#blueprint
1 messages · Page 95 of 1
Here's the minecraft example where the 10 extra hearts stack on top of the 10 default hearts
add the hearts at runtime, I can't tell you which off the top of my head, but I'm pretty sure you can get the setup you need using the right widget containers
otherwise you can just make sure to add every eleventh heart above the first of the last row
I know that I have to add those at runtime (as it's already what I'm doing with the 10 default hearts, but when I add more than 10 hearts it keeps going on the right forever and that's why I'm asking what's the UI element that makes it continue above instead of right
well, technically every eleventh and then tenth after that but you get what I mean
I think there's a bunch of options, a grid for starters, or any container where you restrict the size on the x axis
My sizebox already restricts the size on the x axis but it keeps going forever
I think the size box only affects how things work higher up in the hierarchy i.e. for controlling desired height/width
but yea I cannot check, not at my pc atm
you'll just need to have a look through different widgets and see which one is right for the job
super sure a grid would work
Where should I put the grid related to the comps I already have here ?
you put the hearts directly in the grid
so should I remove the size box and Horizontal box ?
it works by rows and columns so its should be straightforward
if you don't need them, you might want to keep the size box to adjust for whatever widget you'll be putting this into
It doesn't work properly
Your hearts need a desired size and the grid should respect that, just a matter of adjusting settings and possibly adding a size box to the hearts
the heart already have a sizebox
Ok kinda starting fixing it but I have an issue that I thought about which is it's adding hearts from top to bottom, so how to make it add hearts from bottom to top ?
There might be a setting you can adjust, if not you'll have to work around it
Like manually inserting them the other way around, or flipping the whole widget around, both the grid and the hearts
But that's a bit hacky
I don't want to instert them manually as I need that to be dynamic because I don't want to show all the hearts all the time.
how do you flip the grid widget around ?
Manually as in using code, you put the first heart in the last row and work backwards
This is smart
Having a brain fart. I am learning and trying to spawn in a pistol to the weaponsocket I created on the right hand however when I spawn the pistol in, the roation is way off. Can I get some help on this?
Using a progressbar with a heartmask works pretty well
Adjust the socket in the bone editor using the gun as a preview mesh
OMG, that's how to do it! I completely forgot about doing that. Thanks!
still looking for this
i think it's around my save game who must be not well set up but can't find why
Got a valid name for it?
Thanks, got it working, just needs more touch up. Appreciate it!

i think so
Seems ok
https://www.youtube.com/watch?v=VYuBIFSv7KM&t=250s i was following this and trying to adapt it to UE5 and character
This tutorial addresses one of several possible ways to create a Ghost Car system on Unreal Engine 4.
Software Required:
-Unreal Engine 4 + Vehicle Base Project
Topics:
-Creating required classes
-Configuration of Pawns
-Variables and basic functions
-Functions of Ghost
-Test
Download Project: http://www.mediafire.com/file/8d4s8dlr1medrqb/R...
and i don't know if there is smth special to do in the bp save
sure
😅
A host of issues
Any related to saving
Ghost pawm accessed none
So it cant update the save variable
more logs like thoses ones ?
you mean this
Blueprint Runtime Error: "Accessed None trying to read property GhostSavedObject". Node: Branch Graph: ReplayGhost Function: Replay Ghost Blueprint: BP_ThirdPersonGameMode
https://youtu.be/VYuBIFSv7KM?si=Hg1is_7c60hIRqwP&t=1405
i mean he probably have the same kind of error
This tutorial addresses one of several possible ways to create a Ghost Car system on Unreal Engine 4.
Software Required:
-Unreal Engine 4 + Vehicle Base Project
Topics:
-Creating required classes
-Configuration of Pawns
-Variables and basic functions
-Functions of Ghost
-Test
Download Project: http://www.mediafire.com/file/8d4s8dlr1medrqb/R...
there is the right time stamp i beleve
If you havnt completed it, sure
i did
So then unlikely
Accessed none means the variables are empty references
They reference nothing. Void
So you cant read anything from them
yeah i undestand that
Can anybody tell me how to fix this blueprint error in UE5 for VR Motion Controller
I don’t get it, did you copy paste this code from somewhere or did you go in the template and delete stuff at random?
I just downloaded this project from git
Works fine in 4.27 but when converted gives these errors
Get bounds was a function till 5.1 but in 5.3 I don’t see it even in the documentation
Probably renamed
It’s also missing some variable so it prly wasn’t migrated properly
Has anyone set an animation blueprint in a datatable and then pull it from that datatable and set it to the skeletal mesh in a character blueprint?
I'm trying to setup a characters datatable where a skin and animation can be set, then on spawn of the character. It pulls all that data and sets it. But I am having issues pulling the animation blueprint from the datatable
Maybe I'm looking right over it, but I've been stomped.
Kool I’ll have a look at it again
I was told here to let the actor that the projectile impacts with to decide if it should be destroyed or not. And I have noticed that, yep that is a lot better. 😄 However, how do I deal with when it impacts with a static mesh? Since I don't want to turn all my walls, floors, etc, into actors with a BP logic, just to destroy my projectiles. How would I do that in the best way?
Wouldnt you just want the projectile to decide to be destroyed instead?
Separate between overlap and hit
Hits would be blocking (walls, armored car etc) while flesh and pillows would overlap?
Maybe, that's what I don't know. 😄 So let me give you an example, since I just don't know how to deal with it the best way.
I have:
- Enemies, on impact with an enemy it does "ApplyDamage", and the enemy deals with that and does what it should.
- I have different actors (e.g. a mirror, where I want the bullet to bounce in the angle of the mirror (I still haven't figured out how to deal with this yet)
- I have a light actor, that should either be turned on or off when hit with a projectile
- Normal static meshes, that should just destroy the projectile on hit
So I'm not sure how I would do this the best way to keep it in a good manner. 🙂
You can also add tags to differentiate between two blocking hits
So a mirror would be blocking, but have the tag "mirror"
But it feels quite bad. Oh, interesting, tags.
