#blueprint
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oh, i thought i was. Im still learning. Could you provide any pointers? Thank you.
So its your call
Relative rot is 0,0,0
you also mentioned FastArray. I never heard of it or saw it in tuts
im checking the docs
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.
Personally id drive the two individually
Not sure whats up with scale but
Id just run location and rotation on tick,
Not as relative transforms
Base struct for wrapping the array used in Fast TArray Replication
Is this the FastArray? @gentle urchin
never used it
always used TArray
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.
Just gotta have then the same... both world or both local
How do I lock the rotation of an actor when it is attached to another actor?
Attach Actor to Actor, Rotation Rule>Keep World?
Is the saw part of the track?
The same actor?
Looks like it
Yes, is this a bad approach?
how do i get the current directory that the executable is running in ?
or a directory i can store files in that i can access ?
somewhere in the actual shipping build
i would like to include the folder as well, but i can just add it later on
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 ๐ญ
it helps a lot more if you explain the problem
have you ever programmed before ?
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
a little bit, but it was c# in unity
kind like where mario leaps forward in mario64?
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
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.
ok will watch that, thank you.
use LaunchCharacter node. it allows you to "override" the player's XY velocity
How come my server rpc never gets called when I press the input action on my client?
you just gotta figure out the correct rotational axis
check the console for any warnings. if the player doesnt own the object where the RPC is being called on then the RPC wont be processed, or something like that
better ask in #multiplayer
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
yup, thats the goal ๐
how can I check that the player owns the object?
I got them in two separate actors
but you could probably combine them with some effort
having them separated makes sense to me
could you share a screen grab of the two networks?
this is the setup im using
its a looping spline so I reset on reaching the "end" , but in your case you just wanna invert the speed
cool, thanks, will see what i can learn from this information.
realized i brainfarted on the select
modulo length works in my loop case ๐
So i rotate the Actor to face the direction of the spline
while i rotate the cube in relative space, to my liking
there's some gimballs going on if you're not carefull, but single axis should be fine while using combine rotators
atleast in my short experience
What is difference between a macro and a function? IE why use a macro
Macro can be latent, easily have multiple input output exec pins, and can be viewed more like... a code template?
Function normally is expected to instantly complete/return
But is 'the same code' instead of copies of code .. if that makes sense?
Horrible explanation ๐
what is the name of this type of node:
Its a set node.. for a bool
Usually its found by searching for "set insert variable name"
alr thank you
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
my eyes
You know cmc /character supports multijump?
I bet you didnt ^^
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
my brain feels so small rn lmao
How do I add a cooldown between each time a "key" / "input" is pressed?
Just set a Timer
how about this?
oooooh i'll try that thank you! @undone bluff
anyway in bp to get the current working directory ? like on a shipping build get the directory the executable was ran in ?
found this in an old project
another way, instead of redirecting the current velocity on jump it just adds some
Where would i add the timer i cant seem to get it to work
input action > branch or DoOnce opened by an event > set timer for that event
someone knows why the math expression creates multiple Input?
solved: ((a)-30) instead (a-30)
Can anyone help me with these errors please? trying to add a health value to a HUD ๐ apologies in advance, still learning! Thank you.
I think the issue was just not using spacebar
A - 30 instead of A-30
floor(a/31)+floor((aโ30)/24)+floor((aโ53)/18)+floor((aโ71)/13)+floor((aโ84)/9)+floor((aโ93)/7)
Strange, it works if I add the parenthesys on the second a
but if I use them in all "a" i get error
a crazy error
floor(a/31)+floor((aโ30)/24)+floor(((a)โ53)/18)+floor((aโ71)/13)+floor((aโ84)/9)+floor((aโ93)/7)
if for example I use () on the third a
a cast needs to be executed
I get error
floor(((a)โ53)/18)
but if I use it on the second one: floor(((a)โ30)/24) it works
it's a bug?
surely is in some manner
oh, so move it into the Event Graph?
cause it says that missing a ")"
the white connection is your execution wire
the cast isn't happening, there is no data to use
yes, but how do i connect it to and EXEC event in this editor?
