#blueprint

1 messages · Page 95 of 1

main lake
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I'm trying to recreate the minecraft heart system, and was wondering how to make the hearts I add (more than 10) stack on top of the 10 hearts. Like what UI components should I use to do that ?

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Here's the minecraft example where the 10 extra hearts stack on top of the 10 default hearts

undone bluff
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otherwise you can just make sure to add every eleventh heart above the first of the last row

main lake
undone bluff
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well, technically every eleventh and then tenth after that but you get what I mean

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I think there's a bunch of options, a grid for starters, or any container where you restrict the size on the x axis

main lake
undone bluff
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I think the size box only affects how things work higher up in the hierarchy i.e. for controlling desired height/width

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but yea I cannot check, not at my pc atm

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you'll just need to have a look through different widgets and see which one is right for the job

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super sure a grid would work

main lake
undone bluff
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you put the hearts directly in the grid

main lake
undone bluff
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it works by rows and columns so its should be straightforward

undone bluff
undone bluff
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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

main lake
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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 ?

undone bluff
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There might be a setting you can adjust, if not you'll have to work around it

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Like manually inserting them the other way around, or flipping the whole widget around, both the grid and the hearts

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But that's a bit hacky

main lake
main lake
undone bluff
placid parcel
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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?

gentle urchin
gentle urchin
placid parcel
violet inlet
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still looking for this
i think it's around my save game who must be not well set up but can't find why

gentle urchin
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Did you creste a save game object?

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That flag doesnt do much btw

violet inlet
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yeah i did

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am pretty sure my issue is around there

gentle urchin
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Got a valid name for it?

placid parcel
violet inlet
gentle urchin
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Seems ok

violet inlet
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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...

▶ Play video
gentle urchin
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Saving is virtually the same

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Ue4/ue5

violet inlet
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and i don't know if there is smth special to do in the bp save

gentle urchin
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Nah just update the var and store the object to disc

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Any logs?

violet inlet
gentle urchin
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😅

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A host of issues

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Any related to saving

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Ghost pawm accessed none

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So it cant update the save variable

violet inlet
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more logs like thoses ones ?

gentle urchin
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Reference eerors

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Gotta be fixed

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Shouldnt block a save directly but

violet inlet
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you mean this
Blueprint Runtime Error: "Accessed None trying to read property GhostSavedObject". Node: Branch Graph: ReplayGhost Function: Replay Ghost Blueprint: BP_ThirdPersonGameMode

gentle urchin
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All of them

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Ghost

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Ghost pawn *
ghost info replay

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GhostSavedObject

violet inlet
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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...

▶ Play video
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there is the right time stamp i beleve

gentle urchin
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If you havnt completed it, sure

violet inlet
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i did

gentle urchin
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So then unlikely

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Accessed none means the variables are empty references

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They reference nothing. Void

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So you cant read anything from them

violet inlet
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yeah i undestand that

modest garden
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Can anybody tell me how to fix this blueprint error in UE5 for VR Motion Controller

lunar sleet
modest garden
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I just downloaded this project from git

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Works fine in 4.27 but when converted gives these errors

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Get bounds was a function till 5.1 but in 5.3 I don’t see it even in the documentation

gentle urchin
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Probably renamed

lunar sleet
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It’s also missing some variable so it prly wasn’t migrated properly

quick imp
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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?

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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

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Maybe I'm looking right over it, but I've been stomped.

modest garden
silent drift
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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?

gentle urchin
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Wouldnt you just want the projectile to decide to be destroyed instead?

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Separate between overlap and hit

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Hits would be blocking (walls, armored car etc) while flesh and pillows would overlap?

silent drift
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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:

  1. Enemies, on impact with an enemy it does "ApplyDamage", and the enemy deals with that and does what it should.
  2. 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)
  3. I have a light actor, that should either be turned on or off when hit with a projectile
  4. 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. 🙂

gentle urchin
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You can also add tags to differentiate between two blocking hits

silent drift
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That is what I'm doing currently

gentle urchin
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So a mirror would be blocking, but have the tag "mirror"

silent drift
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But it feels quite bad. Oh, interesting, tags.

gentle urchin
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Which makes it bounce

silent drift
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I never thought about using them for this, that might be the best way.

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So I assume on "Event Hit" I compare tag? And do different things?

