#blueprint

1 messages · Page 104 of 1

harsh coral
#

Hm, no dice. Doesn´t matter if I place the "skeletonTag" visibility or the "skeletonTag.Chest.Hide" visibility switch before one another, the result is always that the visibilty is controlled separately.

harsh coral
#

ok, figured it out. Actually pretty simple, didn´t have to mess with any more complicated gameplay tag stuff: Just addded an "And Boolean" to the subparts visibility check, that also checks for the top group part visibility. So now when the top is hidden, the subpart is hidden as well, but when the top is visible, I can still separately hide the subpart.

#

Ok, just another quick question:
I have a bunch of branching nodes with boolean checkboxes. They should be editable, but only appear in the blueprint details panel, if they are actually on the branch that enables them. Is that possible, or are they always spawned in the details panel, if I check "Instance Editable"?

For example:
A- Enable material override?
If that is enabled it branches further to
B - Use Wireframe override?
So, if A remains unchecked, B shouldn´t even show up.

deep elbow
#

anyone now good resources for localization? trying to use string tables but can't get a way to ONLY have string table text be used/gathered, i don't need to gather text cause i have everything in string tables already, and gather can't find string tasbles for some reason, but it is finding tooltips in niagara particles which is just.. very useful

deep elbow
#

you could have certain branches always set a bool to true/false to hammer home the idea they cant be editable tho

deep elbow
thin panther
steady night
#

can someone help me with this formula

harsh coral
steady night
#

i want it to trace randomly in a 180 degree angel infron of actor

harsh coral
#

Think I´ve asked this before...but is it possible to create layers in the outliner through a blueprint construction script, or is that something I´d need to do with an editor utility script?
The one thing I don´t like about this blueprint approach right now:
Its a bit difficult to animate/change single skeletal meshes inside the blueprint in a level: I basically have to add the blueprint to the sequencer and then manually select the correct skeletal mesh by name, because I can´´d directly pick it in the viewport.
Is there a way I could implement a similar functionality as in the packed level blueprints, where I have an "edit" button directly in the blueprint, that makes it editable in the viewport?

gentle urchin
hidden timber
#

Currently doing a line trace which is supposed to return true if the actor is BP_CarSlowDown, but it just keeps returning false even though it is colliding with the right object

#

Am I missing something obvious right now?

gentle urchin
#

Why would you let the car 'talk' with slowdown?

#

Isnt it more logical tomplace that responsibility in the slowdown bp?

#

The answer is yes

hidden timber
#

The slowdown is just a collider to let the car know that it should slow down when it sees it and then speed up once it no longer sees that object

gentle urchin
#

It should tell the car

#

Not have the car ask it

#

Did this a few days ago in a chaos vehicle

hidden timber
#

So ray trace the other way around? I'm also planning on making it slow down if it sees a player, so that's why I initially put everything on the car, but I will look into it!

#

Still confused as to why it's not registering as true when it hit the object though

gentle urchin
#

Feels odd to trace when theres a collider

gentle urchin
#

Or simply cast it instead

hidden timber
gentle urchin
#

Class is purple

hidden timber
#

Ohhhh my bad! That worked like a charm, thanks!

#

Also, when you made the car slow down, did you just lower throttle input or did you also apply breaking?

hidden timber
#

Oh so you set breaks to 1 a single time every time the speed goes above a limit. I seeeeee

#

Thanks!

gentle urchin
#

Here is the convo

hidden timber
#

Oooooo thanks! Appreciate it

gentle urchin
#

Im sure it can be cleaned up abit but it was proof of concept. Mind the fix a few comments dowm

#

There should be atleast 1kmh between braking and throttling to avoid weird behaviour

#

On/off braking...

untold fossil
#

Why can't I find this node in search?

#

I honestly don't even remember how I got it there in the first place

#

no matter what I type in search this node can not be found

#

not even with content sensitivity off

undone bluff
#

It's an event of the PawnSensing component

#

just right click the component > add event

untold fossil
#

Aha

#

ok thanks 🙂

undone bluff
#

event dispatchers only show up in the search when they are implemented by a parent class afaik

untold fossil
#

Aaah kk

undone bluff
#

or subsystems

elfin lagoon
#

visibility of a Decal component is Off for Parent character, and i want to set in On for Child character
these nodes dont help, so, how to do it right?

golden kite
valid oyster
#

@faint pasture no real fancy logic here, but managed to do it without a priority system

#

the last bit of logic I need is just to compare whether or not the data assets are the same, and if they are we don't do anything

#

trigger inside of trigger no issue now

steady night
#

@gentle urchin yee

signal perch
#

help

undone bluff
#

you are taking that value and setting the world location of the camera to it

signal perch
#

I don't think it has anything to do with him.

#

when I click the mouse again it goes to the position I clicked before

undone bluff
#

so it works correctly if you click twice?

#

I couldn't imagine how

signal perch
undone bluff
#

I don't understand

#

let's start with what you're trying to do

gentle urchin
undone bluff
# signal perch

? yea what I said, you are taking the screen coordinate of whatever pixel the mouse is on and setting to world space location of the camera to that value

#

behaviour is as expected, but I assume that is not what you're trying to do

signal perch
undone bluff
#

functionally the same thing, location relative to the springarm, then

signal perch
#

should move according to where I click

#

should not throw back to previous position

undone bluff
#

yoo someone is giving away free $50 gift cards <@&213101288538374145> get them before they run out

undone bluff
signal perch
#

ok

undone bluff
#

for starters you can trace for the world location directly under the mouse cursor using "Get hit result under cursor"

#

Dragging is simple enough in UMG, and that's probably how I'd recommend you handle a map that's an image

signal perch
#

I don't want to do umg

undone bluff
#

fair

#

when the mouse is pressed down you can have the map move along with the world location under the mouse or the inverse of that with the camera

signal perch
#

It might work. I'll try it. but I prefer the camera to move

undone bluff
#

this approach seems alright

#

ah, I suppose this is what you were going for but you got confused with the term offset being used in relation to the springarm

#

(you can and probably should use get mouse position instead of get input touch state btw)

slate fable
#

how hard would it be to implement a turn based system similar to magic the gathering? As in creating a turn to do xyz via. "Draw card">"Roll d20">Result of roll = /4 different results 1 draw another card from a different pile 2. encounter a creature' enters combat 3 heal party 4 take damage/ "Draw another card and roll d20 again for results of next "area"? like what sort of things would I have to use? Arrays for random drawing cards, would I use a state system for the turns? I asked in the programmers hangout too but thought id also ask here. The d20 system that I've been working on has been perfected i think using a different dice model to calculate rolls Ive just been tinkering with getting a turn based thing going on here any help would be appreciated 😄 cant thank you guys enough for being here

slate fable
gentle urchin
#

Id probably make some player manager which handles the turns themself. Then some sort of enum for the players state, if they're doing event rolling, attack/defence etc

#

Hard to put in a few words

#

And without knowing the full overview of how it would work

#

Never played any d20 game

#

Any D&D for that matter

slate fable
#

imo its not too complex im more trying to learn how it would work logically

undone bluff
#

But yea working with an offset from screen coordinates like in the tutorial is better

slate fable
azure wharf
#

hello everyone, I spent hours trying to figure this out online. I made a tile blueprint that activates when my topdown character steps on it. I'm trying to make another blueprint that manages the puzzle of "all tiles are activated". I made a public variable array and selected the 2 tiles in my level for testing, but I cannot figure out how to check if all actors in the array have a true boolean. This is what I have currently... any help would be greatly appreciated 🙏

slate fable
#

you cool if I send you a DM? @gentle urchin

fiery swallow
azure wharf
fiery swallow
azure wharf
fiery swallow
#

Oh

azure wharf
#

this is also in the tile bp

fiery swallow
#

It's because you're doing this check once on begin play

#

You need to do the check everytime you step on a tile

azure wharf
#

should I do it on tick?

fiery swallow
slate fable
#

Tick seems expensive 🤔

fiery swallow
#

Depends on how you use it.