Get text > cast > return
I even used the "[" but nothing
Apologies, can you be more specific
ah sht i see
like this ?
yea but for some reason you have a second unconnected cast and you are trying to get data from it instead
nothing works
ok errors gone! cool thanks ๐
have you read the docs?
ah they do actually advise not using spaces
more importantly double click the node to see what it's doing
maybe reinput the expression bit by bit and see where it goes wrong
it goes wrong on the third section
as I said if I insert parenthesis in the second "a" it works
floor(a/31)+floor(((a)โ30)/24)+floor((aโ53)/18)+floor((aโ71)/13)+floor((aโ84)/9)+floor((aโ93)/7)
why it says missing ")" here?
The teleport option on is supposed to be cheaper right?
what am i seeing!
iirc it queries the environment to get the best fit for the actor assuming down == FVector::DownVector.
basically it does a bunch of traces to find the best fit
ah damn so it should be false for better performance
argh
okay
though it sounds by the name that it skips physics stuff
what are you seeing?
if you dont need it to be placed properly for you then yeah why not?
idk you tell me! that is some cursed use of the math expression node ๐
is a simplified expression of a 1 to 100 random with differential proportion (%) of a 6 byte output
but this is the first time I use the math expression and surely it work differently
here's my original Equation
I cannot get it working
I can simply use other method, but I want to use math expression
๐ฅฒ
floor(a/31) + floor((a-30)/24) + floor((a-53)/15) + floor((a-71)/13) + floor((a-84)/9) + floor((a-93)/7)
here ya go
that is way less cursed ๐
it automatically changed my expression in that curse
my original was :floor(a/31)+floor((aโ30)/24)+floor((aโ53)/18)+floor((aโ71)/13)+floor((aโ84)/9)+floor((aโ93)/7)
I forgot the spaces on the +
but i personally would do that in cpp. math expression along with being unreadable they're also performance munchers
just make a BlueprintFunctionLibrary class. and add a function that takes in a float a and return the result you want
there should be plenty of tutorials online for that. maybe there's one in the pins in #cpp
your's also cursed ๐
it automatically cast the unreal curse on the math expression xD
jeez that is dreadful. yeah might be best to convert them to cpp ๐
not now, I want just to make my first game
it will be a card game, so I don't think it would cost performance
thanks btw
fair enough. good luck on your game! and your welcome!
now I miss last thing
@dire frost , how's called the component/node that let retrieve only positive number?
abs?
this?
not working with my equation
I need to isolate only the absolute number
maybe the way it's calculated in unreal breaks it
I know it's a strange approach
this would be only 0
Oh I can try to set in the math expression every negative number to 0
yeah...go for it man im rooting for ya
How can this be done with a Timer? I.e I loop through this check until the Gameplay tag is true
set timer by event and for loop with break
oh wait sorry
I thought it was an array
just set a timer with looping set to true to check regularly
doesn't matter if function or event
super straightforward
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! ๐ @undone bluff
you'll have to clear or pause the timer manually using a node
but yea that's about it
@dire frost why isn't working?
isn't min recognized?
I tried even Min
but nothing
idk i never used that node. i much prefer cpp
is there any way to set up input actions in a dynamic way like this?
the new hold time threshold doesn't get recognized till next keypress
You want max
Gotta think invertly
Assuming you want 0 as lower bound
I want that an output number that is negative returns 0
-543 = 0
2 =2
I think min is suitable
ah ok thanks
clamp is effectively Min(Max(InValue, MinValue), MaxValue)
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?
I would use structs with abilities and such also being structs
It's all just data
All things struct
Its more flexible if the spells are actors tho isnt it
They cn be very custom, bring along 101 components and whatnot
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?
