#blueprint

1 messages · Page 106 of 1

shadow dove
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okay, doing that it doesn't play at all

grim crypt
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Anyone have an idea why I can Get the virtual texture on an RVT Volume, but not Set it in blueprint?

ancient heath
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I have this, the widget is built correctly, but it is not displayed on the screen, does anyone know why? I want to create it above another widget, the zorder is superior to the previous widget

lament nebula
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Can anyone point me in the right direction here:
I want to make an actor that can generate (keep reading!) a dungeon using prefab rooms and hallways, using a sort of random walk method.

Now i got the algorithm part of that down (when to place a room or a hallway, etc.)
What im walking into is how to spawn the prefab room actors as part of the generator actor, so that when i regenerate the dungeon, all the old rooms get removed again.

Ive tried just using the spawnActor function, but that places them as part of the level hierarchy, so when i delete the generator actor, the prefab rooms are still in the level.

I could ofcourse just recursively remove the rooms again, but that feels inefficient and that that is a total hack because im just missing something obvious.

Is there a better way to do this, am i even barking up the right tree?

hollow karma
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In my blueprint I have a soft reference to a texture. How can I load it if it is not already loaded? I thought there was a node called "Async Load Asset" but when I try to add that to my blueprint I don't see it

tranquil wadi
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is the blueprint node "Add Tag Listener" in UE5.3 by chance? brand new and trying to follow a tutorial and seemed to have ran into this hookup.

hollow karma
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That's stupid

versed sun
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If its got the Clock icon , it takes time
Functions are instant

hollow karma
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How about a macro then?

versed sun
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they work

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or custom event

hollow karma
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Hmmm. A custom event sounds perfect, but I'm uncertain how to make one

versed sun
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right click main graph and type custom event

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i use it so much i made a macro on my keyboard G keys for it

hollow karma
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I'm there. And I've added an input parameter for the texture I need ton load. Will that accept my soft reference?

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I think before I work on this further I really need to sit down get a better understand of the asset manager and how it is used.

versed sun
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from what I understand , this is how I do it

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there will be a slight pause while the texture loads ( if not already loaded) then your top code will continue

gentle urchin
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Or have some delegate in the owning generator for when its time to pack your bag

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Id just run through the lost of spawmed rooms and limit their lifespan

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Optimizing it would probably involve re-using existing rooms

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Passing them a new seed and letting them run

hollow karma
# versed sun

Thank you very much! That made everything work. Still think I'm going to watch this 2 hour video on the asset manager. I need to learn this more than this using cookie cutter formulas

velvet smelt
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Correction, the metasound should be set as the sound asset.

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On the component

flat coral
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Okay I've got this pawn that I'm trying to move with physics but it doesn't move... unless I remove this SetActorRotation node. Somehow, that rotation is stopping this pawn from moving. Anyone have any idea what's going on here?

rapid root
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Hey guys, I'm trying to calculate the required Parent Transform with a target World Transform for the Child and the current Child Transform. The idea is to move the parent so the child ends up with the target world transform without changing it's relative transform. Any idea behind the logic?

floral stump
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is it possible to place a bp actor in the level and auto attach it to the landscape?

velvet smelt
floral stump
velvet smelt
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Depending on the version

floral stump
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4.26

velvet smelt
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Check plugins for Landmass. I take it that you're looking to manipulate the landscape? Or are you just trying to snap to the landscape?

floral stump
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and remove all gap between mesh and landscape

hollow karma
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If I trigger a custom event in a blueprint 3 times in a row very rapidly will all three event execute? I'm triggering an event in a forloop and it's acting like only the last invocation is being run.

faint pasture
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they will execute but you might have something else going on

hollow karma
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This is the event. Give me a sec on the loop. It's a wide blueprint

hollow karma
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What do you mean "the async"?

faint pasture
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so AsyncLoadIcon is getting fired the 3 times

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but the completed of the load is only running once

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which makes sense

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why are you calling this multiple times?

hollow karma
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I'm trying to load the icons to display in an inventory. SO one call for each inventory entry

faint pasture
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so this isn't being called multiple times, just once per widget or whatever?

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What's the actual problem?

hollow karma
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Yes. Once per UI widget

faint pasture
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So what's the symptom? Only the last widget works?

hollow karma
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The problem is that when the inventory is displayed on the final item in the inventory shows an icon. All the others are empty

faint pasture
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You're going to have to show more code.

hollow karma
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first, second and third parts of the function that loads the data into the display widget

faint pasture
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those redirects make me wanna puke lol

hollow karma
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The icon is set as the very last thing

hollow karma
faint pasture
hollow karma
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That's what it looks like all put baack together. Sorry, but it's too wide to fit on one image that's actually readable

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Well I guess the text is barely readable in that last image

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If you zoom in a little

faint pasture
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I don't see any obvious problems but I'd make a Setup event in your widget that you can just pass all the info in with

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the count, the text, the texture, everything

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actually I'd just pass in the DCSInventoryEntry

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let the widget handle it from there

hollow karma
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Well that wouldn't really change the issue of the async loading. I'd still have to do that

faint pasture
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yeah but you could at least test to make sure it's on the widgets side and not anything to do with the loop

hollow karma
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Youo mentioned a while back that the asyncloadasset is only calling executing it's completed pin once total instead of once per event. Why is that? That's the real problem for me

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Well actually, the completed pin is geting run every time. I just added a print and get one completed for each item as expected

fiery swallow
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I could of sworn using structs as a key did not work properly in blueprints regarding TMaps

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I didnt actually read anything though, I just seen the Key was a struct

hollow karma
fiery swallow
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And I remember having problems with that specific thing

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Yeah its probably not specific to your probkem

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I just seen it and started yapping

fiery swallow
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I see that you have some return values in your foreach loop

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That could be the cause of it not firing the loop as much as you expected

hollow karma
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The loop is firing the correct number of times.