Which makes it bounce
I never thought about using them for this, that might be the best way.
So I assume on "Event Hit" I compare tag? And do different things?
Or did I missunderstand the logic?
Thats what im thinking
Havnt done such setup before but
Sounds like a reasonable approach
Thanks! I will try that out and see! 🙂
Event hit for blocking, event on overlap for ... overlaps 😄
Would it be like this?
So I just do a check for if what it hit has a tag and then do different eactions?
Because if I do this approach, it will also make the system more modular when I want to add more different actions for projectiles (e.g. I don't know, create a fire)?
Or do "switch on tag" 😄
Yeah... That is better.
I was just seeing the issue with my approach.-
😄
Thansk
If theres no tag you simply destroy
Oh wait.. you cant just switch on tag
As its an array of tags
Unless you only ever use the 0 index
And be consistent about it 😄
Hmmm
Dammit. 😄
Well, then I'm back to my long case of 100 if statements I guess. 😄
I was thinking if I could do a "ENUM" and that has all tags, and then I do a swtich on that.
And just "compare" the tag to that enum?
Not a big fan of enum comparisons
Id just pick the 1st tag index personally
And if anything else comes up itll just have to use the second and forward
So tag[0] == reserved for projectile info
Hmm, I don't think I understand that. Oh, you mean inside the actors, that the "projectile" tag always has to be at value 0.
Yeah, that might actually work.
Though I never done anything like that to be honest, how would I do that check? Sorry for the noob question, but I'm not really sure how to translate this into a BP.
And then get from tags
Yeah, I assume that is what you mean (bp wise), and then get 0 from that, and compare it to string values
?
Likie this?
Actually I assume more like this?`
Since it complains about the 0 if the asset has no tag. 😄
I don't know if I did it correct, but it seems to do the job I wanted it to do. 😄
Thank you for the help! This logic seems way better than my previous. 😄 especially since I had to add the health component to everything and then cheat stuff. 😄 This is way cleaner!
Yeah, this was just an example. 🙂
Block/destroy
It will be "Damage, block, etc." to make it easier to read.
The only thing I "dislike" about tags is that they I can't make a database and read from that... I'm 100% I will missspel at somepoint and search for the bug for hours before seeing it was a spelling mistake. 😄
Yeah. I litreally did the mirror and set it do have god-mode... 🙃 to fix it. 😄
And push that with its literal name to the tag slot
Yeah, I guess.
Or use an interface and retrive a gameplaytag
I like gameplaytags . Wish they updated Tags to be a gameplaytagContainer instead
Yes
I agree with that
I mean, if they did it like with the string tables and localisation it would be super easy. Just pick the database, add tags, choose in the dropdown, and done.
But that is just me since I'm worried about doing damge instead of damage, when typing to fast and not double checking. 😄
Fixed for myself. 😄
Exactly, i dislike being prone to typos
I do them all the time so i cant be trusted
Yep. 😄
Id probably print the tag in the message aswell 😆
True, will add that
whats the difference between int point and vector 2d, they seem to do exactly the same
Use a gameplay tag and switch on gameplay tag. Problem solved. 😉
Edit: just realised someone alread suggested it lol.
Yeah, I'm already looking into it. 😄
But now for a new problem... I'm trying to make my projectile bounce (so it bounce in the angle of the object it hits, e.g. if it's on a 30 degree angle, it should bounce up in or down in a 30 angle), because the built in bounce isn't consistent with it, since if I hit the object close to the top, or close to the bottom it reacts differently and that is too hard for the players to forsee. How do I actually change the speed and this? Becuase I have tried setting velocity, I have tried setting local projectile velocity, but neither of them change where the projectile goes... Anyone happen to know?
Crossproduct
Cross of cross
Sorry?
I see it in the BP, but I honestly have no clue how to use these. 😄 Is there a math paper I can read to understand it? Since I don't really get what I need to do or how. :D'
But I don't really know how to use it?
CMV. tile based games are the cheapest because they dont need collision. you only need to check if the tile has units?
Cross of x and hit normal, then cross with hitnormal again
for those who are interested the difference between these two is that int point is 2 ints, and vector 2d is 2 floats
Yes^
Yea, I use int points a lot when working with 2d grids. I don't think there's a 3 int vector though. :/
Sort of in the name 😁
Okay and how do I change the speed? Because the set velocity does nothing for me right now.
Not exposed to bp
Why do they do this to use!! lol.
Was it correct ?
I think so, but the projectile never changes speed even after setting a new velocity
Ist just "stops" instead of bounce back
It might still be colliding
So it seems the set new velocity either like that or the in local space, does nothing. 😦
Even forcing it.
E.g. Set velocity to -2000 does othing
So it seems I can't make it go in a different direction and I'm not sure why.
is this the same as this:
Or its about the same thing
In example one i get game mode and cast to get BP_Grid_Ref
In Example 2 i store it in a variable. And then use the variable.
Is this different in terms of performance or its the same
I think i will just get game mode and cast everytime i need? it spares creating variable references
So I assume you change the speed of a projectile in a different way... But I'm not sure how.
Tried this, and still it does not change direction-.
Hey, I'm wondering with what can I change Enums to ? They seem to be crashing my package build ?
What aboutmm spawning a new projectile? With some vfx on hit
And destroy the old one? I mean I could but it feels super cheaty. 😄 the must be a way to change the direction. They can bounce with the Unreal code it just isn't readable enough for players where it will go. But for now I could do thay.
Just to get it working.
i have turret i want to stop it when player dies but turret keep firing after this code what i miss here
You can also set the projectile settings to bounce i guess
If you trace a nudge ahead you can know what youll hit and activate bounce accordingly
Assuming theres no existing function call
Meh hacky
theres this problem i keep coming over
how do i cast from widget to third person character
once i click i activate something in third person but i dont know how to cast from here
you need a reference to the player
Get owning controller -> get pawn
if it's a single player game you can use a get player pawn node and cast that to your third person character
You could try using an event dispatcher instead? Maybe it doesn't read the "is dead" properly
or what squize suggested, as long as you set the owning player for the widget correctly
it's working on other functions
In the widget
Yeah. That's what I did, but that is a bit too unreliable for my taste with the puzzles I'm doing. Since it picks the bounce spot and if the player shoots one cm too high or low, the puzzle fails.