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Or did I missunderstand the logic?

gentle urchin
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Thats what im thinking

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Havnt done such setup before but

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Sounds like a reasonable approach

silent drift
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Thanks! I will try that out and see! 🙂

gentle urchin
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Event hit for blocking, event on overlap for ... overlaps 😄

silent drift
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Would it be like this?

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So I just do a check for if what it hit has a tag and then do different eactions?

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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)?

gentle urchin
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Or do "switch on tag" 😄

silent drift
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Yeah... That is better.

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I was just seeing the issue with my approach.-

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😄

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Thansk

gentle urchin
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If theres no tag you simply destroy

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Oh wait.. you cant just switch on tag

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As its an array of tags

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Unless you only ever use the 0 index

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And be consistent about it 😄

silent drift
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Hmmm

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Dammit. 😄

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Well, then I'm back to my long case of 100 if statements I guess. 😄

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I was thinking if I could do a "ENUM" and that has all tags, and then I do a swtich on that.

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And just "compare" the tag to that enum?

gentle urchin
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Not a big fan of enum comparisons

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Id just pick the 1st tag index personally

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And if anything else comes up itll just have to use the second and forward

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So tag[0] == reserved for projectile info

silent drift
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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.

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Yeah, that might actually work.

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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.

gentle urchin
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Other -> GetTags ->Get(0)-> switch on tag

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Other would be the hit actor

silent drift
gentle urchin
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And then get from tags

silent drift
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Yeah, I assume that is what you mean (bp wise), and then get 0 from that, and compare it to string values

gentle urchin
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Yepp

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And do switch om tag*

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Gives you a nice branching switch

silent drift
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?

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Likie this?

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Actually I assume more like this?`

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Since it complains about the 0 if the asset has no tag. 😄

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I don't know if I did it correct, but it seems to do the job I wanted it to do. 😄

gentle urchin
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Yepp thats it

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Perfect

silent drift
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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!

gentle urchin
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Id have the tag describe the function personally

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Mirror/reflect/bounce

silent drift
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Yeah, this was just an example. 🙂

gentle urchin
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Block/destroy

silent drift
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It will be "Damage, block, etc." to make it easier to read.

gentle urchin
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Overlap/passthrough/

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So no dmg to the mirror i take it 😄

silent drift
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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. 😄

gentle urchin
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You could..

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Replace or inject

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A gameplaytag

silent drift
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Yeah. I litreally did the mirror and set it do have god-mode... 🙃 to fix it. 😄

gentle urchin
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And push that with its literal name to the tag slot

silent drift
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Yeah, I guess.

gentle urchin
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Or use an interface and retrive a gameplaytag

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I like gameplaytags . Wish they updated Tags to be a gameplaytagContainer instead

silent drift
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Yes

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I agree with that

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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.

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But that is just me since I'm worried about doing damge instead of damage, when typing to fast and not double checking. 😄

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Fixed for myself. 😄

gentle urchin
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Exactly, i dislike being prone to typos

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I do them all the time so i cant be trusted

silent drift
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Same. 😄

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this is the solution. 🙂 So when it happens I get reminded of this. 😄

gentle urchin
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Yepp!

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Ignorez or implement the newly desired feature !

silent drift
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Yep. 😄

gentle urchin
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Id probably print the tag in the message aswell 😆

silent drift
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True, will add that

kind estuary
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whats the difference between int point and vector 2d, they seem to do exactly the same

dark drum
silent drift
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Yeah, I'm already looking into it. 😄

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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?

silent drift
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Sorry?

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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'

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But I don't really know how to use it?

gentle urchin
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I never recall the sequence

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Adriel is good with these

kind estuary
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CMV. tile based games are the cheapest because they dont need collision. you only need to check if the tile has units?

gentle urchin
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Cross of x and hit normal, then cross with hitnormal again

kind estuary
gentle urchin
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Yes^

dark drum
gentle urchin
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Sort of in the name 😁

silent drift
dark drum
silent drift
gentle urchin
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Was it correct ?

silent drift
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I think so, but the projectile never changes speed even after setting a new velocity

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Ist just "stops" instead of bounce back

gentle urchin
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It might still be colliding

silent drift
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So it seems the set new velocity either like that or the in local space, does nothing. 😦

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Even forcing it.