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The early return is for the case when the inventory is full. It's technically not needed I suppose.

fiery swallow
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You said it's acting like only the last one is being ran

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So im co fused on your issue

hollow karma
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It's only showing an icon for the final item in the inventory.

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There are three items in the inventory. You can see the quantitiy counts. But the first two have no icon

fiery swallow
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Are you Iooping through the item array?

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The image quality was too low to see

hollow karma
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Yes. The show inventory function first clears the display to show every inventory slot as empty. Then it loops through the items and adds them to the display one at a time

hollow karma
fiery swallow
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The way you're looping this whole thing is super weird, I can't really see the problem. You should use print strings and print out the actual icon name to see if it's getting the right one

hollow karma
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What's weird about it? I'll admit that I'm no Blueprint expert. I wrote this the same way I would write C++

fiery swallow
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If I were trying to set icons in an inventory UI, I would have inventory cell store a reference to the item struct it's tracking

hollow karma
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I added a print to the aync load item event. It's getting the correct textures

fiery swallow
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From there I would simply pull the icon and item amount from the item struct

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Your looping through the inventory but you aren't getting the actual index of the item

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That part is very weird to me

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It almost feels like the loop isn't necessary

hollow karma
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I don't need the index. I just need the item itself. The for each loop should be fine for that

fiery swallow
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I would check that the index youre getting is indeed giving you the slot you want

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Doesn't seem like it's actually getting the next available slot

hollow karma
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The fact the three items are appearing in three different slots proves that it is getting the next available slot

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I know this isn't the way to do the UI in a real game, but this is only a demo UI to help me test and debug the underlying inventory plugins and also to provide a simple usage example.

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Also, I'm not a UI expert by any means. My previous UI experience is purely in text mode applications

fiery swallow
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Then the only other thing it could be based on the information you provided is you haven't loaded the ifon

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Icon*

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Youre using a soft reference

lunar sleet
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You want to show others how to do UI wrong? 😀

versed sun
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Looks like a delay in a for loop

hollow karma
fiery swallow
lunar sleet
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You can’t async load something inside a function that’s meant to execute in one tick

hollow karma
fiery swallow
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That's an event

lunar sleet
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For each loop is a function

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Are you not doing it as part of the loop? Maybe I read it wrong

fiery swallow
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I think you just need to give the async time to finish before hitting the node again

hollow karma
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The for each loop is triggering the event on each pass through the loop. The event has a print on it that is getting printed out three times, once for each item

hollow karma
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Which node, too?

lunar sleet
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I’m not sure how to explain this better

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Based on that screenshot I don’t think your async load will ever finish executing

fiery swallow
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The async node

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You need to like queue the icons you want to load

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Once one finishes loading, load the next one

hollow karma
lunar sleet
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Ok

fiery swallow
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Trying to load them all on the same frame is not gonna work

hollow karma
fiery swallow
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It wont be an issue

fiery swallow
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Because youre hitting the same node that's already running a latent action

lunar sleet
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Cropout Sample Project does a good job at showing how to use async nodes in succession

hollow karma
fiery swallow
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If you hit a node that hasn't finish its latent action one of two things will happen.

A. The second call will be ignored
B. The previous call will be canceled

hollow karma
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This sounds like finally getting to the core problem.

fiery swallow
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It depends on how it was coded

lunar sleet
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It’s like using a delay in a for loop, as previously mentioned

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You’re overwriting the call

hollow karma
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It sounds like the fundamental issue is "User does not understand asset loading or the nuances of Blueprints." 😄
Time to hit the docs and tutorials again I guess.

lunar sleet
hollow karma
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Hmm. Cropout says it's unavailable on the Marketplalce

lunar sleet
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Odd

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Maybe it’s in the launcher library I can’t rmbr. They have a YouTube vid that skims over it too

hollow karma
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Well I've already got a training vid on the aasset manager I want to watch. I'll hit that up first and circle back to this later. Thank you all for the help!

frail onyx
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Anyone know how to make a aiming system similar to the one shown in this video at 3:21? https://www.youtube.com/watch?v=n6B4gH-ZGlY&t=215s

Wow, 1 year down already, crazy. Anyway, thanks for watching the video! I hope you all enjoyed it and played DEMO V2! I'll leave a link here if you haven't already played it!

🎮DEMO V2: https://r1gby-games.itch.io/goobi-demo-v2

My Socials

🕹️Itch.io: https://r1gby-games.itch.io/

References in the video

Mario Odyssey Gameplay (IGN): https://ww...

