#blueprint

1 messages ยท Page 97 of 1

timid yarrow
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How?

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i used hit location for sound that i play

thin panther
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get the angle between your up vector and the hit normal

timid yarrow
lofty rapids
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it's nice to have the widgets in the HUD, but you can code it anyway you like, i just don't understand what the code is doing, recreating a widget that's already made ?

wispy badger
# lofty rapids it's nice to have the widgets in the HUD, but you can code it anyway you like, i...

Lets go back to the beginning.
When you start a game, you have a main menu with mostly 3 buttons: Start game, Options and Exit

That panel is a separate gui. Options button leads to another separate gui with game options (They dont need to be saved anywhere else. Just save them in the current session.).

When you click the Options button, a new GUI should appear. Main menu should hide. Both need to exist only once (only one instance of a class is allowed)

lofty rapids
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ig i'm wondering why you don't just hide/show them

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you are creating every time you display ?

wispy badger
lofty rapids
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hmm

main lake
wispy badger
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I dont want to put them in a separate container

lofty rapids
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you really don't want to be creating the widget over and over

wispy badger
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I just want to get reference's class. Thats all

lofty rapids
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ig you can

wispy badger
lofty rapids
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it's going to be a bit difficult from one widget get a reference to the other

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that's why i put it in the HUD

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i just throw the widgets in the HUD, and switch them around

wispy badger
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HUD is something completely different

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HUD is not capable of holding main menus

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HUD is something a player can see in the corner of the screen

lofty rapids
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Heads Up Display

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i use it for all the widgets i use

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so i can access them easily

sonic crest
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Isn't that supposed to be a Heads up Display? I use it for any widget

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And all works

lofty rapids
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if your main menu is just a widget

wispy badger
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HUD is only good at handling guis at the side, because thats its purpose, HUD is not a main gui

lofty rapids
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Just stuff your widgets in the the HUD

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you'll have a lot easier time accessing them

wispy badger
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no I wont

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Going back, can I get a type of a reference that is empty?

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the underlying type of a reference

sonic crest
timid yarrow
wispy badger
sonic crest
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I know alex

gentle urchin
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So strength(assuming there is one?) would increase the distance between the points, and the points would have some semi-static value/calculation for their .... erh forgot what their called

sonic crest
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I actually did it before with the back function, going back to the actual previous widget, not having them all in one widget, but I totally forgot how

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Spent a year looking for that old project and I failed

gentle urchin
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What a wasted year ๐Ÿ˜…

sonic crest
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Ha.

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Just a year ?

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๐Ÿ˜‚

lofty rapids
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for my main menu i just possess a main menu pawn, and show a widget

gentle urchin
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You bothered making a pawn for it ๐Ÿคช

lofty rapids
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It works like a charm, i don't need to use another level

lofty rapids
gentle urchin
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But that means you load the main level during main menu

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Gotta be somewhat slow ?

lofty rapids
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i don't load anything during main menu, the level is procedural generated

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theres almost nothing in the editor

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just the main menu stuff

wispy badger
frosty heron
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@wispy badger Of course a HUD can contain any widget including your main menu. It's just an object where you can throw stuff

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you can easily create a main menu HUD and throw your main menu widget there and assign main menu hud in your main menu level

sonic crest
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^

frosty heron
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saying HUD is a thingy that show in the corner, I don't even know where to begin with this assumption

wispy badger
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the concept of hud doesnt extend to the main menu but whatever.

anyway could we go back to the original question, please?

frosty heron
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@sonic crest I don't see anything wrong with having everything in one widget, infact I do that all the time

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having a master widget makes it easy to control childrens

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many times my children have to communicate to each other and the values cna't be stored in children but in parents, because the base class is accessiable by all children

sonic crest
frosty heron
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in what why that it doesn';t facilitate main menu

wispy badger
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this basically ruins the concept of main menu inside a hud

frosty heron
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What's the question anyway, you want an object reference to return a class when it's empty? I mean do you expect the engine to conjure something for you.
If you getting an object that's empty you are not gonna get any class

gentle urchin
lofty rapids
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the HUD is a place you can put your widgets tho, so it works well. I don't see how i would access one from the other without it

wispy badger
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If you getting an object that's empty you are not gonna get any class
But the variable still expects some type. Its not lua where you can feed anything to it, right?

sonic crest
# wispy badger

Well. It's a HUD that displays custom widgets that can be interacted with. You're not technically interacting with the HUD. Just the widgets

frosty heron
# wispy badger

What do you even google, we are talking about Unreal HUD.
Hud is just an object that is tied to the level settings. It's something created when you run the level, you can put anything.
HUD is the object, you interact with the widget

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You create widget in the hud, it can be anything including your main menu

wispy badger
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lets just forget about the hud for a moment

lofty rapids
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I mean how would you reference one widget from the other to hide/show ?

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without putting it somewhere you can access

sonic crest
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What was the question tho??

frosty heron
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just show and hide as neccessary

lofty rapids
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^

frosty heron
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an empty ref will return empty class

frosty heron
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seen some people destroying widget to open another widget

wispy badger
frosty heron
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I think that's atrocious but I could be wrong

frosty heron
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it's just null ptr

wispy badger
frosty heron
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An object ref is a pointer

wispy badger
sonic crest
frosty heron
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A class reference is not an object ref

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your blue pin is a pointer to an object

wispy badger
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I know

lofty rapids
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so you probably want another variable

wispy badger
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It still expects specified type. You cannot pass an integer to an object that expects a blueprint class

lofty rapids
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that holds the class

frosty heron
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What are you doing with your main menu anyway

wispy badger
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everything a main menu needs to do

frosty heron
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like?

wispy badger
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like starting the game, existing the game and setting game options

frosty heron
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k so what part are you struggling with

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why not just drop them all in one widget

wispy badger
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because it would be chaos

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a shit to debug

frosty heron
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it would be easier to debug

wispy badger
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no it wouldnt

frosty heron
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you handled all the flow from the master widget

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well you do you I guess

wispy badger
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Can we go back to the main question?

lofty rapids
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I still not sure what your doing, trying to recreate the widget again ?

frosty heron
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doing main menu is probably one of the easiest task for me

wispy badger
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instead of splitting to unrelated things

lofty rapids
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so your probably need another variable for the class

wispy badger
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I want to get the object reference's type to pass it to Create Widget so it would construct the widget first

sonic crest
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When you hit back, you save the previous widget somewhere to open it again?

wispy badger
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in the core of unreal it doesnt matter if its a pointer or a reference. It still holds the type

wispy badger
lofty rapids
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Sometimes the main menu is a whole other level

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I seen some videos on it

wispy badger
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it is in my case assuming main menu widget + options widget in the same level still applies in that definition

lofty rapids
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i like the "widget switching" idea i didn't know that was a thing

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might be good for your options

wispy badger
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its not good for my purpose

lofty rapids
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it is relevant to talk about how people do main menus, or use widgets, because you can idea of how other people do it

sonic crest
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Save it in the game Instance?

gentle urchin
lofty rapids
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sometimes when your programming you may "want" to do it one way, but there could be much better ways of doing said thing

wispy badger
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this way would be cleaner

sonic crest
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Which way

wispy badger
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The variable has a specified type. Its not a wildcard. You cannot pass anything that isnt a WBP_Options class

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Even if the object is empty it should still return this class.
In C++ it would be way easier I see

gentle urchin
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This sounds like a very clear case for show / hide

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Which widget switcher solves

wispy badger
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I dont want widget switcher

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I dont want to put everything into one container

gentle urchin
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Youve spent more time arguing than just making it

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And it would work

sonic crest
gentle urchin
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And you wouldnt know except while looking at the code

wispy badger
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I asked a simple question. You stretched it out to alternatives

gentle urchin
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The answer was no

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You dont get a class from a nullptr

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The End

wispy badger
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doesnt matter if the object is empty

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the type should be saved in the variable

gentle urchin
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It does.

sonic crest
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It's the same thing in C++. You STILL need to point to something.

gentle urchin
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Its not.

wispy badger
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that you can use

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doesnt matter if the object is empty. The type is saved

sonic crest
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Yeah but it's still nullptr, it won't return anything

lofty rapids
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is there a get type in c ?

