#blueprint

1 messages Ā· Page 90 of 1

trim matrix
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everyhting should be there

wooden cave
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im trying that

lofty rapids
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i would print string the x, y as well make sure it's working if it doesn't work

wooden cave
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but doesnt seem to like my spring arm target

lofty rapids
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or even just a print string to see if the event is firing at all

trim matrix
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show the code

wooden cave
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im not as fast as you guys typing xD im tryna do the things yall said

trim matrix
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alrr

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But
btw, this should already be implemented in ue5 if you chose the correct template

wooden cave
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of the vehicle one

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im just trying to look around the car bruhhh

trim matrix
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okk

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if it doesnt work just print and test it...

wooden cave
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using print string on the local rotation, to my surprise, it does print that the axis are working

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every, axis

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but camera wont move

frosty heron
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You don't want to touch the local rotation

trim matrix
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show ur code

frosty heron
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You want to add to your controller rotation

wooden cave
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i cant get my spring arm if i use controller yaw input, says not compatible

frosty heron
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Don't touch your spring arm

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Just delete it

wooden cave
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how tf im supposed to rotate around the car

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if the camera works left-right shouldnt it be more easy to make it look up-down too?

frosty heron
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We talking about the camera? By rotating the control rotation

wooden cave
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im talking aboout the pawn of the chaos vehicle templat

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im using the "backspringarm" to move camera

frosty heron
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I never use the vehicle template. But if you want to move your camera, you should try to do what's shown by engage

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But if any advice given is met with barrage of protest then it's kinda hard to help

wooden cave
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its not protest, im just saying what i think

thin panther
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is your spring arm or camera by any chance freezing rotation on certain axes?

wooden cave
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but ight imma try for second time the engage bp

thin panther
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it makes sense not using control rotation in this case.

frosty heron
wooden cave
raw orbit
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would this work? im trying to make sure i output a reference to the struct instead of a copy so i can directly edit it without needing to re-add the edited copy into my library / map.

or does the node keys and values create copies to begin with? so id probably need to just have two separate arrays instead of using a map?

thin panther
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yeah the values array is a copy

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you'd be editing the originals in the values array, but not in the map

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this doesn't make a lot of sense though

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just use find on the map

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that will return the struct for that key

raw orbit
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but find doesnt return a reference it returns a copy, no?

thin panther
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you aren't returning a reference to the map here anyway

raw orbit
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what if i went the two separate arrays route

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instead of a map

thin panther
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no point

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just index the map

lofty rapids
prime stump
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Hey, shouldn't this rotate the manhole's Y axis from its current value (0) to -4.5 and then back to 0 again? cause its just rotating it to -4.5 but it stays there?

versed sun
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you are lerping from Where it currently is to -4.5
Replace Lerp's A with 0

wooden cave
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okay, dont ask how or why, re-opening the pawn bp fixed it

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with this method could i make limits to the camera so its doesnt for example: move fast/slow or change where the limits are so it doesnt clip underground?

true valve
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Can I take my impact point and set cursor in UI?

wooden cave
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i really need to make the camera move slower its way too fast xD

true valve
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Current;y not getting accurate location

wooden cave
trim matrix
wooden cave
trim matrix
lofty rapids
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multiplication is typically faster

trim matrix
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true

trim matrix
wooden cave
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yup, i tried both and multiplication works a bit better

trim matrix
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yeaa

wooden cave
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thank you gentleman for your time, and im sorry my lack of knowledge i wanted to fix this and the tutorials/stuff on forums wasnt very straight forward

trim matrix
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np

wooden cave
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now i added also the collision to the camera, it wont clip through the ground so now i just gotta make it also doesnt clip through the car either

trim matrix
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bro deleted lol

faint pasture
wooden cave
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wich it worked ty, only left thing is its figure out how the collider for the camera works

faint pasture
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It just does a sphere trace from the components position to the desired position at target arm length and stops if it collides. That's where your camera ends up that frame

wooden cave
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yeah it kinda doesnt stop, thats what im tryna figure it out now, if i move camera to the floor and keep moving the mouse, eventually the camera starts getting closer to the car, and thats what i dont like

faint pasture
lofty rapids
faint pasture
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no don't do that. What do you want?

faint pasture
lofty rapids
digital valve
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I got this first image moveing the player to current piece which is working. But upon dice roll the second function will not move the pawn. Any idea why? it will tell me what the piece is and will tell keep repeating as its supposed to till 0 but it never moves the pawn

wooden cave
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with that i could make another bp to control the zoom

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thats what i wanna do

faint pasture
wooden cave
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that could be a problem yes

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sigh why is the camera giving me this many issues xd

faint pasture
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Because you haven't decided what you actually want.
Do you want this?

lofty rapids
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the camera and controlls can be annoying

faint pasture
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or this

lofty rapids
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i'm still learning them, having issues with different things

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like right now because i rotated by spring arm, i guess the rotation doesn't work anymore ?

wooden cave
faint pasture
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OR, there's a 3rd one.
This.

wooden cave
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the thing is, when the camera DOESNT clip through the floor, it gets closer to the car if i keep "pulling" the axis

lofty rapids
trim matrix
faint pasture
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You have 3 options for what to do when you try to look up.
Clip through floor without changing length
Change length without clipping through floor
Limit angle spring arm can look (Camera can still pitch further up though)

wooden cave
faint pasture
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That's what WoW has as an option

wooden cave
faint pasture
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That'll take a lot more work but it's doable

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I'd probably do it like this.

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Spring arm does NOT enroll with control rotation, you'll have to set its rotation on tick yourself

trim matrix
faint pasture
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you read control rotation and clamp the pitch

wooden cave
faint pasture
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camera uses full control rotation, spring arm uses clamped control rotation

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spring arm does the usual collision test so it never clips, just can't look so far up that youre looking up your cars ass

olive yarrow
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@frosty heron I RETURN! AND LOOK AT THIS šŸ˜„ lmfao

wooden cave
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ight im getting a bit overwhelmed with info here, im gonna try everything yall said, if i try to keep up imma do mistakes

trim matrix
wooden cave
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did i? well i forgot then sorry again

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as i said im getting a bit overwhelmed here imma try to scroll up and take it slowly

outer brook
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hey folks. i am searching for a specific kind of topic whose name i cannot recall.

i have seen a youtube tutorial long ago where someone created a custom blueprint actor with which you could e.g. create a wall dynamically on the map by dragging a gizmo/indicator around on the map and the BP just created the wall in an instant.

especially the part with the gizmo was interesting since i already know that BPs can be used in the map in editing-mode like via constructor and certain flags set in the properties of the BP.

it would help if someone could give me some topics or terms which i could search for to find what i seek. can anyone help?

dull dawn
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hi i have this code that prints these 6 numbers on the screen depending on an condition but i want to make it so that the numbers get stored in a row in a variable e.g in this case(604030105020). is there any way to do this

outer brook
peak spear
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are you trying to make it a single variable?
as in "604030105020"

dull dawn
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yes i want to later compare that with something

peak spear
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google Concatenation

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idk how blueprints work, but thats the programming term

dull dawn
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can be an array i can combine that later too

outer brook
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well, using an array would lead to creating a for-loop in which you "append" all elements to a string-variable.
just use the "append"-function for that

dull dawn
# peak spear google Concatenation

my select node only sends one value at a time when the condition is true how do i add them in order if it can be stored in an array that is fine as well

outer brook
dull dawn
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ah thats nice i made something like this pretty un optimized but kinda works

faint pasture
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add pin

dull dawn
outer brook
outer brook
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you don't need to add multiple appends, just use one and "add pins" as many as you need

dull dawn
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oh that append i see

outer brook
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these brackets define a new node on the "Format Text"-Function dynamically as you but them in the textfield.

