#blueprint

1 messages ยท Page 102 of 1

kind estuary
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๐Ÿซ•

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it just feels like playing safer to use AActor

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even though i only need the data

gentle urchin
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Its your game so

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At the end of the day you take the risk/ investment,

stoic root
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oh, i thought i was. Im still learning. Could you provide any pointers? Thank you.

gentle urchin
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So its your call

kind estuary
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you also mentioned FastArray. I never heard of it or saw it in tuts
im checking the docs

stoic root
# gentle urchin Relative rot is 0,0,0

Yes, i tried to change the value in the relative transform, put that didnt produce any motion. I tried to hook the rotator into the rotation input of the relative transform, that seems to make a single small rotation at the beginning.

gentle urchin
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Personally id drive the two individually

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Not sure whats up with scale but

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Id just run location and rotation on tick,

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Not as relative transforms

kind estuary
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Is this the FastArray? @gentle urchin

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never used it

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always used TArray

stoic root
# gentle urchin Not as relative transforms

hm, i had issues where the object was always at zero world space, however switching to relative transform seems to fix that so its now in the location of the spline itself.

gentle urchin
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Just gotta have then the same... both world or both local

timid rune
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How do I lock the rotation of an actor when it is attached to another actor?

versed sun
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Attach Actor to Actor, Rotation Rule>Keep World?

gentle urchin
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The same actor?

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Looks like it

stoic root
undone bluff
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Rotate it using WPO in the shader

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Actual transforms are expensive

lofty rapids
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how do i get the current directory that the executable is running in ?

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or a directory i can store files in that i can access ?

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somewhere in the actual shipping build

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i would like to include the folder as well, but i can just add it later on

marsh meteor
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anyone down to help me with some things on my first project? making a third person game and having trouble wrapping my head around node stuff ๐Ÿ˜ญ

thin panther
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it helps a lot more if you explain the problem

lofty rapids
marsh meteor
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it's a few different things- currently trying to make a double jump that adds more force in the like direction input? if that makes sense

marsh meteor
dire frost
marsh meteor
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i don't have much air control, but i want the player to be able to adjust their direction when they double jump mid-air

stoic root
# undone bluff Rotate it using WPO in the shader

oh, you're suggesting taking a 2d rotation approach? instead of rotating the geometry itself? that seems to make more sense. Though i would still like to try and understand how to get the geo rotating given the existing setup, purely for educational experience.

undone bluff
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really good overview

stoic root
dire frost
silk sail
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How come my server rpc never gets called when I press the input action on my client?

gentle urchin
dire frost
marsh meteor
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this is what i have rn and it's not working, but again i'm like a beginner and just trying things until they work lmao

stoic root
silk sail
gentle urchin
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but you could probably combine them with some effort

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having them separated makes sense to me

stoic root
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could you share a screen grab of the two networks?

gentle urchin
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this is the setup im using

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its a looping spline so I reset on reaching the "end" , but in your case you just wanna invert the speed

stoic root
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cool, thanks, will see what i can learn from this information.

gentle urchin
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realized i brainfarted on the select

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modulo length works in my loop case ๐Ÿ™‚

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So i rotate the Actor to face the direction of the spline

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while i rotate the cube in relative space, to my liking

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there's some gimballs going on if you're not carefull, but single axis should be fine while using combine rotators

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atleast in my short experience

carmine palm
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What is difference between a macro and a function? IE why use a macro

gentle urchin
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Macro can be latent, easily have multiple input output exec pins, and can be viewed more like... a code template?

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Function normally is expected to instantly complete/return

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But is 'the same code' instead of copies of code .. if that makes sense?

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Horrible explanation ๐Ÿ˜‚

hardy pine
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what is the name of this type of node:

gentle urchin
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Its a set node.. for a bool

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Usually its found by searching for "set insert variable name"

hardy pine
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alr thank you

marsh meteor
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if anyone has any thoughts on this, i think it's working better than my last blueprint but i can't figure out how to override the velocity for the second jump

carmine palm
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my eyes

gentle urchin
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I bet you didnt ^^

marsh meteor
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i do know that, i'm trying to get it to work where i can change directions on the second jump w/o having a lot of air control

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my brain feels so small rn lmao

copper flower
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How do I add a cooldown between each time a "key" / "input" is pressed?

marsh meteor
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oooooh i'll try that thank you! @undone bluff

lofty rapids
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anyway in bp to get the current working directory ? like on a shipping build get the directory the executable was ran in ?

undone bluff
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another way, instead of redirecting the current velocity on jump it just adds some

copper flower
undone bluff
proper flower
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someone knows why the math expression creates multiple Input?

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solved: ((a)-30) instead (a-30)

stoic root
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Can anyone help me with these errors please? trying to add a health value to a HUD ๐Ÿ˜„ apologies in advance, still learning! Thank you.

undone bluff
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A - 30 instead of A-30

proper flower
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floor(a/31)+floor((aโˆ’30)/24)+floor((aโˆ’53)/18)+floor((aโˆ’71)/13)+floor((aโˆ’84)/9)+floor((aโˆ’93)/7)
Strange, it works if I add the parenthesys on the second a

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but if I use them in all "a" i get error

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a crazy error

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floor(a/31)+floor((aโˆ’30)/24)+floor(((a)โˆ’53)/18)+floor((aโˆ’71)/13)+floor((aโˆ’84)/9)+floor((aโˆ’93)/7)

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if for example I use () on the third a

proper flower
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I get error

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floor(((a)โˆ’53)/18)

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but if I use it on the second one: floor(((a)โˆ’30)/24) it works

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it's a bug?

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surely is in some manner

stoic root
proper flower
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cause it says that missing a ")"

stoic root
undone bluff
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the cast isn't happening, there is no data to use

stoic root
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yes, but how do i connect it to and EXEC event in this editor?

undone bluff
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Get text > cast > return

proper flower
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I even used the "[" but nothing

stoic root
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ah sht i see

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like this ?

undone bluff
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yea but for some reason you have a second unconnected cast and you are trying to get data from it instead

stoic root
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ah my bad, i intended to delete tha

proper flower
stoic root
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ok errors gone! cool thanks ๐Ÿ™‚

undone bluff
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ah they do actually advise not using spaces

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more importantly double click the node to see what it's doing

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maybe reinput the expression bit by bit and see where it goes wrong

proper flower
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it goes wrong on the third section

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as I said if I insert parenthesis in the second "a" it works

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floor(a/31)+floor(((a)โˆ’30)/24)+floor((aโˆ’53)/18)+floor((aโˆ’71)/13)+floor((aโˆ’84)/9)+floor((aโˆ’93)/7)

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why it says missing ")" here?

kind estuary
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The teleport option on is supposed to be cheaper right?

dire frost
dire frost
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basically it does a bunch of traces to find the best fit

kind estuary
kind estuary
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okay

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though it sounds by the name that it skips physics stuff

proper flower
dire frost
dire frost
proper flower
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is a simplified expression of a 1 to 100 random with differential proportion (%) of a 6 byte output

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but this is the first time I use the math expression and surely it work differently

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here's my original Equation

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I cannot get it working

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I can simply use other method, but I want to use math expression