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i never heard of it

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but maybe c++ unreal stuff some sort of magic

wispy badger
gentle urchin
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So what problem is your mutual exclusivity solving anyways

sonic crest
wispy badger
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doesnt matter. UE uses C++

gentle urchin
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And the answer is still no, in the bp context of your question

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You wont get the class from an empty pointer.

frosty heron
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Empty ref = won't return any class

wispy badger
frosty heron
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period

lofty rapids
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use another variable

frosty heron
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just drop the widget into the main widget and hide it

gentle urchin
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They dont want the ref dependency

frosty heron
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for a main menu?

gentle urchin
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Yepp

frosty heron
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oh well

gentle urchin
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Gonna shave some fps off or smth

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Id just have 2 class vars in my hud class

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And spawn them depending on

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Store them in a generic user widget pointer

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Gg done

wispy badger
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having them all in one widget would be faster but it would also be a huge inconvenience for me

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so yeah, I'd just use 2 variables for each class with references

frosty heron
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it's nothing to do with being faster to me

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just easier to view the hierachy and flow

gentle urchin
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Id be interested to know a out the inconvenience tho

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If its actually worth even considering

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I highly doubt it

frosty heron
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Want to go back to some page? pass it to master widget and let it handle where the player should go

gentle urchin
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But i could be wrong

frosty heron
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that;s how I do it

sonic crest
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Same ^

wispy badger
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having separate panels in separate blueprints gives you more freedom and comfort than having to manage dozens of other elements in order for your gui to even fit the screen

gentle urchin
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They can still be in seperate bps

frosty heron
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^

gentle urchin
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Just contained in the same

wispy badger
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ehhh. how would that look like?

gentle urchin
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Widget a
Widget b

Widget c -> contains widget a & b

simple echo
gentle urchin
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Welcome !

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Id think 2 to 4 points, looping,

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Fixed tangents

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Probably 4

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And just align it with the aim direction

frosty heron
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@wispy badger

gentle urchin
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I usually speratae aรธl my widgets into different wbps

frosty heron
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that could be your WBP_Settings, WBP_Exit, WBP_NewGame

gentle urchin
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And usually part of a master bp

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For the shared functionality stuff

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Window animations and what have you

frosty heron
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I need the master widget to control the state of the Menu. Setting or New Game doesn't need to know the existance of each other. Simply let the master widget keep track of the state and let it control the navigation

gentle urchin
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Yepp

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Delegates for "return"

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Widget switcher in the main widget for the options menus and 'main ' main menu

wispy badger
# frosty heron <@300238001299259412>

how about overlapping guis and their behaviour when game starts? I understand this concept. It was the only way to create guis in unity (came from unity due to their... you know) (apart from using scripts).

frosty heron
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You can control overlapping stuff by collapsing the widget you don't want to interact with

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or using the widget switcher is obviously the better choice

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but I haven't use what the cool kids use

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if you ever need to debug widget, look for widget reflector

wispy badger
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I mean, when the game starts every gui is initialized with their default values (overridden by some settings and BPs). Would I use BP to hide the guis or is there an option to do it by default?

frosty heron
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from your master widget, add the widgets you want. New game, Setting, exit, etc

wispy badger
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master widget bp?

frosty heron
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U can select the one you want to hide. Lets say the WBP_NewGame. Select that, go to vissibility and change it to collapse

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It's just a name for a BP that contains all the widgets

wispy badger
frosty heron
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not sure if I am on the same page

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oh you mean, you are just ticking that eye icon

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yeah that's not it

lavish rain
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Hey everyone. I'm trying to control a projectile's (ProjectileMovement component) velocity mid-flight (Possibly by reducing and increasing its acceleration). I can't for the life of me, though, find a way to control the acceleration values. Where can I access those in BP?

frosty heron
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You want to set the visibility in the default properties

wispy badger
wispy badger
frosty heron
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for editor, you can click on the eye icon to toggle vissibility (in editor)

lavish rain
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I want to make a projectile that starts off with average speed, slows down, then ramps up massively

gentle urchin
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Do some nice timeline with a curve for its max speed

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Have some braking friction

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And possibly low/no gravity ๐Ÿ˜„

frosty heron
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@gentle urchin Is it even possible to do
AActor* SomeActor = nullptr;
auto TheClass = SomeActor::StaticClass; ?

gentle urchin
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I dont know tbh

frosty heron
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I've tried getting class bp on nullptr, it doesn't print anything except when assigned a ref

gentle urchin
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Probably not

floral stump
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is it possible to disable or make that outline transparent when selecting an object?

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now i am trying to remove the gap between two objects, but that outline is not letting me to do it with comfort

gentle urchin
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You can use the extra views to help you out

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Top down, side and front ๐Ÿ˜„

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4 split window

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Doesnt remove outline but helps with allignment

floral stump
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yeah it does but this is a landscape

floral stump
sonic crest
floral stump
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thank you very much

sonic crest
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๐Ÿซก

wispy badger
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Can I turn off an animation in editor so that it wont take effects in the editor only? I want the animation to play normally in the game but dont want to manually set the opacity to 1 when I open a widget (fade gui animation)

dim agate
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Isn't there a command to make the ends of two objects flush with each other?

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Rather than having to eyeball it.

sonic crest
gentle urchin
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You can also deselect the anim in the editor, if its state is troublesome

frosty heron
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just have it empty

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whenever u open the widget, it should be on that state

wispy badger
sonic crest
# wispy badger yes

I not sure if there's something but, I'd just disconnect the animation thing

wispy badger
frosty heron
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btw seems like the only way to get a class from a pointer is to use ->GetClass()
But obviously it crashed when the pointer is null

wispy badger
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i.e. from root widget I have to attach event handlers etc.

frosty heron
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Your widget can of course have another sub widget which is handled by it

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For example a setting menu might have different pages, that would be something Wbp_Setting handled

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not wbp_master/ wbp_main menu

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You can see here at the end, I switched to different page in the settings. That's handled in WBP_Settings
WBP master would handle request when a page is finished (eg player wants to go back)
WBP master would then close (hide) the settings and show the main menu

elfin lagoon
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why color dont change this way?

thin panther
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you haven't set a parameter name

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there is no color called "None" there

elfin lagoon
nova scroll
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Hello everyone.
I just started learning and I wanted to learn how to create a game from scratch.
I was thinking about a maze from a top down view.
I used blueprints to make move the character but now the real question: how can I rotate the character in the direction he is going?

lavish rain
gentle urchin
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No

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Its accelerating by force applied - breaking friction

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Also has an initial speed

glossy cloak
lusty hedge
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Can ChaosVehicles used to make tanks?

