#blueprint
1 messages · Page 94 of 1
either by traces, or by velocity checks, or.... both
or, the easiest way
add a cooldown to it 😄
guess you could still end up jumping mid air after said cd
I thought about it :D
make it ignore self
how?
thanks i'll try
i didn't get it to work the ignore self thing because it isn't connecting with anything that i want
and i think the tracing thing is hard to do
i just want to ignore the sphere static mesh's own collision from collision sphere
but i can't get it to work
Hi, How do i get the highest point of a projectile flight?
either calculate it or 'walk over' the already predicted projectile path
Thanks!
for some reason my casting is faling all the time and the parent class of ProjectPlayerState is a APlayerState no string gets printed at all :/
that doesnt get printed either
you want me to use get owner as object?
get owning player as the display name object
i suspect you havnt plugged in owning player
during widget creation
'Project Player State' does not inherit from 'Player Controller' ( Cast To ProjectPlayerState would always fail).
it print this for get owning player
i did it now it says playerstate_0
im not sure
I COULD change the parent of class
importing .csv or other formats like json / xml but without C++ and without any plugins, is it possible?
there is built in .json nodes, might have to enable a plugin
I use the VaRest plugin tho
I'm doing a student workshop, trying to not use any external stuff
is there a way to eset the element title in a TMap? liek with TArray
What are some essential things to learn for Blueprinting? I’m looking to learn Blueprinting, but im not sure what to start learning
I’m mostly trying to obtain a good understanding of the foundations
This is a horrible way to do this, but I can't find any tutorials online. Does anyone know a better way? It is supposed to be a weighted chance.
Have you done the "My First Hour in Unreal" tutorial? Also Matthew Wadstein's videos explain basically every node and you can see simple BPs where they are showcased: https://www.youtube.com/@MathewWadsteinTutorials
oh thanks!
@dim agate is there any specific tutorial series he has?
matthew wadstein i mean
like does he have a certain order you're supposed to watch the videos in?
Ah, well, I think ordinarily you'd sum up all the weights, roll a float between 0 and the sum, and then pick based on that.
My brain is shut off for the moment, but I have something like that in our project, if no-one has answered before then I guess I can send a screenshot tomorrow!
Not particularly. I would recommend starting off with a very simple thing you want to implement (e.g. sprint button, press button to open a door, move between different cameras, etc) and you can look up his videos when you come across nodes you don't quite understand. Again, "My First Hour", if you haven't done it, helps a lot for forming a basic understanding of how BPs work and how actors can interact with them.
could you send a link to "my first hour"?
My mistake, it's "Your First Hour", not "My First Hour".
thanks
learn.unrealengine.com and then the learning paths tab, stick to official epic courses and matthew wadstein and you'll be on track 🙂
i cannot for the life of me figure out why this splinemesh insists on deforming at the start and end of the vertical spline it is on. I tried making the spline horizontal but the same angled deformation exists there as well, so I don't think its the typical spline twisting / up vector at fault. Anyone have any clues? I have tried lot of things.. pruned most of the graph since it doesn't seem to have affect.
awesome, thanks!
as much as i want to watch a 2 hour video, coud you jus show me how i would reference the couch?
please
sorry i meant to reply to this comment ^
mb lmao
probably get actor of class, do you have many couches ?
A'ight this is one of the oldest blueprints I have that is still used in our project so I won't make any claims to its goodness, but here you have it for reference at least!
I first run CalculateProbability to get the cumulative probability of all weights, then the second function uses that for getting one by weight.
Well you probably should watch it to get a gist of the basics, but you'll want to create a variable in your BP of type BP_Couch. You do it by clicking the Add button in the BP editor (1). Then select your class, in your case BP_Couch, in my example BP_MCTransmitter (2). Then make sure it's instance exposed by clicking the eye icon (3).
just 1
I will evetually just not now
Then when you place an instance of that actor in the scene you'll get a field like that in the Details panel when selected. Use the eyedropper icon to pick your couch in the scene.
Yup
Then in your Lamp BP you can drag that variable out into the graph to get a ref to it
Top tip: Hold Ctrl while dragging it to get a Getter immediately, otherwise you get a context menu as shown.
I dont need the 'Cast to'?
You don't need that, no
The variable is already of that type
Since it only allows you to pick BP_Couches in the scene
right
Another top tip: RIght click and select Validated Get to convert that Getter into a validated node, which allows you to run code only if that variable is assigned in the scene.
If it is not, you'll get a runtime error (which might be desired sometimes, so you remember to fill the reference, but it's nice to know about this little nugget)
wow, that was the quickest and easiest to follow instructions ive ever gotten here 😅
appreciate it mate
No worries!
mind if I mention you if I get any more issues?
Sure, we'll see if I have the time
Yeah, the recommendation for the video was almost 24 hours ago by the looks of it yet it's a 2 hour video. Could have had the information you needed and moved on a while ago.
yeah if only i didn't need to sleep, go to class and have a life ;-;
As long as that isn't cope for not having the patience to watch the tutorial. This isn't mean-spirited lecturing btw, just would be a shame to shoot yourself in the foot like that if it were the case. We've all done it though.
Why can't I drag in for Enum_DialogState 2 but I can for the original?
could be, but i find myself to actually enjoy watching long form content for some reason
For Michael Patterson's Dialog thing.
Did you include all of this?
Sorry if you did, but I don't understand it all
Think that's all, yes.
It's an array of structs, and the struct contains the weight for that particular element.
I'm, sorry I don't seem to understand this
hey all, can someone tell me what these diamond shapes mean and how to make them? cheers
It means they are references.
In essence, the data won't be copied.
It directly points at another piece of data in memory.
In BP you mainly create them by selecting the Pass-by-Reference option in a function parameter.
gotchu, thank you sm
@dry sleet
you probably haven't filled the references on the instances in the scene
with the eyedropper
yeah lmfao 😂
we're getting there
making good progress 💪
ofcc
I will double check
i forgot the lights in the attic 💀
I'm missing one 😑
we are good !
now I'll try the actual function
it works 
@dry sleet now how do i rotate the atmosphere light (change time of day) inside my couch bp?