Ur already doing get player controller so
Just use that
Or get player character as thats what you wanted
Hmm, sorry then, I don't know. You can try running the game and pressing Shift+f1 to see how the code runs. check whether the variable changes to true and whether the fioreing loops correctly
ok and what do i link to it
The cast you wanted
Thirdpersonchar
Id recommend watching the pinned video about bp communication
You could look at the sourcecode for the bouncing
What if you just adjust the rotation of the bullet instead?
Wouldnt the velocity follow suit?
Hmm. Need to try. That it a good point.
Hello,
I hope this is the right place to ask this.
I am new to UE5 and have an issue with my jump.
I have some blueprints to interact with an object and when I use the EnhancedInputAction for some reason my player is unable to jump (even thou I reach the print strings in the jump).
When I use a Keyboard Event with the same key "E" in this case as in the Input Action everything works fine.
One image is of my blueprint and the other is what happens when I press SPACE.
I tried separating them but it seems that the jump issue remains. As soon as I plug the IA_Interact in something the jump stops working.
When I change it for key event E it works.
My interact IA looks like this if this will help
Almost sounds like they're overwriting eachother
When I hook them up to seperate print strings they seem to act independently.
I guess im just going to use the key pressed event and not the input action.
You should definetly be able to use enhanced for both
Just gotta figure out whats stopping you here
Nothing in that code does it
yo i added headbobbing in first person but when i walk back the screen shivers when i walk front left or right it works fine
Can you send a video that shows the issue
And an image of how you implimented the camera shake
😂
What is the" foot steps try" function doing?
problem is from here
this works though but i dont want this
this removed the shivering
This image shows the implimentation of you adding movement to you character when WASD is pressed
yes
this is the one i got when i made the game but i made a new one so i can add footsteps sound
But where do you play the camera shake, do you have like a "start camera shake" node somewhere
its not the camera shake
Becuse the movement input function does not add any camer shake
do you have something with collision attached to the player ?
remove collision
your are bumping into it
Smart
XP
nope
😦
wait
😐
nope
its the movement
i removed the ones i mad
made
i added the preset one
it works no shivering and the headbob works fine
You can copy the direction calculations from the pre made one and put them into your selfmade movement
Copy these and put the vector into move forward
Nice, good luck with your game man
thank you
When I try to set rest collection in blueprint, Unreal Engine crashes. I tried a lot of ways but i couldn't solve it. Can anyone hepl me with this???
Hello There
I want to make my AI move to a location and check if the location is the same one (ich) as the one in the array
if yes go to the next array index
but it only go to the first point and stay at index 0
The acceptance radius is prob way more than .1
More in the hood of 40
With default capsule i imagine
Do actor location - target location -> length -> absolute
Check its value
the actor origin is kinda in the middle of the capsule, so it's usually the half height of the capsule above the ground (for most characters)
noted
Isnt it also half width?
yesn't
😅
you can reach x/y coords ignoring the width
as long as you stand above it the distance will only be the half height
unless you try to get to another actor, then their width might cause trouble
But then its theirs + yours
Hello,
Perhaps someone would know how to identify and calculate wall ledges and wall gap sizes using traces?
Hey so i'm using attach Actor to Actor in my game currently. If i have a reference to an actor who was attached, should i just try and get parent if i want to reference the actor it's currently attched to?
the documentation and googling have been extremely unhelpful so far
Also there's like 700 different "get parent" functions haha 🫠
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetAttachParentActor/
this is the one you want tho
i need some help
i have created a widged in an actor but when i try to create a drag and drop for some reason the widget not register any action from my mouse
i have set the input mode to game game and ui
anyone know what can i do to solve it ?
is there a way to synch animations to anim notifies? 
i have a walk animation, and a completely seperate "crosshair wobble" animation that is running on a different skeleton and different ABP
The crosshair wobble is completely different, and much less "natural" looking than the walk anim, so i can't link the two together, but i still want the crosshair wobble to kinda synch with the characters steps
i do have notifies for left / right steps-
but what's a smart way to synch my crosshair animation to those notifies? 
idk, maybe another approach where the steps/notifies send an "impulse" to your crosshair logic
smth like DecreaseAccuracy(Amount)
and your crosshair would automatically try to interpolate to the best accuracy based on it's current value
currently i'm just scaling the animation based on the player velocity
by just.... blending it with nothing 
why is this even an animation blueprint?
so i guess i'd have to kinda... start it up every time i get the "left foot" event?
that's some logic that could be handled in the HUD or whatever
because i wanna have a more complex crosshair wobble.
and blend different animations with each other
like a breathing (the more exhausted the character is)
or a walking (the faster the character moves)
or a weight (the heavier the weapon is)
well-
if i make it only in the HUD-
Then i'll have to animate it using some crazy sinewave math formula 
and this way i can just quickly hop into blender, animate it however i want, and badabing badaboom
no procedural math anywhere, just quick animation
also stuff like spray patterns?
Ezpz, just make an animation
well, you can use curves if you want fancy things
not like anyone would appreciate the effort made for skeletal mesh animated crosshairs...
well- animated crosshairs is important because of the nature of my game- i'm trying to make something akin to arma 2, where they have the same system
is there maybe a way to not have the crosshair animation loop - but just manually restart it every time the notify event comes in?