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E.g. Set velocity to -2000 does othing

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So it seems I can't make it go in a different direction and I'm not sure why.

kind estuary
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is this the same as this:

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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

silent drift
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So I assume you change the speed of a projectile in a different way... But I'm not sure how.

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Tried this, and still it does not change direction-.

steel shadow
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Hey, I'm wondering with what can I change Enums to ? They seem to be crashing my package build ?

gentle urchin
silent drift
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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.

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Just to get it working.

silent stag
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i have turret i want to stop it when player dies but turret keep firing after this code what i miss here

gentle urchin
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If you trace a nudge ahead you can know what youll hit and activate bounce accordingly

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Assuming theres no existing function call

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Meh hacky

stuck sentinel
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theres this problem i keep coming over

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how do i cast from widget to third person character

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once i click i activate something in third person but i dont know how to cast from here

spark steppe
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you need a reference to the player

gentle urchin
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Get owning controller -> get pawn

spark steppe
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if it's a single player game you can use a get player pawn node and cast that to your third person character

kind willow
spark steppe
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or what squize suggested, as long as you set the owning player for the widget correctly

stuck sentinel
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i dont understand

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where do i get owning controller

silent stag
gentle urchin
silent drift
stuck sentinel
gentle urchin
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Ur already doing get player controller so

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Just use that

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Or get player character as thats what you wanted

kind willow
# silent stag it's working on other functions

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

stuck sentinel
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ok and what do i link to it

gentle urchin
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The cast you wanted

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Thirdpersonchar

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Id recommend watching the pinned video about bp communication

gentle urchin
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What if you just adjust the rotation of the bullet instead?

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Wouldnt the velocity follow suit?

silent drift
shadow isle
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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.

gentle urchin
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Dont cross wires

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Between exec paths

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Specifically the torch and destroy

shadow isle
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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.

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My interact IA looks like this if this will help

gentle urchin
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Almost sounds like they're overwriting eachother

shadow isle
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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.

gentle urchin
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You should definetly be able to use enhanced for both

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Just gotta figure out whats stopping you here

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Nothing in that code does it

stuck sentinel
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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

serene wharf
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And an image of how you implimented the camera shake

serene wharf
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😂

stuck sentinel
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problem is from here but idk what

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this precisely

serene wharf
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What is the" foot steps try" function doing?

stuck sentinel
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its not the footsteps try

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i removed it and same thing

stuck sentinel
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this works though but i dont want this

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this removed the shivering

serene wharf
stuck sentinel
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yes

stuck sentinel
serene wharf
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But where do you play the camera shake, do you have like a "start camera shake" node somewhere

stuck sentinel
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its not the camera shake

serene wharf
stuck sentinel
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i tried deleting the camera shake i still get the shivering

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its the movement

versed sun
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do you have something with collision attached to the player ?

stuck sentinel
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i think

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flashlight

versed sun
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remove collision

stuck sentinel
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do i remove its collision

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okay

versed sun
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your are bumping into it

serene wharf
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Smart

versed sun
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XP

serene wharf
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I didnt think about that lol

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But yea thats a common issue

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Easy to miss

stuck sentinel
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nope

versed sun
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😦

stuck sentinel
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wait

versed sun
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😐

stuck sentinel
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nope

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its the movement

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i removed the ones i mad

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made

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i added the preset one

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it works no shivering and the headbob works fine

stuck sentinel
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y

serene wharf
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You can copy the direction calculations from the pre made one and put them into your selfmade movement

serene wharf
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Copy these and put the vector into move forward

stuck sentinel
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ill try

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worked

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thank you

serene wharf
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Nice, good luck with your game man

stuck sentinel
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thank you

timid yarrow
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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???

violet inlet
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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

gentle urchin
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The acceptance radius is prob way more than .1

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More in the hood of 40

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With default capsule i imagine

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Do actor location - target location -> length -> absolute

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Check its value

violet inlet
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yeah i put the acceptance to 60 and fixed it

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ty

spark steppe
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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)

violet inlet
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noted

gentle urchin
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Isnt it also half width?

spark steppe
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yesn't

gentle urchin
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😅

spark steppe
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you can reach x/y coords ignoring the width

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as long as you stand above it the distance will only be the half height

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unless you try to get to another actor, then their width might cause trouble

gentle urchin
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But then its theirs + yours

supple kiln
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Hello,
Perhaps someone would know how to identify and calculate wall ledges and wall gap sizes using traces?

ancient nimbus
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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?