I know it’s long but it’s worth it. I didn’t feel like watching it either but I didn’t really understand how casting and everything worked until I did
But up to you, that’s only a small amount of effort you’ll need to put into gamedev 😀
yeah I will 100% watch it
are there videos after that, that i should watch?
(https://celdevs.com/unreal-engine-and-the-hidden-pitfalls-of-blueprints/) this looks interesting
Hello!
Blueprints are useful, quick, and easy to use once you get used to them.
Event graphs are incredibly helpful to creating certain gameplay, cross-function references are particularly useful in certain scenarios.
However useful and quick Blueprints are, there are quite a few hidden pitfalls that can unintentionally cause avoidable
Yeah that’s a good read. Beyond those, you’ll need to build something and find resources when you get stuck. There’s not a whole lot of generic videos that are worth much
But there’s plenty of specific issue videos by people like Mat Wadstein
theres a lot of tutorials on youtube
which is pretty nice if you can find a good one
My go-to youtubers right now for unreal tutorials are Mat Wadstein and Matt Aspland
both proved very helpful and highest 'success rate'
you will never learn like that...
Tutorials on YouTube are good but most of them are missing important things to talk about, like why/when should you use it properly, what is the better option (less expensive.)...
yes i agree with that, but I'm just trying to finish the project
next one I'll gladly take my time to learn all the ins and outs
I have several hundred (soon thousands) of lamp actors in my game, and they all need to check if they've been hit by a bullet actor or not. I understand that casting can be very bad for performance, since it forces the blueprint to always be loaded? Can I avoid using cast somehow and still check for bullet objects?
this is what I've got currently, it feels suboptimal
sounds similar to the issue i just had 💀
why so many lamps
the game takes place inside a huge building with many corridors
almost all corridors have lamps, and all lamps can break when they're shot at
SAME THING LOL
How would I go about binding these controls? I have each section procedually generated, but now I can't think of a way to bind these. (via blueprint on creation )
casting is not bad for performance btw
but just use damage
on hit the bullet applies damage to whatever you hit, and your object receives damage
Apply Damage, and Event AnyDamage respectively
I see... but why does it note that it can be bad for performance to keep the blueprint loaded when I over on the cast blueprint itself, if it has no serious impact?
Side question : How do I rotate whatever this is, but in blueprints?
because it can be bad, if you have a bad setup.
Casting to something that is unloaded that contains a lot of asset references will incur a heavy memory penalty
if you use OOP as intended, and have proper code only base classes, you don't incur this penalty
I got it, but the ground is still bright
That makes sense, thanks for the explanation!
How would I go about spawning a multiple objects in a forest randomly but making sure they don't spawn colliding the trees.
I have this so far
the sun?
change the ligthing
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it might help
I've got a blueprint that works just fine in the blueprint editor, anyone know why it doesn't do anything when placed in the world and I hit play?
i fixed it but thanks for the video
Which then jelly!
hey guys im stuck could anyone potentially help? so i am following a youtube tutorial, they are using first person, i have third person. in the comments there were a few alternatives people used. i cant seem to get it to work, i tried everything they said. maybe i am missing something.
What's wrong with this? The only potential issue I see is that the Z value is based on whatever "self" is in this case, so if you have a hilly landscape or varied terrain it may spawn under ground
It does not work. It spawns but they intersect the trees and fences I have on the map
Collisions set up properly for your trees/fences and whatever you're spawning?
Collision boxes and channels, that is
I dont know. Got those assests off the market. How do I check?
They collide with the player
Place one in editor above a fence and see if it falls through when you run Simulate
Sorry it does not have physics where to I enable that?
oh. It's in physics. But also, you can just check the Collision presets to see if they're compatible
nvm i figured it out. i forgot to select the class in the does implement interface
Oohhh. I see the issue now, I disabled the actors collision cuz I did not want the player to walk over it
Ok so now how do I attempt to spawn again if it didn't go through the first time
Is valid should work, right?
Not quite sure what you're talking about
So I have the collision override set to do not spawn if it is still colliding. But I still want it to attempt to spawn just with a different random location. So how would I go and loop it again. I was thinking of using the "Is valid" to see if it spawned and if not add another loop. Do you think that would work?
Anyone know why a blueprint that works fine in the viewport doesn't work in game? 😵💫
You have it set hidden in game
seems to be fine there as well
Sorry in the code you showed. The first block made it hidden in game
Ohhh yeah I see now. Yeah, I think you could use an IsValid on the Return Value to try again and just have it loop until it works
ahh igy, I can still see the blueprint in game too which is odd. It just doesn't perform the actions and unhide the rest
Visibility and Hidden in Game are different properties, you're using different nodes to hide/unhide them in your blueprint
Thank you, greatly appreciated, I was on the verge of smashing my computer to bits haha
Np! I would recommend going with Visibility in your case, Hidden in game is more of an editor thing
It’s the opposite
Visibility hides editor side
Hidden in game only hides it at runtime
Yup, visibility is definitely the way to go for me. I can see why hidden might be useful to some other folk though
Any idea why my Random node is returning keys that have been removed by the Remove node in previous iterations of the loop? I've been looking at this for 2 hours, doing breakpoints, and can't figure out why. I can confirm that the Keys are getting removed, and the map is getting updated prior to the next Random selection.
Why aren't you using the index of the loop?
I want my AI spawning to be randomized among a set of points, if I did index of the loop it'd just pick the first ones every time
oh i see
you are removing the wrong indexes
the random node get's called twice yielding different results
Math whizzes out there I need some help. I am trying to calculate the total spent. MY variables are "cost base of 100"(the 100 can change for each skill) "Cost Xlevel X2" (so level cost 1 100 level 2 200 level 3 400 so forth and so on) and lastly the current spent trying to get to next level.
