#blueprint

1 messages · Page 94 of 1

gentle urchin
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keep track of your current state

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either by traces, or by velocity checks, or.... both

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or, the easiest way

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add a cooldown to it 😄

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guess you could still end up jumping mid air after said cd

timid yarrow
gentle urchin
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tracking is your friend

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tracing probably

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trace down with the sphere radius

timid yarrow
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I tried to add a sphere collision

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but it also collides with self

gentle urchin
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make it ignore self

timid yarrow
gentle urchin
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there's a node for it

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or swap trace/collisionn channel

timid yarrow
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thanks i'll try

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i didn't get it to work the ignore self thing because it isn't connecting with anything that i want

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and i think the tracing thing is hard to do

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i just want to ignore the sphere static mesh's own collision from collision sphere

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but i can't get it to work

nimble talon
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Hi, How do i get the highest point of a projectile flight?

gentle urchin
lime basin
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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 :/

gentle urchin
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Print display name on cast fail instead,

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displayname of the playerstate variable

lime basin
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that doesnt get printed either

gentle urchin
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how about owner?

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owning player*

lime basin
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you want me to use get owner as object?

gentle urchin
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get owning player as the display name object

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i suspect you havnt plugged in owning player

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during widget creation

lime basin
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'Project Player State' does not inherit from 'Player Controller' ( Cast To ProjectPlayerState would always fail).

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it print this for get owning player

gentle urchin
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Only for the print, not the cast

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erh

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served in 4k

lime basin
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i did it now it says playerstate_0

gentle urchin
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so

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you've got playerstate as owning player?

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what?

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doesnt add up

lime basin
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im not sure

gentle urchin
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owning player should be a playercontroller

lime basin
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I COULD change the parent of class

narrow pendant
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importing .csv or other formats like json / xml but without C++ and without any plugins, is it possible?

versed sun
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there is built in .json nodes, might have to enable a plugin

narrow pendant
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sweeeeet

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thx

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indeed

versed sun
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I use the VaRest plugin tho

narrow pendant
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I'm doing a student workshop, trying to not use any external stuff

winged pumice
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is there a way to eset the element title in a TMap? liek with TArray

honest bough
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What are some essential things to learn for Blueprinting? I’m looking to learn Blueprinting, but im not sure what to start learning

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I’m mostly trying to obtain a good understanding of the foundations

earnest charm
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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.

dim agate
# honest bough What are some essential things to learn for Blueprinting? I’m looking to learn B...

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

honest bough
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@dim agate is there any specific tutorial series he has?

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matthew wadstein i mean

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like does he have a certain order you're supposed to watch the videos in?

dry sleet
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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!

dim agate
# honest bough like does he have a certain order you're supposed to watch the videos in?

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.

honest bough
dim agate
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My mistake, it's "Your First Hour", not "My First Hour".

honest bough
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thanks

narrow pendant
bleak fog
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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.

wise ravine
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as much as i want to watch a 2 hour video, coud you jus show me how i would reference the couch?

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please

dry sleet
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what couch

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at which point was a couch mentioned

wise ravine
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sorry i meant to reply to this comment ^

wise ravine
lofty rapids
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probably get actor of class, do you have many couches ?

dry sleet
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I first run CalculateProbability to get the cumulative probability of all weights, then the second function uses that for getting one by weight.

dry sleet
wise ravine
dry sleet
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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.

wise ravine
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is that it?

dry sleet
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Yup

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Then in your Lamp BP you can drag that variable out into the graph to get a ref to it

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Top tip: Hold Ctrl while dragging it to get a Getter immediately, otherwise you get a context menu as shown.

wise ravine
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I dont need the 'Cast to'?

dry sleet
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You don't need that, no

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The variable is already of that type

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Since it only allows you to pick BP_Couches in the scene

wise ravine
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right

dry sleet
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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.

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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)

wise ravine
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wow, that was the quickest and easiest to follow instructions ive ever gotten here 😅

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appreciate it mate

dry sleet
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No worries!

wise ravine
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mind if I mention you if I get any more issues?

dry sleet
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Sure, we'll see if I have the time

wise ravine
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alright thanks

narrow pendant
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I'll be that guy

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now watch the video

dim agate
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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.

wise ravine
dim agate
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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.

proper vigil
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Why can't I drag in for Enum_DialogState 2 but I can for the original?

wise ravine
proper vigil
earnest charm
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Sorry if you did, but I don't understand it all

dry sleet
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Think that's all, yes.