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you can even put text between like so: {a} is not like {b} or {c}

dull dawn
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ooh didnt know that did want add a - in between that should help

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but how do iadd more values in it

turbid pecan
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QQ: anything can potentially be an NPC right? Like if I just stick a manny mesh into a scene I can make it into a npc I can do BP for talking to it right? (Albeit it wouldn’t be animated or anything)

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There’s no special restriction or requirement as to what a npc is or can be ?

broken wadi
turbid pecan
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I guess I’m going for something that has some idle animation eventually, but doesn’t interact with me in a game sense. All it can do is be clicked on, talked to and animate itself to a degree

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So actor is more appropriate as a term here?

faint pasture
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NPC is fine, that doesn't have to imply the Unreal concept of ACharacter

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It all depends on your game design

broken wadi
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Id call it an npc because its a character. A character typically has a capsule collider and movement capabilities but also in a non technical sense a character is part of a larger story whereas an actor is just something like a door that the player can open.

turbid pecan
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Oh I see what you mean

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Ok that makes sense. Thanks for clarifying.

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Yeah I was mostly going for like.. a town vendor that’s got a ā€œsitting idleā€ animation, I can click on them to open a buy/sell menu and maybe another option to do ā€œchit chatā€. That’s as far as that goes.

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But I was wondering if that can technically be done to any object

faint pasture
faint pasture
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It might be useful to make them a YourBaseCharacter if talking to movable characters and doing inventory actions with them is meant to be a thing. In that case make "doesn't move around" the unique thing about this guy.

turbid pecan
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For the time being I’m trying to save time by implementing what I consider priority stuff (dialogue, menus, ui) so I don’t want to spend any time animating. Just wanna stick a standing manny in the level and make it able to be interacted with for the moment

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I feel like the polish such as animations and actually pretty ui can wait until the basics are down

faint pasture
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You can ignore animations, but I'd think pretty hard about what the base classes of your game should look like

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What sort of game is it?

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Like, what does the player control, what do they do, and what do they interact with?

turbid pecan
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It’s a fps dungeon crawler. The only time you get to fiddle with NPCs is in town. And really there’s only two types of them - vendor and regular. Vendors are self explanatory. Regular NPCs will just do basic stuff like trot around a given area and you can click on them to stop them and talk to them. Some might give you a quest. That’s sort of it

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So eventually I was gonna make a base class for all of them

turbid pecan
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And move the code from the shit non animated object over

faint pasture
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I would make a base class that applies to EVERYONE

turbid pecan
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So that I can subclass these

faint pasture
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monsters, player char, static npcs, trotting npcs

turbid pecan
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Yea

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That is the long term goal

faint pasture
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I'd just do it now

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start like that

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don't need to add animations etc

turbid pecan
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I guess the mesh can be anything anyway

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I’d save myself some time this way

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(Your way I mean)

faint pasture
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and you can just have it be empty and attach a static mesh, the only implications are that the root component is a capsule

turbid pecan
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Sounds solid

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Idm what the root is

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For now anyway

faint pasture
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root is the parent component within in actor

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the scene component that all other scene components are attached to

turbid pecan
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No but I mean I don’t mind whatever it is

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Unless you think I should?

faint pasture
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I mean if you wanted your NPCs to be stackable like blocks it might not be a good fit

turbid pecan
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Oh heavens no

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No they all need to be individual entities without any special mechanics toward one another

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Enemies will just be side by side.

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The fighting mechanic will be kinda like… ever play phantasy star 2 on Sega genesis?

faint pasture
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but if capsule works for your use case then I'd just go with something like:
ACharacter
YourBaseCharacter
Subclass
Subclass
Subclass

turbid pecan
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So like this. But imagine three 3d mannys where the mosquitos are

faint pasture
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is there character movement walking outside of combat?

turbid pecan
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No. It’s first person. You move east, west, north south and turn with Q/E kinda like legend of grimrock

faint pasture
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Oh, on a grid, not smooth walking with momentum and jumping etc?

turbid pecan
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And you don’t see enemies until the rng dings and you get a random encounter

faint pasture
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In that case you don't need Character

turbid pecan
faint pasture
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make your base class a subclass of Pawn

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then you can do anything

turbid pecan
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Perfect. Thanks for helping out. šŸ™‚

faint pasture
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Character mostly gets you 3rd-person / FPS style movement. If you don't need that, don't bother

turbid pecan
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Yeah even the fight anims will be like idle > attack | defend | spell > idle >> dead

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all from standing. They won't REALLY move

faint pasture
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Yeah you can still do whatever animation stuff you want

turbid pecan
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sweet

faint pasture
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but you aren't stuck using a capsule, skeletal mesh, and 10,000 line movement component you won't be using

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Pawn gets you possession by playercontrollers and aicontrollers, with aicontrollers getting you a nice modular ai system

turbid pecan
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Just for clarity's sake - atm my player is controlled via two distinct controllers, but it itself isn't anything more special than the FP character you get in the FP starter. I assume it is totally fine to make a pawn that's distinct from the player and then use it for all monsters and npcs

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just to be safe im not misunderstanding

keen ice
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how do i get the closest player instead of player index 0

lusty oak
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I am trying to learn how to setup a widget for when I transfer from normal gameplay to battle mode. In battle mode, the input context mapping changes and a widget comes up. I want the focus to start on the Attack button. Currently, the widget comes up ok, but there's no focus on the attack button, and when I stop playing I get an error that says "The PlayerController is not a valid local player so it can't focus the widget" Anybody know what I'm doing wrong?

true valve
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Is there anyway to use an ImpactPoint from linetrace to position a crosshair in UI

thin panther
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yes

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you can convert world location to screenspace

true valve
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how?

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I tried aall SetRender stuffs

thin panther
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with the aptly named Convert World Location to Screen Location node

faint pasture
true valve
turbid pecan
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And char movement code is in there

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one set of movement in town one in dungeons

thin panther
rotund nacelle
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I want to make an object rotate around another object. How do I go about doing this? I saw that there is a node that assigns rotation and allows you to shift the pivot point at the same time How do I find it?

odd kiln
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Hi all

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I just want a basic Cube following my "Ocean waves" if anyone can help me please

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I made a "Gerstner waves" code and put it into the "World Position Offset" of my Shader.