#

He just doesn't need it in his particular case

#

Whenever you step on a tile, cast to whatever actor is doing that tile loop check, and then tell it to do the check again

#

You could use an event dispatcher as well but you probably are not at that level yet.

Or simply make a timer on beginplay that checks the tiles every second

mystic edge
#

Hey, I am trying to make my player be able to switch between his normal playing camera and controls and a drone which he can access by pressing X. So the drone should move independently and have its own Inputs and so on, like a second character. Does anyone have an idea on how to achieve this?

azure wharf
fiery swallow
fiery swallow
#

Save references to them both in your controller class as well... finally when switching you need to unposses from one, and then posses the other

#

Just create a method to know which pawn to possess next

mystic edge
#

If you tell me how to create a pawn i will try

fiery swallow
#

Huh

mystic edge
#

Im pretty new

#

sorry

fiery swallow
#

It's the same thing as making a character or an actor

mystic edge
#

Ah, found it thanks

fiery swallow
#

It doesnt have to be a pawn specifically

azure wharf
fiery swallow
#

In your case you likely will have a character (your main player) and a pawn (the drone)

#

Characters are also pawns

mystic edge
#

Thanks man! Got it to work

spice viper
#

Can someone explain the difference between these two floats in SetTimerByEvent? I don't really understand the distinction of the mouse over text of them. If delay is say 10 here. Does that mean my event is going to happen at 10, 10.1, 10.2, 10.3 etc... But the Variance description says in leiu of... so it's just random 0 to this value?

steady night
#

hey,

#

suggestions on how to make the random armor array not being able to fire twice ?

limber rover
#

Hey I'm having an issue with a blueprint based third person aiming system

#

The blueprint itself is just casting a line forward from the camera and returning if and where it hits, but as can be seen from the video there's a lot of weird additional extra offsetting when the saucer moves around, like the point of contact, the black and white target billboard, jumps around weirdly

versed sun
# steady night

Copy your array to a new Var
Get a Random off the Copy and remove it from Copy

steady night
#

hmm

#

¨like thi s?

#

dosent work

versed sun
#

yah , Random and Remove Random will pick a different random

spice viper
# steady night

As long as you have enough elements to not looping over elements larger than the size of array. It'll get smaller as you remove. Can do a ReverseForLoop for safety

steady night
#

?

#

hm still dosent work

versed sun
crisp geode
#

Guys can anyone help me? i just fractured a static mesh, but when i hit play it just explode into bits. How can i help that?

mild valve
#

Guys is it possible to shift object position from point A to point B without using tick, or timers, or timelines? Or if using timer for example, but with lower update than tick and transition smoothly between values? What I'm trying to do is to move a lot of instanced meshes, but really don't want to load them with unnecessary frequent time updates, so I wonder is there any way to smoothly lerp for example each 0.5 or 0.1 seconds for example from one position to another, without timelines and all of the heavy stuff

tidal marlin
wispy badger
grim sand
#

Is it not possible to simulate physics on a mesh that is using "Complex as simple" collision setting in the mesh?

steady night
#

@versed sun nice ty!

grim sand
# jade lintel nope

Gotcha, in that case I need to delve a little deeper as to why my golf ball is reacting so erratically when launched up curved track sections

jade lintel
#

if you mean the track is using complex collision, that shouldnt be a problem

#

in your case the ball can't use complex collision which i assume you already know

grim sand
twilit lynx
#

Question:
I have a first person character that can go up to a table, press E, and switch to the tables camera. Whats the best way of setting up movement for that tables camera (up, down, left, right, scroll, etc.)

jade lintel
grim sand
#

I reckon my problem might be that the impulse velocity is too high? Causing it to bounce off what is essentially a curved collision surface. I am already using CCD and Trace Complex on Move

jade lintel
#

can you show me a video of that

grim sand
lofty rapids
twilit lynx
#

So i should possess the table actor and use its graph from there?

lofty rapids
#

i mean it's an idea

#

not sure if it's the best, but it has movement built in

#

so you can possess and use it

grim sand
twilit lynx
#

mkay ill try that out, thanks

atomic light
#

i am once again asking for help with my balls

grim sand
jade lintel
jade lintel
#

so you want to get rid of it bouncing too high right?

grim sand
#

I also figured maybe the golf ball is too light? It 'weighs' 0.1kg, and changing it to 1kg whilst also increasing the impulse by 10 times, makes no difference in the end result

grim sand
atomic light
#

another person with erratic balls

jade lintel
grim sand
atomic light
#

i was told yesterday to ramp up physics iterations in project settings

#

it didnt help me but you might wanna check

jade lintel
#

if physics is tied to the frame rate it always creates problems lol

atomic light
#

yep

grim sand
#

Gotcha, let me take a look at this and the substepping section. Time to crash the engine 🫠

atomic light
#

dont forget to reset it if it doesnt help not that it creates problems down the line lmao

grim sand
#

lmao, yea been there done that. Thanks for the reminder lol

#

Okay, looks like enabling substepping and increasing the Bounce Threshold Velocity from 1.0 to 0.2 * my world gravity value (188.0), it looks to make the interaction with the surfaces way more stable.

#

Thanks for the suggestions @radiant aurora @atomic light you have rescued me from this physics nightmare. Knowing physics though, I will likely be back in the near future

atomic light
#

my balls are now swirling off into the distance

#

i need to lock some rotations i think

atomic light
#

theyre thrusting off the floor once they look up

jade lintel
atomic light
#

apply velocity to my balls into the direction theyre facing

jade lintel
#

i can see that but why

atomic light
#

because i want them to move at a constant speed

jade lintel
#

it will always cause the ball to fly away once they look up

#

add the velocity parellel to the ground

#

your current code will cause it to ascend to heaven once it starts rolling

atomic light
atomic light
jade lintel
#

is there a specific direction you want to push the ball in?

