#blueprint

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gentle urchin
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Probably already tsken/used

main lake
frosty heron
main lake
frosty heron
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Not descriptive?

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Activate what?

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Also I like to add suffix for rpc

main lake
frosty heron
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Like Something_SERVER

main lake
frosty heron
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And like squize said it's probably already taken

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Can't use name that is already used

main lake
gentle urchin
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Cant you use the native Activate event then?

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the default component one

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removes any ambiguity

frosty heron
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Is this GAS?

gentle urchin
celest crown
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Is there a node so I can set Override Constructionscript with my Blueprint?

sonic pier
dark drum
# sonic pier

Add a print string before the cast to check to make sure it doesn't actually trigger.

main lake
dark drum
frosty heron
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just call construction script without call to parent

celest crown
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I have a utility blueprint where I create mesh based splines, but the spline didn't get saved unless I moved one of the points manually or tick in the box Override Constructionscript in the spline details. I basically wanted a node(s) so I could set it automatically in the blueprint.

frosty heron
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no idea, i use minimum utility and construction script

celest crown
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I just realized that I can set it to true in the parent spline BP and all the childs will have it set to true too :))

main lake
dark drum
gentle urchin
#

^ exactly

frosty heron
main lake
crystal crown
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how to keep a copy of the previous value of an array

frosty heron
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promote it as variable

gentle urchin
#

OnComponentActivated

tender epoch
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https://docs.unrealengine.com/5.2/en-US/BlueprintAPI/EditorScripting/SequencerTools/FBX/ExportLevelSequenceFBX/

I try to find that function in Actor Blueprint but cant find it, and i even have copied Export FBX function from this blueprint https://blueprintue.com/blueprint/2h-sl29g/ i am getting "One or more copied nodes could not be pasted into this graph!"

What could be causing this? Blueprint is from Actor as parent class. Any help is greatly appreciated

pulsar vigil
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Hey guys if i want to do a currency system where do i implement it , knowing that the game might have multiple level and a title screen ? Its for single player only

Player bp like a savage ? or is there some gamestate and thing ?

Also im not confident in cpp

frosty heron
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you don't need to dive into cpp for anything like that

pulsar vigil
frosty heron
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well "currency system" is rather ambiguous, I am not sure what you have in mind.
Normally a game only have 1 currency? like Gold, Credit point, etc

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that can be represented by an integer or float

pulsar vigil
frosty heron
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So you just need 1 variable for any actor that hold gold?

pulsar vigil
frosty heron
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If it's single player, it probably doesn't matter where you put (Player State, player controller)

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character will have draw back if u gonna kill it at some point

wispy cedar
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hey can you tell my mistake ?

crystal crown
frosty heron
#

your end overlap will never happend

wispy cedar
#

Ahhhhhhh

frosty heron
wispy cedar
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Thanks

crystal crown
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there is not enough documentation

frosty heron
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it's widely covered, you don;t have to stay in unreal land to learn array

gentle urchin
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right click the var is usually an option

pulsar vigil
crystal crown
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im not saying i dont wanna learn but i need a teacher or sm shit

pulsar vigil
thin panther
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So won't be available in regular actors

crystal crown
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they only talk about getting the previous or next array element

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i want to get the whole previous array

wispy cedar
frosty heron
wispy cedar
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condition was true wait

frosty heron
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you might as well delete w/e happend on false because it never gonna get called

wispy cedar
frosty heron
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@wispy cedar Not saying this is what you should do

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don't really know the context or what you are doing but try this

wispy cedar
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okk

frosty heron
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you can leave the play sound

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but if u want to destory the widget when player left the collision then do it on end overlap

wispy cedar
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it's simple widget that says key collected for 3 sec and then vanish

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okk

frosty heron
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if that's the case just handle the removal inside the widget it self

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On Construct -> delay 3 seconds -> Remove from parent

wispy cedar
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No no after collecting key it vanishes

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i want to display after that

tender epoch
frosty heron
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not sure im following

wispy cedar
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i want this WB to go away

frosty heron
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handle the removal of the widget Inside the widget

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On Construct -> Delay 3 seconds -> remove from parent

spice shell
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Howdy! I'm making an Editor utility and want to line trace between an actor and whatever is below it in the z axis LOCALLY - everything works fine except getting Up Vector gives me world space not local - how can I get local?

wispy cedar
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okay lemme try

frosty heron
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@wispy cedar reading your code tho, the fact you have WB_Level 3 key, imo you should learn inheritance.
I would handle displaying in Master widget too

tender epoch
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got it, editorutility class

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thank you

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was looking for that for weeks

wispy cedar
frosty heron
wispy cedar
frosty heron
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you will end up copy pasting from tutorial and not understand what each node does

wispy cedar
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yeah I am doing that already lol

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I should look into the basics

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so many ideas man so much, hands tied on this coding skill

frosty heron
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the pain of a small dev

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can't focus to learn on one thing alone

wispy cedar
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haha

frosty heron
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too many things to learn

spark steppe
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having ideas is easy

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a flying car in real life would be neat

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great idea, hard to solve...

gentle urchin
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just use anti gravity thrusters

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easy

wispy cedar
gentle urchin
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I think the side effects would be to severe

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for that to be viable

wispy cedar
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flying car must be made

crystal crown
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Is this the correct way to get previous?

frosty heron
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I'm confused, what do you actually want to do? also you add nothing

crystal crown
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if i understand correctly i add a slot and set the slot item in the array elem

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i need to compare the previous array to the current to see which character was added and which was removed

shut yew
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widget not dissapearing after countdown hits 10

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how do i delete a widget

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from viewport

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like in event graph

crystal crown
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remove from parent

shut yew
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hey

crystal crown
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im pretty sure this is not how you make a countdown in general

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you dont need to tick a countdown

thin panther
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you do

frosty heron
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Why not

thin panther
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but it might be easier to use something like a timer

frosty heron
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especially if you want more accurate countdown

thin panther
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(which is still ticking internally)

crystal crown
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i dont use a timer nor tick for my countdown

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and its accurate

frosty heron
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what do you use?

thin panther
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you most certainly are ticking

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You just don't know it

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You're doing something over time, it's ticking

crystal crown
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well the tick doesnt even matter. it can just be done more cleanly

frosty heron
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how do you do it?

crystal crown
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2 events

frosty heron
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I'm interested on how you initiate the timer

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without using timer or tick

crystal crown
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by pressing a button

frosty heron
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pressing a button doesn't explain how you initiate the timer

crystal crown
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what are you talking about

proper flower
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hey Humans, a quick question :
how can I create an interactable object but invisible? the best way for performance

crystal crown
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the button calls toggle timer event

frosty heron
shut yew
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how do i make a timer

thin panther
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The event pin is where you plug the event you want to execute after the 15 seconds

frosty heron
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I wouldn't use timer for cooldown

shut yew
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oh ok

frosty heron
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anything that need accuracy I will use tick

shut yew
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and how do i use tick

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i dont need accurracy tho

frosty heron
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There is plenty of timer tutorial in youtube i reckon

shut yew
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i followed one

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and got this

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so ye

frosty heron
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watch again

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that's not even complete

crystal crown
limber citrus
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hey, what are Hyper Blueprints?

odd kiln
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Hey all !