In the construct event of the widget blueprint I'm creating here I added a breakpoint which is never fired.
Any idea why? The blueprint is created as expected.
I don’t see any breakpoints in your screenshot
Try #game-math
I didn't even know that existed but I got it to work
Thanks 🙂
Oh and also I don’t think you can actually use breakpoints on construct, they’re for runtime only afaik
ello... Trying to figure out how to bind a button (ui) on creation. I was looking at the Lyra ui stuff, and I noticed they are binding their buttons through some modular/procedural approach.
if I were to loop though "create widget" making a few buttons, how would I bind these to actions via bp?
Use event dispatcher. Bind each one on create
Make a custom base class button for your project
yea, i though of that. But how do I choose a different event for different buttons?
one button to Start Game, one to quit
By assigning different events?
one to open credits
U can chose which button connected to which event
hmm... i dont understand
I use loops for common stuff like inventory buttons
But u can just create the button on construct
Instead using loop
Then assign each one to its respective event
yea, but that approach is no different that me manually implementing on-click on the button
can I do it on a loop?
Don't see the point but why not
If u know the order
Then you can use the index to assign respectively
Why u want loop soo much for buttons that does different function tho?
that's the part i'm lost on.
Like it'd the main menu
With 4 buttons
I'm doing the same thing except without the loop for my 4 main menu buttons
well, the graphics menu has alot of buttons
i'm trying to learn the modular approach that lyra uses
I will fire up my comp maybe give u some insight
yea, lyra hides things well
For menu I use enum a lot to represent page
you dont have to fire up unreal
So Ur custom button can have an enum, expose it on spawn
i was just wondering lol
Drop them to the widget u want to use and assign the enum to each button
I tend to just hook them up direvtly
Theres not that many buttons
Even in graphics
Then u can just call one event with a switch
Id spend more time making it procedural than just hitting them up
Yeah thats not a lot
And most require specific event calls
I create them in a loop
Amd how much time was spent making tthat loop 😅
Amd the Enum
Amd the related events
Not much, each one have a base class too. If the option is a slider or use arrow to change values
And hooking up the sliders
The hooking is one node away. Can't imagine doing manual labour 😛
You'd still have to do the work
Just pass in the button and id
😅
LOL
Somethimg gonna react to it
Switch on enum or whatever
Which then is set up manually anyways
i was following outcastdev youtube channel locomotion series when im around part 12 my project crash and i found out that it a issue with main animationblueprint
i tried placing that single animbp in a new project, didnt work when i right click on animbp asset ,project crashes
i look up on a log it says something like this, i dont have a backup, is there way to get my progress on animbp without regoing through all of videos again
''AnimationStateMachineGraph /Game/Characters/Mannequins/Animations/ABP_Base.ABP_Base:AnimGraph.AnimGraphNode_StateMachine_0.LocomotionSM has invalid SubGraph array entry at 9''
Oh wait I didn't create it on loop for those button in main memu
So.. unless ypu have vastly bigger option decks, youd be better off just doing the work
Just drop them to the widget and change each variable for each button
10- 15 buttons is not enough for any brain chewing loop setup thats ment to save time
that's prettty nice
Looks far better than mine , visually lol
make a base class for the button so u can handle the anim once
You even animated it
Well that part makes sense either way
A base button class
For the project
let me fire up my old project...
how are you populating the blue knob?
but yeah I lied, i didn't create it on a loop
combo boxes got this in them anyways
using widget switcher for the main layout
then it's just the manual work
This was made like 6+ years ago, before i ever considered controller for anything
i switched to common-ui to get the controller working correctly... with less work
i've been playing with common for about a month now
not everything works, but it's good enough
i tried another project with controller/keyboard support, and it wasn't the end of the world to implement
I was lucky tho
@flat raft Make custom buttons anyway if you need exposed param. Each of my button contain tool tip and have dispatcher for event hover, clicked etc.
When hovered, I just change the display text for the tool tip
listen for input had just become a thing
a lot to improve
I am really bad at materials
looks awesom
need to do something outside just changing color and opacity
It goes a long way imo
true
some click sounds and you're good to go
mine's all static lol
I'm not a UI person at all tho xD
what's your cycling logic look like? (when changing res)
it depends on the style too tho, I certainly don't need fancy U.I to relive nostalgic games like FF9 😄
did you go fancy, with modulus , or an if <0
i use modulus for inventory slots. Squize the one that gave me revelation
so it's just this
i used to use %, but it breaks when i go negative
it never reached released
but it turned out pretty good imo
the quest editor needs some work
and beautification perhaps (perhaps? who am i kidding)
nice nice
Should send it to some test group and get actual feedback on it
Im not very objective testing my own thing 😛
i mean.. looks pretty cool
its just an editor widget
ohh, still cool tho
the details panel was a nice touch being avaliable
so i can inspect each singular uobject and get their data
and edit it too..
hourglass - time limited
retryable - 3 attempts
So if you're up for a painfull test period with no documentation, feel free to DM me lol
all features may or may not work as expected x)
weirdly enough what i probably was most satisfied about was the quest descriptions being dynamic lol
you went with data assets, right ?
ye
Data Assets are great.
damn, all those events
how can I find the item that I want? given that in DT we can just find the row
are those new uobjects or what ?
Yep
with world context, and blueprint implementation ? ^^
Oh wait, I guess I can just pick the DA from the drop down lol
Exactly ^^ nice
What do you mean? All the debugging happens at runtime.
And yea, maybe I should directly add the context VIA the calling mission state.
I skipped event triggers (for now) as i figured it would just be solved by the quest giver/updater etc
maybe that's an oversimplification on my end
there's also a silly broadcast feature in case you're on a quest with someone in a group.. I dont really like it but it is what it is
@gentle urchin you're right, just manually bind the buttons. 😄
they give you a path to do it programmatically, but you'd end up setting things up else where.
so, manual labor
^^
Sometimes you just gotta do the work hehe
I avoid it if theres smarter ways to automate it 😆
Is it a widget’s construct or regular bp?