#

the camera forward vector for example

atomic light
#

they have their fixed spawn location, then i rotate the balls towards the center, and from then on they should just constantly move

jade lintel
#

V is the vector you want to project, plane normal is the normal to the point on the ground

atomic light
jade lintel
#

it will make sure the velocity you want to add aligns to the ground

#

else it'll fly away once it faces up

atomic light
#

so i want my force/vector to be applied only perpendicular to the ground basically clamping all vertical force to 0

jade lintel
#

wouldnt perpendicular to the ground be upwards

atomic light
#

parallel yeah

jade lintel
#

yeah

#

that node helps with that

#

you could just remove the z component but that breaks things on a slope

#

wouldnt recommend that

atomic light
#

yeah i might want elevation and slopes later on so id rather get a solid functionality before all that

#

brain isnt braining

#

normal would basically be the elevation of the ball, no?

jade lintel
#

nope

atomic light
#

do i have to account for the spheres rotation

jade lintel
#

iirc the hit result returns a normal

#

its running on tick so you can do a line trace to the ground

atomic light
#

this is doing my head in i cant help but feel ive overcomplicated this massively

jade lintel
#

i did this for a floating robot thingy

atomic light
#

visualizing the movement of the ball in my head to go through my logic

jade lintel
#

you dont need to account for the rotation

#

if you want that you can apply a force which will roll the ball

atomic light
#

im gonna open paint and make some drawings and try and understand lmao

jade lintel
#

sure

atomic light
#

i feel like theres something inherently wrong with using "get forward vector"

jade lintel
#

yeah

#

spheres have no forward

#

they start rolling and then it has a mind of its own

atomic light
#

how would you roughly implement the logic of what im trying to do

jade lintel
#

get a vector towards the target location

#

align it to the ground

#

apply force along it

atomic light
#

yeah thats what I had for the initial push

#

before I added the part where theyre rotated at spawning

#

i just applied to each ball a fitting vector that pushed it towards the middle

#

but the issue is id like to be able to vary the balls speed individually, so add on to it and reduce it etc

#

but i feel like the moment i add a speed variable id also need a direction to go along with it

jade lintel
#

you can multiply the force towards the center with a scalar for each ball

atomic light
#

i meant moreso after the inital push

jade lintel
atomic light
#

yeah but i were to fixate that speed by repeatedly applying it it would just suck all balls towards the center

jade lintel
#

where do you want the balls to go

#

just point the vector towards it

lofty rapids
#

thats what she said

atomic light
#

the balls start scattered around a centerpoint and i want them to clash around boucing off of each other and the ring around them

#

so the fair thing would be to make em all start towards the center and then let the bouncing start

#

this is all simulation i have no control over the balls movement other than its speed (in the future not yet that important)

#

so beyond the very first impulse the direction the balls go to (at a constant speed with no friction no fall off etc.) is determined solely by what it clashes with

#

did i explain that well enough :S

jade lintel
#

what is this code for

#

the forward vector one

#

is it to keep the velocity constant

atomic light
#

thats the blueprint of each sphere that is spawned, as in their logic to keep moving at that speed

jade lintel
#

cant you just turn restitution all the way up and friction to 0 in the physics side

atomic light
#

i do have that

jade lintel
#

does it still lose speed

atomic light
#

yeah weirdly

jade lintel
#

instead of relying on physics why not write the interaction yourselves

#

add an offset each frame, in the direction of the last collision

#

without simulating physics

atomic light
#

mate im struggling with making the balls move to begin with 😭

#

also i havent really decided yet on how the interactions should be with balls of different sizes

jade lintel
#

instead of using the forward vector

#

get the direction of the current velocity

jade lintel
#

i dont know how rigid body interactions will work here though

atomic light
#

i was thinking of having collisions happen with an upright cylinder collider so from the top down view (which is how it would be looked at mainly) so that different sizes can still collide easily

#

but if want to have elevation id probably have to go with regular spheres

jade lintel
#

elevation from the top view wont be visible tho

atomic light
#

well the cameras not orthogonal so it will be visible

#

but i havent decided yet

jade lintel
#

a capsule collision will work well in that case

atomic light
#

i wanted to make like a randomized last team standing simulator where the outside ring has holes and stuff

#

so i havent decided fully yet on whether they should be locked on the plane

jade lintel
#

dont keep them locked in a plane

#

always better to have something and not need it than not having it and needing it

#

you can always contraint it later

atomic light
#

yeah i do think the ability to lift off with gravity ofc would make it more interesting

jade lintel
#

how will the capsule cylinder work then

#

the collision

atomic light
#

oh i only had that in mind if i wanted to have 3d meshes but no elevation

#

since smaller balls would otherwise knock up the bigger balls from hitting them from below the diameter

#

with elevation and 3d free movement i dont think id need a standalone collider, shouldnt the mesh suffice

jade lintel
#

yeah

#

it would

atomic light
#

okay so

#

beginplay i give them an impulse towards the center

#

and that works so it rolls towards the center and it a smaller ball, that launches it in the air

#

now i want it to keep moving but only in x/y so i take its velocity and project that upon a plane

jade lintel
#

yeah

#

its getting a little late here gotta go

atomic light
#

no worries i appreciate the lengthy support

#

i will keep pulling out my hair over this

jade lintel
#

good luck with it mate

atomic light
#

thank you mate have a good one

exotic quest
#

Hi all, ive started out trying to make my own game recently, im trying to figure out how to add items and an inventory to my game.
My idea is that i have 3 files; An info.s file, which contains the physical properties of the item. An obj file for the model. And a description file.

#

as for the inventory i have no clue how to do that yet

lofty rapids
#

so you will have three files for each item ?

exotic quest
#

ye

lofty rapids
#

obviously you want that in a folder

exotic quest
#

ofc

lofty rapids
#

and maybe a file that organizes it

#

how are you saving anything ? theres some built in stuff for that

exotic quest
#

idk yet

lofty rapids
#

but i like to use custom files

exotic quest
#

was thinking i could just have a simple txt file

atomic light
#

wouldnt some sort of database be easier

#

you could index it too

exotic quest
#

uh

#

not really because it would just be

atomic light
#

give each item a number

exotic quest
#

ironsword
ironsword
goldsword

atomic light
#

but if you have two ironswords they gotta be different in some way

#

say one does more damage, you dont have to make two seperate sets of files for that imo

exotic quest
#

well i wasnt really intending that

#

but ok

#

i could have like
ironsword {modifier}

#

the modifier being a certain number pointing to another set of folders

#

because i do have enchantments planned

lofty rapids
#

it's always good to atleast have an id for a record in a file that your using for data

atomic light
#

well when i said database this is what i had in mind
id | name | description | damage |
1 | ironsword | sword made out of iron | damage |

lofty rapids
#

pipes are perfect too

atomic light
#

so you have default values for all, and if your enchantments are simple +5 damage you can combine those

exotic quest
#

well see the damage was going to be in the info.s file

flat coral
#

What's the cleanest way to do a list of lists in BP?

#

Specifically I need a list of lists of vectors

exotic quest
lofty rapids
#

you can read a file and parse the data

exotic quest
#

maybe i should work on getting attacks with one weapon done first

atomic light
#

i feel like splitting those things up into multiple files would be hell to keep track of

flat coral
exotic quest
#

well, now to figure out how to do that

flat coral
#

Man this is hard to google. It's all either behavior trees or, like, foliage. I need the data structure lol

atomic light
#

relax dr. strange

#

is it just a binary tree or even more branches

flat coral
#

N-tree

atomic light
#

yeah youre cooked fam

#

im gonna cry bro it shouldnt take me 4 days to make balls roll around

#

why is this so messed up

thin panther
#

Be kind to yourself, use C++

flat coral
#

But I like BP, and I dislike C++

#

I already built a whole savegame system in BP to avoid C++

thin panther
#

Well unfortunately it can't do everything

#

Blueprints is a trial version of the engine essentially

#

In fact the engine has some implementations of trees already, just not for bp

atomic light
#

im gonna consult bing ai i never thought id stoop so low

thin panther
#

Ironically a save game system is one of the huge strengths of C++, because you can just iterate properties and check for CPF_SaveGame

flat coral
# thin panther Ironically a save game system is one of the huge strengths of C++, because you c...

