#blueprint

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slate fable
gentle urchin
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im fixing it xd

slate fable
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🀣 OKAAAAY XD

gentle urchin
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only 3 faces missing

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there we go

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not my finest work but

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it works with what i was given

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So it basically tries to trace it, and if its hits a face thats above 19 (which is our highest face for the numbers) we just retrace

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having rotated the trace a nudge,

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and try again

mental sequoia
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Just a random question: how do I print the x value of the transform value of an actor using an arbitrary event?

raven mantle
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I'm trying to create a movement logic for a character in first person view, the movements and the jump work, but when I move my mouse to move my camera it works on the x axis but not on the Y axis, had Do you have an idea please?

slate fable
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I look at that am still confused to be completely honest @gentle urchin like I see what it is and can recognize some of whats happening and I'd like to understand better how you set up the variables into the array of int's you got going on

mental sequoia
gentle urchin
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rolled like 100 dices

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and got all the face ID's

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and visually confirmed which dice value it had πŸ˜›

slate fable
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I do not but I'm about to lol lemme read that

gentle urchin
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it's a container with 'pairs' of values

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a key, and a value

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you use the key to get the value

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so my key is the faceID of the mesh

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and my value is the dice value

flat coral
# slate fable I do not but I'm about to lol lemme read that

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slate fable
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you got it to run the trace outside of each number so it doesnt throw it off

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πŸ€”

flat coral
# gentle urchin

Wait hold up why not just add a relative offset to the trace start so it always hits up in the corner of the side, rather than the center

slate fable
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@flat coral a what?

gentle urchin
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or rather, some pairs of them are

flat coral
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Ah! But you dont know the face lol. Fair enough!

slate fable
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I'm going to try to implement this into a new dice blueprint now and read up on how to map it out and see what happens πŸ˜„

red cape
lime basin
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why does this restarts every time i compile?

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I set to 80 compile it goes back to 10 :/

flat coral
gentle urchin
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got some logic in pre construct ?

lime basin
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yea

flat coral
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that's it, that's why lol

lime basin
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default value for box is set diffrent value that gets reseted

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its not updating it to default values of width and Height that are 80 and 10

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nvm I removed them it works now πŸ˜„

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its a "fix"

flat coral
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Alright team got a weird one, why the hell isn't this pawn moving when I use Set Actor Location? The actual logic for generating New Location is omitted due to complexity, but note the logs: Every tick, the current location doesn't change, despite the supplied location being different from it.

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The extra-crazy wrinkle to this is I KNOW this function works. The pawn moves around as it should, UNTIL it does its jump attack move. It's supposed to resume normal motion after that, but it doesn't. It's calling the function, the values seem correct, but it just doesn't move

flat coral
faint pasture
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@flat coral when dk you turn physics back off?

flat coral
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Excuse all the debug prints

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You can even see that code getting triggered in the logs though

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(Ignore the warnings, that's just because it's dumb and continuing to do wayfinding pulses while in the air and it can't find the ground)

wraith loom
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Hello, whenever I put any kind of delay node into the body of a loop, the body of the loop only runs one time. Anyone know what's going on? The loop runs fine without the delay node in the body.

flat coral
flat coral
flat coral
cyan harbor
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I have a timer to decrease a progress bar and run some functions when its finished how can i make the timer go faster when a variable increases

dire frost
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you can even use the same timer handle that you used to create the original timer at an attempt to make this spaghetti somewhat organised

slate fable
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@gentle urchin lost trying to set up the bp lol that yellow SET node

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trace offset?

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nvm its a vector variable i think

flat coral
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Alright got some clarity on my issue. Simply running this single function stops SetActorLocation from working whatsoever. Sweep, teleport, doesn't matter.

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Hm might be because that sphere isn't the root component. Fixing that.

glad sand
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Can someone show me a documentary for how to use state machines(not animation one, player state machine one. Like running, swimming etc)

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even better how to make one πŸ˜„

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been using unity for a while but know nothing in unreal πŸ˜…

flat coral
gentle urchin
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So thats the offset that defines the radius really

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Then we rotate it if our hit index is >19 (our highest index for a side)

slate fable
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This is because I havent defined the int? I just copied the code as I saw it

arctic cloud
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I guess you could do a branch and use the CanAttack boolean, and if the bool is true do X and if false do nothing / Y

slate fable
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the attempts and *New Variable array are the things that need to be fixed in this case and being that I'm new I only have the slightest understanding as to where to navigate to fix this thing

arctic cloud
# slate fable

Doing it in Event Tick might (?, not sure) cause this, you are basically calling the retrace every tick in game. Try calling the event using a timer perhaps?

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Also that do once in tick is basically useless.

slate fable
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it worked for Squize earlier πŸ€·πŸ»β€β™‚οΈ

arctic cloud
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Try using a timer

slate fable
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^

glad sand
arctic cloud
# slate fable

Just saw it. You didn't connect the "AND" to the branch

glad sand
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i dont wanna make 10 booleans and cheack each and every of them one by one

slate fable
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@arctic cloud that fixed the error when running it but the line trace still doesnt show at least to debug, and I still gotta get those ints labeled so it'll be able to calculate a roll

arctic cloud
arctic cloud
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That might be it

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That's likely the reason why it doesn't read it. The video Squize provided you shows a line trace above the dice, that's likely your Rotate Vector Yaw (I think?)

tight pollen
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will setting up skeletal mesh from DataTable be appropriate?

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I want to use soft references

slate fable
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Get Actor Right Vector not there thats part of the issue prolly aswell as the above πŸ€”

arctic cloud
slate fable
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aye!

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nvm im looking at 2 different screenshots to compare my bps πŸ€¦πŸ»β€β™‚οΈ thats totally on me

rich ferry
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What's the easiest way to kill an actor but let the existing Niagara particles finish their lifetimes? I have a fire effect, and when it despawns all the fire and smoke just poofs out of existence instead of decaying naturally. It looks rather janky.

arctic cloud
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Also, Squize uses a map for the "New Var", while you are using an array. That also might be an reason (unless you changed it)

arctic cloud
# rich ferry What's the easiest way to kill an actor but let the existing Niagara particles f...
slate fable
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I am using an array. I gotta figure out how to use maps in general and how to navigate getting to it etc. everything else seems to work as needed even spits a "You rolled -1"

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the -1 comes from the >19 i think

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being that I have no numbers plugged into the map for it to pull from

glad sand
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very scuffed one but as long as it works πŸ˜„

arctic cloud
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that might be it?

