveable, look for any Instance of the class in the world. Then make sure that they are also not set to static

snow oasis
#

It is Set to Movable along with the ones in the the world.

#

I did google search it and the only related results were from a few years ago that just said it was a bug that should have been fixed with 5.1

#

They also said to fix it they had to copy and paste their stuff into a new Character BP which I can definitely do but if there are any shorthand fixes I'd rather try that first.

frosty heron
#

I am not aware of such bug or have ever encounter one. If you already set the class to moveable along with the instance placed on the editor, then I have no more clue. Hopefully someone else know

snow oasis
#

Its fine thanks for the Input anyways.

dry sleet
#

mobility just... sucks

#

so many weird quirks

#

and bugs

#

but are you placing the player manually?

#

or spawning via Player Start?

snow oasis
#

I tried both and both are the same

#

I’ll just remake the character BP when I sit down to work on it again.

#

I now know not to ever fuck around with Mobility ever again.

midnight wedge
#

So I have a system in place that works as such: enemies will enter a takedown state, and you hit the takedown key while aiming you throw them to the ground, pin them, and are able to shoot other enemies while they are pinned. Releasing the aim key causes you to automatically finish them off. My problem is that the animation extends out of the capsule, and thus the camera boom is displaced from the character leading to the character being either on the left or right of the screen depending on the direction you aim. I've tried messing with socket and target offsets, actual boom position, and switching to using root motion, but nothing seems to be working. Any ideas?

#

(Let me see if I can get a vid real quick)

queen heron
#

soo, this is a bit weird
the triggered wire goes where it should depending on the boolean's value
but for some reason, walk speed is run speed and run speed is walk speed

#

walk speed is 200 and run speed is 700

#

and I even set the default max walk speed to walk speed float at the event begin play

frosty heron
midnight wedge
queen heron
#

I still don't see why was that happening tho 🤔

frosty heron
#

looks pretty good apart from the camera position. What if you make the collision bigger instead when doing take down? because the transition looks pretty smooth already.

midnight wedge
#

didnt think of that!

#

hmmm doesnt seem to affect anything

#

Attaching it to the root bone almost works, but it still feels icky (+ theres some funky fresh jitter)

lost wolf
#

we call it syncing

#

and it doesn't really affect anything besides the fact that the slave is synced to the master's animation

midnight wedge
#

I have a point attached to the player character that the enemy is warped to with the correct rotation

#

Then both are played simultaneously

celest trench
#

Does anyone know why my scope would attach like this when both the attach socket and the mesh itself are 0 on any axis for rotation? If I don't attach to the socket the orientation is fine. But the socket is 0,0,0 in the last pic so why would it end up rotating it?

midnight wedge
celest trench
#

If I don't attach to socket, you can see the scope works just fine. I don't understand why the socket rotation is off even though it's all 0

lost wolf
# midnight wedge

so the issue is that the camera stays in place when you play montage ?

midnight wedge
#

Yes, and root motion borks everything it seems so Im trying to find an alternative

lost wolf
#

a montage is not meant for gameplay animations

#

well

#

it might work

#

but i would expect it to have issues exactly like this

#

i think playing a montage is more like playing a static animation on your character mesh but does it actually move your entire actor root

#

because the camera should be a parent of that

midnight wedge
#

It only does if you have root motion enabled on your montages. I use that quite a bit for dodge and non-cancellable attacks with forward movement (a-la darksouls)

lost wolf
#

does that fix your issu

#

a synced attacked will not be cancellable

#

unless if you break out of the montage but then you have to deal with transitions

#

if you would implement a normal swiping attack with a single actor would you also do it as a montage

midnight wedge
#

Oh yeah its not, my b I was ramblin about stuff that doesnt apply rn

midnight wedge
wicked ermine
#

Is “Ultra Dynamic Sky” the best sky and weather in the Unreal Engine 5, or is there another, better package?

midnight wedge
lost wolf
#

if that animation would rotate and move your character mesh from the root position wouldn't you have the same issue that the camera would end up in a different location after playing the attack

midnight wedge
#

Though those all use rootmotion

lost wolf
#

try making it use root motion on the parent

#

and let motion warping position the slave

midnight wedge
lost wolf
#

or just author your synced animation like that

wicked ermine
#

Is “Ultra Dynamic Sky” the best sky and weather in the Unreal Engine 5, or is there another, better package?

thin panther
#

reading the #rules and not crossposting is pretty good

#

though I havent heard of anyone talking about anything better than UDS

#

It's a very highly reccomended procduct

wicked ermine
wicked ermine
thin panther
#

none

dire oyster
#

hey, is there a way to disable capsule rotation during root motion as I'm only interested in translations

wicked ermine
midnight wedge
minor pasture
#

It seems that I cant get the "SkeletalMesh" component as a child of the root component when the construction script is executed in editor. I can get the rest since they're from C++. Is there any way at all be able to get the SkeletalMesh from the Root Component?

dire oyster
#

my skeleton root has zero rotations but the capsule component rotates a bit when I play the animation as if to adjust to the overall animation. isn't it supposed follow the root 100% ?

frosty heron
#

just drag and drop skeletal mesh to construction script?

dire oyster
minor pasture
#

this is for an internal tool, there could be multiple skeletal meshes, I want the script to be able to just detect how many there are and go on from there

dire oyster
#

what is that subtle wiggle during the animation

#

on the capsule

frosty heron
minor pasture
#

yes, but specifically while in the blueprint editor

frosty heron
#

@minor pasture

minor pasture
#

that will only return components that are created in C++ when run in the constructor script on compile

frosty heron
#

Oh Constructor?

#

thought you write Construction script

#

well constructor runs before the game even runs

minor pasture
#

oops yea construction script

frosty heron
#

You want to ref your BP skeletal mesh component in your C++?

#

This is how I get ref of bp comps in my cpp.
I declare the comp in c++ but it's not set.
It get set in the construction script in the bp class

#

if I get what you mean

dire oyster
#

root's getting fractional values on export yikes 😬

frosty heron
#

@minor pasture I got everything here in the construction script

minor pasture
#

does it work when you just press compile?

frosty heron
#

what compile?

#

you mean build from IDE?