And where is that breakpoint you mentioned
yea i tried it didnt work
show pictures of your attempt. Explained what you are trying to do with the node you placed and what actually doesn't work
@flat raft The on-click can be binded in a loop and pointing to a single event. The only manual labor is you drop the button manually in the master widget.
All the buttons can bind to the same event, as long they have unique indentifier which you can then use in the event to differentiate what's what.
Guys i have to paint a landscape with interactable and non interactable foliage,i know how to paint it with non interactable and i tried 2 ways of spawning interactable ,but they are not setup good.What are the ways i can paint ,or spawn actor on landscape?i tried foliage actor in combination with foliage procedural volume but it crashes when i resimulate.So i tried also with pcg plugin ,it does not crash but the setup sucks.
I would like to know a lot of ways,to google each of 'em
Which ends up in the same labour in the end 😅
Having a spawn actor with a collision volume for visual is an option
Im sure the foliage tool already allows interactable actors but
This lets you handle the setup of that
hi do you know how to keep distance between enimes when they attack me in unreal without behavior tree
nah, I don't think that's something easy
i will struggle with that when the time comes
oh ok
you have to solve the final position somehow
probably considering the target
then choosing which location fit best from the target
also considering nearby fellow enemies
Group manager
Shared space
Circle aroundnplayer, with a fixed "angle" or location that is theirs
Guess it wont look very natural
in construction script?
Or just an editor callable event
Shows up as a button in the details panel when the actor is selected
Sweet
Pcg i have yet to dive into
Feels like a tool its better to learn sooner rather than later these days
yeah its a powerful tool,spend just a few hours and learned how to project actors on landscape,here is the evolution from first fry to the last
is the Delay node frame-depended? not sure if i should go with timeline or delay
A delay node cannot be replaced with a timeline, they are two completely different things
I'm trying to figure out which one to use in which scenarios but so far it seems like Timeline has much better control overall
.
i made the prototype level 😁
Seconding the vouch for Timer
The reason being you can cancel a timer
You can't cancel a delay
Thirding the vote for a timer there
most common reason for using a timeline is when needing curves
and some non-linear interpolation etc
That's what I need, a timer to cancel another timer
and all need to be frame independed
Timers are real-time (framerate independent), and by retaining a handle to them you can cancel them at will.
Pause and resume, too.
I need a looping event for X amount of seconds
(and they can be set to loop)
That's good to hear
Thry're not really framerate independent
They execute along with the frame
And if its low enough, it simply executes multiple times in the same frame (while the world stays the same)
Nevertheless a timer set to fire every second fires every second.
Unless you got horrible fps.
And that, I presume, is what they mean.
Then it doesnt
Well, then you have bigger issues.
I'm testing with low fps and it works
0.5 fps, a second triggers twice every other second
Well who gives a shit about how timers work when you have half an FPS??
Then your game isn't working
20 fps is my benchmark
Half an fps was just for your 1 second timer.
Yes, yes, sub-tick timers are a bad idea, but in this case it seems to me they're after normally timed timers.
Point was, it still executes along the next frame when it's internal time has passed or is equal to the desired timer time
I still wonder what the usecase for a frame independent timer is
And if you really need one you'd be better of finding async alternatives(I doubt they need it, hence the initial question)
Probably not a lot of use cases, hence why most people rightfully take "frame/framerate independent" to mean "fairly consistently timed across the FPS range".
Fair
Yeah no hate for the timers. They're very usefull
Just dont wanna see those sub tick timers without people knowing the implications of it
For me it means coro these days
i want want to but a timer between the widget / actor location
this will ruin the for eachj loop right
It will at least not pause the execution of the loop.
Although (unrelated), am I remembering correctly that a 0.0 Delay in a loop will cause it to delay execution until the next frame?
I seem to recall it working like that, but now that I think about it I feel uncertain.
well
im my case if i add the delay it only fires for 1 person
if i remove it all 1-4 gets them
Might work to use the Set Timer By Event node + the Create Event node to assign the teleport function to it.
I haven't used that in a long time so not fully remembering its ins and outs
it dident :/
Well how did you set it up?
I was talking about this node
But then again, you probably can't use that.
Because you have no reference to the actor being teleported.
You need the event to have that as a parameter.
aye
Because by pulling a ref across the graph (directly from the foreach loop), you're accessing the latest output from that node as a local variable, which is why only the last actor gets teleported.
The foreach loop sets up the timers immediately, racing through all the actors. Then when the timers actually fire they all use the same input: the last variable that was "ejected" from the foreach loop.
Seems to me like you need the actors themselves to handle their delayed teleporting.
yeah was my idea.
Either create a TeleportableInterface with a RequestTeleportTo function or just cast and call directly.
aye got it working
Very nice
not pretty but dose the job
I prefer a custom macro forloop but
Hi i am using this node to get the the white pixels data from a render target which is black and theres a white point moving on it.. my question is , does anybody know how could i get location data from it?
I don't know that node, what is the format of the output?
Do you get an array of all pixels and their colour?
(in the specified area)
an array of pixels, with their color data it sounds like
or pixeldata*
guess it can be way more than just colors
Then you can extract the pixel position by doing some clever modulo math
Gimme a sec and I'll find the StackOverflow thread
% and /
Well this isn't the thread but it contains the answer :(
% for X, / for Y
Of course, if you're only viewing a portion of the full texture you'll need to add some offsets to adjust the correct pixel position.
for sure
offset by corresponding X and Y
Actual X = MinX + (Index % (MaxX-MinX))
Actual Y = MinY + (Index / (MaxX-MinX))
I think... 🤔
Hi! I come with a question
Guys,how do i do a caterpillar controller?,i searched in youtube and didnt find insects controller or something similar to what i want
I am thinking to add additional movements into the already existing control BP for the third person character. Unfortunately I cannot understand anything as there's no clear place for me to see where it assigned the buttons for each functions and so on. There's a lot of return value, trigger, target and yaw in the BP tho.