Actually the realization I had was that you can't. Like, you can do that and set the properties to what they were before save, but if you do that naively you're going to run into problems again and again because it's not enough to set the world to what it was, you need to wind time forward. For example, for an NPC, it's not enough to remember their health was 0. You need to go through the process of having them die, and everything that entails, but in a way which is non-distruptive to the player. You need them to be dead.

#

It's work every time.

thin panther
#

You can easily restore world state like that, because that's how the plugins work, with a few specifics

#

There's always going to be some work involved. But it's less than bp

faint pasture
#

I've noted that tag but I've never really tried to use it

exotic quest
frosty heron
#

Ooof if you use blueprint struct

exotic quest
#

like just

faint pasture
#

Stab sounds like an animation + some data about how much damage it does right?

exotic quest
#

stabbing someone in the stomach

thin panther
#

I just know it on a very surface level

faint pasture
exotic quest
#

huh

faint pasture
#

you can do moves as just montages if you want

exotic quest
#

well i dont really have any animations rn

faint pasture
#

since a montage can have notifies on them, and the you can make a custom notify where you can type in how much dmg and whatever

#

k so make them

exotic quest
#

i dont even have head bobbing

faint pasture
#

or get them

frosty heron
#

Start by having one

#

Get it or make it

exotic quest
#

animations are lowest priority rn

#

i want to have it functional

frosty heron
#

Those take down , finishing attack etc are done with montages normally.

#

U better off getting some anim first

faint pasture
#

so describe how your system works.
The first draft should probably look something like this:

Input button -> call DoThing on MyCurrentHeldItem

#

Dagger is a subclass of Item or Weapon, and the base class (Item or Weapon) has DoThing event

#

the dagger would override DoThing to do the dagger things

shy pecan
#

or use an interface

faint pasture
#

sure

#

you can do it a million ways

exotic quest
#

i dont know what half these words mean in this context

faint pasture
#

then start simpler

#

What do you have right now?

exotic quest
#

movement

#

and looking around

#

the obvious next step is weapons

#

the gameplay

faint pasture
#

no

#

next step is implementing any custom logic at all

#

try this

#

make it so you can press a button and it'll knockback anyone around

exotic quest
#

that doesnt really tell me how to do that tho

#

im kinda a fucken idiot

faint pasture
#

go try

#

ok, get it to print Hello when you press a button

exotic quest
#

print hello to where

#

the console?

faint pasture
#

Print String node

#

it'll go to console and screen

exotic quest
#

ok

faint pasture
#

Button -> hello
Button -> sphere trace -> print name of everything hit
Button -> sphere trace -> print name of every CHARACTER hit
Button -> sphere trace -> knock every CHARACTER hit up in the air
Button -> sphere trace -> knock every CHARACTER away from you

atomic light
#

i doubt they have characters, start off with a cube

faint pasture
#

they have characters im pretty sure, probably started with 3rd person template

atomic light
#

i find those templates very misleading

faint pasture
#

yeah but running and jumping day 1 is alluring

atomic light
#

just set you up for failure

shy pecan
#

In this episode, we'll cover how to make and open a new project, how to move around in 3D space (it's really fundamental to everything you'll learn later!) and how to navigate UE4's editor to find what you need.

Get Unreal Engine 4 here!
https://www.unrealengine.com/en-US/get-now

Music:
L e a v e s by Sachko - https://soundcloud.com/sachkobe...

▶ Play video
exotic quest
#

so uh what did i mess up

#

its doing nothing

heavy plinth
#

Hey does anyone think they can help me try and figure out how to make my physics door locked from one side only? Currently I have a lock and key system but I also want to find a way to make the door only locked from one side.

faint pasture
frosty heron
exotic quest
#

uhhh

faint pasture
#

does that input action even fire? Put a breakpoint on it (right click)

frosty heron
#

It even have solid anim blueprints to look at

exotic quest
#

there we go now it works

frosty heron
#

Template is fine and sample project r good source to look at

faint pasture
atomic light
#

yeah that

faint pasture
#

It's learning to drive in a sports car instead of a shitty beater

frosty heron
#

Also the input

#

Tps template can't get anymore simpler

faint pasture
#

I'm talking about people who don't even know what a class/instance is

atomic light
#

no chance in hell someone who doesnt already know how anim BPs are set up understands it

frosty heron
#

What will u learn with a box

faint pasture
atomic light
#

the template is useless to both people who know and dont know stuff

faint pasture
#

How much does someone learn about cars when they start with a luxury car with ABS and traction control and stability control vs starting in a manual trans rusted out shitbox

frosty heron
#

Gotta disagree when it comes to tps

faint pasture
#

you have to learn the hard way to appreciate what's given to you with the advanced start

frosty heron
#

At the end of the day when u want to move stuff it's also the same node

faint pasture
#

When you've made movement on your own, you learn to appreciate the fact that you can just call AddMovementInput and it'll automagically move around

#

unless you've done the whole Tick -> move the thing implementation, you'll never really understand how stuff is working

#

I think people should start with a 100% empty world and from a Pawn base but that's just me

frosty heron
#

Well if they start from 0 maybe it's good to know all the components

#

But in my latest project I just start with tps and expand from there

#

It has everything I need

faint pasture
#

If you already know how to code that's fine

atomic light
#

well yeah keyword "latest" project

#

implies youve used it before hahaha

faint pasture
#

The first project someone who barely knows what a variable or function are, should be something like Snake or Pong

atomic light
#

the first project should be the ALS template

frosty heron
#

Is pong even easy?

faint pasture
#

pretty easy

frosty heron
#

The way I see it, u have to detect collision then negate the velocity

faint pasture
#

that's not too bad though

#

A lot better than someones first project trying to be Valheim but better

frosty heron
#

Don't forget mmorpg

#

With blueprints too

#

Now that will be doomed from the start

atomic light
#

my first project was a FPS/TPS/Isometric RPG

#

i say was like i finished it

faint pasture
#

My first project was a fantasy brawler like Battlefield: Arathi Basin lol

#

made some cool mechanics but I eventually learned that no, I was not going to make that thing

trim matrix
#

Hi guys, any of you know why when I click install Quixel Bridge, nothing happening? It didn't start installing or anything.

atomic light
#

the first project "im clever i can replicate an entire studios work" enthusiasm

shy pecan
#

breakout clone is a fun first project

#

or pong

atomic light
#

how convenient you bring up balls

#

im still struggling with this

#

mfw i watch pong in UE tutorials and cant even replicate ball movement

faint pasture
shy pecan
#

i made a replicated kart racer movement with network replication and prediction entirely in blueprints kappa