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Data Layers seem so complicated I don't find how to load a Data Layer in Blueprint if someone can help me please

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I know that normally I have to use the "Actor Data Layer" variable but it says that this class is "deprecated" ..

trim matrix
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Hello. Anyone know how to put the connection in float - float to the bottom (change from A float to B float)? Without the need of right click? I saw a youtuber do it but unfortunately they didn't want to response unless I'm a their patron member.

main lake
trim matrix
main lake
trim matrix
main lake
trim matrix
main lake
trim matrix
trim matrix
main lake
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Guys, Is it possible to make a whole project without ever using Casting and rather use Interfaces ?

frosty heron
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that advice steemed from clueless youtubers

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don't avoid cast

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cast to base class when possible, if you want to optimize, use soft reference

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Casting and Interface are not mutually exclusive

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different purpose

main lake
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So my question would be when to use one over the other and when is it really impossible to use one over the other

frosty heron
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you can reduce the size by using soft reference

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I would just stop making a game if I can't use cast , debugging with interface as a replacement would be nightmare

thin panther
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You cast when you have a good inheritance chain. Loading the hard ref of a proper code only base class is handy.
You use an interface when you want behaviour across a wide range of base classes. Like interaction

main lake
thin panther
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because you aren't loading assets

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you can call the functions and such, and not have the overhead of loading the CDO full of assets into memory for the duration of play

thin panther
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Class Default Object

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Blueprint loads them only when needed

main lake
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But what if you have multiple actors inheriting from the same base class, you can't use the base class on the cast if you want a precise answer of if your actor is X, so how would you do that ?

frosty heron
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you cast away

main lake
frosty heron
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if you care about optimization and don't want to bog down the memory, you can make the base class in cpp

frosty heron
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casting to cpp class is fine

frosty heron
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then you are limited to what you have, interface is not replacement for casting.
That's like cutting wood with hammer imo

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you use Casting when the object derived from the same hierachy, you use interface when you want to communicate between different classes

main lake
#

can I link the video I watched here so you can tell me if it's good what he's doing or not ?

frosty heron
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if you still want to use bp only, you can still use soft reference

frosty heron
#

this is common bad practice that is articulated at least weekly

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If you want to reduce the size with bp only thhen use soft reference, you load things when you need to

main lake
proper flower
frosty heron
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it's like 2 - 3 nodes to load soft ref, there is official epic youtube video about soft ref

thin panther
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(it's actually the path on disk :P)

crystal crown
trim matrix
proper flower
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I made my material invisible so I can use it as interactable, but I need a wireframe in the editor mode in order to see boundary even when not selected, someone have an answer?

crystal crown
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add a cube or smth to the bp that is only visible in editor and hidden in game?

proper flower
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how

frosty heron
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Well you can't click an invisible object

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except thru wireframe

proper flower
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I clicked it

frosty heron
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actually there should be an option to do that

proper flower
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it works

frosty heron
proper flower
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no in the game is not visible but is interactable

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is an invisible material

frosty heron
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what is your goal right now

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what do you want to do?

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did you not want to select it in editor?

proper flower
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having what I have now but with a wireframe in the editor only

frosty heron
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without going thru wireframe mode

proper flower
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cause in the editor my shape does not have wireframe or boundary

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I want to be visible in the editor and invisible in the game

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oh i can switch material at run

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i think that is a solution

frosty heron
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Dynamic material is probably more expensive

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but if u want, up to you

proper flower
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no I'm open to good performance solution

frosty heron
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then don't create material at run time

proper flower
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i need a simply wireframed mesh that is invisible in the game

frosty heron
#

can't u select the billboard?

proper flower
#

what do you mean?

frosty heron
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the circle icon is the billboard

proper flower
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yeah

thin panther
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couldn't you also just show it in the editor and tick "Hidden in game"

main lake
proper flower
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but is a more convenient way to have a wireframe in order to fit the shape precisely where I want

frosty heron
proper flower
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i can not use an invisible material

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it's not a problem

main lake
proper flower
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my only goal is a visible in editor /invisible in game simple shape and lightweight in performance

thin panther
frosty heron
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then why an invisible material on your shape?

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you got me confused there

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just spawn a normal cube and set hidden in game to true

proper flower
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I thought that hidden in game means not interactable too

crystal crown
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cuz he dont know how to add a box and hide it

proper flower
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I'll try

frosty heron
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well if u want it to be interactable

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it can't be hidden I think

proper flower
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it's working

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hidden in game does not prevent the interaction with blueprint itself

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great

proper flower
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apologize for the confusion ,I thought that "hidden in game" would obliterate the presence of the mesh

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@thin panther sorry i missed your message before xD

crystal crown
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Can i hide some variables from the details panel?

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that shouldn't be modified anyway

tame terrace
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Hey, beginner question but why is the parts of the function not showing up when I double click?

frosty heron
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set it to private

crystal crown
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like in a component

frosty heron
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if you set variable to private it shouldn't be readable or accessible by other than the class the variable is declared

crystal crown
#

i guess what i was asking for didnt make sense

lofty rapids
#

wdym " the parts"

tame terrace
lofty rapids
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you would think so

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i wonder how it just got rid of all the stuff ?

tame terrace
spark steppe
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the worst thing on this is that you use the level bp for all that stuff

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at least 90% of this don't belong in the Level Blueprint

lofty rapids
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can you even get to the level blueprint from anywhere else ?