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And if he's walking do X, if he's falling do Y, etc.

glad sand
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yeah thanks

arctic cloud
# glad sand yeah thanks

Just tested it with my character after falling from a set of stairs, the "Falling" action gets called. So that should be it.

glad sand
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thx again

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it really sucks when game is not working because I forgot changing one boolean in between some events and all πŸ˜„

slate fable
arctic cloud
gentle urchin
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Otherwise that would've been used ^^

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Could do it on some timer instead, but in a dice rolling game it hardly makes any difference

slate fable
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Found it! πŸ˜„ how in the world do I populate it now? 🀣

gentle urchin
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Like a regular array

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Or container

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Select the variable, check the bottom of the details panel

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Or... the bottom half*

arctic cloud
gentle urchin
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Should be a + sign there

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^

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NewVar is FaceIDToDiceValue mapping

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It was slapped together in a hurry so didnt bother renaming

arctic cloud
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And have no bugs (optional).

slate fable
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should only need 20 elements for the dice assuming 1 for each face? or did you watch how it fell each time getting the face ID then populating one at a time?

gentle urchin
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Yes,

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Only 20

slate fable
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the offset accounts for not hitting the number right?

gentle urchin
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The offset is there in case we hit the number itself yes

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Which gives us the wrong face ID

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8 degrees is just a random number

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Could be 45

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With 8 tries

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Or 22.5 with 15 tries

slate fable
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where do you see the face ID after you roll it?

gentle urchin
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Hit result from the trace

slate fable
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i see now

gentle urchin
twilit jacinth
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I am trying to make a laser emitter Actor Component to handle all the lasers on different kinds of actors in the game, but I am facing a problem of handling references and trying where to exactly put which functionality. Every actor has to send Niagara component reference upon Begin Play as well as their Forward Vector and Trace Start location, but trying to add the component to actor I have a bug report about missing Niagara reference on Deactivation. Not on the ACtivation node, but Deactivation Node

twilit jacinth
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Only problem I have now is laser firing in the same world direction on dynamic actors

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I wanted to ask if it is in general a good practice to hold different functions capable of creating VFX or something unique to Owner in Actor components

frosty heron
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If it's an ability I would probably use gas

meager spade
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Maybe a dumb question, is there a way to find out exactly where a class is used in BP? The reference viewer only points me to an asset but not specific place within it

frosty heron
meager spade
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But I guess I would have to manually look through it then?

frosty heron
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Or the param name

slate fable
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how do you tell the face ID's apart? when I roll the dice it says it rolls 0 and when i look at the output log [which i just figured out was even a thing] and the ID is identical almost every roll.

rich ferry
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Show the full code

slate fable
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just a copy of another string above

slate fable
rich ferry
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I would also make sure it's hitting the actor you want

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Did you get this system from somewhere or did you make it yourself

slate fable
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it doesnt matter to me much what it hits, it calculates it whenever it stops moving. Its a d20 dice I got it from help above and almost everything about it works the way it needs to I'm trying to build the last piece to complete this system. and that is to map the faces

rich ferry
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Alright I see what you're doing

rich ferry
slate fable
slate fable
rich ferry
slate fable
# gentle urchin

thing is.. I cant figure out how to calibrate it to when it hits be the right number and im working to figure out how to map it onto the map using the above for reference.

rich ferry
# slate fable

Is the debug visibility turned on for the trace in that clip

slate fable
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yea

rich ferry
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Why can't we see it

slate fable
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should be able to?

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small red line. i can make it bigger

rich ferry
slate fable
rich ferry
# slate fable

can you print the "hit actor" from that hit result and make sure it's the die?

slate fable
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uhhh

rich ferry
frozen ledge
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have you ever figured this out?

rich ferry
# slate fable uhhh

I suspect that because you're projecting from the inside of the die (right?) that it's not actually hitting the die.

slate fable
frozen ledge
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two problems with radial slider for me

  1. thickness scales with screen
  2. the opacity doesn't listen to the hierarchy or parent

any help with either of these ? ^ anyone?

slate fable
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in the video on the output log it shows what it touches

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i think anyways

rich ferry
turbid pecan
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Can you not have a map that has more than one value type?

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Like keys are "int" but values are a union of "name" and "int"

slate fable
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I did it and it gave me this

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didnt change the result after rolling it

rich ferry
rich ferry
rich ferry
# slate fable I did it and it gave me this

I think I'm out of ideas tbh, maybe do research into how the "face index" pin actually works, because sometimes stuff like that is not intuitive. I do have an idea for a different system though that would be simpler in the code, albeit harder to set up.

slate fable
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this one has worked thus far im gonna keep trying to mess with it to try and figure it out

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if you come up with something else im still all ears

rich ferry
# slate fable if you come up with something else im still all ears

My idea would be to find the face-up world rotation of every number (so like, if 9 is face up, what is the world rotation of the die), and make that vector the input to your map. You should be able to tweak how close it has to be to the example vector to yield a match, I know you can do that with equals nodes.

So instead of doing a line trace, you just grab its rotation, plug it into the map, and get the face.

I just realized though, you would have to ignore the irrelevant parts of the rotation (like if it's on a 9 but the die is rotated differently underneath), so maybe that isn't a good idea :P

slate fable
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@gentle urchin is the expert on this thing straight up GOAT xD

golden kite
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This is the tail end of my AnimBP (everything else is stock). It's designed to allow me to blend between an idle pose (montage) and an animation in a Level Sequence (for dialogue).

Problem is, when it's wired up like this, I have to temporarily unwire it in order to scrub through my animations in Sequencer.

Is there an easy way to disconnect the "green wire" while in Editor so I can work in the Sequencer without issue, and then "reconnect" it during playback?

Or is this whole approach messed up? (I would have preferred to avoid montages altogether and just find a way to dynamically blend one level sequence into another)

gentle urchin
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`> vs <

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Wait nvm

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Phome tricked me

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Wait

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Does your mesh have collision?

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You trace is set to ignore self aswell

ancient heath
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If I have the class reference, how do I get the object reference of that class?

gentle urchin
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You dont

ancient heath
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😦

gentle urchin
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Its like your holding a page in a car catalogue

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You know its type and spec and whatnot

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But you aint getting an instance of it

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Unless you SpawnActorFromClass

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Which could be what you want to?

undone bluff
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if you don't have a huge hierarchy starting with that class it's also relatively cheap to do, it's not a brute force search

lunar sleet
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Please don’t recommend using get actor of class on multiple objects.

undone bluff
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commonly used method to get a reference to a manager class of which there is only supposed to be one instance, naturally the moment there is more than one instance you are essentially getting a random one

frosty heron
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Someone should just make a video on how to reference for beginners

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Eg. Subscribing to manager on begin play

gentle urchin
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^ πŸ˜…

frosty heron
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Or expose on spawn for editor time placed actors

gentle urchin
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You gotta get the manager somehow tho

frosty heron
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Get actor of class πŸ˜„

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Perfectly valid for something like singleton

gentle urchin
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Works for singletons

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He

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I usually end up.letting one of the base classes be the manager

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Through a component

trim matrix
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that's the easiest thing ever

gentle urchin
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Returns 0 if nothing is found bh that key iirc

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I was using the retuemed bool initially to check that we actually had the key in the map

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Thats how i did the mapping in the first place

slate fable
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I just took a break and ate some food but I'm about to start trying to troubleshoot it again heh

gentle urchin
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the Final "Map" looked like this