#

with box traces

atomic light
exotic quest
#

ok i now have headbobbing

#

how would one implement slow walking and crouching?

atomic light
#

cool now add motion blur and lens flares

exotic quest
#

fuck motion blur

#

all my homies hate motion blur

faint pasture
atomic light
lofty rapids
#

slow walking is just a matter of setting max walk speed i think

faint pasture
#

since I have spinning things and you gotta be able to tell if it's spinning

lofty rapids
#

if it's a character

atomic light
#

remember how when you pressed a button you made stuff happen

#

now you gotta make another key slow you down

#

either held/toggled

trim matrix
faint pasture
#

fuck tutorials

valid oyster
#

I force motion blur on my players

faint pasture
#

drag your character movement component in the graph, right click it, look at what you can mess with

trim matrix
#

then how is she going to learn when doing it the first time?

valid oyster
#

game looks bad without it 🤷‍♂️

faint pasture
#

hint, you can change the max speed

exotic quest
#

well

faint pasture
#

the best way to learn is to just try to do the thing

exotic quest
#

ive been using tutorials

trim matrix
#

that's good

exotic quest
#

thats how i have headbobbing and moving

atomic light
#

most tutorials arent good

trim matrix
faint pasture
#

Every tutorial sucks, there are some good ones but by the time you know enough to be able to tell which ones are good, you are way beyond them.

exotic quest
faint pasture
#

How do you think people learned this stuff in the first place, just try to do the thing.

atomic light
#

well yeah because theyre tutorials in the sense that they show you how they did something

#

so all you learn is how they did something

#

if you planned on doing something else slightly different you just gotta hope their way of doing it overlaps with yours

trim matrix
exotic quest
#

im using brushes

#

i usually work with source so its what im used to

trim matrix
#

actually the camera shake looks pretty good when running

exotic quest
#

got it from this tutorial

faint pasture
exotic quest
#

every source game has the same movement

trim matrix
#

wdym by 'source'?

faint pasture
#

You can't modify the max movement speed of a character?

exotic quest
#

source engine

#

half life 2

#

tf2

faint pasture
#

How do they run faster with a knife out in CS:Source

exotic quest
#

by working with i mean mapping

#

not making games

faint pasture
#

ah

#

Yeah I started with Hammer way back in the day

exotic quest
#

so idk how they do that funky stuff in css

trim matrix
#

just multiply a value?

faint pasture
#

Anyway, if you drag off the CharacterMovementComponent you can get and set all sorts of values

#

one of them is maxwalkspeed

#

changing that will do what you think it does

#

set it to 100k for fun times

trim matrix
#

changing the speed of the character sweeney_activate

exotic quest
#

so i just want to have a button that, when held, halves the movement speed of the character?

lofty rapids
#

well if you set max walk speed, you'll then need to set it back

faint pasture
trim matrix
faint pasture
#

you COULD just half/double on button down/up, but that can get out of sync if there's aynthing else modifying the speed ever, or if you do it a bunch of times and end up with float precision problems. The best bet is to have a stored default speed that you always reference when modifying

exotic quest
#

hold up i gtg

flat coral
#

Is this actually necessary? Does anyone know if Location is sane on a non-blocking hit?

shy pecan
#

its 0 if no hit

atomic light
#

im gonna cry ive managed to make my balls do a goddamn waltz

#

but not to zing around

#

some people couldnt eveb do this choreography if they wanted to

shy pecan
#

sleep and start over the next day

#

or sleep and try to fix it the next day

atomic light
#

objectively bad advice

#

source: this is my third day

shy pecan
#

how are they supposed to move

atomic light
#

like pool balls that dont slow down + have elevation (with gravity)

shy pecan
#

show sphere trace or whatever does the collision

atomic light
#

i just have a sphere mesh

faint pasture
#

Show any code that modifies their velocity or adds forces to them

atomic light
#

left is the spawner, nofriction_pm is on the walls and the spheres while the one with no restitution is only on the floor (dont want more than 1 bounce), and right one is sphere_bp that right now does nothing useful

exotic quest
#

how would i save the default speed?

faint pasture
faint pasture
exotic quest
faint pasture
exotic quest
#

could i just store it as float?

faint pasture
shy pecan
faint pasture
#

he wants the speed to be constant

#

and it wasn't behaving before

exotic quest
#

so do i want a namedfloat?

shy pecan
#

set velocity to current velocity normalized, multiply that by 500

faint pasture
#

Been there said that

atomic light
atomic light
#

it doesnt do that yet

#

😭

faint pasture
#

then why are you suprised it's not working

#

just do what we're saying and it'll work

shy pecan
#

🫡 godspeed

atomic light
#

not the other way round

faint pasture
#

ignore rotation

#

it doesn't matter

exotic quest
#

ok i once again need help bc i dont know how to do this

atomic light
#

orientation*

faint pasture
exotic quest
#

no because thats for 4.26 and also because reading the docs usually just confuses me more

faint pasture
#

read it

#

its not like the concept of a variable has changed

#

make a float variable. On begin play, save the current MaxWalkSpeed to that variable

#

then when you press the button, MaxWalkSpeed = Variable/2

exotic quest
#

like this?

#

for the base speed that is

faint pasture
#

just make a damn variable. Read the linked thing.

exotic quest
#

ok jeez dont have to be hostile

faint pasture
ruby cobalt
#

Simple workflow/optimization question.

See here, two similar events will update a different member in the same struct. I then use that Struct to update a component.

Those events (more than 2) will likely all run at the same time. So I only need to update the component with the struct value ONCE after all the events have run.

How do I set that up?

#

(the custom events do interp so this might run at every frame while active.. hence why I want to clean that up)

faint pasture
#

all the time, almost never, half the time?

ruby cobalt
#

idk like between 20% and 90%.. sometimes it might be running for 30 seconds straight

faint pasture
#

I'd just tick and interpolate everything all the time probably

ruby cobalt
#

I also intend to use this workflow like.. a lot.. for hundreds of parameters

faint pasture
#

BP only?

ruby cobalt
#

yeah bp only

#

so tick the Set Control Data..

#

when does event tick run? before or after the other events?

wind badger
#

Quick question, is there a way I can exclude objects from a post process volume without using custom depth? Because I'm using custom depth for outlines and it would kind of ruin it, my issue is that it's a hatching shader and when applied to everything light doesn't really work lol

faint pasture
#

what is Duration, is it different all the time?

ruby cobalt
#

Duration will likely be the same but can be different, I need that flexibility

faint pasture
#

What happens if you add another call while one is running?

#

Interpolate towards 3.0 over 5 seconds
1 second later:
Interpolate towards 5.0 over 2 seconds

what happens?

ruby cobalt
#

for this struct, usually the duration will be the same for all of the members when I launch something.. but the next time I launch it, they will be the same, but a different value than last time

faint pasture
#

What are you actually doing?

#

physical animation?

ruby cobalt
#

hmm i'd want the latest interp to take over

faint pasture
#

If that's the case then it's doable with FInterpTo running all the time

ruby cobalt
#

yeah this part controls physics values.. which makes a bad example for this system since those wouldn't need to be interpolated as much.. but this system will apply to all kind of values.. material parameters, location, rot, etc..