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It's an array of structs, and the struct contains the weight for that particular element.

earnest charm
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I'm, sorry I don't seem to understand this

dry sleet
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Well, no worries

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But that's the function

obsidian arch
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hey all, can someone tell me what these diamond shapes mean and how to make them? cheers

dry sleet
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It means they are references.

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In essence, the data won't be copied.

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It directly points at another piece of data in memory.

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In BP you mainly create them by selecting the Pass-by-Reference option in a function parameter.

obsidian arch
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gotchu, thank you sm

wise ravine
dry sleet
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you probably haven't filled the references on the instances in the scene

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with the eyedropper

trim matrix
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...

wise ravine
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we're getting there

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making good progress 💪

trim matrix
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ofcc

wise ravine
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i forgot the lights in the attic 💀

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I'm missing one 😑

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we are good !

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now I'll try the actual function

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it works meow_party

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@dry sleet now how do i rotate the atmosphere light (change time of day) inside my couch bp?

lunar sleet
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But up to you, that’s only a small amount of effort you’ll need to put into gamedev 😀

wise ravine
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yeah I will 100% watch it

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are there videos after that, that i should watch?

lunar sleet
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But there’s plenty of specific issue videos by people like Mat Wadstein

lofty rapids
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theres a lot of tutorials on youtube

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which is pretty nice if you can find a good one

wise ravine
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My go-to youtubers right now for unreal tutorials are Mat Wadstein and Matt Aspland

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both proved very helpful and highest 'success rate'

trim matrix
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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.)...

wise ravine
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yes i agree with that, but I'm just trying to finish the project

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next one I'll gladly take my time to learn all the ins and outs

ocean gate
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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?

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this is what I've got currently, it feels suboptimal

wise ravine
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why so many lamps

ocean gate
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the game takes place inside a huge building with many corridors

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almost all corridors have lamps, and all lamps can break when they're shot at

trim matrix
flat raft
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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 )

thin panther
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but just use damage

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on hit the bullet applies damage to whatever you hit, and your object receives damage

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Apply Damage, and Event AnyDamage respectively

ocean gate
wise ravine
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Side question : How do I rotate whatever this is, but in blueprints?

thin panther
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if you use OOP as intended, and have proper code only base classes, you don't incur this penalty

wise ravine
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I got it, but the ground is still bright

ocean gate
molten yew
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How would I go about spawning a multiple objects in a forest randomly but making sure they don't spawn colliding the trees.

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I have this so far

trim matrix
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▶ Play video
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it might help

quiet ridge
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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?

wise ravine
trim matrix
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haha coconut
I don't understand lol

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ok bro

wise ravine
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Which then jelly!

simple spade
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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.

copper tree
# molten yew

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

molten yew
wise ravine
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How do i turn these on / off in an actor blueprint?

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(The ambiences)

copper tree
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Collision boxes and channels, that is

molten yew
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They collide with the player

copper tree
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Place one in editor above a fence and see if it falls through when you run Simulate

molten yew
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Sorry it does not have physics where to I enable that?

copper tree
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oh. It's in physics. But also, you can just check the Collision presets to see if they're compatible

simple spade
molten yew
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Ok so now how do I attempt to spawn again if it didn't go through the first time

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Is valid should work, right?

copper tree
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Not quite sure what you're talking about

molten yew
# copper tree 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?

quiet ridge
quiet ridge
molten yew
copper tree
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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

quiet ridge
copper tree
quiet ridge
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Thank you, greatly appreciated, I was on the verge of smashing my computer to bits haha

copper tree
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Np! I would recommend going with Visibility in your case, Hidden in game is more of an editor thing

lunar sleet
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Visibility hides editor side

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Hidden in game only hides it at runtime

quiet ridge
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Yup, visibility is definitely the way to go for me. I can see why hidden might be useful to some other folk though

copper tree
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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.

molten yew
copper tree
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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

molten yew
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oh i see

spark steppe
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the random node get's called twice yielding different results

copper tree
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Oh my god you're right

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Thanks, seems obvious now but I totally didn't see that

visual crest
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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.

visual crest
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What am I doing wrong?

frail pilot
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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.

lunar sleet
lunar sleet
visual crest
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Thanks 🙂

lunar sleet
flat raft
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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.