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swappping out the traces for 45 degree rotations and 8 attempts

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looks pretty clean still

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just changed a tiny bit it now looks like this;

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Offset swapped to 10, Attempts reduced to 8, and rotation changed to 45

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collision wise i an auto convex run with default settings

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ended up like this

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setting collision with both Simple and Complex

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we're tracing complex

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but i guess physics need the simple ?

quick field
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Would anyone have an idea why an AI set up to move like this would work in editor but not in the packaged Build?

slate fable
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How do you keep the trace visible for all 8 attempts?

slate fable
slate fable
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if I roll more than one at a time it changes the number. Is that the ID I'm looking for???

dawn gazelle
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There's no guarantee that value that the Add Movement Input is pulling from is valid.

quick field
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Ah. Ok yeah I get ya. I'll see if that works

quick field
uncut elk
dawn gazelle
quick field
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Essentially a pseudo tick

dawn gazelle
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Movement Input is supposed to be something that's on tick anyway. Perhaps just use a bool that you set true or false (which you can set true or false using your existing events that are opening and closing hte gate) and a branch off of tick? If you're not using tick to "save performance" and using this gate method instead, you're actually consuming more performance as timers run on tick anyway and have additional logic to check whether or not the timer should fire, and the gate has it's own built in branch anyway, so.... may as well use tick.

twin perch
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got a math wizz question: lets say you have 2 vectors and something traveling between those two vectors, is their a node that makes sure that no matter how far those vectors are from eachother the item traveling between those two vectors will arrive at vector B at the same time ?

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or an equation ?

dawn gazelle
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interpto

twin perch
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interpolation does that ?

dawn gazelle
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Takes current value, target value, time since last frame and and interp time.

twin perch
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o7 cheers

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so interp to constant ?

dawn gazelle
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Yeah I think there may be easing on the non-constant version

twin perch
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cheers my dude!

quick field
queen cave
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Hey all! Im really struggling with a widget switcher issue where my variable progress bars aren't updating. im sure that I am missing something. is anyone willing to hop in a chat and help me out? im pretty sure i have watched all of youtube at this point and just cant find the issue

frosty heron
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Your progress bar not updating shouldn't have anything to do with widget switcher

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Try not to copy paste tutorials either

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Setting the progress bar is as simple as one node. Progress bar -> set percent

queen cave
# frosty heron Your progress bar not updating shouldn't have anything to do with widget switche...

I have been watching and them implementing from tutorials but when i ventured off onto my own if where it got wonky. lol

I did that and the actual functions are all working but for whatever reason, the widget that is supposed to be updating when called to the player ui menu, only hold strong with the default values and wont adjust.
I used the same technique with my HUD however and those update without an issue. its throwing my brain for a loop

frosty heron
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Start a new project, create a widget with progress bar. Then set the percent with event or over time

lunar sleet
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@dawn gazelle gracing us with his presence. I thought you only live in #multiplayer now πŸ˜›

tawny patrol
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Hello! I'm looking for a soluton for my "survivor" like game, these red cubes represent the enemies and for now they only AI Move to player. However they block my character and when they surround me I'm unable to move.

Do You have any ideas how can I make a system that will allow my character to push them a little bit when I walk towards them so I'm able to escape from them πŸ˜„

unborn raven
tawny patrol
queen cave
soft flax
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I'm having an issue with setting up a modular character for this game. Its broken up into the Head, Arms, Legs, and Body and I used the main armature for the main mesh that all the body parts are under. When I test the game I get this weird vibration looking effect on the character?

This only happens when I set the main skeletal mesh that plays the animations to non-visible and works when the main skeleton is visible. On top of that the animation stops playing when the main skeletal mesh is non-visible as well

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I've got the construction script set up the way the unreal documentation has it as well

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is this a different issue from blueprints entirely perhaps? like materials?

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floofok I should also mention I'm using a custom skeleton and not the UE5 one

undone bluff
soft flax
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I've never messed with the actual engine files so I have like 0 clue about it

undone bluff
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it should be exposed as a parameter in the details panel

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I'm not actually sure it is but it should

undone bluff
soft flax
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topiNOTED ok, I'll look around on the editor and see if I can find it

undone bluff
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just click on the skeletal mesh component for the leader and look for it using the search bar in the details

soft flax
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ohhhh

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ok I see now

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ah ok, that did seem to fix the problem

undone bluff
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nice

soft flax
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floofok thanks for the help, saved me a headache lol

gentle urchin
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If attempts < 8 -> retrace

unborn raven
silk sail
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I am making a multiplayer game and I am trying to make it so when a player holds down a key a progress bar fills up. When that progress bar is full I want an event to be called on the server.

frosty heron
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So which part r u stuck with

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Input pressed-> progress bar = progress fill rate (per second) * delta time

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Have a function to run a server rpc when bar is fully charged

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@silk sail

silk sail
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its kind of hard to explaini can I screen share and explain it?

frosty heron
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no

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also it's easy?

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U want to hold F, then the bar fill up

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then you want to run something when the bar is filled

silk sail
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I have my bar fill up when I hold the key, and the event runs if I hold the key on the server but on the client the bar fills up and the event doesnt run

frosty heron
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The bar filling has nothing to do with multiplayer anyway

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it can just be done locally

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then u run a server RPC

silk sail
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i'm pretty sure thats what I did

frosty heron
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check what you run then and why it doesn't work

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can't debug without having the project in hand

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@silk sail show some codes

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i can take a quick look

silk sail
frosty heron
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shouldn't be using multicast

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but regardless, have u confirm that they run the server RPC?

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and is your chest replicated actor

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do a print string to check

silk sail
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It only runs when the server is the one that holds down the button, when the client runs the bar fills up but the server rpc is never called

frosty heron
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hard to know without seeing the test result

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check how its run on the client then

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it shouldnt have anything to do with multiplayer

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Input is local

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1st you want to check if you actually calling the rpc or not, forget about the actual logic stuff in the mc rpc

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it could very well be your macro blocking every1 but server and no one can tell what go on inside it

silk sail
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the macro just checks the value of the open? variable

frosty heron
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again, I can't tell what it does from here

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it could also very well mean that the variable are not in sync between server and client

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eg in client machine the variable is false while for server is true

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help your self by debugging

silk sail
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the server rpc call runs if I switch the replication mode to anything other than run on server. When the mode is run on server it only runs if the server is the one filling the progress bar

frosty heron
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Run on Server (Server RPC) means that it will run on Server machine

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but that shouldn't have anything to do with your proggress variable

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check your fill function perhaps

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if u doing any rpc there because you shouldnt

silk sail
frosty heron
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as far as the progress bar goes I don't see anything multiplayer related

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Print something here

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and show me a video

gentle urchin
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Mc should not be mc

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ShouΓΈd be server

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Unless server is also client, server dont need no animation to play. Just updating the chest state

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Clients react to chest state on rep and start animating

frosty heron
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only thing that can be an mc is the Special effect like gold coins bursting from the chest

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shouldn't be using MC for other purposes

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chest open = state

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chest close = state

silk sail
frosty heron
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You shouldn't have any logic here to Hide widget or to open/close chest either

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Server job is only to set the variable of the chest to determine it's state

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for client OnRepNotify -> If Open -> Hide widget -> Play animation, etc

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well I suppose you can do the hide widget and play anim for server in the server rpc, but since you are using BP, rep notify calls for the server too so you will end up doing it twice

gentle urchin
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^

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Is this chest single user only?

silk sail
gentle urchin
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If not replicating its state is... messy?