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๐Ÿฅฒ

dire frost
# proper flower

floor(a/31) + floor((a-30)/24) + floor((a-53)/15) + floor((a-71)/13) + floor((a-84)/9) + floor((a-93)/7)

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here ya go

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that is way less cursed ๐Ÿ˜„

proper flower
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it automatically changed my expression in that curse

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my original was :floor(a/31)+floor((aโˆ’30)/24)+floor((aโˆ’53)/18)+floor((aโˆ’71)/13)+floor((aโˆ’84)/9)+floor((aโˆ’93)/7)

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I forgot the spaces on the +

dire frost
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but i personally would do that in cpp. math expression along with being unreadable they're also performance munchers

proper flower
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yeah yours worked

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how can I create it in cpp

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actually I'm using blueprint

dire frost
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there should be plenty of tutorials online for that. maybe there's one in the pins in #cpp

proper flower
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your's also cursed ๐Ÿ™‚

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it automatically cast the unreal curse on the math expression xD

dire frost
proper flower
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not now, I want just to make my first game

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it will be a card game, so I don't think it would cost performance

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thanks btw

dire frost
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fair enough. good luck on your game! and your welcome!

proper flower
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now I miss last thing

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@dire frost , how's called the component/node that let retrieve only positive number?

proper flower
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not working with my equation

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I need to isolate only the absolute number

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maybe the way it's calculated in unreal breaks it

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I know it's a strange approach

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this would be only 0

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Oh I can try to set in the math expression every negative number to 0

dire frost
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yeah...go for it man im rooting for ya

mild pine
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How can this be done with a Timer? I.e I loop through this check until the Gameplay tag is true

undone bluff
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oh wait sorry

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I thought it was an array

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just set a timer with looping set to true to check regularly

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doesn't matter if function or event

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super straightforward

mild pine
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And then it checks if its true in the event driven by the timer and if true, cancels the timer, or am I off? Thanks for explaining! ๐Ÿ™‚ @undone bluff

undone bluff
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but yea that's about it

mild pine
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Gotcha, thanks!

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Sounds a lot more reliant than a Delay loop

proper flower
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@dire frost why isn't working?

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isn't min recognized?

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I tried even Min

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but nothing

dire frost
proper flower
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I cannot find references for math expression

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it's there but:..

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strange

feral marten
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is there any way to set up input actions in a dynamic way like this?

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the new hold time threshold doesn't get recognized till next keypress

gentle urchin
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Gotta think invertly

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Assuming you want 0 as lower bound

proper flower
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I want that an output number that is negative returns 0

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-543 = 0

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2 =2

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I think min is suitable

gentle urchin
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Nop

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Max is the one

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-2 is < 0

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Min(0,-2) returns -2
Max(0, -2) returns 0

proper flower
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ah ok thanks

gentle urchin
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clamp is effectively Min(Max(InValue, MinValue), MaxValue)

twilit jacinth
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What is the best way to create cards? I want to have not only armor and attack, but also special abilities, detection if the same card is touching the card etc. would it be best to use structure, data table with tags or make each card a certain class?

faint pasture
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It's all just data

gentle urchin
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All things struct

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Its more flexible if the spells are actors tho isnt it

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They cn be very custom, bring along 101 components and whatnot

olive yarrow
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hey folks, i'm aiming to have my character change to another character blueprint on level change. while it does work, i get this error while trying to use my dialogue system
"StartDialogueWithDefaultParticipants - FAILED for Dialogue = deadlight, the system found multiple participants using the same name: BP_HoteldPersonCharacter_Child_C_UAID_F44EFC47C6EA65DC01_2046118262(Player), BP_ThirdPersonCharacter_C_0(Player)"

It appears it's reading both the character that loaded in and the character it changed to - which happens to be its child.
How can i offload the parent?

stoic root
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How do you constantly call a function when a character is overlapping a collider? ie if the character is within a collider, we use a timer to loop through and call a function that constantly adds damage. Currently it seems i can only do this with Begin Overlap, which only does it once when entering.

lunar sleet
undone bluff
lunar sleet
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you'll then need to use endOverlap to stop it. doubt perf would become a concern with a timer unless hundreds of actors start overlapping simultaneously and they're not previously loaded

olive yarrow
lunar sleet
frosty heron
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to set default character to spawn, change it in the world setting per level basis

uncut shale
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any good youtube tutorials on how to make a grid system for movement? tryign to make a SRPG, all im finding are peoples pre made games with grid systems

frosty heron
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Never done anything like that but the movement logic should stay the same

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after all you just need to feed location to the move node

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So what I would do, I would start with the grid system first

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and each grid would have a centre point

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when you left click to move, it will look for the selected grid's centre point

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and just use that coordinate to move to

lunar sleet
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heh, that's smart ๐Ÿ™‚

frosty heron
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scrap that actually

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if it's diagonal direction, the character just gonna go diagonally

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no idea at this point unless diagonal move is allowed

whole jay
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I was messing around with the camera inputs and it broke, I liked the original TPP camera where it would only move the character's yaw if the character was moving

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I have no idae how to fix that lol

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Like I want the camera to be able to freely move unless the character's moving

lunar sleet
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prly control rotation settings. Compare it with a fresh TPP template

whole jay
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The camera component has a setting called "Use pawn control rotation" but the only thing it does when I enable it is move the camera forward ?

olive yarrow
olive yarrow
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Ehhh, he said words close that coulda been more descriptive but yeah!

frosty heron
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Don't use level bp

barren dove
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hey folks, question
widget A is a separate widget, containing box that contains a bunch of buttons
widget B is a common panel that will display stuff from the button presses

how would you do widget A "talking" to widget B? an event dispatcher?

whole jay
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Random things that break and corrupt the blueprint and then it's randomly fixed once you remake the blueprint is the bane of my existence

soft flax
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So I'm running into a problem with a Play Montage function. I've checked my montages and they all have the proper skeletons and skeletal meshes applied. There's no duplicates of either of the previous things. The function that contains the Play Montage runs as it should, and yet it doesn't play the montage I created?

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This is the blueprint code for the event that plays the montage

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the SK mesh is the skeletal mesh of the player character

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and this is all in a blueprint component

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I've tested with a Paragon asset and it works just fine with those montages so its possible there's an issue with the montage itself?

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ok, I've found the problem, I had to add a default slot to the Animation Blueprint floofok

frosty heron
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You pretty much reset it instantly

frosty heron
hexed inlet
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Quick question -- Why are the pins in the divide node filled with grey?

slate hound
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it means you can right-click it and change the type

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the modulo nodes come in int, float, byte, int64... the divide node has special pins that can be set to all sorts of types

hexed inlet
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Ah I see. ty

languid swallow
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I need to raycast spline at runtime over curvy terrain. Possible?

surreal peak
languid swallow
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Any pointers on how to?
Let me know if I should specify something more about this question ๐Ÿ˜› .
I might use that spline then for Niagara effect. Needs to be kinda square shape, and about 3-4 kilomteres in each direction I would say.

surreal peak
frigid summit
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hi guys do you have any idea why the blackboard always returns unvalid after the execution animation finish

timber basalt
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Hello , im doing a normal attack montage as you can see with the blueprint here but every time when it finished or stopped the animation pops to my idle (blend space) , i do have an animation to transition back to idle , how do i implement that montage after normal attack is finished or completed?

spark steppe
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play it on completed?