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if I were to loop though "create widget" making a few buttons, how would I bind these to actions via bp?

frosty heron
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Use event dispatcher. Bind each one on create

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Make a custom base class button for your project

flat raft
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yea, i though of that. But how do I choose a different event for different buttons?

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one button to Start Game, one to quit

frosty heron
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By assigning different events?

flat raft
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one to open credits

frosty heron
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U can chose which button connected to which event

flat raft
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hmm... i dont understand

frosty heron
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I use loops for common stuff like inventory buttons

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But u can just create the button on construct

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Instead using loop

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Then assign each one to its respective event

flat raft
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yea, but that approach is no different that me manually implementing on-click on the button

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can I do it on a loop?

frosty heron
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Don't see the point but why not

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If u know the order

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Then you can use the index to assign respectively

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Why u want loop soo much for buttons that does different function tho?

flat raft
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that's the part i'm lost on.

frosty heron
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Like it'd the main menu

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With 4 buttons

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I'm doing the same thing except without the loop for my 4 main menu buttons

flat raft
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well, the graphics menu has alot of buttons

frosty heron
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That's why u have custom button

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Which can contain additional data

flat raft
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i'm trying to learn the modular approach that lyra uses

frosty heron
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I will fire up my comp maybe give u some insight

gentle urchin
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Lyra is its own thing

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In many and all ways

flat raft
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yea, lyra hides things well

frosty heron
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For menu I use enum a lot to represent page

flat raft
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you dont have to fire up unreal

frosty heron
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So Ur custom button can have an enum, expose it on spawn

flat raft
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i was just wondering lol

frosty heron
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Drop them to the widget u want to use and assign the enum to each button

gentle urchin
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I tend to just hook them up direvtly

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Theres not that many buttons

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Even in graphics

frosty heron
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Then u can just call one event with a switch

flat raft
gentle urchin
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Id spend more time making it procedural than just hitting them up

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Yeah thats not a lot

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And most require specific event calls

frosty heron
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I create them in a loop

gentle urchin
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Amd how much time was spent making tthat loop 😅

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Amd the Enum

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Amd the related events

frosty heron
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Not much, each one have a base class too. If the option is a slider or use arrow to change values

gentle urchin
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And hooking up the sliders

frosty heron
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The hooking is one node away. Can't imagine doing manual labour 😛

gentle urchin
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You'd still have to do the work

frosty heron
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Just pass in the button and id

gentle urchin
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😅

flat raft
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LOL

gentle urchin
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Somethimg gonna react to it

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Switch on enum or whatever

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Which then is set up manually anyways

tacit elbow
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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''

frosty heron
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Oh wait I didn't create it on loop for those button in main memu

gentle urchin
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So.. unless ypu have vastly bigger option decks, youd be better off just doing the work

frosty heron
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Just drop them to the widget and change each variable for each button

gentle urchin
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10- 15 buttons is not enough for any brain chewing loop setup thats ment to save time

frosty heron
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gonna look at some of the bp

flat raft
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that's prettty nice

gentle urchin
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Looks far better than mine , visually lol

frosty heron
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make a base class for the button so u can handle the anim once

gentle urchin
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You even animated it

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Well that part makes sense either way

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A base button class

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For the project

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let me fire up my old project...

flat raft
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how are you populating the blue knob?

gentle urchin
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"Options" ?

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an array of strings or similar

flat raft
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options array

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i see i see

frosty heron
gentle urchin
frosty heron
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but yeah I lied, i didn't create it on a loop

gentle urchin
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combo boxes got this in them anyways

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using widget switcher for the main layout

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then it's just the manual work

flat raft
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ooo..

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your's looks like red dead

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did you try it with a controller?

gentle urchin
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This was made like 6+ years ago, before i ever considered controller for anything

flat raft
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i switched to common-ui to get the controller working correctly... with less work

gentle urchin
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Yeah thats what id try today aswell

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Havnt gotten to that part yet

flat raft
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setting focus on things is soooo much work

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common ui just does it

frosty heron
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I'm still living in the past I guess

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not using common ui 🥹

flat raft
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i've been playing with common for about a month now

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not everything works, but it's good enough

gentle urchin
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I was lucky tho

frosty heron
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@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

gentle urchin
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listen for input had just become a thing

frosty heron
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Good timing 😄

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that must be a while ago

gentle urchin
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time flies ...