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the documentation and googling have been extremely unhelpful so far

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Also there's like 700 different "get parent" functions haha 🫠

spark steppe
viscid viper
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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 ?

onyx token
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is there a way to synch animations to anim notifies? thenk

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i have a walk animation, and a completely seperate "crosshair wobble" animation that is running on a different skeleton and different ABP

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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

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i do have notifies for left / right steps-

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but what's a smart way to synch my crosshair animation to those notifies? thenk

spark steppe
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idk, maybe another approach where the steps/notifies send an "impulse" to your crosshair logic

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smth like DecreaseAccuracy(Amount)

onyx token
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is there a way to do that? thenk

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right now i'm doing this

spark steppe
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and your crosshair would automatically try to interpolate to the best accuracy based on it's current value

onyx token
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currently i'm just scaling the animation based on the player velocity

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by just.... blending it with nothing lul

spark steppe
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why is this even an animation blueprint?

onyx token
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so i guess i'd have to kinda... start it up every time i get the "left foot" event?

spark steppe
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that's some logic that could be handled in the HUD or whatever

onyx token
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and blend different animations with each other

spark steppe
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oO

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i feel like this is overengineered 😄

onyx token
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like a breathing (the more exhausted the character is)
or a walking (the faster the character moves)

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or a weight (the heavier the weapon is)

onyx token
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and this way i can just quickly hop into blender, animate it however i want, and badabing badaboom

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no procedural math anywhere, just quick animation

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also stuff like spray patterns?
Ezpz, just make an animation

spark steppe
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well, you can use curves if you want fancy things

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not like anyone would appreciate the effort made for skeletal mesh animated crosshairs...

onyx token
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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

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is there maybe a way to not have the crosshair animation loop - but just manually restart it every time the notify event comes in?

spark steppe
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what happened to your RTS 😦

onyx token
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i'm procrastinating on that by doing a lil prototype lul

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BUT
i did do progress on it, my lil duders are now trading with each other and exchanging resources glueNodders

onyx token
spark steppe
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honestly, i'm not going to be the one helping with a skeletal mesh crosshair system 😄

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this is beyond what i can deal with here

onyx token
spark steppe
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make it a control rig 😄

gentle urchin
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Stick to the rts

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We need more of em

onyx token
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there's tons of rts'es releasing tho CatLookie

spark steppe
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yea, there's plenty of FPS shooters

gentle urchin
#

But we're waiting for yours

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Not the generic ones

onyx token
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fine rooniBrow

spark steppe
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for your crosshair... maybe you want a blend space

ancient nimbus
onyx token
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well- for the crosshair i would have a solution...

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but it's super mega scuffed

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like

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bigtime scuffed

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ok dont judge me-

spark steppe
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too late

onyx token
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and on the blend node-

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and then just set the alpha to 0 and 1 really quick

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unless there's a way to reset an animation node

gentle urchin
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Id just do it in the ui tbh

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With some input from wherever, accumulating inaccuracy and depleting it over time so to speak

onyx token
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is there a way to animate ui elements that doesn't... cause a headache...?

gentle urchin
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Regular linear animation?

gentle urchin
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Hmm

onyx token
#

with proper timing and adhering to the 12 principles

gentle urchin
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Hmm...

onyx token
#

i went with "i'll just animate it in blender" because that seemed easiest to me...

spark steppe
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well you didn't mention that before...

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for the bullet driving pattern you could probably use spline component which you scale based on the crosshair radius? 🤷

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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

onyx token
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i'll try the scuffed solution and if it works, i'll just.... close my eyes and never think about it again rooMadBlank

gentle urchin
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You basically use the inaccuracy as an offset from the spline location

spark steppe
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you better close the whole project and never think about it again

onyx token
gentle urchin
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I dont see this being used in the rts tho

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So delete it yes

onyx token
gentle urchin
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Dont you dare make the mouse have accuracy based on movespeed

spark steppe
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i kinda assumed your RTS was all about cute villagers and trading and stuff

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not about wobbly crosshairs and shooting bullets

onyx token
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i actually planned on putting muskets in my rts

spark steppe
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sounds fair, but muskets just have spread