#

I thought we want to do this in bp land

minor pasture
frosty heron
#

Oh yeah, it works

#

like why wouldn't it get your BP comp? there's no reason that it won't

dapper nest
queen heron
#

yeah.... learned that lesson.... get current value of what you're setting, not what you've prepared

dapper nest
#

yeah pretty much :)

#

glad you figured it out

olive sedge
#

hi!
is there any way to get the screen size in PX of a widget?

midnight wedge
midnight wedge
#

Hell yea

#

The thing is it feels way smoother than it has any right to

topaz cave
#

Is the EColorVisionDeficiency defined as a BlueprintType?

#

Or can you not create Blueprint variables as that type?

ancient topaz
#

Good afternoon, I really need some help. I want to create a single widget that displays details about the items a character interacts with. The problem is that I can't change the images in the widget, because the image variable that I have set as the image doesn't allow me to load anything from the actor into it.

opal spindle
#

When I switched to my second character, my on-screen button did not work for the second character, but when I switched back to the first character, it worked.

faint pasture
hushed berry
#

Hello! Is there a way to make this somehow work? I want to Set each button with the corresponding name, but from what I understand It won't work this way as "for each loop" executes until it finishes.

brazen merlin
sweet swan
#

I'm trying to dynamically set a rest collection on a GeometryCollection component in a blueprint actor and the mesh doesn't show up, even though it returns the correct asset name when logging as shown. I've seen others with this issue like in here: https://forums.unrealengine.com/t/dynamically-set-geometry-collection-chaos-physics-values/509907/9

Works fine if I set the rest collection in the component manually. Anyone have any ideas?

hushed berry
sweet swan
hushed berry
sweet swan
#

it looks like you want to set the name for each of those info boxes, instead of the 2nd for each loop drag out from your Names list a get node

sweet swan
hushed berry
junior prairie
#

I'm trying to apply some fixed knockback to my enemy actor, so I'm using a timeline and set actor location with some vectors to accomplish it. The issue I was running into was I wanted the actor to get knocked back through a group of the same actor (for a horde shooter), but they would sometimes clip into walls and get stuck. So I set Sweep to true, and they no longer clip into walls but now they don't go through the other actors. I ended up with something like the image below which has the actor move through the other actors but it still sometimes gets stuck in walls. Is there any better solution for this?

shy matrix
# junior prairie I'm trying to apply some fixed knockback to my enemy actor, so I'm using a timel...

I feel like using a timeline for this is a bit like looking for trouble because it will keep moving your actor independently of anything else. Perhaps Launch Character would be better suited for this. In any case, to allow the hit enemy to not be blocked by other enemies you could play around with collision profiles instead of changing collision settings: during the push back you could temporarily set a collision profile that ignores only pawns.

junior prairie
#

but it's possible I just don't know how to best use it

stuck sentinel
#

what is the problem here

verbal kayak
#

flipped normals

junior prairie
#

Also I'm realizing that by setting the collision to physics only, Sweeps are no longer enabled, making checking that setting useless

stuck sentinel
shy matrix
verbal kayak
#

faces are wrong side

stuck sentinel
#

how to fix

verbal kayak
#

also u can enable the normals facing mode in blender settings somewhere

#

one of those tooltip things in blue on right top corner

#

then it will show you what dir the faces are pointing

#

by default blender shows double sided material as its default mesh view

#

ofc, you could just enable double sided in unreal material to fix that but I think it will not apply well in all situations.

shy matrix
#

Maybe worth a try

junior prairie
#

I'll try that!

shy matrix
#

Thing is, you'll have to most likely set this also on the other enemies, just like you would have to do with the collision profile

junior prairie
#

yeah I should be able to swing that

#

will keep you posted

sage lagoon
#
junior prairie
#

this worked like a charm

rich ferry
#

I have a system to place a decal at the endpoint of a projectile path, but it doesn't seem terribly accurate. I can verify the projectile prediction is perfect (the white line), but the decal seems to "snap" to certain positions without closely following the given location. You can see here the difference between the red ball where the projectile landed and the decal. It's not consistently off in any one direction, the inaccuracy will vary. Any ideas?

#

(@scarlet root wanted a look at this convo)

waxen fog
#

how can i access properties of a child actor component in the parent component event graph?

rich ferry
#

I can get you the exact name in a sec if needed

rich ferry
whole jay
#

I know this is probably asked often, but where can I find a good resource for learning UE5 BP as a near complete beginner? My boyfriend sent me SmartPoly but then criticized him for using casting instead of interfaces and like 10x more for not being efficient etc, I'm really trying to find something that teaches Blueprint and not just specific "how to open a door using inefficient casting" tutorials (but having those in there as well is good)

thin panther
#

casting is by no means inefficient

rich ferry
thin panther
#

but the best beginner resource is in the pins of #ue5-general

thin panther
#

it is not an expensive node

rich ferry
#

ah

#

Then where the hell does all the aprehension come from lmao

thin panther
#

it just gets heavy in memory cost if you cast to an unloaded class that contains asset references

rich ferry
#

ah

thin panther
#

as you may have guessed from the above, having a base class with no asset references, but the code you need can virtually nullify this

#

Interfaces are the good one when you need to decouple things, the behaviour isn't reusable enough for a component, and the functionality needs to apply to a range of base classes

#

for instance, interaction

whole jay
#

He said using interfaces is typically more efficient and better because you can call to a specific part of a blueprint, but also have a section in your character BP that is for something like, "press F to interact" and then call to that using line tracing
While smart poly had you setup an F key and cast for each individual BP

#

And he said "If you have a blueprint for example that's really large, and then you cast to it, it has to load it again each time your interact with it and make your game lag"

thin panther
#

that's not true

#

that load only ever happens once, if the class is unloaded, and remains for the duration of the play session

#

granted using casts is bad for interaction systems, but for a different reason

whole jay
#

When should you use casts vs interfaces? I know like, for something similar to "press F to interact" is better with interfaces

#

This is the code he was criticizing

#

The highlighted stuff I did myself

thin panther
#

casts are great when it can feasibly hit in your inheritance structure. Take a weapon for example, you could have a base weapon with a function called attack, and then implement it on your subclasses. Then to make your weapon attack, you may just cast to the base class and call the function.