what happened to your RTS 😦
i'm procrastinating on that by doing a lil prototype 
BUT
i did do progress on it, my lil duders are now trading with each other and exchanging resources 
maybe i could solve it by just converting it to a montage? But there must be a way to manually start these animation nodes in the apb 
honestly, i'm not going to be the one helping with a skeletal mesh crosshair system 😄
this is beyond what i can deal with here

make it a control rig 😄
there's tons of rts'es releasing tho 
yea, there's plenty of FPS shooters
fine 
for your crosshair... maybe you want a blend space
WORKS PERFECTLY ty! you're a life saver!
well- for the crosshair i would have a solution...
but it's super mega scuffed
like
bigtime scuffed
ok dont judge me-
too late
what i could do-
is this
and on the blend node-
and then just set the alpha to 0 and 1 really quick

unless there's a way to reset an animation node
Id just do it in the ui tbh
With some input from wherever, accumulating inaccuracy and depleting it over time so to speak
is there a way to animate ui elements that doesn't... cause a headache...?
Regular linear animation?
right now my crosshair drives the bullet
https://cdn.discordapp.com/attachments/847253861403197471/1208421288855474196/UnrealEditor_ObBoWXOFXp.mp4
Hmm
well-
complex animation
with proper timing and adhering to the 12 principles
Hmm...
i went with "i'll just animate it in blender" because that seemed easiest to me...
well you didn't mention that before...
for the bullet driving pattern you could probably use spline component which you scale based on the crosshair radius? 🤷
haven't dealt with smth like that before, so maybe your initial idea wasn't super bad at all if it also serves that purpose
i'll try the scuffed solution and if it works, i'll just.... close my eyes and never think about it again 
This sounds like the best plan so far
You basically use the inaccuracy as an offset from the spline location
you better close the whole project and never think about it again
that probably is a pretty neat solution 
rood. I will have you know good sir, i'll use the same artstyle, so once i get to making environments, i can use those models in the rts
Dont you dare make the mouse have accuracy based on movespeed
i kinda assumed your RTS was all about cute villagers and trading and stuff
not about wobbly crosshairs and shooting bullets
i actually planned on putting muskets in my rts
sounds fair, but muskets just have spread
they don't follow a pattern like an assault rifle
ye this is my procrastination prototype 
hey- atleast im not playing helldivers, like absolutely everyone else currently apparently
i bet you have your adhd moments too 
don't we learn the most of trial & error? 😄
is async loading still the same way from unreal engine 5.2 to 5.3? My usual nodes of "Async Load Asset", then casting to that asset class to then use it don't seem to work after engine update
(may be a specific issue outside of this though)
Hello! can someone please help me with this? i want to cast to player character but it wont work.
use "get pawn" instead of "get pawn owner"
failed😔
is the print string function printing twice or once?
in this blueprint every time the while loop loops will the random integer function change numbers
once
should yeah, you can print each number to see if it changes
cool
on begin play? Or when you start playing and do that update animation event event?
i did it at both actually
but on begin play is not responding
the question I'm asking is, is it failing to cast since the begin play or does the player reference somehow gets unset later in the code
Also now that I think about it, I think you are supposed to call the function "get player controller" then drag off of it and link it to a function called "get pawn" or "get controlled pawn"
both, if i cast to player character in the begin play and then use a refrence in the update i become an error
and if i cast in the update itself it wont cast**
nah
can you screenshot the code again with the changes I mentioned?
They are still the same for me atleast
ok i got it to work.
If you judge me-
I do not deserve it 
it is only a little bit scuffed.
did you change the default player character because this is very unusual
its an camera animation blueprint
for camera shakes etc.
but procedural
yeah, but the player itself? Does it posses a pawn that didn't come from first person character?
hmm, no
okay, I got an idea, can you drag off of that "get controlled pawn" and print the display name of that reference
I think you can drag the reference directly into the string input of the print string function
what does it say?
okay wtf, there is no reason why that cast is failing
the cast just hates me ig
unless the event begin play doesn't execute any code, did you get that "cast failed" when you started the play?
select all nodes and refresh them?
failed
tried
Ye U have another instance using the same anim Instance class
anyone?
The gap is a null ptr
There is a better way to do this ; in your Character class you can set the variable you made, PlayerRef, directly on the Anim Instance used by the Mesh. Then, your anim blueprint doesn't need to set the variable; it just needs to check if it is valid (as you already have). [This means you don't need to 'try get owner' way of doing it.]
Anim blueprint should reference it's owner anyway
what unreal engine version are you using?
5.2
its not an player blueprint. its an camera blueprint for procedural camera animation
show me how you print the controlled pawn
I forgot if the drag and drop function got deprecated, does it print anything?
no its does not print anything
i dont know why im getting the infinite loop error message
whats this second part attached to ?
Spawn Actor
oh fuck its not connected
cause i was debugging
lol
whats it look like connected ? are you using completed or the loop body ?
because if you add to the array in the loop, you shouldn't do that
im using completed it just wasnt attached at tall cause i forgot to reaatach it
does this null the texture? i dunno exactly what to call to clear a brush
and it doesnt hit the breakpoint
You will get a white box tho, is that what you want?
1 : The PlayerCharacter can set itself as variable in the AnimBP instance.
hmmm but I don't think is a good idea
player shouldn't even know or care about anim bp
anim bp just read everything from the owner
i can set alpha to 0 😛
Yeah or for me, I just have a translucent material. Kinda expensive but meh. That's what I did to fill out empty inventory slot
yeah, it may have been deprecated, you should look online for tutorials, because what I did was having checks if the mouse left click was pressed or not, and then used a function to find the cursor location etc
2: The Getter for the PlayerCharacter will be valid if set by the PlayerCharacter (see step 1).
saw your stuff in other channel. I used DT with hard ref for my old game and it kinda destroyed my project :P. Had to load for 1.5 mins
yeah seems sane
After I use soft pointers, I load instantly on my new project
Cuz I don't need to load things that I don't need to load yet
Why not, it's very reliable.
I would try to keep the depedency one way
Good practice
good to know that using softptr's make sense 😛
Softprts are awesome, mostly
in Data TAble it's compulsory lol. We would end up loading the entire items in the game instead the one we just need.
But Data Asset kinda make this soo much easier which i regreted to not use
Just can be a tad unintuitive at times
How so 😮 im still using dt's with soft refs all over the place...