▶ Play video
gentle urchin
hollow karma
gentle urchin
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got 5.2/5.3 installed?

hollow karma
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Yes to both

gentle urchin
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marketplace tab

hollow karma
gentle urchin
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even library

hollow karma
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I'm well aware of where it is. It says unavailable

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And it is NOT in my library

gentle urchin
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weird

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our pages dont even match

hollow karma
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I'm not logged in to the website

gentle urchin
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Redirectd to launcher anyways

coarse condor
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Trying to get a TextRender number to go up by 1 when I press an input, what am I doing wrong?

faint pasture
karmic tartan
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How can I fix frame stutter / GPU hitching with world partitioning streaming in new sections? I notice this happens when trees are loaded in the distance when moving into a new section. I found this older tutorial for UE4 with World Composition, so now I'm looking for how to do this with UE5 World Partition: https://www.youtube.com/watch?v=6TpTtrWpR8U

After struggling with performance issues for a month trying various things from level streaming to World Composition I finally figured out a solution for my performance issue's.

0:00 Intro
0:44 Profile GPU Hitches
1:21 My Misconception and Explanation
2:15 Setting up LOD's
4:00 Skip this part
5:42 Demonstration of Fix

▶ Play video
tough badge
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Is it possible to add a timer to a struct? I want to make a dropped item despawn after 5 minutes and was curious if I could add some kind of default timer to the structure as a variable I could change on a per item basis

fiery swallow
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you can get creative with step 1 and do like a box overlap of the maximum distance you can shoot a target, that would be more efficient, and would eliminate half of step 2

frosty heron
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Epic store is quiet broken.

fiery swallow
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if someone picks up the item then set the life span to 0 to clear it

tough badge
viral jetty
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how can I set the player to ragdoll if he falls from certain height ? like can i get a falling velocity in third\person starter kit?

frail onyx
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Also do u have any tips for getting a bit better with the basics so I can understand more stuff/how to actually put the pieces together when I’m trying to make custom features?

fiery swallow
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The only difficult thing you'll have to do is make a function to determine the closest actor in the array, but I believe in unreal engine 5.3 they added a node that already does that...

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So you really don't have to code anything from scratch here

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You just have to connect a few nodes unreal engine already coded

fiery swallow
late lynx
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my material has a world postion offset which changes material to represent a curve in path....its working fine in pc but when deployed on phone its not working..plus it was wroking fine earlier

lunar sleet
cobalt lynx
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Hey,

I'm running into a curiouse issue. I have a Map Variable (Actor Class Soft Reference | Integer). On child Blueprints this map reverses it's order for some reason. We don't do anything with the variable yet but it turns over.

Any ideas?

lyric rapids
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im trying to change the colour of a particle but its not changing it for some reason

tidal marlin
silent drift
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I want to ask before I start adding some "math" to count 60 seconds to a minuter, and 60 minutes to an hour and so on. Is there a way to do this automatically? Or do I need to "reset" current seconds to 0 once it hits 60 and count up myself.

gentle urchin
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It overflows automatically

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Doesnt it

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There should be a node that does that atleast

silent drift
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Yeah, it does not at the moment at least. 😦 And I didnj't find one.

gentle urchin
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Timespan?

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Timecode might not be the correct struct

silent drift
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Okay! I will have a look and see.

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Yep! Changed to timespan and it did it automatically! 🙂 Thank you for the suggestion

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Actually, hmm, how could I make sure it doesn't change 24 hours to one day? Since I would prefer it to only say 36 hours for example rather than convering 24 to days? (If you know, sorry, I'm a bit confused about this setup currently as I haven't ever looked at this before)

elfin lagoon
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i need to get actors world location and convert it into a widget coordinates to place an icons of these actors to a minimap
is this node made exactly for this purpose, and how to use it correctly?

gentle urchin
silent drift
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Okay! Thanks for the answer. 🙂

viral jetty
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thank you @fiery swallow i just set on landed function to ragdoll

cyan surge
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Best way to hide categories that arn't relevant in blueprints?

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In this example I won't need to see "Rendering" or "Replication" ever

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Possible to just hide?

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(For this type of actor)

hollow bane
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if i wanted to make a branch here what would i need to do?

gentle urchin
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Branch on class?

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You could cast

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You could get class and compare

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You could get tags and switch on tag

hollow bane
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so i would cast out from the output of the hitactor?

gentle urchin
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You would cast the generic Actor to a more specific actor

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If its that (or a child of that) the cast succeeds. Otherwise it fails

hollow bane
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oh wow thank you

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the get class was what i needed

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!

stuck sentinel
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last time this happened my game got corrupted

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i was working on crouch animations and speed

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what do i do

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broo i just reloaded my game and now the same thing happeneed as last time my character mesh just dissapeared

hollow bane
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of course i have the destroy actor after the delay usually 😄

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i just saw in the outliner sometimes they get destroyed

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ah had to use a do once in my blueprints

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now it works

gentle urchin
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Set Life Span

stuck sentinel
dark drum
tranquil moon
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hi, for some reason I get an exception and have to close the engine whenever I try to set this type reference, I have tried it multiple times and with 2 different values and it happens consistently

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telling rider to continue past it just leads to another exception

stuck sentinel
dark drum
trim matrix
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Guys, please help me. I added the weapons object on the scene, but when I play the simulate, it wasn't there.

trim matrix
velvet smelt
trim matrix
velvet smelt
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To see if they appear.

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Double check that the weapon meshes have have a collision mesh.

trim matrix
velvet smelt
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Or is that un-editable too?

trim matrix
velvet smelt
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Ok, so the base class is set to read-only. Ummmm....

random pulsar
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hi guys i have an actor fruit that has some static meshes in it ,i want to make this idea :when player overlap with box collision destroy one component ''Fruit'' and then do some other logic i have it seted up with interface how can i get that component in my player without casting?

velvet smelt
random pulsar
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i tried with tags and print string but didnt succeeded

velvet smelt
# trim matrix This one?