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as far as accessing those variables

thin panther
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Nope

fluid lagoon
#

Hey all, having this weird problem with my camera pawn, it possesses fine but for some reason, the camera isnt locked facing the desk but instead at a 90 degree turn away from it, hopfully this video helps with anyone wanting to point me in the right direction ๐Ÿ˜„

tame terrace
fluid lagoon
fluid lagoon
stuck sentinel
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how to fix

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i need to set origin to middle

celest acorn
#

Hi All, i am trying to make a camera view a section of a level once a certain objective has been completed for example, you kill a boss and a door now unlocks, as the door would be out of the player view i was trying to get it to pan a camera to the door in question so that the player would know that killing the boss unlocked the door, does anyone have any rough ideas on how to go about doing this. Thanks!

dim agate
dark drum
crystal crown
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this does not the change the pivot of the imported mesh however im pretty sure

dark drum
crystal crown
#

Please ask in the right channel

sturdy mesa
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which channel would that be ..?

crystal crown
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probably materials

sturdy mesa
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yep thanks

crystal crown
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How do i keep a copy of the previous value of an array? im still struggling with this...

stuck sentinel
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hiw

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how

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how can i move it to the edge

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anyone

crystal crown
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yea

lofty rapids
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what is it your trying to do ?

crystal crown
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i need to compare ref's what is removed from the array and what is added

wispy cedar
stuck sentinel
#

the origin

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so the door can work

wispy cedar
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you mean so it can rotate ? open and close ?

lofty rapids
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probably so that when it rotates it pivots

stuck sentinel
#

ye

lofty rapids
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just moved the door lol

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not sure if you can move it, anything in details ?

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the root component

stuck sentinel
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when i move the origin moves with it

lofty rapids
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ya, then you got to move it to where you want it, it's because they are children of it

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it will follow it i think

fervent breach
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is there a way to draw a debug sphere in the editor, like how Unity has draw gizmos?
I'm trying to have a modular visualization of my enemy's attack range

harsh wasp
lofty rapids
lunar sleet
crystal crown
fervent breach
#

oh... I forgot to set duration - didn't know that counted in construction...

shut yew
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It gives me an error when i wanna change the visibility

lofty rapids
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your reference is empty

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where do you set it ?

shut yew
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i just casted i t and promoted to a variable

lofty rapids
lofty rapids
shut yew
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yea

lofty rapids
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you need to create it, and promote to variable, on begin play or in the hud

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also add to viewport or visibility won't even work

shut yew
#

yea

lofty rapids
#

well you don't need to promote to variable, but creat it and set your variable

shut yew
#

its done

lofty rapids
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when do you run the event ?

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thats just a custom event, you need to run it at some point

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and personally i would set visibility, then add to viewport

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so it doesn't flash

shut yew
lofty rapids
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so you call that event on begin play ?

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of your character ?

strange blaze
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Is there any way I can map the viewport screen position to world coordinates in the editor? it sounds so simple but I can't find any source.

shut yew
lofty rapids
crystal crown
shut yew
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still accesed none

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book quest widget just an image

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done

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solved

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thanks

lofty rapids
crystal crown
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idk much about arrays tho

lofty rapids
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so it's a fixed amount ?

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or fixed length

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or seats change

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i'm guessing one item for each seat ?

crystal crown
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maybe something like this

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yes one character for the seat that was occupied

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the seat lenght might change depending on how many seats there are but that shouldnt be a problem

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i know maps even less than arrays tho

lofty rapids
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i know little about maps i don't use them very often

flat coral
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They're worth knowing about. There's things which are kind of annoying to do otherwise that a map makes really easy

crystal crown
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yes i would like to learn more obviously

lofty rapids
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you can however although probably a crude way to do it, possibly loop through the last copy of the array forEach the new and see if it includes that element

cobalt gulch
#

How do I move a block from one location to another location with a changeable variable that determines the speed which it moves at

crystal crown
flat coral
lofty rapids
#

just foreach and see if it's included the other array, and vice versa @crystal crown

flat coral
#

you might rather have Set Actor Location instead of And Rotation

crystal crown
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i think mapping will be much simpler

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if i knew how to do it ๐Ÿ˜›

lofty rapids
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just do a forEach

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and check if it contains

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if the previous one contains the new element

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never done it with actors, but i would imagine it should work

crystal crown
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it still fires this bs

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i think map is the right thing to do

lofty rapids
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oh boy i don't know about multiplayer

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but i would just do that for if it's added

crystal crown
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i need to know specific characters to pick

lofty rapids
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i mean the added character is the actor in the array element

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but i see you need to map to seats

cobalt gulch
#

How can I make it so when the translation has stopped code is completed? I'm trying to make it return back to where it started

crystal crown
#

just reverse the code?

cobalt gulch
dark narwhal
#

I need solution to my annoying problem, and im sure its super simple but im sick of searching. i cant find any solution online

The problem: I have 2 kind of identical blueprint actors that i click and drag on my map and one bounce out of the ground and its capsule is right 1 pixel above the ground ( as it should)
The second one stay halfway throught the ground and do not position itself ON the ground even tho it has a capsule with collision and everything.

I keep scrolling through both BP and try to find what is different between them but i cannot figure out... please help ! unreal

cobalt gulch
#

cus right now it does it while its already going to the target loc

flat coral
crystal crown
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or fire a new event for the reverse when target was reached

fickle flame
#

can someone help me?
How do I get a reference to my level blueprint for this interface target?

crystal crown
#

do not use level blueprints.

fickle flame
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:/

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whats the point of it then

manic onyx
#

how do I make a CPP file blueprintable?

steel shadow
#

Why do you need a reference
Just have the level BP implement the interface

fickle flame
fickle flame
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i got it working sending to the controller from the level blueprint like this when I reference the controller class for the target

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but I can never get it working in reverse and idk how to reference the level blueprint for the target

steel shadow
#

Yeah I'm probably talking shit
Use something else instead of level blueprint

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Maybe gamemode

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If single player

fickle flame
#

gamemode doesnt have a event graph no?

steel shadow
#

Yes it does

fickle flame
steel shadow
#

Create a custom one and set that as default

fickle flame
#

this is my gamemoide class

steel shadow
#

Click the blue writing that says open full blueprint editor

lofty rapids
fickle flame
#

oh i see xD

fickle flame
#

official ue5 documentaion page btw

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but doesnt say how to get the refrence xD

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ok i found the event grpah on game mode ill code my logic here

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ty all

chilly plover
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I have a string like this text-34-65-232-text. How can I split this to get a section thats been split by -

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I could split it and then split again but thats complicated and wondered if the4re was a better wya

frigid summit
#

hi guys im struggeling to find the easiest way for my enemy to do combos can anyone help

dark narwhal
lofty rapids
chilly plover
lofty rapids
#

but if you need to split, then split whats inside that i think parse into array is really the option

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i've used it and it's pretty fast

chilly plover
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I basically need an explode

lofty rapids
#

ya thats what parse into array is

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it's basically the same thing

chilly plover
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How can you get the array index in the foreach?

