#blueprint

1 messages · Page 98 of 1

wispy badger
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better in terms of optimization. I know, micro optimizations are a one way ticket to hell

ashen compass
dawn gazelle
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You'd need something that convert any non-numeric characters in the string to a number. You can use a free plugin like Low Entry Extended Standard that can convert strings to bytes which you can then work with.

This here is an example of a recursive function that should take a string of any length, and continually compact it by summing the values of each string character until only 4 bytes remain (the size of an int32). The array of bytes can then be used to convert to a number.

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Though I wonder if you have a string long enough if you'd always end up with the same seed

keen widget
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thank you!

dawn gazelle
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Point is, you need to convert the string to a numeric value to work with, once you are working with numbers you can use math to do whatever you want to get your seed.

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You could do it a bit differently, like say, if you have letters and numbers, you could make a MAP of character (string) > value. Then parse through your string's characters look up the value, and then just add them up to a total.

flat coral
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Okay I know that AddForce is the per-tick one, but on my life I can't remember what the OTHER one is called, the one that's a single big push?

short bramble
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Hello! Is there a way in BP to get the optional level name of an instanced level? Not the outer>level, but the unique instanced level name of an object is part of that sublevel. Thanks!

short bramble
frosty heron
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@wispy badger game mode if u want to spawn your character with the game mode.

Game mode base if u dont

flat coral
frosty heron
wispy badger
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Would I be able to spawn player via BeginPlay from GameMode or how would it look like?

flat coral
frosty heron
novel igloo
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Hi, I just wanted to share a fundamental knowledge that I missed from UE documentation regarding how Trace Channel works with Block and Overlap settings.

Trace channel on a collision object (static mesh, collision shapes, etc.) must be set to Block for the TraceLineByChannel to pick it up. It will not work if it is set to Overlap.

On the other hand, channel set to Overlap will work with Multi Trace Line By Channel, it will also work for when set to Block. The difference here is that Overlap allows the trace to pass through, reporting the hit, and potentially reporting other hits along the trace, up until an object set to Block is hit - this stops the trace.

I have read through the docs few times and I was unable to locate it, and I figured it out by trial and error. If at least one of you finds it useful, it was worth the effort (doing the screenshots 😉 ).

wispy badger
wise zodiac
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Hi I have a question, I want to use loading page till all shaders and texture are ready , but it seems that it always fire the event before all loaded .

frosty heron
frosty heron
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Streaming is what make the loading faster

flat coral
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Does BP have a verison of "Final" for methods? That makes them so they can be called by child classes but NOT overridden?

frosty heron
lime basin
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why its so rare to see collapse to node?

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its almost never being used by people

flat coral
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Because why not just collapse to function instead?

lime basin
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is there something wrong with it?

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idk looks better

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?

flat coral
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Honestly I find it collapse to node makes the graph LOOK better, but the price is that both the outer graph AND the inner graph are harder to work with

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Collapsed nodes occupy this weird in-between, where they're SORT OF their own function but also not, and it ends up being the worst of both worlds in my opinion.

wise zodiac
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didnt find the way that work

frosty heron
pastel skiff
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is there a way to check if the collsion box overlaps with an actor ? and i dont mean evnt begin overlap i mean like if box overlaps with character do something

frosty heron
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That's what begin overlap is?

flat coral
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Okay so I'm making a system where a pawn tries to jump at the player, and basically turns into a projectile until it hits something. The problem is that the pawn starts off touching something, whatever surface it's currently on, and my "on hit" just instantly collides with whatever that starting surface is. How do I fix this?

I've tried adding the currently-colliding actor to the ignore list for collisions, but sometimes there are multiple actors involved (EG a floor with a carpet on it, it could hit either). I've considered making it wait a moment before enabling collision, but the jump is pretty fast so dialing in that wait time is really tough and can result in bad behavior too, where it feels like it SHOULD have hit something but doesn't.

frosty heron
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If a comp overlap with something

pastel skiff
frosty heron
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U r reading it

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Isoverlappingactor

pastel skiff
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dnag im stupid thnaks will try

soft plinth
flat coral
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Is this seriously the best way to check whether an actor has a component? Or am I missing a cleaner function?

supple dome
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then you could do what character do, and create a function to get its component, or an interface

flat coral
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Basically this is a little bug that jumps at you and explodes. But if it misses, it goes back to crawling around. So it needs a way to know what's a potential victim and what's just a wall it hit. I do that by checking whether the impacted actor has my health component, meaning it can take damage

supple dome
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ah its a different actor, not self

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yeah seems ok

gentle urchin
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Tags?

flat coral
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I could use tags but this is easier

gentle urchin
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Let your health component add a health tag to owner

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Win win win

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Well if you've made up your mind then...

random pulsar
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please can someone give me a video from youtube how to set up curency system ,i want to spend and add money from different events and the money need to be the same on other levels

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i searched in youtube and didnt find

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this is not what i need

gentle urchin
dawn gazelle
random pulsar
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maybe the request is not good enough

gentle urchin
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is it just in-game currency or real life etc aswell ?

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if its just copper,silver,gold in-game it should be fairly easy

flat coral
gentle urchin
random pulsar
gentle urchin
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You can have no collision for the first ~second or so? to get off ground

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use a smaller collision volume so there's no colliding elements

gentle urchin
random pulsar
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))

soft plinth
random pulsar
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so it will be a simple type of coin,when you exit the game it will not save it,when you go to another level it will save,i want to have a shop where i can buy abilities,skins,and to be able to spend and earn money from different events

gentle urchin
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you gotta do that for it to follow

flat coral
gentle urchin
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they would be two very different concepts...

gentle urchin
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i believe you need a set rotation aswell

hoary ore
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What is the most versatile spot to perform calculations between stats and multipliers to affect things like gameplay abilities? What about the most performant spot?

I'm more comfortable with blueprints but if there's a simple way method with C++ I'm happy to try that too.

soft plinth
gentle urchin
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Soo... add that ? 😄

soft plinth
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Come onnnnnnnn....
This happens....

gentle urchin
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personally I'd probably use ISM's for this

lofty rapids
gentle urchin
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not a big fan of the spline meshes

lofty rapids
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but bp can handle most stuff

soft plinth
lime basin
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am I doing it wrong? My progress bar isnt updating but i tested return values of all of them and they work just fine

hoary ore
lime basin
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it is but widget progress bar isnt updating

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i put print string at end of percent

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it fires everytime

gentle urchin
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sounds like MaxHealth is 0

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I prefer passing both current and max with these events

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ensures that the calc is correct,

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and not relying on secondary stored variables

steel shadow
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Hello, I'm wondering something how can I make an AI backpeddle for like 30m ?

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Does it have to do with

lime basin
steel shadow
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that worked

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if anyone is wondering

jagged violet
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hello guys I would ask you what it the best course for Beginners in blueprint It doesn't matter if it's paid or free

spark steppe
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and then there are some more by epic with example projects etc.

gentle urchin
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plenty of learning content

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||I think if you pay Ben, he might give you lessons aswell||

queen valley
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guys, how do I make it so my actor attaches to the socket? It just stays floating mid air if I disable simulate physics on the fly when its already spawned

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why is that?

jagged violet
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I'm 3d artist

sonic arrow
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ok, so lets say I want 15 guns in my game, what is the best way to implement them with blueprints that doesnt take up much storage

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do I put them all in the player? or do I make seperate blueprints per gun that the players blueprint can access?

gentle urchin
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separate bp's

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what storage are you concerend about

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most storage comes from assets used

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not the bp / script files

sonic arrow
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oh okay

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yeah no I was just tyring to keep download size smaller

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since the overall game is a smaller game

gentle urchin
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use low vert meshes, low res textures, etc

sonic arrow
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so how should I connect the BPS to the player?

sonic arrow
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but thers going to be a upgrade system that gives the players new guns as they progress, so they can spend points to upgrade, how should I give the players the next gun?