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.
get overlapping actors on timer
Destroy the first one?
set a reference instead if performance is a concern
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
It claims my target has nothing, though it's to the first blueprint ๐ค
maybe the player controller isn't spawned yet. Test using a 1s delay
when your level change, you get a new character anyway? There is nothing to change to as the old level and the actor is destroyed
to set default character to spawn, change it in the world setting per level basis
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
Never done anything like that but the movement logic should stay the same
after all you just need to feed location to the move node
So what I would do, I would start with the grid system first
and each grid would have a centre point
when you left click to move, it will look for the selected grid's centre point
and just use that coordinate to move to
heh, that's smart ๐
scrap that actually
if it's diagonal direction, the character just gonna go diagonally
no idea at this point unless diagonal move is allowed
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
I have no idae how to fix that lol
Like I want the camera to be able to freely move unless the character's moving
prly control rotation settings. Compare it with a fresh TPP template
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 ?
Figured it out, in the Level Blueprints I can override the player pawn for that specific map!
aye that's what ColdSummer was saying #blueprint message
Ehhh, he said words close that coulda been more descriptive but yeah!
Not level bp. The world setting of the level
Don't use level bp
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?
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
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?
This is the blueprint code for the event that plays the montage
the SK mesh is the skeletal mesh of the player character
and this is all in a blueprint component

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?
ok, I've found the problem, I had to add a default slot to the Animation Blueprint 
Yup but also that do once doesn't really do anything
You pretty much reset it instantly
Event dispatcher or by getting instance of widget b in widget a. It's all about getting reference
Quick question -- Why are the pins in the divide node filled with grey?
cause it has wildcard potential
it means you can right-click it and change the type
the modulo nodes come in int, float, byte, int64... the divide node has special pins that can be set to all sorts of types
Ah I see. ty
I need to raycast spline at runtime over curvy terrain. Possible?
Since that's not a lot of info. Sure, possible.
Any pointers on how to?
Let me know if I should specify something more about this question ๐ .
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.
You could try to explain a bit more what you want to do in general. Tracing at runtime over curvy terrain. Does the spline actually exist at that point?
hi guys do you have any idea why the blackboard always returns unvalid after the execution animation finish
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?
play it on completed?
or add a notify and jump to the section if it's within the same montage
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 ๐ . Thanks!
use a sphere, easy to check if someone is within the sphere compared to a spline
How do I create a custom function for the Ease node?
still not valid after two days of trying : (
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 ๐ฆ ) .
Border feels like it would be easier to make - visaul design.
Square and sphere, both basic collision shapes.
Question about spline? ๐
I need to place long sandstorm wall on the map, on kilomteres long surface of curvy terrain (just not flat).
Still not sure why it cant be regulsr sphere?
Or cylinder
Alligning a spline to the terrain is ofc possible just takes some math
Storing a bunch of points
How will I conform effect to ground with sphere or cylinder?
You'll let it clip
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.
someone can suggest a tutorial or an approach?
Anyone knew what is this line?
Line trace
How to hide that trace?
Where ever you are doing the Line Trace, under the draw debug option. Choose none
Alright, thanks
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
presistent means that the line trace will persist
forget about the tutorial
if u don't want to see it, just set it to not draw
I see, thanks again!
I understood that the replication in some way failed, but cannot address the solution
@proper flower Multiplayer is not tutorial zone
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?
as for your problem, the most logical thing to do is to obviously let the server determine the card generation
that's not client bussiness
only server should generate the cards / shuffle / etc. Tldr only server version matters
thanks, but I already understood that, need to find the way to realize
thanks anyway
well your client seems to running the logic to generate the cards too in it's machine if you get different results
I don't have access to your project but I would guess that's what happend
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
should be enough with a server defined seed replicated, and client create the cards x)
how can i show ms in game ?
ping
thank you so much
I never used it my self tho, not that far in yet. Let me know if that works
there are two types of node
first one is working - get ping in mulliseconds
But i am not sure which one i should use for dedicated server
The bottom one requires you to plug Blueprint Session result
btw pretty sure this node only work for connected players
getting ping in Server browser is something I can't accomplish yet
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?