lofty rapids
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show the foreach

chilly plover
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ahg I see it

lofty rapids
#

ya it's a pin comming out of foreach

fading rune
#

Is there a way to find the transform of a single mesh in a instanced static mesh array? Say I pick index no5 in an instanced static mesh array of 9. Can I find the world transform of mesh no5?

lofty rapids
#

probably, it should be whatevers in that index

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if your array is instanced static mesh, then when you get the index, you should be able to do whatever you can on an instanced static mesh

rich ferry
#

Is this how you make an explosion force for a projectile? Thought it would be straightforward but it doesn't appear to work and idk how to debug it.

dark narwhal
steady night
#

hey

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how will i

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how can i set the speed negative when im walking backwards :/ ?

lofty rapids
#

backwards compared to what, are you not always moving forward ?

steady night
#

well in my anim bp when im walking backwards im still getting the velocity so its getting + speed not negative *

dark narwhal
#

its for my 2.5d game tho

rich ferry
chilly plover
#

Is there a function to return where a timeis pm or am?

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time not date*

fading rune
lofty rapids
fading rune
#

I can select the index and remove that instance. But I'm struggling to get the transform of that removed instance.

lofty rapids
#

what is the array type ?

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the variables type

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is it static mesh object references ?

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i have not worked much with meshes and references but i can't get much out of an array of that kind

fading rune
#

Static mesh object reference.

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Not much shows when I right click searched.

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Not for static mesh array.

lofty rapids
#

ya i see what you mean

fading rune
#

It is a bit of a mystery. Ty for your help though.

gentle urchin
fading rune
gentle urchin
#

why's there a static mesh object ref ?

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shouldnt it be instanced mesh comp ref?

fading rune
#

I want to find the transform of a single mesh in a instanced static mesh array? Say I pick index no5 in an instanced static mesh array of 9. I want to find the world transform of mesh no5.

gentle urchin
#

i read the initial question yes

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but there's not really an instanced static mesh array related to the ISMC

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it's singular mesh, duplicated at specific transforms

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take this as an example

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this is a grid of meshes , made by ISMC

fading rune
#

Instance static mesh component?

gentle urchin
#

yeah

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if i want to get a transform of a specific cube here

fading rune
#

Yeah

gentle urchin
#

I'd need the index, and use this node

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coming from the ISMC reference

fading rune
#

Doh! Not sure why I couldn't find it.

#

Thanks !

undone sequoia
#

any idea how I can calculate roll for plane ? when I control it by mouse and have just X Y of screen?

#

now I am converting y to roll but its not best

fading rune
#

What do you want to do? So when you turn left the plane tilts left?

drifting mango
#

X is the roll axis though?

#

Isn't it?

undone sequoia
#

now i do it like this

fading rune
#

You need to clamp the roll output in the x value.

steady night
#

@dark narwhalhm it dose but thats related to the camera :/?

undone sequoia
#

x value does not exist in control rotation

#

it has just y and z

#

๐Ÿ˜„

#

thats why I need somehow make X

shut yew
#

i AM checking every time im scrolling in my inv if there's a valid class(a item)

faint pasture
undone sequoia
#

there is always 0 x

fading rune
#

The return value roll.

shut yew
#

How do i detach it from my hand the

undone sequoia
rich ferry
faint pasture
undone sequoia
#

whole stuff looks like this

faint pasture
#

It'll work without it. I've done full 6DOF stuff with just rotations

drifting mango
#

The axes hella suck though

shut yew
#

I want to detach an item from my socket everytime i scroll from the slot in my inv how do i do that

drifting mango
#

Why not just ask Adriel to help you set up the system?

faint pasture
undone sequoia
#

like now its fine i need somehow change roll then i can remake it to rotations

shut yew
shut yew
flat coral
#

How do I validate a hit struct to make sure it's NOT the default?

Normally I'd do something like check if it's equal to a default struct but there's no equality method for hits. I could go through the variables and check if they're equal individually, but hits have a LOT of variables.

#

THIS would probably work but I think we can all agree it fucking sucks

dawn gazelle
flat coral
#

(pretend that's Not Equal)

flat coral
#

This is actually fine because the system to do these traces is somewhat chaotic (by design) and if I do another set of traces the next tick, odds are good it'll find a valid one and recover.

#

But what I DONT want is for it to ACT on the invalid hit, it's fine if it waits but I dont want this AI pawn to go zooming off towards 0,0,0 because it thinks that's the result of the pathfinding

dawn gazelle
#

I'm still not really following - if you have an "invalid" hit, why is it being added to the list in the first place?

main lake
#

I have an actor component called "Ability" and bound an Event to "On Component Activated" and it generated me an even with 2 parameters, and was wondering what was the boolean "Reset" for ?

supple dome
flat coral
main lake
supple dome
#

its up to you to decide what it means to "reset" your component

supple dome
supple dome
#

then ignore the boolean

dawn gazelle
supple dome
#

it makes sense for most stuff, ie Audio: keep playing vs restart

supple dome
#

yeah

flat coral
supple dome
#

you can use for example, you activated a healing, and it lasts for 3 more seconds, once you "Reset" it goes back to healing for the full duration

main lake
# supple dome yeah

In my case I use "Activate" to activate my ability and play an anim montage, and later I will add other stuff because my ability goes through all these phases

supple dome
#

(not sure about your gameplay just an example)

flat coral
#

For example, if the AI is in patrol mode, I filter hits which are more than a certain distance from the patrol zone's origin.

dawn gazelle
flat coral
#

And I'd kinda rather a solution which can't miss a spot

dawn gazelle
#

Oof... using find on a hit structure sounds blegh... (Unless you mean your own custom "find")

#

I was thinking the array find

flat coral
#

Yeah it's my own find. I use one of a few depending on the AI's current mode, but most of them are pretty simple like "find the hit that's closest to this actor I'm following"

dawn gazelle
#

So it still boils down to whether or not you had a valid hit in the first place that you want to use.
In your final "find method", it should likely check if there is any hits you want to use before choosing that winner. If there are no valid spots, that's where you'd return from your function and indicate if a valid option was picked, otherwise you'd return that it wasn't a valid pick.

flat coral
#

The reason why this is a sticking point is the first time I had a bug like this, it WAS actually the find method which was finding NOTHING and returning a default, even though its input was valid

#

Obviously that shouldn't happen, but like, clearly it can and I want to account for that

spiral kite
#

when throwing the knife, I want to throw it not according to the position in the world, but in the direction my camera is looking at, how can I do it?

dawn gazelle
#

It shouldn't matter if there's a "default" hit value or not as you're ensuring whether or not you have a valid location to use yourself.

flat coral
dawn gazelle
#

If I bult it, I know whether or not it's lying to me. If I was getting unpredictable results, I debug it to make sure it's not lying any more.