Apparently we don't even need soft pointers with Data Asset
they don't get loaded in entirely like data table
I want to have a BP node (Macro, Function or some C++ code if required) that can take multiple input objects, and provide multiple "flows" (not sure that's the correct word) out of it - any suggestions if this can be done? It's to save me having a big set of bespoke "if object "==" object" branch tree for controlling the path after an event (based on an input object)
probably a macro if you want seperate execution
Macro
i don't think you can do that with a function, but idk
But would I need "n" macro's (i.e. if have an event that may take in 3 different objects) do i have "Macro3" but if I have an event that takes in 6 different objects I need "Macro6" (i.e. the macro can't expand it's input pins or output flows automatically?)
I'd really like something like "switch on int" but allows objects to be assigned
This is sounding like a custom K2 node in C++
Yepp
Cant you grab the name of the object and do switch on string 😁
Im lazy like that
this sounds like give me an interface and put the custom logic in each class
ya i just found a video on this, that's pretty cool
Yeah
Altho must be c++ enum,
But.. if you can make the function. You can (and should) make the enum 🙂
i did some test the left mouse click is pressed and when checking hit result it hit the widget
but no event is activated on the widget what should i do ?
are all events deactivated? Or just the drag and drop one?
What's the secret to getting Keyboard events to trigger when in Simulate or PIE?
In an Actor Blueprint Event Graph I have the following (attached).
However in PIE, pressing 1 after giving the viewport focus, I'm not seeing my Print statement. Why?
Is it possible for Viewport shortcuts to override any Keyboard event handlers in your Blueprint?
what does that mean?
other on clicked event does register on actors in the scene
I mean if you make an event "initialised" on the widget you are having problems with, does it execute code like a print string function?
just a sec testing
in unreal engine 5 they depricated those, so you'll have to use the "enhanced input" plugin which should be on by default
So, I set up a very basic bp to control the sun based on the time of day. The problem is that the 'now' function is in imperial 12 hour time instead of military 24 hour time. Is there a way to convert it to that?
Or just a function for getting AM/PM
we can't see shit
ah sorry
this is the first time I ever seen a "Now" function
put all these in correct order, close and then send it again
the screenshot is fine
OK ben.
and i think you assumption is wrong, i'm pretty sure that this is 24h
oh are you testing it in the day?
i rather think that your math is somehow wrong
Why can’t I set my transform origin actor on my level sequence that is created in my BP? I can set the override instance data easily but it won’t let me set the origin.
Very possible, it's noon here, but the appearance is closer to sunset
also, better screenshot
you can create an arbitrary FDateTime yourself and test it
have you tried printing the "Now" values first? Just to see if you are in 24 or 12 hour format
I have- 12 hour 360 degrees
yes initialised functions work
just print the hours
if you convert a FDateTime to text it's formatted based on the system settings iirc
okay, so it is very likely the drag and drop function was deprecated then, because I vaguely remember it not working when I tried drag and dropping things
you don't even lerp? so it just change directly
actually wait, I have a tutorial that may help you
This is part 1 of the card widget system made in Unreal engine 5.
Tutorial series was inspired by this post: https://www.reddit.com/r/unrealengine/comments/12amdib/dynamic_card_hand_widget/
Part 1, UI design: https://youtu.be/a9jK6HZvxAI
Part 2, Card logic: https://youtu.be/Pj6ncAZWz0c
Part 3, Card placement: https://youtu.be/_E7dYxCw0yw
Pa...
here, I'm 99% all you want is from this tutorial series
ok, so it's looking like it's not a problem with the time, that's in 24h, it's a problem with my math/ something to do with the light itself. I tried 6pm and 3pm and now and it all came up as a sunset
nice effect, but not what I was looking for
Thanks. It is enabled. But I thought capturing keyboard events 'the old way' was still working.
that +180 in your degree math may be the cause
also why are you multiplying the hours by 15?
hours are 1/24 th of a day, and a circle is 360 degrees, so it should be [hours] x 360/24
so hours x 15 like you said, yeah
Yea, exactly
Ykno, it might be something to do with the sky atmosphere or something. I plugged in different coordinates but it's always giving me a red sky
try experimenting with the actor rotation then, I think you may be connecting too many pins in, and 1 of them should be left empty
apart from that, like mentioned previously, you should look into lerp functions, to make the sun rotation much smoother rather than 1 hour going by in an instant
yeah, then you should look into that first if your own pluged in coords are messing up
what's lerp?
linear interpolation
You probably don't want your sun to just move instantly, it will be noticeable and ew
I'll google a tutorial then
Hi, i cant get my BPI to work. The Event in my Animation Blueprint to set the Character to "Armed" to change its animation does not trigger. i have implemented the interface in my ABP_Manny tho. and i trigger it in my third person character BP. the weapon gets picked up, visible on my character.. but my animation does not change (the variable "armed" stays false..)
grazi
ive been looking into it
i followed the drag video but unlike him my widget dont detected my on mouse down function in the widget
first of all, you didn't plug the right target for the interface. You are trying to run AR Armed in the character class not in the anim instance class.
Aside from that, I don't see why you want to use interface for this. Armed or not should be a state of the player and anim bp just read the state.
Also, it's looking like it's got more to do with the light settings. whether I plug it into pitch, roll, or yaw, 12 always produces a sunset. I'm hoping/thinking the tut engage sent will help tho, seems like it's p directly what I'm tryin to do
It's based on a 24 hour time if i remember correctly, you would just need to figure out how to plug in the now to it
but you can adjust it
i don't know much about it, i only tried it once
thanks, i thought the variable for the character state should be inside the animation blueprint?
you can make a copy of the variable in your anim bp and do
MyAnimBpVar = MyPlayerVar
But it's not necessary most of the time. You just get the ref to the owner (player in this case)
And just read the properties from Player directly
what am i missing
from my understanding "the target for the interface" in this case is BPI_AR_Armed. isnt this triggering the interface? this should trigger the "event armed" inside the animation BP?
