#blueprint
1 messages ยท Page 92 of 1
Isn't there a way to still call it Activate anyway ?
Such a bad name tbh
why ?
It's inside a component named "Ability", so in this case "Activate the ability"
Like Something_SERVER
oh yeah I forgot that
I mean activate ability is already more descriptive
And like squize said it's probably already taken
Can't use name that is already used
yeah but I don't want to put "ActivateAbility" while it's already part of the "Ability" component
Cant you use the native Activate event then?
the default component one
removes any ambiguity
Is this GAS?
I've stopped asking questions i don't really want to know the answer to ๐
Is there a node so I can set Override Constructionscript with my Blueprint?
Add a print string before the cast to check to make sure it doesn't actually trigger.
Isn't the native "Activate" for when the component gets activated ?
yea, you can set components to not auto activate where you have to manually active them. The activated event is what happens when it's activated.
override what? the parent?
just call construction script without call to parent
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.
no idea, i use minimum utility and construction script
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 :))
But in my case it's more to call the Ability to activate itself as my ability has these stages that it goes through. So is that ok to disable and enable the component back each time for that ?
I can't see why not. When you activate the component, you do what ever you want to happen based on its stage.
^ exactly
ye inheritance, that applies to all properties too i think
But there's no "Activate" event, so I suppose the "Begin Play" is the event that will be called when calling "Activate" ?
how to keep a copy of the previous value of an array
promote it as variable
I showed you the activate delegate
OnComponentActivated
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
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
you don't need to dive into cpp for anything like that
yeah thats what i imagined but i want to know the sane and comon practice for thing like this cause until know everything is in my character bp pretty much, and i saw a lot on google but i want to ask here too
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
that can be represented by an integer or float
yeah sorry its only gold the simpliest possible
So you just need 1 variable for any actor that hold gold?
yeah, i might have a v endor or two but npc will not realy have gold either
If it's single player, it probably doesn't matter where you put (Player State, player controller)
character will have draw back if u gonna kill it at some point
hey can you tell my mistake ?
ok thx for the confirmation
I hate arrays. its not like a regular variable. idk how to do that
You killed the instance after spawning the widget
your end overlap will never happend
Ahhhhhhh
Can't escape it if you want to make a game
Thanks
there is not enough documentation
it's widely covered, you don;t have to stay in unreal land to learn array
right click the var is usually an option
i was reticent to learn array too but its too good and i love map now
im not saying i dont wanna learn but i need a teacher or sm shit
nah u need to try get lost pray go to sleep and rince and repeat there is enought online, trust im an idiot and i learned so much thing
It's editor scripting only
So won't be available in regular actors
they only talk about getting the previous or next array element
i want to get the whole previous array
if it would've worked i'd be flying ๐
not gonna work, condition is always true
condition was true wait
you might as well delete w/e happend on false because it never gonna get called
hmm start with those video https://www.youtube.com/watch?v=WiJEFQXEsc0&list=PLSlkDq2rO1t6PkNmGURri0ET_s8whFzsg&ab_channel=MathewWadsteinTutorials and also map is scary but thats isanely good u should check too
What are the Array: Add and Add Unique Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@wispy cedar Not saying this is what you should do
don't really know the context or what you are doing but try this
okk
you can leave the play sound
but if u want to destory the widget when player left the collision then do it on end overlap
even if the character still in the collision box?
if that's the case just handle the removal inside the widget it self
On Construct -> delay 3 seconds -> Remove from parent
so BP class should be editor scripting? imma look into that
not sure im following
handle the removal of the widget Inside the widget
On Construct -> Delay 3 seconds -> remove from parent
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?
Inside the widget ??
okay lemme try
@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
I learned Refrence's today you want me to look into inheritance too?
everything about Object Oriented Programming, that's what bp is made of
do you think it's not a good aproach by making a game directly and facing and solving all these issues one by one ?
without knowing the basic? not at all
you will end up copy pasting from tutorial and not understand what each node does
yeah I am doing that already lol
I should look into the basics
so many ideas man so much, hands tied on this coding skill
haha
too many things to learn
having ideas is easy
a flying car in real life would be neat
great idea, hard to solve...
if you manage to slow down the planetary rotation that might help
i mean we can colonize other planets
flying car must be made
Is this the correct way to get previous?