Interfaces are good when you don't have that hierarchy. An interaction could feasibly apply to a weapon base, an NPC, a container, a vending machine, a door, a window, a vehicle etc.
An interface is better in this instance as it doesn't care what the class is

whole jay
thin panther
#

sort of, though your weapons could just handle this themselves

whole jay
#

Could you not also do that with interfaces?

thin panther
#

you could but there is little point

#

it's more work, for something less efficient

#

an interface can replace a cast anywhere you want. It just shouldn't

whole jay
#

Why is there so much discourse with using casting? I see they have a bad rep of them creating hard references (which I don't really know what that means in terms of performance)

lunar sleet
whole jay
#

But you can see why this creates a block when trying to begin learning because x person says cast, z person says don't cast and use interface, and it's hard I guess to find a good point to start and which references are good or inefficient or true about it

thin panther
#

There's 0 barrier to entry to post a tutorial on YouTube

#

so this leads to popular myths circulating and circulating

lunar sleet
buoyant moat
#

Aside from perf hit, casting usually hints at bad design

thin panther
#

Hard refs can very much be a problem, when they're referencing assets. Assets are heavy. You still get the hard ref problem otherwise, but it's effects are negligable, as you're loading some extremely light things
Typically if you find yourself using a cast chain, it can be a good interface candidate. Instead of going cast to door, no, cast to chest, no, cast to player, it is a good candidate for an interface call.
Soft refs are another way to avoid the hard ref thing. If my blueprint needs to choose from 4 meshes for something, but only ever uses 1, a soft ref ensures that the only one that is loaded is the one I want at the time.

thin panther
verbal kayak
#

hmm

#

It all depends, there is some use for casting but yeah simple "tasks" would be interfaced

buoyant moat
#

I disagree.

While you can use it and there are cases where it is necessary, most of the time (and what you will end up finding in those types of tutorial) the data is not injected as a dependency. If you use composition with Actor Components or indirection via BPI, you shouldn't need to do that

thin panther
#

You can't fight an engine that was built on OOP

thin panther
#

Inheritance and casting is fine when you use it where you're meant to

verbal kayak
#

yes exactly

thin panther
#

You obviously should put reusable behaviours in components and use interfaces for class agnostic behaviour

thin panther
#

But when you've got something limited to a certain type of something, it's a perfect candidate for an inheritancy chain

#

(though don't go too mad with that, also for performance reasons)

#

(super deep inheritance trees for the sake of it slow down a GetActorOfClass tenfold)

whole jay
#

What do you mean by an inheritance chain? What would be an example of this when using casting?

rich ferry
#

Yeah if you know factually that a function will only ever interact with one kind of object, casting is fine. There's nothing to be agnostic about.

verbal kayak
#

parent bp which has child and that child has another child an so on ->

thin panther
#

So basically going something like Weapon_base, Weapon_rifle_base, Weapon_SniperRifle_Base, Weapon_SniperRifle_50cal_base, etc. etc.

#

indirection for the point of indirection is pointless

verbal kayak
#

I've noticed more I use unreal engine, the less I cast 😄

thin panther
#

I noticed the more I use the engine, the less BP i use :P

verbal kayak
#

that is just awesome

lofty rapids
#

i cast like crazy, still have not learned interface yet

verbal kayak
#

c++ has only entered my picture last year 😛

rich ferry
lofty rapids
#

i try to not atleast cast on tick

#

just cast on begin play and use a reference

rich ferry
#

Yeah thats a good way to do it

verbal kayak
#

yeah even default unreal template bps do that

trim matrix
#

"Casting once or every frame don't make any difference. Casting in bp loads the object into memory already (because of the hard ref). If the object are already loaded then there is no more price to pay.

Tick is bad or Casting is bad are myths from youtubers. Check the pinned article of this channel "

lofty rapids
#

great because i use it all the time, and the performance isn't bad

stuck sentinel
#

please help

#

i already changed the wheel radius

whole jay
#

So I'm watching a video by Reids Channel and what he says is that you want to use casting whenever you are having code only interact with something within a hierarchy, but to use interfaces when you want that functionality to be able to interact with things outside of a specific hierarchy, for example if you want to make it so that a projectile recolors only furniture, you would use casting, but if you wanted to be able to recolor furiture, pawns, etc to use interfaces

#

But the question I have is that like, in what kinds of cases would you want a functionality only to be limited to a certain hierarchy?

#

For example making an attack function for your weapon, wouldn't it be better to have an interface for damage instead so that you could create a variety of functions for damage?

#

Like fire would be outside of the weapon hierarchy

#

(mind you i am a beginner so if something i say doesn't make sense or seems simple i am learning sadge)

thin panther
#

an attack can end with an interface call

#

an attack doesn't mean damage though

#

your overriden attack on a sword means swing

#

your overridden attack on an RPG means shoot an explosive projectile

#

your overridden attack on a rifle means shoot a line trace

#

then you could use your damage interface on the thing you hit because damage is class agnostic, launching an attack isn't

stuck sentinel
trim matrix
stuck sentinel
#

In this tutorial you will learn how to rig a vehicle/car in blender and then setup the car blueprint and chaos vehicle physics in unreal engine 5.
This is a step by step tutorial on how to make cars in unreal engine 5.

UE5 Beginner Course ► https://pinkpockettv.gumroad.com/l/UE5CinematicEnvironmentsCourse

Get this project ► https://pinkpockett...

▶ Play video
#

its a 15 minute video its very simple just the collision why are the wheels going through the ground

#

wheels rotate correctly the car moves corretly its just that the collision is scuffed

lunar sleet
#

it’s very simple
lol

#

Collision can be quite complex, pun intended

#

It might not even be a collision issue. You might just need to raise the car’s mesh within its bp

wraith loom
#

How do I use the Z-pin for an Input Action? The swizzle modifier allows me to use the Y-pin, but is there a way to use Z?

foggy escarp
wraith loom
foggy escarp
#

Do you have a separate input action for each direction.... Forward, right, up?

wraith loom
#

No, I know I could do it that way, but I it would be nice to have it all in one input action. Right now I have one input action for left right forward backward, but I want to add up and down.

foggy escarp
#

Keyboard?

wraith loom
#

Yeah

foggy escarp
#

So for up/down, I think it's swizzel zxy or the other one

wraith loom
#

These are all the options.

#

I can just add a seperate input action it's fine

foggy escarp
#

Okay, I've done both and find it more free to have separate.
But you would choose swizzel modifier and then it gives the option with the modifier for the type.

frosty heron
#

Damn this got published in official learning site?

#

using player character too as example 💀

remote meteor
#

there are certainly good places where interface would make sense, though not alot of it..