#

i'm build an audio/visual instrument

faint pasture
#

This is very much NOT BP territory

ruby cobalt
#

to perform live visuals and adjust parameters on the fly.. like a synthesizer but it,s unreal engine

faint pasture
#

It'd be trivial in C++ and giga fast but anyway, I'd do it with a constant interpolation

#

is it all floats?

#

nah u said rots and locations

ruby cobalt
#

vectors.. rotators, transforms, colors.. floats.. that's about it

faint pasture
#

OK I'd do this

#

Struct
float array
rotator array
transformarray

#

color array

#

Then a speed array for every one of those

ruby cobalt
#

yeah I built different interp methods.. and so far they all do the job (kinda) but I'm still early and I will have hundreds maybe thousands of parameters so it's worth doing it clean

faint pasture
#

yeh 1 big struct IMO

#

SoA

ruby cobalt
#

what does SoA mean?

exotic quest
#

ok its a float variable now

faint pasture
#

Structure of Arrays

exotic quest
#

how do i set this to be the max speed

faint pasture
#

@ruby cobaltI would have 1 structure with everything in it in some central location.
Each frame, iterate through everything and interpolate it

ruby cobalt
#

the plugin I use also comes with stuff like this, so it's not always custom floats with sub events..

faint pasture
#

Your interface can still use duration, just you'd turn duration into speed

exotic quest
ruby cobalt
#

so it,s better to just update everything all the time than check if things need to be updated?

faint pasture
atomic light
#

im gonna piss myself it actually worked

#

what did i miss the first 12 times i looked at that message

faint pasture
ruby cobalt
#

I had bad experience with Speed.. since I tie this to sound event with specific duration.. it's easier for me to use duration

faint pasture
faint pasture
#

Are you in the character BP?

ruby cobalt
#

and what's the advantage to using speed?

exotic quest
faint pasture
#

when you add a target value, you're changing a target AND the speed

faint pasture
exotic quest
#

ok and what do i do with that?

exotic quest
#

ok

#

fuck didnt stay there

#

but its saying you cant connect those

#

oh nvm

#

it was using something to do with wind

faint pasture
#

@ruby cobaltI'd structure it like this

Struct Everything:
float array FloatCurrent
float array FloatTarget
float array FloatSpeed

Tick -> for each FloatCurrent -> FInterpToConstant FloatCurrent towards FloatTarget[index] at FloatSpeed[index]

UpdateTarget(index, target, duration):
FloatTarget[index] = target
FloatSpeed[index] = Abs(FloatTarget[index] - FloatCurrent[index]) / duration

Keep that same energy for all the other types like vectors and colors etc

faint pasture
#

theres all sorts of speeds

exotic quest
atomic light
#

@shy pecan @faint pasture it works now 🫶

i think the first time i read that "velocity = normalize(velocity)*500" message i also had the angle calculation above in the tick which messed it up

exotic quest
#

hey wait

valid oyster
#

Yeah I don't think there's even an edge case that breaks my environmental system 🥳 woo everything is perfect

faint pasture
#

with priority?

exotic quest
#

theres a node that just lets you set the max walk speed

faint pasture
#

you need to know what it was originally to set it back

exotic quest
#

ok this isnt working

thin panther
#

well first of all the top of that blueprint isn't connected to anything.
All you're doing is setting a variable to 0.7, then on cancel setting the cmc's walk speed to itself

#

I highly advise you visit the pins of #ue5-general and find the link to the official learning portal. It's the best resource to get the editor basics, and blueprint basics down 🙂

broken wadi
exotic quest
#

i am aware

#

im trying to make maxspeed set the max walk speed

valid oyster
exotic quest
#

i figured out a significantly easier way to do the walk speed

trim matrix
#

I'm curious

exotic quest
#

slows me down, not speeding me back up yet

#

now it works

#

i had to have it on completed

#

not canceled

valid oyster
#

all of those are overlapping

trim matrix
#

so you ar ebasically setting a variable in the playter called 'max walk speed'?

exotic quest
#

no i dont think so

valid oyster
#

so if they have the same data asset they will not change the environment stopping the resetting of music etc

exotic quest
#

i think im just setting the raw walking speed

#

that the engine uses

trim matrix
#

but you wouldn't set it to 1 or 0.7(which is realyyyyyyyy slow)

valid oyster
#

if their data asset is different it will call set environment

exotic quest
#

now to do sprinting, which should be exactly the same but with speed

#

instead of slow

trim matrix
#

yup!

exotic quest
#

oh and crouching

#

if i dont put a safeguard in to stop me from crouching while jumping, it should allow for crouchjumping, right?

trim matrix
#

Yes, you should try it to make sure it works properly as you want...

wild sage
#

Guys, is there any problem with what I did? Through an overlap of a component that is in front of my character, I return from this object an actorComponent that implements my interface (Interactible_i), then I cast this actorComponent to the Interface, and then I store this object in an array of Interactible_i,
called "InteractionTargets. Would it be better to cast it to the actorComponent type itself and store it in an array of that type, instead of an interface? The first print below shows how it is currently, and the second print shows the alternative I am in doubt if it's better

valid oyster
feral moon
#

Hi i have quick question. Im new into using blueprints in UE5. I created variable and i want to use it in another object. How can i do it?

trim matrix
#

is the variable in the player?

trim matrix
#

any other questions?

thin panther
feral moon
#

I finnaly did what i wanted

#

thanks

#

and that was very easy xd

feral moon
austere ravine
#

Hello! Newbie here. Anyone ever have an issue where their macro library is not appearing for use? I've made sure to pick the correct parent class for the library. I've already tried resetting my program and that didn't fix it either.

#

Uh, I looked up the BP editor documentation and via Search i was able to find my custom macro so it does exist but the folder isn't appearing on the shortcut list "My Blueprint". Is this just an issue with 5.3?

desert juniper
#

I've used unreal for years and never made created a macro

austere ravine
desert juniper
#

macros are useful at times, especially when there's multiple execution flows, but they're not the norm

true valve
#

When I hold right or left key (a, d), how do you get the info in animbp? It's not in velocity or rotation.

austere ravine
keen widget
#

If i like to store evry logic in 1 place, 1 big blueprint how laggy it can become?
does "collapse nodes"or "collapse to function" helps with optimization?

desert juniper
#

look at the S in solid.

lunar sleet
valid oyster
#

use a blueprint widget interface and python to create the BP 😆

#

that would be hilarious

keen widget
desert juniper
#

The link I sent earlier goes over common programming design patterns
SOLID is an acronym
The S insolid stands for the "Single Responsibility Principle"
It dictates that "A module should be responsible to one, and only one, actor."

keen widget
desert juniper
#

I don't think you can in a BPFL

#

shrug I've never tested it at least.

finite hearth
#

If I add a widget to an actor's viewport, how can I get a ref to that actor from the widget? Is that the owner, parent? Neither of these appear to work,

lunar sleet
frosty heron
wind badger
frosty heron
#
  1. Create variable in your widget blueprint of type actor. Call it actor owner.
  2. Make it instance editable and expose on spawn.
  3. When you create widget, set the owner on the exposed variable
exotic quest
#

any way i could do some sort of inventory system like the equipment wheel from ac3?