How do get my head around it? Do I have to remake the BP?
Sorry am very new to UE, only used Android Studio before
I would really appreciate a small guide on how can i acheave this,just the key points
You want to check out the Enhanced Input System and how it works.
I want the catterpillar also to slide on surfaces,like using the mesh not the capsule,also climbing on different surfaces
Trees for example
Try searching for how others have implemented wall climbing and iterate on their code
Thank you, that answers my question!
Is it like with physical material?
I'm not sure but there r many vids on youtube about wall running n climbing. If u watch those and try them you'll get a feel for how it works n may be able to implement to for your case tho not 100% since yours is quite niche
Main thing would be to understand how they get the character to stick n walk on a vertical plain
What's the best way to stop this loop/timer after let's say 2 seconds? I'm using a timeline to clear/invalidate it
Ok,i will look some vids,thanks❤️
Track it yourself
Increment float by timer value every time it executes
When it reaches >= your target time, clear and invalidate the timer
Remove the timeline
Yep
I'm guessing I also need to use delta time ?
Or add another timer that stops the first one
No delta time. Just add the timer value (0.05)
I'm trying to figure out what's the most optimal way to implement this. It's between timer/timeline/delay
Timer
But I can take a look at the incremental float as well
Or, make a 2nd Timer that just stops 1st timer
2 Sec time and non looping
^ prob easier
IF the 2 sec is what you need
Are there disadvantages using Timeline over a Timer to invalidate it?
timeline is has more things going on, kinda overkill
Timeline has slightly more overhead id guess
With timer, it's necessary to create a function/custom event, right?
Which means I need two
Yes
Alright got it, thanks
how to shoot a projectile to a mouse cursor direction parallel to a floor in a 3rd person perspective correctly?
when i use "Get Location under cursor" projectile flying to the floor
second case even worse, shooting to the top of screen
how to fix it?
Check trace visibility, make sure mouse isn't colliding with something it shouldn't and vice versa
make sure your Location Z are the same
the scene comp is probably ABOVE the floor
How do I set up chorded action for my movement?
Let's say I want to make upon moving forward (hold W) for 2 second, it will change the animation into another movement animation
One 2nd pic, Break the Get World Location , and plug Z into Target Z
Take a look at animation blueprint tutorial
You might be mixing up chorded (holding multiple keys down at once) with held inputs.
Unless you are asking two questions?
My bad
Only one button
Holding W (which is already assigned to move forward) and I want to make the movement animation change after holding it after a bit
Will do, thank you
It's a very basic animation thing, but a tutorial on animation bp should cover it
You just have to decide if you want to blend it
something isn`t right, still shooting top of the screen
Do you also want the movement speed to change after the threshold for the new animation is passed?
nothing changed
Yeah that's the plan, but for now its just the animation change as I have done the skeleton work.
This is literally my day 1 on EU 😂
im setting the audio listner to the chracter mesh, but when i try to play music it gets access none :/?
idea s?
thank u anyway, i think about it and find another way
i understand, i just dont need Z in my first case, thats all
works fine this way
there you go , just had to get the Z to be the same
yea, you right
this even more correctly
if i ignore Z, projectile is crawling at a floor
we need to set target Z from the start Z
then projectile has a right place in an air
You’re aware that this setup will only create one if there’s one there before it, right?
@rugged wigeon yeah i saw the misstake thats what was wrong
Do consider just playing a 2D sound as needed. Do you have a reason it needs to be an actor component?
you run this code, then music playing is empty ?
you must not be accessing it at the right point ?
is there no fonction that take a transform and a world vector and return the that vector in that base?
Make Relative Transform
Can some explain whats happening here: The enemies move well when i play in editor but jitter around when i play as standalone
can you provide .mp4
don't feel like downloading anything just to see it
sry i dont know y conversion is takin its sweet time
there we go
XD
the A.I seems to get stuck on deciding wether to move to stand still
@turbid oxide stand alone is a pretty shit place to test
I would suggest to just package the game
and see if all is well there
ayt lemme try that
Can someone help me, please. I try to make a 3rd persone shooter, and i`ve problem with camera, when i zoom i want to my camera was fixed, but it jumps from shoulder to shoulder.
when i`m not in zoom, camera works well
i`m beginner in UE
Anyone know how to make a camera system like the one shown at 2:20 in this video but for UE5? https://youtu.be/EPAv6BwV-ow?si=gV-isZHWoKtJGzg-
Almost done the game loop. I still need to finish functionality for the shop and customization system but after that, the entire focus will be on enemies. The next few devlogs will outline my progress on developing smart enemies!
Discord: https://discord.gg/tqw4UBa8
Feel free to check out my other devlogs if you're new just to catch up on the ...
i feared oh no he is going to advert some organizing tools... and then he just mentions that he screwed them and replaced them by a google doc table 😄
you can use set view target with blend to smoothly blend between two cameras
Oh, so would I just put a new camera for each menu I have and blend from my main camera to that camera? Or would it be better to just smoothly move my main players camera?
that depends on your game
both are valid approaches under different circumstances
and setting another view target comes with a few pitfalls
e.g. the actor you blend to may need different controls setup
Hello, I have an apparently simple problem:
I have a spline component (not instance editable) and I want to assign it points.
I tried different methods but it seems to be constrantly empty.
Does someone know why?