Ye but not gonna work for steam session afaik, I could be wrong
particular player on dedicated server
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
do you mean like that ?
Server have everyone's player state and controller
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
so get the controller of a target player -> get Player state -> get ping in ms
yes player controller should work on that
Ye I mean, that;s literary how to get a player's ping
You can probably just do it in game mode. Run a timer
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
Get everyone Player state and just do ping regullary
Yeah create a timer event maybe every 2-5s to update ping. Not event tick
@spice viper Are you using dedicated server?
this is how it's work on server lobby
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
Don't think that works for steam
it is
I mean ping to who tho?
i tested this before
U can't check ping to unconnected player with bp afaik
No, listen server where lobby host is a client and their own server which other clients connect
ahh yeah, I'm using listen server too
would love to transition to dedicated server tho. It helps with some listen server issues
If that's a UMG event property binding that's same as a tick. Inefficient but likely functional
@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
last time I asked exi, he mentioned that I hvae to use the steam api
i tested this on 2 different servers
and it works
k, i will look around more
So you have a list of sessions then? Can loop and get ping of each session, create list of entries and pass the ping directly or the whole session object. Let the child widget handle it (like your image)
I had something like that but afaik it returns 0
gonna test again later. I had to upload the entire build to steam to check
this is my problem pretty much
I am suprised that u guys got it working
actually they have sample codes, I might work with that
world settings won't stay seperate per level for me
i spent 5 hours trying to fix a shpping build problem with widgets
s.o.b. thats intense trying to debug shipping
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
are things not loaded consistently ?
Some people claimed to have things working in editor but not shipping
never occured to me so I have no idea
do a print string and make sure the update is called
the cast didn't fail, just when i tried set text it didn't work, like it had not been added to viewport yet
but cast succeeded
i fixed it, but it's a strange way it operates
Your white execution is happening right after event binding. That's why it's zero. Disconnect that. The white execution should come from the join button action click event
the binding is done for when a button is clicked
I read the articles again with the 99999 ping issue, so steam doesn't actually implement ping
we actually have to create our own socket and send the packet our self
fffff too technical for me, Im gonna leave it for last
I can check my own project tonight, I didn't have to do any of that to get player pings
but Im not getting player pings >_> that's totally fine
those are connected players
I am trying to get ping when I am browsing servers
so my ping relative to the steam session that is found
Yeah that's what I mean
I tried to make a 3D Widget Interaction Prompt but the widget didn't showed up when I approach. Can anyone help me?
is the cast succeeding ?
i never used a 3d widget
I kinda follow tutorial and new, so I don't know much about UE term, sorry and I followed the tutorial correctly
it should be succeeding
but you see where you cast ? theres two exec comming out, one is for success one is for fail
put a print string on those and see if it fails, it should be succeeding if you just have one character
The tutorial vid is like this
Try not to copy paste tutorial and understand what each node does
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
How is this related to blueprints?
Well, I'll try but I also want to know first how it work by following tutorial. I'm the type that will learn it again after seeing the sample work and then messing with it
well then what channel should i ask
this is for an unreal project, so
You're probably looking for a community around excel, or a forum related to it
Can i implement client side prediction in blueprint
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
simple one is possible tho right?
setting a variable locally before server rpc is already client prediction imo
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
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?
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
How to make that doors open after collecting x things?
maybe a variable on the door, that is an int with the amount of things you need to be opened
several things, or just one type of thing ?
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
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
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 ?
basically this btw on animation finished stands for on death animation finished
and imade sure the blackboard is valid
How do I make get overlapping thousands of actors not drop my fps?
group 1 or any group else dont attack me
so you set group 0, and ran attack ?