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they don't follow a pattern like an assault rifle

onyx token
#

ye this is my procrastination prototype rescVVV

#

hey- atleast im not playing helldivers, like absolutely everyone else currently apparently

gentle urchin
#

Atleast theres that

#

Instead you sink hours into this crosshair animbp 😆

onyx token
spark steppe
#

don't we learn the most of trial & error? 😄

halcyon vapor
#

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)

craggy hatch
#

Hello! can someone please help me with this? i want to cast to player character but it wont work.

halcyon vapor
craggy hatch
#

failed😔

halcyon vapor
#

is the print string function printing twice or once?

lyric rapids
#

in this blueprint every time the while loop loops will the random integer function change numbers

halcyon vapor
lyric rapids
#

cool

halcyon vapor
# craggy hatch once

on begin play? Or when you start playing and do that update animation event event?

craggy hatch
#

but on begin play is not responding

halcyon vapor
# craggy hatch 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"

craggy hatch
#

and if i cast in the update itself it wont cast**

#

nah

halcyon vapor
#

can you screenshot the code again with the changes I mentioned?

gentle urchin
onyx token
#

it is only a little bit scuffed.

halcyon vapor
# craggy hatch

did you change the default player character because this is very unusual

craggy hatch
craggy hatch
#

for camera shakes etc.

#

but procedural

halcyon vapor
halcyon vapor
#

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?

craggy hatch
halcyon vapor
#

okay wtf, there is no reason why that cast is failing

craggy hatch
#

the cast just hates me ig

halcyon vapor
#

unless the event begin play doesn't execute any code, did you get that "cast failed" when you started the play?

craggy hatch
#

wait

#

it really hates me

halcyon vapor
#

select all nodes and refresh them?

craggy hatch
#

failed

frosty heron
#

-print string your controlled pawn

#

it's not BP_FirstPersonCharacter

craggy hatch
frosty heron
#

Ye U have another instance using the same anim Instance class

frosty heron
#

The gap is a null ptr

peak hill
frosty heron
#

Anim blueprint should reference it's owner anyway

halcyon vapor
frosty heron
#

using get player controller is uh... why???

#

Get Owner -> Get Pawn -> Cast to

viscid viper
craggy hatch
#

its not an player blueprint. its an camera blueprint for procedural camera animation

frosty heron
#

show me how you print the controlled pawn

craggy hatch
halcyon vapor
# viscid viper 5.2

I forgot if the drag and drop function got deprecated, does it print anything?

frosty heron
#

Not just the result

#

how you actually print it in anim bp

craggy hatch
#

oh

viscid viper
craggy hatch
#

sry

#

wait

lyric rapids
craggy hatch
lofty rapids
lyric rapids
#

oh fuck its not connected

#

cause i was debugging

#

lol

lofty rapids
#

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

lyric rapids
#

im using completed it just wasnt attached at tall cause i forgot to reaatach it

leaden dock
#

does this null the texture? i dunno exactly what to call to clear a brush

viscid viper
frosty heron
peak hill
# craggy hatch

1 : The PlayerCharacter can set itself as variable in the AnimBP instance.

frosty heron
#

player shouldn't even know or care about anim bp

#

anim bp just read everything from the owner

leaden dock
frosty heron
halcyon vapor
# viscid viper and it doesnt hit the breakpoint

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

peak hill
# craggy hatch

2: The Getter for the PlayerCharacter will be valid if set by the PlayerCharacter (see step 1).

frosty heron
#

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

frosty heron
#

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

peak hill
frosty heron
gentle urchin
#

Good practice

leaden dock
gentle urchin
#

Softprts are awesome, mostly

frosty heron
gentle urchin
#

Just can be a tad unintuitive at times

gentle urchin
frosty heron
#

they don't get loaded in entirely like data table

gentle urchin
#

Really?