So, that's the static mesh component that is holding the static mesh.
Over to the right...double click on the "Static Mesh" icon

velvet smelt
velvet smelt
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Click Complex collision...check that as well

velvet smelt
# trim matrix Here

Ok cool. So the quick explanation would be...when you're simulating physics, it's looking for a simple collision to use from that mesh. If it's not there then...the mesh is basically a ghost flying through other objects.

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So...at the top next to Reimport Base Mesh...click collision-> add/create simple box collision

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Then try simulating again

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I think you simulate in this window as well

trim matrix
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Does it has to be box? Or anything, like sphere or capsule?

velvet smelt
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It can be whatever you want really. This is just for testing.

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Ideally for that shape there....you'd create 2 boxes and scale them to cover the shape of the mesh...like a cross etc

trim matrix
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Okay, it's work but it spinning endlessly...

velvet smelt
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Ok, in the SM editor and show the simple collision

trim matrix
velvet smelt
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There you go

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That green...is the collider...so if it's like a ball....well you know how balls spin

trim matrix
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I see, so I have to make it box?

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Like this?

velvet smelt
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Yes...you can click on the collision and scale,rotate,tranlate etc

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Then, add another box and scale that as well

dark drum
# trim matrix Like this?

At the bottom right, click apply to auto generate collision on the mesh. Also, if you want an item to have physics, the mesh should be the root component of the BP otherwise you get weird behaviour.

trim matrix
dark drum
# trim matrix Like this?

Yea, don't forget to save. Auto isn't always great but it can be good enough in a pinch. It's usually best to make your own collision in the 3d modelling software you use. (UCX collision)

trim matrix
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Thanks, you two! @velvet smelt @dark drum

velvet smelt
random pulsar
velvet smelt
random pulsar
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here i need to check if i overlap with the player this works now

lofty rapids
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are you just trying to avoid casting ?

random pulsar
fiery swallow
random pulsar
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and i want to get this static mesh and delete it

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in player

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i dont hate cast im just triing new ways of getting references

dim agate
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I don't think there's any problem casting to the player character if they're going to be loaded anyway.

velvet smelt
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Create an empty base class that derives from character (Or use the current one) with the interface and use that as a class to cast to, if you don't want to cast directly to the Caterpillar.

random pulsar
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i dont want now to cast at all do u hear me?Is there a way to get reference to a component?by name or tag or other thing

thin panther
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That's a terrible way to do so

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You want to cast for this instance

thin panther
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Use the one that makes sense. Don't use another one for the sake of it

lofty rapids
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whats so bad about casting ?

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ig it can eat up memory ?

thin panther
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But yes given a reference you can find component by class

thin panther
random pulsar
fiery swallow
# lofty rapids whats so bad about casting ?

literally nothing, if used improperly in big games it can overload the memory and crash the game. But the game has to be pretty darn big with a ton of assets. It does also increase the loading time of the editor as well

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but it's like anything else in the editor, use it right and it's never an issue

gentle urchin
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If you cast to end boss you're doing it wrong

dark drum
# lofty rapids ig it can eat up memory ?

If casting is poorly handle, you can cause your entire project to be loaded into memory, even if some classes aren't being used. It's not a reason to avoid casting, just need to use inheritance so you can cast to lighter base classes.

fiery swallow
gentle urchin
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With 0 asset refs

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Gg

fiery swallow
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ikr

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ez

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I always explain to people the importance of a base class with empty asset references

rigid tundra
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I have a wierd bug where the escape key is not triggering (even in the editor), i remapped the editor preferences so, that the game does not close on escape, and added the action mapping for opening the pausemenu on escape, the action itself works perfectly fine with the "P" key, wuth not the "Escape" key

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i also dont have any reference for you guys, cause i dont know what to share

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also in the configs there is no override for disabling the escape key or so

lofty rapids
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well you have an escape key event of some kind ?

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is it firing ?

rigid tundra
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no

lofty rapids
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where is the event on what bp ?

rigid tundra
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all actions that are bound to escape are not fireiring

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the only thing i have is here in the player

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this mapping context works

velvet smelt
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Print string?

rigid tundra
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and also the "Open_Pause_Menu" works with the p key

rigid tundra
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but not on the "Escape" key

velvet smelt
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Ahhhhhh

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The settings are the same for both keys?

rigid tundra
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yesss

velvet smelt
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Hmmmm idk. So currently, after reconfiguring the editor setting. Esc doesn't close PIE?

lofty rapids
# rigid tundra

so p works but escape isn't ? so what did you do in the project setting with escape ?

rigid tundra
lofty rapids
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weird that escape would be like "disabled" somehow

fiery swallow
# gentle urchin Or soft

the day I bring myself to make a game entirely based on soft references I will have ascended. editor loading time will reach record numbers

rigid tundra
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this must be some project ini config

lofty rapids
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there must be a setting or something you changed ?

rigid tundra
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i opened all files with vs code and looked for "escape" but no results

rigid tundra
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im gonna kill him when i found out that he did smt to the ini files

velvet smelt
rigid tundra
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okok i test it

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okay it worked, but i still wonder whats going on