I'm confused, what do you actually want to do? also you add nothing
if i understand correctly i add a slot and set the slot item in the array elem
i need to compare the previous array to the current to see which character was added and which was removed
widget not dissapearing after countdown hits 10
how do i delete a widget
from viewport
like in event graph
remove from parent
im pretty sure this is not how you make a countdown in general
you dont need to tick a countdown
you do
Why not
but it might be easier to use something like a timer
especially if you want more accurate countdown
(which is still ticking internally)
what do you use?
you most certainly are ticking
You just don't know it
You're doing something over time, it's ticking
well the tick doesnt even matter. it can just be done more cleanly
how do you do it?
2 events
by pressing a button
pressing a button doesn't explain how you initiate the timer
what are you talking about
hey Humans, a quick question :
how can I create an interactable object but invisible? the best way for performance
the button calls toggle timer event
#blueprint message this
The event pin is where you plug the event you want to execute after the 15 seconds
I wouldn't use timer for cooldown
oh ok
anything that need accuracy I will use tick
There is plenty of timer tutorial in youtube i reckon
so am i doin it right or nah
hey, what are Hyper Blueprints?
someone knows an answer?
Hey all !
Data Layers seem so complicated I don't find how to load a Data Layer in Blueprint if someone can help me please
I know that normally I have to use the "Actor Data Layer" variable but it says that this class is "deprecated" ..
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.
I'm not sure to understand as both of your pins are set to float already ๐ค
Well, I watching a tutorial of this dude and he can put the pin/connection from A float to B float
He just dragged the connection line from the top to the bottom (I just watched the at the same timer as you and he jus dragged and dropped the connection line) so I'm kinda confused by your question ๐ค
Okay sorry for my wording, I just don't know how to drag it...
Oh, then CTRL + Left Click and drag ๐
Thanks! Though, does it really matter for which to pin? I'm quite new to this.
Yes as doing A - B is different from B - A. Like for instance :
5 - 4 = 1
but
4 - 5 = -1
Oooh, I see. Before I know how to drag it, I use Right Click to break the connection like this. ๐
painful ๐
Right? lol, btw thanks for that.
Guys, Is it possible to make a whole project without ever using Casting and rather use Interfaces ?
that will be a nightmare
that advice steemed from clueless youtubers
don't avoid cast
cast to base class when possible, if you want to optimize, use soft reference
Casting and Interface are not mutually exclusive
different purpose
I just watched a video of someone who showed an example where he used interfaces instead of casting, and he went from 112Mb on a simple picking up actor, to around 1MB just by replacing casting by an interface ๐ค
So my question would be when to use one over the other and when is it really impossible to use one over the other
because casting in Blueprint Land produce hard reference which gets loaded
you can reduce the size by using soft reference
I would just stop making a game if I can't use cast , debugging with interface as a replacement would be nightmare
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
I'm not sure to understand, why would it be handy to have a hard ref of base class ?
because you aren't loading assets
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
CDO ?
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 ?
you cast away
But the cast costs alot in terms of memory because of the hard ref
if you care about optimization and don't want to bog down the memory, you can make the base class in cpp
only in bp land
casting to cpp class is fine
no thank you to C++
then you are limited to what you have, interface is not replacement for casting.
That's like cutting wood with hammer imo
you use Casting when the object derived from the same hierachy, you use interface when you want to communicate between different classes
can I link the video I watched here so you can tell me if it's good what he's doing or not ?
if you still want to use bp only, you can still use soft reference
Nah, I can already tell
this is common bad practice that is articulated at least weekly
If you want to reduce the size with bp only thhen use soft reference, you load things when you need to
I read about that but I forgot and didn't understand all the things I had to understand about it and how to preoperly use that
someone can solve this dilemma?
soft ref = the address of the object
So you don't need to load the object, you simply pass the address. When you want to use the object, lets say the character mesh. You can load the address and the return value will be the character mesh. This way you don't have to load the mesh when you load your class. You load it at will, thus reducing the size and dependency
it's like 2 - 3 nodes to load soft ref, there is official epic youtube video about soft ref
(it's actually the path on disk :P)
you can break connection by alt + left click
Thanks for that! I'll try to remember it.