#

How does that work

frosty heron
#

I would ask the guys at #cpp , can't give you a good explanation

gentle urchin
#

No worries, ill investigate

#

Just gotta take the step

simple sky
#

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)

lofty rapids
#

probably a macro if you want seperate execution

gentle urchin
#

Macro

lofty rapids
#

i don't think you can do that with a function, but idk

gentle urchin
#

Function with expand enum also work

#

I believe

#

C++ made ofc

simple sky
#

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

thin panther
#

This is sounding like a custom K2 node in C++

gentle urchin
#

Yepp

#

Cant you grab the name of the object and do switch on string 😁

#

Im lazy like that

spark steppe
#

this sounds like give me an interface and put the custom logic in each class

thin panther
#

That too

#

It definitely screams abuse of architecture

lofty rapids
gentle urchin
#

Yeah

#

Altho must be c++ enum,

#

But.. if you can make the function. You can (and should) make the enum 🙂

viscid viper
halcyon vapor
jaunty solstice
#

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?

viscid viper
halcyon vapor
halcyon vapor
brazen pulsar
#

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

trim matrix
#

we can't see shit

brazen pulsar
#

ah sorry

halcyon vapor
trim matrix
#

put all these in correct order, close and then send it again

spark steppe
#

the screenshot is fine

trim matrix
spark steppe
#

and i think you assumption is wrong, i'm pretty sure that this is 24h

halcyon vapor
#

oh are you testing it in the day?

spark steppe
#

i rather think that your math is somehow wrong

ember lichen
#

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.

brazen pulsar
#

Very possible, it's noon here, but the appearance is closer to sunset

#

also, better screenshot

spark steppe
#

you can create an arbitrary FDateTime yourself and test it

halcyon vapor
viscid viper
spark steppe
#

just print the hours

#

if you convert a FDateTime to text it's formatted based on the system settings iirc

halcyon vapor
trim matrix
#

you don't even lerp? so it just change directly

halcyon vapor
halcyon vapor
# viscid viper yes initialised functions work

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...

▶ Play video
#

here, I'm 99% all you want is from this tutorial series

brazen pulsar
#

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

jaunty solstice
halcyon vapor
#

also why are you multiplying the hours by 15?

brazen pulsar
#

15 degrees per hour shift in the suns position

#

I'll take out the 180

halcyon vapor
#

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

brazen pulsar
#

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

halcyon vapor
#

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

halcyon vapor
spark steppe
#

linear interpolation

trim matrix
#

You probably don't want your sun to just move instantly, it will be noticeable and ew

brazen pulsar
#

I'll google a tutorial then

lofty rapids
#

this is a tut i found awhile ago shows how to set the sun

distant vortex
#

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..)

viscid viper
frosty heron
brazen pulsar
#

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

lofty rapids
#

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

brazen pulsar
#

I think it'll be perfect

#

thx again

distant vortex
frosty heron
viscid viper
distant vortex
frosty heron
#

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

distant vortex
frosty heron
#

preferably nothing complicated like ALS

distant vortex
#

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?

lyric rapids
#

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

trim matrix
distant vortex
lyric rapids
brazen pulsar
#

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)

echo wren
#

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.

onyx token
#

i'll do strategy game tomorrow

#

havin fun right now

#

AND its weekend

versed sun
echo wren
#

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

versed sun
#

yah , not sure , i know i just got the slow movement using the Lag

echo wren
#

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

versed sun
#

you want opposite? char slowly looks where the camera is looking?

frosty heron
#

stop asking chat gpt 😄

echo wren
frosty heron
#

they are not trained for unreal

#

might be right 20% of the time

echo wren
frosty heron
#

but chances are they give u some made up words just to make you feel good

frosty heron
echo wren
frosty heron
#

even for coding

#

it just spit functions that doesn't even exist

echo wren
frosty heron
#

might work for a very simple cases but deffinitly not helpful for anything intermediate imo

lofty rapids
#

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

main lake
gentle urchin
#

Two bars 🙂

main lake
#

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

versed sun
#

Get children Array > clear children > Reverse for each loop Array and add them back ?

#

or something...

main lake
versed sun
#

Make new array of just new item> Append Get Children to it> Clear and re-add

main lake
#

of positionning of the hearts

versed sun
#

oh, i couldnt find OP

main lake
#

this will add hearts to the right forever

gentle urchin
#

Id stick with the bars tbh

#

Fixed size extensions matching the tiled material

main lake
versed sun
#

What's original question?

versed sun
#

so
❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️ ❤️
❤️

#

is what you are looking for ?

main lake
#

the single heart should be added on top

versed sun
#

ahh

#

top left?

main lake
#

yeah

gentle urchin
#

You just shift it down tho

versed sun
#

each heart is its own WBP ?