You are running it in your Character BP not your Character Anim Instance BP
check your target
also get the interface with the message icon
again tho, this look like a very flawed design if I can give my 2 cent. You really don't need or want interface for this
Just change state in Bp_Player and anim bp simply read the state from it's player reference
hm, i dont know how to do it, yet. i am newbie
it might help to look at some sample project or free stuff from marketplace
preferably nothing complicated like ALS
how can my animation BP read the state in my player BP if i may ask? i dont know how to communicate between BP's besides with interface or casting...? but casting is not recommended?
I want to make it so that every time i spawn that blueprint in the blueprint waits for 0.5 seconds however if i use the simple delay method it gives me an infinite loop error message
set timer by event
make it cleaner first, like a straight line
i will research this. thanks
ill try that
thx it worked
think I've figured it out. Now I just need to set up a convincing night sky and we're golden (also, turns out the directional light starts at about -90 since it starts up at sunrise, around 6am)
i need some direction, i have used tutorials and chap gpt but can never get a good result. I have a camera that tumbles around my character using Add Control Pitch/Yaw Input and this is working good. The thing i want to do is when i press a button, i would like the physics body to attempt to match the rotation vector of the camera/controller. What nodes would help me do this? I need to like get the different in rotation and use that value to apply torque or force so it "drifts" in that direction until it matches. Slow like a spaceship.
@spark steppe @gentle urchin thanks for helping me, look my crosshair works now 
https://cdn.discordapp.com/attachments/847253861403197471/1208458933568802897/UnrealEditor_p6mJdK0wYw.mp4
i'll do strategy game tomorrow
havin fun right now
AND its weekend
if you have a Spring Arm , you can enable the Camera Lag/ Rotation Lag
I got that, the thing i am having a hard time figureing out is the different between the rotations of the two, then do i feed that to a add torque node? tried it and i get movement but its just crazy fast or not at all...
do i get the forward vector of both and then subtract? then use that as the add torque? I just cant figure out what nodes to use
yah , not sure , i know i just got the slow movement using the Lag
yeah camera lag, not character rotation to match the camera rotation... But thanks for the reply
back to arguing with chat gpt for hours. lol
you want opposite? char slowly looks where the camera is looking?
stop asking chat gpt 😄
never
its trained on the internet, totally helpfull if you know how to use it
but chances are they give u some made up words just to make you feel good
not really for unreal but you do you
yup. its just a word to word predictor. doesnt have any idea what its actually saying. just a new way of searching if you use it right. amazing for coding
its been UNBELEIVABLY useful. way more than any forum or human, IF you know how to use it
might work for a very simple cases but deffinitly not helpful for anything intermediate imo
imo chatgpt not a good programmer
atleast that has been my experience, and seeing people use it for things it just comes up with shitty code a lot
just like any tool if you know how to use it though, you might get some good use from it
the problem is, you don't have checks and balances, like is it good to do it that way ? will i see anything weird because of it ?
but even just for basic programs a friend of mine uses it and it just comes up with weird stuff
and atleast half the time it doesn't work at all, probably more towards 2/3
huh ? But the progress bar could go only from left to right or bottom to up, so in my case it needs to go first from left to right then after that go back from the left to right for the line above, so I guess it will mask the bottom hearts line again 🤔
Two bars 🙂
It feels hacky 😬
It feels weird to me that there's no option on the vertical box to revert the direction of adding things to it, so instead of down it adds up
Get children Array > clear children > Reverse for each loop Array and add them back ?
or something...
Wouldn't that just make the first element have the last index, the second element have the last index - 1, etc... ?
Make new array of just new item> Append Get Children to it> Clear and re-add
but it doesn't solve my issue
of positionning of the hearts
oh, i couldnt find OP
Mirror it. Scale -1
this will add hearts to the right forever
That's what I did now and yeah it works properly but it's a bit hacky, it really seems weird that Epic didn't think about an issue like this
What's original question?
no the opposite
the single heart should be added on top
yeah
You just shift it down tho
each heart is its own WBP ?
Vertical box in horizontal box
yes
already tried that
that's what I did now but I had to mirror it so it works now
First row is 1, second is 0
Im thinking wrap box
no need of that, scaling the grid to -1 works properly on its own
and you can use normal indexing
Dont need to mirror if you add them correctly 😅
Alright
Benefit of heart wbp is ofc individual controls and animations
yeah
why is this giving me an infinite loop error
how did you do that ?
why do you use multiple loops in Tick ?
looks extremly cursed
to check if certain things have already been placed for procedural generation
it works fine like this so i dont know why it doesnt work with that extra event
Could you show me your hierarchy how did you set that up in terms of UI Components please ?
What values did you put in SizeBox please ?
Can anybody help me? I'm trying to center a world object in the center of my camera so I can inspect this formula. Alright?
the WB_Coin(Hearts) is 32x32 so sizebox is:
You're the best, thank you so much 🙏
I need to fix the blueprint part first and I will let you know in few minutes 🙂
nice
not sure what the best way to do it would be, but you can probably use your camera forward vector
so I need some help figuring out something, I'm trying to make a rail shooter game like Sin and punishment star successors in unreal, but I seem to have a character thats always in a state of falling even though they are(I'm using the third person game template). any suggestions on how I can make it so the game wont think the player is falling even while not standing on anything?
gravity scale 0.0 ?
I don't think it's the proper way of doing that, technically when you place the "things" you have a return value that you could check if it's valid to let you know that it has been placed
You could have a new camera just for that object that frames it dead center and switch to it on "inspection"
no thats not whats happening im randomly selecting an element in an array and that checks whether the random number has been called already
There's a better way which is : after having your array with all the elements you want, you shuffle it first, then you select the index in the right order and it will give you the "randomness" thing you want 🙂
but the player character still thinks its falling, or is it something else. also what I mean by falling is that they arent going down, but the player character still plays the falling animation and glides around no hint of stoppin in any direction unless I make them move in the opposite direction
so will you be able to jump ?
hm im trying to check if distance between 2 points is less then do that
but i cant seem to find the formula to work with vector*
no, I'm essentially trying to make a rail shooter like sin and punishment: star successors where they can move up down left and right, but when I let go of the control keys or stick, the player character should immediatley stop as well\
Custom movement mode
new problem. I'm looking at the level bp, want to tie some spawn actor events to which day the player is playing on. Got the refresh set to Q, used a print string to test if the map is picking up 'refresh' events and it is, but the actors either aren't spawning or aren't spawning in the locations I've put in
The formula is correct for distance
print string test shows that the actors aren't spawning at all
custom movement mode?