#

🗿

frosty heron
#

Definitely but now I get where the Stop Casting myth articulates

gentle urchin
#

Didnt you know that casting was bad

#

Which rock have you been hiding under lol

#

I invented the "Interface pattern ™️" to solve all casting issues forever

silent stag
#

Hey, i want to create a train that follows a spline path, but from what I've seen, they often use the tick function to make the train follow the path. However, this cause performance issue. Is there a better way to make this?

gentle urchin
#

Tick is the best way to do it

#

You want to update the train every frame

#

To make it look smooth while moving

silent stag
#

this is not a answer my question

gentle urchin
#

Tick as an event in itself doesnt cause performance issues

#

Its whats put on there

#

And if it needs to be there

#

Anything interpolating smoothly must be done on tick

faint pasture
#

If the answer is yes, then it will be getting updated on some tick somewhere. If you don't need it to be updating all the time, just temporarily while the movement is happening over a predetermined amount of time, use a timeline.

#

Timeline is effectively a temporary tick with attached curves that can do things.

remote meteor
faint pasture
#

Tick is perfectly fine and is 100% necessary for things that need to update per frame. That is pretty much the definition of tick, it is the thing that happens per frame.

#

When people say that using tick is bad, what they really mean is using tick for stuff that doesn't have any business being on tick is bad.

#

Position updates pretty much by definition want to be updated every frame

gentle urchin
#

You could move the workload to the gpu but

#

Far less control

#

If its many many trains and carts youd probably benefit from aggregated tick

solid vault
#

why does this not work ?

silent stag
solid vault
#

it moves forward and backward but left or right only hop in place

dark drum
gentle urchin
#

If its just a train and no carts that should be just about 2 vectors interpolating per train

#

Nothing that should chug performance

dark drum
prisma walrus
dark drum
# silent stag

What's the retriggerable delay for? Seems redundant as the update pin updates each tick when fired. (Also you should avoid tiny delays, I personally don't go less than 0.01)

remote meteor
silent stag
dark drum
prisma walrus
silent stag
dark drum
dark drum
# silent stag yes

Oh the 'Saved' folder. It's hard to say but it could be large auto saves.

prisma walrus
hexed stirrup
#

Hi there, is there a way to access CameraBoom's Enable Camera Rotation Lag via a blueprint?

frosty heron
lusty shard
#

Pros and cons of game mode vs game instance for storing variables?

#

My understand is that game instance is for storing variables that persist between level loads, but don't really know benefits of game mode or game instance beyond that

opaque mauve
#

does anybody know how do i make my player pawn appear on outliner when i press play?
ive tried various setting and filter, nothing works
does this happen on the latest update?
or is it just happening to me

shy matrix
lusty shard
undone sequoia
#

guys why this set timer on event doesnt work on my AI it works at me but on placed AI not

#

😄

#

it doest not even execute LineTrace

stuck sentinel
#

can i set a blueprint actor for foliage?

lusty shard
opaque mauve
#

or is it another?

frosty heron
#

If you need to store something in presistence object then game instance your only choice in bp

#

Game mode is per level basis

#

It's kinda easy to know what should goes where

#

If you have rules for the game ( eg round limit , etc ) then game mode is the place

lusty shard
opaque mauve
lusty shard
opaque mauve
#

okay i dont know which is relevant, so i just screenshot it all

#

i hope its the one youre looking for

lusty shard
# opaque mauve

Yea the game mode override there has your same lawn. Assuming you want pinventory4 as your player?

frosty heron
gentle urchin
lusty shard
# opaque mauve yes

Ok and if you put print strings in pinventory4 begin play event, does it print?

gentle urchin
#

so anything stored in it is kept untill the game is terminated

#

it's unwise to try and store references there unless they're also persistent(which they mostly will not be)

#

but anything else is fine

lusty shard
#

So game instance is not really about 3d or level management of the game, but more for storing variables between level changes.

gentle urchin
stuck sentinel
#

so the paint density is max why is it so not dense

gentle urchin
#

Actor rules ?

stuck sentinel
#

wdym

gentle urchin
#

scroll down a tad

#

on the left side menu

#

there should be specific density or similar there aswell

#

for each individual actor in the foliage painter

lusty shard
stuck sentinel
gentle urchin
stuck sentinel
#

what

gentle urchin
#

10 trees per 1 kuu

#

increase that number

#

for higher density

stuck sentinel
#

to how much

gentle urchin
#

play around with it

#

find a setting that fits you as a "max" density

stuck sentinel
#

i made it 100000

#

nothing changed

gentle urchin
#

then you control the brush density as a secondary control

#

Radius, decrease

stuck sentinel
#

NOOO

#

my game

#

10000 trees in 10 radius

#

gg game

gentle urchin
#

Ctrl + <

#

z

opaque mauve
#

but it doesnt appear in the outliner

#

here

lusty shard
gentle urchin
stuck sentinel
#

thank you i fixed it

#

how do i add collision

opaque mauve
lusty shard
# opaque mauve

That is crazy.. bottom right of world outliner, do you have any filters set?

opaque mauve
#

does this happen to you? or is it happening to just me?

lusty shard
#

From main viewport, If you press play, then f8, then click on your character, does it highlight/select in world outliner?

stuck sentinel
#

how do i apply collision to foliage

opaque mauve
#

yes it does

#

LOL

#

but it doesnt appear inside the outliner

#

wtf

#

xD

lusty shard
#

Check only selected for your filters in world outliner and try again?

opaque mauve
#

omfg

#

its there

#

why is it not there by default

#

why is it yellow tho

#

any idea?