random pulsar
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did anyone have this issue with foliage?When i re open the level or open another level and then this,foliage disappears,it says failed to load

gentle urchin
sonic arrow
gentle urchin
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In the gun bp

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in the master_gun bp

sonic arrow
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man now im confused what do you mean master gun bp?

gentle urchin
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you'd want to use inheritance to avoid doing the logic several times

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so there's gonna be commonalities between all guns

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All of them can "Fire"

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all of them can "Reload"

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all of them got some projectile type

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etc etc

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all common things go into a parent blueprint

sonic arrow
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okay? next question do I make the blueprint a pawn or actor?

gentle urchin
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all specific things (common things specified) goes into child

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Actor

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It's not directly controllable (as a pawn would be)

sonic arrow
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okay, and the master gun BP is basically a template to copy paste?

gentle urchin
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pawns and characters are ment to be possessed by players

gentle urchin
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you create one master gun

sonic arrow
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yeah?

gentle urchin
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and all other guns are a child of master gun

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and if they need some unique things, they simply override what the master gun provides

sonic arrow
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how would that work? would it all be in one bp or many BP's?

gentle urchin
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many bps

sonic arrow
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okay so how do I make child bp's?

gentle urchin
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so 16 bps for 15 guns

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1 master gun
15 child of master gun

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Right click the asset -> Make child blueprint

sonic arrow
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okay, so in the master bp make all the variables, then in the child bps put assets like the model, animations what not, make sure they are children of the master gun?

gentle urchin
gentle urchin
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master gun also provides a default implementation for the basic events

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like Fire
Reload
StopFire
ChangeFireMode (?)

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ADS. who knows 😄

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only you know

sonic arrow
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there is going to be ADSing, ill tell you if I Run into any issues

gentle urchin
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no need to tell me

sonic arrow
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okay

sonic arrow
gentle urchin
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you create a variable of the correct type in the master_gun,

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can leave their defaults to nothing

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then in a child bp, you simply select the asset in the details panel

sonic arrow
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what would be the correct variable type for a animation / sound effect exactly?

gentle urchin
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AnimMontage

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USoundBase perhaps

sonic arrow
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how do I communicate that the player clicked left mouse button between the gun and player scripts?

gentle urchin
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Player BP has some variable for the current gun

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which is connected to the LMB click event

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LMB -> If Gun.IsValid -> Gun.Fire()

sonic arrow
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so how do I get the script to tell the gun when to fire? do I have to use a event dispatcher or something

gentle urchin
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You simply call the event on the gun reference

sonic arrow
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also how do I get the gun in the players hands to begin with? do I just drag it into the playercharacter bp?

stoic root
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Hi! curious if someone could solve my issue. Im trying to get an object to follow a spline path, and while it does that, it always moves to zero world location when in play mode. Even though i set the spline path at specific points in the environment. Any suggestions?

gentle urchin
sonic arrow
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wdym?

gentle urchin
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look up a tutorial

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for the things you want

gentle urchin
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My car runs smoothly, but it's a rather short track

stoic root
# gentle urchin any thing peculiar about these points

theres a spinning blade that should move along the path, however when i go into play mode the whole system appears to move to the 0 world location where the cube is. For clarity, the blade does move and rotate .. its just in the wrong world position, not where the points are on the path.

sonic arrow
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I just need to know how im supposed to attach the gun to the player and get the scripts communicating with each other

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and then how to switch through guns as the game progresses

gentle urchin
sonic arrow
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wrong

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errrr

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I just tried watching one and it straight up had no possible way to do multiple guns, the m4 that the tutorial was showing was linked directly to the player, there was no blueprint connections, both the arm and gun models where just part of the controller

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im so irritated and I dont know what to od

gentle urchin
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also watch the pinned link for blueprint communications

stoic root
gentle urchin
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And the distance is within the limitd of the spline?

gentle urchin
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Not world

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You want world

pulsar geode
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Is it possible to reverse the direction of the fade on a niagra beam? Currently the origin is solid with it getting more transparent towards the beam end. Ideally I want it the other way around.

gentle urchin
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Cant you do a 1- to it

pulsar geode
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Are you talking about within the material itself?

gentle urchin
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In niagara, or in the material i guess

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Im sure niagara can invert materials

pulsar geode
golden kite
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I'm building a closed captioning system by spawning Text3D components (for reasons) - 1 for each word - but then after a full line has been built, I'd like to animate the entire line to scroll it upward.

My question is how would you structure this so that you don't have to animate each word individually, but just animate the whole line as an entity. Would you group them (programatically in BP) or parent them, or merge the meshes? What's the simplest approach that lets you transform the entire line as a unit?

undone bluff
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is there anything else in the actor besides the captions?

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you can just move the root component

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if not then you attach the text to a scene component that is not the root and move that

golden kite
undone bluff
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yea so 1 scene component per line

golden kite
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I'll need to figure out how to dynamically create these "parent" components (and then destroy them later so I only have like 4 at a time). Is there a base kind of dummy container that's best suited for this?

undone bluff
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you just add component by class, grab your array of text then attach every index to the scene component you just made

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however

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you will probably want to make an actor per line or create components you spawn in and destroy to manage individual lines

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in blueprints your only real options to animate the upwards movement are tick events and timelines

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you cannot make a timeline at runtime

golden kite
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I like the idea of making a "line" component that you spwan in dynamically and then have a kind of addWord() function that dynamically attaches the word and positions it correctly.

undone bluff
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yea make a caption manager that spawns caption actors per line

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it will make your life much easier for the movement

golden kite
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I was really hoping to avoid hand-bombing the animation using tick events. Since the movement will always be a fixed distance (like up 100 pixels), I think I can create that timeline and then maybe attach it programmatically...? Never tried that before

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Can you just attach various actors to a timeline when you want to animate them and then detach / dispose of them when the animation is done and reuse that timeline for the next ones?

sonic arrow
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I still am lost trying to setup guns in my game, I am trying to make support for upwards of 15 guns

undone bluff
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all the timeline does is scale a value over time using a curve

golden kite
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Or maybe your original idea of moving the whole dang text spawner - it will just get higher and higher but that's prolly ok, since I will be destroying the lines once they should not be visible anymore....

undone bluff
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you can do that with event tick too, (in fact it's often the better approach)

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but the issue is

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you need to animate the lines independently

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oh wait

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only one will move up at a time right?

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forget what I said then, silly oversight

golden kite
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no, your instinct is right. It's kind of a "rolling" 3 lines of text....

undone bluff
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ah

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are they all moving at the same speed?

golden kite
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The next challenge will be - how do you create a "window" that clips or crops the lines so that when they go outside the window they are no longer visible....

undone bluff
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yea this is simple

golden kite
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(don't forget I'm not doing this in UI but as Text3D actors)

undone bluff
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this is a good usecase of event tick

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move all your scene components up a bit every frame and check if they exceed a certain value on their z position, if so destroy them and the attached text components

golden kite
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Yes, that is a good approach. The only thing is that the text should get "cropped" by its "window". Like you move the text up and then the tops of the letters are cut off and you move it up some more and more of the letters are cut off and then when the letters are no longer visible you destroy the line. Rinse and repeat. I just don't know how to achieve that 'crop" effect.

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Think of scrolling through a web page on your mobile phone or web browser.

undone bluff
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that has to be done with a shader

golden kite
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ah sheeeit

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tutorial time lol

undone bluff
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it should be fairly simple though

golden kite
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You've given me a good start. Appreciat ethe time and the advice

frank viper
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Hello,
A quick question.
I watched a tutorial on keep persistent information like color material choices stored in variables in the Gamestate and in a GameInstance.
I just dont fully understand why the info would be split up between the Gamestate and the GameInstance.
Why not keep all the info stored in either the GameInstance or the Gamestate?
Does anyone know the answer to this? 🙂
TY 🙂

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Does it matter?

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I am using event dispatchers to pass on the info to a gamesaveobject.

undone bluff
frank viper
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I see

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So no disatvantage if I have variables that store info in either or?