Ensure that theres actual points to modify
Id suggest first chevking how many points there are,
Compared to entries in the array
Then add/remove so they match
I can only assume that it doesnt auto generate missing points
Can anyone please help me with why these retargeted anims are not working in game?
https://youtu.be/sbmyAGvayfc?si=NYTjvUhBXm6-S_3i
Do you mean in the array? If so there are 12 points
hi guys do you know how to keep distance between enimes when they attack me in unreal
Anyone deal with Get Editor Property returning None? I'm trying to change the texture parameter of a material instance (as there are no nodes that do this without making it dynamic which I am trying to not do), but I'm unable to get the property name of the texture parameter in question
Anyone know how to modify this so after a lets say 5 seconds my door will automatically close unless i already pressed my button again to close it then it wont try and close the door
How can I get the total number of active touch points on a mobile device? Using enhanced input system, I can have actions that trigger for the first touch point or the second touch point individually, but is there a way to tell if there are 2 active touch points (without tracking that variable manually)?
maybe a timer that goes off after 5 seconds and checks a boolean if the doors open or not, then closes it, but use a boolean when the player trys to close set the boolean, so the timer will check if it already been closed
Just for information, I managed to solve this by setting the spline to another existing spline first, then setting spline points to the array.
Anyone know how to go about detaching my camera from my player and having it smoothly move to look at a floating menu or something that i can interact with and then when i exit the menu it smoothly moves back to where is was previously on my player
hello i got a noob question
i was trying to create a simple drag and drop operation on a widget that is in an actor
however my widget dont detect any interaction from my mouse
my on mouse down never hit
does anyone know why ?
Set view target with blend
alr
Is it not possible to set a breakpoint in a blueprint macro?
No. But you can set the breakpoint on it and step through the code
good day
i am setting a rotation manually with an add
is there a way i could clamp this somehow
so that the object doesnt actually overrotate?
Clamp axis?
where would i attach that?
anyone?
Before you plug it in
this thing just adds 1
or -1
it doesnt actually look at the rotations
clamping axis wouldnt do anything
Then use a Get and Set node with a clamp right after it
Make sure you’re setting input to game mode and UI
B is what you want to add
Nice
yee ok that worked... thanks
it is
the event doesnt hit
plz help
kite them
In blueprint is it possible to have an empty FName? In C++ I know you can do NAME_None. In this code I don't need to pass in a team name because no team won. How can I just pass in an empty name?
Make literal name
Awesome thank you
You can use the camera shake system to play a level sequence on the camera. Does anyone know if you can play a level sequence directly on the camera? I want to create a COD-style death effect where the camera quickly zooms out on your character when you die.
if i switch the possessed pawn to a "menu" pawn, then go back to my character, why is my forward different ?
how do i reset that ? i tried just setting the rotation but it didn't work
This looks like a strange cast chain.. why not directly possess the player pawn ? (noit that it makes much sense in the first place to me but maybe htere's reasons )
your... forward movement? view direction? what?
forward movement, i use it to move the character and the camera is on the side of it
it works fine normally
and how does it work after you return to your character?
the direction the character was facing when he died
is now forward when i come back and revive it
Hello, I have child actors spawning wayyyyy off from my main actor anyone knows about this issue, ? It's only on clients
do you mean like you're moving right when pressing W?
moving forward when pressing d
control direction ?
???
only with d?
it probably does
when i take it to 5000 or something it doesn't even work
add a do once 🙂 reset by the delay
no clue what this code is, but it's probably executed multiple times
ya actually i think it fixed it, thanks
do once is ofc just a bandaid
do once makes the sounds terrible
that's why i added concurrency
when i add "do once" node it works but it makes the sound terrible
is there another way to do it?
so we're on the right track atleast 🙂
:D
this code plays sound on event hit and checking that if the velocity is greater than 150 on z and 300 on x and y
but they sounds like the garry's mod ragdoll sound
that's why i added delay but it doesn't work
idk, it sounds like you're trying to work around bad sound with code , instead of fixing the sound ?
maybe that's how it's done, what do i know
sorry
that's my problem
listen to the sounds
i think i fixed it
i used switch on int for the delay
anything else i might be missing?
okay using switch on integer instead of a boolean or DoOnce as a hack fix for cooldowns is a new one
your issue is that Event Hit is called every single frame
try this
I have sorta a blueprint question. So I am working with the skeleton to attach an object to a socket. I can create the socket, I right click it and go to add preview asset. It adds the asset inside the mesh, but won't allow me to move it.
Why are you doing all that
the Preview asset will be locked to your socket, you have to move the socket itself
i tried moving the socket it dosent move the asset
i tried with a sphere as well and same thing
how can i get every piece of fractured chaos mesh when breaking
Sometimes when I compile after deleting unreferenced variables, the editor crashes. Is there any way to get the editor to "safely" delete them?
this is the current blueprint if that has anything to do with it.
Delete, save and then compile. It might still crash but should be gone when you restart.
Yeah that's what I've been doin, hoping there was a better way though.
It's just one of those weird engine bugs. I've not had it happen for a few months. 😅
It just happened after reordering variables... 😑
Do you reference the BP in question in a lot of places and change the vars from them?
Anyone out there have any experience getting Landmass materials to update at runtime?
Yeah that's exactly what I was thinking lol
That could be why. Changing the BP means it'll have to update the other BP's. I've been using getter and setter functions more in the last couple of months so it might help prevent it from happening.
is there a way to add gravity to an object after it leaves a sphere collision? ive been messing with a simple project to learn unreal engine and ive been trying to emulate the effect/attack in one piece called "room" and "takt" i have the room part done and i made a blueprint that uses my linetrace to target an object and remove gravity from it with the "set gravity" node but i want to see if i can add gravity to the object again after it leaves the room effect. i tried to add a set gravity node to the event end overlap node but it doesnt seem to work. is there a simple way to make this happen, or anyway at all? haha ive been struggling to figure this out. i apologize for the paragraph
So you disable gravity and then want to enable it again?
i want the objects to enable gravity when they leave the collision sphere
so yeah haha
It would be the set gravity node, if it's not working you'll need to show how you tried to do.
You press X, what is the logic to determine which car you should switch control to?
like i said im new and trying to learn so this could be VERY wrong but im tryin haha
oh man that did not send right
how do you detect it leaving the room?