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Now in my Blueprint Actor I want that my Cube follows the height of the waves.

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Anyone has an idea ?

grizzled spade
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Hello, I was wondering if anybody could help me with my fps game. I want to add an ADS/Iron sight system my project is based on pixel helmets fps template.

thin panther
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ooh no a bp only multiplayer fps game, that sounds like pain

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Don't do multiplayer as a first project or with blueprint only

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both are unfeasible

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That was a nice DM, but seriously. Start small.

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Working with ADS and animations is a lot, and you'd benefit from doing small things and working up

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If you're so insistent on doing this then, you may want to consider asking more pointed questions, like what specifically with an ADS system you're trying to do, what you've done so far, why it isn't working, and post screenshots of the code. There isn't much we can go off with that little information, or knowledge of the project

But again, you're better off starting small if you're in the course stage of learning.
(And stop DM'ing me, read the #rules)

lunar sleet
thin panther
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Absolutely, you know it

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Only the kindest of DM contact from our friend here

lunar sleet
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I am grateful for discord’s auto DM block lol

thin panther
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I'd turn it on if there wasn't a handful of people I sometimes talk to lol

olive yarrow
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how i make line trace for entire anim montage?
😦

frosty heron
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What's the goal

agile pilot
olive yarrow
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I tried using ticks instead of visibility and for some reason that didn't work out

It staaaarts to trace but just... One frame. Goal is to trace for a period of time

brazen merlin
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you can use montage notify states for duration-based occurences. its like notify events, but they are defined by a duration over frames

olive yarrow
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UGH. Of course šŸ¤¦ā€ā™‚ļø I'ma try that in a mooooment

earnest fog
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I want to have a confirmation prompt (a 2D element) so I use a widget, right? And I implement it using ā€œadd to viewportā€, right? But, the node says it’s client-side only and shouldn’t be used for gameplay actions.

frosty heron
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client-side only talks about multiplayer

olive yarrow
frosty heron
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you can run the trace in the anim notify state

olive yarrow
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hold on whaaat?

frosty heron
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what have you attempted soo far?

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Did you not create a blueprint of Anim notify state?

olive yarrow
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ain't gonna lie i don't know what you're asking

frosty heron
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Create Blueprint -> Derived from Anim Notify State -> Name it ANS_MeleeTrace

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open it and you will find a function that runs on tick as long the anim notify state is alive

olive yarrow
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mine opens empty

frosty heron
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show picture please

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It will start empty

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what do you expect to be inside?

olive yarrow
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you said i'd find a function

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so that

frosty heron
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you can override the events on the left

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Just post a picture everytime you reply

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make it easy for both of us

olive yarrow
frosty heron
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What's the base class? show a picture on top right corner

olive yarrow
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parent class is anim notify state

frosty heron
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You want to override the tick function

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do you know how to override function?

olive yarrow
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nah

frosty heron
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On tick runs every frame

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Begin runs when the ANS is called in your montage

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Ends called when the ANS ends

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So if u want to run the trace every frame within the duration of the ANS, do it on Tick

olive yarrow
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"received notify tick" ?

frosty heron
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when you drop ANS in your montage, don't forget to use your version instead of the vanilla one

olive yarrow
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okee dokee, got it in the montage for the duration of the swing - should i be calling something for the line traces Draw Time?

frosty heron
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you do what you like

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it's your game šŸ˜„

olive yarrow
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I could use a snack.

But i'm not sure how to now make that trace trace after adding ANS t the montage

frosty heron
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You pull out the trace node

olive yarrow
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trace channel, complex, color?

frosty heron
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You can figure that one out

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i'm not your dad

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you can put any color you like

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Just a tip for weapon line Trace, you want to use capsule trace

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Then probably draw a line trace at the tip of the sword backward to previous location, to compensate for low FPS users

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and this is your skeletal mesh that is playing the montage. If you need reference to your character,
You can . GetMeshComp->GetOwner->CastToMyCharacter

sturdy leaf
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hey, im pretty new to Blueprints and im trying to make my character move forward a bit (relative to mesh) after a mantle/vault animation is played and i feel like im almost there and the solution is very simple thats going over my head, here is my code before and now

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the first screenshot of code works but only in one direction, so i decided to try the Get Actor Rotation and Forward Vector route but i cant but a vector to a float

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and i know i can split the vector but it doesnt go any direction if i do and connect it to the Add Node EDIT:Fixed I got the rotation -> Forward Vector and Multiplied by Distance i wanted then added to actor Location

foggy escarp
sturdy leaf
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it was for a mantle or vaulting up a wall whatever you want to call it

foggy escarp
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Ahh, ok

sturdy leaf
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yes, i knew it was a super simple fix, i just added and added when i shouldve multiplied then added lol

foggy escarp
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I'd just use make vector, and set x and Y to zero. Then multiply it by the distance you need to move

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Then use add location offset.

sturdy leaf
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yeah im just folling a tutorial but had to switch to a different tutorial cuz the first one used something that i didnt want in my controller so i was just going off the second tutorial

foggy escarp
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I see your interping it with tick, which requires your setup

sturdy leaf
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also is there a way i can change my key to Hold Space without jumping first? i currently have the vault key to X which isnt very good in game so i want it to be space but when i try to make the key space it always jumps first, any fixes?

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do i have to make the jump delay ?

foggy escarp
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No, you could use your implementation that you have created to check if a vault is possible to decide if you should allow jump. If this is a function with a returned bool, just set thi S up before your jump input and a branch.

remote meteor
# sturdy leaf

You would only be able to move along the x axis. Your game is side scrolling?

sturdy leaf
sturdy leaf
foggy escarp
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Yep

sturdy leaf
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the condition would be a "CanVault" ?

thorny marsh
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@sturdy leaf Glad you found your answer šŸ™‚

sturdy leaf
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thanks

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@foggy escarp would any of these work or would i have to make a new bool variable?

foggy escarp
# sturdy leaf <@272978892837486593> would any of these work or would i have to make a new bool...

I'm not sure you would need a variable because it's something that the code won't know until write after the input is pressed. I was thinking that within your function where you call your vault event, you would have a function that does the trace that attempts to find a vault able surface. You could use this to also decide if it wasn't vault able, you would jump.
Can I see your main event graph where your inputs are?

foggy escarp
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Yeah, or at least where the jump input is calling your vault.

sturdy leaf
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does this work?

foggy escarp
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Yeah, but where are you calling vault?

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Oh nvm

sturdy leaf
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the second screenshot or you mean something else?

foggy escarp
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Yeah, so you have options on how to do this, but if the vualt key is meant to be adjustable, you would want to keep them separate how you have them, but you do need to select all you logic after the vault input and convert it to a function. The goal here would be to return a bool weather or not a vault should happen. This would allow you to use the function in multiple places. I would just put it right after the jump input and (Can Vault) true then nothing, if false, jump. Then the opposite for vault side.

faint python
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I know I can just us IsValid node and connect the character ref but just curious, what is/how do I place this node? I cannot seem to find it aha.

foggy escarp
faint python
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Ayyyy thanks aha I don't really use blueprints so could not figure that out šŸ˜›

sturdy leaf
foggy escarp
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It's a good time saver

foggy escarp
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But basically you just need to create a boolean output parameter. And in the function branch it and return true or false depending on your trace result.