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?
add a cube or smth to the bp that is only visible in editor and hidden in game?
how
I clicked it
actually there should be an option to do that
it works
you clicked the wireframe right?
what is your goal right now
what do you want to do?
did you not want to select it in editor?
having what I have now but with a wireframe in the editor only
without going thru wireframe mode
cause in the editor my shape does not have wireframe or boundary
I want to be visible in the editor and invisible in the game
oh i can switch material at run
i think that is a solution
no I'm open to good performance solution
then don't create material at run time
i need a simply wireframed mesh that is invisible in the game
can't u select the billboard?
what do you mean?
the circle icon is the billboard
yeah
couldn't you also just show it in the editor and tick "Hidden in game"
Do you have a collision box ?
but is a more convenient way to have a wireframe in order to fit the shape precisely where I want
he is using invisible material tho, that's the issue
you have a property called "Hidden In Game" that's your solution
my only goal is a visible in editor /invisible in game simple shape and lightweight in performance
then why an invisible material on your shape?
you got me confused there
just spawn a normal cube and set hidden in game to true
I thought that hidden in game means not interactable too
cuz he dont know how to add a box and hide it
I'll try
it's working
hidden in game does not prevent the interaction with blueprint itself
great
apologize for the confusion ,I thought that "hidden in game" would obliterate the presence of the mesh
@thin panther sorry i missed your message before xD
Can i hide some variables from the details panel?
that shouldn't be modified anyway
Hey, beginner question but why is the parts of the function not showing up when I double click?
in child classes?
set it to private
like in a component
if you set variable to private it shouldn't be readable or accessible by other than the class the variable is declared
i guess what i was asking for didnt make sense
are you saying you put stuff in there, but it's gone now ?
wdym " the parts"
Well I made nodes connect and I collapsed them to a function so the nodes should show up after double clicking right?
I'll just try to remake it and try again
the worst thing on this is that you use the level bp for all that stuff
at least 90% of this don't belong in the Level Blueprint
can you even get to the level blueprint from anywhere else ?
as far as accessing those variables
Nope
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 ๐
That was weird but never mine it worked this time
I've tried doing a lot of digging online and can't seem to find anything, thought it might have been the collision of the chair but that doesn't seem to solve it
This happened to me too earlier today, weird bug
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!
You can make use of the Set View Target with Blend nodes.
You need to update the origin in the 3d software you used to make the model. If blender, you need to move the model to 0,0,0 before you export or alternatively, use Send2UE.
modeling tools. xform. edit pivot
this does not the change the pivot of the imported mesh however im pretty sure
As a guess, I would say the min and max values you're using are world space rotations. Just add or subtract 90 from the values your setting for the min/max.
it does
Please ask in the right channel
which channel would that be ..?
probably materials
yep thanks
How do i keep a copy of the previous value of an array? im still struggling with this...
a copy of the whole array ?
yea
what is it your trying to do ?
i need to compare ref's what is removed from the array and what is added
you want to move that mesh ?
you mean so it can rotate ? open and close ?
probably so that when it rotates it pivots
ye
just moved the door lol
not sure if you can move it, anything in details ?
the root component
when i move the origin moves with it
ya, then you got to move it to where you want it, it's because they are children of it
it will follow it i think
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
RightClick -> Pivot -> Set to Center or Go to Modelling Mode-> Misc -> Pivot with the mesh selected
do you need the difference data, or just know there is a difference ?
Not sure, does it let you use that node in a construct graph?
i need to use the character that was added or that was removed to play animation on them
yes, but it doesn't seem to do anything, unless I am just doing something wrong?
oh... I forgot to set duration - didn't know that counted in construction...
well assuming the new ones will be on the end, maybe use the length, and match the difference to the last copy
ya it's empty, you need to actually set the reference, what are you trying to show a widget ?
yea
you need to create it, and promote to variable, on begin play or in the hud
also add to viewport or visibility won't even work
yea
its done
Thanks!
huh
still none
when do you run the event ?
thats just a custom event, you need to run it at some point
and personally i would set visibility, then add to viewport
so it doesn't flash
At event beginplay
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.