gentle urchin
#

Vertical box in horizontal box

main lake
gentle urchin
#

Or grid

#

And just grid them out

main lake
gentle urchin
#

Grid

#

Try that

main lake
gentle urchin
#

First row is 1, second is 0

versed sun
#

Im thinking wrap box

main lake
#

and you can use normal indexing

gentle urchin
#

Alright

#

Benefit of heart wbp is ofc individual controls and animations

main lake
#

yeah

lyric rapids
#

why is this giving me an infinite loop error

versed sun
main lake
main lake
frosty heron
#

looks extremly cursed

versed sun
lyric rapids
versed sun
#

took some damage

lyric rapids
#

it works fine like this so i dont know why it doesnt work with that extra event

main lake
versed sun
main lake
hard charm
#

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?

versed sun
#

the WB_Coin(Hearts) is 32x32 so sizebox is:

main lake
versed sun
#

got it ? do they take damage in the direction you want ?

#

they might be mirrored...

main lake
versed sun
#

nice

lofty rapids
dry pecan
#

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?

lofty rapids
#

gravity scale 0.0 ?

dry pecan
#

yes

main lake
hoary summit
lyric rapids
main lake
dry pecan
# lofty rapids gravity scale 0.0 ?

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

lofty rapids
steady night
#

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*

dry pecan
# lofty rapids so will you be able to jump ?

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\

brazen pulsar
#

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

gentle urchin
brazen pulsar
dry pecan
gentle urchin
lofty rapids
gentle urchin
#

But also.. you can ofc just break the animbp fallloop and do your own checks

lofty rapids
#

thats why i asked about jumping, just take the fall out the animation

dry pecan
brazen pulsar
lofty rapids
#

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

dry pecan
lavish rain
#

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)

brazen pulsar
brazen pike
versed sun
gentle urchin
#

So you dont rly need custom there. Just need to add it in the animBP

frosty heron
brazen pike
frosty heron
dry pecan
frosty heron
#

it's probably the same one, they have one position open but I am not applying for the job as I am not qualified

brazen pike
fiery ridge
dry pecan
gentle urchin
#

Dunno, never used it

#

I can only assume that its relatively "up to implementation" how it works 🙂

#

So id think yes.

dry pecan
#

where can I find it?

gentle urchin
#

In the CMC i guess

#

Gotta enable the flying mode

viscid viper
gentle urchin
#

And i guess one just switches to flying mode ?

#

By some input method

echo wren
#

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

trim matrix
echo wren
#

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"

lavish rain
gentle urchin
#

You probably wanna normalize it for the 'direction'

fiery ridge
#

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

gentle urchin
#

Then multiply for speed

echo wren
#

normalize, interesting thank you. I have not used this node.

lavish rain
versed sun
#

yes

gentle urchin
lavish rain
#

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

echo wren
gentle urchin
versed sun
ember lichen
#

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

echo wren
# gentle urchin Atleast now you got the direction 🙂 could go fancy with a PID regulator for the...

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

gentle urchin
#

Personally id never use torque for this

#

Id use rinterpto

#

Simply constant interpolation

echo wren
#

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

lyric rapids
#

how do i refrence my widget colour in blueprint

lavish rain
versed sun
#

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?

lavish rain
#

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!

lofty rapids
versed sun
#

its UK for "widget color"

lofty rapids
#

the whole widget color ?

gentle urchin
#

Spot on 😅

versed sun
#

🙂

dry pecan
#

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

lofty rapids
#

i mean you can get location, set location, with just the z

#

add the axis value * strength, to the z

dry pecan
#

would that work with this?

dire frost
#

if that's the case then just use the vector up and you should be gucci

dry pecan
lofty rapids
dry pecan
#

thank you so much 😄

hidden pecan
#

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.

gentle urchin
#

Reduce delta coming in

#

Or pulserate

hidden pecan
#

Unfortunately that changes/controls the duration to both the time the light is on and off

gentle urchin
#

Yes

#

Ah you only want longer on time

#

Id probably just set up a timeline

#

With curve

hidden pecan
#

Im trying to have the light stay bright for 60 seconds for example and turn dark for 10

gentle urchin
#

Gives you perfect control

hidden pecan
#

Oh that's a great idea

gentle urchin
#

I get those every now and then

hidden pecan
#

What is the timeline node called btw?

gentle urchin
#

Timeline

#

This is in an actor right?