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Blueprints gets much easier when you collapse things like this to functions because it allows you to simplify bigger problems into a couple small ones.

sturdy leaf
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sorry if im being dumb but youre saying i put all the Vault nodes into a function and make it return node with a output of CanVault? if i got that right do i make that true?

foggy escarp
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'CanVault' is just what I would name the output pin for the function. Once you've created the function you can create multiple return nodes which will return 'CanVault'. This sets the return pin and exits the function.

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Sorry if my typing is difficult to read, I hate typing on phones.

sturdy leaf
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no its not difficult to read im just extremely dumb when it comes to blueprints lol

foggy escarp
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We all were at some point

sturdy leaf
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also would the return node with CanVault have to be at the end and would it have to be set as true or false?

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currently have this if this helps

foggy escarp
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If you look at your current implementation of the vault logic if you still have it there, you should see a point at which the code is basically asking the question, "can I vault?". Where ever this is you could belasically just adapt that to return a bool within the function.

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Oh. I see you aren't handling this with you current logic

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Your vault trace is the relevant part here.

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If the trace fails, return 'CanVault' false, if trace successful 'CanValut' true.

sturdy leaf
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so id put it here?

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out the branch?

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this is first line trace after input

foggy escarp
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Yeah, instead of using the branch in the function, simply return the boolean after setting the vectors you have. You would still need to add the branch back in after the function, but this enables you to reuse the function where you need it after jump.

sturdy leaf
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ok lol so move branch to back after the SETs and wdym reuse? are you saying for if i want to be able to change keybinds?

foggy escarp
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The reason why you should be converting this to a function is because it allows you to have a quick and easy way to ask the question, 'should I jump or vault'.
Now for the branch, I mean to add it back in not in the function it's self, but after the function call in the same graph of your vault input.

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You want to call and stream instead? It'd be faster.

sturdy leaf
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uhh yeah probably lol

lunar sleet
#

and that’s how a romance began

silent stag
#

Hey guys , i can't find nice aim down sight tutorial do you know any ?

chilly plover
#

How can you quickly get the current loaded slot name?

red berry
#

Anyone know why a widget with visibility of Not Hit Testable (Self & all children), still absorbs my clicks? I can't click on the UI element below that one, even though the click should go through
Edit: Figured out that for my custom drag-drop solution, setting the Image's texture in beginplay via Make SlateBrush and Set Brush would also set the visibility to visible, even though personally I think setting the texture and setting the visibility should be 2 different functions, but it does it both in one node. So I had to set visibility to non-hit testable after setting the slate brush and now it works

frosty heron
#

Slot name of what?

chilly plover
#

The Slot name when you put into the load game

turbid hound
#

have a little collision on component begin overlap if i put a print node on this and run in standalone it works fine if i run on listen server or client it doesnt work. i have another component set up the same in another actor and it works on all three but i need this one to work as well

frosty heron
#

U need to provide the name

#

Think of how you want to do your save system

#

Easy one is to do fixed slot

#

Where you assign slot name on each slot

chilly plover
#

I want to do a multiple save deature

frosty heron
#

Then do it

#

Nothing stopping you

#

Get pen and paper figure out your design

remote meteor
eternal totem
#

Can I get a reference actor/controller/pawn to whoever the local player is whether is be the server host player or the client player? Im trying to pull location data from whoever the current player is and I'm having an issue where only the host is being stored in my actor variable on both host and client.

kind estuary
#

Im working on an isometric game.
So i set the camera to ortographic and its working.

#

But in the editor its still warped/perspective

#

is there a way to make the camera ortographic in the editor so i can see what im doing properly?

#

perhaps by calling a Brutility ?

shut yew
#

Journal Not Opening when input action is pressed

#

solved

lunar sleet
frosty heron
#

@shut yew

frosty heron
kind estuary
#

its really a pain in the orto lol

lyric quiver
#

does this symbol on the top right mean anything?

dark drum
formal flicker
#

can anyone help me find out why I can't find engine rotation in vehicle movement even through I am able to edit it in it's proprieties?

tacit summit
#

Hi, how do I load multiple levels at the same time? my setup is I have a loop with a list of names of the Levels I want to load,

The problem I'm having is the Load Stream Level is a latent node. It only loads one level most of the time. can anyone give me ideas as to what workaround for this? Thanks for the help.

silent drift
#

Is this really the best way to check for which type of projectile hits an enemy? (FYI, this was just my thought based on a tutorial I saw and I just want to know if there is a better way). I'm currently doing at least two casts, (and a third to see if I hit the player and deal damage to the player).

  1. Cast to see if the enemy is hit by my Darkness projectile
  2. If the darkness is NOT valid, I check if it is hit by my Light projectile
  3. If the light is NOT valid, I check if it was the player.

I feel like there probably is a better way and I just do not know it. šŸ˜„

dark drum
# silent drift Is this really the best way to check for which type of projectile hits an enemy?...

The projectile shouldn't really need to care about what it's applying damage too. The project would just call the Apply Damage node on what it hits. What you want to recieve damage would then implement the OnTakeAnyDamage event and handle the damage. You can specify custom damage types that the projectile can specify when applying damage. The hit actor can then check this if needed to perform any calculations it needs.

silent drift
#

Okay, and there I could say "Should only hurt when hit by Light and not by darkness?" as an example?

dark drum
cyan jetty
#

I want to select different units with a rectangle, these units should only be selected if they have the bolan "OwendbyPlayer" set to true. Does anyone know where I have to install the block?

#

code in Unit:

toxic badge
#

[Chaos Vehicles]
Hey good folks, quick question from a noob, how can I "know" when I'm in reverse gear if they have a separate index seemingly? As you can see I'm attempting a primitive reverse lights setup. Currently using point lights as placeholders for bulbs' emission later on.

lime basin
#

kinda noob question by why isnt my widget showing up

#

this is inside player blueprint

oblique thistle
#

Is the Add Data Table Row node bugged in UE 5.3 ?
I am trying to write to a data table using an Editor Utility Widget but I am getting this error:

LogScript: Warning: The data table type is incompatible with the RowData parameter.
EUW_Utility_C /Game/Maps/GameLevels/Office_Space.Office_Space:EUW_Utility_C_12
Function /Game/Blueprints/Framework/Utility/EUW_Utility.EUW_Utility_C:ExecuteUbergraph_EUW_Utility:0184

I am absolutely sure that the struct type I am passing is correct.

frosty heron
silent drift
toxic badge
tender epoch
#

When using GLTF Exporter with Object that comes from Get Sequence with target as Start Recording, the editor crashes. It also crash when i click an random object to export. Asset list is empty, how to solve this?

#

I want to export animation subscene and it would be possible with that function

kind estuary
#

Just to clear things out.
An Instanced Static Mesh Component is not worth it, if the meshes are distributed along the map, and you only see 10 or 20 of them at one time. Is this correct?