#

i think thats the one causing it to not appear

frosty heron
#

Yellow means the actor is spawned at run time

lusty shard
waxen gull
opaque mauve
#

but thank you

#

much appreciate it

stuck sentinel
#

im trying to sculpt but there is this invisible thing in the air

#

yo how do i reset location to 0

frosty heron
#

You set the location to 0

#

Can find most of what you need by right clicking an empty space and type something relevant

chilly plover
#

Is there a way to get better debug information on errors?

tiny meteor
#

depends on the error, if its in blueprint you can use blueprint debugger

wind sentinel
#

Helloo, does anybody here know how I can remove a specific array element from a widget? (for example in a quest log, when the quest is completed I want to remove the quest from the quest log)

tiny meteor
#

you can use the remove from parent node passing in the widget reference

frosty heron
grizzled roost
#

How can a pawn check if the path from it's current location to the target is valid?

grizzled roost
#

Yes.

frosty heron
#

I will check my code, sec

#

@grizzled roost 🍝 the highlighted area gets executed when path is not valid

grizzled roost
trim matrix
#

Do tick and begin play get called on simulated proxies as well?

grizzled roost
frosty heron
#

maybe i can look inside

grizzled roost
frosty heron
#

@grizzled roost Real documentation is in the source code

#

Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that * the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node * @param PathfindingContext could be one of following: NavigationData (like Navmesh actor), Pawn or Controller. This parameter determines parameters of specific pathfinding query */

#

No

#

everyone run their own begin play
But remember that they will have a copy of the character too, so when that character exist in ther machine, begin play will get called on their machine

grizzled roost
# frosty heron

Good point, I should read that more especially since I do know C++.
Does it say anything about the tether distance though?

frosty heron
#

Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that
* the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node
* @param PathfindingContext could be one of following: NavigationData (like Navmesh actor), Pawn or Controller. This parameter determines parameters of specific pathfinding query */

thin panther
#

you get the benefit of seeing how things are done, but in this case, the downside of seeing the AIModule code

frosty heron
#

heard it's atrocious, but I wouldn't know what's bad or good 😄

grizzled roost
manic hamlet
#

I have a widget_blueprint called "Buff" with a variable "stacksize". I want this to "hook" somehow to the PlayerBlueprint function of "get damaged" so that it reduces the stacksize of "buff".
Gameplay example:
Player presses 1 to get Armour buff and gets 200 armor with 5 stacks. Each time player gets hit the stack should go -1 and at 0 stacks the player loses said 200armor.

How do i do this "hook"? (I assume I need to do something on "EventConstruct" that makes the "LoseArmorStack" function "listen" to the "GetDamaged" function, but how? 😄 ) pls reply or tag in response 🙂 thanks

frosty heron
manic hamlet
frosty heron
#

well you can start learning them then, that's what you can use to hook things up

manic hamlet
#

but i know where to find it LOL

frosty heron
#

look up some videos that explained how to use them

#

or maybe some docs

manic hamlet
#

aight,imma google and tag you if id be lost 😄

dull dawn
#

hi i have this simple code in which i have 6 transforms and i want to assign each of these transforms randomly to each of the output locations without it being ever repeated

gentle urchin
#

Temp array -> random -> store random -> remove random from temp array

#

Continue untill array is empty

#

Repeat as desired

rugged wigeon
#

alternatively, make the array, shuffle it, and assign each element in order

gentle urchin
#

Or that

dull dawn
#

what is the difference between shuffle and random

gentle urchin
#

Flawless

rugged wigeon
#

random gets a random element

#

shuffle randomizes the order of the array in place

gentle urchin
#

Spyware your method is ofc easier

#

Less nodes -> less spaghetti-> less prone for errors 😄

dull dawn
#

would this work or am i missing something

lofty rapids
rugged wigeon
#

that also won't work because there's no reference to it, so it gets forgotten

dull dawn
#

oh yeah im dumb

lofty rapids
#

you may need to promote to variable

rugged wigeon
#

make this a function that is not pure, which returns the arrray

#

BP shuffle is annoying because it mutates the array in place and does not return a refernce to it, so your function needs to look like:

  1. Make the array as shown
  2. set that array to be a local variable in the function
  3. call shuffle on it
  4. return that local variable array
frosty heron
#

store first then you can shuffle

rugged wigeon
#

nono don't store. do it in a function. It seems very unlikely that you will ever need this array variable again, so you don't want it as a variable. you want it as a one time calculation.

lofty rapids
#

functions ftw

rugged wigeon
#

of course if I were in charge, you'd be able to make graphspace level local variables and do this in a collapsed node instead of a function because its only going to be used once... >_>

lofty rapids
#

id probably make a function that creates the array, shuffles it, then outputs six values you can just plug in, leave out the gets in the code.

gentle urchin
#

Collapsed graph vs function...

#

I dislike collapsed graphs

#

Id do function all day long

lofty rapids
#

i just been programming a long time, i'm used to functions and how they work

#

blueprint function library ftw

frosty heron
#

well the programmers says bp gonna be spaghetti either way

#

but I have spaghetti in both world

rugged wigeon
#

frankly thats because those programmers are bad programmers

frosty heron
#

so I don't know how to not make one

#

Don't agree with that

rugged wigeon
#

the answer is collapsed nodes. it's always the answer. every singular task or calculation should be either a well named collapsed node if done once; or a function if done multiple times

lofty rapids
#

makes sense to just used collapsed if it's just a one off

gentle urchin
#

Why not function it either way ?

#

Whats the benefit ?

rugged wigeon
#

functions occupy the name space and get messy. You don't want a ton of functions. It's not the end of the world, but if something is only used in one part of the codebase, it's nice to have it be right there. The purpose of collapsing is to hide the implementation details so you can just read the top level descriptor of what it's doing.

frosty heron
#

I mean that's a function is too anyway. You just read the name

lofty rapids
#

my bp looks like spaghetti sometimes but i learned to resuse variables instead of draggin from way away

#

helps clean up quite a bit

#

and i just try to keep my nodes looking clean for my own personal ability to see wtf is going on

rugged wigeon
#

very nice, including use of negative space to help inform whats happening under the hood.

frosty heron
#

well that's true

rugged wigeon
#

imo almost any use of branch aside from the most obvious should leverage something like this

dull dawn
#

made a function and stored all transforms in a variable what do i do in the event graph

rugged wigeon
#
  1. rename the function to something sensible
lofty rapids
rugged wigeon
#

^

trim matrix
#

bro's still on that...

rugged wigeon
#

and then (3), is transforms a local variable? If so, you need to add your details to make the intial values before they shuffled inside the function

rugged wigeon
#

unless you meant me ranting about bp design >_>

dull dawn
#

i added the initial values in the transform

lofty rapids
#

i guess you don't need to return it if it's not local, if it's local you'll need to return it

#

but why even use the function now if the variable isn't local to the function, you have the array you can just shuffle and pull gets from it

lofty rapids
# dull dawn

the idea is after you shuffle it, you can pull out the indexes, 0,1,2 etc... and they will be randoms that don't repeat

dull dawn
rugged wigeon
#

you return the whole array

#

and then call get from the array to get element 0 then element 1 and so forth

lofty rapids
#

so you just drag from the array after you shuffle

rugged wigeon
#

you may ask yourself "why would it work like that? why wouldn't it return a shuffled copy of the array rather than changing it under the hood?" and you will not receive a good answer

lofty rapids
#

and when you click on the function, you can set your inputs, outputs

frosty heron
#

@neon lion This is the difference btw.
The blue pin is AActor*
The Actor class is TSubClassOf<AActor>

winter garnet
# dull dawn thats the thing im not getting how do i add the input when there is no returning...