hidden pecan
#

Yes

viscid viper
viscid viper
hidden pecan
#

I'm pretty new to nodes

viscid viper
gentle urchin
#

Add timeline comp or something

lyric rapids
#

why is this not working

lofty rapids
lyric rapids
lofty rapids
#

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

lyric rapids
#

however its definitly not

lofty rapids
#

it probably is though if it says so

#

what are you doing with the value ?

lyric rapids
#

well its the colour and opacity value of my widget so it should just change

viscid viper
lofty rapids
#

idk why it doesn't work, i have not tried drag n drop yet

viscid viper
lofty rapids
#

right theres a pin for widget to focus

#

not sure it matters

#

but might help

viscid viper
#

i dont want focus on this single widget there are multiple ones i can drag and drop in the viewport

hidden pecan
random pulsar
#

hi folks

hidden pecan
random pulsar
#

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

viscid viper
thin panther
# random pulsar i really have no idea how to link those

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

random pulsar
thin panther
#

you do though

#

you need to know how many of what you're holding

#

that's an inventory

random pulsar
#

(

hidden pecan
#

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?

thin panther
#

an inventory never should hold the object itself

gentle urchin
hidden pecan
gentle urchin
simple spade
#

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.

hidden pecan
#

Any clean way to get the same functionality?

simple spade
#

The left photo is the tutorial the right photo is what I currently have

gentle urchin
random pulsar
#

i hate inventories cant understand them

gentle urchin
hidden pecan
gentle urchin
#

So it must be used inside an Actor

hidden pecan
#

Damn the more I know

#

There has to be some way to pull this off

gentle urchin
#

Create an actor

#

Put light in it

#

Add timeline to it

#

Control the light component with the timeline

#

Done 😁

#

.

hidden pecan
#

How do you add a light to an actor

gentle urchin
#

Add component isnt it ?

simple spade
#

I figured it out, for some reason the tutorial didn't say to "add quest details" so it couldn't add correctly.

hidden pecan
gentle urchin
#

Rough week i imagine !

hidden pecan
#

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?

gentle urchin
#

6+

#

Years, on a hobby basis

hidden pecan
#

holy 😳

#

👏

#

How can you add lights into an actor btw?

#

Without being attached to a mesh

thin panther
#

click the add component button

hidden pecan
#

I feel so dumb thank you 😂

torn tide
#

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.

formal dome
# hidden pecan oh.

i think there is a plugin that adds Timeline to Actor component, i Haven't tried it

gentle urchin
#

Timeline is a component so it feels sorta anti pattern like if so

#

Unless its a custom type of timeline

formal dome
#

my guess is a custom type

torn tide
#

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 🙂

floral stump
#

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

faint pasture
#

why the FUCK is the fbx 1 gb?

#

what are you importing?

floral stump
#

it is an open world map having all the props

faint pasture
#

yeah good luck, that's crazy

#

try gLTF

dire frost
#

yeah that wont work. you'll want to import pieces of that map and reconstruct it in unreal

floral stump
faint pasture
#

why are you downgrading?

floral stump
#

i am using 4.26

dire frost
#

why would you downgrade engine version?

faint pasture
#

but why

#

isn't 4.27 basically the Perfect™️ version of UE4?

floral stump
#

directly copy gives me an error of old asset

#

can't use .uassets in this case

faint pasture
#

I mean why are you stuck on 4.26?

#

how on earth did you end up with 4.27 assets

floral stump
#

he is not using it anymore

faint pasture
#

I'd just go on 4.27 and call it a day

floral stump
#

i have not builded 4.27

faint pasture
#

then build it

floral stump
#

yeah will build it for sure tomorrow

#

but now i need to know why unity is able to import it and unreal not?

faint pasture
#

who knows

dire frost
#

unreal's importer suck ig 🤷‍♂️

floral stump
#

i am just shocked, i was thinking unreal is light years ahead form every angle compared to unity

#

i was wrong

floral stump
faint pasture
#

I guess you gotta use Unity now

dire frost
#

i guess each person looks at an engine differently idk

floral stump
undone bluff
floral stump
faint pasture
#

I mean if it's all the same just use 4.27 and stop tilting at windmills trying to downgrade a gig of vertices

floral stump
#

but building 4.27 is more flexible option

undone bluff
#

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

floral stump
#

and reversing them could lead us to go in deep research on them

timid yarrow
#

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?

wraith loom