#

In that case using just plain Static Meshes is better?

versed sun
gentle urchin
#

Not sure id call it better but

#

Depends on the criteria for being better is

#

Dont the engine auto instance these today anyways ?

odd kiln
#

Hi all ! Anyone knows how can I acces to my WPO infos of my Material in my Blueprint ?

#

Like for example I have Gerstner Waves to make my Ocean and I would like to access to this into Blueprint to make an actor "floating" and following the waves

kind estuary
kind estuary
#

because ism is good for when you have many instances on the screen

#

but if they are not on the screen then it doesnt matter

#

Like for example. You have 200 meshes on the screen, then make it ism

#

but if there 10.000 meshes on the game, but only 5 on the screen at all times then it doesnt matter

#

maybe im wrong...

tame terrace
#

Hey, 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. And 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". I tried debugging it, is there any other solution to fix this?

versed sun
#

the extra divide by 0 is bad

manic hamlet
#

I hope I understand it properly now, ive got this:
So basically I make a Delegate that another system(in my example the buff system) wants to "hook" to.
Said delegate will be called(getting damaged) whenever I want something to happen in the buff system.
Then the buff system binds a function to said delegate and - in my case- reduces the amount of stacks on the buff.

does this look correct? šŸ˜„

frosty heron
#

if my tool is BP only, I will never attempt doing RPG or FPS in networked environment

#

thhere's soo much you can't do in BP especially networking stuff

manic hamlet
frosty heron
#

better learn CPP then, motivation alone is not enough if you don't use the right tool

#

you can't even expand CMC with blueprint

#

soo many walls that it's not actually viable to make bp game for multiplayer

manic hamlet
#

this is the construct of "buff"

#

and this the bound function:

#

Well good thing I know c# already, "just" gotta lean c++ when we hit that wall šŸ˜„

frosty heron
#

With delegates, you want to do 2 thing. Binding will hook a function to be called and it will start "listening'.
When the delegate in the BP you binded gets called, it will run the function that you assigned, in this case SRV_OnPlayerGetDamaged

#

wether it work or not, I can't tell from here, you have to test.

manic hamlet
#

yoyo, it seems to work, each time i get damaged the duration of the buff is reduced by 10 šŸ™‚

#

just wanted to double check if i am doing it right in the first place,as we all know,just cause something "works" doesnt make it right XD

frigid summit
#

this is the spawn logic

#

i need them to spawn one after one

manic hamlet
#

in the future i will change it so the stacks of the buffs will get removed, but just wanted to make a "quick test" and duration rduction of the buff seemed to work šŸ™‚

tame terrace
frosty heron
frigid summit
frosty heron
#

on the timer event

#

delete all your spawning logic

#

On Begin Play -> Set Timer by event -> Set SpawnIndex to 0

On Timer Event, Get all Actor of class Trigger Box -> Get array, use SpawnIndex for the index. Then spawn

If SpawnIndex > 5 , clear and invalidate timer

manic hamlet
frigid summit
#

it named like trigger box 5 and 6 and 7 and 8

frosty heron
#

then make an array of Int

#

add 5 , 6 , 7 and 8

fast finch
#

Hello!

#

I have a marker system in my game that i am coding, i want to make a marker visible on the edges of the screen when the player is not directly looking at the marker, like an arrow pointing in the nearest direction to the marker?

#

I am struggling with the math for it 😦

ancient nimbus
#

Hello hi i'm having a bit of a struggle haha. i'm doing a line trace for objects, getting the hit actor and i would like to test if the actor's parent class is one of my custom classes, but the line trace seems to only be returning static mesh actor and then, returning "actor" as the parent. Which makes sense cause the line would be colliding with the actor component, but isnt the result i'm looking for.
this is my current logic

fast finch
#

I have an umg widget i want to rotate accordingly...

ancient nimbus
ancient nimbus
odd kiln
#

I guess I need to replicate my calculations of my gerstner waves in my blueprint but I'm using a "Custom" node HLSL and I'm stuck.. :/

frigid summit
lunar sleet
#

For starters, get actors of class crutch used with no for each loop and getting copies instead

frosty heron
#

you are doing things randomly

#

please actually understand what you are doing

lunar sleet
#

A smorgasbord of nodes lol

frosty heron
#

you gonna be asking question constantly and never figured out what you are doing wrong

frigid summit
lunar sleet
#

Should prly start with ā€œyour first hour in Unrealā€ , BP comms live training, the basics

frosty heron
#

If you expect people to help with your problem, you gotta make effort. Most people here are willing to help showing how to catch a fish, not catch the fish for you

#

Here freebie

#

if you don't understand, then learn all the basic

  1. Create a BP actor, name it BP_SpawnLocation
  2. Drop the BP_SpawnLocation to the world
  3. Follow the Picture to start spawning
thin panther
#

Bonus points for reroute nodes

frigid summit
frosty heron
tame terrace
#

Hey, when I’m about to rename my level this shows up, am I gonna lose anything or is it safe?

frigid summit
lunar sleet
#

Most other things can be fixed by fix redirectors but I’ve seen people break their project renaming their level so have source control ready

frosty heron
tiny meteor
frosty heron
lunar sleet
frigid summit
lunar sleet
#

But slowly you’ll get better at it and develop a good foundation so new things will come easier

#

The first part of that is important tho

lunar sleet
frigid summit
#

maybe i should quit instead

thin panther
#

learning absolutely takes years. You never stop. I've been using the engine for just over 4 years, and I still find new things every day

frosty heron
#

I'm 8 years... and probably know only 5% of what you know @thin panther

#

im jealous of smart ppl 😭

lunar sleet
# frigid summit im scared that i will be spending alot more yers in this without knowing what im...

Have you got somewhere else to be that’s more pressing? Building something takes time and learning to make it well even more so, Rome wasn’t built in a day. Also taking that defeatist attitude will not get people rallying to your aid to boost your morale. You need to find your own will to keep going, and sometimes it’ll be harder than others. What’s important is that you keep at it, something is better than nothing. No one else can help you with that

frosty heron
#

There's a point of time, if you keep learning. Blueprint Communication can click in your brain. You know how to pass data and work with references

#

once you understand that, you can start doing your own thing imo. I didn't look at tutorial for my dialogue and inventory system

lunar sleet
#

Yeah having that foundation is certainly a leg up

frosty heron
#

can;'t say I am doing it efficiently or right but I can start making things work

lunar sleet
frigid summit
frosty heron
lunar sleet
lofty rapids
#

i don't know anything about art, i have a friend who helps me with that stuff

frosty heron
#

same but there is the 10k hour golden rule

ancient nimbus
lunar sleet
#

Nowadays it’s mostly a business, not rly there to teach you much in itself. Learning a whole giant engine, mostly on your own, is much more challenging

lofty rapids
#

this discord has helped me a lot

frigid summit
frosty heron
#

just cast right away

ancient nimbus
#

But wont casting break if i"m grabbing the wrong kind of object?

frosty heron
#

it will just run the cast failed exec

lofty rapids
#

if you cast to the parent it should find if it's of that class

lunar sleet
#

Casting is your friend, ignore anyone that says otherwise until you get to a massive scale where other tools are needed and not before

ancient nimbus
#

My personal struggle with unreal is how much stuff it takes care if for you like that. I never would hav thought that woukd just work

lofty rapids
#

i recently learned about parent, child class, it's pretty sweet actually

ancient nimbus
#

Thanks homies

lunar sleet
#

Visualizing it in code was much harder

lofty rapids
#

for me the code is easy, it's just getting around UE and all the settings, configuration that's hard

odd kiln
#

Anyone knows if I can copy an HLSL code into a blueprint ? Or how to convert it ?

silent drift
#

Or am I missunderstanding how to use this?

dark drum
silent drift
#

Thanks! And is that better than casting? Just trying to figure out the difference. šŸ™‚

#

Because what I did before was to check on the "Hit" event if it was hit by a projectile or not.