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Im having a hard time figuring out how to get my player controller to be slanted while on a slanted surface

nova scroll
lusty hedge
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move witht the terrain

thin panther
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a quick google suggests yes

lavish rain
lusty hedge
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A quick google for myself is less effective

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What im getting at is i dont understand at all how Chaos vehicles work

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and most tutorials assume you already know a lot

gentle urchin
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Common physics starting point

thin panther
fossil pebble
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Hi everyone im trying to use HISM comp. but the generated meshes only visible at runtime not in editor viewport when im trying to use it. Does anyone has a solution for this?

lavish rain
gentle urchin
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Huh

lavish rain
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By Phyiscs Starting point, do you mean right clicking the Blueprint, and going to the Physics tab?

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I think that's what you meant

gentle urchin
lavish rain
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I'm sorry if my questions are a bit dumb. I'm a total begginer

gentle urchin
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They're expected to know a lot from the get go

lavish rain
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Ahh, I see hahahaha

gentle urchin
fossil pebble
fossil pebble
gentle urchin
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I dislike the hism

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Its less performant for me

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Along with its fun auto swapremove functionality which might throw you off guard

fossil pebble
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Yeah, it's hella buggy. Two years ago, I was trying to create a crowd system that could animate with vertex animation, and HISM didn't work. My animated meshes started to flicker, and I had to swap to ISM again.

gentle urchin
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Exactly the same

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So i stick withnism

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Got vertex anim manager the other day

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So im gonna play with that

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Its also using ism as its base

fossil pebble
gentle urchin
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Is it worth it for the lods?

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Culling can be done separatly if needed

fossil pebble
timid bear
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hello guys! I have a question) is this channel good for asking help here?

lunar sleet
timid bear
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I already did an input verifying (gamepad or keyboard), but also I should check is this game runs on a mobile platform or not.
How I can check this only with a blueprints?

lunar sleet
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iirc Cropout Sample Project has a way to do this, I'm checking now, just gotta wait for the shaders to load again lol

lunar sleet
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Key Switch here is a dispatcher that several things bind to, from the player logic to the UI

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oh wait, I guess you already did the input check part mb

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I think for mobile support they just make heavy use of soft refs but I'll check again

timid bear
lunar sleet
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ig there's already a built-in function for it

gentle urchin
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Basically if ! Windows? ๐Ÿ˜…

sand yacht
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hi, how can I attach navmodifiers to each spline mesh at runtime?

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I found a picture of someone pulling off exactly what I would like to do

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but not sure how to achieve this

gentle urchin
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I cheated

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Using isms

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With a different navclass

sand yacht
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im not sure what an isms is

gentle urchin
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Instanced static mesh

sand yacht
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ohh right yeah, im using instanced static meshes on the spline

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they get added at runtime

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but im not sure how to add a navclass to them

gentle urchin
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Its a property

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On the component iirc

sand yacht
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its greyed out for some reason

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ah got it

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had to tick is dynamic obstacle

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thanks a lot!

timber crystal
#

hello you guys
YOU ARE THE BEST
every time i need help you help...
God bless you guys

Now i need a flying AI that trys to catch me when i overlap his trigger box

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this dont work whhhhhhhyyyyyyy ๐Ÿ˜ฆ

gentle urchin
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Nav aint 3d

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Its 2d

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Needs plugin for 3d

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Or custom implementation

timber crystal
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its a 2d game ๐Ÿ™‚

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ohhh but i do not set a nav mesh

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its a 2d platformer game pixel art style

gentle urchin
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2d platformer...

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Sounds very much like it needs lateral movement

timber crystal
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can you help me with that ... ๐Ÿ˜ฆ ?

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cant find a good tutorial on yt

gentle urchin
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Id probably start with basic vinterp

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Towards target, on tick

timber crystal
#

okok to much for my litle coder brain but i can show you how i cheat that with a projectile movement 1 moment

timid bear
#

so clean rn

And thanks @lunar sleet, it worked for me)

timber crystal
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the only problem now he flys at the begin of play not after i overlap the trigger box

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its a projectile lol

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the enemy just fall down after overlap the trigger box .... thhhhhhhhaaaaaaaaaats not a flying ai ๐Ÿ˜ฉ

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is there a way to say that the "Projectile(Flying enemy)" start his moven after i overlap his trigger box

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?

gentle urchin
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Yes

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By (target) IsValid

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Thats what it ment to do

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So on overlap -> set target.
End overlap -> unset target

timber crystal
#

leeet me try thanks ๐Ÿ™‚

lavish rain
gentle urchin
#

Glad it helped, whatever it was

timber crystal
wispy badger
#

Can I prevent BP_FirstPersonCharacter from spawning and instead spawn it manually?

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Its a player controller from UE's FPS starting content

lofty rapids
#

you could set the default pawn to something else

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and possess your character after

wispy badger
#

For setting default pawn, no problem. Just set this to None I assume

gentle urchin
#

Before the vinterpto

wispy badger
#

โค๏ธ will try that in a sec

lunar sleet
#

TIL Niagara Systems have a custom time dilation function ๐Ÿคฆ

zealous moth
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is there a way to select stuff through other stuff using the marquis?

frosty heron
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Pawn possession via game mode is per level basis

proud salmon
#

Why does no one talk about the world partition system and data layers more? There seems to be next to no information on the subject and the information that does exist (like Unreal docs) is out of date and doesn't work.

Is there an updated version of this that can be used in 5.3?
https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/DataLayers/AddActorstoDataLayers/

If not, what is the "go to" solution for adding actors added during runtime to a data layer so you actually use the WP system properly? I know there are some hacky workarounds but there's gotta be an actual way to do this properly.

Add Actors to Data Layers

spring walrus
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can someone help me with some issues i have regarding making a fps cap

frosty heron
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T.maxfps X

spring walrus
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i mean like making a main menu options tab then fps cap

frosty heron
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Same deal

spring walrus
frosty heron
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The command still the same

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Not sure about the goal tho. Capping fps normally a shit show

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Why not opt to deliver smooth experience instead

frosty heron
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Why capping ppl frame rate? When they can go 144 but Ur like nah let's have u enjoy half of the fps

spring walrus
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im not capping it im giving them the choice to put for example 30-60-144-unlimited like in most games

frosty heron
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They will hit the maximum fps they can attain if you leave it be

gentle urchin
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Max fps makes my gpu go hot

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I prefer v synced

spring walrus
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yeah but sometimes people have issues when its at unlimited and it would be nice to give them the choice

gentle urchin
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Freesynced

frosty heron
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I'm g sync

spring walrus
gentle urchin
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So i dont really care what the games offer^^

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Not sure if nvidia allows that but i guess ?

gentle urchin
frosty heron
gentle urchin
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Kk^^

frosty heron
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Fps is king for me

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Even if I have to lower the graphic

gentle urchin
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I generally agree

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But like league giving me 240fps on a 60hz screen

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Only to churn my gpu fans to max

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Gives me very little ๐Ÿ˜…

frosty heron
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My eyes are not accustomed to 60 fps anymore. Kinda hate how all souls game capped at 60

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But yea I see the point to cap fps

#

Never thought about fan running hot

gentle urchin
#

I went for early ultrawide so didnt get the 144hz

#

Never had the actual experience of it. Yet

#

Next upgrade is that tho.

frosty heron
#

Monitor gets cheaper and better, u will experience it on next upgrade ๐Ÿ˜„

#

@spring walrus assuming you have populated the screen res etc. What might you be looking for?