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I see no rpc

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Or server print

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Also not sure if you can call an rpc on a server owned actor from a widget?

silk sail
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then where should I call it from?

frosty heron
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do you have any error? is chest valid for clients?

silk sail
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the chest is valid for clients

frosty heron
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Ok I see the problem

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@silk sail you can't run any RPC on actors you don't own

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if you want to run an rpc from a client machine, route it from your controller or character or actors that you own

silk sail
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i somehow managed to get it working

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thanks for the help

frosty heron
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you would still get problem if you don't make it stateful tho. eg late joiners will see your chest closed since in his machine, the event never get called

silk sail
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you mean replicate the state?

frosty heron
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For chest it can be as simple as a bool

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bOpen , true = chest is open, false = chest is closed

silk sail
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i have a bool called open that I have set as rep notify

frosty heron
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I think, open/close based on repnotify. For the item spawn, spawn on server.

silk sail
frosty heron
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And from your character when bar is 1.0 run a server rpc that get the chest and open chest

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But I think u done that since u said it's working

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If u make open chest a server rpc and call it straight, rpc will get dropped for client since they don't own the actor

gentle urchin
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also keep in mind that only server is allowed to set (and replicate) a replicated variable

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clients updating it will only be local

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and will ofcourse be overrun when the server sets it again

untold fossil
#

Hello. Is there a way to get a return value from a blueprint interface? Like everyone tells me to use interfaces for things like inflicting damage. But here I am thinking why? Because my previous method was using a component and then checking if the actor you try to damage has said component. This way you can have function with a return value and everything "just works". So can someone enlighten my stupid ass as to why on Earth I would replace this with an interface if it can't even return a value?

#

Like, I don't get it, sorry.

#

To me interfaces currently look like less useful components

#

Now, if they can return a value, THEN we're talking.

#

When I damage, I need to know if the damage was done succesfully.

lunar sleet
untold fossil
#

But I really don't see their use.

#

I mean for fire and forget stuff I guess they're useful? But haven't encountered a single time I'd need that in the 7 years I've coded in Unreal, but okay.

lunar sleet
#

They’re generally useful when a cast is too heavy (doesn’t apply for 95% of people in this server)

untold fossil
#

What is the built in damage system btw?

#

Never heard of that

lunar sleet
#

Apply Damage node

untold fossil
#

Ok, interesting

lunar sleet
#

OnAnyDamageTaken

untold fossil
#

Hmm, but that would stillr equire binding and stuff

#

My component system still looks handier and easier tbh

lunar sleet
#

Then use it

#

people tend to find something that works for them and then preach it like it’s the only solution

#

Nothing wrong with either of these options

untold fossil
#

Yeah I think I will. Interfaces isn't gonna work I think. Just wanted to make sure that they can't return anything. Cuz if they could, that would change my mind.

frosty heron
#

Interface can return

untold fossil
frosty heron
#

just add a return output?

#

don't use it as a way to dodge casting tho

lunar sleet
#

Use the function version of the interface

frosty heron
#

they are both made for different purpose

untold fossil
#

I've tried that, but I have no clue how to use it

frosty heron
#

just add output

untold fossil
#

Oh, wait

#

waaaiiit a sec

#

I think I know how

lunar sleet
#

That’s what I meant by passing vars/params mb

untold fossil
#

HOLY. You had to double click them.

#

Ok, now THIS is handy

#

@frosty heron Thx!

#

Ok, yeah this changes everything. This I can see being very useful.

#

I finally get it lol

lunar sleet
#

Just another way to pet the cat

frosty heron
untold fossil
#

What I hadn't figured out which led to my confusion is that you can use them as normal functions by double clicking them.

frosty heron
#

you use interface when you want to communicate between different class that don't share the same base class

untold fossil
#

I tought you could only use them as events

frosty heron
#

you want to cast when communicating between a class that shared the same base class

lunar sleet
#

Aye, interfaces are tricky

untold fossil
#

Yeah, no worries. I still don't see an aweful lot of scenarios where I'd use interfaces tbh. But for this particular damage scenario I have in mind it's exactly what I need.

frosty heron
#

interaction

untold fossil
#

But for an interface you don't need to cast, no?

frosty heron
#

damage is probably fine too, I am not qualified to judge

untold fossil
#

You just check if it's implemented in the actor and if yes, call it

lunar sleet
#

Interfaces and cast are 2 diff ways to talk to other bps, like texting and WhatsApp if you will

untold fossil
#

this is how I use em atm

#

this bad?

frosty heron
#

No but you can probably skip the does implement interface part

lunar sleet
#

If it doesn’t implement it’ll do nothing

untold fossil
#

But wouldn't that generate errors if the actor doesn't implement it?

frosty heron
#

Don't think so

lunar sleet
#

No, not unless you’re trying to access stuff that doesn’t exist

frosty heron
#

if it did then put it back πŸ˜„

lunar sleet
#

If it’s just a function call for example, it’ll just fail silently

untold fossil
#

Yeah sure ok can see what it does

#

yeah true

#

ofc it also depends on the returns variables. A bool is fine. But a ref would give errors.

#

But not gonna return a ref, only a bool

#

so think we're good

frosty heron
#

when getting return value, it;s always good to check if it's valid

untold fossil
#

yeah true

#

I do that

lunar sleet
#

Still seems to me like easier to use this but πŸ€·β€β™‚οΈ

#

It even returns the actual damage caused

untold fossil
#

hmmm

frosty heron
#

Laura say the in built damage system is ancient

#

it does it's job

untold fossil
#

Might look into it then

frosty heron
#

but for a complex proj, I dunnoe, prob just want to use Gas

lunar sleet
#

Well yeah if you’re using GAS throw all of this out the window lol

untold fossil
#

that gives me anxiety xD

frosty heron
#

you want to see the scope of your proj

untold fossil
#

Anyway, dunno, I think interfaces and my vitals component can work really well.

frosty heron
#

and use the right tool

lunar sleet
#

Aye, many ways to do this, pick what is right for you

untold fossil
#

the scope of my project isn't too crazy

#

If I were making a game with a massive amount of damagables or enemies I'd prob delve a bit deeper. But for what I need in my current project this will be more than fine I think.