#

And now instead I apply "Damage", but that seems like i can't handle the "hit-normal" and I would need that for the knockback of my character.

onyx token
#

why does this

#

produce this result? thenk

#

(this is how the freelook camera rot works)

frosty heron
onyx token
#

you mean world rotation?

frosty heron
#

You are suppose to go from point A and Point b in fixed value

#

If the value changed mid way u are not gonna get the same result

onyx token
#

well the idea was that i'd just lerp to 000 rotation

#

because the cameraParent is a child of the spring arm

frosty heron
#

You can try to use fixed values

onyx token
#

ye, i'll try world

frosty heron
#

Don't know what else to say for your timeline part

onyx token
#

i should've asked way earlier, why the fuck didn't i think of "just cache it"

frosty heron
#

What did you actually do? I don't think we r in the same page. Post a pic

onyx token
#

thank you!

#

oh literally just

#

instead of relative - world rot

frosty heron
#

I have no idea what that does

#

Oh I get it now

onyx token
#

i press alt (freelook button)
i cache the current camera world rotation

i let go of alt
i lerp towards it

frosty heron
#

But your A value should be stored still tho

#

Before the timeline

onyx token
#

actually good point, yea

#

i mean- technically it still works because in the end it's 1 one way or another-

#

but for cleanliness, ye

frosty heron
#

Probably

ancient nimbus
#

i think i've poorly described my problem or misunderstood where or what to cast, but the cast is failing every time. it's still getting the static mesh instead of the root object 🫠

frigid summit
frosty heron
#

Not on my end

frigid summit
frosty heron
frosty heron
#

Because u are not solving the problem for good

versed sun
#

you should use Wish

frosty heron
#

If someone do your homework , can you do the next one?

#

Try to understand it instead. Node by node

frigid summit
frosty heron
#

give it few days

frigid summit
#

even chatgpt couldnt help at that

frosty heron
#

yes the only one that can help you is your self

#

you can ask quick question, people would be willing to help

#

but for tutoring and hand holding, you will need to pay someone

frigid summit
frosty heron
frigid summit
#

i will try asking in the internet if i didnt find a solution i will pay

frosty heron
silent drift
#

Is there a way to get the "hit-normal" from a Apply Damage node? Beucase I need to get the hit normal to see in which direction I want to "knockback" the player, but I can only see it on event hit. And Now I'm wondering if I'm doing something wrong because of this. šŸ˜„

#

Because right now I'm using the event hit and "casting" which actor hit it and then do different things. E.g.

  1. If the enemy is hit by a player projectile it will take damage
  2. If the enemy is hit by the actual player they will insteal deal damage to the player

And based on a question earlier, I "ideally" shouldn't cast when checking for which type of damage to deal. But maybe I'm just missing something.

light glen
#

hello, i am having some weird memory / googling problem, i can't seem to remember / find the shortcut to add a reroute node to an existing line

silent drift
#

Unless I missunderstood what you wanted.

dark drum
silent drift
#

I did not know about all of these! I googled apply damage, and didn't get that point was the one I wanted.... Of-course point is the one I wanted. šŸ˜„

#

Again thanks!

jovial kettle
#

Someone see a float2 here and how can I turn it into float 1?

dark drum
frosty heron
light glen
jovial kettle
light glen
frosty heron
#

isn't your question about how to get one of the value from the 2 floats

jovial kettle
#

One of these nodes is a float2 and I need to turn it into float1

#

the output type ig

frosty heron
#

need to know the actual problematic node to even begin

jovial kettle
#

the multiply node

frosty heron
#

you can't multiply 3 floats with 2 floats

jovial kettle
#

how can I change that?

frosty heron
#

you just don't multiply 3 floats with 2 floats?

#

I don't know how to hide some of the values except in Mask (RGB). You can select to only expose the R the G or the B

frosty heron
frosty heron
#

so your solution is either multiply 3 float with 1 float , or 3 float with 3 float

#

i don't know what this material does nor the result you expect from the result

#

are you following tutorial or something?

lofty rapids
#

materials are intense

frosty heron
fast finch
#

Is there a way to subtract 2 rotators?

#

Rot - Rot?

frosty heron
#

I don't know

#

just suggestion

fast finch
#

thank

thorny forge
#

Hey guys just a quick one, is this working as intended or is it a bug?

I'm just telling it to spawn the fire BP at the world location of my cube component. I've also tried 'get actor location' too and it spawns in the same place. In this scene, where the fire is, that's actually world 0 on the Y axis I think. But X and Z seem to corrispond to wherever I put the overlap cube

#

Or maybe it's 0 on the world X axis that it's spawning on, but corresponding to the Y and Z axis

trim matrix
thorny forge
#

It could be, I'm just trying to do an overlap without using a cast

#

just a learning experiment

trim matrix
thorny forge
#

Ah I understand

#

I'll test it

trim matrix
#

and why the do once node?

thorny forge
#

So it only spawns the fire once

lofty rapids
thorny forge
#

Na man it's on world 0 on the Y axis I think, but for Z it's corresponding so it's like z = 260, x = 1870 but y = 0

#

it's weird

#

but like Cat said I'm probably doing it wrong

lofty rapids
#

try print it's location x,y,z after spawn

#

Z is usually up/down

#

and it looks like your x,y is correct

#

but z is way high

#

but they could be off also, but if it's directly above it that's probably the issue

thorny forge
#

good point I'll do that

#

Just placed a cube at the exact X and Z location of the overlap actor

#

but 0 on Y

#

the fire is kind of off that

jovial kettle
lofty rapids
#

looks like all three are f'd

#

well 2

#

one looks legit, your Y

jovial kettle
frosty heron
#

check where is cube in world space.
Go to your level, select the actor that own the cube and select the cube. Make sure it;s 0,0,0

frosty heron
thorny forge
#

I checked and the cube is 0,0,0 and the actor itself with the cube is x1870, y1040, z260

jovial kettle
#

so he could make the output float1 instead of 2

thorny forge
#

so it's baffling..

thorny forge
#

Ye

#

yea

frosty heron
thorny forge
#

the fire itself spawns way off

frosty heron
#

use component Mask

lofty rapids
thorny forge
#

I just did actor location too

#

same thing happens

#

I'll keep looking into why this is happening because it seems like a bug to me

#

I've never had this issue before

lofty rapids
#

try a different reference

#

or a different cube

#

somethings probably messed up with cube i'm guessing

#

log cubes location before the spawn

#

and then log the data after

#

so you compare

thorny forge
#

Does this seem wrong to you?