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or add a notify and jump to the section if it's within the same montage

languid swallow
# surreal peak You could try to explain a bit more what you want to do in general. Tracing at r...

I need to define PvP area. At border of that PvP area there should be sandstorm. So I am looking to see if spline would be a good idea to define that border.
Border needs to be over large area. A few kilometers. And terrain is very uneven. Thus why I would use a spline.
Spline does not exist. Can be made with BP, or can be premade, spawned, and then modified.
Shape of terrain is unknown - procedurally generated mesh terrain.

I tackled a bit with splines in BP, so I do not know whaat are all the options there. Its why I am asking so what is posible - to at least get an idea before wasting time ๐Ÿ˜› . Thanks!

spark steppe
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use a sphere, easy to check if someone is within the sphere compared to a spline

real notch
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How do I create a custom function for the Ease node?

frigid summit
languid swallow
# spark steppe use a sphere, easy to check if someone is within the sphere compared to a spline

Spline would be square kind of shape. For detection we can use box collision volume. Focus here is on effect.

There are two possibilities. Square PvP area and sphere PvP area. For sphere one it should be some tornado effect. That you can fight inside. So effect should mostly be around borders - but didnt find anything that works on marketplace (dont have time to make it all from scratch ๐Ÿ˜ฆ ) .

Border feels like it would be easier to make - visaul design.

gentle urchin
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Square and sphere, both basic collision shapes.

languid swallow
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Question about spline? ๐Ÿ˜›
I need to place long sandstorm wall on the map, on kilomteres long surface of curvy terrain (just not flat).

gentle urchin
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Still not sure why it cant be regulsr sphere?

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Or cylinder

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Alligning a spline to the terrain is ofc possible just takes some math

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Storing a bunch of points

languid swallow
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How will I conform effect to ground with sphere or cylinder?

gentle urchin
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You'll let it clip

proper flower
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Guys I have a big problem with my game template : it's a 2 player game and have a server side and a client side, the problem is that the generation of card in play is different from player views, i want the same generation of card material for both player and cannot understand where to touch.

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someone can suggest a tutorial or an approach?

trim matrix
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Anyone knew what is this line?

frosty heron
trim matrix
frosty heron
trim matrix
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The tutorial I watch set it in persistent but no Line Trace when being tested in play, I don't know why that happen to me

frosty heron
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forget about the tutorial

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if u don't want to see it, just set it to not draw

trim matrix
proper flower
# proper flower

I understood that the replication in some way failed, but cannot address the solution

frosty heron
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@proper flower Multiplayer is not tutorial zone

lucid egret
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Hey, ive currently got a problem where im using this blueprint to make my camera follow my cursor, the only problem being that when i try to rotate more than 360 degrees, it wont let me, how do i remove the limiter so i can rotate all around me without stopping?

frosty heron
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as for your problem, the most logical thing to do is to obviously let the server determine the card generation

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that's not client bussiness

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only server should generate the cards / shuffle / etc. Tldr only server version matters

proper flower
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thanks, but I already understood that, need to find the way to realize

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thanks anyway

frosty heron
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well your client seems to running the logic to generate the cards too in it's machine if you get different results

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I don't have access to your project but I would guess that's what happend

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think of this in a simple way. If you run a random node in each machine, you will get different random number on each machine.
So how to get the same random number accross the machine?
Let server run the get random int function. The result then can be replicated to clients

proper flower
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I understood this

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Simply forgot where to change settings about client and server

gentle urchin
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should be enough with a server defined seed replicated, and client create the cards x)

silent stag
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how can i show ms in game ?

frosty heron
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profiling? Ping?

silent stag
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ping

frosty heron
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from player state I think there is a node you can use

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get ping in ms

silent stag
frosty heron
silent stag
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first one is working - get ping in mulliseconds

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But i am not sure which one i should use for dedicated server

frosty heron
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The bottom one requires you to plug Blueprint Session result

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btw pretty sure this node only work for connected players

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getting ping in Server browser is something I can't accomplish yet

spice viper
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The 2nd is if you want to see the ping of network sessions. Use case is likely a lobby browser.

First is for player state so a particular player. What's your use case?

frosty heron
silent stag
spice viper
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I believe every player has a replicatied copy of every other players player state. Server does too. So you can make a list of players and their ping

frosty heron
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Server have everyone's player state and controller

spice viper
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That image doesn't show ping, and a delay node alone is probably not going to gaurentee net id gets set. But the idea of using that for a save file name per player per player state will likely work

frosty heron
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so get the controller of a target player -> get Player state -> get ping in ms

silent stag
frosty heron
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Ye I mean, that;s literary how to get a player's ping

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You can probably just do it in game mode. Run a timer

spice viper
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I show pings of fellow players in my games lobby. I'm sure I did this the same way (using player state).

Clients don't get other players controller, but the server does

frosty heron
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Get everyone Player state and just do ping regullary

spice viper
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Yeah create a timer event maybe every 2-5s to update ping. Not event tick

frosty heron
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@spice viper Are you using dedicated server?

silent stag
frosty heron
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I'm scared to go to that route because of skill issue. Just wondering how hard it is to create a dedicated server and auto join your own game

frosty heron
silent stag
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it is

frosty heron
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I mean ping to who tho?

silent stag
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i tested this before

frosty heron
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U can't check ping to unconnected player with bp afaik

spice viper
frosty heron
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would love to transition to dedicated server tho. It helps with some listen server issues

spice viper
frosty heron
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@silent stag What I'm trying to do is to have a player in server browser and get a ping between the player and all of the servers

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last time I asked exi, he mentioned that I hvae to use the steam api

silent stag
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and it works

frosty heron
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k, i will look around more

spice viper
frosty heron
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gonna test again later. I had to upload the entire build to steam to check

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this is my problem pretty much

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I am suprised that u guys got it working

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actually they have sample codes, I might work with that

olive yarrow
lofty rapids
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i spent 5 hours trying to fix a shpping build problem with widgets

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s.o.b. thats intense trying to debug shipping

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i had an issue where the cast to my hud worked, but the ui wasn't updating, i had to put the update in the hud itself

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are things not loaded consistently ?

frosty heron
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Some people claimed to have things working in editor but not shipping

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never occured to me so I have no idea

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do a print string and make sure the update is called

lofty rapids
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the cast didn't fail, just when i tried set text it didn't work, like it had not been added to viewport yet

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but cast succeeded

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i fixed it, but it's a strange way it operates

spice viper
frosty heron
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I read the articles again with the 99999 ping issue, so steam doesn't actually implement ping

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we actually have to create our own socket and send the packet our self

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fffff too technical for me, Im gonna leave it for last

spice viper
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I can check my own project tonight, I didn't have to do any of that to get player pings

frosty heron
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those are connected players

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I am trying to get ping when I am browsing servers

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so my ping relative to the steam session that is found

spice viper
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Yeah that's what I mean

trim matrix
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I tried to make a 3D Widget Interaction Prompt but the widget didn't showed up when I approach. Can anyone help me?

lofty rapids
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i never used a 3d widget

trim matrix
lofty rapids
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it should be succeeding

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but you see where you cast ? theres two exec comming out, one is for success one is for fail

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put a print string on those and see if it fails, it should be succeeding if you just have one character

trim matrix
frosty heron
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Try not to copy paste tutorial and understand what each node does

uneven roost
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for a project involving excel files, can you link a cell to something like a specific block of text from a google or word doc? i want to be able to able to edit values for an event generator in a more friendly format than manually editing it in excel or unreal- it would also be better for the less tehnical people on my dev team to be able to just update values through google docs or something

thin panther
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How is this related to blueprints?

frosty heron
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What do data table support these days?