#

U can prob hard code it with an array of strings

spring walrus
#

theres a few things i need changed

gentle urchin
#

Screen res can be auto generated

#

From grabbing supported resolutions

frosty heron
#

Yea there is node for that

gentle urchin
#

Even unsupported ones

frosty heron
#

Don't know about fps tho

gentle urchin
#

Isnt that just console command

#

T.maxfps

frosty heron
#

I mean how to determine what fps the machine can tank

gentle urchin
#

Ah

#

Benchmark it

frosty heron
#

True

spring walrus
gentle urchin
#

I prefer loops

frosty heron
spring walrus
#

wdym

gentle urchin
#

If index == last index then disable right

frosty heron
#

U got Ur screen res etc already are u not able to chose between different option by selecting the arrow?

gentle urchin
#

Id just modulo the index with the last index going up, making it loop ๐Ÿ˜…

spring walrus
#

i have that made but im talking about the fps cap the screen res option works perfectly

frosty heron
#

It's just going Thru an array.

Left side --index
Right side ++index.

If == length . Index = 0
If < 0. Index = last index

frosty heron
spring walrus
#

isnt that for c++?

frosty heron
#

It's just algorithm. U can easily do that in bp

spring walrus
#

and how would i do that

thin panther
#

Read it and use the corresponding nodes

frosty heron
#

Well I can't show more, gtg to work but the logic have been posted above

#

Try it and if u get stuck, ask the peeps here

spring walrus
frosty heron
#

Do you know how array works? I would start from there if not

#

Every single element in your setting use arrays

spring walrus
#

its hard to explain but idk where to put the blueprints or which

#

like for the blueprints i have already i started by clicking on on clicked

frosty heron
#

I'm out of time. If no one help, look at tutorials. Try to understand array. If you are still stuck, I will show u a simple code once I'm done with work

spring walrus
#

thank you

frosty heron
#

But I rather u do the handwork cuz if u don't understand array u will just get stuck again

spring walrus
#

ur talking about this?

frosty heron
#

Nah that's just the button

spring walrus
frosty heron
#

Break down Ur problem, talk to Ur self how u want things to be

#

If I click this arrow, then I want to display next element. If the element already the Max and i hit this arrow. Show the first element

spring walrus
#

i want it to be greyed out when i cant go any further and not clickable anymore

frail onyx
#

Anyone know how to make a like a singular BP that acts as a button i can press and it'll activate something, but have it so it's like 2 different things i can press to activate different things within the one button bp, kinda like a button panel with 2 different buttons on it

gentle urchin
#

Right button enable = currentindex < LastIndex

#

Left button enable = currentindex > 0

spring walrus
#

thats blueprint?

gentle urchin
#

In textformat,sure ๐Ÿ˜…

spring walrus
#

wdym right button enable arent i suppost to use arrays

gentle urchin
#

You are

#

Array for the fps limits

lunar sleet
spring walrus
frail onyx
lunar sleet
frail onyx
#

i have that but i wanna make it so it looks like a button panel and when i look at different parts of it and interact it does different things

gentle urchin
spring walrus
#

what variable type

gentle urchin
#

Integer id say

lunar sleet
#

can prly also use Child Actors, just don't use Child Actor Components

spring walrus
#

well im a very beginner developer so ig ill just wait till im better to make harder stuff

#

it wasnt really my main concern right now anyway it was just fixing the fps cap i made

wispy badger
#

Is it possible that custom GameMode disallowed the usage of these fields or did I mess something up?

queen heron
#

is it possible to replicate the Child Of constraint from blender into unreal engine?

#

if so, how?

frail onyx
lunar sleet
#

Just do what I told you

frail onyx
#

uh im not sure how to make it line trace for indiviual components exactly

#

i tried just switching the hit actor with hit component but that doesn't seem to work at all

lunar sleet
#

You cast to hit actor, then grab hit component, check if it equals the one you want, go from there

sonic crest
frosty blade
#

Hey guys, i have a noob question. I need to increase a value inside a Gameplay ability but it doesnt seem to work. Does each input key call use a new instance of it? If so can anyone give a me a suggestion on how should do it. Im trying to make a combo system and each input should use the next montage animation

frail onyx
lunar sleet
wispy badger
hollow bane
#

hey there

#

is there anyone who can help me?

#

i am recieving a value from touchdesigner, 0 or 1. i want to make a blueprint that allows me to "simulate" a mouseclick if the recieved value is a 1

#

how would i approach that?

lunar sleet
hollow bane
#

how would i do this? i am using an event to make a score on click on a specific mesh

lunar sleet
#

onClicked call SetScore. On whatever else you want to "simulate click", call SetScore

hollow bane
#

im sorry im very new, could you elaborate a bit more?
Maybe for context this is what i have so far from touchdesigner coming in

lunar sleet
hollow bane
#

i never did anything meaningful ๐Ÿ˜ฆ

#

but i am trying to learn ๐Ÿ™‚

lunar sleet
#

k, well I'm not sure how to explain this better but also idk what touch designer is.
If you want the same scoring logic to happen when you click as well as when you receive your touchdesigner msg:
Create a new event. Put the stuff that's currently in your ActorOnClicked event in it. Go back to the ActorOnClicked and call said event instead of having the entire logic in there. Call that same event on your touchdesigner msg side.

lime basin
#

am I doing it wrong? ๐Ÿค”

lunar sleet
tranquil wadi
#

Hello there was hoping someone could help me with what I thought would be a super simple process. I have imported a Paragon character into my UE 5.3 world just for placeholder purposes. Plus I thought it would help teach me how to work and navigate Unreal. I have gotten just about everything to work however I cannot get the movement set up to work with WASD. Should I just SS the BP? Or is there a more better way to view it?

serene wharf
#

screenshot is fine

#

do you have keyboard inputs setup?

undone bluff
#

but screenshot should be sufficient here

quiet coral
#

I am using the ninja plugin and when the player walks on walls, the roll of the camera does not stay aligned with the capsule component of the player. What should I look or do to fix this error?

tranquil wadi
#

Here is the BP after updating it following a YT tutorial. It worked in the video but for some reason it's not working for me. Everything else from Camera movement, Melee, and Jump I replaced myself cause the video didn't show that all works great.

serene wharf
#

the "Add Controller Yaw Input" node (the blue one) rotates your camera

undone bluff
#

yea that's adding control rotation, you want to call add movement input

#

that is what the movement component is getting its input from

tranquil wadi
#

holy cow that makes sense, let me show you guys the movement portion then. I dunno why it never accured to me that the one in the "movement" box would be actual movement lol.