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It seems you can store it in both

undone bluff
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well if the level is unloaded so is the gamemode/gamestate

frank viper
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Or is one better for this use than the other one

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I see I have only one level

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So if I have only one level in the game it shouldn't matter right?

valid frigate
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Just wondering.... whats the best practice for having blueprints communicate with each other? Creating a function? so for instance i want up and down buttons for an elevator. The elevator will only go 2 floors. one button on the bottom floor, one button on the top floor and 2 buttons in the elevator. now for this should i be creating blue prints for the buttons with instances or do i make the buttons in the elevator blueprint?

undone bluff
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I don't know what you are doing, but the color choices, that I presume are dynamic material parameters, should only be relevant to the actors in which they are used

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if you want saving/loading then the instance and those actors will be relevant

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but I don't see how the gamemode or gamestate are

frank viper
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I have a customization thing going where the player chooses matrials and colors it builds in a structure.

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I see so the game instance would be a better choice to store all those variables in then?

undone bluff
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yea then the structure should keep its colors, if you, say, have a wall, and you make it red, then that only concerns the wall

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it should be keeping its own color

frank viper
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I see ok that answers my question thank you

undone bluff
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but you'd not really store it there, just use it to manage them

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they'd be stored in a savegame object

frank viper
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Yup I am storing them in the game instance and then it fires over to the savegame object via event dispatchers

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So I am using material interfaces

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As outputs on the event dispatchers

undone bluff
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though if the buttons are only ever used with the elevator and you don't want them for anything else

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you can really just cast

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have an elevator reference as a public variable on the buttons as well as the floor and you're good to go

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the buttons in the elevator should be part of the elevator

frank viper
valid frigate
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The buttons in the elevator are part of the elevator BP but its hard to figure out placement for the ones outside. I really just want to figure out BP interactions

undone bluff
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if you have like a power generator, give it an array to store all the things it powers and if it is shut on or off you can use a blueprint interface or event dispatcher to notify the connected blueprints

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then they can store whether they are powered in a boolean locally

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or you can go the other way around and make everything query if it has a valid power source

valid frigate
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TY i've checked it out but its a little greek to me, i learn much better when having guidance and asking questions

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ADHD brain

undone bluff
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what isn't covered here is actor components

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they are also a vital communication tool

valid frigate
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I'll read it over again after my class

undone bluff
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because you can pretty safely hard reference those

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kinda like interfaces but you can handle implementation

valid frigate
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I'm doing druid mechanics courses on udemy and a few courses on youtube and GameDev.tv

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It's nice having so many different ways to achieve things. but its a bit overwhelming lol

undone bluff
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yea it takes some experience to know what to do when

jolly cipher
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Hello!

New to Overlay materials. I was trying to simply set an Overlay material via blueprint using the mesh as target.
Nothing seems to happen.

So I manually add the over material on the mesh, still nothing.
If I add an index in the Overlay Materials and then add it, that seems to work
Just not sure I understand why / how to make it work via blueprints

valid frigate
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I did some stuff for functionality of a basic elevator for my level design class because i've only been working with box collision triggers. he told me to use flip flop instead of = for up and down

fleet sigil
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One of my bps never seems to leave the unsaved state. When I close and save all it does not lose anything but once launched it's unsaved again. Should i be worried?

slate fable
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I'm trying to make a d20 physically in the game. I want to be able to roll the dice In a 3d space but also have it calculate a number for combat

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Kinda specific because it needs to be able to be rolled to tabulate a few different things

thin panther
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which is ironic because they're great for Unity

lunar sleet
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Explains a lot about Unity 😈

silk cosmos
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Question for anyone familiar with the Common UI plugin. I have 3 common activateable widget stacks for adding and removing different menu types (game, menu, and modal). When I trigger my button to open my pause menu im pushing a common activateable widget to my menu stack. This all works fine. Im running into an issue however where in my pause menu I have a button to open my settings. I was just going to push another common activatable widget to my menu stack once the button was pressed, however for some reason its displaying it behind my pause menu (the activatable widget I had already pushed to the stack). I was under the impression the last pushed widget of a stack would display on top of the other widgets in the same stack? I can deactivate my pause menu, but then you get the weird fade in and out transitions from the activatable stack for both widgets when you close the settings menu (which I want, just not in this specific situation as it looks weird).

silk cosmos
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sweeney_activate I was pushing it to the wrong stack. I even checked it like 5+ times too. Thats an hour I'll never get back

cold lion
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Is there a way to prevent the CharacterMovement Component from randomly corrupting? I am in UE5 and this keeps happening

valid frigate
frail onyx
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Anyone know how to go about making a pressure plate that works with a physics simulated cube, not with playing a timeline on the cube hitting it, but like actual physics when placing the cube on the pressure plate itll weigh it down which will activate the door at a certain point and when you lift it the pressure plate will rise up as your lifting it. I tried looking for some tutorials about it and coundn't seem to find anything

empty mural
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Is there a good way to add additional collision spheres to body parts or weapons to block characters from phasing through walls? I can get a static sphere to block movement, but I can't attach it to anything and get a good result.

frank viper
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Anyone tried to set Chat GBT up to do repetitive coding in BP?
I have miles of code I have to do with saving and loading in UE4 and just wondering how I can create some kind of "macro" that just changes variables but repeats code in BP.

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A lot of it is copy and paste but I have to change variables and a few nodes here and there.

lunar sleet
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If you have to repeat yourself that many times, you should prly look into learning inheritance, bp function libraries, and so on

frank viper
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Prob is there is so much change I have to do with each repeat that it would create massive functions with so many variables that I might as well just code it without a function.

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I knew this when I started the project though I was one the fence weather I should create bigger functions or break things up into more "sections" of code.

undone bluff
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unfortunately I could never get those to really work 100% reliably

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the force actually exerted on it can vary a good bit

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and I was never able to calculate what to set the physics constraints to based on target weight

molten yew
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Where are public variables in a level blueprint located in the editer?

undone bluff
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there isn't really any per instance editing for levels afaik

molten yew
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hm, is there any point to making a variable public in the level bp?

undone bluff
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no, not really

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though I don't think there is any point to make a variable in the level bp at all

dusty flint
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does anyone know how is this node called?

frosty heron
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Increment @dusty flint

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If you are looking for the opposite , that would be decrement

dusty flint
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OMG!! thank you so much <3

frosty heron
undone bluff
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I only found out about increment in blueprints recently

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immediately went to replace all my add 1 > set nodes

molten yew
frosty heron
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And just drop it to the level I want

undone bluff
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like coldsummer suggested

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but you can make a separate manager too

molten yew
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Man I'm dumb completely forgot you can do that. Prob cuz unreal just has it built in the level

frosty heron
undone bluff
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which is why I still don't get why we use get nodes

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control rig did away with them mostly

frosty heron
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Saves me time copy pasting logic by having it in a single bp. I just drop my custom directional light bp to every level

molten yew
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Yea that's a good idea. Thanks!

dusty flint
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Hi! i have one question, could i end a simulation with a node?

frosty heron
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Simulation is just playing without possessing any character

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You can exit play with a bp node

frail onyx
#

https://www.youtube.com/watch?v=WiDWeb89W58&t=111s anyone know how to make a item slot system that generates an output when the item is in the slot like the one shown at 0:13 in this video?

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gentle urchin
viscid flower
#

I am using this BP to throw a ball and to trigger ragdoll to the actor that gets hit. The ragdoll only seems to get triggered when the character walks into it, but not when it was hit by it from the throw :/ Anyone know why?

#

Throw:

#

I tried having the collision set up to ragdoll and block all. Still have the same issue. It doesn't work when it's hit by the ball. Only when they hit it by walking into it.

queen heron
#

I've made this little blueprint setup where I get the angle distance between two rotators
it works ok, but the issue is that the values only go into positive

#

I need to make it go to positive and negative depending on the rotation direction

queen heron
#

same for the thrown actor

viscid flower
#

oh maybe I didn't for the thrown actor

main lake
queen heron
viscid flower
queen heron
frail onyx
queen heron
frail onyx
half swallow
#

Let's say that I have 9 separate Blueprints all placed into a level, all basically the same save for different static meshes; how much performance impact is it compared to having 1 single parent BP placed 9 times in the level?

main lake
# frail onyx ok, i have a pickup system where it lets me pick up any object with physics, and...