#

Computers will do exactly what you tell them to.

flat coral
#

My view of it is, I know for a fact all the programmers on this project are asshole drunks, because I'm the only programmer on this project

#

So I try to code defensively

dawn gazelle
#

The issue usually stems from that "exactly" part.

flat coral
#

I get what you're saying but the problem is still that Find can lie

dawn gazelle
#

Then fix your find method.

#

There is no "lying".

flat coral
#

Course there is! If it says the returned hit is valid, and it isn't, that's lying

dawn gazelle
#

That means you're returning from your function incorrectly. You designed this find method, no?

flat coral
#

Yeah but like we covered, I'm a drunk asshole who makes all kinds of poor decisions

#

Like I've literally already fucked up this exact thing once lol

#

Now HERE'S a funny detail. That JSON comparison method? Doesnt even work

dawn gazelle
#

Doesn't surprise me.

flat coral
#

Because hits have a "time" field

#

Also the normal isn't the same? Which is bizarre. These are both clearly empty default hits.

rugged wigeon
faint pasture
dim agate
#

I've been experimenting with Set Mouse Position but it doesn't give me the results I want, is it not possible to set the mouse position relative to a position in world space?

faint pasture
#

the mouse is on a screen, and the world is in 3d, you need to convert

dim agate
#

Yes, that's the part I'm struggling to do, however it's enough for me that someone can confirm it is possible (didn't want to explore a dead-end), I'll try to figure out the rest, thanks.

#

I was using this but it caused controls to feel odd.

flat coral
#

So I've got this system to find a point a little bit above a pawn, so I can start traces from there. Thing is "above" is the wrong word, it's actually just supposed to move away from the nearest surface. And it works great... until it doesn't.

Look at these sets of traces, the magenta dot is the resulting point. It suddenly decides to put that point underneath the plane it's on, which breaks all subsequent logic because now it can't "see" any ground at all.

#

Anyone have any idea what's going wrong here?

#

oh my god the normal becomes negative on that tick. The trace must eventually hit the plane from the bottom, return a negative normal, then go WAY under the floor by adding the offset in the wrong direction

humble matrix
#

any way to check if my actors in world have the same material. There is just 1 actor class but multiple numbers in the world. Their materials are changing. I need to know if they have the same material in some point.

wraith loom
#

Before I go and make my own macro, is there a while loop node where you input n and it repeats code n times?

foggy escarp
#

I usually nest Do N within the 'WhileLoop' to ensure that it exits.

frail onyx
#

I just tried that and it still doesn't seem to work

tender lark
#

If you had a grid of boxes made of instanced mesh, is there a way to evaluate the surrounding grid spaces and then change the mesh based on that?

trim matrix
#

Sorry for kinda out of topic but how to set up that kind of map/environment? I'm new here and wondering how to start my project

frail onyx
trim matrix
frail onyx
# trim matrix The structure, like that block or somekind, for testing purpose

oh ok, basically they are just individual cubes i added to my level and moved/scales around to make a little map. They each have a material that is using a texture i made and is aligned to the world space so it shares a perfect grid that is 1 meter by 1 meter. This is a tutorial i used to make the world aligned grid since it is probably too much to explain here and is probably easier to understand, the only thing i changed from the tutorial to get the grid the way i liked was make an image in photoshop that was 256x256 and put it in the texture object. https://www.youtube.com/watch?v=KSXshiA59OA&list=WL&index=30

How to set up a grid for level and game design using world space. Perfect for level designers designing along a grid and game designers for setting up game and environmental metrics.

Link to my grid texture:
https://drive.google.com/file/d/1CGf5ug45_VuGEUYqLOGWk6770i9x0z8J/view?usp=sharing

โ–ถ Play video
frosty heron
#

Why event tick? And how do you set is on? Is it necessary?

frosty heron
#

Can just check the current material right away

frail onyx
dreamy elm
#

Is it a bug this node (time ratio) always returning 0 for montages?

main lake
#

I have a variable of type "Input Action" in my "actor component", is it possible to take that and get an event which gives "Pressed", "Released", etc... like when we look for an event for any Action we created ?

#

By that I mean this kind of node (when we don't know in advance the Action that will be picked in the "Editable property"

dreamy elm
frosty heron
# dreamy elm

Have you dived in to the node? With your skill you can prob figure it out

dreamy elm
#

Why my skill

frosty heron
#

You can read source code

#

You can just commit the material change when you step on it then?

#

Also to toggle bool the shortcut is

Set myvar = !myvar

#

! Is called not in bp

#

I mean you can do it on the overlap instead of tick

#

You are setting the material every frame

#

Sounds pretty expensive (maybe) but you can just make a function

#

Param would be the target material and collection of actors

main lake
#

you're trying to do that to see if blue or red wins ?

frosty heron
#

For loop get actor if material == mytargetmaterial

#

What r u struggling with? You don't know how to compare materials?

#

You can compare with materials with == node

#

I dunnoe , it's a pretty simple and straightforward

main lake
#

Then do that with materials, rather put a boolean variable on each tile and after each press by the user do a check of all of your actors to see what's their boolean value

frosty heron
#

You are comparing actor to material

#

Get the mesh component that the bp pressure pad use

main lake
#

and isntead of calling "GetAllActorsFromClass" each time, you can just create an array of those tile type, makie it editable and use the eye dropper tool to put them in the array so you can always have a reference to them

frosty heron
#

Then get the material then compare

#

Actor is what you placed in the world, your actor would be something like BP_pressure_pad_1 , so that's not a material. Hope you get why Ur code is failing

main lake
frosty heron
#

Ofc

#

Your are telling it, if a pad is blue. Open it

#

So even a single blue pad will open the door

#

You can make a function, especially for puzzle game

#

Might reuse it over and over

lunar sleet
raw aspen
#

can anyone help me this camera rotation problem

frosty heron
#

Easily. In a function create a bool called bAllPadBlue as local variable

#

Then for the input you want array of actors

#

Go do that first and come back

main lake
raw aspen
#

the character is rotating but the camera is rotating too so the character is moving in circular path