#

ok

frosty heron
thorny forge
frosty heron
#

does it spawn in your box location?

thorny forge
#

Everything works except the fire spawns in the wrong location

frosty heron
#

Go to your fire Class

#

and show a picture

#

show the entire class*

thorny forge
frosty heron
#

That's not helpful, go in and print screen

thorny forge
frosty heron
#

I never seen this before

thorny forge
#

Me either, I'm assuming it just means multiply the scale value by the current value, because the other option is to override it

frosty heron
#

what version are you on? it doesn't exist in 5.1

#

open the drop down and check the options

thorny forge
#

5.3.2 currently

#

and if I 0 out the scale it spawns where it should

#

but no fire because it's zero

lofty rapids
#

what about 1.0 ?

#

thats what you want it on for now

thorny forge
frosty heron
#

override root component scale

#

try that

thorny forge
frosty heron
#

and change it back to 4 , should be fine

thorny forge
#

So weird

#

yea lemme try

frosty heron
#

not really

#

actually don't know

#

but try 4 anyway

lofty rapids
thorny forge
#

Yea that was 1

#

now I used override and changed to 4

#

I think it's bugged..

frosty heron
#

nahh

#

read what it says

#

Multiply transform by scale

#

So your current Location X, y, z * 4

#

Just leave the option on default, which is override root comp scale

thorny forge
#

ohhh wow no way..

#

why is that the default option

#

lmao

frosty heron
#

I don't have 5.3 but thhe top one isn't what you use previously

#

you might have changed it accidentally

thorny forge
#

I promise I didn't change that dropdown to multiply manually

#

so ofcourse it's scalling by 4 but also offsetting from the root by 4* too

#

weird

#

thanks for helping me get to the root of this

#

Actually this has just made me think, in another project there was an issue like this after migrating to 5.3

#

I'll have to check

fast finch
#

Is there a function for 2D spaces, that works like look at? I need an angle as output

#

i have to vectors too

#

i just dont know how to calculate them

frosty heron
#

@fast finch I'm bad at math but dot product, sin cos tan, all that can be applied to 2D

lofty rapids
#

this is the default

#

5.3.2

thorny forge
#

See

thin panther
#

Finding my angle for rotating a 2d player to the mouse cursor was using dot product.

fast finch
#

i need it from 1 vector or 1 rotator tho...

#

mhhh

#

or m,aybe

#

mhhhh

frosty heron
#

2D is the same but without Z

fast finch
#

maybe acuppa is on something there

#

the dot product between my 2 values is GIANT

#

its at least 9 or 10 digits long

#

i know because of distance v2 that the projection is a success

#

but the dot product is completly insane

#

completly insane

#

i got that fancy 2D Dot going too

#

i am getting angry

#

Gonna normalize my vectors

thorny forge
#

Hey I like the clean node connections, is that a plugin you got?

fast finch
#

ya electric nodes

thorny forge
#

Very nice I like it, thankyou

#

what the.. I already own it

#

it's like finding money in my coat pocket that I forgot about

#

Thanks @fast finch

trim matrix
#

I hate it

thorny forge
#

lol

thorny forge
cold junco
#

Hello , can someone know why , when i respawn/spawn (and possess ) a actor the speed of movement is 10 time slower

fast finch
#

I just need to calculate an angle from 2 vectors...

cold junco
frosty heron
fast finch
#

no

frosty heron
frosty heron
cold junco
#

ty

lofty rapids
light glen
#

Hi, I am trying to convert an FName into a gameplay tag, i've been able to do it in c++ but i can't see how to do it in BP

cold junco
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nope that is why it is so puzzling

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(temporary test setup ) the only thing i did is that

frosty heron
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well your previous character and the one you posses might have different movement speed

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check their movement logic as well as the movement speed

cold junco
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it is the same that i respawn

lofty rapids
lofty rapids
light glen
cold junco
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it is a rolling ball , physic base , max walk speed is 500 cm/s

lofty rapids
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as far as when you respawn n stuff

frail onyx
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Anyone know how i can go about modifying the blueprints from this video so each gun is different like one is a pistol that does something different one is an AR one and one is a shotgun? https://www.youtube.com/watch?v=M8BVyNDlGQQ&t=1430s

šŸ“šYou'll learn how to:

  1. Setup Character Blueprint.
  2. Setup For Each Loop with Arrays.
  3. Setup Sphere Collision.
  4. Setup Overlap Events

šŸ‘‡Follow me on social media:
Discord Server: https://discord.gg/ZB7SMbbxQz
Twitter: https://twitter.com/LocoDev7701
Instagram: https://www.instagram.com/devloco

āœ… Download the project files:
https://www.patr...

ā–¶ Play video
frigid summit
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hi guys do anyone of you know how to spawn enimes one by one i tried this but didnt work

frosty heron
frigid summit
frosty heron
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yeah soo many mistake

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not just one

frigid summit
frosty heron
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you also need to set the array at the top

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not inside the timer function

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Get all actor of class promote to variable

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gave you the literal node, try to use that as reference

frigid summit
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like its just 4 freaking shere boxes

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sphere

frosty heron
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yea and it's easy to do if you are willing to learn the foundation

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eg Arrays

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But you are forcing your self to do something without knowing how to use the tool

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you are just gonna be lost forever

frigid summit
frosty heron
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if you want to solve it out for good, bite the bullet and just learn how to use array

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read anything you can find about array

cold junco
frigid summit
frosty heron
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asking question is welcomed, ppl will try to help but they can't go through the basic for you. Read whaht you can, keep on reading until you can make a working example. Ask when you get stuck (not with something specific like how to spawn, but ask about array it self)

frail onyx
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I have this pickup system that takes a gun model that is simulating physics from the floor, attaches it to a point i have set on my fps character and stops simulating the physics but it just instantly teleports into the spot i have set for it when i click interact to pick it up. Is there a way to have to visually and smoothly go from the ground or wherever its currently at to the point i have set for it on my player?

frail onyx
# frosty heron Timeline or Interp

this the main part of the code i have for the part i mentioned, would i just put a timeline in between set simulate physics to off and attach actor to component?

frosty heron
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You run it when you want the interpolation to hapend

keen tinsel
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hey , i was wondering if theres a way i can spawn a sub level in specific locations in the persistent level ? (check image )

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once a player steps into sub level 2 , the base in the first location unloads , and loads in the second location as shown in the pix

frosty heron
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I think UE5 going to use World partition as the new standard

olive yarrow
crystal crown
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why is this failing? this makes 0 sense. The CharacterRef is valid

lofty rapids
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you have something in bp player component ?