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 ?
ok ill show you
to start i would be using c++
you'll find that big loops are a lot faster in c
ok, and is there a way to convert the blueprint nodes to code?
basically c++ as a node @tired tartan
i know very little of it, just started messing around but the performance is amazing with loops
ok I'll try
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
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++
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
the problem is that a lot of objects overlapping a large actor can destroy my performance, this blueprint gets all of the objects that are overlapped and adds into a array variable in the blueprint, then another blueprint goes through each object of the array and adds a force to it, that part is cheap in peformace
the left one is like a function
if the array is large i would worry about any loops like that
a major performance hit is you didn't cache the overlapping actors
before you loop
oh, really
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
ok, so how do I cache them?
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
ใใซใผใใชใณใใจC++ใฎใใใฉใผใใณในใฎๆฏ่ผใใใฆใฟใพใใใใใซใผใใชใณใใฎใใคใใฃใๅใใใ็ตๆใๅ็ปใฎๅพๅใซ่ผใใฆใใพใใ
I tried to compare the performance of blueprint and C++. Blueprint Nativization is posted in the latter half of the movie.
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
A 1000 shouldnt be that hard by pure iteratiomn
Surely some context to what was being done 1000 times helps^^
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
i was generating string with random values
Cant you use the data from the initial trace?
If I knew how to, I would :p
But sure, a trace in the same direvtion is no prob.
The only way I know how to get a direction of something is get foorward vector
Get the start and wnd location of the first trace
which doesn't seem to work with any trace vectors
Do a "Get Unit Direction"
couldn't you just reverse it ?
Multiply the result by how muxh furtjer you wamt it to go
i even printed statment to show its group 1 but group 1 still dont attack : (
Forward vector is a normalized vector
While trace start deals in world space
So a typical trace would be:
TraceStart = GetActorLocation()
TraceEnd = TraceStart + (GetActorForwardVector()*someDistance)
Okay, I'll try that. Thanks
i would just reverse it
should get the exit point
idk what your gonna hit from inside ? the outside ?
I should start reating the entire thing ๐
But reversing only works if the trace went from inside to the outside
i mean if you want the exit point that would hit you on the exit point i would imagine
if you reversed it
If initial trace went through, yes
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
This diagram shows what I want to achieve hopefully
I want to get the green line direction using the red line
Impact point forward vector yea?
yup
Cant you just do that..
isnt the blood splatter a niagra or emitter
from out hit -> Impact point -> forward vector
a decal
no
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"
Why are people talking about particles? It's a decal
Should I be using particles for that?
is this 3d or 2d lol
2d. It's a blood splatter on a wall
oh
I need the trace to make sure there's a wall to put the decal on
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
is there a cheaper way to get thousands of object in a world without destroying my peformance
all on the screen at once ?
I guess
LODs are the only thing I can think of
I like talking about getting them in a array
like get all actors of class
oh
What do you want to do witgh that array? Maybe there's a workaround?
to add a force to them
Thousand of objects, all symulating physics at the same tiime? I don't think there's a cheap way of achieving this...
oh
Can't get it to work at all ๐คทโโ๏ธ
The forward vector rotation doesn't even give me the actual direction, just values between 38 and 42
Oh might be relative location and not world location
do line trace from actor world location + that location
wait, wouldn't impact normal be the reverse direction of the impact?
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
I see, but honestly have no idea what that means. I already started working on the issue on my own
But I need the trace to go from the hit pawn...
While trace.hit == pawn ...
You dont tho
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
you could just take the point, and make a trace with an extended endpoint since it's the same direction
As your paint drawing shows
if you told me to ignore the pawn in my trace, hoiw will I get the distance between the pawn and the wall?
maybe extend the endpoint and start from the impact
yes, that's what I'm trying to figure out. Get the hit point and extend from it further
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
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
as long as you have it going out straight you should be able just use the impact point, and trace end
as start, end
Look at my pic above. said that ๐
Wont you hit inside the hit pawn?