Yes. Then you wont be falling 🙂
is it going into the switch ? and is it not 2 ?
But also.. you can ofc just break the animbp fallloop and do your own checks
thats why i asked about jumping, just take the fall out the animation
will this also help me try and do flying movement as well?
definitely 2, not sure if it's going into the switch. Put a print string between the refresh and the switch and got a response, but nothing past it
print string the date int
see what it is why the switch won't go into 2
i would also make a reference to your game instance by promoting to variable and use that instead of crossing the lines across events
how do I make one or open it?
Hello everyone! I'm trying to figure out how to access an Array Member inside a Child Actor, through the Parent Actor's blueprint. How can I do that? (Picture included for context)
figured it out, turns out the 'refresh' dispatcher was behind the 'date ++' node. fixed, working perfectly
I dont think you can do it inside the details panel, but you can in blueprint
Avoid Child BP
But if you use them : ChildActorComponent> Get Child Actor > Cast> Get Variable
Yes, but flying already exist
So you dont rly need custom there. Just need to add it in the animBP
There is a local game company in Freo, wrote them a letter. I hope they accept my request for internship 😄
wtf today I did the same thing? What was the name we might have sent in applications to the same place ahah
XD, they are making this surfer games
well by flying I dont mean like a bird or a plane, but more like across the screen up down left right, no forward or backwards
it's probably the same one, they have one position open but I am not applying for the job as I am not qualified
If you could dm me the name of them I'd appreciate it ahah, I've got a bit of experience so I might be able to go for the open spot
A good rule to remember for child bps is to make things into variables that you want to change
for sure man!
is the flying you mentioned exactly what I meant?
Dunno, never used it
I can only assume that its relatively "up to implementation" how it works 🙂
So id think yes.
where can I find it?
anyone knows if i am missing something ?
No clue really what im doing. Looking for some direction here. I have a pawn (sphere1) with a camera attached to a spring arm. The camera rotates around the object just fine with mouse movement. I am trying to get the sphere to match the rotation of the camera by applying torque (so its like a spaceship thrusters turning it). I cant seem to get the correct different in rotation from the sphere to the camera to apply torque with.
The sphere just spins like crazy
try to understand what you are doing first using print statements
i cleaned up this, deleting tons of prints, to paste it so it would not be cluttered.
Just looking for what nodes you guys would use to achieve this. not "how to debug"
How would I go about doing that? I'm sorry if this is a dumb question, I'm just getting started with UE5
Currently you're getting delta rotation and multiplying it with amount
You probably wanna normalize it for the 'direction'
It's no problem, child bps are amazing when you know how to use them. Essentially, any changes you want to make on the child BP has to be made into a variable, that's how you make changes only on the child and not the parent
Then multiply for speed
normalize, interesting thank you. I have not used this node.
I'm sorry, I don't quite understand how you did that. Do you pull the child actor from the components tab into the blueprint, then connect it to a Get Child Actor node?
yes
Normalize turns it into a vector / rotator with the length of 1 (atleast for vectors, i can only guess its the same for rotators)
And what do you cast to? I'm not getting the option to cast to ChildTestMagicCircle when I pull a node from the Get Child Actor node
splendid. could be exactly what i need, but not sure. working on implimenting it now. thank you
Atleast now you got the direction 🙂 could go fancy with a PID regulator for the dynamic thrusting 😆
cast to whatever you have Child Actor Class set too
How I can play a sequence at the location of wherever my actor gets spawned? I've tried this but I can't use the level sequence that's created in my Transform Origin Actor node. Any help is appreciated!
Tried this also, but can't connect to the target because it's a different type
hmm normalize i dont think is what i need. if i have a object with a rotation of 0, 10, 0. and another object 0,0,0. i want to have the second object match the first. so in this example i would need to just apply the different to torque. But when i subtract the two i dont seem to get zero when i align them manually and there is Add Torque in radians and Degrees, which one do i use? So should i be subtracting GetActorLocation and GetComponent World Loication? Seems like such a common game concept, i cant find anything relating to it
Personally id never use torque for this
Id use rinterpto
Simply constant interpolation
its a physics thing so i "think" torque is what i need. works when i manually set it. just trying to have it copy the camera now instead of manual input of the x,y,z
how do i refrence my widget colour in blueprint
Id suggest asking in #chaos-physics or #legacy-physics then^^
Hm... The cast works, then I break, change and make a Struct with the settings. But when I use Set Array Element, nothing changes
Side note, use the Set Member in Circle_Struct node
so , you are setting a variable, then you have to update the ring visuals somehow, i assume thats a marketplace asset?
OH
THAT WAS IT!
It worked! Thank you SO MUCH
I have spent the past 4 hours trying to figure this out
Why the hell I didn't I ask for help sooner is beyond me. Thank you so very much!
what are you doing here ? what is "widget colour" ?
its UK for "widget color"
the whole widget color ?
Spot on 😅
🙂
what are some nodes that can help my player move up and down? I got left to right so I just need to figure out how to do that
i mean you can get location, set location, with just the z
add the axis value * strength, to the z
would that work with this?
up and down? so the player isnt "walking" they're "flying", right?
if that's the case then just use the vector up and you should be gucci
yes kinda like in this game which I'm doing a homage to
or that ya, use up vector like suggested
thank you so much 😄
Is there any way I could extend the period the light stays on? I'm currently using a sin wave function to control the light's on/off state.