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smooth ui

frosty heron
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a lot to improve

gentle urchin
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how to post an add without posting aan add

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😄

frosty heron
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I am really bad at materials

flat raft
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looks awesom

frosty heron
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need to do something outside just changing color and opacity

gentle urchin
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It goes a long way imo

frosty heron
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true

gentle urchin
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some click sounds and you're good to go

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mine's all static lol

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I'm not a UI person at all tho xD

flat raft
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what's your cycling logic look like? (when changing res)

frosty heron
flat raft
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did you go fancy, with modulus , or an if <0

gentle urchin
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% is fancy

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(Index + 1) % Options.Num()

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i went for dropdown instead

frosty heron
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i use modulus for inventory slots. Squize the one that gave me revelation

gentle urchin
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so it's just this

flat raft
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i used to use %, but it breaks when i go negative

gentle urchin
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never go negative

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😄

flat raft
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lol

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oh hey... how'd your quest system come out?

gentle urchin
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it never reached released

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but it turned out pretty good imo

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the quest editor needs some work

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and beautification perhaps (perhaps? who am i kidding)

flat raft
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nice nice

gentle urchin
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Should send it to some test group and get actual feedback on it

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Im not very objective testing my own thing 😛

frosty heron
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dayummmmmm

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did you extend the editor?

flat raft
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i mean.. looks pretty cool

gentle urchin
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its just an editor widget

frosty heron
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ohh, still cool tho

gentle urchin
flat raft
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you have a X and a wine glass

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lol

gentle urchin
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the details panel was a nice touch being avaliable

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so i can inspect each singular uobject and get their data

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and edit it too..

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hourglass - time limited

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retryable - 3 attempts

flat raft
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ahh

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fancy

gentle urchin
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So if you're up for a painfull test period with no documentation, feel free to DM me lol

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all features may or may not work as expected x)

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weirdly enough what i probably was most satisfied about was the quest descriptions being dynamic lol

flat raft
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you went with data assets, right ?

gentle urchin
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ye

dawn gazelle
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Data Assets are great.

frosty heron
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How can I replace DT with DA?

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suppose I have a collection of DA for items

gentle urchin
frosty heron
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how can I find the item that I want? given that in DT we can just find the row

gentle urchin
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are those new uobjects or what ?

dawn gazelle
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Yep

gentle urchin
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with world context, and blueprint implementation ? ^^

frosty heron
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Oh wait, I guess I can just pick the DA from the drop down lol

dawn gazelle
gentle urchin
frail pilot
dawn gazelle
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And yea, maybe I should directly add the context VIA the calling mission state.

gentle urchin
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I skipped event triggers (for now) as i figured it would just be solved by the quest giver/updater etc

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maybe that's an oversimplification on my end

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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

flat raft
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@gentle urchin you're right, just manually bind the buttons. 😄

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they give you a path to do it programmatically, but you'd end up setting things up else where.

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so, manual labor

gentle urchin
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Sometimes you just gotta do the work hehe

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I avoid it if theres smarter ways to automate it 😆

lunar sleet
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And where is that breakpoint you mentioned

frigid summit
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yea i tried it didnt work

frosty heron
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show pictures of your attempt. Explained what you are trying to do with the node you placed and what actually doesn't work

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@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.

random pulsar
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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.

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I would like to know a lot of ways,to google each of 'em

gentle urchin
gentle urchin
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Im sure the foliage tool already allows interactable actors but

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This lets you handle the setup of that

frigid summit
frosty heron
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i will struggle with that when the time comes

frigid summit
frosty heron
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you have to solve the final position somehow

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probably considering the target

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then choosing which location fit best from the target

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also considering nearby fellow enemies

gentle urchin
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Group manager

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Shared space

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Circle aroundnplayer, with a fixed "angle" or location that is theirs

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Guess it wont look very natural

random pulsar
gentle urchin
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Or just an editor callable event

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Shows up as a button in the details panel when the actor is selected

random pulsar
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nice this is the way