#

I been fiddling with the wrong section for well over an hour now. humbling indeed.

undone bluff
#

give me a sec

#

nah you can get the right vector from it as well just fine

#

had to try to make sure

#

what strikes me as odd is you are moving with the right thumbstick

tranquil wadi
#

Right let me double check the video real fast to make sure I'm not causing confusion. I been hard focused on the previous part without realizing it.

undone bluff
#

and the x and y axis might be switched around but not sure

#

so is this not working?

tranquil wadi
#

Okay here is what happen, I found where the issue started. He looked up this Event

#

However I don't have that showing on my end. That is a SS from the video.

serene wharf
undone bluff
#

yea that's the old input system and you set those events up in the project settings

#

you probably want to learn how the 'enhanced input system' works

#

it's much more convenient to work with (and not deprecated)

#

you can copy the setup from the third person template project for a start

tranquil wadi
#

I see, Well then I will go ahead and scrap using this Character. I will look up some Tutorials on the Enhanced input System. Can I add onto that system say for example Eventually I want to create a small ability bar using 1,2,3,4 then F to fire them off?

serene wharf
#

there is basicly no limitations

tranquil wadi
#

have no experience at all programing so was hoping BP could help me.

undone bluff
#

though keep in mind in many cases you might want to let the player controller receive input and decide what to do with it instead of the actual character

#

that's the most flexible setup

serene wharf
#

true

tranquil wadi
undone bluff
#

epic doesn't do this in their example content for simplicity

serene wharf
#

but in a basic game putting input inside the chacater is fine

tranquil wadi
undone bluff
#

don't worry about it for now, just keep it in mind

serene wharf
undone bluff
tranquil wadi
# undone bluff I can give you a very basic rundown for this

I will take any help offered for sure. I have a deep motivation to learn. I'm sure it's not just me but I have come and gone trying to do these things. I have tried to do these things on my own buying Udemy courses for mostly Unity stuff. I have finally reached a point where I just need to get involved with like minded people.

faint pasture
#

Start with something super simple

thin panther
#

Yeah. Your first few projects are going to suck, hard.

And thats ok. You're learning, and being able to look at those first projects and see how far you've come is an amazing feeling.

Things take time, it can be a long journey, but good things take a while ๐Ÿ™‚

tranquil wadi
thin panther
#

Sorry for that ping, bloody mobile. Clicked your name and post at the same time ๐Ÿ˜†

thin panther
#

My personal reccomendations for starter projects don't touch more complex things like that at all.

For example, taking something like a simple platformer from concept to final build can get you used to programming, level design, animation, and character integration all in a quite safe and easy environment

undone bluff
# tranquil wadi I see, Well then I will go ahead and scrap using this Character. I will look up ...

learn the basics of UMG/Widgets, create a slot widget, create in it a function or event for selection and deselection as well as a button prompt, you can make this a public variable that you set in the ingame hud or depending on keybindings.
Create a widget to house your ingame hud, create in it a horizontal box to keep all your slot widgets and store them in an array (you can create the widgets at runtime if the amount is variable), keep track of which one is selected and call their selection function so they can visually represent that state

#

now you need to assign abilities to slots somehow, this can be in the slots themselves as a struct array which stores slot and corrosponding ability

#

or you just store them separately just make sure they share an index

#

uh it's a lot

#

hopefully this helps you know where to start looking though

tranquil wadi
#

haha yea but I copied it to a notepad! So I will be able to follow along when I get to that point. I really do appreciate it from all of you. I didn't expect to get any responses so fast especially not this level of help. it's a lot to take in knowing it's not going to be a quick process. Wish I could of started this journey when I was in my teens when I had so much free time lol.

undone bluff
#

for the rest of the picture you'd need to use the native HUD class

tranquil wadi
#

Always wanted to make a game and live that life. But now im stuck working a press untill further notice XD.

undone bluff
#

it's something instantiated by the gamemode

#

and it's where you should be managing your hud widget

#

you can get a reference to it from the player controller

turbid pecan
#

Hey why would calling "length" on an array tell me theres one member, but if i then loop over it i get nothing..?

#

Like I am using a get node for the array and if i do a print on the length before the loop, itll say "1", but when I loop, its like theres no array members

tranquil wadi
undone bluff
#

in the player controller you'd have the enhanced input action for, say, slot 1, and on input started you'd use a blueprint interface function with an integer as input to tell the hud class to switch slots to the corrosponding index

tranquil wadi
undone bluff
#

and the hud class would manage the actual hud widget and handle switching the slots from there

#

I think this is all probably super overwhelming for someone starting out

#

you can get this working much easier by not caring about flexibility and scalability

#

create hud widget in the player character, cast to it and get a reference to the slots that way for example

#

don't get demotivated by doing things properly

tranquil wadi
undone bluff
#

just get them working first

#

most tutorial videos and assets are setup in a way that would immediately fall apart if you tried to put them in any larger game

#

learning to do things nicely is the endgame

#

if you're doing a small one year project none of this usually matters

tranquil wadi
#

Yea I think I understand that now. I thought if I could get at least the Paragon character to work it would boost moral and I can add on the skills I got a VFX pack free from the market place I was gonna use for fun. Sadly that all fell apart. I wouldn't mind getting a small adventure game going with creature AI and a few game mechanics but I think even though from an outside perspective that seems miniscule but I think I'm being humbled and learning it's still quite a lot of work.

undone bluff
#

but it's something to work towards for that one big passion project you maybe want to make one day

#

or if you plan to work with other people/in the industry

undone bluff
#

it has the enhanced input system setup

tranquil wadi
#

there is a soft and main end goal soft goal would be to get hired in so I can stop working in a factory setting and put my college degree to use. Main goal is to create a game that I would want to try and see if others would enjoy playing.

undone bluff
#

try to understand how that works with some guides and use it as a starting point

tranquil wadi
#

So the Third person template would still be a good place to start? That cuts out a lot of the beginning work which is always a plus.

undone bluff
#

definitely know how it's setup so you can do it from scratch, that's a huge boost to confidence

#

it's relatively well done

#

even has leg IK

#

the only thing that's an issue is the character movement component

#

you kinda just hand it input and it does its thing including replication and client side prediction

#

and it's some several thousand lines of c++

#

scary thing haha

#

I heard it's getting replaced with something nicer in 5.4 though

tranquil wadi
#

Lol, yea I have seen C++ code before. I tried to take C# classes for Unity but that kinda died off.

undone bluff
#

once you are very familiar with blueprints getting into unreal c++ will be a breeze

#

you'll already know 90% of what you need

tranquil wadi
#

That's good to hear. I quite enjoy blueprints. I dunno why it works better but visually connecting and reading everything just works for me.

undone bluff
#

yea I enjoy it a lot too, depends on what you're scripting

#

it's not one or the other either, you can use both according to your preferences and needs

tranquil wadi
#

Oh see that is good to know cause I thought you had to choose one or the other since when you start a project it asks you to select either or. I thought about using AI to help me code through C++ but eventually decided I need to learn or else what's the point.