#

both are rotating

lunar sleet
#

Continue

raw aspen
#

i fixed

analog moat
#

would some mind if i messaged them? I'm tryna make a complex system if its possible to do but i havbe no idea where i should or how i should start it, i wanted to ask for like some pointers or such so i can get like an idea on how i should go about it

frosty heron
#

Ask the community for some insight

dreamy elm
#

I found a bug lol

#

CurrentAnimTime is always 0

dark narwhal
frosty heron
dreamy elm
#

Can i get montage time

frosty heron
#

Ye

analog moat
# frosty heron Ask the community for some insight

fair enough, i'll try to explain my thoughts best i can, but i'm trying to design a dual progression system which bases things off the characters growth stage and experience, so the characters growth stage allots them Talent/Skill points to them but the quest they do allots them experience and levels that they can use to then boost their base stats kind of like ark creatures if that makes sense, i'm just not sure how or where i should start that system or even if thats possible

frosty heron
#

U can get active montage time

frosty heron
#

Just the character leveling up with some talents to pick

dreamy elm
dreamy elm
frosty heron
#

Get anim class -> get current active montage -> get current time? If I can recall

Can't check rn, washing the dishes

dreamy elm
#

Current active montage is shared

#

it is a reference to a "shared" resource

#

i will check if i can get this time

frosty heron
#

Or maybe it's called position

#

If u need ratio from whole anim. Maybe current position / duration

#

Select node

plush hinge
#

โค๏ธ

#

ty

echo wren
#

when i bind a paramter of a userwidget in blueprint to a variable, does that update only when the variable changes? vs when i create a binding it make a function with a return that is called on tick, correct?

spark steppe
#

both run each tick, but getting the value from a variable isn't super bad

#

if you only want updates if the variable changes you want to use UMG Viewmodel... wait nevermind.

frosty heron
dreamy elm
frosty heron
#

Won't say broken tho, anim != montage in my opinion

dreamy elm
#

montage is playing an animation at least

frosty heron
#

Ye

dreamy elm
#

If it was the animation time then it is fine but always 0 is a bug

frosty heron
#

The node give the ratio just fine when I used it for animation in anim bp

#

Mainly to see the ratio left for an anim in state machine

dreamy elm
#

Just accept the fact

frosty heron
#

๐Ÿคฃ

#

@dreamy elm I'm making rpg too but not up to combat yet. Do you use GAS?

dreamy elm
#

But if your game is offline i`m not sure it is good

frosty heron
#

Listen server 4 players max

#

Or maybe 5

dreamy elm
#

then it is good

frosty heron
#

Do I need ffastarrayserializer for small project like this?

dreamy elm
#

I wish it was cold this summer ;/

frosty heron
#

Me 2 :/

dreamy elm
#

Not sure you need it or not

frosty heron
#

It's 42 degrees atm

dreamy elm
#

Wow, where are u from?

frosty heron
#

I live in Australia

#

@dreamy elm last question if u don't mind. Do Gas have anything to modify the movement? Something like a grapling hook in mp setting. Is that supported or we have to route movement stuff in cmc?

dreamy elm
#

You can generate root motion but it looks advanced

#

there are some apply root motion nodes but i don`t have experience

#

Maybe that

frosty heron
#

I will take a look. Tysm

celest sky
#

Hello. I am trying to dynamically set the FOV of a SceneCapture2d object I have in a blueprint, but I am unable to connect my object reference to the set node. And as seen in the first photo, my object is a child of the SceneCapture2D object. Does anyone know the solution to this?

frosty heron
#

If the actor have a scene capture comp, then you get drag the comp from the actor

fiery ridge
#

yo, anyone know how to get NPC's movement component in this task?

frosty heron
frosty heron
#

you can check if the Pawn have the movement component by using GetComponentByClass

fiery ridge
#

How can I stop AIMoveTo in this task

frosty heron
fiery ridge
surreal peak
fiery ridge
surreal peak
#

You usually still have a shared base class

#

Even if that doesn't implement much.

#

If all your NPCs are at least characters, you can also just cast to character here

fiery ridge
#

You reminded me to implement children now, thanks for that ๐Ÿ˜„

surreal peak
#

Would only return something valid if the Pawn or child class have one and return it there

#

Which Character does with its build in movement component

fiery ridge
#

is it a big deal that I made the NPC's parent class Character instead of Pawn?

surreal peak
#

No

#

Pawn is the parent of character

fiery ridge
#

ohhh

#

that makes sense

surreal peak
#

With more humanoid features

fiery ridge
#

thank you

tranquil solar
#

Hey, I am facing an issue, where I am trying to save Linear color & Bool values in the Save Game BP, I can see the values being updated when I press the save button, but it all turns to the 0, when I load these values, any help is appriciated.

frosty heron
#

show code and maybe someone can take a look at it

tranquil solar
fervent breach
#

question - so I have an enemy that shoots projectiles, and an explosive object that hurts anything caught in the explosion. The issue is, the enemy can be as far away as possible, but if their bullets are in range of the explosion, the enemy get hurt. Why is this exactly? When spawning the bullets I don't set an owner or instigator, and even added a check to the explosion to ignore anything with the Projectile tag, but it didn't change anything

fiery ridge
#

and since the bullet is maybe part of the enemy?

tranquil solar
#

1 - Setting values to the Variable in the Save Game BP
2- Printing Values to varify the Updated Values
3- Loaded values which are just 0
4 - Print String

#

@frosty heron Hope this helps

frosty heron
tranquil solar
#

@frosty heron

#

Right I forgot to call save game but I added it and it is still the same issue

frosty heron
#

Make sure you load the save game object , check if the array that is being saved is the right value before saving
Close program and then re-load printing the values to see if it match

#

make sure your load get run too. Doing print string here and there helps

tranquil solar
#

Thanks will try some more things, because I am saving one values with Mesh and Location rotation, and that is working, but I will see if its the issue while loading or something.

remote meteor
shut yew
#

Can't pick up potion

fervent breach
fiery ridge
fervent breach
fiery ridge
#

You should use blueprint interface instead

fervent breach
#

like what?

sharp nimbus
#

anyone have ideas on how to get the colour of pixels underneath the mouse cursor? I've tried https://www.youtube.com/watch?v=_7YbdG0p4hE&t=258s however the UE cube seems to have a too simple uv to make this work.

I've also tried getting the mouse location, Creating a Render Target 2D, and then getting the raw pixel by plugging in the mouse location xy but the colour values I get are not consistent per colour, might be affected by shaders, and this system probably won't work for different viewport resolutions.

I feel like the solution to getting the pixel colour underneath the mouse cursor should be easy but I just can't figure it out

๐Ÿ‘‡ Cette vidรฉo est consacrรฉe ร  la crรฉation du projet et du blueprint de notre map, avec l'importation des textures et la crรฉations des materials qui lui seront associรฉs.