fiery swallow
exotic quest
#

Well not directly

#

Just asking if it would be possible to do a paused weapon wheel thing

#

And where to start in implementing it

fiery swallow
#

well the image you've shown isn't really related to inventory, it's UI. Are you looking to make a cool ac3 UI, or the ac3 inventory

exotic quest
#

Moreso the inventory rn, but I'd eventually like to do the ui too

fiery swallow
#

the UI is displaying what's in the inventory, but the inventory system itself likely doesn't know the UI even exists

#

does ac3 do something specific that other inventory systems don't do?

exotic quest
#

Well ye you can only have one of any type of item

#

And theres permanent items

#

Only one melee selected at a time in the quick menu, can carry like 3 different melees at once tho

#

At least that's how I remember it working on the ps3

fiery swallow
#

are you new to making games?

exotic quest
#

Extremely

#

If I sound like an idiot it's because of that

#

Tho I have a decent bit of web dev under my belt

fiery swallow
#

@exotic quest I see, the original question you asked can't really be answered quickly. If you like you can DM me and later when I'm available I can help you get started with your journey. It will be a hard place to start for a beginner though

gentle urchin
#

Inventories can be rough

thin panther
#

@exotic quest You should still follow my advice from yesterday and get on the official learning portal and start taking some official beginner courses. An inventory is a tall order when you're this new, and you'd benefit from the resources epic made specifically for people in your situation

#

Id ask in #materials
Material graphs aren't blueprints despite looking similar 🙂

gray cradle
#

Ah my bad

random pulsar
#

Homies,i have an interface ,i created an actor input there,and have firefly actor .I want to make this:when character overlap with firefly ,attach fire fly to a spring arm thats in the character

#

I have no idea how can i write this

#

In my character

#

I know i need a attach component to component,get class,get component by class and class is child of nodes,a branch but how do i connect them?

#

I tried this one and it does not work

#

Maybe i need the root of that class and then compare with static mesh

#

But this also does not work

harsh coral
#

quick question: I´m just starting out with blueprints, building a blueprint actor with tons several hundred skeletal meshes inside and I wanna control various visibility sets, animation for ALL of them, material overrides etc.
Its starting to take shape now, but the graph is getting pretty..long...its basically ONE long execution flow from left to right and everytime I insert another set of skeletal meshes, its just growing...

Whats best practice here to sort things better?
I still need to add comment boxes, but other than that...are there better ways to sort things?
Lets say I have several sets of meshes that are all referencing the same assets and then I just wanna join them in the end to have stuff like animation and material overrides applied to all of them...
Is there a way to NOt just have one long execution order graph?

gentle urchin
#

Wrap them in functions at the very least😄

harsh coral
#

Actually just found a youtube video that has a ton of good tips...:)

gentle urchin
#

Tip 7 😉

harsh coral
#

quick question again...when would I collapse nodes into a function and when would I just collapse nodes?

gentle urchin
#

If its purely a cleanup thing and never gonna be called again,

#

Collapsing can be fine (altho i dont likenit at all)

#

Otherwise functions 🙂

#

Functions cant be latent tho but thats usually not an issue

harsh coral
#

Hm, if I collapse to a function, I get an extra "target" pin, thats a bit irritating...don´t know what to do with that.

gentle urchin
#

Nothing

#

Unless called from elsewhere

dry sleet
#

It's just there so you can call the function on another instance of the class, if you want to

gentle urchin
#

Then you put the reference there

dry sleet
#

If left untouched it defaults to "self" which is fine.

agile moss
#

Can anyone tell me why this doesn't work, please.

gentle urchin
#

Got no target

#

Its not a magical broadcast thing

#

It needs a reference, and it needs implementation on the reciever

agile moss
#

Ok, set the target to BP1. What do you mean by implementation on the receiver?

gentle urchin
#

Bp1 must implement the interface

#

And that exact function

agile moss
#

Ah, I think I know what the problem is, thank you

mild valve
#

I want to thank you for your hint, you inspired me to totally rethink how I can handle thousands of visual actors on screen which are not actors naturally. Now I'm able to draw 5000+ drones in one frame without serious performance hit utilizing ISM + my own way how to handle all of that in blueprints entirely without even touching C++

supple kiln
#

I want to cast to a Notify Blueprint inside my Character Blueprint, does anyone know what I have to put into Object?

gentle urchin
#

Why would you cast to a notify bp

#

If the notify contains info that the pawn needs to know about, it should be passed along with the event call

gentle urchin
raven mantle
#

Hello, can you help me ? i have an issue with my inventory problem

the findslot function is used to know if the item is already present in the player's inventory, for each element in the player inventory (content) I retrieve the item id and compare it with the one to search for, and return if the item is found in the inventory

But i have an issue "infinite loop"

mild valve
# gentle urchin Now add animation control through per instance data entry in the material, and y...

unfortunately it won't work because of how I made this. You see, I'm actually moving instanced static mesh component, while it moves - I add drone mesh instance when needed. After that I calculate when it reaches "end destination" and move instantly position of component to the previous drone. That way I stop after some time adding instances, I also don't remove them and so on. Problem is if I add animation control - after instant shift of component animation jumps and bugs, well it's not actually bugs, just because of the shifting, state of previous drone become state of last drone, and because of perinstancerandom this will be different which will cause visual artefacts

#

the way I did this to move entire component and not instances itself to avoid for loops which are very slow in blueprints, and also don't spam add/remove instances

gentle urchin
#

You should be able to have a 5k loop in bp without to much issue

#

But can ofc move that specific part to c++ for some gains

#

Sounds very rigid, the way you've done it

thin panther
gentle urchin
#

Isnt it 100k?

thin panther
#

No

gentle urchin
#

It cannot be 1k

mild valve
gentle urchin
#

No way

mild valve
#

after that it says "infinite loop detected"

gentle urchin
#

Every exec in the loop counts as 1

#

Afaik

#

So if its doing 2 things, you half the loop count

thin panther
#

You can up this of course, but a loop larger than 1k of already consider a C++ candidate tbh

gentle urchin
#

I dont disagree

thin panther
#

Iteration is one of the pitfalls of bp

mild valve
#

that's why I avoid iteration through thousands of instances when I can move the entire instance holder instead. And because I don't know C++ at all 😄

thin panther
#

No time to learn like the present :P

As long as you're aware of the drawbacks, approach however you see best

supple kiln
#

So far I got to do this inside the animnotify blueprint which I think is not suitable.

mild valve
gentle urchin
#

If you focus on doing a single thing in c++

thin panther
#

They really are quite amazing

gentle urchin
#

Its usually very achievable

#

The very most basic thing

#

Declare a few variables

mild valve
#

after all, if it works like intended and not making your PC a microwave who cares what was used to create it 😄

gentle urchin
#

Make a basic loop

#

Add a lerp

#

And update the transform array

#

Done

supple kiln
thin panther
#

The only thing I'd say that might be advisable is taking odd times to go through a chapter of learncpp.com passively

gentle urchin
#

No^^

supple kiln
#

Ah

mild valve
#

is C++ a good thing for loops? I just don't know, how good it will work if for example it will just iterate through for loop from 0 to 10 000 in one frame?

gentle urchin
#

Its awesome

#

Ultra fast

#

Its like speed is a thing of the past

thin panther
#

You could loop a million in c++ and barely feel anything

mild valve
#

hm, interesting, might consider to switch one thing to C++

thin panther
#

In a lot of cases C++ can be up to 100x times faster if not more

mild valve
#

wow that's sounds nice

gentle urchin
#

I dare you

#

Bet you could have it done by the end of the day

#

And be surprised by how easy it was

mild valve
#

and what about blueprints nativization? It won't help in such cases as for loop in BPs?

gentle urchin
#

Deprecated

mild valve
#

oh

gentle urchin
#

I spent 5 years in bp only

#

Then started touching c++

#

And maaan

#

I wish i dipped my toe sooner

#

Way sooner.

thin panther
#

Yeah nativisation never really worked and got removed

mild valve
#

I've been programming on javascript years ago but man, when I look at C++ I'm just scared, it looks way too strange to me 😄

thin panther
#

Learncpp.com is a good resource. Stop just before the chapter on exceptions.