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i also tried the deprecated input method with the Action Mappings, and it also doesnt work

velvet smelt
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Ok...so you currently have P/Esc on the same action. Try keeping just the Esc and remove the P for now.

rigid tundra
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oke lemme try that

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nope doesnt work either

velvet smelt
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Ok

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Can you open the input action itself. Also can you show the settings for the Escape key.

simple echo
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Is there a way to draw a trace line of where an object with the rotating movement component will follow?
Think like a game that shows the path a thrown object will follow

rigid tundra
rigid tundra
lofty rapids
simple echo
rigid tundra
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i go look after that

rigid tundra
lofty rapids
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must of got disabled somehow is what i would imagine

velvet smelt
velvet smelt
rigid tundra
random pulsar
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very strange this does not work even with casting i destroy the component but it still remain in game

rigid tundra
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ill check that

random pulsar
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the break point does work

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but the static mesh component remains

thin panther
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Destroy component can only be used in the owner of the component

quiet canopy
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Hi, I am new to UE as well as to this community. I am learning unreal engine by doing stuff. Currently I am learning how collisions work. I have a car model from blender imported to Unreal and tried various settings but one instance of car is not colliding with the other instance. I am using skeletal mesh for rendering and physics asset to define the collision. It will be really really helpful if someone helps me out? 😩 🥹

random pulsar
thin panther
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Yes, though you may want to consider just setting it to an empty mesh

simple echo
stuck sentinel
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where is the camera, character mesh, camera boom

lofty rapids
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looks like your not showing components ?

stuck sentinel
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how

velvet smelt
stuck sentinel
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then

velvet smelt
velvet smelt
dark drum
stuck sentinel
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thank you

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but why did it get turned off

velvet smelt
hollow pond
#

you might've accidentally closed the tab

stuck sentinel
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maybe

hollow pond
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happens to me all the time

pale anchor
#

Looking for some help and probably it's just a button or a simple opion.

I have BP that should spawn a object on Line Trace Hit Location. If my BP is on 0,0,0 it's working as it should. But when I move my object in the Editor (changinge World Location) the new Component is "wandering" off. When I use a static mesh component, I can change the Transform to "World". But that's not working on "Append Sphere Box".

Here is the BP: https://blueprintue.com/blueprint/8r2cvnof/
Anyone got an quick idea?

velvet smelt
velvet smelt
random pulsar
#

i have a lot of actors and i cast in each of em to the player just to get a variable,is it good?if not how can i get a reference to a variable in the player in other way?

velvet smelt
#

I would start there

pale anchor
#

I tried that.. doesn't change anything.

#

Thanks.

velvet smelt
#

What did calculate for the Target Transform?

pale anchor
velvet smelt
pale anchor
#

Thank you!

mystic edge
#

Hey, do you guys know a way to smoothly blend between two cameras of two different BPs?

grim sand
#

Perhaps I will need to call in the C++ wizards to help resolve this issue, but seen as my project is BP only I am trying here first. I am running into a fatal crash error when opening a packaged build.

Voila, the crash log:
[2024.03.01-15.12.10:080][ 0]LogWindows: Error: === Critical error: === [2024.03.01-15.12.10:080][ 0]LogWindows: Error: [2024.03.01-15.12.10:080][ 0]LogWindows: Error: Fatal error! [2024.03.01-15.12.10:080][ 0]LogWindows: Error: [2024.03.01-15.12.10:080][ 0]LogWindows: Error: Unhandled Exception: 0xc06d007e [2024.03.01-15.12.10:080][ 0]LogWindows: Error: [2024.03.01-15.12.10:080][ 0]LogWindows: Error: [Callstack] 0x00007ff879235b0c KERNELBASE.dll!UnknownFunction [] [2024.03.01-15.12.10:080][ 0]LogWindows: Error: [Callstack] 0x00007ff7a6b2b634 SuperFunAwesomeGolf.exe!__delayLoadHelper2() [D:\a\_work\1\s\src\vctools\delayimp\delayhlp.cpp:312]

#

This happens immediately upon opening the packaged .exe

mystic edge
versed sun
#

player controller doesn't have a camera

#

try character

mystic edge
#

Target requires a player controller reference

versed sun
#

ahh, hmm

#

is your get actor of class Return valid ?

mystic edge
#

Yes, I moved my code into my player controller and this is the whole code of the player cnntroller (That what matters). The Possess at the end works so the get actor of class must be valid

#

I basicly switch between my character and that drone in my player controller

gray hare
#

Question about setting up a pawn. My pawn is a spaceship you fly first person. It has a mesh for collision and mass. I've got a couple cameras you can switch between, a bunch of thrusters that act on the mass.
I originally had a BoxComponent as my root to be the mass and a mesh under it. But you can't scale that. I switched to make the mesh the root, but you can't move or rotate it and it's not forward facing. :( Suggestions?

#

It was working with the mesh under the box, but I wanted to use the mesh for collision and something was awkward about that. Don't remember what as it was a few days ago.

#

This isn't my area of UE and I'm not sure what the philosophy on structuring this is.

#

best practices and what not

elfin lagoon
#

i'm working with minimap and want to show an icons in a minimap widget
i add a 2d sprite to a pawns, and use ShowOnly List for a Scene Capture Component2D (screenshot)
NPC pawns is showing in this widget correctly, but player-possesed is not showing at all, i dunno why
how to show a sprite component of the player ontrolled pawn at this scene capture?

gray hare
#

I wouldn't expected player controlled to be different.