๐Ÿ‘‰ Mon Discord : https://discord.gg/vTMqE673ah

๐Ÿ‘‰ Twitter : https://twitter.com/8_supernova

๐Ÿ‘‰ Lien Google Drive pour obtenir les ressources : https://drive.google.com/drive/fold...

โ–ถ Play video
frigid summit
#

they cant just stop doing that

ocean crow
#

anyone know how to get this node?

fiery ridge
# fervent breach like what?

Interface from explosion and make an overlap event. Then apply same interface on objects u want to be affected

spark steppe
# ocean crow

you may have to drag from an SubObject Data Subsystem node

#

and somehow my guess is that this subsystem is editor only

spark steppe
#

is that an editor utility widget/action blueprint?

ocean crow
spark steppe
#

well, try in an editor utility widget blueprint

#

if it works there then it's kinda obvious that it's editor only

#

because idk what exactly that subsystem does, but from a quick google search it's apparently to change blueprints in the editor

ocean crow
spark steppe
#

what kind of subobject?

ocean crow
#

A cpp replicated UObject for an inventory system

spark steppe
#

then you want to construct object from class, and assign it to a variable in the blueprint (so that it doesn't get gced)

ocean crow
# spark steppe then you want to construct object from class, and assign it to a variable in the...

I did that, but it doesnt replicate, and I found this article online that I think is a potential fix:
https://forums.unrealengine.com/t/replicating-tarray-of-uobjects-cannot-get-tarray-uitemobject-to-replicate-from-within-custom-actorcomponent/1262941/2

Epic Developer Community Forums

check the article " Advanced: Generic replication of Actor Subobjects" in this Wiki Replication - Old UE4 Wiki you need AActor owner of UObjects with overridden functions in the AActor owner and UObject class as well

spark steppe
#

๐Ÿคท idk anything about replication

solar fiber
#

Hey Guys, rookie here with rookie question. I'm struggling with selection. I got my marquee selection set on my left mouse button. Now I would like to implement double click on a unit to select all units. How to approach this? Right now the left click is registering as a start of marquee selection. So it fires a message for hud to select the unit under corsor and start drawing a rectangle shape from that position. Do i have to add some kind of modifier to enhanced input action? I need to tell the IA_leftclick to cancel the marque selection if there is a following click on the same position on a pawn within the given time limit. I'm clueless. Thanks for any tips.

gentle urchin
#

For subobjects youd need to enable the option in the owning class in cpp i believe

#

Along with some minor tinkering in the uobject class if memory serves ...

#

I never used this method so not recalling the exact steps

#

I went for a replicated struct array instead ๐Ÿ˜…

blissful summit
#

soo i tried doing a randomisation test... and this was the result...

#

the bp is basically generating 2 random numbers and comparing them, if they're the same, then it stops and logs the alleged same numbers and prints the number of tries it took to get it

#

it says 17 == 15...

#

repeating the test results in it happening to other numbers too

#

am i doing something wrong?

#

otherwise this is horribly wrong

#

something is broken

gentle urchin
#

its pulling a random every time

#

so its pulling a random for the top part of the compare
then a new random for the bottom part of the compare
then a new random for the first build string
then a new random for the second build string

blissful summit
#

i see thank you

gentle urchin
#

So youd wanna do Get random int in range -> store to variable X
then again for variable Y

raw aspen
#

i am using blend space not 1D

restive barn
raw aspen
#

form mixmo not me

proper flower
#

this won't connect, why?

halcyon vapor
#

which blueprint could I use, by any blueprint/actors to get its values
I was trying to look into "global variable" but I thought maybe making a blueprint/actor that has these values and then casting from that would make the same result

The thing is, I don't know which one would be easily accessed from anywhere, I thought about using the level blueprint but that would be an extra worry to keep in mind

Anyone got any suggestilns?

halcyon vapor
#

are they different?

#

function on the right*

proper flower
#

even if I change this

halcyon vapor
# proper flower

yeah okay, so you'd need to "cast to Pal Player State" inbetween

proper flower
#

ok

halcyon vapor
#

yup, now connect "Array element" with the "Object" of the Casting node

#

also, did pal world make its source blueprint code available to everyone?

proper flower
#

idk

#

I'm messing around

halcyon vapor
#

aaah okay

proper flower
#

I'm like a child in a big ocean at the moment

halcyon vapor
#

welcome to the Ocean I guess xD

proper flower
#

I don't know what I'm doing, trying to mod my dedicated server

#

but it's funny

halcyon vapor
proper flower
#

I need more reference about palworld blueprint ,but it's difficult

#

I don't even know if this blueprint makes sense

#

idk if it's the right approach to obtain all the online player inventory

halcyon vapor
#

there are many possible approaches to anything when you code, so generally as long as it works and doesn't cause massive lag, it should be fine

proper flower
#

at the moment Im using event tick

#

but need a better input

halcyon vapor
#

okay yeah, that's a horrible idea xD

proper flower
#

but can't use event begin cause it won't work

#

i neet to know how and when access to the player info

halcyon vapor
#

which blueprint are you in?

proper flower
#

?

#

i'm just testing my first mod on weight

halcyon vapor
#

are you in a widget blueprint I mean?

proper flower
#

through mod actor blueprint modding

halcyon vapor
#

but is the actor linked with a menu ?

proper flower
#

i don't think

halcyon vapor
#

because widget blueprints have "on construct" instead of "on begin play"

proper flower
#

okay but how can I recognize the initializing of all player data?

#

cause if I send the info early is undefined

#

I don't use a widget

halcyon vapor
proper flower
#

I know

#

at least some basics

#

it's just to test it out

halcyon vapor
#

so why exactly does the event begin play not work? it starts too early?

proper flower
#

now I'm waiting a friend that have the dedicated

#

Idk why but doesn't work

#

I assume that

halcyon vapor
#

did you try to "print string" from it

proper flower
#

I can try

halcyon vapor
#

because if you can create the node, and the thing doesn't execute any code, that means the actor itself isn't present in the level

proper flower
#

someone suggested me this

#

but how it works?