So youd need to do a third, once exit location is found
i meaan
TraceStart = Impact Point
TraceEnd = ImpackPoint + ((ImpactNormal * -1) * <Distance you want to trace>)
So the already hit pawn does the second trace?
Impact normal cant be start
man im getting real frustrated with this widget designer nonsense
How can't it?/
I mean I just used it but okay lol. Use impact point then
Should'vee basically traced from world 0 then
How?
As i said, it's normalized
x)
I mean thats fine then
I didnt click
just looked at line trace
regardless
There you go
next trace will land inside the mesh tho
maybe set it to ignore
add it to ignore actors
but i think getting the exit point would be more accurate
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 ๐
2 extra per hit pawn
beep
Didnt work ๐
For some reason
I did impactPoint - ImpactNormal
And it seem to fail
Unless i forgot a silly thing
it should work
Yepp
I forgot that secondary distance i believe
Made the float ready, just lacked the number ๐
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.
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
Dumb question. How do I get this to loop again once it's gotten to its target location?
That explains a ton. Okay, I will go that route. Thanks
This picks a random location within a bounding box, moves a pawn to the location while using pathtracing to avoid obstacles, and moves them. I want it to pick a new location after it's done and proceed to move again.
Thanks in advanced for any assistance.
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
Hey guys, nice to join the party ๐ 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. ๐ค 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 ๐
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./
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
Lost me at Meta, and I read droparea as diarrhea for a sec there lol. Prly start with the โyour first hour in Unrealโ course if you want to learn the basics.
As for what youโre trying to do itโs not super complex but you need to understand the basics first. Iโd recommend the bp comms live training at the bottom of the pins here (2nd to last)
This seems to work for now. Doing a check w/ event ticks.
Haha lol yea should do a game with diarrhea area too, always troubled about the constipation of adventurers :D And Meta referring to the compaty that makes the Oculus VR glasses nowadays, they have available for developers a template/showcase project for UE with some ready-made interactions with hand tracking.
But thanks, will check the pinned link!
Yeah, ik just not a fan of the Zuck but I get it
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.
tick is checked every frame
as i said, you likely have some event that triggers when you've reached a destination
I'll check the algorithm and see if I can find it
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.
hi can anyone plz help
where i can find blueprint dependencies ?
reference viewer
thanks
Is it possible to optimize debugging? UE is always freezing when debugging blueprints
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
sorry to bother again, but how i can edit the dependencies ? to correct the location of the asset
Not sure how to interpret that
okay i have blueprint of door frame, which is using wrong location on the static mesh, because i changed the folder name just to walls but didnt update in the dependcies of the blueprint
Did you rename the folder in the editor?
yes
Ah so it's probably just pointing to a redirector
I think they're hidden by default
im thinking to re import the mesh, would that fix it ?
Is there no redirector?
what is that ๐
i'm guessing that the event is still somehow checking if the environmental manager is overlapping a trigger box ? so it will always fail?
oh actually
when you renamed the folder
did it keep one with the old name around?
no
i enable the show redirectors but doesnt show anything in the mesh folder
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
i re add it in the blueprint but still is using the old folder name
ah restart the editor maybe
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?
restarting but if that doesnt work would reimport work ?
can't say, don't know what the issue is
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
any Ideas Scaith?
"other actor" is empty
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
@undone bluff thank you for pointing me to redirectors
Thanks again, now I have the communication I need
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
yep
(would you do it that way?)
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
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
there's also the "Fix Redirectors" command. I use it (superstitiously) after any rename or move
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 (??)
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
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.
The following returns a value of 419 for the length of the spline path, however i can see this is visually around 45% of the actual path length, any obvious ideas why it might not be returning the complete path length? https://blueprintue.com/blueprint/pqq0m2lq/
I keep getting a failed to cast message is there another way to get the information across?
well your foreach and returning on the first loop you probably want to keep adding and return on completed
Damn. Such a stupid mistake that I'm even ashamed to respond :D. Thank for pointing it out ๐
what is your weapon variable ?