#

Aight, going back to my dungeon! Thanks and laters πŸ˜‰

gentle urchin
#

built in dmg system

#

only returns damage if done in c++

plucky locust
#

Hello, can anyone help me understand how to create an interstitial ad?

sudden swan
#

Hmm question, How would i switch between these two materials every 4 seconds?

dire frost
#

or to be more tidy. have two events SetMat1 and SetMat2 on begin play, you'd the SetMat1, it will set the material and after a delay it will call SetMat2 which will do the same except it will will SetMat1 obviously

sudden swan
#

Ha flip flop. Never knew that node existed XD

#

Not sure how to loop it around so it starts again

dire frost
#

yep. tho it's best to avoid using it whenever you need to know the state of something. a door opening/closing is the best example, you dont want to use a flipflop there mainly because the start state could be different

dire frost
sudden swan
#

Not sure im getting it.

#

I guess i need to set the boole no?

#

with a delay

dire frost
#

it will automatically flip and flop for you. just make sure to loop around

dire frost
sudden swan
dire frost
# sudden swan

you do not need to set the bool yourself, just make sure to loop around

sudden swan
#

AH lol man my brain aint brainin

#

i thought how do i get the loop back but i can just plugin multiple in the flip flop again

#

feels unnarutal going back in the chain

gentle urchin
#

Timer -> flipflop

dire frost
#

you'd be surprised then that apps just loops back their logic

gentle urchin
#

Looping

#

Far cleaner

sudden swan
#

and timer you mean timeline node?

gentle urchin
#

So:
Beginplay -> SetTimerByEvent(4.0s, looping)

#

Then custom event -> flipflop -> set material

frosty heron
#

Use timer, don't curse Ur self with those looping execs

gentle urchin
#

BUT

#

Seeing what this is

#

I would suggest making a material parameter instead πŸ™‚

#

Of 2 materials

sudden swan
#

This works indeed

gentle urchin
#

Material parameter is king

#

Gives you nuce control

sudden swan
#

Yeah thopugh bout that aswell just lerp the texture

#

just wanted to learn some more BP

gentle urchin
#

Lerp and motion conteols etc etc

sudden swan
#

This is nice tho both methods work

#

thanks all!

#

really helpfull

#

Do i need the begin play tho?

gentle urchin
#

Something gotta trigger it

#

Could be a custom event triggered from elsewhere if you want

undone sequoia
#

guys any tips ? I have targeting lock system i can lock enemy and i ahve it locked but I have no idea how I can put widget on it how I can attach widget on it so I can know its locked please?

#

πŸ˜„

#

thanks

fair pecan
#

Hello everyone!
I'm looking for some blueprinting guidance in regards to an unlockable Double Jump-ability I am having in my game, in correlation with Launch/Jump-pads.

As it is now, when the player overlaps with a LaunchPad they get launched into the air. Just like they are supposed to. However, when the player later in the game unlocks the Double Jump-ability, naturally it would be nice to be able to do that extra nudge/jump even after getting launched by a LaunchPad. This works ONCE as long as the player has not used the extra jump/Double Jump-ability before having been launched away into the air. If the player keeps on getting launched multiple times they will not be able to perform the extra jump. It is as if the launching of the player never counts as "landing" which I suppose "resets" or "refreshes" the ability to perform jumps again.

I have been looking at different ways to solve this. For example, if the player has unlocked the Double jump-ability and overlaps with the Launchpad, the overlap should also "reset" or "refresh" the jump count back to 2. But it doesn't.

I'll share some screenshots on the Blueprints of the Jump mechanic, Double Jump-unlocked-function, the Launchpads Launch-function and two videoclips to showcase the issue. If someone knows of an solution I would be very grateful!

#

Here is the JumpFunction in the FirstPersonCharacter-Blueprint.

#

This is how the "Unlocking" of the DoubleJump-function looks like.

#

And this is the Launchpads Launchfuntion.

cyan bone
dire frost
#

if you really wanna see the triangles of your meshes accurately the wireframe view is the only way to go

cyan bone
#

just a plane

#

but does this mean the material selection mask applies some kind of extra triangles to it under the hood

dire frost
dire frost
gentle urchin
cyan bone
#

Can we not use the GameMode to store static meshes and instanced static meshes?
It seems that they dont show up in the game

gentle urchin
#

this is in the CMC

#

so it counts as a jump, even if its not

#

@fair pecan

fair pecan
gentle urchin
#

Add an extra jump during falling

#

I guess

fair pecan
gentle urchin
#

True that

#

Whats supposed to happen if you fall and got the double jump ability?

#

I would think the same as with the launchpad?

#

You could add it only during launchpad use if you want.

Or reset existing count

frigid summit
#

hi guys i have one blueprint and 4 group ids for every enemy placed in a level how can i start the attack of next group id if the previous group id is destroyed

fair pecan
gentle urchin
#

Max count != CurrentCount

#

Max count during launch pad must be 3 for doublejump to work

#

You initially jump to the pad

#

1 .. then you exceed airtime(?) Which makes it 2

#

Ok this doesnt add up in my head but πŸ˜‚

#

Im almost certain your issue is related to thah snippet

#

I guess theres a fine line between jumping and falling ?

#

Is there some jump air time ?

#

Id imagine cmc doesnt count you falling untill after such time

#

Not at the pc so cant check..

#

(Plus its a nightmare)

fair pecan
gentle urchin
#

To test my theory

#

You can add a print to event tick

#

And simply print the state of "isFalling"

#

If you're right it should be falling as soon as you leave ground

fair pecan
civic beacon
gentle urchin
#

Theres a mode for falling

fair pecan
#

Just tested it out and it prints Falling as soon as I leave the ground

gentle urchin
#

Interesting

#

So.. 1 jump instantly counts as 2 ?

#

Yet you can doublejump

#

So that doesnt make sense

#

Ohh

#

Jumpcurrent ==0

#

AND falling

#

I see.

#

Thats why you cant jump when walking off a ledge

frigid summit
gentle urchin
#

Not really no

frigid summit
gentle urchin
#

What you ask is a bit troublesome to just explain

frigid summit
#

i tried this method but its not working dont know why

fair pecan
gentle urchin
#

Right, because max jump count is 2

#

0 + 1 is still < 2 so its allowed

fair pecan
#

Yes, so what am I missing in regards to the Launchpad?

gentle urchin
#

Am i misunderstanding the print btw ?

#

Seems like its constantly falling

#

Hm so you can even do doublenjump when walkingnoff a cliff

#

How does that even work

fair pecan
#

Oh no dont worry about that, the print just doesnt have the time to dissapear before the next batch of "falling" messages pops up

gentle urchin
#

Im brainfarting a lot today..

fair pecan
#

Haha, it happens to us all

gentle urchin
#

But yeah i wonder whats going on with the launchmpad

#

Print the jump count while walking on it?

fair pecan
#

Right, I'll do that

gentle urchin
#

Also set print duration to something low πŸ˜† 0.0 while on tick is ok

versed sun
gentle urchin
#

Is that new ?