It's as simple as turning on and off gravity for the thing assuming it's simulating physics
the rooms start and end overlap event
i tried it in the overlapped component slot too
thats what i had it on originally
I am having a big issue. When pressing the E key the print string doesn't fire. Would anyone know why?
And how does that work, does it do what it should be doing?
I mean the video cuts off before we can even see if gravity gets turned back on so idk how useful this video is
also why are you manually turning off gravity if the zone should be doing it
assuming the zone is that blue thing we see
You're better off using the Enhanced Input System.
it looks like the zone goes away too soon
confirm that the leave zone is actually happening
yeah the zone is the blue, i was trying to make it so i can turn gravity off for certain things and not others. its less laggy when its not full screened. but i just the objects to gain gravity when leaving the zone
ok so how do you indicate which things?
I don't see any filtering, you're turning off gravity for everything that overlaps and turning it back on for everything that ends an overlap
unless you have a custom channel for it, that could work
i closed the zone voluntarily
My cast to object node suddenly stops working, how do I fix it?
early because it never turned gravity back on
if you closed it before end overlap then it never turned gravity back on
confirm that the overlap events are firing
is the collision set up to even overlap to begin with?
the node is working fine, you're not casting an object of that class
show your code
print the value of that get child component
is it a TornadoValue, whatever that is?
btw those lines crossing the screen give me the heebie jeebies
it casts that class to the object which has the same class, but despite of it, I gets cast failed
yeah
it says gravity on and off when im inside the zone
i tried pushing the cubes at the beginning but it lagged out, they had gravity and just fell inside the zone
I don't see it printing gravity on when the cube leaves
also is it normal that it has _C at the end of the class' display name?
show collision settings for the zone and the part of the cube simulating physics
are you sure the cast is failing? Show more of the code
how can i get every piece of geometry collection when its breaking
these settings?
Posting this here as well because im not sure if this may be a more appropriate channel.
I'm trying to get a Set Percent function to update a progress bar that is in a widget that is being called by a widget switcher. No matter how I try, it will not update as long as the progress bar is within the widget switcher. Not sure that I explained that well enough, lmk if screenshots would help or a better explanation.
anyone have any ideas?
so is it printing when a cube leaves the sphere?
the target for get child component is a scene component
for some reason it doesnt seem to detect it leaving or entering in the sphere, so to answer your question it seems like its not
that there's your problem
the cubes in the level, show the collision settings for them
not for the mesh asset, the actual instances in the level.
it starts with getting all of the actors in the level, then it gets the components of a certain class, then it get its child component which is a scene component with some variables in it, then it casts it so it can get those variables
if you're just zooming in on portions of a big pile of spaghetti we can't see shit
let us see the whole thing
I'm betting child component 0 isn't of the class you're casting to
you'd expect some failures because not every primitive will have as a child a TornadoValue
the get all actors of class is a bit sus though, what are you actually trying to make, some sort of tornado thing?
yes
which is why I set the casting node to if the child component's class name contains the string of the name of the class im trying to cast to
why are you getting all actors of class actor for this?
i apologize if this still isnt the right settings, if these arent them how would i find the correct settings?
is that on a cube that exists in the world?
yeah it is
generate overlap events is turned off
because get overlapping components was too expensive for a collision component that is extremely large
Is this meant to be a global wind thing?
when do you iterate over all actors in the world, begin play or tick?
no
I mean a tornado should be as simple as:
Tick -> get overlapping things (only overlap the things that should be getting wind applied to them, set up a custom collision channel if you must) -> add force to them based on math
so i did try turning it on for all the blue cubes and it still seems to be failing to detect them
put a breakpoint on the end overlap and see if it triggers on anything
i apologize but i just right click and add breakpoint right? how will i know if it does anything?
it'll pause
Getting all actors of class (actor) followed by getting every primitive in each actor is far worse than just getting the overlapping actors.
If you have 100,000 actors in the level with 10 components each you've just hit your 1 million loop stack limit. 😉
only seems to pause when the player leaves the zone not the cubes, which leads me to believe its the cubes collision
change this to query and physics
are you sure, because the collision component is constantly moving and changing size
you still haven't answered, WHEN are you getting all actors in the world?
if it's on tick that's horrendous
its on a timer loop for event, so it fires every 0.05 seconds
I'd expect Tick -> get overlapping components -> loop over them to be practically free for up to maybe 100 in BP and a few k in C++
OOF
yeah no
don't do that
I'd do a .25s timer to update an array of ThingsToBlowAround and then on tick add force to them
that'll be practically free.
a quarter second delay to get yeeted or stop being yote is just fine for a tornado effect
Yea because the more actors you have in the level the worse it'll get. You can test with a few hundred in your level and it'll be fine but in a fully populated level with several k actors it'll be a drain.
You should look at using a custom collision channel to easily get the components you need from a sphere trace. (Or box trace)
i switched it and still unfortunately it still has same result.
it really likes to pause in full screen huh
I also have a second system that uses Chaos geometry collections and physics fields, but it doesn't have a filter that choose which geometry collections to be affected by physics fields or not
also my cast to node was working fine a few days ago with no changes to the code
so Im gonna guess the engine was updated or something
I've not seen any updates in the last few months so probably not.
Is it common when converting from 5.2 to 5.3 your texture quality is low?
probably the play in editor settings got reset
From what you've shown you use the display name to determine when to cast. I personally wouldn't do this as it can be inconsistent. The only time I use the display name is for a print string.
Where do I find that?
i really feel like this should be working but it almost feels like they scripted this to not work at this point lmao
Hello everyone! I have a small question, I don't understand why does this node not work? is there something I'm missing? I also tried using set world rotation and location and they didn't work either
The Lever mesh is set as movable
is your code hitting this?
you sure nothing else is setting it elsewhere in the code?