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
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
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
huh, It only works if there is an actor in the map though, I want the player to just spawn it themselves
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
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
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
so you want to spawn actor ?
you can check if the reference is valid, and if it's empty spawn the new one
when you push the button you want the new weapon to spawn ? or to change the current weapon ?
what is this supposed to do when you press the keys
change the weapon
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
Im goin to test hide actor instead of destroy and see if that works
it should work fine, it's just your not actually using it
just call change weapon here and pass the class, then use current weapon reference to access it
Oh that worked! Thank you so much, ive been on this problem for a few days now lol
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
yeah i put the destroy back in
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
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 ๐ฅฒ
so i usually update the data when needed instead of on tick
where did you create your widget ? you should be able to get a reference to it
most definitely, tick is probably the most taxing way, but its all i could get in the UI.
Ideally I only want it to send this info once, when the player overlaps with the room.
thanks for the responce.
I've created a hud class and referenced it there
i would put it in the hud
can blueprints do exactly what c++ does?
do you have a HUD ?
definately not
but it does most of it
ok
i'm guessing this is in your character ?
noo this is in a hud BP
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
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)
what does that note say ?
already hud
you probably want to cast to your hud, what is the one in the world settings named ?
the class
I'm an idiot, that's not my hud class
Dunno if this is the right place for this, but does anyone know what this means? DrawFrustumComponent ... DrawFrustumComponent_0 NOT Supported.
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?
it wont let me?
I've got the variable set to public, i cant seem to reach variables in myHUD or my UI
because your trying to use the reference to the widget
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
sorry could you elaborate on this a bit if you don't mind.
When i pull out of Main Ui REF, i have no options to set text or access my variable?
you should be able to say GET VariableName
show where you set it as variable in the widget
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?
so when you click on that at the top right of the screen somewhat in details
no thats where they need to be in your widget
in the details at the top where it says is variable
next to the name of it
its a text box ive placed on the ui
ok it says is variable
so GET On Screen Text
out of the ui ref
and normally you don't use spaces in variable names
onyl works out of context, and requires a target, which doesnt work as main UI ref
copy that, thank you ๐
thats weird if you drag out of the cast get the ref, drag out of the ref you should be able to get your variable
see here where you hovered over it it says private ?
click the eye
that's how i thought it should work ๐ญ
for some reason it still showed private, which you can change by clicking the eye next to it
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
your saying clicking the eye to open it and make it public doesn't do anything ?
idk why that would happen
thats usually how it works
correct, I believe its something to do with it being a text box turned variable
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?
the target should be the ui ref
as long as they are on that widget
you should have access to them
yeah its on the UI widget
well you should be dragging out from the others
is there an issue with the UI ref in the HUD class?
This is set to a user widget object reference
okay I managed to get most of the communication working well
others?
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)
when you set the reference use promote to variable it will make it the type it needs to be
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
damn.
I tried promote to variable and used that ref instead.
Same issue, cant get anything out of the main ui ref.
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
it seems like it was. When we looked at promoting to variable to get the correct type for the ref, i did it from the set (2), but promoting from the create widget (1) seemed to do the trick
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 ๐
Hi!
How can I reference a Landscape Spline to be followed by an actor?
I have this cube following a spline but I can't figure out how to reference the spline from the landscape
https://youtu.be/kkvXNafWxHo
Thank you! ๐
The cast is necessary to check whether the actor overlapping is of the type "MyCharacter" - this prevents the rest of the logic from executing unless it's a MyCharacter that did the overlap.
makes sense, just wasn't sure if there was a way to check that without a cast.
Thank you ๐
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?
I don't understand. you want to attach the end of a cable to the cable?
I'm trying to set the Location of the End Point of a Cable to a Hit Location from Line Trace. The issue is, I also need to make sure the End Point is Attaching itself ot the Hit Actor, so the Cable stays in the same spot when I move
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
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
yeah inverse xform is neat
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
so does no one really know how to read from a data asset?