Yeah
and your other code is in the same bp ?
what if character 2 gets removed but there were 4 in total. i think that wont work
tough one, maybe just intercept when you add or remove ?
this is for passenger vehicle. maybe i can map the character ref to the seat index?
idk much about arrays tho
so it's a fixed amount ?
or fixed length
or seats change
i'm guessing one item for each seat ?
maybe something like this
yes one character for the seat that was occupied
the seat lenght might change depending on how many seats there are but that shouldnt be a problem
i know maps even less than arrays tho
i know little about maps i don't use them very often
They're worth knowing about. There's things which are kind of annoying to do otherwise that a map makes really easy
yes i would like to learn more obviously
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
How do I move a block from one location to another location with a changeable variable that determines the speed which it moves at
i was comparing the previous to the new one but character 0 and 1 still == the same thing for some reason
What a coincidence I was just looking at code that basically does this. Changing InterpSpeed changes the movement speed
holy shit lmao
just foreach and see if it's included the other array, and vice versa @crystal crown
you might rather have Set Actor Location instead of And Rotation
this is what i was doing but they still get though the == branch
i think mapping will be much simpler
if i knew how to do it ๐
just do a forEach
and check if it contains
if the previous one contains the new element
never done it with actors, but i would imagine it should work
i need to know specific characters to pick
i mean the added character is the actor in the array element
but i see you need to map to seats
Is there any way to make it not jitter?
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
just reverse the code?
Yeah but how do i make it so it does it after
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 ! 
cus right now it does it while its already going to the target loc
By default it doesn't jitter. Gotta be something in the way you're using it.
well obv you need a branch or smth to check if the target location was reached
or fire a new event for the reverse when target was reached
How'd i do that?
can someone help me?
How do I get a reference to my level blueprint for this interface target?
do not use level blueprints.
how do I make a CPP file blueprintable?
Why do you need a reference
Just have the level BP implement the interface
when i do it like this it never gets to the print statement
i got it working sending to the controller from the level blueprint like this when I reference the controller class for the target
but I can never get it working in reverse and idk how to reference the level blueprint for the target
Yeah I'm probably talking shit
Use something else instead of level blueprint
Maybe gamemode
If single player
gamemode doesnt have a event graph no?
Yes it does
Create a custom one and set that as default
this is my gamemoide class
Click the blue writing that says open full blueprint editor
i don't think you can reference the level bp
oh i see xD
im learning this xD
official ue5 documentaion page btw
but doesnt say how to get the refrence xD
ok i found the event grpah on game mode ill code my logic here
ty all
I have a string like this text-34-65-232-text. How can I split this to get a section thats been split by -
I could split it and then split again but thats complicated and wondered if the4re was a better wya
" to get a section thats been split by -" ?
wdym split it again ?
hi guys im struggeling to find the easiest way for my enemy to do combos can anyone help
Anyone can help me with my problem please? #blueprint message
did you duplicate it, or remake yourself ?
Because my string contains date values and I want to reorder them into a new string
what are you trying to do ?
but if you need to split, then split whats inside that i think parse into array is really the option
i've used it and it's pretty fast
I basically need an explode
How can you get the array index in the foreach?
show the foreach
ahg I see it
ya it's a pin comming out of foreach
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?
probably, it should be whatevers in that index
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
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.
i remade, it needed to behave difrently and i had to much to delete
backwards compared to what, are you not always moving forward ?
well in my anim bp when im walking backwards im still getting the velocity so its getting + speed not negative *
Can't get "Add Impulse" to work either...not sure how to proceed with this
I'm struggling to finf the correct nodes. I'll take another look.
which part is the problem ?
I can select the index and remove that instance. But I'm struggling to get the transform of that removed instance.
what is the array type ?
the variables type
is it static mesh object references ?
i have not worked much with meshes and references but i can't get much out of an array of that kind
Static mesh object reference.
Not much shows when I right click searched.
Not for static mesh array.
ya i see what you mean
It is a bit of a mystery. Ty for your help though.
get instance transform
Doesn't show. Not for static mesh object reference.
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.
i read the initial question yes
but there's not really an instanced static mesh array related to the ISMC
it's singular mesh, duplicated at specific transforms
take this as an example
this is a grid of meshes , made by ISMC
Instance static mesh component?
Yeah
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
What do you want to do? So when you turn left the plane tilts left?
I already have it but its not good, i need some other way for roll calculation
now i do it like this
You need to clamp the roll output in the x value.
@dark narwhalhm it dose but thats related to the camera :/?
bro
x value does not exist in control rotation
it has just y and z
๐
thats why I need somehow make X
i AM checking every time im scrolling in my inv if there's a valid class(a item)
that impulse is absolutely tiny
there is always 0 x
The return value roll.