#

Cant recall seeing key there πŸ˜…

#

Print Text.... hmmm

#

That does feel new

fair pecan
#

Ok this goes over my head atm anyway. When I jump on the LaunchPad without DoubleJump Unlocked, the Current Jump count becomes 1 everytime I launch away. But when I jump on it with the Double Jump unlocked it starts counting to 2, then keeps on saying 3.

#

Thats with no Double Jump unlocked

#

Ah no ok lol the LaunchPad counts every Launch as a jump. So if I do more than 2 (which is max after u unlock the double jump) I am not allowed to make another as long as I am launching around.

#

Wouldn't there be a pretty easy way to "reset" jump count on overlap with the Launchpad?

gentle urchin
#

ResetJumpState?

#

StopJumping i guess ?

#

Doesnt work if you're falling tho

fair pecan
#

Ah shoot I thought that was it

#

But no success

gentle urchin
#

How about

#

Just keep incrementing max jump count?

#

Whenever you land on a launch pad?

#

Reset it to single or double when you land on anything else

fair pecan
#

An increment float yes?

gentle urchin
#

Int, isnt it?

fair pecan
#

Ah yes silly me haha

gentle urchin
#

You might need to double the increment if thenplayer alrrsdy did a dounlejump, and you want to "reset" it completely

#

Doesnt feel like a smooth way of doing itn

fair pecan
#

Hehe, well I don't really know how to do it at all atm so I take my chances lol

gentle urchin
#

Do you do any c++?

fair pecan
#

haven't done any of that on this project thus far either

gentle urchin
#

Sonif you got presented a solution inc++ you wouldnt do it ?

#

Sounds like you've dipped your toe already πŸ˜…

fair pecan
#

Haha I guess if there was a solution that I could just copy/paste I would try it. But I would also b freaked out I'd break something haha

gentle urchin
#

Is it singleplayer?

fair pecan
#

Oh yes its singleplayer

trim matrix
#

Is there any difference between AddImpulse and LaunchCharacter, other than the option to override XY or Z velocity?

gentle urchin
#

I suspect its there in c++ either directly or through some function

fair pecan
#

Well u can drag out a GetCurrentJumpCount from a As BP First Person Character and connect it to a print string, if that is what u r thinking about. So in that sense it is exposed yes?

fair pecan
trim matrix
fair pecan
#

I guess u can?

gentle urchin
#

thats just max

#

not current

fair pecan
#

Ah

#

I c wat u mean

#

Then u are correct, the current jump count isnt exposed by itself in the bp, I can just make it print the value through the method I mentioned before.

gentle urchin
#

in c++ we can modify it

#

so a c++ char base class

#

declearing a new function ResetJumpCount

#

which just sets current to 0

#
.h
UFUNCTION(BlueprintCallable)
    void ResetJumpCount();

.cpp
void ACharacterBase::ResetJumpCount()
{
    JumpCurrentCount = 0;
}
fair pecan
gentle urchin
#

child of character

#

then reparent firstperson to this πŸ™‚

simple echo
#

Hey y'all, I'm trying to spawn an actor BP when I left click, and assign it a specific property ( a local variable of the spawned BP)

For some reason, the vector keeps getting assingned to 0,0,0 (blue print string)

Can someone let me know if I am missing something critical?

gentle urchin
fair pecan
# gentle urchin and just call this on launchpad

Alright! New things for me to look into, I thank u a bunch for going through so many options with me Squize!
I'll have to call it for today though, but I'll get back if I manage with this! πŸ™ πŸ‘ πŸ™Œ

simple echo
#

Squize is a champion

gentle urchin
#

Beginplay probably fires before you set it

#

Hard to say what your prints tell you as they print the same thing, a vector

#

But their sequence would confirm/deny my first thought

manic vessel
#

If I draw a vector between the 2 green points and I want to get the black arrow vector buy using the characters forwards vector or yaw ( blue dot) how would I do that

simple echo
manic vessel
#

I asked GPT , Think i have my answer

arctic cloud
manic vessel
#

from the middle of a vector ?

twin shale
#

Does anyone know if there's a way to get this behavior in the editor through Blueprints? You select a class, then all of the Instance Properties from that class become editable. It changes depending on which class you have selected

arctic cloud
# manic vessel from the middle of a vector ?

I'm not sure, but I think the forward vector of one of the green points is equal to the forward vector of the vector drawn between the 2 green points. Since you only need a direction, you can use one of the vector nodes (Get Forward, Right or Up Vectors).

steady night
#

Hey im using a Slot Grid

#

how can i get them to stack next to eachother ?

#

0,0 0,1 colum/row now

arctic cloud
snow oasis
#

Does anybody have any good resources (Preferably videos, I'll pay if I have to) for learning about Vector Timeline Tracks?

arctic cloud
# snow oasis Does anybody have any good resources (Preferably videos, I'll pay if I have to) ...

*Notice Description Contains Affiliate Link

In this video I want to cover what I would argue is one of the most useful nodes in Unreal Engine; the Timeline node. Technically, timelines are treated as components, but in essence, they allow you to create simple animations on the fly in blueprint. There very customizable, can be used with externa...

β–Ά Play video
snow oasis
#

Thanks

gentle urchin
steady night
#

i was

#

is*

gentle urchin
#

Lies

#

The grid stretches

#

Expands horizontally and vertically

#

So the slots share whatever space there is

#

Now the slots seem to be fixed size, so spacing isnjust whateverd left, shard amongst them two

idle vessel
#

How do I fix this object that's attached to a spring arm that's still clipping in a wall?

unborn raven
#

Any meshes attached to the capsule component loses blocking collision used for movement

idle vessel
#

It's working better now, thank you!

spark steppe
simple echo
#

In my first person project, I'd like to freeze the camera rotation while the player is holding down the left mouse button.
Is there a Blueprint node I should know about?

gentle urchin
#

Not really

#

Orient to control direction ?

lucid egret
faint pasture
simple echo
#

This is kind of what I'm looking for

faint pasture
north lynx
#

Hi!
I have a problem
When I use my own textures from Substance Sampler, UE5 don't scale them down according to my settings
Any ideas why is that?
Here's code for changing the Texture Quality

glad ether
#

Hey, I am making a system that I can hold and rotate certain items by holding "F" key, I manage to make holding the item part and rotating the item around worlds Z axis with the value from "Mouse X" but I can not figure out how I can make the item rotate using cameras X axis, I tried to rotate it on the pitch of the object but that's not giving the result I am trying to achive

#

related part of the current blueprint looks like this

faint pasture
#

What do you want, to rotate it completely relative to the camera orientation?

glad ether
simple pulsar
#

Hi, I’m learning blueprints and have one short question. Does anyone can tell me why longer Delay affects if my NPC will reach destination (as established in AIMoveTo nodes)? If Delay (placed right after AIMoveTo node) is below 3s NPC β€˜says’: ah, I’m not going that long, I’ll stop in half way and go back. When Delay is 3s NPC goes politely where asked.

gentle urchin
#

Not dure what you mean by this ^

#

Oh, do you mean he doesnt go the full way?