#

are you treating them differently somehow?
Are you RPC'ing the data to clients? Do clients not already have all the data?

gray hare
#

your event is RPC add to minimap

#

I'm just curious why this is an RPC.

#

The way I would do this is, on the client, in the minimap widget, iterate over all the pawns and render an arrow for each one. But I've never built a minimap, so this might not be the best way.

elfin lagoon
gray hare
#

unfortunately, it looks like the interface kit I have with a minimap was temporarily free

gray hare
#

I can't think of any info only the server will have that's relevant to the minimap. Unless you have pawns that are hidden and clients don't know about them.

#

more than happy to talk through this with you though, ask away

elfin lagoon
pale anchor
gray hare
#

you have a sprite on the pawn itself that is being rendered only on the minimap?

elfin lagoon
velvet smelt
pale anchor
#

What is the location added with?

gray hare
velvet smelt
velvet smelt
gray hare
#

breakpoints are your friend when debugging
go put a breakpoint in the minimap function that your pawns are calling and see what's happening

pale anchor
velvet smelt
gray hare
drowsy steppe
#

Hey guys, does anyone has an idea why when i add this component (it makes every object that have a mesh create an outline when i over them) to a bp with a character mesh it does not work? It works with other bps with meshes

gray hare
elfin lagoon
gray hare
drowsy steppe
#

I'm using this for any object that has a mesh because i want any obect that has this component to highlight when i hover it with the mouse, but i'm a noob so i'm probably doing it in a wrong way

elfin lagoon
gray hare
#

and did the breakpoint verify it got called? just because the code looks like it calls it doesn't mean it is. have to test it

#

is that event actually an RPC?

drowsy steppe
elfin lagoon
gray hare
gray hare
#

I would gate this logic in your pawn begin play behind a IsClient and then not RPC it.

drowsy steppe
elfin lagoon
gray hare
#

put a breakpoint, when breakpoint is hit, see what's happening

drowsy steppe
#

I created another blueprint with another character mesh but it is not working, while with a simple skeletal mesh directly put in game it works

gray hare
velvet smelt
drowsy steppe
# elfin lagoon breakpoint

this is what i get with the skeletal mesh directly put in the scene, and the other bps with meshes that work

elfin lagoon
gray hare
#

what's the class's name?

elfin lagoon
gray hare
#

I think I don't know enough about how you're rendering this stuff to be helpful. Sorry.

drowsy steppe
gray hare
#

I also don't know much about your technique and I gotta start work now. Sorry.

drowsy steppe
velvet smelt
#

@drowsy steppe Trying getting all mesh components from the owner

drowsy steppe
velvet smelt
drowsy steppe
velvet smelt
#

Hmmm...there has to be some setting for the "skeletal mesh component". Let me see what I can find.

gray hare
#

is the type of mesh you're looking for not a skeletal mesh?

drowsy steppe
drowsy steppe
pale anchor
gray hare
#

is there a setting relating to static vs dynamic meshes somewhere?

velvet smelt
lunar sleet
drowsy steppe
gray hare
#

so skeletal mesh works, just not if it's a character?

drowsy steppe
#

yes

gray hare
#

weird

velvet smelt
#

Hmmmmm...in the Character...what is the collision set to for the mesh?

#

Nvm, that shouldn't matter

drowsy steppe
#

I appreciate it anyway, thank you so much for trying to help

queen dagger
#

Hi ive been using a plugin set called pixel2d as i am not good with programming and am learning however really slowly, long story short i want an ability to use an amount of energy, play a specific flipbook and deal damage, ive been stuck on this for some time is anyone willing to help me on this?

grizzled roost
#

I'm working on a level editor.
The actor will adjust it's location based on collision when I click to spawn it.
But is there a way to not have it halfway through the floor when I'm in placement mode before I chose a location to spawn it?

hollow karma
velvet smelt
velvet smelt
drowsy steppe
grizzled roost
# velvet smelt Check the relative location to the root component

Good catch, turns out I moved the root to -90 to adjust for the mesh's location.
I changed it back and moved the skeletal mesh instead, no difference though.
Also the same seems to happen if push the actor against a wall, so that offset definetly wasn't the problem.

eager thicket
#

I need a second opinion.

Currently I'm building my small project using almost entirely modular pieces of code that control specific parts of the gameplay. Each one is very nicely self sufficient without dependancies on other parts (meaning I can alter each part to my heart's content without worrying at all... and, I can copy paste them to other unrelated projects and they just work)

Is this something I could safely continue for most of the project? I realize I'll need to start "connecting the dots" at some point, but I'm hoping that border will be crossed later rather than sooner.

My question is basically if I play my cards smart, I just ideally have a very nice, very organized set of "modules" that I will eventually bring together in the final part of the project. This isn't a rule set in stone, just something I'm doing for like 90% of it. But I'm worried this is a terrible way to make a 1/2 man indie game or not.

gentle urchin
#

Many modules and a few core project specific actors is golden if you can manage

#

Project specific avtors job will be connecting the dots

eager thicket
#

Yeah I've fallen into that by accident. I have the one player actor connecting all the dots of otherwise self sufficient modules.