#

I assume I don't need anymore with each loop

halcyon vapor
#

basically a custom event will execute code that is plugged in the red node, and if you want to execute that code, you use the blue function node

#

but I'm not familiar with server blueprints, so not sure the exact detail of what you are trying to achive

proper flower
#

my goal basically is to set my mod on all players based on id on join

#

but I don't know how to do that for now

#

at this moment this script iterate through all players online

#

but maybe it's better this way ( if it works)

frosty heron
proper flower
#

I know

#

I'll figure it out

halcyon vapor
#

learning the hard way has its benefits, but anyways, what do you mean "set my mod on all players"?

frosty heron
#

you don't expect to make multiplayer game if you can't make single player game.
I don't know benefit of learning the hard way, I thnk it's beneficial to learn the foundation first before doing hard stuff

proper flower
#

if I use get local player, it does not work with all I suppose

#

If you have a good foundation guide on programming, I'll be glad to read

halcyon vapor
proper flower
#

preferably ue5 oriented on blueprint

halcyon vapor
#

ye ye

proper flower
#

thanks

proper flower
#

at first this is bad if I know very little on a field of expertise

#

but the more I practice, and the more my intuition helps me

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I rely on intuition and logic consequences other than schematic memory

#

this led me to learn to play the piano, to be a professional 3D graphic designer and dozens of other less relevant fields

#

btw, thanks for the help

#

much appreciated

dim agate
#

I don't think he's arguing "learning by doing" is wrong, rather starting with multiplayer specifically from near 0 knowledge is not a good idea.

proper flower
#

from my perspective, it's the way to pop up my intuition, self discipline, will

frosty heron
#

no shortcut unfortunately

proper flower
#

thanks

halcyon vapor
frosty heron
#

dicipline and will alone is not enough if you don't use the right tool. I mean it;s not even doable to do a sprinting mechanic in multiplayer without expanding on CMC (cpp only)

proper flower
#

will learn the necessary

sonic pier
#

hi all i am trying to make a stamina sprint system for my game i want the player to sprint as the stamina is recharging but the walk speed is just not going up! Here is the sprinting logic

halcyon vapor
#

Also, back to my quick question xD
which blueprint could I use, by any blueprint/actors to get its values
I was trying to look into "global variable" but I thought maybe making a blueprint/actor that has these values and then casting from that would make the same result

The thing is, I don't know which one would be easily accessed from anywhere, I thought about using the level blueprint but that would be an extra worry to keep in mind

Anyone got any suggestions?

sonic pier
#

increase stamina

frosty heron
#

you can't even reference it from other blueprint class

#

what do you actually want to do?

sonic pier
#

use stamina

halcyon vapor
dim agate
frosty heron
#

Game instance might be your best bet

halcyon vapor
frosty heron
#

if you can do cpp, use SubSystem

#

closest BP option would be GameInstance

halcyon vapor
frosty heron
#

Get Game Instance

halcyon vapor
#

nice perfect then, ty

dim agate
#

You mean when it drains?

thin umbra
#

Hello, I'm wondering if someone has a solution for this:

how do I prevent the camera from switching into my character when I possess it?

I want to possess the character, but maintain a view that is custom made, and I Want it done at the beginning of the game

#

oh cool I found it.
I think this one does the trick

dim agate
# sonic pier yea

"Yes" to you want to sprint while stamina recharges or "yes" to you meant say "while it drains"?

dim agate
#

Imo you're probably better off remaking your stamina system with event timers anyway, rather than just fixing this problem.

craggy hazel
#

I have some issue with Hierarchical instanced meshes. I first want to add the Instance (red), and then Set the Static Mesh (orange) for the HISM Component. However the HISMs will stay invisible unless I call Update Transforms (green). I would expect them to show just after orange, not needing green. I particularly don't want to update the Transforms, do I have any other method of making them visible?

Solution for my case: replace HISM with ISM, and the Meshes will properly show after setting the mesh without requiring to update anything else.

versed sun
#

can you Set the mesh first , then add them?

craggy hazel
#

I could theoretically, would really prefer not to due to the Async loading that I have todo before i know the mesh.

versed sun
#

Well, i think you are adding HISM with a blank mesh
setting the mesh only sets the Variable, it doesn't DO anything

frosty heron
#

You can load the mesh way ahead?

craggy hazel
#

So it seems, that's why I'm wondering if theres another way to make it update without having to update the transform.

versed sun
#

can't you Efficient Add Unique > Async Load > Cast > Set Static Mesh > Add Instances ?

craggy hazel
#

As written above, theoretically I could, I'd need to restructure the whole System though. Anyways I found a solution that works in my case -> Replace the HISM component with a ISM component. Thanks for your help guys.

vale pine
#

Is there a way to get the number of "Child" tags of a specific tag parent? In this case, all the children of Achievements.Takedowns
I'm wanting to make a thing that says "Performed x/8 takedowns"
I know I could check each takedown box and use GetNumGameplayTagsInContainer, but I'd like the function to automatically adapt if I expand the list.

gentle urchin
#

i vaguely recall a similar bp node but memory is fuzzy

spiral kite
#

I try to throw a knife where I look, but when I look up, it still throws it straight in front of me.

#

and how can I determine the maximum launch distance. I want to set the launch speed and distance separately.

vale pine
#

right click the second input and turn it into a float

spiral kite
#

ok I fix it but how can I set maximum range

sudden fern
#

Hello, I am trying to create a random platformer by running an event to generate the next platform on the current platform all the way upto a given length. However I keep getting infinite loop detected after reaching a length of 38. What am I doing wrong?

visual crest
#

What is the node that detects if the last input was the controller or keyboard?

frosty heron
#

Is there even event that detect which key was pressed

hearty barn
#

I'm losing my mind there isn't a loop here why am I getting an infinite loop on the delay?

frosty heron
#

That's most likely not even where the infinite loop take placd

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Go look for cursed nodes

gentle urchin
#

that 10 ms timer tho

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beware of the consequences regarding that

visual crest
hearty barn
gentle urchin
#

sounds like a strange thing to run potentially multiple times per frame

#

not like the colliders will have moved inbetween anyways

hearty barn
#

it's a single raytrace that will probably be run less often once I get around to optimizing it but the ships move at pretty high speeds so it is just checking a lot for now so I don't have to tweak it for now

lofty rapids
#

your getting "infinite loop" on the delay in begin play ?

dark drum
hearty barn
#

yes and check for collisions

dark drum
hearty barn
#

it's unrelated I can unpin it and it still happens

trim matrix
#

How do i change a member of a c++ struct in blueprint without having to make a new struct?

#

Idk if using setter gonna work but having 10 setter in 1 struct is also annoying

dark drum
lofty rapids
hearty barn
#

yes it moves to another delay elsewhere I am looking into the stack trace now to see if its something strange

lofty rapids
#

i've found inifinite loop just means it didn't finish within a certain time frame

frosty heron
sudden fern