dry sleet
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It can happen. If the details panel of the component is empty when clicked in the BP editor it's very likely the cause.

thin panther
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You've hidden the rest of the code and you never check character validity

crystal crown
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because this is in animbp and the character moves

frosty heron
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doesn't mean your variable is properly set

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print it?

thin panther
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Ok and how are you setting the reference

crystal crown
thin panther
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Check validity

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Update animation can be ran before the ref is valid

dry sleet
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It wouldn't go past the cast if not valid though, would it?

crystal crown
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cast is validity check

frosty heron
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ye wouldn't past

thin panther
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I've seen weirder happen

dry sleet
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There is the ability to create instances of levels at runtime with a specified transform.

crystal crown
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Okay so if i put a delay before the character cast it indeed works. I guess my animbp is too fast

frosty heron
thin panther
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It's almost like someone said that

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šŸ¤”

frosty heron
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you already have a ref to player

crystal crown
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so how do i wait for init without delay

frosty heron
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but why do u even need to set it?

crystal crown
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cuz i use it

frosty heron
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but u have ref to your player

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so when you use it you just go player -> get component then plug w/e u want

crystal crown
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yes cuz my other code is on comp

frosty heron
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well I don't know what's best practice

frosty heron
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also instead of delay if you want to set the component that way

frosty heron
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Maybe do it one vent tick, if not valid try to set, if valid just keep going

crystal crown
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no i can't im using thread safe

frosty heron
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what's exactly not safe here?

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delay is the last thing I will put

crystal crown
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i mean i just need to grab it once

frosty heron
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Ye so the player character ref is valid right?

crystal crown
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ye

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only with delay tho

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i guess

thin panther
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Anim BP's don't really need to cache anythin

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You can get away with casting and getting

frosty heron
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if player char ref is valid, you don't need to have a player ref component declared in your anim bp.
Simply access player then get the component from there

jolly oriole
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it'll also improve readability

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by a fair amount

frosty heron
jolly oriole
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rather than a random value in some variable, you'll see it's clearly a component from this actor

crystal crown
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works without delay now

jolly oriole
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and you can check if its valid on init or whenever you need to beforehand

frosty heron
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I never recall using any delay in my anim bp, would like to know if there is something I need to keep an eye for

crystal crown
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no there is nothing about the character nor anim class in the component

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i mean just character parent class

frosty heron
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hmm I still don't get how you fix it w/o delay

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but hopefully I don't have to worry about it

crystal crown
hidden yacht
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Hello guys !

I'm back with some basic implementation questions. I saw that in my Vehicle blueprint, there are functions like triggers or callbacks on the list of functions. these functions are specific to the inputs that came with the CitySampleVehicle pack, I would like to understand how are these functions mapped to the blueprint, like.. How does the blueprint see them and import them these automatically.

I am doing the same on the character blueprint, but I cannot find those input actions functions ( or triggers )

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the image above shows the list of functions on the left, which includes the input actions triggers

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that is in BP_vehicle file. it works as expected. Now doingthe same with character pawn BP

undone bluff
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if they are listed there that just means they are implemented

hidden yacht
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there is something telling the vehicle BP where to look for input triggers ?

lusty shard
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why use a data table instead of a struct with a nested struct, if theyre pretty much the same thing?

hidden yacht
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They also are NOT custom functions ,which is the only thing i know for now

undone bluff
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they're just events that get called when the input action is triggered

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again, the list on the left just means the blueprint is subscribed to the event

hidden yacht
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the names match perfectly with these

undone bluff
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yea that's how you define them

hidden yacht
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now the question would be , how to subscripe the character BP to other inputs

undone bluff
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and then you can implement them wherever (though there are best practices ofc)

hidden yacht
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i want the mapped with these , for the character

undone bluff
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that's an input mapping context

hidden yacht
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and actions inside the folder

undone bluff
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you need to add it to use the associated inputs

hidden yacht
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basically I need the red nodes to show up in the character BP

lofty rapids
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enhanced input

undone bluff
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if you want to make ctrl key do different things for example you can swap out input mapping contexts

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and have an action bound to ctrl from both implemented for different things

hidden yacht
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that's the point of the new enhanced inputs AFAIK

hidden yacht
undone bluff
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yea you just add the mapping context and then receive the input event you define in the data assets

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that's kinda it

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when you enter the vehicle remove the default mapping context

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add vehicle one

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have another always on mapping context for menus and stuff

hidden yacht
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I am doing all that, not working for the character

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this is for the vehicle

undone bluff
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I assume you are working with blueprints someone else made?

hidden yacht
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that one, i made, and it works using the Vehicle BP

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except it also has these

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for my character

undone bluff
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yea those are the events that get called if the corrosponding mapping context is added

hidden yacht
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I had the third character BP inherit from a default C++ character file

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i removed that inheritance and inherited from the default "character" BP

undone bluff
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I assume you mean ACharacter

hidden yacht
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i readded the possess/unpossess actions above, but missing the other nodes

undone bluff
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the c++ class you inherit from if you add a new blueprint of type character

hidden yacht
undone bluff
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yea

hidden yacht
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yes Acharacter

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I expected it to work out of the box, it did not

undone bluff
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this should work

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are you sure that the input actions are in the mapping context you add?

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and if so I'd do a bare minimum test

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with just the input and nothing else going on

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either you notice there's an issue with the setup somewhere and double check all the enhanced input files

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or you'll know to look for an issue specific to that usecase

hidden yacht
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wait, i'll summarize

celest trench
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If I wanted to find a specific struct in an array of structs, does the Find node search for something that has every value accurate, or if I just entered the TeamName would it find the one with the right TeamName?

dawn gazelle
celest trench
shut yew
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Im trying to make a countdown timer but i get random numbers at the end

dawn gazelle
ocean pier
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So just wondering if anyone knew how to do this but I'm trying to make a countdown timer for the start of my racing game and i have the ui setup but idk how to make it so you can the enemy ai and the lap timer doesn't start going while the timer is going

shut yew
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can you send the code please

ocean pier
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I have it in the game mode

shut yew
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No the actual code

ocean pier
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like c++?

shut yew
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wait

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nvm

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im dum

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can you make more pictures

shut yew
shut yew
ocean pier
shut yew
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and does it work tho

shut yew
ocean pier
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yea I have ui count down but idk how to make it so you or anything can do anything while it counts down

lofty rapids
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can't ?

shut yew
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ah ok

lofty rapids
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you can pause game maybe ?

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or use a boolean

ocean pier
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idk hwo to pause the game

lofty rapids
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set game paused

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but you could also just use a boolean, and disable the stuff you want

celest trench
lofty rapids
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did you get a copy or ref ? that probably matters

celest trench
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ref

shut yew
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huh...

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wait

lofty rapids
# shut yew

well it's odd that you drag from there to there, just promote to variable and use it, i usually don't like to cross lines on the execution

dawn gazelle
celest trench
dawn gazelle
celest trench
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Okay awesome. Thank you so much!