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im so happy i found it

gentle urchin
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Sweet

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Pcg i have yet to dive into

#

Feels like a tool its better to learn sooner rather than later these days

random pulsar
#

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

fiery ridge
#

is the Delay node frame-depended? not sure if i should go with timeline or delay

thin panther
#

A delay node cannot be replaced with a timeline, they are two completely different things

fiery ridge
#

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

gentle urchin
#

Timer

#

Is also an option

#

They're all 'frame dependent' tho

formal flicker
#

.

random pulsar
dry sleet
#

The reason being you can cancel a timer

#

You can't cancel a delay

thin panther
#

Thirding the vote for a timer there

gentle urchin
#

most common reason for using a timeline is when needing curves

#

and some non-linear interpolation etc

fiery ridge
#

and all need to be frame independed

gentle urchin
#

Why?

#

Whats it for

dry sleet
#

Pause and resume, too.

fiery ridge
#

I need a looping event for X amount of seconds

dry sleet
#

(and they can be set to loop)

gentle urchin
#

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)

dry sleet
#

Nevertheless a timer set to fire every second fires every second.

gentle urchin
#

Unless you got horrible fps.

dry sleet
#

And that, I presume, is what they mean.

gentle urchin
#

Then it doesnt

dry sleet
#

Well, then you have bigger issues.

fiery ridge
#

I'm testing with low fps and it works

gentle urchin
#

0.5 fps, a second triggers twice every other second

dry sleet
#

Well who gives a shit about how timers work when you have half an FPS??

#

Then your game isn't working

fiery ridge
#

20 fps is my benchmark

gentle urchin
#

Half an fps was just for your 1 second timer.

dry sleet
#

Yes, yes, sub-tick timers are a bad idea, but in this case it seems to me they're after normally timed timers.

gentle urchin
#

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)

dry sleet
#

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".

gentle urchin
#

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

dry sleet
#

Now I have to ask what the musical note signifies

#

My curiosity has been ever growing

gentle urchin
#

For me it means coro these days

dry sleet
#

dangit!

#

well I suppose it's akin to my usage of the saxophone emoji

steady night
#

i want want to but a timer between the widget / actor location

#

this will ruin the for eachj loop right

dry sleet
#

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.

steady night
#

well

#

im my case if i add the delay it only fires for 1 person

#

if i remove it all 1-4 gets them

dry sleet
#

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

steady night
#

it dident :/

dry sleet
#

Well how did you set it up?

steady night
#

basicly this

dry sleet
#

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.

steady night
#

aye

dry sleet
#

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.

steady night
#

yeah

#

so hmm

#

i guess i could

dry sleet
#

Seems to me like you need the actors themselves to handle their delayed teleporting.

steady night
#

yeah was my idea.

dry sleet
#

Either create a TeleportableInterface with a RequestTeleportTo function or just cast and call directly.

steady night
#

aye got it working

dry sleet
#

Very nice

steady night
#

not pretty but dose the job

gentle urchin
#

I prefer a custom macro forloop but

pine hatch
#

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?

gentle urchin
#

this looks like a new node

#

"new"

dry sleet
#

Do you get an array of all pixels and their colour?

#

(in the specified area)

gentle urchin
#

an array of pixels, with their color data it sounds like

#

or pixeldata*

#

guess it can be way more than just colors

dry sleet
#

Then you can extract the pixel position by doing some clever modulo math

#

Gimme a sec and I'll find the StackOverflow thread

gentle urchin
#

% and /

dry sleet
#

Well this isn't the thread but it contains the answer :(

gentle urchin
#

% for X, / for Y

dry sleet
#

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.

gentle urchin
#

for sure

#

offset by corresponding X and Y

#

Actual X = MinX + (Index % (MaxX-MinX))

#

Actual Y = MinY + (Index / (MaxX-MinX))

#

I think... 🤔

trim matrix
#

Hi! I come with a question

random pulsar
#

Guys,how do i do a caterpillar controller?,i searched in youtube and didnt find insects controller or something similar to what i want

trim matrix
# trim matrix Hi! I come with a question

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

random pulsar
#

I would really appreciate a small guide on how can i acheave this,just the key points

dim agate
random pulsar
#

I want the catterpillar also to slide on surfaces,like using the mesh not the capsule,also climbing on different surfaces

#

Trees for example

turbid oxide
trim matrix
random pulsar
turbid oxide
# random pulsar 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

fiery ridge
#

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

random pulsar
gentle urchin
#

Increment float by timer value every time it executes

#

When it reaches >= your target time, clear and invalidate the timer

#

Remove the timeline

fiery ridge
#

I have to manually you mean when it increments?