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..
yea the primary one is just your template
remove from parent is taking my widget off the viewport and idk why
finally, it's all working perfectly
now I actually have an environmental system ๐
Thanks Scaith for the guidance ๐
Can anyone tell me how to hide/disable this? The one with "Click/Shift + F1 for mouse cursor"
just search for "mouse" and disable the mouse control label in editor settings
Oooh, thanks!
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?
you can do so, but it is cheaper in terms to disk space to just have a skeletal mesh, and just export the animation / pose, instead of the entire mesh
ok thank you very much
I assumed it would be really unnecessarily difficult but I was just kinda curious
to just replace static meshes?
It's less overall work, so if you are just trying to do something quick, you can just do that
skeletal meshes are preffered, but it is more setup
Ok, noted. I've been having a little bit of trouble learning skeletal meshs and the applications, so I was looking for some clarification.
Skeletal animations are preferred for any object you want to animate (with bones) in engine
Common uses for skeletal meshes are characters, certain weapons such as guns
Static meshes are can be more performant for everything else.
You can still animate these in engine, such as rotating them, scaling them, etc.
I would put a * onto that, cause there are other options for other problems too.
I will keep that in mind going forward. Thank you both
Plague did amazing things with static meshes for their rats
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

maybe I'm confusing with fish. one sec to research
So just to be a clear a mass is used for a large amount of data? Sorry for all the questions
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
i got it confused with fish
https://www.youtube.com/watch?v=l9NX06mvp2E
Oh, I see. Awesome thank you
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 ๐
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.
How do you verivy it?
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
By using breakpoints
and spawn you a new controller that is set to the new level world setting
That's exactly what I thought and want ๐
Because this level needs different inputs
so it sounds like u have issue with the other controller specific to the level
and not really related to hard traveling
I don't know
Try to open the level with the problematic controller from the editor and see what happend
Because opening the level directly does work
That's what I said in my original message
Hmmm, no idea. Mine one still work even with hard travel
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 ๐
https://blueprintue.com/blueprint/4t83rlj2/ this is the player controller by the way. It's super basic
I get "Hello" and "Kay" when opening it through "Open Level" node. Nothing else.
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
Yes
Controller begin play might be too early as it may not yet posses a pawn
It does though
add 3 seconds delay for sanity check
that's the only idea I got
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
It's Get Controlled Pawn, and you control the pawn before begin play.
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
No I didn't just say that, I tried
kay
I also swapped it out for on possess, which also doesn't change anything
me too : (
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 ๐
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 StaticMeshComponentโs Child DoorComponent which has
Simulate physics false and generate hit event true. -
We are testing the hit event received from Vehicleโs body component and Door Component
On hit event(of body, leftdoor,rightdoor) we are printing string like below
<Componentโs 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
Found it. He set the input to UI only in the (MainMenu) level blueprint. Thanks again ๐
its solved by the most redicules solution ever duplicating the blueprint wtffff
so in unreal you cant just have one blueprint and 4 instances that share the same controller
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?
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.
Tell him to stop using level bp ๐
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?
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...
use chatgpt or gemini they helped me alot today
I am, no dice on this so far.
No, the default for each loop gets a copy. You can actually double click it to open the macro and see how it works. Something you can do is make your own ref version of the for each loop. You can copy the macro to your own macro library and change the get copy to get ref
๐คฆโโ๏ธ ofc it would've made sense to open the damned macro. Thanks!
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?
Not sure if this would work at design time (e.g. construction script), but get all components of class (in your case skm) and add the resulting array/promote the result to an array then run ur loops on that.
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"
Quaternions for shortest path rotation - if that's what you mean.
well, use the tag system and get all components with tag, cast etc. sort them however you like
I mean I need to find the exact pitch between 2 sockets in the same actor but for some reason as soon as it reaches 90 it flips the whole thing and I can't find any way to say "when under 90, flip rotation" since the rot is never under 90