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CSV and JSON?

thin panther
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Yeah

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But this is an excel question

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Completely outside of unreal :D

trim matrix
uneven roost
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well then what channel should i ask

thin panther
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None of them

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It's not even unreal related

uneven roost
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this is for an unreal project, so

thin panther
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You're probably looking for a community around excel, or a forum related to it

silent stag
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Can i implement client side prediction in blueprint

thin panther
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You dont

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That's a C++ thing

frosty heron
#

I would totally only work on card game / turn based game for a bp only multiplayer project

#

doing fps, rpg, etc is kinda insane without the right tool

frosty heron
#

setting a variable locally before server rpc is already client prediction imo

thin panther
#

Not really. You need speed for things like thatx and blueprint just doesn't have it

#

If you're making multiplayer C++ is really non optional if you want a good experience.

If you're at the level of needing custom predictions, versus something that just uses GAS and the CMC for example, you probably want to hire a network engineer too

random pulsar
#

I want to create this sensing effect like in Witcher 3,someone told me i need a post process material attached to camera ,but how exactly i need to make this?

carmine palm
#

Calling this on my mesh object that has two sockets along the blade which is in a loop, but for some reason (this is during an animation call) the location isn't updating lol

balmy geode
#

How to make that doors open after collecting x things?

lofty rapids
#

maybe a variable on the door, that is an int with the amount of things you need to be opened

lofty rapids
thin panther
#

keep a count when you collect a thing.
then you collect X things, call open on the door

#

or broadcast a dispatcher

#

or call an interface

#

or get a reference to the door and call open on it

frigid summit
# lofty rapids several things, or just one type of thing ?

hi can you help me with this i have bool in blackboard if i change it to true all enimes can attack if i specfiy group id 0 to attack the 0 attack the proplem is upon death event the change is not possible for the group id 1 so the group 1 cant attack

lofty rapids
#

i'm not sure i'm getting what your saying, you have a bool, but on death you can't change that bool ?

#

or how are you specifying and why can't you set it ?

frigid summit
#

and imade sure the blackboard is valid

lofty rapids
#

so your just setting attack to true upon death ?

#

whats not working about it ?

tired tartan
#

How do I make get overlapping thousands of actors not drop my fps?

frigid summit
lofty rapids
#

then upon death you just set attack bool to true

#

but you never check and set group

#

so if group 0 is dead maybe they can't attack

#

how are you setting the group ?

frigid summit
lofty rapids
#

you'll find that big loops are a lot faster in c

frigid summit
tired tartan
frigid summit
#

start attack works but attack doesnt

#

it works only for group 0

lofty rapids
#

basically c++ as a node @tired tartan

#

i know very little of it, just started messing around but the performance is amazing with loops

tired tartan
#

ok I'll try

lofty rapids
#

but probably a function where you pass the actor

#

then you can try to get overlapping actors in the function itself

#

and output the data, should be faster

tired tartan
#

I have a array variable that sets the array of objects that are overlapped

#

so I could create the get objects in c++ and then a blueprint node of for each loop that gets that array that was set in c++

lofty rapids
#

so you want to get overlapping actors and the problem is theres too many overlapping ?

#

or the problem is using the array ?

#

wherever you loop a large amount of times over something and do some actions

#

that can put in c

tired tartan
#

the left one is like a function

lofty rapids
#

if the array is large i would worry about any loops like that

lofty rapids
#

before you loop

lofty rapids
#

every time that foreach goes through it has to re get overlapping actors because it's pure

#

if you cache them before and plug that into the foreach

#

it will be faster but still with so many i would use c

tired tartan
lofty rapids
#

i would cache both pure node

#

but start with the overlapping actors one

#

just promote it to variable

#

if you can

#

and use the variable

#

so it doesn't keep getting overlapping actors

#

get the overlapping actors, set a variable, use that variable for the foreach

#

ใƒ–ใƒซใƒผใƒ—ใƒชใƒณใƒˆใจC++ใฎใƒ‘ใƒ•ใ‚ฉใƒผใƒžใƒณใ‚นใฎๆฏ”่ผƒใ‚’ใ—ใฆใฟใพใ—ใŸใ€‚ใƒ–ใƒซใƒผใƒ—ใƒชใƒณใƒˆใฎใƒใ‚คใƒ†ใ‚ฃใƒ–ๅŒ–ใ‚’ใ—ใŸ็ตๆžœใ‚‚ๅ‹•็”ปใฎๅพŒๅŠใซ่ผ‰ใ›ใฆใ„ใพใ™ใ€‚
I tried to compare the performance of blueprint and C++. Blueprint Nativization is posted in the latter half of the movie.

โ–ถ Play video
#

i was having the same problem iterating through an array around 1000 it gets tough and bp will crap out eventually

#

had to move the loop to c++ and it's a huge difference

gentle urchin
#

A 1000 shouldnt be that hard by pure iteratiomn

#

Surely some context to what was being done 1000 times helps^^

kind willow
#

Is there a way to "extend" line trace? If I fire a trace at the actor, can the actor take the direction of that trace and create a new trace leading in the same direction? I'm trying to spawn a blood splatter where the bullet existed the body and need to create a trace for static mesh

lofty rapids
gentle urchin
#

Cant you use the data from the initial trace?

kind willow
gentle urchin
#

But sure, a trace in the same direvtion is no prob.

kind willow
#

The only way I know how to get a direction of something is get foorward vector

gentle urchin
#

Get the start and wnd location of the first trace

kind willow
#

which doesn't seem to work with any trace vectors

gentle urchin
#

Do a "Get Unit Direction"

lofty rapids
#

couldn't you just reverse it ?

gentle urchin
#

Multiply the result by how muxh furtjer you wamt it to go

frigid summit
gentle urchin
#

While trace start deals in world space

#

So a typical trace would be:

TraceStart = GetActorLocation()
TraceEnd = TraceStart + (GetActorForwardVector()*someDistance)

lofty rapids
#

i would just reverse it

#

should get the exit point

#

idk what your gonna hit from inside ? the outside ?

gentle urchin
#

I should start reating the entire thing ๐Ÿ˜„

#

But reversing only works if the trace went from inside to the outside

lofty rapids
#

i mean if you want the exit point that would hit you on the exit point i would imagine

#

if you reversed it

gentle urchin
#

If initial trace went through, yes

carmine palm
#

Can anyone give assistance? Calling animation which swings sword right. Calling get Weapon mesh and get world location on it during the montage playing and the world location is not updating for some reason

#

not on mesh. on the object lol

kind willow
#

This diagram shows what I want to achieve hopefully

#

I want to get the green line direction using the red line

carmine palm
#

Impact point forward vector yea?