#

Whats happening after the delay?

#

Show some code

#

Its probably set up wrong

#

On success

#

Is what you wanna use

#

Thats when i've reached my target location

#

Thats where you put the delay

#

Then new moveto

undone bluff
#

but it's actually relatively easy

#

you just rotate around the camera's right vector

glad ether
#

true but I couldn't really find a way to convert the right vector to a rotation

#

I tried to use "make rot from x" but doesn't give the result I wanted to achieve

undone bluff
glad ether
#

let me apply this and then I'll let you know if I can make it work

undone bluff
#

I just tried it to make sure and it works perfectly

glad ether
#

I did like this

#

It works correctly on one when my player is aligned with the world x axis for some reason though

undone bluff
#

here's what I have that works correctly no matter the orientation. hold rotation is just the current rotation of the object

glad ether
#

Pretty much same with mine

undone bluff
#

I combine x and y rotation and then combine them with the current rotation

glad ether
#

Do you mind me to show you result by sharing my screen?

undone bluff
#

it probably doesn't matter

#

but you are combining the rotation with the x axis rotation first

#

and then combine in the y

glad ether
#

Let me swap it

undone bluff
#

worth testing

glad ether
#

Still the same

undone bluff
#

odd

#

what is the offset rotation doing?

#

oh

#

just to be clear

glad ether
#

when I start to hold the object it get's the rotation at that time so it doesn't snap to cameras rotation

undone bluff
#

when I set the target transform of the held object

#

I also combine the held rotation with the world rotation of the camera

#

so the object is already rotating with the camera when it rotates

glad ether
#

I also do a similar thing, I set the offset like this

#

then I use that offset and camera yaw to rotate with camera

flat coral
#

Is there any reasonably-efficient way to get all actors with a given Actor Component?

#

Actually it would have to be pretty fucking efficient, the way I'm planning to use it

undone bluff
#

only such relatively efficient thing you can do is get actors by class

#

everything else is by miles slower

rugged lily
#

Hello everyone! Need a little advice πŸ€” Im using the VR Pawn and controlling various pawns in my world with it (i needed to keep them as pawns rather than actors for a few reasons). I'm using proxy player controllers to get around the possession issue, but I'm sure this isn't the proper way to do it. Does anyone have suggestions?

glad ether
flat coral
ruby apex
strong rover
#

Got a question as well I was hoping to get some insight on.

I have a struct for something the player can manipulate (Not an individual object)
This item can have an identical item as a child. Recursively.

In this struct, containing all the necessary information to load, modify & save this item, I would also like to have an array that contains their children.
But UE5's Structure editor does not let me do this. It also does not let me make a container struct, which contains the array instead.

Does anyone know why this is, and if there's a safe and reliable workaround?

glad ether
strong rover
# frigid summit can anyone plz help

I recommend keeping a manager object for this if you don't have one already.

The manager stands between whatever system governs these units and keeps track of all the groups.
When a group is destroyed, have them call an event back to the manager to report their destruction.

The manager can then also have an array with all the groups. When a group finishes, it can also send a (different) call to allow the next group to go.

faint pasture
#

basically value vs reference/pointer

glad ether
slate fable
# gentle urchin Just bypassing the hit index check

So ive been trying to map this d20 for a hot minute and ive found that when I roll it, it always gets the Key = 0 which when i change the number on the right side. of the key 0 it gets whatever number i plug into that one. I've not figured out how to get the multiple traces yet if that's the issue. How do I go about finding the face ID's because they all revert to that 1 number which is zero??? EXample photo the # 0 rolls a # 14 everytime I roll the dice.

flat coral
frigid summit
faint pasture
#

Even that doesn't really get to the real problem. How many bytes is a struct which contains an instance of itself inside it?

#

It can't be a contains, it has to be an IndexOf or PointerTo

flat coral
strong rover
# flat coral To expand on what Adriel said, A struct can store a string or an int, and it's t...

Well, the good news is that I've made a basic UUID system to manage these kinds of things between runs...
The bad news is, it doesn't make it easier to make my system recursive.

I suppose I could make multiple arrays of the layers. In the event of a recursive, it can point to the UUID-alike I made, which can be hosted in another map with the actual information. So child data becomes a little abstracted but available.

faint pasture
frigid summit
faint pasture
#

Struct Thing
UUID MyID
UUID IDOfStoredThing

That's valid

frigid summit
faint pasture
#

You just can't go:
Struct Thing
UUID MyID
Thing StoredThing

strong rover
#

Yeah, I think that'd work. Not as easy as I would've hoped, but reliable is more important πŸ˜‰
πŸ™‡ Thanks @faint pasture !
πŸ™‡ And thanks @flat coral !

faint pasture
strong rover
#

(Be right with @frigid summit , taking some notes)

gentle urchin
rich ferry
#

Is there any way to edit the drag of a projectile movement component? Or should I just decrease the mass to mimic the effect

slate fable
#

always that one tiny lil thing hahaha thank you @gentle urchin

strong rover
# faint pasture I have some ideas for an inventory system that works a lot like that, how are yo...

I'm making a system which is meant to allow the player to personalise a lot of things, as half the tool/game I'm building is about ownership and creativity.
I'm thinking that in this case, as children are rare, I will keep an array and a map.

The array is for the base layers, it is an array of this struct.
The map is for children, and children of children.

The Key will be their UUIDs from the system I built.
The Value will then be the children stored in this map.

That way, when I enter a "Has children" loop (Recursive) it will always reference the map and can ignore the base array of purely 'parents'.

rich ferry
faint pasture
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I don't think the PMC is great, just make your own, it's simple

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Tick -> update velocity -> calculate next position -> trace -> move the thing

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then you can put drag in your update velocity code

slate fable
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Sad days connecting the bool didnt change anything 🀣

strong rover
# frigid summit the proplem is it give me this error when the actor is destroyed i call start at...

I had something similar to this.

What I did was:

  1. The object to be destroyed has an event: Event: DestroyObjectSafely
  2. The event then called its parent Event: ChildCalledSelfdestruct
  3. The selfdestruct would take care of the child's "Affairs", safely removing it from arrays, references, and cancelling its turn.
  4. Once the affairs were dealt with, the parent was the one to delete the child, as the system was now ready to move on without its existence.