#

check*

gentle urchin
#

Yep

fiery ridge
#

I'm guessing I also need to use delta time ?

gentle urchin
#

Or add another timer that stops the first one

#

No delta time. Just add the timer value (0.05)

fiery ridge
#

I'm trying to figure out what's the most optimal way to implement this. It's between timer/timeline/delay

gentle urchin
#

Timer

fiery ridge
#

But I can take a look at the incremental float as well

versed sun
gentle urchin
#

^ prob easier

versed sun
#

IF the 2 sec is what you need

fiery ridge
#

Are there disadvantages using Timeline over a Timer to invalidate it?

versed sun
#

timeline is has more things going on, kinda overkill

gentle urchin
#

Timeline has slightly more overhead id guess

fiery ridge
#

With timer, it's necessary to create a function/custom event, right?

#

Which means I need two

gentle urchin
#

Yes

fiery ridge
#

Alright got it, thanks

elfin lagoon
#

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?

fiery ridge
#

Check trace visibility, make sure mouse isn't colliding with something it shouldn't and vice versa

versed sun
#

make sure your Location Z are the same
the scene comp is probably ABOVE the floor

trim matrix
#

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

versed sun
#

One 2nd pic, Break the Get World Location , and plug Z into Target Z

fiery ridge
dim agate
#

Unless you are asking two questions?

trim matrix
#

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

trim matrix
fiery ridge
#

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

elfin lagoon
versed sun
#

forgot start Z

#

Plug Return Value Z -> Start Z

dim agate
elfin lagoon
steady night
trim matrix
steady night
#

im setting the audio listner to the chracter mesh, but when i try to play music it gets access none :/?

#

idea s?

elfin lagoon
versed sun
elfin lagoon
rugged wigeon
steady night
#

@rugged wigeon yeah i saw the misstake thats what was wrong

rugged wigeon
#

Do consider just playing a 2D sound as needed. Do you have a reason it needs to be an actor component?

lofty rapids
#

you must not be accessing it at the right point ?

steady night
#

Yeah i found my misstake

#

It works now

rancid moat
#

is there no fonction that take a transform and a world vector and return the that vector in that base?

turbid oxide
#

Can some explain whats happening here: The enemies move well when i play in editor but jitter around when i play as standalone

frosty heron
#

can you provide .mp4

turbid oxide
#

The enemies use tick to update their values and timers to execute

#

ayt

frosty heron
#

don't feel like downloading anything just to see it

lofty rapids
#

nice place to upload videos for temporary storage also

turbid oxide
turbid oxide
frosty heron
#

ooof 2D

#

i know nothing about it

turbid oxide
#

XD

frosty heron
#

the A.I seems to get stuck on deciding wether to move to stand still

turbid oxide
#

tho it works well in editor

#

oh n it cant stand still coz theres no code for it

frosty heron
#

@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

turbid oxide
#

ayt lemme try that

lethal terrace
#

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

frail onyx
#

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 ...

▶ Play video
spark steppe
#

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 😄

spark steppe
frail onyx
spark steppe
#

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

smoky edge
#

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?

gentle urchin
#

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

dry scaffold
smoky edge
gentle urchin
#

And how many points does the spline have

#

GetNumberOfSplinePoints or smth

smoky edge
#

zero

#

I also tried this

frigid summit
#

hi guys do you know how to keep distance between enimes when they attack me in unreal

final sparrow
#

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

frail onyx
#

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

whole dove
#

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)?

lofty rapids
smoky edge
faint pasture
#

Show your code

#

Why is casting involved here?

frail onyx
#

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

viscid viper
#

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 ?

frail onyx
#

alr

vapid plank
#

Is it not possible to set a breakpoint in a blueprint macro?

lunar sleet
fast finch
#

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?

lunar sleet
fast finch
#

where would i attach that?

lunar sleet
fast finch
#

this thing just adds 1

#

or -1

#

it doesnt actually look at the rotations

#

clamping axis wouldnt do anything

lunar sleet
versed sun
lunar sleet
versed sun
#

B is what you want to add

lunar sleet
#

Nice

fast finch
#

yee ok that worked... thanks

viscid viper
versed sun
#

kite them

celest trench
#

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?

gentle urchin
#

Make literal name

celest trench
#

Awesome thank you

small ice
#

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.

lofty rapids
#

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

gentle urchin
#

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 )

gentle urchin
lofty rapids
#

it works fine normally

gentle urchin
#

and how does it work after you return to your character?

lofty rapids
#

the forward is whatever direction i was facing

#

when i died

gentle urchin
#

im confused

#

the direction the character was facing when dying?