#

It's a lot of reading and doing, but if you passively take it slow it will be a breeze

gentle urchin
gentle urchin
#

Its gonna be alright

frigid summit
#

hi guys why my camera zooms in when the sequencer is finshed

thin panther
#

When you're a little more familiar with the language itself, there's a top pin in #cpp that details a bunch of the traps epic leave in.

(By default they leave a lot of things enabled and accessible that can nuke projects.

Side note: source control. Use it now if you aren't already)

gentle urchin
#

Booby traps

#

Ensures you know what you're doing /jk

mild valve
thin panther
#

phew

#

for what it's worth you don't even need a NAS

#

your remote can just be a different folder or drive partition

mild valve
#

I need it for more things also, not only that, that's why I consider it 😄

thin panther
#

then that makes sense :D

#

There's also a great breakdown on blueprint performance, third pin on this channel 🙂

#

Again, don't worry too much if it isn't causing you problems, but it's a super awesome skill to have and unlocks so much more scale and engine features

mild valve
#

Yeah it's just I picked up a fricking crazy size of the project that I want to create, working about 7 months on it already +- in my free time. And I want to reach something like early access phase to actually make this project my full time work after which I can dedicate more time to things like C++ and so on 🙂

thin panther
mild valve
mild valve
# frigid summit plz help : (

from what I see you instantly shift your character after sequencer ends, that's why camera might move, if you want more smoothing use "set view target with blend" to shift between sequencer camera and player camera

supple kiln
#

Got it, thanks so much for the help!

fair pecan
#

Hey @gentle urchin!
Just want to get back to you in regards to the DoubleJump/Launchpad-issue you discussed with me last week. I was able to fix the problem the other day without going into C++. Felt really nice. But I want to thank you again for taking the time talking to me about it! 🙏

harsh coral
#

Ok, quick question: I have a blueprint with hundreds of skeletal meshes...is there a way to create a functionality similar to level instances, where there is a button called "EDIT" that "opens" the level in the editor, so I can select single assets inside of it?

spiral fox
gentle urchin
fair pecan
#

First image is inside CharacterBlueprint and second is inside the Launchpad : )

#

Launchpad Casts to CharacterBP etc

gentle urchin
#

Oh

#

so you went for incrementing JumpMaxCount

#

instead of reseting current Jump Count

fair pecan
#

Haha yes, I realize it might b a bit of a scuffed solution. But thats my skill-level atm lol

gentle urchin
#

Only issue i can imagine with that is

#

you somehow miss the part where it resets jumpcount to what it should be outside of launchpad space

#

so lets say you had 13 launchpads

#

and somehow lands on something that doesnt reset the max count

#

you run around with 13 jumps x)

fair pecan
#

Haha that is true. But I believe the nodes in the CharacterBP would solve it since it is "On Landed" and it reverts back to 2 jumps if Double Jump is unlocked

gentle urchin
#

I see ^^

fair pecan
#

Unless I make the player land in water or something

gentle urchin
#

Heh

fair pecan
#

Then I'd have to make additional solutions ofc

gentle urchin
#

just a hypothetical

fair pecan
#

Ye, good heads up!

raven mantle
#

Can you help me understand this error? I understand its meaning but do not understand its function which is the problem

gentle urchin
#

show the function/logic

#

infinite loop, so you hit the infiniteLoopDetectionTreshold

raven mantle
#

its for an inventory system, find slot detect if item is already in inventory, if true i add one , else i give a new slot

gentle urchin
#

your false on the second pic should not be connected.

#

disconnect that exec

trim matrix
#

and that's where cpp comes in place

gentle urchin
#

you're also doign a while loop pre this loop and the other loop

#

sounds kinda rip

#

not sure why its a while loop in the first place?

#

makes no sense to me.

#

there's nothing to "while" wait for

raven mantle
#

now i have this ?

#

Do you think that the first while loop is of no interest? I follow a tutorial 😅

gentle urchin
#

yes the while loop makes 0 sense

#

If its from the tutorial

#

i'd seriosly reconsider

trim matrix
#

well if there's no stack, he creates one and then it loops and call the addToStack function

gentle urchin
#

so the whileloop is there for if you add several unstackable items ?

#

why wouldn't you handle that in the CreateStack function if so

raven mantle
#

I'm a beginner, I'm not copying 100% of the tutorial, it uses features that don't interest me so I'm just getting inspiration, it's likely that the modifications I made made the loop useless 😅

gentle urchin
#

If you add 100 apples, and they are stacklimited to 20, then CreateStack should create 5 stacks imo 😄

#

and if it doesnt, then why is there a quantity input on it ?

raven mantle
#

i dont use a stack limit

gentle urchin
#

inconsistent imo

trim matrix
#

you should delete the loop and place the function addToStack after creating a newStack

raven mantle
#

i use a weight system, the stack is unlimited, juste i check if the item already exist in inventory, if exist i add the new item to stack, else i create a new 😅

raven mantle
#

why addtoStack after a new stack ?

#

actually if slot not found, i create a slot and add item to it, else if slot exist the item are add to the stock

gentle urchin
#

Id just let the create stack add directly to the new stack

#

In the same loop

#

So instead of the hardcoded 1 inputz connect the quantity from the calling function

#

Same with add to stack

#

You want the input Quantity connected.

hidden pecan
#

When I try to open the default unreal walk animation blueprint unreal crashes this is version 5.3.2 by the way

raven mantle
#

How can I check if the element has been added to the array content?

actually this function doesn't work, nothing to print

raven mantle
steady night
#

hi uhm

#

need help, how would i linetrace this ?

#

any suggestions ?

frigid summit
steady night
#

well yeah more of the curve,line start-end points im after

gentle urchin
#

Multisphere

#

Filter by angle

#

If its really that accurate (doubt it)

#

Is just do the multisphere

#

Probably just one frame as its so fast anyway

steady night
#

aye

#

i mean i think is good enough right ?

gentle urchin
#

Ye

#

Plenty

untold fossil
#

Hello. Can someone help me figure out how to align an actor to the surface of a terrain? I've tried countless tutorials but for some reason for me it never works.

#

(recording some stuff to show the issues, gimme a few mins)