There are functions and functions. Some will use whatever you pass them to generate a new value; others will change these values directly. Shuffle is an example of the latter.

Take a Sum function as an example. You can pass X and Y and it gives you back a Z with the result. It's an immutable operation.
But you can also pass X, Y and Z, and make Sum apply the result into the variable Z you're passing. It's a mutable operation.

But whatever - your problem right now is not with Blueprints or Unreal Engine, but with programming in general. I'd say you'd make a better use of your time if you shift your attention trying to learn the very basics of programming rather than Unreal specifics.

dull dawn
deft summit
#

has anyone combined triplanar projection with cell bombing? for me it looks good on the material editor but the landscape is a flat color .....

winter garnet
dull dawn
rugged wigeon
#

drag the shuffled array into it

dull dawn
#

is this right

lofty rapids
#

yep

rugged wigeon
#

looks good so long as new var is populated with the right starting options

frosty heron
#

@lofty rapids That's why you have more performance in cpp lol

rugged wigeon
#

give things names

frosty heron
#

can't pass by ref all the time in blueprint

#

so u make copies of your 10000 strings

lofty rapids
#

well big loops in general just break bp

winter garnet
lofty rapids
frosty heron
#

sometime I see the window and there is a check box that says pass by ref

rugged wigeon
dull dawn
#

how do i convert the array to single values

rugged wigeon
#

passing by ref is usually more expensive

rugged wigeon
#

to elaborate, passing by reference means that you need to need to look up the reference for every operation. this is much more painful than just passing the value unless the value is very large. You should NOT try to pass by ref unless you have to.

dull dawn
#

doesnt look optimized but this should work right

winter garnet
lofty rapids
winter garnet
#

Again: save you some time and read some programming basics

lofty rapids
#

why for each ?

#

maybe on the actors

winter garnet
dull dawn
remote meteor
#

first time i hear pass by ref is usually more expensive
its only "more expensive" when the data type is less than 8 byte,
looking up, every operation also needs to look up, your cpu work with nothing if it pass by copy? lmao

dull dawn
#

like this

rugged wigeon
lofty rapids
#

i mean to clean it up you could put the actors in an array and use the index in a loop

dull dawn
#

eureka it worked

lofty rapids
#

but the gets are probably fine

winter garnet
#

Don't understand you Blueprints people

lunar sleet
# dull dawn eureka it worked

From a spaghetti perspective you can promote the element to a var and clean it up if you want. Or at least use redirectors

lofty rapids
remote meteor
#

when working with bp, the real reason to determine whether its by copy or by ref is if you want any changes to propogate back to the original, thats it.

frosty heron
#

@dull dawn

lunar sleet
rugged wigeon
#

what feels odd is that you're writing 6 assignments manually. if you needed to ever do a different number of assignments then it would need to be abstracted into sokmething different

winter garnet
lofty rapids
#

select node, something i have not used much

frosty heron
rugged wigeon
#

you'll usually only need to do such stuff for setups

winter garnet
lost wolf
dull dawn
winter garnet
rugged wigeon
dull dawn
#

i learnt a lot today thankyou all so much 😊

frosty heron
#

well I personally don't account to performance when I am still a beginner but when I am passing my Inventories or other big component, I will deffinitly pass it by ref whenever possible

#

if it's just the lightweight primitive comp then I wouldn't care

rugged wigeon
#

not sure off the top of my head; but my larger point was that passing by value is definitely not going to be the bottleneck of your performance.

lofty rapids
#

loops just break bp

#

because if it doesn't finish in a certain time

#

it says infinite

rugged wigeon
#

really?

winter garnet
rugged wigeon
#

how much time...?

lofty rapids
#

idk

#

i think the loop has to finish within a certain amount of time or it craps out

rugged wigeon
#

I have never encountered that. It sounds like its probably a pretty safe rule actually?

frosty heron
#

He is going over the limit

rugged wigeon
#

like, way, way too long

frosty heron
#

there is a number you can set in project setting

remote meteor
#

it really comes down whether if you need any changes back to the source
in c++ atleast, theres usually 2 ideas when it comes to looping an array of larger data type size, for example
for(auto& Item : Array) or for(const auto& Item : Array), they are both by reference, but if you dont need changes you can use the const version

frosty heron
#

yea like 10k by default if im not mistaken

remote meteor
#

also long processing wont cause infinite loop

#

repeatedly calling the same function does

frosty heron
lofty rapids
#

loops are just a lot slower in bp as well

lunar sleet
lofty rapids
#

i can generate 10000 strings in c++, in bp i can hardly do 1000

#

as far as quickly

remote meteor
#

const auto& Item this is fine for types that are larger than 8 byte, if its smaller than 8 byte, and you dont need the change propogation, then just copy it.

lofty rapids
#

and in c++ it doesn't time out, it just takes longer

lunar sleet
#

Well bp is about 10x slower so yeah

#

Ava they prly didn’t restrict the cpp one to 1 tick

remote meteor
#

also, in VS2022 you can check a type's size, im sure rider has it.

lofty rapids
#

right so generating 50000 for instance i can just wait for it, but in bp it breaks

#

honestly i generate about 10 for a level

#

100 for a long level

#

but the idea is that i can if needed generate larger ones

#

and i tested the large size just to see the performance

#

just a, so i can if i want kind of thing

rotund nacelle
#

Can you please tell me how to configure the variable vector? I get data in BP character and I want to use this data in BP actor. What should I put in the Target node? Or how should I configure the variable so it can be used in other blueprints

lofty rapids
#

but you can cast to the player character on begin play

#

then use the reference on tick

cobalt gulch
#

How do I detect if a player is a meter away from an object?