When the object enter the "begin overlap" of the collision box, you :
0 - Cast to see if the actor who overlapped the box collision is your cube
1 - Disable its physics
2 - You set the boolean "IsGrabbingObject" on your player to "false"
3 - You get the reference of the actor who entered the box collision from the "begin overlap event" and you set its position to the final position inside the slot

gentle urchin
#

It depends on the assets usedmim the bp, how they are loaded, and so on. Script in isolation takes up virtually no space at all

#

With that being said, im a fan of not repeating work so i'd have 1 placed 9 times.

main lake
# queen heron I've made this little blueprint setup where I get the angle distance between two...

You forgot to divide by the (mag a * mag b) https://youtu.be/WDdR5s0C4cY

Thanks to all of you who support me on Patreon. You da real mvps! $1 per month helps!! :) https://www.patreon.com/patrickjmt !! Dot Product : Find Angle Between Two Vectors.
Here I do another quick example of using the dot product to find the angle between two vectors.

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half swallow
#

just wondering if it's worth the hassle at all of asking the environment artist to make sure everything's fine after i consolidate the BPs

#

i'll still just do it; makes the workflow of updating the code in them much easier

gentle urchin
#

Worth the hassle almost every day

queen heron
rare moss
#

im pretty sure its magnitude but im not sure if that node exists either

queen heron
sonic crest
#

What's the shortcut key to navigate to the content browser of the bp class that im currently in?

spark steppe
#

CTRL + B

#

according to the tooltip on the button

sonic crest
#

Thanks so much

#

Gotta remember that

#

I keep forgetting

spark steppe
#

just remember that there is a button right next to the save icon

sonic crest
#

Lmfao
I went in the editor settings and looked through the shortcut key and did not find any

#

And it was there the whole time

main lake
gentle urchin
#

From forward vectors?

#

They already normalized

queen heron
#

all I want is to get the angle distance between the two rotators and also want the angle distance result to go negative aswell, not just positive depending on the direction which the control rotation is rotating to

main lake
gentle urchin
#

You gotta add that manually

#

Wether its CW or CCW

frail onyx
main lake
queen heron
#

got it working nice and fine with this

frail onyx
#

the only problem is if i keep simulating physics on when it goes into the slot it kinda glitches out and pops out cause its colliding with the slot im putting it into a little bit, and i also dont want to be able the player to be able to knock it out by accidentally walking into it

#

do u have any ideas for a possible fix?

queen heron
frail onyx
main lake
# frail onyx do u have any ideas for a possible fix?

to fix it you will need to change your code to let you pick objects even if they don't have physics on the first place like for instance by creating a parent class that will be the base class of all your pickable actors that you will derive from and cast to that class when you want to pick up that object and enable physics only when you release your mouse to release the actor

queen heron
#

unless its that what you're using?

frail onyx
queen heron
#

wait, what are you using to grab the object with?

#

is it a character?

frail onyx
#

Yeah, and the code i have for it is in my FirstPersonBP

queen heron
#

and whats the slot?

frail onyx
#

is this code in its own bp with a few cubes to make up the model and box collision

frail onyx
# main lake Do what I told you to do 🙂

im not exactly sure how to make it so it doesn't need physics to grab it though, i watched a tutorial and it just says that it wont work if simulate physics isnt on for the cube

main lake
frail onyx
main lake
frail onyx
#

no, well i originally had it so i could pickup any thing that i placed in my scene that had simulate physics on, but now its just an actor i have called BP_PhysicsCube and i might add more different ones that server different purposed like BP_PhysicsBattery which are batteries i can grab

main lake
frail onyx
#

no

#

is it like the trace responses?

#

so if the trace response comes back as an item that is grabable then i can grab it?

main lake
#

You can use this and you put tags on your pickable objects and when you press E to do the raycast it checks if the actor it hits has the tag you set, if yes then you can call your logic like you're doing above, so that way you don't use physics as criteria to pick up objects

#

and this will solve your issue with the slot where you will need to disable physics

#

but with tags you will be able to pick it up again and then you will be able to enable its physics again

frail onyx
main lake
frail onyx
#

wait where like after my 2nd branch node there?

main lake
frail onyx
#

how do i get a reference to change it on my main bp?

#

or do i just drag out from the hit component or hit actor?

main lake
#

or hit the component rather

#

as the physics is applied on the component if I'm not mistaking

#

the physics is on your component or the root of the BP ?

frail onyx
#

on the static mesh which is a cube so yah

#

nice it works now thanks!

#

only weird thing is i have a delay until i can pick it back up again

main lake
frail onyx
#

im pretty sure yeah

#

if i get in range of the slot collision it smoothly lerps to the location

#

and then if i press e to pick it back up it lets me do it

#

there is just a short delay though

main lake
#

I have no clue what's the reason of the delay

#

maybe it's because you're enabling physics too fast as it's still colliding with the slot

frail onyx
#

could it be cause the timeline is 2 second long so it needs to finish that out fully before it can let me grab it

frail onyx
#

alr yeah that was it, everything should be fully sorted out now, only thing i need to do now is make sure i cant put in an actor if one is already inside but i should be able to figure that out.

#

thanks for all the help!

trim matrix
#

Does anyone has/know a blueprint tutorial about inventory system with auto pickup instead of using button like [E]?

#

You know, just like minecraft when they autopick the loot

main lake
# trim matrix You know, just like minecraft when they autopick the loot

In this video I teach you how to create your very own inventory system. I also give you the choice to download it for free

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trim matrix
gentle urchin
#

Auto pickup is just entering the pickuprange and instead of presenting the option you simply try to add it to the inventory

main lake
#

General question : I keep seeing on most (if not every) tutorial about inventory, that when they're displaying the items in your inventory, they always clear the whole inventory icons before adding the icons back again with the new added item. Is it the only and best solution to do inventories ?

gentle urchin
#

No

#

Its lazy

#

But its also 'safe'

#

In case you failed updating some slot somewhere

#

There's no issues doing delta updates

#

@main lake in case you wanted a tag

dark drum
main lake
main lake
gentle urchin
#

No, just a dispatcher with slot id

#

Delta - only update the things that changed

#

The difference

dark drum
# main lake How ? Do you need 1 event dispatcher per slot ?

Have an 'OnSlotUpdated' event dispatcher on your inventory component that is called when a slot is updated. Make it have an input of the slot id.

When you create the slot, have it bind to event dispatcher. The event it calls should check the updated slot id, if it matches it's assigned slot id, it can then call a function to update the slot.

Something along those lines.

gentle urchin
#

^ i just let the inventory bins to it

#

Then route it to the correct slot

#

Avoids x amount of bindings

#

Saving that performance 😎

dark drum
# gentle urchin Saving that performance 😎

Yea, still early for me lol but yea, if you have a slot container, you could just have the slot container bind to it and call the update slot function on the relevant slot, assuming the container is keeping track of the widgets and its slot.

gentle urchin
#

Both methods are imo superior to clearing and recreating the entire inventory everh time

dark drum
#

Having said that though if you only have a small number of slots (a handful) you might as well just clear them all haha. This probably isn't the case for most games though.

gentle urchin
#

I suppose thats fair

#

No need to over enginneer a 4 slot inventory i guess

wild crater
#

I have a really strange issue. So I made a some BP structs (I know it's recommended to make them in C++, but I did it anyway for now) to be able to have a map of maps. The key value of the map is a struct with 2 enums. Whenever I set something to "None" which is the first value of that enum and I compile the BP, it's being set to "Metal" which is the last enum value...