Nope, that is the only place that sets the rotation and location of that blueprint
Is the lever set to movable?
server huh
This still leaves the textures very poor
Yes
show your current settings
show more of the code
all of it from whatever triggers this change to the end of it
All scalability is on epic
You should use a repnotify
end of it
Hmm ill switch to a repnotify, didn't think it
Ill see if it works
Either way, My hunch is that it's only moving it on server
but, the lever and platform state is state, state should be driven by repnotify
just one bool should do it, and in the repnotify you do whatever should be the case based on that bool
then just change the bool on the server and it all Just Works™️
Can use lever is probably false on the client. Which is why it wouldn't update.
Ohhhhhh yes that makes sense
OnRep_bIsActive -> branch on bIsActive -> do whatever (move lever, move platforms, etc)
that'll be instant, later you can worry about animating it
If the server is telling the client to update the lever, why does the client need to know if it can be used before it update? Seems like a redundant check to me.
However you do it, repnotify is the key. Use that, multicasts can be completely ignored for this
You are both right, thank you! 😁
Is there any alternative to do if moving the socket is not affecting the mesh, it ends up below the character. No matter if I move it, the actor isn't affected.
@faint pasture I just needed to restart unreal haha
So i've seen folks suggest that stuff like global stats (things that persist between levels like quest states and stuff) should be in either the game instance or in a separate actor that can be spawned between levels as the game goes on. What's the preferred option here in a typical game?
My thinking was that the instance would be the typically correct choice for the purposes of state persistence but now I am not so sure
Nothing too wrong with GameInstance. You can make a Subsystem in C++ as an alternative.
Hmmm... OK. Seems like i need to research more
Hi all! Im having a bit of trouble with my interaction system. I have interactable NPCs that have two collision spheres. The larger one is for targeting the player and looking in their direction, and the smaller one is their interaction radius. The trouble im having though is that I can interact with the NPC if im in the Look At collision sphere rather than only the smaller interaction sphere.
I handle the interaction via an enhanced input that checks for colliding actors and triggering an interact interface. I was wondering, if there's a way to parse out collisions based on the object type of the spheres? as the larger sphere has its own collision type called "focus" which is set to ignore by default and only used for the looking mechanic
Anyone know how to make pressure plates with weights? So we can ass extra weight and detect that? Using the center of mass.
I tried with physics constraints but I couldn't figure it out
ah you're checking if the NPC is overlapping with the player? The general approach is the other way around, when the player overlaps with a trigger on the interaction actor it'd communicate to the player controller's interaction component and add itself to an array as a potential interaction, the component can then handle any sorting you might want like prioritizing interactions that are closer in location or to the center of the screen as well as displaying prompts on the hud
oh the interaction prompt that I have the screenshot of is in the player character blueprint. It checks any overlapping actors with the player, and wether they have the interaction interface connected. Which then triggers whatever code I have set inside the npc
yea that works well when you're linetracing, but for overlap based interaction I'd recommend the other actor initiating
let the player know an interaction is available when they're nearby
instead of checking
oh so in input, all actors in the scene check if the player is overlapping them or not?
no no, you are using collision spheres so bind to their overlap events in the NPC
you can get a reference to the player from that event
use whatever means to let it know an interaction is available (component, interface) and even pass relevant data if you need
make either actor show a prompt
if it's on the hud make the player do it
the player or the controller (preferably a component of theirs) would store a reference to the interaction and on input event you interact (the interface call you have is perfectly fine for that) if one is stored
you also need to make the interaction sign off on component end overlap ofc
Ill look into that then. I think though without making too many changes to what I already have, you are right about the overlapping component inside the npc. I think i could just set it to trigger a bool wether the interaction is possible and trigger everything else on a true or false basis
Does the player ever overlap multiple interactions? What behaviour do you intend in that case?
ive tested it out, and i havent had any issues, it just goes to whichever is closest automatically it seems? but it only interacts with one and i havent had issues with both fighting to have the interaction
not that I recommend this method because it's very inflexible, but you can get rid of that for loop by just grabbing the first index of the array
with how im going to be setting up the npcs, i dont think im going to have to worry about overlapping actors anyway since theyre stationary and have a small radius
that's fine, the issue is that you do need the flexibility of the other method because you want only some parts of the other actor to overlap for the interaction to be available
it's not a difficult setup, just replace get overlapping actor with a reference to an actor
and let the interaction set that reference
right, I got that set up so it triggers a bool on wether the player is in the interactable radius or not and so far is working!
the in radius debug on the top is specifically for if the player is in the head turn radius, and true and false is for interacit radius
I hate this but if it works for you 😅
kinda a basic question, say I want my character to be able to have different weapons.
Would it be better to have a skeletal mesh component on my character and just replace its mesh when i switch the weapon or should i spawn a blueprint class of that weapon and attach it to my character?
definitely the latter method
what does latter method mean 😆 ?
the second one of the two
in speech, former is the first thing mentioned and latter the second whenever you speak about a set of two things
alright thank you for explaining, Im not familiar with the english language yet
it's definitely not basic English, very understandable not to know
Would that also apply for any other objects the character could have?
For example a chestplate or a backpack?
lol, sorry about that, but I will try out the get instead of the loop for the overlaping actor array. Thank you for your time and the tips :)
depends, equipment is tricky
Hey guys
do you have any idear why my "ghost system " isn"t working ? after looking it's seems that the save object is empty but i can't find why ? am following a UE4 tutorial so maybe there is some new UE5 part not included inside 🙂
usually that is indeed done by just swapping out skeletal meshes for each body part
hm alright, for me the equipment wont have any further functionality and is just for cosmetic.
Except the Weapon.
I haven't done any of that myself though so I don't know the reason
no wearable equipment in my game
to add details
it's seems my value are all 0 even if am moving
have you checked if your player reference is valid?
well, it must not be empty or there would be an error, but rather make sure it's correctly assigned
it is
are you sure they return 0? if you print them right there in 'record ghost'
the print in green are my character movement
and blue record ghost
this can help too maybe
does anyone know how you would delete an actor that is spawned in during the game and has multiple copies
just destroy it
thanks