lofty rapids
#

i think unreal is in cm

rugged wigeon
#

give them a collision box and tect overlaps

#

that is 1m wide

remote meteor
#

if you can have a reference to the BP_YLW_Spirit in BP_PlayerController you can straight away set its actor location

cobalt gulch
remote meteor
#

adding a collision box is the last thing you want to do for an actor that moves

#

its worse than ticking trace

#

only use it if you have absolutely no choice

frosty heron
rugged wigeon
#

I'm unclear what else you would propose to detect nearby objects.

lunar sleet
#

1uu == 1cm iirc

rugged wigeon
#

I suppose it's ok if there's exactly one player

rugged wigeon
remote meteor
lunar sleet
rotund nacelle
rugged wigeon
#

fair enough. I made assumptions.

lofty rapids
#

i'm saying thats one way to get the variable cast

#

but i would cast on begin play, and use the reference

#

if you can't because it doesn't have begin play ?

remote meteor
rugged wigeon
#

but is that worse than checking overlaps in a sphere every tick with a spheretracecast or something?

frosty heron
#

what's wrong with casting on tick?

lofty rapids
#

i don't think it's a problem, i'm just saying it would be better to use the reference from begin play imo

rugged wigeon
#

I could imagine some of the things you listed having some time saving cache under the hood, but I have no idea how its implemented

rugged wigeon
frosty heron
rotund nacelle
frosty heron
#

do it on tick no prob

rugged wigeon
#

nothing wrong with it per se, just checking for a thing to happen every tick is intrinsically is worse than react to an event. I'm not clear about the internals here and what compares. My gut says a stationary collision boundary should be faster than a trace every tick?

grizzled roost
lofty rapids
remote meteor
frosty heron
#

Kinda did both checks, If Is Valid (True) if IsPartial (false)

rotund nacelle
grizzled roost
lofty rapids
remote meteor
#

collision(primitive component) is a scenecomponent, whenever the actor transform is update, you will have to update the scene component's transform. for collisions, when their transform is updated, it does a trace check for overlaps/blocking. Movement on the other hand is a ticked operation, so when for example, the player moves, the capsule collision is updated and tracing whenever it's moving.

#

there is also another cost that when other collision moves, it has to check for surrounding collision, more collision in the area = more checks.

#

the more object/trace channels you have, the more heavy this operation will gets

rugged wigeon
#

does it have some sort of caching such that it only needs to check reasonably close collissions? or is actualyl a global search

remote meteor
#

this is the part i have not confirmed yet, but logically, it should be global

rugged wigeon
#

hmm interesting

#

why do you say more channels == heavier operation though?

#

shouldn't more channels effectively add filters to allow for fewer trace checks?

cobalt gulch
#

yo

frosty heron
#

@cobalt gulch You Load and set the save game object Once, that's it

rugged wigeon
#

e.g. if you're tracing something that applies to only 5% of actors, then checks are reduced 95%?

frosty heron
#

don't call Load From Slot ever again after loading

dire oyster
#

hi, how can i detect if an actor is rotating to the left or right from this?

frosty heron
#

you will bring forth a new Save Game object and it's not the same as what you load previously

cobalt gulch
#

so this is not correct?

frosty heron
#

@cobalt gulch gotta see everything again

cobalt gulch
frosty heron
#

Everything including thhe save and Load function

lofty rapids
cobalt gulch
frosty heron
#

I will try to correct it if I can

remote meteor
dire oyster
cobalt gulch
frosty heron
#

Init and Load is fine

lofty rapids
rugged wigeon
prime fox
#

hello everyone, could anyone help me figure out animation blending? i am new to unreal engine. i have a created a working locomotion system walk-run-sprint-dodge and want to incorporate attack animations. problem is after i blended my attack animation to the upper body of my skeleton my character no longer moves without the attack button being pressed. any help?

frosty heron
#

@cobalt gulch

rugged wigeon
dire oyster
prime fox
rugged wigeon
#

think of montages as one time discrete actions, and blending and animation graph stuff as a recurring state

cobalt gulch
remote meteor
cobalt gulch
#

nvm i have to cast right?

lofty rapids
frosty heron
rugged wigeon
dire oyster
frosty heron
frosty heron
daring merlin
prime fox
frosty heron
#

Chhange Save variable to TheDropperSaveGame type

#

When you load, Load from Game slot -> Get thhe return value -> Cast to TheDropper Save game -> Set save to it

remote meteor
cobalt gulch
rugged wigeon
brazen merlin
prime fox
#

oke

frosty heron
#

You are setting the value to it self

#

what you want to do is to get the value from your game instance

cobalt gulch
frosty heron
#

Get Mouse Sensitivity in GI -> Plug it to Save's Mouse sensitivity

frosty heron
cobalt gulch
frosty heron
cobalt gulch
frosty heron
#

Set Save Variable

frosty heron
#

you should add prefix to make variables easier to read. eg BP_DropperSaveGame

prime fox
#

this is what i got from the tutorial i watched on anim montages

cobalt gulch
brazen merlin
# prime fox

Did u set the bone name for your Layered Blend per Bone?

cobalt gulch
#

ah it doesnt work, it's not loading/saving

prime fox
#

yes

frosty heron
cobalt gulch
brazen merlin
# prime fox

Why is there a slot after the layered blend node?

prime fox
remote meteor
#

that is for the full body slot usually

frosty heron
#

@cobalt gulch The slider?

frosty heron
remote meteor
#

make sure montage is set to play in upperbody slot too

cobalt gulch
frosty heron
#

still setting the value to it self

frosty heron
# cobalt gulch

Ok , try to understand what you are doing here.
You are setting the Mouse Value in GI right?