#

yea pretty sure I found a bug in the editor... (4.25)

dry sleet
#

sure sounds like it

#

are the enums also bp?

wild crater
#

yes

#

I'll probably try to reduce the nested structs first and if that doesn't work, declare everything in c++

dry sleet
#

Yeah, no clue with 4.25, sorry

wild crater
#

lol I seem to have found another bug. By making a map of those types straight up (not putting the map in a struct). Now when I add a second element to the map, save and compile. It suddenly only has one element lol.

#

pretty astounding

#

it only happens when one of the enum values are "None"

dry sleet
#

I guess it's related

#

If the enum seems to lose track of itself like that it makes sense that it'd also happen when used as a key.

wild crater
#

Do you think moving it to C++ would solve it?

dry sleet
#

I'd say chances are good but not guaranteed.

#

At least you have the enum and struct clearly defined in front of you, not relying on some BP autogen mumbo jumbo

main lake
#

If we unpossess a character and destroy it, and then later spawn a new one and possess it, would it reset to default all the variables on the player or will it keep the values of the variables on the player ?

wild crater
#

I'll try it, it's my best bet

sonic crest
#

I started with Structs in C++
Felt much better, now working on my project from BP to C++
It's going great for now, previous stuff that didn't really work as expected, worked well in C++

#

And much cleaner

dry sleet
#

Unless you save it somehow.

wild crater
main lake
dry sleet
wild crater
#

yup

dry sleet
wild crater
#

something else: Whenever I edit a map like this, it collapses all of its elements which is annoying. Is there a way to disable this?

dry sleet
#

That drove me nuts too.

sonic crest
dry sleet
#

I haven't found a reason to edit pure maps for a long time, though. Used Datatables or Assets for most things as of late.

sonic crest
dry sleet
sonic crest
dry sleet
#

I don't like DataTables either since they're binary blobs, instead I prefer Data Assets (the new hot thing).

wild crater
#

I'm making a data structure that stores the impact sounds by material pairs (sounds of 2 material types colliding). So the key value is a pair and then the value is 2 sounds. This I'm putting in another map keyed by item type. Is that something you'd put in a DataTable instead?

dry sleet
#

But you can use the base values from the Data Asset and populate a map automatically, that you can then tweak.

sonic crest
dry sleet
#

Doesn't always work, but sometimes it does.

wild crater
#

Yea I like Data Assets. But seemed more like a thing you'd use if you want more than one instance of it?

sonic crest
dry sleet
#

The way you're doing it sounds fine.

#

Apart from the bugs!

sonic crest
sonic crest
wild crater
#

Yea I kind of understand the use case. But whenever I considered using them there was a missing feature or like you said the fact that it can't be edited

dry sleet
#

Like how you can define all the parameters of an item using the DA.

wild crater
#

I've been using Data Assets for content creation. For instance we have shop recipes that determine how the shop gets populated, the different recipes are in data assets which makes it easy to create content in separate assets and refer to them.

sonic crest
#

And can be edited?

wild crater
#

Not at runtime

dry sleet
#

It can't be edited at runtime (or at least shouldn't).

wild crater
#

Afaik the intended use case is to create content

dry sleet
#

Usually you create some container to hold a reference to the base DA, then any metadata that should be unique to that instance.

sonic crest
#

So, I have weapons 13 of them. All different usages

And I'm handling their data in a struct. When I need to fire, I just call that struct and get the, let's say Ammo Type or Trave distance or Ammo Amount... Etc, there's quite a lot of stuff. Plus these values can be upgraded or changed.

Is it fine??

Now I have an Inventory System and I think Data Assets with me are the best for that system.

trim matrix
#

Anyone know a tutorial for making list-based inventory system? I always find slot-based instead and since I new to this I can't modify or convert the slot-based to list-based

wild crater
#

Though a use case I've tried is to have some data that doesn't exist at runtime. I have an editor widget that can toggle debug settings at edit time, I store these in a data asset so I don't have to toggle everything when I run the game, just once when I launch the editor.

trim matrix
sonic crest
dry sleet
wild crater
wild crater
dry sleet
#

Yes, and you need a reference to the correct DT somehow, too.

sonic crest
#

Hmm

dry sleet
#

Unreal has a wonderful thing for DA:s called PrimaryDataAssets.

#

That's definitely over to #cpp territory, but the gist is that you can request them by name.

#

You give the data asset an ID which you can then use to load it.

#

You can also load it asynchronously very easily, and what's more you can request Unreal to also load all soft references contained within the DA if desired.

#

Ah, maybe too in-depth, but it's a very nice thing to look into if you're interested in a more data driven system!

dry sleet
sonic crest
#

I'm sorry, I'm still blank about Data Assets.
I created a Primary Data Asset
Added the Struct. If I have 13 weapons, do I have to have 13 PDA? And how would I retrieve that information?

dry sleet
#

Sure, have 13 instances of that PDA.

sonic crest
#

Ehh

dry sleet
#

You create them using the right click menu (Create Advanced Asset -> Miscellaneous -> Data Asset).

#

For instance here's some junk DA:s from our game.

wild crater
#

Well. If the weapons also still have their own BP. Maybe this isn't the best use case? Unless you want the DA's to get data for your inventory without having to instantiate the BP's?

dry sleet
#

The item definition can include the base class of the item to spawn.

sonic crest
#

Weapons do have their own BP yes. I was thinking mostly of the weapon data like damage, range, traces... Etc

#

Maybe you're right, not the best use case for Data Assets. Will definitely use it for my Inventory system tho.

dry sleet
#

Every usage of a Data Table is better suited as a Data Asset.

#

Don't need a PRIMARY data asset in this case.

#

Just create a DA property on your weapon that you can slot a weapon data definition inside.

sonic crest
#

Got these. Apologies for phone picture, I don't have discord on my laptop

dry sleet
#

You'll need to define your data asset format too.

#

With a class that inherits from I believe UDataAsset

#

Then inside that, just like a DT row struct, you define all your damage stats and such

sonic crest
#

Create it in C++ then use it as the base in BP

dry sleet
#

Exactly.

#

Maybe we should jump to #cpp ? :)

sonic crest
dry sleet
#

Aha.

sonic crest
#

Slipped a bit there.

dry sleet
#

Well, the Data Asset is just like a slottable struct.

#

That you can create and edit separately from the BP it resides in.

#

It can be nice, in your case, perhaps, if you want to have many weapons that share the same stats.

wild crater
#

When I think of DA's, I think mostly of cases where the only difference between objects is data. I guess the way you propose to do it @dry sleet is to put the base class for the item in the DA as well and then when a weapon is instantiated from a DA, it populates that base class object with the data from the DA? So you don't need a separate BP for each?

sonic crest
sonic crest
#

Mostly damage, range

dry sleet
#

But it's equally fine to just have BP:s with slots for the DA that can be queried for damage stats :)

dark fox
#

Created 13 different Data assets for weapons is same is creating 13 rows in Data table you can't avoid that but I am guessing you don't want to put shared values (for example sounds) in all 13 of them separately. You can do this by creating a separate Data Asset specific for Gun sounds and put a variable for it in your main weapon structure for Gun Sound asset. This way you can share some properties. Like here I can share Abilities and Cosmetics in my weapons.

sonic crest
#

I see

dry sleet
#

Haha, I got a little carried away in this discussion and I should probably get back to work, but holler if you have any DA questions and I can maybe answer them later. Also the folks in #cpp love discussing DA:s :)

sonic crest
#

That would be a lot of data assets then.

dry sleet
#

And file size is teensy

#

Indeed, a DT with lots of structs takes up more memory when loaded because it must load all the rows no matter what.

sonic crest
#

I'll see what's best for my weapon. I'll mostly remain on the Struct. But for my Inventory System I'll definitely be using Data Assets.

#

Thanks Olaxan, take care)

dry sleet
#

Yeah, no need to refactor before you get the hang of it! Trying it on something new and then going back to use the newfound knowledge is probably best!