#

or the camera?

lofty rapids
#

the direction the character was facing when he died

#

is now forward when i come back and revive it

gentle urchin
#

while you want it to be ... ?

#

while the expected forward was which direction?

steel shadow
#

Hello, I have child actors spawning wayyyyy off from my main actor anyone knows about this issue, ? It's only on clients

dire frost
lofty rapids
gentle urchin
#

control direction ?

lofty rapids
#

???

dire frost
gentle urchin
#

not sure why it would differ but

timid yarrow
#

why does delay not working?

gentle urchin
#

it probably does

timid yarrow
#

when i take it to 5000 or something it doesn't even work

gentle urchin
#

add a do once 🙂 reset by the delay

#

no clue what this code is, but it's probably executed multiple times

lofty rapids
gentle urchin
#

do once is ofc just a bandaid

timid yarrow
#

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?

gentle urchin
#

so we're on the right track atleast 🙂

timid yarrow
timid yarrow
#

but they sounds like the garry's mod ragdoll sound

#

that's why i added delay but it doesn't work

gentle urchin
#

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

timid yarrow
#

sorry

#

that's my problem

#

listen to the sounds

#

i think i fixed it

#

i used switch on int for the delay

gentle urchin
#

doesnt this effectively do the same as the do once?

#

it does..

viscid viper
undone bluff
# timid yarrow

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

simple spade
#

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.

faint pasture
#

Why are you doing all that

versed sun
simple spade
#

i tried with a sphere as well and same thing

fickle fog
#

how can i get every piece of fractured chaos mesh when breaking

rich ferry
#

Sometimes when I compile after deleting unreferenced variables, the editor crashes. Is there any way to get the editor to "safely" delete them?

simple spade
#

this is the current blueprint if that has anything to do with it.

dark drum
rich ferry
dark drum
rich ferry
dark drum
cursive bear
#

Anyone out there have any experience getting Landmass materials to update at runtime?

rich ferry
dark drum
sacred cairn
#

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

dark drum
sacred cairn
#

i want the objects to enable gravity when they leave the collision sphere

#

so yeah haha

dark drum
faint pasture
#

You press X, what is the logic to determine which car you should switch control to?

sacred cairn
#

oh man that did not send right

faint pasture
#

It's as simple as turning on and off gravity for the thing assuming it's simulating physics

sacred cairn
#

the rooms start and end overlap event

faint pasture
#

k so do that

#

show your code for that

sacred cairn
#

i tried it in the overlapped component slot too

#

thats what i had it on originally

chilly plover
#

I am having a big issue. When pressing the E key the print string doesn't fire. Would anyone know why?

faint pasture
# sacred cairn

And how does that work, does it do what it should be doing?

sacred cairn
#

thats the video i tried sending

#

thats laggy lmao im so sorry idk why it lags

faint pasture
#

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

dim agate
faint pasture
#

it looks like the zone goes away too soon

#

confirm that the leave zone is actually happening

sacred cairn
faint pasture
#

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

sacred cairn
tired tartan
#

My cast to object node suddenly stops working, how do I fix it?

sacred cairn
faint pasture
#

confirm that the overlap events are firing

#

is the collision set up to even overlap to begin with?

faint pasture
#

show your code

tired tartan
#

despite having the same class, it just gets a cast failed

faint pasture
#

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

tired tartan
#

it casts that class to the object which has the same class, but despite of it, I gets cast failed

#

yeah

sacred cairn
#

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

faint pasture
#

I don't see it printing gravity on when the cube leaves

tired tartan
faint pasture
#

show collision settings for the zone and the part of the cube simulating physics

faint pasture
fickle fog
#

how can i get every piece of geometry collection when its breaking

queen cave
#

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?

faint pasture
tired tartan
sacred cairn
faint pasture
#

the cubes in the level, show the collision settings for them

#

not for the mesh asset, the actual instances in the level.

tired tartan
#

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

faint pasture
#

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?

tired tartan
faint pasture
#

why are you getting all actors of class actor for this?

sacred cairn
faint pasture
sacred cairn
#

yeah it is

faint pasture
#

generate overlap events is turned off

tired tartan
faint pasture
#

Is this meant to be a global wind thing?