#

So now what u want to do is to get the Mouse value in GI to the Save Game Object

prime fox
frosty heron
cobalt gulch
frosty heron
#

no need to get and cast

#

just get the value right away

cobalt gulch
#

yeah

#

good point lol

frosty heron
#

Test it anyway

prime fox
cobalt gulch
frosty heron
#

Everything seems to be in order

#

just make sure u can visualize the change

cobalt gulch
#

Yep it works!

trim matrix
#

how does he change the mouse sensitivity? is it just the user input mapping?

cobalt gulch
#

There is one problem though, whenver the game is reopened and the sens was changed previously on a different save the slider defaults to a sens of 1 instead of whatever it should be on

frosty heron
cobalt gulch
#

see here it should be on the very left of the slider, instead of where it is

frosty heron
#

you never tell the widget to update the value on load

trim matrix
#

and then load it when reopening the tab

frosty heron
#

simply setting the float not gonna magically change your slider value

remote meteor
#

widget on construct, get the value from GI, set the slider value

frosty heron
#

You can load it anytime, just know your flow

brazen merlin
trim matrix
frosty heron
frosty heron
trim matrix
#

you should hide it not creating it every time

frosty heron
#

I have widgets that need to be added and removed at run time

chrome karma
#

hello there!!
need little help
i have a button BP that has a State Boolean and ive made an interface to connect it to another BP That checks the state of the button if active by printing hello world but its not working

prime fox
frosty heron
#

something like your Inventory menu, can be toggled I agree

remote meteor
remote meteor
#

Pre-Construct and Construct are called when the widget is added to the viewport/playerscreen

frosty heron
frosty heron
prime fox
remote meteor
#

so you want to update your slider on there (open)

brazen merlin
trim matrix
remote meteor
#

triggered only runs every frame if your trigger type is Down

remote meteor
# trim matrix construct = the node called: create widget...

construct calls on adding to viewport, aka when the SWidget is actually being created
im saying you should keep the widget reference alive even if its removed from parent, and use the same widget object to add to viewport again when you need it

#

collapsing and setting to whatever visiblity is fine, but you would need to implement your own "init" functions

#

and its literally the same, and removing and adding

#

when it comes to redraw cost

trim matrix
remote meteor
trim matrix
remote meteor
#

no it does not

frosty heron
remote meteor
#

widget comes in 2 parts

#

UWidget and SWidget

#

you want to keep the UWidget alive, by keeping the reference after you call CreateWidget, here is when Initialize is called

#

when you call AddToViewport, SWidget is only created, thus Construct is called

#

and when you call RemoveFromParent, only the SWidget is destroyed

trim matrix
#

then why when I remove from parent a widget and try to use it again, it gives me an error and I must add a check if the reference is valid

remote meteor
#

the UWidget is only destroyed if you dont have a hard reference to it

frosty heron
chrome karma
#

ive made something like this

#

need little help
i have a button BP that has a State Boolean and ive made an interface to connect it to another BP That checks the state of the button if active by printing hello world but its not working

dusk saddle
#

can someone tell me why this isn't working

frosty heron
#

or the overlap never happend

#

print string other actor before the cast, make sure the Event is executed

dusk saddle
#

ugh... found it i didn't enable generate overlap events

frosty heron
trim matrix
frosty heron
#

better than creating new widget again

tender epoch
#

I have a question regarding copy pasting a blueprint node Export Level Sequence FBX on blueprint parent class Actor, but i am getting error it couldnt be pasted. Using UE5.2 and I am following this tutorial: https://dev.epicgames.com/community/learning/tutorials/r2RD/unreal-engine-sequencer-scripting-foundations and im referring to Importing and Exporting from Sequencer through FBX.

Epic Developer Community

This tutorial covers the foundational knowledge needed to create automation scripts for level sequences, and gives example scripts for some common workf...

trim matrix
#

I have never thought about that, so basically you are creating the widget 1 single time, and then adding it/removing it whenver you want. Is that correct?

trim matrix
frosty heron
#

then afterward I just toggled betwen remove from parent and Add to viewport

trim matrix
frosty heron
#

well it has to be created somewhere

#

it will be valid when the ref is set

trim matrix
#

okk

lofty rapids
#

it's pretty much creating it one time, once it's created it's in the ref so it's valid

#

i usually put the reference in the HUD

#

so that i can access it from anywhere np

frosty heron
#

even if you remove from parent, it never delete the widget. You can still access anything from it, as the object is still there

#

to properly "delete" widget, you need to remove it from parent then set the ref to null

#

when the widget is unreachable it will be garbage collected

cobalt gulch
#

Hi folks i'm not sure if this is the correct channel but how can I display an animated material inside the widget?

remote meteor
cobalt gulch
dusk saddle
#

can someone help me, like what do I put here

trim matrix
frosty heron
dusk saddle
frosty heron
timid rune
#

Does anyone know why setting the input key selector style during runtime makes it invisible no matter what the settings are, and then causes the game to crash when clicked? I tried to set the text style and that works just fine.

wooden cave
#

this is the default chaos vehicle template, this only makes me able to look left-right, ive tried also adding to the input mapping context the desired mouse rotations and doesnt matter what i try, i cant figure out how to make the camera look all directions, sames as a racing game camera would do

wooden cave
#

if change the last one from "axis1d" to "axis2d" it doesnt like it, this is the error i've been facing

lofty rapids
#

right click, refresh node if you can

wooden cave
frosty heron
#

Break the action value

wooden cave
#

i did click refresh and error still happening

frosty heron
#

Well what do u think

#

U r trying to insert a 2d value to a float

thin panther
wooden cave
#

well, im asking because i dont understand fam

#

yeah i breaked that link

lofty rapids
#

it's invalid types

wooden cave
#

now camera wont rotate even left-right

frosty heron
lofty rapids
#

right because you need to use the values, but you should have two axis

wooden cave
#

just breaked the link for action value

#

and camera aint moving now

lofty rapids
#

that's fine it's just not plugged in

thin panther
#

well yeah, you've not told it to move any

frosty heron
thin panther
#

you can also just right click the pin

#

and break it in place

wooden cave
#

when breaking only fives me 2 axis, its normal?

#

only x/y

lofty rapids
#

ya you set it to 2d

#

up down / left right

#

y / x

wooden cave
#

so like this should be correct, right?

thin panther
#

try it

#

if one of them isnt the value you want, plug it into a different one

wooden cave
#

yeah camera aint moving any axis

frosty heron
#

Plug one of the axis to yaw

#

Btw u can create a third person template and copy what they have

thin panther
#

much simpler

wooden cave
#

this now moves camera left-right but none of the other axis work

thin panther
#

third person template is one of the few with good C++ code too

thin panther
frosty heron
wooden cave
#

i meant, plugging the other action value into either of the rest ones

#

doesnt do anything

lofty rapids
#

this is what the template does

thin panther
#

controller input is definitely the proper way to handle this

lofty rapids
thin panther
#

calls to set rotation are overriden by controller rotation

trim matrix
wooden cave
frosty heron
#

Adding local rotation sounds wrong too

wooden cave
trim matrix
#

what are you trying to rotate?

frosty heron
trim matrix
#

use the free template lol

thin panther
#

then make sure you're inheriting controller rotation on the pawn