How do i detach it from my hand the
wat
Yeah I figured that out ๐ I always forget how big they have to be to actually do something
Stop breaking rotations into axes, it'll lead you into a world of hurt
i need ๐ it would not work without ti
whole stuff looks like this
It'll work without it. I've done full 6DOF stuff with just rotations
The axes hella suck though
u smarter
I want to detach an item from my socket everytime i scroll from the slot in my inv how do i do that
Why not just ask Adriel to help you set up the system?
i need just 4dof
The first question I have is this. Is global Z a special direction in your setup, or are you intending for an airplane to fly semi-realistically?
like now its fine i need somehow change roll then i can remake it to rotations
global Z ?
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
You basically would have to check each value since there is no built in comparison, but why do you need to do this in the first place? If you know your hit is valid, there wouldn't be a "default" value for the hit. And yeah that JSON conversion and check does suck.
(pretend that's Not Equal)
Basically I'm starting with a list of hits and filtering them, and there's a chance the entire list gets filtered and the one I have at the end is the default
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
I'm still not really following - if you have an "invalid" hit, why is it being added to the list in the first place?
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 ?
if Activate was called with the reset checked
Because the list is the result of a pathfinding pulse like this.
Alright but still I don't understand what's the purpose of having that boolean ๐ค ? And why would I check it if I call Activate with that checked ? ๐ค
Some stuff like niagara components will just continue if its unchecked, but reset from start if its checked
its up to you to decide what it means to "reset" your component
That's confusing
just think what happens if you activate your ability once its already activated, what would it do
nothing I guess ?
then ignore the boolean
Ok assuming those are line traces, only line traces that appropriately register would be added to the multi-line trace you're probably doing giving you the array of hits. There shouldn't be any values in there that are "default".
it makes sense for most stuff, ie Audio: keep playing vs restart
Oh wait you mean in my case ?
yeah
There aren't! But then I run this through a list of numerous other filters, which can potentially remove all hits from the list
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
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
(not sure about your gameplay just an example)
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.
Ok, so then you just check if the length of the array is 0.
That finds the problem unless the problem is in the final "find" method which picks a winner from the list
And I'd kinda rather a solution which can't miss a spot
Oof... using find on a hit structure sounds blegh... (Unless you mean your own custom "find")
I was thinking the array find
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"
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.
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
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?
And that's why it sounds like it needs to return a bool along with the value. If the bool is false, you know you can't use the value.
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.
That's still relying on the Find method to do the right thing, though. If you view it as untrustworthy, it could just lie to you
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.
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
I get what you're saying but the problem is still that Find can lie
Course there is! If it says the returned hit is valid, and it isn't, that's lying
That means you're returning from your function incorrectly. You designed this find method, no?
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
Doesn't surprise me.
Because hits have a "time" field
Also the normal isn't the same? Which is bizarre. These are both clearly empty default hits.
get a reference to the camera, and get it's forward vector. That's the direction. Multiply it by a speed to make it a velocity.
Velocity = Camera.GetForwardVector * DesiredThrowSpeed
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?
show your code
the mouse is on a screen, and the world is in 3d, you need to convert
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.
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
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.
Before I go and make my own macro, is there a while loop node where you input n and it repeats code n times?
The 'ForLoop' allows you to loop n times, but there's also 'DoN' which allows execution only N times.
I usually nest Do N within the 'WhileLoop' to ensure that it exits.
I just tried that and it still doesn't seem to work
thats a for loop
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?
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
hey np, do u mean like the grid texture i have and lighting?
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
Why event tick? And how do you set is on? Is it necessary?
Oh ok, thanks a lot!
Can just check the current material right away
np!
Is it a bug this node (time ratio) always returning 0 for montages?
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"
Have you dived in to the node? With your skill you can prob figure it out
Why my skill
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
you're trying to do that to see if blue or red wins ?
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
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
You are comparing actor to material
Get the mesh component that the bp pressure pad use
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
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
Anyone please ? โ๏ธ
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
Not sure, it sounds like youโre trying to define what the input action does at runtime. #enhanced-input-system is prly better for this
can anyone help me this camera rotation problem
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
What's the issue ?
the character is rotating but the camera is rotating too so the character is moving in circular path
both are rotating
Continue
i fixed
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
Ask the community for some insight
nah i use it to change the orientation of my flipbooks when my monsters/characters moves
Is montage == anim? I don't know just guessing.