#

Always take care to make sure the modules themselves don't fuck with connecting the dots themselves

#

But you say it's pretty golden. Thanks. I'll keep going ahead with this approach.

gentle urchin
#

As long as the work to keep it that way dont spiral into madness, for sure

broken wadi
gentle urchin
#

^It is a fair point, time consumption vs payoff

#

players never get to peek behind the curtains

tulip night
#

Hi fine folks! Quick question. I have a Blueprint Interface already in widespread use. When adding a new input variable to one of its functions, this leads to crashes and and widespread errors. What should I consider when adding new inputs? Can't I when it's already in use?

eager thicket
#

The more elegant and modular it is, the more happy I am working on it. Bottom line.

cyan harbor
#

anyone know how i can save my level so everything is in the same place. im using the replicated building system btw

prisma forum
#

I'm creating a single-player atmospheric horror game, where there are many BP_ParentSoundTrigger objects placed around the level. When the player enters a sound trigger, it checks to see if they have completed the PrerequisiteTask (a WBP_IndividualTask class reference), and if they have it plays a certain sound. I just realized that the way I currently have it set up is probably very inefficient, as each BP_ParentSoundTrigger is casting to the player and running a for each loop each time they enter their box trigger (again, MANY sound trigger objects in the level). Can someone suggest a more performative way to set this up? I was thinking of changing to use Event Dispatchers, but I'm not sure if that will be more efficient with how many sound triggers there would be listening.

versed sun
#

Can your Completed Tasks be an Array of Classes instead ?
Then you can use Contains for the Array

dark drum
faint pasture
#

I'd say your definition of a task and the fact that you're using widget classes for tasks is strange, but the rest looks fine.

prisma forum
#

Let's assume there are ~100 sound triggers, and 20+ tasks. I suppose I could change the completed tasks array type, though I currently populate it with the widget objects to keep track of which tasks are completed. i use widget objects because the player has a task sheet populated with widget objects to show which tasks they have active/completed

faint pasture
#

I mean I'd start with task = a name

#

yeah use the names

prisma forum
#

true that's a good idea. I think originally I figured it'd be simpler to keep it all widget focused to avoid complication, but that's definitely the more performative route

faint pasture
#

you can still use a widget class to define things so you have a nice drop down

#

but the check for "is this task completed?" should be finding a name within an array of names

#

or even the class

#

anything but the object reference

prisma forum
#

The way I currently have it set up let's my designers set the prerequisite task class for each sound trigger object. Do you have a good suggestion for how to check task name against the class reference?

faint pasture
#

just like you're already doing for the call to Task Completed

#

or you can even just use the class itself as the data

#

just don't use an object based on that class, that seems super fragile

#

I'd do one of those

#

why does TaskCompleted use the name?

#

From the outside, if I'm passing a Task class to Event Complete Task, I'd expect the saved state to probably be that class

#

not to be some object based on that class or even a property within it

#

just make CompletedTasks an array of task classes and it'll be a bit better I think

prisma forum
#

The task completed event uses a Switch On Name of the compelted task name to call the next events for the story. If you have a better suggestion for this method as well I'd love to hear it, though it seems to work well and is easily understood by my designers for now

faint pasture
#

oof yeah I'd have the next event be a part of the class itself

#

looking at a task class should be enough to figure out what's next

prisma forum
#

How exactly would I have the event chain be a part of the class?

faint pasture
#

Task:
data Data
data Data
Task NextTask

#

or you could have some outer data structure that holds all that

#

either way the switch on name is very scary

prisma forum
#

Is there anything inherently wrong with the Switch On Name? I get that its a pretty poor choice for scalability, but our game is relatively small in scope and I want the task event system to be easily understood

faint pasture
#

I mean now if any name gets changed or misspelled you got a really hard bug to track down.
All of theses could just be within each task

#

Task.OnComplete

rich ferry
#

I have a bit of a puzzle with my reticle system, hopefully this is the right place to put it.

The way it works is that the turret is designed to rotate towards the point where the camera is looking, and the reticle will place itself over the point where the turret is looking (using a trace out of the muzzle). This way the user knows where their shell will go when they fire, even if the turret is not aligned with the camera at that moment. In the case that the camera's trace doesn't impact, the turret will just aim parallel to the camera.

The problem arises when the turret's trace does not impact anything, in which case I have it set up to just center the reticle in the view. However, if the camera moves in this state, the turret reticle does not follow the turret because the turret's trace has no impact point, demonstrated in the video. I was wondering if anyone has an idea for how to get the reticle to follow the motion of the turret in this state.

I tried using a spring arm instead of a trace, but I did not like the quality of the result; the reticle was always a bit off in cases where it should be centered.

faint pasture
#

if you don't hit, use the point at that distance

rich ferry
#

I guess it comes down to which has the better performance

rich ferry
# faint pasture Just have a maximum distance

I was sort of thinking of something like, taking the rotation of the turret relative to the camera and turning that into a screen position. Somehow. But its a vague idea at best.

faint pasture
#

Tick:
Line trace from camera -> hit -> set DesiredAimPoint
-> didn't hit -> set DesiredAimPoint based on max distance
Rotate turret towards DesiredAimpoint
Line trace from muzzle -> hit -> set AimPoint
-> didn't hit -> set Aimpoint based on max distance
Draw something at DesiredAimPoint
Draw something at AimPoint

rich ferry
random pulsar
#

Guys hello.There is one mechanic i want to make but i dont know how,can you explain what resources i would check and what are the steps to make it.