Unfortunately that changes/controls the duration to both the time the light is on and off
Yes
Ah you only want longer on time
Id probably just set up a timeline
With curve
Im trying to have the light stay bright for 60 seconds for example and turn dark for 10
Gives you perfect control
Oh that's a great idea
I get those every now and then
What is the timeline node called btw?
Yes
anyone?
the events just not firing ?
yep
its just not firing
No its just timeline
Add timeline comp or something
why is this not working
it should be running, but what do you expect to happen ?
the alpha going from 0 to 1
it most likely does
did you check the values with print string ?
it may be how your using the values, or what you expect that change to do
i wouldn't use a while on tick like that anyway, just check if it's less than and add to it on tick
not a big fan of while loops i avoid them
it just says its 1
however its definitly not
well its the colour and opacity value of my widget so it should just change
on click on actor work and get hit result under cursor does return the widget and ive tried on initialized print string it and it printed
did you try to set the widget to focus on the mode ?
idk why it doesn't work, i have not tried drag n drop yet
i set input mode to game and ui
i dont want focus on this single widget there are multiple ones i can drag and drop in the viewport
It's not showing up for some reason
hi folks
oh.
i want to bind the text with the amount of food i collected,for example i have collected 2 apples and there in the corner is written Apples: 2.How can i do this in the parent object of food so it will be easier to customize it,i mean ,there is a lot of childs
i really have no idea how to link those
its not just drag and drop the widget dont detect when i click on it
you need an inventory system.
A container that holds what you've picked up and how many.
Then you can read from this in a widget, and for each entry add a new InventoryItem widget as a child of whatever, and set it's text and amount
if i only need to display the text,i dont need the object,do i still need a inventory?
you do though
you need to know how many of what you're holding
that's an inventory
(
I'm unable to add a component inside another component is there a work around to have the function of a timeline inside of an actor component?
an inventory never should hold the object itself
Thats why i asked actor 🙂
I didn't realize but it's an actor component
Theres a nasty hack you can use if you realllly want
I'm stuck, I'm building a quest system. I'm following a tutorial. I set it up exactly as he did but when I interact with the object it's not updated. It is correctly broadcasting. One part of the video I had to do differently, I'm sure this is where my problem is.
Any clean way to get the same functionality?
The left photo is the tutorial the right photo is what I currently have
Not sure if curves are possible as variables these days? If so its easy
i hate inventories cant understand them
Inventory is just a container holding mainly two things:
- name/type/id of the thing in the slot
- amount
Do you know if lights are compatible with actor blueprint or only actor component?
Light is an actor component by itself
So it must be used inside an Actor
Create an actor
Put light in it
Add timeline to it
Control the light component with the timeline
Done 😁
.
How do you add a light to an actor
Add component isnt it ?
I figured it out, for some reason the tutorial didn't say to "add quest details" so it couldn't add correctly.
week 1 of using blueprints 😭
Rough week i imagine !
Yeah 😂
Made some good progress though, but still have 0 understanding of how any of this works
How long have you been using blueprints for?
holy 😳
👏
How can you add lights into an actor btw?
Without being attached to a mesh
click the add component button
I feel so dumb thank you 😂
Hi everyone, I'm using Blueprint to make Http Requests using the HttpBlueprint experiemental plugin.
I can see that the Http Request node is calling my server and the response is 200.
However the event bound to OnRequestComplete isn't firing.
Anyone have any luck with making Http Requests from UE5? I could alternative use a circulate-able plugin? (it needs to be circulate-able because I will be sharing the plugin i'm making at the moment.
Win-Shift-S
i think there is a plugin that adds Timeline to Actor component, i Haven't tried it
Timeline is a component so it feels sorta anti pattern like if so
Unless its a custom type of timeline
my guess is a custom type
How did you bind the event?
Ahhh it's got something to do with me calling the containing function from the editor details panel...
I guess binded events (or this one) don't work the same way inside editor vs during play
Just tested during play and it works fine 🙂
anyone knows how to import an fbx of size 1gb without crashing the editor?
after selecting to import that fbx file, the editor directly jumps to use 30gb of memory
and stops responding
tried in Unity the same fbx file, and it imports it very smoothly but takes little longer which is not an issue since the fbx file is 1gb
it contans lots of things
it is an open world map having all the props
yeah that wont work. you'll want to import pieces of that map and reconstruct it in unreal
it was created in unreal 4.27 and was exported as fbx file since i can't directly downgrade the 4.27 .uassets for 4.26
why are you downgrading?
i am using 4.26
why would you downgrade engine version?
my friend shared with me his open world map for my project
he is not using it anymore
I'd just go on 4.27 and call it a day
i have not builded 4.27
then build it
yeah will build it for sure tomorrow
but now i need to know why unity is able to import it and unreal not?
who knows
unreal's importer suck ig 🤷♂️
i am just shocked, i was thinking unreal is light years ahead form every angle compared to unity
i was wrong
the engine starts at importer, if this suck, i will not even ask about other things
I guess you gotta use Unity now
that's...what?
i guess each person looks at an engine differently idk
i think unreal is opening and rendering the whole fbx before importing, that why it directly jumps to start using 30gb of memory
4.27 has no features relevant to games and was/is updated alongside 4.26 afaik?
and the import is working the same as was working in ue4.0, they have not updated it if i'm not wrong
I mean if it's all the same just use 4.27 and stop tilting at windmills trying to downgrade a gig of vertices
ofcourse i will not, i was just mentioning that as a option if i don't want to build 4.27
but building 4.27 is more flexible option
but yea .uasset files are not backwards compatible, they are serialized so they don't potentially crash the editor if it tries to load them
yeah they will just give error of old version
and reversing them could lead us to go in deep research on them
How do I get the latest mesh before destroying the actor then when I respawn how can i apply the mesh on to that actor?
So basically, i select a mesh with triggers and i die. when i respawn i want to respawn with that mesh
how can i do that?
You could probably tell your spawner to set a mesh variable