In anim bp we have remaining time ratio but that's only for animation right, not montage
Can i get montage time
Ye
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
U can get active montage time
It's deff possible, but what you should do might have to depend on how well you know OOP. If you never done anything like that perhaps do something simpler and not as complex
Just the character leveling up with some talents to pick
How?
How?
Get anim class -> get current active montage -> get current time? If I can recall
Can't check rn, washing the dishes
Current active montage is shared
it is a reference to a "shared" resource
i will check if i can get this time
Or maybe it's called position
If u need ratio from whole anim. Maybe current position / duration
Select node
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?
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.
I did, yeah unreal code was broken
Were u able to get the montage time?
Yes
Won't say broken tho, anim != montage in my opinion
montage is playing an animation at least
Ye
If it was the animation time then it is fine but always 0 is a bug
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
bug bug bug
Just accept the fact
Yes, GAS
But if your game is offline i`m not sure it is good
then it is good
Do I need ffastarrayserializer for small project like this?
I wish it was cold this summer ;/
Me 2 :/
Not sure you need it or not
It's 42 degrees atm
Wow, where are u from?
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?
You can generate root motion but it looks advanced
there are some apply root motion nodes but i don`t have experience
Maybe that
I will take a look. Tysm
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?
You are grabbing the actor not the scene capture comp
If the actor have a scene capture comp, then you get drag the comp from the actor
so like this?
plz help
yo, anyone know how to get NPC's movement component in this task?
yes but I would avoid level bp
Controlled pawn is not movement component
you can check if the Pawn have the movement component by using GetComponentByClass
How can I stop AIMoveTo in this task
the man, the legend, thank you
Or just cast the ControlledPawn to your Base NPC/Character class.
But what if I want this to be modular with other NPCs/classes?
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
You reminded me to implement children now, thanks for that ๐
Also, Pawn has a GetMovementComponent function
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
is it a big deal that I made the NPC's parent class Character instead of Pawn?
With more humanoid features
thank you
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.
show code and maybe someone can take a look at it
Give me a min
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
Probably because you're casting to the entire enemy instead of just the bullet
and since the bullet is maybe part of the enemy?
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
I don't see the load and save bit
@frosty heron
Right I forgot to call save game but I added it and it is still the same issue
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
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.
Apply Root Motion in GA or use Motion Warping (the animation itself must already have some RootMotion)
I'm using the spawn function to make the bullet, other than that, the explosion checks a target's tag for if they have HP. Only the enemy whose bullets hit the explosion gets hurt, all other enemies are perfectly fine. So I assume the bullets must count as children of the enemy and that somehow bypasses the check for their tag
Have a screenshot of this? Could see how you check for tags
only things being cut off here are a Print String that just lets me know everything making it pass the check, and my custom damage event, which is linked to Other Actor
You should use blueprint interface instead
like what?
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
๐ 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.
๐ Mon Discord : https://discord.gg/vTMqE673ah
๐ Twitter : https://twitter.com/8_supernova
๐ Lien Google Drive pour obtenir les ressources : https://drive.google.com/drive/fold...
Interface from explosion and make an overlap event. Then apply same interface on objects u want to be affected
you may have to drag from an SubObject Data Subsystem node
and somehow my guess is that this subsystem is editor only
is that an editor utility widget/action blueprint?
It's an actor component
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
tbh idk what editor only means, im trying to add a subobject to the actor
what kind of subobject?
A cpp replicated UObject for an inventory system
then you want to construct object from class, and assign it to a variable in the blueprint (so that it doesn't get gced)
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
In reference to this btw:
#multiplayer message
๐คท idk anything about replication
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.
Afaik uobjects dont replicate by default
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 ๐
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
WTF?
you gotta cache the randoms
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
i see thank you
So youd wanna do Get random int in range -> store to variable X
then again for variable Y
check how pure function work
can anyone tell me how to control the walking speed of yaw direction
i am using blend space not 1D
Cant help but your character looks sick! ๐ฅ
form mixmo not me
this won't connect, why?