#

You too!

sonic crest
#

Will do 🍻

rancid moat
#

The issue occure because we have 2 sets of Logitech wheels, the G920 and the G25, and I want to set my IMC accordingly., so I get the Product ID to test things.

wild crater
#

update @dry sleet . I declared the structs and enum in C++ and now it seems to work as expected lol

#

pretty crazy that it's just broken though lol. But maybe not anymore in modern engine versions

dry sleet
#

A lot of things are broken in Unreal haha, but yeah, that's an old version for sure

wild crater
#

the more you try to do more advanced stuff in Unreal the more the cracks start to show

#

still an amazing piece of software though

dry sleet
#

Most of the modern systems feel fairly robust*, but some of the very fundamental things are janky

#

Like attachment

thin panther
#

Oh blueprint structs and enums are super broken and have been for years.

Epic like to pretend they aren't though

dry sleet
#

*) Exceptions apply

wild crater
wild crater
dry sleet
#

Yeah, comp. attachment and mobility.

thin panther
#

I've flat out had them irreversibly destroy a project (when I wasn't using source control)

dry sleet
#

There's a annoying bug where you can't edit mobility on instances of BP:s that are mixed C++ and BP added comps.

thin panther
#

Nothing like using a struct and boom, your project can't load anymore

frosty heron
#

@thin panther what could happen with enum?

thin panther
#

The amount of packaging errors can be insane too

wild crater
#

sounds awful

thin panther
wild crater
#

lol now I'm trying to delete the BP structs and the editor keeps freezing, they don't want me to move to cpp

thin panther
#

Id like to point out that's only for BP ones, c++ ones are safe

sonic crest
wild crater
#

at least it's freezing consistently lol

frosty heron
#

wouldn't use it for any other purpose tho

#

cuz I can't access the enum from cpp class

#

but it takes no effort to declare them enum in cpp too 🤷‍♂️ . Should have done that I guess

sonic crest
#

Yeah I don't. I just copy paste backups. I know it's sucky but

#

I definitely will someday have version control tho. I used backups because my internet was garbage and sometimes it doesn't work

#

But thanks for the pin

wild crater
#

just do it man, you'll never go back

thin panther
sonic crest
#

Aha

thin panther
#

You don't have to have a remote on the cloud, your remote could just be another location on your computer

#

I'm pretty sure Laura uses a local remote right?

sonic crest
#

I'll look into it and set it up then

#

Thanks

steel shadow
#

In my case my source control somehow 'broke' midway through the project and idk how to get it setup again maybe in a different form

#

I had to disable it

bitter wedge
#

hey guys i have a question, for my internship i need to make a cube that moves based on if you move a slider. i have tried a couple of things but i'm actually giving up. I cant seem to get it working

#

this is my current setup but it just gives me this error: User
Blueprint Runtime Error: "Accessed None trying to read property ScalableCube". Node: Set Actor Scale 3D Graph: EventGraph Function: Execute Ubergraph Scale Control Widget Blueprint: ScaleControlWidget

sonic crest
#

Slide_69

#

Nice

#

How are you referencing your cube tho?

bitter wedge
#

i made a variable and i chose it as an actor in the variable type

sonic crest
#

Yeah but you need something to reference your cube from the world

#

It can't know which one

bitter wedge
#

i have a blueprint with a cube in it

#

and i referenced the actor in the variable type

sonic crest
#

You have the cube here, which is public or instance editable.

When you open your widget, show me how you're opening the widget and what cube you're passing through it

bitter wedge
#

i'm still new in all this. i usually work in blender

sonic crest
#

Send pictures

bitter wedge
#

okay wait

thin panther
#

Pins of #ue5-general if you're new :)
There's a learning portal with official materials to get you down with the basics

bitter wedge
#

this is one

sonic crest
#

No. How are you opening the widget

bitter wedge
#

double clicking the widget blueprint and then i go into graph

sonic crest
#

Create widget, where are you calling it

#

By node I mean.

#

Ok, when you start the game. Does the widget appears directly? Or when you press a button?

bitter wedge
#

oooh i put in in the first person actor

#

wait

bitter wedge
sonic crest
#

Is that on an input ?

bitter wedge
#

yeah

sonic crest
#

Why

bitter wedge
#

on enhanced input action blablab

bitter wedge
sonic crest
#

If you want it to open once directly, just use your BeginPlay

bitter wedge
#

okay

#

i did that now

sonic crest
#

And, if there's only one instance of the cube is the world, GetActorOfClass and reference your cube

Back to your widget, click on your Variable cube, expose on spawn

Then back to your character, plug your GetActorOfClass Object into your Cube from the create widget

thin panther
sonic crest
#

Alright

twin sedge
#

Hey yall, kinda first time using animations in ue5, so i followed a tutorial and most things are working. My character just has a idle animation and a walking blend space. For the blendspace im using the speed and direction of the character to determine which animation should be displayed. Ive already checked if both variables getting changed, both do. The speed gets recognized, so the right animation for forward and backwards gets displayed. The problem is that the blendspace doesnt get the direction. In the animation blueprint the value of the direction is getting changed, but the blendspace somehow doesnt recieve it. Does anyone know why or could help me somehow? Btw i dont really get why the speed and the direction is zero while its not zero, as if the variable has two values at the same time. I think that might be the problem, that the correct value gets overwritten by zero, but no clue why that is happening.

bitter wedge
frosty heron
sonic crest
#

And will probably scale

twin sedge
frosty heron
#

where one is having it's direction changed (because you control it with input for example) and where the other one is stationary, hence 0

#

Play in editor and check if u only have 1 character

sonic crest
#

One for Player one for other maybe?

#

Try adding to your prints (get owner)

twin sedge
sonic crest
#

Hmm. Try adding GetOwner and see what it give you.

frosty heron
#

screen shoot the result

twin sedge
twin sedge
frosty heron
#

best bet is probably to debug and find out why you don't get the values you wanted

red cape
spiral swift
#

Hi, I'm not sure it's cpp issue or blueprint issue.
I've registered a lot of abilities to the default character's character controller, including moving, jumping, and moving the view, and in game I'm trying to possess this controller to another spawned pawn via a key event, at which point the pawn loses all of previous abilities and is able to simply move via WASD/space movement (not triggered by ability), and so far everything worked fine.
But when I triggered the key event again, trying to re-possess the controller to the previous character, the ability to move/jump/move the viewp, etc., that it was supposed to have, disappeared, and I was unable to do anything.
What do you guys think this might be and any ideas on how to fix it?

sonic crest
red cape
sonic crest
red cape
sonic crest
sonic crest
#

Where are you changing your camera location other than following the player

twin sedge
red cape
spiral swift
sonic crest
#

<@&213101288538374145>

#

Please don't click that link.

sonic crest
spiral swift
sonic crest
#

Test

#

Couldn't send messages for some reason

#

But I'd use Player State for that.

thin panther
#

Yeah we already directed there from the #cpp crosspost too.

thin panther
sonic crest
pseudo sparrow
#

Heyo, I want to make it to where the player can remap the keys to anything they want, but I've watched countless tutorials and I can't get anything to work, nor understand how what works and what doesn't and why. I would love some help with this.

I already have an options/controls widget, with InputKeySelectors in it, and mappings for the inital keybinds, (enhanced input mappings), I'm just not sure where to go from here

My Straight to the point Question: I want to know how to allow the player to change their keybinds during runtime, and have them persist on a Widget and mapping context after exiting and opening the game again

gentle urchin
turbid pecan
#

Is there a way to resize behaviour tree nodes so that if i have large annotations they dont extend to the end of the known universe?

simple echo
#

How can I move an actor along a path? for example, If I have the formula of a circle, How can I get the actor to move along that path?

spiral kite
#

how can I assign skeletal mesh as variable. I want to set several skeletal meshes as array.

thin panther
#

why do you need the make array explicitly for that

#

just make an variable of skeletal mesh reference, and change it to an array

#

though you'll probably want a soft ref

trim matrix
#

what does 'soft' mean?

frosty heron
#

This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

▶ Play video
wild crater
#

Do you guys have different naming tendencies in BP compared to BP? You could argue that specifying arguments in your function name is obsolete, but the autocomplete in BP doesn't show you the arguments like it would in C++ so more specific names can be helpful. So I name my function something like GetArmorFromType, whereas in C++ you could argue that GetArmor(type) suffices.

frigid summit
#

hi guys why does the widget still showing event if i called the remove from parent in hud

frosty heron
#

the most obvious reason would be you didn't remove the target widget

frigid summit
#

thats how i removed it dkw it didnt work

frosty heron
#

debug

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also make sure u don't have multiple timer widget created

frigid summit
rancid moat
#

the Get Registered Devices make my game crash
with a "Fatal Error" message on Package
and a "EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000070" error on Launch Game
There's, however, no issue while launching via editor.