#

Would, in your opinion feel a course from say Udemy or Skillshare would be a good choice? I understand everyone is different but it's something im not afraid to invest in. Especially since I want this to be my future.

undone bluff
#

eh no

#

there's some advanced courses that are okay, paid beginner courses usually suck

#

you probably want to start here

undone bluff
#

always look at free options first, sometimes they are genuinely the best there is

tranquil wadi
#

I didn't even know this even existed.. I will look into this. Awesome, thank you for this site. So far I have not dumped anything into Assets. I have a strong grasp on Blender and can model at a basic level. I even learned Maya, Zbrush, and Subpainter in college. However It was not the best taught way. So I only have a grasp of mostly basics. But most of what I know is through Unity due to a professor teaching us in that.

#

I always come to this cliff of realization.. I can make all the models and assets I want but nothing is done without coding. So I found out about BP and here we are lol.

undone bluff
#

blueprint communication is an overlooked essential

#

it's the basis of everything you will be doing scripting wise

#

try to get a good grasp of that as soon as possible

tranquil wadi
#

For sure I understand just how important it is. I envy you guys for knowing this stuff. Truly is incredible you can actually make your own games.

hard smelt
#

hello, I'm trying to use an animation montage on the starter third person mannequin. the animation plays on trigger, but the feet are fixed to the ground. I have the slot set to "FullBody". Anyone have ideas on what the issue could be?

undone bluff
hard smelt
undone bluff
#

yep

#

that's the issue

#

either put the slot afterwards or make another slot

hard smelt
#

I tried putting it to the very end of the animgraph for the postprocess, and still get the same behavior

#

everything is default with the anim graph aside from the slot

#

this is the pose I want. the upper body poses correctly, but the feet are planted center like IK is being forced.

#

before using the anim montage, I was just using the anim sequence, and playing it directly from the blueprint class.

undone bluff
#

I have no idea how the template AnimBP is set up, but I don't get why you put the slot in the post process

hard smelt
#

thanks

#

I thought there were 2 ABP's, and they were chained together, so I put it in PostProcess thinking it would be last

#

ABP_Manny and ABP_PostPorcess . I guess the PostProcess is just a sub reference and actually ABP_Manny just calls it?

undone bluff
#

it should be a linked animbp

tranquil wadi
#

@undone bluff Gonna let you go, and head off and do some reading an watching of the dev link you sent me. Appreciate all you have done. I'm sure I'll be back fairly soon lmao. I don't have much time before bedtime for work in the AM so gonna take this time to work on some of this stuff. @hard smeltGlad you got it working, congratz!

hard smelt
undone bluff
#

I honestly haven't had a look at the template since they updated it in UE5

#

and before that it was a single ABP without IK

#

but ABP_Manny probably accesses the post process using an anim layer interface

hard smelt
#

yeah, just trying to familiarize with UE5. I've dabbled since UE3, but never really commited to a project. now I'm trying to spin up a basic prototype as a hobby to remake a legacy game

worn tartan
#

I am looking to interact with this tub. I want to be able to attach it to my character when I approach it from the side in the screenshot, press a button to attach it, change the animation to the push animation, and be able to run it around the screen. Then I'd like to be able to detach it when I press the same button. There will be several types of objects that the character will be able to push around the screen but I want to start with this one to learn. Do you know of a good solution/tutorial I can follow or some basic guidance you can give me?

#

I know there are some tutorials out there where it shows you how to push an object but I need to steer it left and right as well.

vague dome
#

I have a camera attacked a spring arm on my character, and i want to find a vector location (green dot) that is based on a variable distance (red line) from the player horizontally. The point should always be the horizontal forward vector of the camera (blue) but the distance needs to be fixed from the spring arm root (yellow point), independent of the pitch of the spring arm.

I am struggling to figure out a decent way of doing this where it's not leading to wierd offset issues

#

i do not have any spring arm lag, but it still seems to offset wierdly when i rotate the springarm

gentle urchin
# worn tartan I am looking to interact with this tub. I want to be able to attach it to my cha...

Break it down into tasks..first interact, generally. Interface or component. Id lean towards component as we're already needing statefullness (pushing tub)

Steering is much like regulae steeeing really. Id probably have an animation blendspace for the steeringneffect, and skmoly apply some delta rotator while steering.

Next would be updating the anim. This might be its own anim state, or overlay. Reading out the steering delta

worn tartan
#

Ok awesome thank you! I will make note of this and give it a shot

spring walrus
#

can someone help me on how to make the buttons greyed out when you cant go any further

lunar sleet
spring walrus
#

Thanks

ashen compass
#

Are object references in the vars of a BP nulled out automatically when the BP is destroyed?

lunar sleet
normal crow
#

Has anyone used a modular character (multiple skeletal meshes) and gotten ragdolls to work? I can not tell what I'm doing wrong here (I'm using the Set Leader Pose Component).

Obviously, the legs are not ragdoll-ing correctly. has anyone had a problem like this or have any idea what I might be doing wrong? (I'm pretty sure I'm not missing any meshes when I apply things, I copied them all from the components window).

This is Unreal 5.2

uneven coyote
#

im pretty sure this is something simple i just can't figure out but i have a jump scare with the end point with the navmeshboundsvolume but yet when the trigger is triggered character will only run in the same spot?

frosty heron
wispy badger
#

I cannot change default map fields. They are locked for me. I changed my default game instance to an empty BP class for other purposes and strangely it worked then. But... it broke or I messed something up

#

Is it possible that a BP messed it up or not?

frosty heron
#

Not sure if the problem correlate with each other

#

Bp game mode just responsible for spawning the player

#

And doing more stuff behind the bg

wispy badger
#

So, why are the settings locked?

frosty heron
#

What settings

#

It's prob a better idea to post a picture along with the question

frosty heron
#

Where exactly is this

#

It would help to see the window

wispy badger
#

Project settings -> Maps

frosty heron
#

K u don't change it there

#

If u want to change the default values, edit it in your game mode class

wispy badger
#

I could change them just fine with default (or non existing?) gamemode, hmm.
The gamemode is a C++ class. Would I need to make a custom BP class for this too?

frosty heron
#

You generally want a bp version of any cpp class you make

#

But regardless this is the wrong place to change it

#

Make a bp class out of your game mode

#

Then open the game mode bp class and change there

#

For what game mode to use , you can set it on per level basis

#

Via world settings

wispy badger
#

When I create a Gamemode BP class, would I have all related settings already in there or no settings at all like in GameInstance?

frosty heron
#

Apple and Orange. When you create a fresh bp, it will just inherit w.e default values the base class has

wispy badger
#

Hmm, so GameInstance inherits nothing then?
Okay, will try that with GameMode

surreal peak
#

There might not be much exposed to BPs, cause that's an extra step. Doesn't mean the Class itself doesn't inherit anything

gentle urchin
#

Picks up network error / travel failure at the very very least

#

In bp

wispy badger
gentle urchin
#

The events are there

#

You just gotta grab 'em

queen heron
#

even tho the return value returns true, the camsocket mesh doesn't show any animated movement from the socket bone

#

I'm tryna make the camsocket mesh to be both affected by the spring arm and the animated bone called "TPS_Cam" so that when the player is in third person, the camera wouldn't be just static

#

I'm using a bone because the camera shake system doesn't have the options I need

gentle urchin
#

Class == Class runs true for subclasses aswell ?