kind willow
carmine palm
#

Cant you just do that..

frigid summit
carmine palm
#

from out hit -> Impact point -> forward vector

kind willow
kind willow
carmine palm
#

I just did it

#

get forward vector lol

#

I have it on array but same same

#

And set niagara to be beam I think

#

so it follows your new line trace

#

after you shoot another one from forward vector

#

or shoot multiple

#

in a random "spatter"

kind willow
#

Why are people talking about particles? It's a decal

#

Should I be using particles for that?

carmine palm
#

is this 3d or 2d lol

kind willow
#

2d. It's a blood splatter on a wall

carmine palm
#

oh

kind willow
#

I need the trace to make sure there's a wall to put the decal on

carmine palm
#

yea

#

so first trace is enemy

#

then from hit location do forward vector like I just showed you

#

and then line trace from there

#

and on impact again

#

apply decal

tired tartan
#

is there a cheaper way to get thousands of object in a world without destroying my peformance

lofty rapids
#

all on the screen at once ?

tired tartan
#

I guess

kind willow
tired tartan
#

like get all actors of class

kind willow
#

oh, get in that way

#

then I can't think of anything, sorry

tired tartan
#

oh

kind willow
#

What do you want to do witgh that array? Maybe there's a workaround?

tired tartan
kind willow
kind willow
carmine palm
#

Oh might be relative location and not world location

#

do line trace from actor world location + that location

kind willow
#

wait, wouldn't impact normal be the reverse direction of the impact?

carmine palm
#

I lied

#

sec

#

probably

#

I dont have any ranged, etc

#

off but wit my sword

#

does it for line trace length

#

direction

#

Start is normal

#

Trace End

#

@kind willow

kind willow
#

I see, but honestly have no idea what that means. I already started working on the issue on my own

carmine palm
#

will do another line trace from impact to original traces end point

gentle urchin
#

Just do another trace from start

#

And ignore the hit actors that are pawns

kind willow
#

But I need the trace to go from the hit pawn...

gentle urchin
#

While trace.hit == pawn ...

gentle urchin
#

Unless you have some solid redirection inside the pawn due to intestants resistance and whatnot

#

So for all intents and purposes in your casez going straight is ok

lofty rapids
#

you could just take the point, and make a trace with an extended endpoint since it's the same direction

gentle urchin
#

As your paint drawing shows

kind willow
#

if you told me to ignore the pawn in my trace, hoiw will I get the distance between the pawn and the wall?

lofty rapids
#

maybe extend the endpoint and start from the impact

kind willow
lofty rapids
#

how do you calculate the endpoint of the first one ?

#

do the same thing

kind willow
lofty rapids
#

i'm saying you should be able to use the impact point, and the end point

#

as long as your endpoint is extended out long enough

#

or you can extend it depending on how you calculate it

carmine palm
#

I just told you

#

trcae end

#

lol

#

on the one that hits pawn

#

is the original trace where it extensd to

#

extends to after hit

lofty rapids
#

as long as you have it going out straight you should be able just use the impact point, and trace end

#

as start, end

carmine palm
#

Look at my pic above. said that ๐Ÿ˜›

gentle urchin
#

Wont you hit inside the hit pawn?

#

So youd need to do a third, once exit location is found

remote meteor
#

i meaan
TraceStart = Impact Point
TraceEnd = ImpackPoint + ((ImpactNormal * -1) * <Distance you want to trace>)

kind willow
carmine palm
gentle urchin
#

So the already hit pawn does the second trace?

carmine palm
#

Literally this

#

left is pawn hit

#

right is line trace from pawn hit

gentle urchin
#

Impact normal cant be start

barren dove
#

man im getting real frustrated with this widget designer nonsense

carmine palm
#

How can't it?/

gentle urchin
#

Its a normalized direction vector

#

Not a world space vector ?

carmine palm
#

I mean I just used it but okay lol. Use impact point then

gentle urchin
carmine palm
#

No

#

It didnt

#

traced from sword

gentle urchin
#

Thats weird

#

why would a normal not be normalized

gentle urchin
carmine palm
#

ยฏ_(ใƒ„)_/ยฏ

#

looks good to me

gentle urchin
#

Impact point does

#

normal doesnt

carmine palm
#

How?

gentle urchin
#

As i said, it's normalized

carmine palm
#

oh

#

I see top left

#

lmao

gentle urchin
#

x)

carmine palm
#

I mean thats fine then

#

I didnt click

#

just looked at line trace

#

regardless

#

There you go

gentle urchin
#

next trace will land inside the mesh tho

lofty rapids
#

maybe set it to ignore

#

add it to ignore actors

#

but i think getting the exit point would be more accurate

gentle urchin
#

actually, it hits the same spot even xd

#

Gotta offset it by some amount

#

Or add the hit actor to ignore^

#

So we're gonna need atleast 3 traces ๐Ÿ˜…

#

2 extra per hit pawn

gentle urchin
#

Didnt work ๐Ÿ˜…

#

For some reason

#

I did impactPoint - ImpactNormal

#

And it seem to fail

#

Unless i forgot a silly thing

#

it should work

remote meteor
#

you need to multiply by the distance

#

on the normal

gentle urchin
#

Yepp

#

I forgot that secondary distance i believe

#

Made the float ready, just lacked the number ๐Ÿ˜…

copper tree
#

Replication question: I'm trying to make BP_Character able to shoot and destroy BP_NPC. When the Character calls the Request Destroy Actor event in the gamemode, it doesn't do anything - not even print debug. So I assume the request to execute that event is just getting dropped for some reason, but I don't understand why. Any ideas?

I can post my code but this is more of an architectural question than a code help question.

gentle urchin
#

Clients dont have gamemodes

#

Gamemode is server only

#

So from a clients perspective, gamemode doesnt exist

#

You gotta reach the server through a replicated actor

#

Usually the pawn or pc

acoustic lance
#

Dumb question. How do I get this to loop again once it's gotten to its target location?

copper tree
acoustic lance
#

Thanks in advanced for any assistance.

gentle urchin
#

You probably have some dispatcher you can bind to

#

For when movement is "done"

#

Or when the pickup action is done

#

Youd also replace beginplay with a custom event

#

And call that from beginplay

foggy saffron
#

Hey guys, nice to join the party ๐Ÿ‘‹ I'm pretty new to UE, slowly handling the basics... Do you have potentially a go-to tutorial that would explain basics of blueprints well?
I'm currently experimenting with Meta's hand tracking showcase/demo project so I could make a VR escape room, and especially wondering how to make something like "put bricks here in right order and you get a key". I'd like the bricks to have this glowy area where to put them and the area would change color when brick is positioned close, and when player releases the brick, it aligns itself on right spot. ๐Ÿค” I generally understand the principles - something something when brick overlaps, droparea needs a collision box, if overlap true, change color. Just don't know what else I need ๐Ÿ˜‚

acoustic lance
# gentle urchin And call that from beginplay

Trying that out. Trying to set up a condition that if it's less (closer) than whatever the threshold I set is, to call the custom event again, otherwise continue. That....doesn't work. I know I'm probably missing something simple./

nova ledge
#

Can you guys help me my widgets is not ticking, it is set on visible and im just creating it as separate widget from hud