I'm not really sure what the issue is tho?
The issue occure because we have 2 sets of Logitech wheels, the G920 and the G25, and I want to set my IMC accordingly., so I get the Product ID to test things.

frigid summit
frosty heron
kind willow
#

I'm trying to spawn a corpse on player's location when they die, but need quick saving/loading to still work on the corpse actor. How do I enable input on the spawned corpse actor? I tried this, but it didn't work

frigid summit
lofty rapids
#

so memory wise, if i get my game instance in several bp's, is that loaded multiple times in memory ? or bp handles that ?

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will there be a copy for every bp that accesses the instance ? or will bp handle the reference ?

spark steppe
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you will get a reference if you use the get game instance node

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and all of those references will reference the same game instance

lofty rapids
#

that's what i was hoping, that it didn't make copies thanks

lofty rapids
spark steppe
#

yea that will pile up references, but not game instances

lofty rapids
#

so if i cast to game instance on several objects, this piles up ?

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or they can use the same game instance ?

#

i might need to look into interfaces, i have not got into that yet

gentle urchin
#

The refs pile up

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But they all ref the same instanced GI

frosty heron
#

there is only one GI

lofty rapids
#

so it doesn't make a copy and store that again in memory

frosty heron
#

when ever u get, you are pointing to the same instance

lofty rapids
#

ok perfect

frosty heron
#

don't need to worry about a copy of a pointer

lofty rapids
#

so it won't load multiple of the same into memory

frosty heron
#

there is only one instance of GameInstance

lofty rapids
#

same for the player, if i cast in multiple objects it will just load the one into memory

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and will use the same for the cast ?

thin panther
#

the casting causing loading causes the default object to be loaded,
there is only ever one, and it is only loaded once, for the duration of play

#

it incurs quite a penalty with asset references, or barely anything with properly set up classes

short reef
#

How do I disable the tab key from focusing widgets?

raw orbit
#

was there a 2d int vector struct? i forgot what its called, just wanting to avoid making my own if i acn avoid it

kind willow
raw orbit
#

well they are floats but i suppose its not a big deal is it

versed sun
#

Actor A has a Hard ref to Material_A
Actor B has a Hard ref to Material_B
Actor C might be Material_A or Material_B
Is there any point to Soft ref Material_A and Material_B in Actor C?
(When I know Actor A,B, and C will be loaded)

raw orbit
marsh pilot
#

Currently having a strange issue where I'm trying to get my NPC AI controller to possess some NPCs. The NPC_BP is a character blueprint. Why is it not able to cast?

versed sun
#

Possessed Pawn>Cast to NPC_BP> set Pawn Ref

marsh pilot
#

Ah that did it thank you!

simple echo
#

In Unity, you can create an "Empty" game object, which is effectively an actor without a mesh.

There are a number of different reasons one may want to do this, but for me, I am trying to implement a Boomerang mechanic Where the throwable weapon "orbits" around this empty game object.

Does something like this exist in Unreal?

dim kiln
#

I download the project on another computer and some blueprint parts are missing. My version control says there is nothing different. Any ideas what is wrong?

gentle urchin
#

Or just an actor, without a mesh

#

Actor is more convenient imo

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Even tho its a bit more overhead

dawn gazelle
steady night
#

this is probably a dumb question but is there any way to hide the variables from ?

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from the details

gentle urchin
#

You can hide them under a category atleast

#

DONOTTOUCH is one ive seen before

random pulsar
#

when i cast to a widget what do i need as a object pin?

gentle urchin
#

A ref to the widget?

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Always a ref to the thing

#

You're trying to cast

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Cast is a 'type conversion'

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Requires a valid but possibly wider scoped reference to an instance of the object in question

steady night
#

how would i hide it Squize :/?

gentle urchin
steady night
#

hm mkey

lofty rapids
#

in this case a widget reference that you probably made when you created the widget

lofty rapids
#

you should just use the reference

random pulsar
#

this way i create a widget , but is not good cuz this means i have 2 same widgets 1 collapsed other visible

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of did u mean i create a variable with the type of my widget?

verbal wren
#

I am working on having an AI that will shoot a homing projectile at a target, right now I can get it to spawn, find the closest actor, and go that direction. However the homing is locking onto their feet, often missing, and im not quite sure why.

frozen cairn
#

Is there any way to prevent player bouncing on collision with enemy? And prevent main hero to jump on enemy?

I've tried different collision presets and if I need to use "sphere trace by channel" (for attack) I must use block preset between enemy and my hero.

barren sapphire
#

Hi!
I've an interesting problem waiting to be solved. Please help if you can.
I have a large amount of data saved float variables by tick
when I get those data I have this array:

#

I have it's time in milliseconds
my goal is to arrange those data to send them in correct time (as it was recorded)

dry sleet
#

You want to sort it?

spark steppe
#

you don't need to sort it

#

you use a delay and use the time

#

the delays will fire all at the same tick

#

and it will probably perform horrible

#

or you sort them descending, and each tick you evaluate the last element, if it should execute you do that and remove the last element

dry sleet
#

I would just sort the array, set a timer for the amount of ms specified, then pop the first element and repeat, I think.

#

If I understand the issue correctly.

spark steppe
#

i would just make an replay actor or component, and let it run on tick

#

after all, it's likely that there's a fixed interval so you can even adjust the tick interval of the actor to account for that

#

also overhead is quite smol if you just have to check one element each tick

barren sapphire
#

but there is a ctach for this method, in one tick there are many floats

gentle urchin
#

Id just pass the data with the timestamp

#

Sort it on recieve

undone knoll
#

Is there anyway to call an overlap the second any part of the mesh is overlapped, not just the center point?

barren sapphire
random pulsar
#

i have seted the coins in game instance and a boolean if the player can jump ,a store ui and debug jumping,it works,now how can i set up buying this things.For ex i will show the player by text how much both cost,but how do i buy it? i mean i compare on the button click event if there is >= coins than the price and if yes ,enable the boolean,if not do nothing?

gentle urchin
#

Sounds about right

random pulsar
#

forgot about the money,i need also to subtract the price after😄

blissful moat
#

heya, I am creating custom spawner for my enemies but I want to snap them to the floor when they spawn. They all have a different capsule size. Is there a way to get capsule size from a class reference?

#

Something like this

lunar sleet
#

Half height and height are not the same thing btw

blissful moat
#

I'll have to add the capsule height as a parameter in the class then I guess?

#

I can't access the components in that class

lunar sleet
#

It you want all of them to have the same half height why not just change it in details panel

blissful moat
#

ah no I want every enemy to have a different height

#

Eh, I'll make a parameter for it 😄

lunar sleet
#

Or trace to the landscape to determine the adjusted spawn location

blissful moat
#

Oh that sounds like a better idea

#

Hmm damn I still need the capsule size for that

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the root is in the center of the capsule

random pulsar
#

i want to represent the text by the jump price integer variable how do i link em here

#

to change only jump price and see that the text changed

lofty rapids
#

probably bind

#

you can bind a variable to the text

random pulsar
#

nice and easy hah

#

thanks

#

i thought there is another way

lofty rapids
#

ya you can bind it, next to where you would normally set the text in the editor, there is a bind you can click and select the variable

#

then when you change the variable, it will change the text

random pulsar
#

yeah but i thought there is another way,not binding but in event graph to display the text as integer

golden kite
#

This is a basic question but I can't seem to find the canonical answer. I need a reference to a Level object inside my animation blueprint (for LookAt purposes). The object is a TargetPoint.