#

nvm, ClassIsChildOf exists

silent drift
#

Is there a way to make a Component have a "choice" of components? E.g. I want to have a BPC_Health_Base that has all events, and so on and where I can add several events, but for enemies, I want to use either BPC_Health_Enemy_Standard or BPC_Health_Enemy_SpecialHitAreas that has the same things as the base, but with the actual logic as well. And Ideally I want to add the BASE to the Enemy Character Base, so that I can assign all events there, and then for all "children" based on that I can choose to use either Standard or SpecialHitAreas.

queen heron
#

alright, I'm getting close to what I want
now the last thing I gotta do is determine the forward vector so the camera doesn't start approaching the character when the rotation is different
tho idk how to do that one

#

ah, alright ok, turns out I actually need "Get Socket Transform"

#

so that the vector of the selected socket is Relative

#

tho I still seem to be missing something

#

X and Y still swap out depending on actor's rotation

#

ah, there we go, the target which I was transforming with the socket had its rotation set to world

#

had to use the print string to see what the Current TPS_Cam Vector variable was giving

#

and the values were ok

gentle urchin
#

You can make a component have it all, with configurable parameters for all the desired effects and generic event delegates that carry on some identifier for the specific event

#

But the main component must then implement all the special hit area logic

#

And trigger the delegate if something hit corresponds to the config of hit areas

#

Wether thats multipliers or weaknesses or...

#

The actor itself ( or a manager/factory) is usually the composer of components tho, and not a component ..

silent drift
#

Mm

#

Figured that out after some googling. ๐Ÿ˜„ Thanks for the answer.

gentle urchin
#

Sounds like you want some composition structure

arctic elm
#

Hello.
I want access values from a data store using a string as key. (preferrably in constant time)
This data store is a serializable file that other people can edit.
What's the best way to do it with just blueprints ?

thin panther
#

Does this data store need to be edited outside of the engine

arctic elm
#

it should be editable within the editor like a data asset by other devs.

magic mica
#

I am moving my character in the X-Y plane on a surface that varies plus or minus 25 in Z, but the transform places the character under the surface geometry every time. How do I set it to land on top?

thin panther
stuck sentinel
#

yo guys

#

i made an event begin play to play sound ok

#

then i create a collision to transport me to a new level

#

when i enter the beginplay sound plays

#

why

#

like everything in event tick and begin play plays again when i enter a new level

#

how to disable

steady night
#

hey

#

how would i make it so if a class string is empty it skipps that space in the text

#

anyone :/ ?

normal crow
# normal crow Has anyone used a modular character (multiple skeletal meshes) and gotten ragdol...

Issue is caused by the by the parent mesh (ie the 'Leader Pose Mesh') either not having the bones or ragdoll collision of the lower half of the body.

Fix:
Ensure basemesh has all bones in the Skeleton and PhysicsAsset; use a material that does renders as invisible or has no alpha (HiddenInGame or Visible doesn't seem to work, probably due to engine optimizations or more likely I'm doing something wrong.)

versed sun
steady night
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cool

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ill try it

versed sun
steady night
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@versed sunawesume

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ty

dark drum
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I'm currently looking at an issue on one of my projects where the camera goes through walls. I've tracked the issue down to moving the camera (local position) away from the end of the spring arms it's attached too. As this offset is still needed, I was thinking of using a second spring arm to control the offset but this would require some additional math to calculate the rotation and length of the spring arm and camera rotation based on the desired offset. Does anyone have another other suggestions before I go down this route?

gentle urchin
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Thats what the springarm do anyways (on that part)

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But with local offsets youd probably get interesting scenarios if you got zoom etc

sand yacht
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Hi, I have a system where the player can rotate and drag the camera around using their mouse as shown in the picture. My issue now is that the cameramovement directions get messed up when i rotate the camera, since it still moves in the X direction regardless of the rotation of the camera

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fixed, shouldve used add local offset ofcourse

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okay not entirely, the X directoin works now, but up and down becomes zooming in and out after rotating

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basically i want to lock the movement to a flat plane

wispy badger
steady night
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@versed sun ey

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how would i change so it would add on a new line each input ?

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like so ?

lyric rapids
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When i spawn enemies at runtime they dont want to move at all on the nav mesh

steady night
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@lyric rapids

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its on placed in world by default

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change it

dark drum
gentle urchin
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Id probably predict trace locations based on the current offset direction and verify before allowing movement there

dark drum
dark drum
sand yacht
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this is what happens now if i double the length for example

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fixed it! juts had to rotate the springarm instead of the camera in the viewport

steady night
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What could cause this value being -50 and its not reacting to Less the 0 ?

lofty rapids
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the code should work as you put it in

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if it's less than than the branch should be true

dark drum
steady night
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well its not :/

lofty rapids
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you print string the number before the branch ? and then some prints after the branch ?

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or maybe breakpoints to see where it goes

steady night
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well i am and its printing as if thje value is positive

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but the print says its negative

lofty rapids
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well the logic usually works as programmed

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i can't imagine they f'd up the branch somehow

dark drum
lofty rapids
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the fact is it's not > 0 if the branch isn't true

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unless there is some sort of bug, which i'm doubting

steady night
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how can i get it to print on the log

dark drum
steady night
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aye it is

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-59

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50*

steel shadow
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Hello, I'm wondering how I can make a projectile get the target place in the world so It shoots to it and not in a wall if the target is placed higher than the shooter

steady night
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@steel shadow trajectory u mean ?=

steel shadow
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for example when the guy on top shoots

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the projectile goes straight

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but not at the player "height"

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Makes sense ?

steady night
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not really

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is it aiming for hes root ?

steel shadow
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Well the projectile goes over the players head

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for now the AI just rotates to the player and shoots

steady night
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oh

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how are u shooting ?

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linetracing or projectile ?

steel shadow
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Projectile

versed sun
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you want to shoot downhill parallel with head height?

steady night
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u need to calculate trajectory or set homing missile

steel shadow
steady night
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add gravity to the projectile ?

steel shadow
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does homing missile locks to target ?

steady night
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u have to spawn the projectile with the rotattion towards the target thats what u want

steel shadow
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all the way ?

steel shadow
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but not the target rotation

steady night
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when u spawn the projectile just set look at rootating

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could probably use this

steel shadow
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hmm

steel shadow
steady night
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yes

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or no

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target is the projectile

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start*

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target the actor your aiming at

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shooting at

steel shadow
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Okey 'ill try something

sand yacht
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how can I save and load a spline?

steel shadow
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aha thx โค๏ธ

steady night
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np

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we all been there

gentle urchin
dark drum
steady night
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ok whattahell

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it works on the 2nd one themana but its exactly the same ??? or am i blind ?

lofty rapids
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theres no values in the > <

steady night
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aye theyre 0 on my end..

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its the site that buggs

lofty rapids
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print string the value before the > check @steady night

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it's probably not > 0

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branches don't just fail for no reason

short reef
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So, how does one get the current length of a spring arm?

lofty rapids
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target arm length

short reef
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No I mean the actual length of the arm at any one time

narrow pendant
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trying to read a json file in BPs, is my file path correct like this?