#

but dont know why nothing is happening

lunar sleet
#

As for what youโ€™re trying to do itโ€™s not super complex but you need to understand the basics first. Iโ€™d recommend the bp comms live training at the bottom of the pins here (2nd to last)

acoustic lance
foggy saffron
#

But thanks, will check the pinned link!

lunar sleet
#

Yeah, ik just not a fan of the Zuck but I get it

foggy saffron
#

Yeah me neither... But the Quest 3 glasses are really something, and the cheaper version is the scale that I believe is going to get more consumers interested.

gentle urchin
#

as i said, you likely have some event that triggers when you've reached a destination

acoustic lance
marsh pond
#

Hey guys, i have a character blueprint where hundreds of nodes placed in one graph, including tick and various input nodes which should be light up with red color while debugging every frame. But because of amount of it Unreal struggling to light up other used connections and i can't do such visual debugging. Is there any option to fix it without reducing amount of nodes in graph by making macroses, functions, collapses or other graphs? It feels like some limit put in place there, but i have no idea where to start search.

subtle pollen
#

where i can find blueprint dependencies ?

undone bluff
subtle pollen
noble ledge
#

Is it possible to optimize debugging? UE is always freezing when debugging blueprints

valid oyster
#

does anyone know potentially why my cast fails for my environmental manager blueprint? I'm trying to access the components and change their values

#

i needed to cast to my character to detect the overlap so that's good

#

but casting afterwards to the environmental manager BP doesn't work at all

subtle pollen
undone bluff
subtle pollen
undone bluff
#

Did you rename the folder in the editor?

subtle pollen
#

yes

undone bluff
#

Ah so it's probably just pointing to a redirector

#

I think they're hidden by default

subtle pollen
#

im thinking to re import the mesh, would that fix it ?

undone bluff
#

Is there no redirector?

subtle pollen
#

what is that ๐Ÿ˜…

undone bluff
#

check if it's there, if so right click > fix up

valid oyster
undone bluff
#

oh actually

#

when you renamed the folder

#

did it keep one with the old name around?

subtle pollen
#

no

subtle pollen
# undone bluff

i enable the show redirectors but doesnt show anything in the mesh folder

undone bluff
#

realistically you could just open wherever you used the static mesh and reselect it

#

but that is pretty odd, unreal usually handles these things alright

subtle pollen
#

i re add it in the blueprint but still is using the old folder name

undone bluff
#

ah restart the editor maybe

agile loom
#

Hey all!

I'm attempting to use VaRest to get some JSON data, however the callback event just never fires no matter what I try... anyone have any ideas what's going on here?

subtle pollen
undone bluff
#

can't say, don't know what the issue is

subtle pollen
#

i showed in the picture, in the blueprint im adding the mesh instance from that rename Walls folder but for some reason is showing the old name Walls_and_Floors

#

the restart i think worked

undone bluff
valid oyster
#

okay that worked

#

appreciate it

#

didn't realise it actually needed something

undone bluff
#

a cast is something performed on an instance

#

it's a type check, that if it succeeds, lets you safely act as if the reference is of the type you checked for

subtle pollen
#

@undone bluff thank you for pointing me to redirectors

valid oyster
#

now instead of having the logic in the trigger box BP

#

I can make functions in the main environmental manager, and just call them from the triggerbox

#

right

undone bluff
#

yep

valid oyster
#

(would you do it that way?)

undone bluff
#

I just have presets in the form of data assets containing what I want to set my variables in the manager to, the trigger tells the manager what preset to use and the manager sets its variables to the values from the data asset

valid oyster
#

ahh i see that's straightforward to follow now

#

I am not sure if I will use presets

#

actually thinking about it, presets are a good idea eh

#

since i wouldn't need to have multiple triggerbox classes that way

golden kite
shadow jetty
#

Hi, I tried implementing a function from a c++ interface into blueprint, but I somehow get a crash when I try to playtest through the editor. When I reboot UE after the crash, I get this error on the function node called Interact: Function 'Interact' called from Interact should not be called from a Blueprint. The function, however, is BlueprintCallable and BlueprintNativeEvent. Furthermore, I implemented the interface in blueprints. I also have an Interact_Implementation and Execute_Interact in c++ if that matters. These do fine without any issues.

The weird thing is that when I live code, the error goes away and I can compile the blueprint normally. The function also returns (I wasn't able to make a node from it after the crash). Does anybody have a clue what might cause this?

The crash error is this btw: Cast of Object /Script/CoreUObject.Default__Object to Actor failed

Edit: Fixed it by making an exact replica of the blueprint (??)

gusty shuttle
#

Quick question, if I use Set View Target with Blend, when I set New Target to Player Character, my rotation gets locked after about 30 degrees both ways. How do I fix this? First Person

hushed berry
#

Hello. I have a question does "for each enum" not work with function library? I have the same setup and the localized one outputs properly 10 entries but the one from the function library outputs only the first entry. As for the purpose of this. I'm just learning no big goal behind this system.

stoic root
swift steppe
#

I keep getting a failed to cast message is there another way to get the information across?

lofty rapids
hushed berry
lofty rapids
#

If it's failing to cast maybe it's not a parent of those bp

#

is it just an actor, or it might actually tell you it would it fail if that was the case

#

it's not the type of variable i'm guessing

swift steppe
#

It is a parent of those but I just found a work around using get actor of class as well as removing some other blocks

lofty rapids
#

ya get actor of class works too as long theres only one

#

if the cast failed then it failed, it's not the right class

swift steppe
#

huh, It only works if there is an actor in the map though, I want the player to just spawn it themselves

lofty rapids
#

so when they spawn you can't set that variable ?

#

is that variable just an actor ?

swift steppe
#

yeah its an actor

#

should it be something else

lofty rapids
#

you should be able to set it to that variable when you spawn it

#

actor should be fine

#

the cast should succeed if it's the right class

swift steppe
#

Even if I do get that to work I dont think the needing the actor in the world will be solved, I thinks that part is coming from somewhere else

lofty rapids
#

i mean you need something to cast to

#

you want to get it before it's spawned ?

swift steppe
#

when I press the keyboard event it takes one of the actors of the weapon from the world and attaches it to the player, instead of that I want the event to generate the weapon itself

lofty rapids
#

so you want to spawn actor ?

#

you can check if the reference is valid, and if it's empty spawn the new one

swift steppe
#

I think the problem is in here

#

I can try that

lofty rapids
#

when you push the button you want the new weapon to spawn ? or to change the current weapon ?

lofty rapids
swift steppe
#

change the weapon

lofty rapids
#

ok so you should probably call that event "ChangeWeapon"

#

when you press the key call that event and pass the class, then use currentweapon reference or whatever you need

swift steppe
#

Im goin to test hide actor instead of destroy and see if that works

lofty rapids
#

it should work fine, it's just your not actually using it

lofty rapids
swift steppe
lofty rapids
#

don't hide it

#

you want to destroy it so you don't have a bunch of them around

#

if you hide it, then you'd be spawning them and the old ones would still be loaded

swift steppe
#

yeah i put the destroy back in

valid oyster
#

Does anyone know how to read a data asset the right way?
I have a BP_DA_Environment which has components, and then a Trigger Box Blueprint that has a reference to a data asset that has all the information that the components of BP_DA_Environment needs to change light intensity etc
I also have a DA_DefaultEnvironment (I will use different DAs for different environments)
I want to read all of the value of the DA_DefaultEnvironment and set values in my BP_DA_Envrionment based on what the DA_DefaultEnvironment.. etc has

deep void
#

Hi Y'all!
I'm looking for some guidance on how I can pass a BP text variable to a user interface widget.