I thought the best approach was to create and expose a variable that takes a TargetPoint, and then just grab its world location and pipe that to the LookAt node.

The character (Actor) is a Metahuman, so the animBP is on the Face mesh. I'm trying to figure out where in the BP hierarchy I should create that variable so it can be seen when selecting the charaacter in my Level outliner.

The Character BP inherits from a "BaseClass" Blueprint, since I want this functionality on a bunch of different characters across various levels.

If I create the variable at the "Base Class" Blueprint level, how do I bubble it up to the "Inherited" Blueprint associated with the instance of that Actor in the Level so that clicking on the Actor in the outliner show that variable in the Details panel?

#

(When I first created the variable directly on the Face Anim BP, that doesn't really show up in editor. This is why I'm thinking it needs to "live" on the actor's BP (or better, its base class)

golden kite
frigid summit
#

hi i want little help with this i want a thing like 4 enimes of the same blueprint placed in a level waiting and two attacking if the first two died the others can attack can someone plz help me

viscid python
#

The mesh of my character consists of 9 skeletal meshes (all connected via master pose component), if I put 4 of these characters into my map with this setup, performance tanks. Is there any way to optimise this? I only have the model in "modular" pieces, not a single mesh and need the 4 characters close together (it's a squad).

earnest wind
#

does your 9 skeletal meshes have their own Skeleton or they are all based on the same Parent Skeleton?

viscid python
#

They are all based on the same parent skeleton.

#

(all use the same skeleton).

earnest wind
#

Strange, I never ran any issue when spawning dozen of characters composed with multiple skeletal meshes, you should check the amount of triangles of your assets, one of them might be extremely heavy

random pulsar
#

now i can buy this abilities a lot of times even if i have them,how do i make it so i can buy it only one time?

viscid python
earnest wind
#

It actually cost especially when having a lot of vertices in your meshes but you should not feel it when spawning a simple squad of 4

brazen pike
frail onyx
#

Anyone know how I make it so only one instance of the actor can be slotted at a time? The problem right now is if one is already in and i move my cube into the collision range and then back out it thinks that the first object left and lets me put another in

viscid python
random pulsar
brazen pike
brazen pike
frail onyx
#

i tried something like that where i make a branch to check if an item is slotted and if so i cant put another item in the slot

#

but the problem is if i move another actor into the overlap collision and then back out it thinks i took the first actor out allowing me to put a second item in

brazen pike
frail onyx
#

do u know how how i can get that reference?

earnest wind
viscid python
brazen pike
# brazen pike

At least, I'm assuming this is what you are trying to slot in

#

Whenever you overlap with the item, thats the reference

earnest wind
brazen pike
frail onyx
earnest wind
viscid python
brazen pike
# random pulsar did i add it correct?

You probably want it to be on the player's Blueprint so that it always exists. If you close the shop widget and the array is on the widget, then the array will be empty the next time you open the shop

brazen pike
viscid python
viscid python
brazen pike
# frail onyx ok, im not exactly sure how to use that though/what do with it to make it check

Make a variable that is an actor object reference (assuming every item is an actor). When you try to slot a new item in, get your variable and check if it is valid. If it isn't valid, then you have nothing slotted in. If it is valid, something is slotted in.

When you are going to remove an item, get the variable and check if the item you are trying to remove is the same as the variable. Use an = node.

brazen pike
#

just to see

viscid python
#

Alright!

viscid python
brazen pike
#

or, you can slowly delete things until you find your answer

#

You can also use something called the session frontend, which will tell you exactly whats causing the issue. But it might take a second to learn how to use it

viscid python
#

Well it must be the models, as disabling the AI didn't have any positive effect on the performance.

#

So I will probably try to find a better asset.

brazen pike
#

Remove the skeletons from them

#

just make then an empty asset

#

If its the models, the fps will be normal

#

maybe the animations are problematic. You'll have to simply disable things and check if the problem stops happening

slate fable
#

still trying to create the dice roll mechanic if anyone got a minute 😄

gentle urchin
#

Is it problematic?

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To make?

#

Rand(0,sides)?

slate fable
#

@gentle urchin yea difficult for me trying to use a d20 in the 3d space

magic gorge
#

I think he means actual physical dice

gentle urchin
#

Oh like that

slate fable
#

Wanting to calculate it

gentle urchin
#

Calc? How so?

#

Wouldnt they just fall as they fall?

slate fable
#

like physically roll a dice and have the result calculated vs another roll

magic gorge
#

I know someone used linetrace or normals i dont remember how

#

to see which face was

gentle urchin
#

Yeah

slate fable
#

premise of the game is to roll a d20 then whatever the result is, is what dictates what happens next

gentle urchin
#

Or add small colliders

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To each side

#

Whichever is down, mirrored

slate fable
#

thats a good idea 😮 might do that and see if it works

#

didnt know if there was a way to get all faces and do a calculation on a print string

brazen pike
#

I'd be tempted to do it backwards. Predict the result then make the dice show that

#

I suppose there'd be an obvious point at which the numbers change

slate fable
#

@brazen pike would do that but it takes the visible mechanic out

gentle urchin
#

Would be hard to make that look natural wouldnt it ?

slate fable
#

yeaaaa lol im going to try the colission boxes on the faces and see how it does

gentle urchin
#

Small ones

magic gorge
#

this uses collision

brazen pike
gentle urchin
#

Half the area across

magic gorge
#

just search you find, even if its unity you understand the concept

slate fable
#

I've watched a few tutorials but none of em explain it very well

gentle urchin
#

You can also ofc just hide it under a cup or whatever

slate fable
#

its a tabletop game

gentle urchin
#

Yeah

#

Dont you use roll cups?

slate fable
#

nope 😛

gentle urchin
#

Pff

#

Gotta use cups

#

Avoids cheating

slate fable
#

Lol

gentle urchin
#

(And dices running off the table)

brazen pike
#

Hmmm calculating it mathematically using the rotation of the die would get tricky once you get to higher number sides

slate fable
#

I could use a dice tower I guess 🤔

#

I want it to feel as natural as possible

gentle urchin
#

Ah yeah, those too exist

#

Rarely see them

brazen pike
#

Invisible colliding boxes on each face? When it finishes rolling, do a raycast down to hit the top collider and check which side is facing up

#

might be a little more authoring but could work

gentle urchin
#

With colliders you dont need to raycast

#

Its simply whichever is still colliding

#

When it stopped

slate fable
#

so do a collision raytrace at each face using the bottom one to predict the opposite side (top number)

brazen pike
#

yeah but it might be a little rough to get the size right

gentle urchin
#

Depends on the size of the dice

brazen pike
#

I know I'd roll it and have like 4 sides colliding lmao

slate fable
#

lollll

gentle urchin
#

Id do half the width

slate fable
#

i can scale it up before doing it then scale it back down?

gentle urchin
#

If need be

#

Or you can ofc just

brazen pike
#

yeah, that'd work

gentle urchin
#

Check its rotation on stop

#

Should be an easy lookup table

#

20 rotations

brazen pike
#

I can see that getting so tedius though

slate fable
#

data tables?

gentle urchin
#

You automate it 😆

#

Auto roll untill tmap has 20 entries

brazen pike
#

didnt even think of that

gentle urchin
#

Im mostly kidding

brazen pike
#

I dont think I've ever automated anything so have no idea whats viable and what isnt lol

viscid python
#

The animations I meant.

frail onyx
ornate trail
#

Not exactly sure why this happens but if the control pitch starts negative the whole things lerps to -115 instead of 10

#

gimbal issue maybe idk. Basically when doing this ability I just want the pitch to come back up incase it was too low