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?
hover over the "Target" of the function on the left and the array element of the "for each loop"
are they different?
function on the right*
yeah okay, so you'd need to "cast to Pal Player State" inbetween
yup, now connect "Array element" with the "Object" of the Casting node
also, did pal world make its source blueprint code available to everyone?
aaah okay
I'm like a child in a big ocean at the moment
welcome to the Ocean I guess xD
glad you are enjoying this process
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
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
okay yeah, that's a horrible idea xD
but can't use event begin cause it won't work
i neet to know how and when access to the player info
which blueprint are you in?
are you in a widget blueprint I mean?
through mod actor blueprint modding
but is the actor linked with a menu ?
i don't think
because widget blueprints have "on construct" instead of "on begin play"
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
what you did works, but using an event tick to start it is not ideal at all
Event ticks run around 20 times per second
so why exactly does the event begin play not work? it starts too early?
now I'm waiting a friend that have the dedicated
Idk why but doesn't work
I assume that
did you try to "print string" from it
I can try
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
someone suggested me this
but how it works?
I assume I don't need anymore with each loop
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
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)
Doing Multiplayer without knowing how to cast is insane
learning the hard way has its benefits, but anyways, what do you mean "set my mod on all players"?
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
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
I can DM a few playlists
preferably ue5 oriented on blueprint
ye ye
thanks
some people have a different approach, I become lazy on reading, I prefer learning by trial and error
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
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
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.
from my perspective, it's the way to pop up my intuition, self discipline, will
if you want spoiler, blueprint multiplayer is very limited
you can ask in #multiplayer for 2nd opinion
no shortcut unfortunately
thanks
just finished spamming your DMs, enjoy
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)
will learn the necessary
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
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?
increase stamina
Level blueprint is even worse, the communication is only one way
you can't even reference it from other blueprint class
what do you actually want to do?
use stamina
make "global variables" that any BP can just grab anytime
Not quite what you asked but you should consider using Set Timer by Event and timer handles instead of delays.
Global variables of what?
Game instance might be your best bet
floats, integers, ecc
The main thing I want is being able to change them at anytime, and any other blueprint will have them
is there a function that gets the ref of GameInstance from any blueprints?
Get Game Instance
nice perfect then, ty
"i want the player to sprint as the stamina is recharging but the walk speed is just not going up!"
You mean when it drains?
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
yea
"Yes" to you want to sprint while stamina recharges or "yes" to you meant say "while it drains"?
while it recharges
Imo you're probably better off remaking your stamina system with event timers anyway, rather than just fixing this problem.
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.
can you Set the mesh first , then add them?
I could theoretically, would really prefer not to due to the Async loading that I have todo before i know the mesh.
Well, i think you are adding HISM with a blank mesh
setting the mesh only sets the Variable, it doesn't DO anything
You can load the mesh way ahead?
So it seems, that's why I'm wondering if theres another way to make it update without having to update the transform.
can't you Efficient Add Unique > Async Load > Cast > Set Static Mesh > Add Instances ?
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.
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.
in cpp you can mark it dirty to force a render update iirc
i vaguely recall a similar bp node but memory is fuzzy
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.
Multiply the forward vector by a float instead of multiplying it by a vector. The Float is your speed and the Vector is your dir.
right click the second input and turn it into a float
ok I fix it but how can I set maximum range
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?
What is the node that detects if the last input was the controller or keyboard?
Is there even event that detect which key was pressed
I'm losing my mind there isn't a loop here why am I getting an infinite loop on the delay?
Use break point
That's most likely not even where the infinite loop take placd
Go look for cursed nodes
I saw a youtube vid on how to switch UI elements on whether controller or keyboard was touched and he use some node to basically switch a bool. I just can't remeber the node he used
No idea
oh I am well aware it's a critical collision avoidance system I almost did on tick but I'm still designing the system
sounds like a strange thing to run potentially multiple times per frame
not like the colliders will have moved inbetween anyways
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
your getting "infinite loop" on the delay in begin play ?
What's the function that's being called for the looping timer?
yes and check for collisions
Show what its doing.
it's unrelated I can unpin it and it still happens
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
If you unhook the delay do you still get the infinite loop
your getting infinite loop inside that macro ?
yes it moves to another delay elsewhere I am looking into the stack trace now to see if its something strange
i've found inifinite loop just means it didn't finish within a certain time frame
What's wrong with set member?
No on begin play