EDIT: In short, by having an event to delete any references and update systems, the destruction of the child would not interupt the cleanup operation before it was completed. No empty references should survive, and the manager was aware to push the system to the next turn/round.

gentle urchin
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Hitting the outside?

slate fable
rich ferry
gentle urchin
slate fable
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nope it still registers as that key 0

gentle urchin
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Where is the hit point

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Its not there

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I bet its below, inside

slate fable
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adjust the length of the trace then?

glad ether
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@undone bluff I think I found the source of my problem

gentle urchin
rich ferry
gentle urchin
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Its the die alright,

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Its just wrong side of the face

flat coral
# slate fable

I hate to say it but honestly you might be running up against the issue that the trace approach is kind of a crappy hack. I dunno if there's a better approach fundamentally other than just taking the world rotation of the die and doing a LOT of math

rich ferry
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the math not the trace lol

gentle urchin
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Its just the trace not hitting the outside

slate fable
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πŸ€”

gentle urchin
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Its hitting inside for some reason

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So, verify, Darryl

lofty rapids
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i saw someone use a six sided die but they just added some blocks and took the highest z

flat coral
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Wait actually here's a way to make the trace more resilient that FEELS like a wild amount of work but isn't: Take the trace end location, then iterate through the list of ALL faces and compare the distance between the center of the face, and the trace end location. Take the face CLOSEST to the trace end, rather than requiring the trace to actually hit it

gentle urchin
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Could just add sockets aswell

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And do highest z yes

strong rover
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I'm assuming you want to read the value of the die?

Could you not attach a bunch of pivots equal to the number of surfaces (20) and check which one has the highest Z (Translated to World coords from local).
Not my fortΓ©, could be talking out of my bum.

flat coral
gentle urchin
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Trace works tho!

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I got the prooof

slate fable
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it hits but idk what its hitting

gentle urchin
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Zoom

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In

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Find out where it hits

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Its gonna show a red dot at hit location

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Then green after penetration

slate fable
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no dot at all

strong rover
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Gotta go feed the cats & have dinner.

@frigid summit lemme know how it went πŸ’œ
Kick butt, and thanks for the support πŸ™‡

slate fable
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no green either

flat coral
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One thing though, for both my "closest to trace" and "highest Z" you've gotta make SURE that the face meshes have well-positioned origin points. If the origin of that mesh is set to like one of the corners or something, it'll all go tits up

gentle urchin
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Can even extrapolate them

strong rover
gentle urchin
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And be correct without a shred of doubt

flat coral
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yeaaaaah sockets are more work but it'll 1000% work no doubts.

lunar sleet
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Print the hit actor/component to know for sure and just for sanity check make sure you actually have draw debug enabled for duration if not persistent

gentle urchin
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I can join vc / screenshare in about an hour

frigid summit
dire frost
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chatGPT is dumb anyway

lunar sleet
gentle urchin
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You can draw debug sphere on hit location

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To make it more apparent

thin panther
lunar sleet
dire frost
flat coral
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The only thing I use chatGPT for is naming variables lol

lunar sleet
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Why?

flat coral
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Because it's hard sometimes!

gentle urchin
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Mynewvar

lunar sleet
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I usually just go with something that makes sense like isBroken

gentle urchin
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MynextnewVar

lunar sleet
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Ig it depends on the context

flat coral
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I'm a programmer not a writer! Well, I am actually also a writer in this case, but I'm bad at it!

dire frost
lunar sleet
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Oh is this for the cpp side?

lofty rapids
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i keep using camelcase in my code lol

frigid summit
gentle urchin
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Its one aspect you better get good at

slate fable
gentle urchin
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Naming varianles is important

lunar sleet
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In bp we are blessed with being able to reuse var names without causing disasters πŸ˜…

gentle urchin
dire frost
thin panther
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I always tried to use chatgpt to name things but it was awfully generic.
i once asked it to give me punchy names for a space shooter and they were all things like "space wars" "celestial fight" "starship battle" "cosmic war"

flat coral
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Honestly my greatest sin for naming variables is not just sticking with the same answer. I'll name a component something, and not really like the name. But then when I make a list of those components I'll be like "oh wait how about THIS instead?" and then when I make a function to search that list it's like "actually how about THIS name, yeah! Love that!" but it makes it impossible to find anything lol

dire frost
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i promise you it will help you out on the long run

dire frost
frigid summit
lunar sleet
gentle urchin
dire frost
lunar sleet
dire frost
lunar sleet
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F when you basically tell Duro and Luthage to F off cause you failed reading comp

flat coral
dire frost
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well all i can say is consider my advice at least

slate fable
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goes thru the dice jus doesnt register a hit

gentle urchin
dire frost
gentle urchin
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In the mesh settings

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Set its collision to be simple and complex

frigid summit
lunar sleet
dire frost
faint pasture
frigid summit
faint pasture
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I have almost 10 and I still don't know anything

dire frost
faint pasture
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10 as hobbyist so maybe worth 2 as pro

thin panther
thin panther
slate fable
lunar sleet
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Can’t stop learning when the engine gets updated twice yearly with brand new stuff

lofty rapids
dire frost
thin panther
lunar sleet
gentle urchin
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What trace type you got ? And channel?

lunar sleet
gentle urchin
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And how is the dice actor setup

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Yes

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Lots of screenshots

lunar sleet
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I only trust people as far as screenshots go lol

dire frost
thin panther
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I fear that it will struggle from all the same perf issues as the cmc

flat coral
gentle urchin
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  • all the day 1 bugs
dire frost
slate fable
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no worries at all gimme a sec to find all those xD

dire frost
sand yacht
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hey there I'm trying to find some material on procedurally generating a landscape / terrain with a seed for every new save, kind of like how terraria does it, but then just using a mostly flat landscape with some very, very minor hills

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I've tried looking on youtube but those videos don't explain exactly what I'd like

gentle urchin
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Noise generator , some light c++ and a procedural mesh ? πŸ˜„

dire frost
gentle urchin
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You can go voxel

dire frost
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if you want a procedurally generated landscape then voxel is the way to go

gentle urchin
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Theres even a free version

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Supports 3d/4d generation doesnt it

dire frost
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note sure about 4d but yeah 3d is possible

gentle urchin
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You can see time warp before your eyes

dire frost
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||that's 3D tho||

gentle urchin
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If you know, you know

slate fable
gentle urchin
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And collision settings for the mesh in the blueprint

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Also show the hieriarchy

slate fable
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code for tracing as in visual studio?

gentle urchin
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No

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Bp

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In the dice bp

dire frost
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what are they trying to do?

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has this problem been on for like a day now? πŸ˜„

slate fable
gentle urchin
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Trace complex

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Should be true

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Ignore self should be false

slate fable
gentle urchin
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I got no mesh for complex

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So remove that

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And test

slate fable
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everything works perfectly now

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Thank you all for the help. I could cry xD

gentle urchin
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πŸ˜‚

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Faces mapped correctly?

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Congrats!

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Now optimize

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Swap with sockets

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And go for highest z

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🀣🀣

slate fable
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i'll probably have like a million other questions but yea.... first off. how do I use sockets? i jus now see thats an option on the mesh window

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🀣

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I feel like eventually I'll learn enough of this I wont be asking as much but fr fr 1000% thank you all for the help thus far

lofty rapids
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i heard complex collision is expensive ?

flat coral