For context, I simply want to be able to display on the screen what room the character is in. I have made a BP actor with a text variable (location text), and placed it in each room.

I've looked at the documentation and watched YT tutorials, so far this is all i can get to work, and i cant help but feel it is wrong, even though it works, i want to learn how to do things the right way.

Current process is casting to character > storing its room text in a character variable > then the UI cast to character and sets the on screen text to the character variable.

I feel I'm jumping across BPs more than necessary, but I cant seem to send the information from the BP actor to the UI.
I've read that casting may not be necessary, and creating a ref to the UI will suffice, however once i have created the UI ref, I cant seem to access its information in the actor BP.

Any help is appreciated if someone knows how to do this, I've been struggling for a while now ๐Ÿฅฒ

lofty rapids
#

where did you create your widget ? you should be able to get a reference to it

deep void
deep void
lofty rapids
#

i would put it in the hud

prime grove
#

can blueprints do exactly what c++ does?

lofty rapids
#

but it does most of it

prime grove
#

ok

lofty rapids
deep void
lofty rapids
#

ok perfect

#

so get player controller, get hud, cast to your hud

#

then get main uiref

#

out of the hud

#

make sure you text box is check as is variable

#

out of uiref, get the text box name

#

then do set text out of that

deep void
# lofty rapids then get main uiref

thanks heaps, but this is were I'm having trouble.
How do i get from HUD to MainUIref?
(I can only place the ref if i untick context sensative)

lofty rapids
#

what does that note say ?

deep void
#

already hud

lofty rapids
#

you probably want to cast to your hud, what is the one in the world settings named ?

#

the class

deep void
tough badge
#

Dunno if this is the right place for this, but does anyone know what this means? DrawFrustumComponent ... DrawFrustumComponent_0 NOT Supported.

valid oyster
#

sorry for the image spam there, it's hard to explain what i'm doing otherwise, I have a Blueprint of class Primary Data Asset, I then added my variables, and created an actual data asset based on it, in my trigger box i have a reference to this data asset, and in my environmental manager I have the actual components I want to affect, how am I able to read the Data Asset's Values?

deep void
lofty rapids
#

you missed a step

#

where you getout of the ui ref the text on the widget

#

then drag out of that and do set text

#

honestly i usually make these into functions

#

ChangeRoomText or something

deep void
lofty rapids
#

show where you set it as variable in the widget

deep void
#

okay, this is my UI widget.

The onscreentext is the canvas textbox i set to a variable. Since I cant make that public I've just made another variable UI Text, once i can access that i can link them up.

#

wait, should they be in myHUD instead of myUI?

lofty rapids
#

so when you click on that at the top right of the screen somewhat in details

lofty rapids
lofty rapids
#

next to the name of it

deep void
lofty rapids
#

what is this variable ?

#

is it bind to a thing on the widget ?

deep void
lofty rapids
#

ok it says is variable

lofty rapids
#

out of the ui ref

#

and normally you don't use spaces in variable names

deep void
deep void
lofty rapids
lofty rapids
#

click the eye

deep void
#

that's how i thought it should work ๐Ÿ˜ญ

lofty rapids
#

for some reason it still showed private, which you can change by clicking the eye next to it

deep void
# lofty rapids click the eye

doesn't work, just get that message on hover.
That's why I made the UI Text variable and set it to public, but i cant seem to access that via the reference either

lofty rapids
#

idk why that would happen

#

thats usually how it works

deep void
lofty rapids
#

usually you just click is variable

#

compile save

#

and it's there you can get it

deep void
#

its weird, but that public issue asside.
I do have the UI Text variable set to public, i seem to have the same issue trying to connect to that, needs a target?

lofty rapids
#

the target should be the ui ref

#

as long as they are on that widget

#

you should have access to them

deep void
lofty rapids
#

well you should be dragging out from the others

deep void
#

is there an issue with the UI ref in the HUD class?
This is set to a user widget object reference

valid oyster
#

okay I managed to get most of the communication working well

valid oyster
#

i'm able to get the data asset object in the BP I need it in

#

but how do I get the actual variables from my Data Asset?

#

not just the value of the actual asset(its name)

lofty rapids
lofty rapids
# deep void others?

i mean you should drag out from the class get the ref, drag out from that get the text box

#

if that doesn't working something weird about the reference you can't get the variables

#

it's usually fairly straight forward

deep void
#

damn.
I tried promote to variable and used that ref instead.
Same issue, cant get anything out of the main ui ref.

lofty rapids
#

interesting

#

try to drag another text onto the widget, check is variable see if you can get that

#

if not idk what it could be

#

if none are working somethings weird about the reference

#

but i'm not experienced enough to know what could be happening could even be a bug of some kind

deep void
deep void
# lofty rapids interesting

It seems like maybe a cast to character isnt necessasry now, but im not sure how else to link into other actor on overlap.

Other than that, this works perfectly, thank you so much for your time and patience, it's really appreciated ๐Ÿ‘‘

unkempt plover
dawn gazelle
deep void
willow cedar
#

Is there a way to Attach the End Point of a Cable Component to a Line Trace Hit Result Location, and Attach the End Point to the Component as well?

lunar sleet
willow cedar
#

When I Attach to an Actor, it goes to the World Location of the Actor, and the End Point Location is based on what the Cable is Attached to

#

Meaning, the Line Trace Location isn't going to work for where I hit

lunar sleet
#

did you change the location rules?

willow cedar
#

Not that node.

#

I just got it working

#

I had to take the Component Location of the Hit actor and Inverse Transform Location using the Hit Component World Transform as the T input, and the Hit Point from the Line Trace as the Location

#

World Space, Local Space issue

lunar sleet
#

yeah inverse xform is neat

willow cedar
#

My hack beforehand was just setting the Cable Location and Attaching it to an Actor, meaning the End was on me, and the start was on where I was Grappling lol

valid oyster
#

so does no one really know how to read from a data asset?

valid oyster
#

okay, I've got it

#

Note for future: Primary data asset should never be referenced, only the class you make from the primary data asset..

undone bluff
lyric rapids
#

remove from parent is taking my widget off the viewport and idk why

valid oyster
#

finally, it's all working perfectly

#

now I actually have an environmental system ๐Ÿ˜Ž

#

Thanks Scaith for the guidance ๐Ÿ™‚

trim matrix
#

Can anyone tell me how to hide/disable this? The one with "Click/Shift + F1 for mouse cursor"

desert juniper
dim halo
#

Could you, hypothetically, use a static mesh for your character and then animate a skeletal mesh version into the still position you want your character to hold, create a static mesh and update your character, assuming your character would not have dynamic movements? Or do I misunderstand static vs skeletal meshs?

desert juniper
dim halo
#

ok thank you very much

#

I assumed it would be really unnecessarily difficult but I was just kinda curious

desert juniper
#

skeletal meshes are preffered, but it is more setup

dim halo
desert juniper
surreal peak
#

I would put a * onto that, cause there are other options for other problems too.

dim halo
#

I will keep that in mind going forward. Thank you both

desert juniper
#

Plague did amazing things with static meshes for their rats

surreal peak
#

An example would be when using #mass or any other large scale entity based stuff where your entities all use an InstancedStaticMesh for performance reasons. There you can still pipe animations through to the static meshes via textures that have the vertex offset, which the animation would naturally add via moving the bones, baked in and applied as world offset in a material

#

Plagues' rats are particles iirc?