#

when do you iterate over all actors in the world, begin play or tick?

tired tartan
faint pasture
#

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

faint pasture
sacred cairn
faint pasture
sacred cairn
dark drum
sacred cairn
# faint pasture it'll pause

only seems to pause when the player leaves the zone not the cubes, which leads me to believe its the cubes collision

faint pasture
faint pasture
tired tartan
faint pasture
#

if it's on tick that's horrendous

tired tartan
faint pasture
#

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++

faint pasture
#

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

dark drum
sacred cairn
#

it really likes to pause in full screen huh

tired tartan
#

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

dark drum
chilly plover
#

Is it common when converting from 5.2 to 5.3 your texture quality is low?

faint pasture
dark drum
chilly plover
sacred cairn
faint pasture
#

I mean that code's a mess

#

just rewrite it correctly IMO

young pike
#

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

faint pasture
young pike
#

Yes, I placed a break point

#

And it reached there

faint pasture
#

you sure nothing else is setting it elsewhere in the code?

young pike
#

Nope, that is the only place that sets the rotation and location of that blueprint

young pike
#

Yes

#

Here is the breakpoint

faint pasture
#

server huh

chilly plover
young pike
faint pasture
faint pasture
#

all of it from whatever triggers this change to the end of it

young pike
chilly plover
faint pasture
young pike
#

end of it

young pike
#

Ill see if it works

faint pasture
#

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™️

dark drum
#

Can use lever is probably false on the client. Which is why it wouldn't update.

young pike
faint pasture
#

OnRep_bIsActive -> branch on bIsActive -> do whatever (move lever, move platforms, etc)

#

that'll be instant, later you can worry about animating it

dark drum
faint pasture
#

However you do it, repnotify is the key. Use that, multicasts can be completely ignored for this

young pike
#

You are both right, thank you! 😁

simple spade
#

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.

chilly plover
#

@faint pasture I just needed to restart unreal haha

turbid pecan
#

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

dry sleet
turbid pecan
slim trail
#

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

sonic crest
#

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

undone bluff
# slim trail I handle the interaction via an enhanced input that checks for colliding actors ...

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

slim trail
undone bluff
#

yea that works well when you're linetracing, but for overlap based interaction I'd recommend the other actor initiating

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let the player know an interaction is available when they're nearby

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instead of checking

slim trail
#

oh so in input, all actors in the scene check if the player is overlapping them or not?

undone bluff
#

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

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use whatever means to let it know an interaction is available (component, interface) and even pass relevant data if you need

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make either actor show a prompt

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if it's on the hud make the player do it

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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

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you also need to make the interaction sign off on component end overlap ofc

slim trail
undone bluff
#

Does the player ever overlap multiple interactions? What behaviour do you intend in that case?

slim trail
#

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

undone bluff
#

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

slim trail
#

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

undone bluff
#

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

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it's not a difficult setup, just replace get overlapping actor with a reference to an actor

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and let the interaction set that reference

slim trail
#

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

undone bluff
#

I hate this but if it works for you 😅

near rapids
#

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?

undone bluff
#

definitely the latter method

near rapids
undone bluff
#

the second one of the two

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in speech, former is the first thing mentioned and latter the second whenever you speak about a set of two things

lunar sleet
#

Btw, the fps template comes with this already

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So you can build on that

near rapids
undone bluff
#

it's definitely not basic English, very understandable not to know

near rapids
slim trail
violet inlet
#

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 🙂

undone bluff
#

usually that is indeed done by just swapping out skeletal meshes for each body part

near rapids
undone bluff
#

I haven't done any of that myself though so I don't know the reason

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no wearable equipment in my game

violet inlet
undone bluff
#

well, it must not be empty or there would be an error, but rather make sure it's correctly assigned

undone bluff
violet inlet
#

and blue record ghost

violet inlet
#

this can help too maybe

dim halo
#

does anyone know how you would delete an actor that is spawned in during the game and has multiple copies

dim halo
#

thanks