Game/Content/Data/data.json
/Game/Content/Data/data.json does not work either

an online json validator tells me my json is correctly formated

lofty rapids
narrow pendant
short reef
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No, that's literally not what I want, that value doesn't change

lofty rapids
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i change it all the time

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wdym yours doesn't change ?

short reef
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No, I mean during gameplay

narrow pendant
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if it is changing it should reflect in that var, it is what you want

lofty rapids
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i mean target arm length is the spring arm length

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you can change it during run time

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like zooming in/out

short reef
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That's not what I want, I want a value that adjusts if the spring has to shorten if it collides with anything

lofty rapids
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you want to know if the spring arm had a collision ?

stuck sentinel
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everything in event tick and begin play plays again when i enter a new level
how to disable

lofty rapids
short reef
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No, it's more that I'm sending out a line trace from the camera and I don't want it to extend more than a specific distance past the player

gentle urchin
narrow pendant
gentle urchin
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If theres no current length avaliable

gentle urchin
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Adjusted by collision

narrow pendant
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that is target arm length, no?

gentle urchin
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No

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Lies in the name

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target

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Not the same as current

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Or actual

stuck sentinel
short reef
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Yeah, target arm length is the desired length, not the actual length

narrow pendant
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does it not update? I might misremember

gentle urchin
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It doesnt update from collisions

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Its just a "this is the length we try to keep"

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Not the actual current length

lofty rapids
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at the end of the first level, switch it to second level stuff

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honestly i like to use strings and branches

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but you could use an enum also

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some sort of state for your player

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where you can check the value of the variable and branch accordingly

narrow pendant
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apologies then, I was misremembering the camera stuff. sorted my json problem btw, promoting the file input to a var makes things a lot easier ๐Ÿ˜„

short reef
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Thankfully, distance vector is a good enough workaround

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I'm actually surprised there's no actual length value for spring arm, though, at least from what I can find

gentle urchin
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Probably not bp exposed

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Thats a returning theme

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In this engine

short reef
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Epic really needs to expose more values to BP

stuck sentinel
lofty rapids
stuck sentinel
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i dont understand then sorry

steady night
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@lofty rapids they are printed before check ... they are negative O.oO.oO

lofty rapids
stuck sentinel
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no

lofty rapids
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you know about variables ?

stuck sentinel
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yes

lofty rapids
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well your variables are on your player will all reset when you load another level

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pretty much everything resets except the game instance

stuck sentinel
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what is the game instance

lofty rapids
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i believe it's the "instance of the game"

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i don't much about the flow of execution

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but it's run at the start, and persists even if you load levels

stuck sentinel
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okay then for this game i will continue in the same level future games i will use game instance

lofty rapids
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well it's just a place you can store stuff that persists across levels

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like a state, currentLevel information, stuff that stays across levels

lofty rapids
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all other branches are working correctly ?

steady night
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yes

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this is genuin crazyness

lofty rapids
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it's not possible that its -50, and < 0 is false

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code only does what you tell it too

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unless there was a bug in the engine, and i doubt branch is f'd

steady night
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yes i know enough to know that but something is bugged out

lofty rapids
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show where you print string the value

steady night
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yeah just remade verything so u can se everything

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sorcery....

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๐Ÿ˜ฎ

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found it

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i removed them and replaced with new

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then it worked

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i knew something was bugged

lofty rapids
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hmm

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so the nodes were just f'd

steady night
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suppose so

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corrupted or something

lofty rapids
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makes sense, if nodes not working try restarting it lol

steady night
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aye

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still supoer weird tho

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thus i have occured stuff like this before so not suprised really

mild valve
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Hey guys, I want to ask maybe someone knows why GetRandomLocationInNavigableRadius works with bug I think in 5.3.2? Just take a look at the code and short vid. Looks like node is taking offset based on the world 0.0.0 and I don't understand why it works like that. It should search radius based on actor location, not actor location + world offset?

glass cipher
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hello, I was browsing through Lyra project and I noticed one thing, when you try to make a blueprint class it looks different. Usually it gives you choices between "actor" "pawn" "Character" etc... but in Lyra it looks like this

I wonder if anyone knows how to achieve that

marble tusk
dim agate
glass cipher
dark fox
# glass cipher yeah but I wonder how can make them selectable Under Common classes instead of "...

Pick parent Class window read a list of default classes from BaseEditor.ini file which look something like this

[/Script/UnrealEd.UnrealEdOptions]
; Class picker dialog settings
+NewAssetDefaultClasses=(ClassName="/Script/Engine.Actor", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/Engine.Pawn", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/Engine.Character", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/Engine.PlayerController", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/Engine.GameModeBase", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/Engine.ActorComponent", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/Engine.SceneComponent", AssetClass="/Script/Engine.Blueprint")

You can override this list in your project by modifying DefaultEditor.ini to this

[/Script/UnrealEd.UnrealEdOptions]
!NewAssetDefaultClasses=ClearArray
; Clear the original list
+NewAssetDefaultClasses=(ClassName="/Script/MyModule.MyClass", AssetClass="/Script/Engine.Blueprint")
+NewAssetDefaultClasses=(ClassName="/Script/MyModule.MyClass2", AssetClass="/Script/Engine.Blueprint")

silent stag
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I am working on a turret system in a multiplayer project, and everything is working fine. However, when there is a dead character, the turret gets stuck on them. When I use the 'if character is dead' bool, it stops the turret, and I can't make it forget about the dead character. Does anyone have any suggestions for this?

gentle urchin
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If current tsrget dies, untarget them.

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Dont alliw dead targets to be... targeted

glass cipher
glass cipher
summer sail
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Hello folks, hope its okay to ask, can anyone recommend a channel/tutorial to learn the basics of character controller, animation blending etc? I'm a 3d artist trying to learn how to make my characters functional in UE5 Thank you in advance

lunar sleet
summer sail
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Yes I've tried to read the ue 5.3 user manual but its so disjointed I find hard to navigate

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Sorry Im not sure how to phrase it, create the structure that gets controller input to move the game character

lunar sleet
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Use the left panel to move through the pages

lunar sleet
summer sail
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I'll give it a shot but this manual branches so hard its really hard to know what I should be reading first

lunar sleet
summer sail
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appreciate the response

slate fable
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How would someone go about making a dice roller for a D20?

keen widget
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how to use name(text) to get random seed number from it?
like when in games name of world is converted to seed for procudaral generation for that world

ashen compass
wispy badger
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is there a better way to do this? Im trying to make a BP functions that enables or disables a UI widget passed to it (if its enabled then its both enabled and visible. If its disabled then its both disabled and hidden)

ashen compass
# keen widget here i made it

Thatโ€™s a lot more complex than needed if you just want to simulate rolling a d20- all thatโ€™s needed is a random integer node w/ max 19 and add 1 to the result

jolly hedge
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hi, i am trying to create a trap. I have a box collision if a character goes on it. I utilize "On Component Begin Overlap ( Box )". THe problem that occurs for me is that if my character is still on the box and moves sightly, it registers again that it has overlapped. I want it to register, then wait like 5 seconds and check if he is still there. How do i do this?

random pulsar
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hey ,i have a basic enemy ai setup and i want to make different behaviours for others,but this one is the base,can i like make childs of this one and change the mesh, anim class and other things .

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do i better create child ?will it work?

lost wolf
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probably the only easy way to make it better is to use c++ instead of bp