#

At least it thought they were

desert juniper
#

rooThink1
maybe I'm confusing with fish. one sec to research

dim halo
surreal peak
#

Mass is UEs EntityComponent system which are usually used for very large scale setups

#

Cause each entity is very small in terms of memory footprint and they are usually updated in chunks highly optimized to be faster in terms of cpu

desert juniper
civic bone
#

Hello everybody ! Hope you're all doing well on this monday ! I have a question concerning sleep/wake event in Android / pausing sound in Wwise.

I'm working on a VR standalone (so Android) project on Pico VR headsets and I can't find a way to pause the sound when removing the headset/pushing the power button. I'm binding pause/resume Wwise events on Will Enter Background and Has Entered Foreground Unreal events and it's not working. Logging each event with Unreal node using device time proves me that sleep/wake events are fired at the correct time, but the Wwise nodes are both executed on wake (pausing and resuming sound right afterwards). Both Wwise events have a global scope.

I tried using Post Event Async, adding a Application Lifecycle Component to use as target in the binding, using PICO SDK Focus State (replacing VR Focus State), removing Unreal Pause nodes, binding with Get Game Instance with a blueprint herited from PlatformGameInstance (and changing it in Maps & modes in settings) but no luck so far.

Here is one of my experiment for better understanding.

Thanks to anyone you can help me on this one ๐Ÿ™‚

real notch
#

My player controller adds an input mapping context so I can listen to input actions from that mapping context. This works great when opening the level directly. When using Open Level however, my Input Actions are never triggered. Why could this happen?

#

I've verified that it runs through the same code in the playercontroller.

frosty heron
#

hard traveling with open level will destroy your current controller

#

and spawn you a new controller that is set to the new level world setting

real notch
#

and spawn you a new controller that is set to the new level world setting

That's exactly what I thought and want ๐Ÿ˜„

#

Because this level needs different inputs

frosty heron
#

so it sounds like u have issue with the other controller specific to the level

#

and not really related to hard traveling

real notch
#

I don't know

frosty heron
#

Try to open the level with the problematic controller from the editor and see what happend

real notch
#

Because opening the level directly does work

#

That's what I said in my original message

frosty heron
#

Hmmm, no idea. Mine one still work even with hard travel

real notch
#

Yeah, mine as well, usually.

#

This is the first time I'm collaborating and someone else made this part. I have no idea how they managed to get it to behave like this and I feel dumb ๐Ÿ˜„

frigid summit
#

hi guys why my blackboard is set to false always but in the actual enemy blueprint is set to true

can attack is always false in bt even if i set it to true

#

it always fail

frosty heron
#

@real notch This might be too early imo

#

are you sure u get the print string?

real notch
#

Yes

frosty heron
#

Controller begin play might be too early as it may not yet posses a pawn

real notch
#

It does though

frosty heron
#

that's the only idea I got

real notch
#

That's not it

#

Thank you though, I appreciate your time

frosty heron
#

also not sure if it's the same node im seeting on the internet vs ediotr

#

For my case, since I am doing multiplayer. But even in single player I would do the same thing.
I added the IMC OnPossesed

real notch
#

It's Get Controlled Pawn, and you control the pawn before begin play.

frosty heron
#

I know there are instances where begin play is too early and pawn return null

#

but if u think that;s not it then well, no more clue

real notch
#

No I didn't just say that, I tried

frosty heron
#

kay

real notch
#

I also swapped it out for on possess, which also doesn't change anything

frigid summit
real notch
#

I also added a delay now, but same result. It's so weird

#

I have a new finding. None of my inputs (including click) seem to work when loading through my level select map.

#

I think I found it ๐Ÿ˜…

civic beacon
#

We are Creating a project in unreal engine 5.3.2 and we were trying to detect hit on the Vehicle door.
But found weird behavior in the engine collision events.

in readme you can find more detailed explanation
Link to project in git : https://github.com/KanzariyaJayraj300mind/CollisionTest

Overview :

  • We have an Vehicle actor which has a Body(staticmesh) as main component which has Simulate physics true and generate hit events true.

  • We have a StaticMeshComponentโ€™s Child DoorComponent which has
    Simulate physics false and generate hit event true.

  • We are testing the hit event received from Vehicleโ€™s body component and Door Component
    On hit event(of body, leftdoor,rightdoor) we are printing string like below

<Componentโ€™s name on which event is triggered> hit by <Other component from hit result>

Here we have colored objects as follow to better identify the objects
VehicleA body Orange
VehicleB body Blue
Right Doors DarkBlue
Left Doors green

GitHub

scenario test for collision. Contribute to KanzariyaJayraj300mind/CollisionTest development by creating an account on GitHub.

real notch
frigid summit
#

so in unreal you cant just have one blueprint and 4 instances that share the same controller

surreal carbon
#

Help with Advanced Sessions Update Session
Hey guys I'm trying to update the multiplayer session but every time I do the current players returned is incorrect.

Ex. 1 player connected with 2 max players set updated to have 3 max players will return 2 current players even though no one additional players connected

anyone have any clue or idea why this might be?

noble quiver
#

Hi, not sure where else to put this but this one is a doozy.

When attempting to build (through the project launcher), I get the bellow error. I have no idea where this error comes from and would like to have some guidence on where I can even start this fixing process.

frosty heron
high ocean
#

I'm never sure about this - I always forget. Will setmem be enough or do I also need to set array element for it to change. When running a foreachloop, the struct should come by ref and thus be changed through setmem - right?

harsh coral
#

hey here, gonna ask a bunch of noob questions....
I dragged a bunch of skeletal meshes into the viewport of a blueprint actor. Now I want to create an array of ALL the variables that automatically get created in the construction script, so I can for example set ALL their visibilitys with just ONE checkbox.
Canยดt figure out to even do that though..."make array" only allows me to add one pin at a time and requires me to then connect each variable individually, there must be a more convenient way to do this, as I have hundreds of skeletal meshes I need to add to various arrays...

frigid summit
harsh coral
#

I am, no dice on this so far.

marble tusk
high ocean
heavy lynx
#

Hello everyone, does anybody know how to get the actual correct rotation of an actor ? By that I mean from 0 to 360 without it hovering between 0 and 90 or 270 and 360?

high ocean
harsh coral
#

Yeah, but I have several layers of skeletal meshes, they shouldnยดt all be in ONE array. Like "Skeletal meshes Layer A" and "Skeletal meshes Layer B"

high ocean
high ocean
heavy lynx