#

The movement of a caterpillar on different surfaces,for example i am on ground,i move to the tree,and i should be able to walk on the tree

#

The player will move 98% of the gameplay time,so its the main mechanic that player will rarely think about but its the most important one

rich ferry
random pulsar
#

Yeah but actor attaches to actor,not to static mesh

#

I want to attach to static meshes,landscape and actors

rich ferry
#

I didn't think about landscape

#

Maybe try googling for "sticky feet" or something

obtuse glacier
#

This BP is not working as I would have expected

#

It's tied to my player Character class, and it works perfectly when the player does not move - if I hold the mouse button, the player turns to face the mouse

lofty rapids
#

at the end and start, as your end point most likely

obtuse glacier
#

but I've found with the print string that the degree to which the mouse coordinates changes is different depending on whether it changed because the character moved or changed because the mouse moved

#

over the same unit of space, it will change by 10 units if I move the mouse myself but 100 units if the character moves

rich ferry
obtuse glacier
#

mouse moves (hovering over the corner to the left of the cube)

lofty rapids
#

because your getting under the mouse

obtuse glacier
#

Character moves (moved the character to be centered over that position)

rich ferry
# obtuse glacier

Unfortunately I do not use the mouse-to-world node so my knowledge may not be applicable

obtuse glacier
#

I'm not using relative position afaik

lofty rapids
#

did you do start + end ?

#

as your end point, i would try that

rich ferry
#

Like so

#

The indicator has no physics or collision

obtuse glacier
#

did you make that BP Hit Indicator?

#

Or is that baked into unreal? Cause I can make my own it'd just be nice lol

rich ferry
obtuse glacier
#

That presumably deletes itself after some time?

olive yarrow
#

I uh... I have a sudden issue. My follow camera attached to my spring arm no longer collides with anything... probe channel has been tried on and off under all settings - collisions are correct on items, hell - camera blocking volume won't even stop it.

Anyone have any ideas wjat o

rich ferry
rich ferry
olive yarrow
#

lmfao but seriously i have not tried turning it off and on again. so fair suggestion. If i'm possessing something and have it set inside the level it works but these are the joys

random pulsar
#

I googled and watched some videos about sticking boots and other stuff but didnt find what i was looking for.

#

But mathematically ,what are the steps to make it

rich ferry
rich ferry
random pulsar
#

Imagine you have to create this,how would you do this?

#

The question is to all people in the chat

lofty rapids
#

maybe some sort of custom gravity ?

olive yarrow
#

no dice but whatevs i'll just consider it a feature 😆

lofty rapids
#

can you use the normal of a line trace ?

olive yarrow
#

Esplain!

#

(please)

lofty rapids
#

well i'm pretty sure the hit normal of a line trace can be used to get the angle

#

and you could use the hit position and the normal to position a piece of your caterpillar

#

considering you need it to go up and be on the ground at the same time i would imagine ?

olive yarrow
#

oh oh, i'm not doing the caterpillar i'm the camera not colliding guy

lofty rapids
#

well shit, my fault

lofty rapids
olive yarrow
#

my camera nor spring arm have a on collision event D:

lofty rapids
#

is the spring working ? meaning it goes in when you hit a wall or something so you always see the character ?

dusty flint
#

Hii! quick questions, does anybody know what do i have to connect to that object?

olive yarrow
#

it definitely isn't workin, it ignore blocking volumes too... but i can't figure out why it isn't working yknow? Collision test is on...

random pulsar
#

What about raycasting?

velvet smelt
random pulsar
#

Every second for example

olive yarrow
#

you got it mr cage, for the spring arm ?

random pulsar
#

And then do something based on the type of surface

velvet smelt
#

Both if it's not too much trouble.

random pulsar
#

But again,i raycast and how do i move the player,change its possition

#

Ohhh this is so hard

#

No idea and no resouces(

olive yarrow
#

i cranked the probe hella high just to illicit a response (no dice)

wheat citrus
#

Quick question, I want to spawn an actor (projectile) with certain parameters such as those in the first image. Problem is I need to spawn different types of projectiles depending on what weapon is selected. For this I use a data table that has the projectile type for every weapon and feed it into the spawn actor bp as shown in the second image. All projectiles will have the same parameters (may have different values) they can spawn with but there seems to be no way to feed those into the spawn acto class unless a specific projectile class is selected.

rich ferry
wheat citrus
random pulsar
velvet smelt
rich ferry
olive yarrow
velvet smelt
wheat citrus
#

Currently they all say Parent Class 'Actor'. Sorry if I'm not understanding correctly, I'm pretty new to UE

velvet smelt
olive yarrow
#

Right? lmfao

velvet smelt
olive yarrow
#

For some reason my spring arm decided the dimensions that worked prior were no longer enough - even though i edited them 5 seconds ago to test the extreme to no avail - this time the extreme worked

#

tl:dr, fixed it. no idea how

#

thank you everyone though still 😂

velvet smelt
rich ferry
# wheat citrus Currently they all say Parent Class 'Actor'. Sorry if I'm not understanding corr...

Alright so what you want to do is create a new BP that holds all the logic that all of the projectile classes share, such as those variables you were talking about. Reparent the projectile classes to the new parent. Then you should make sure that the purple class pin is of the type of that parent, if you can't make it that way, then use a cast. This should allow the variables to be passed in.

Alternatively, which is what I did, you can pre-set all the values within the blueprints itself, and instead of exposing the values on spawn you just have a BP for each projectile. I have heard the data table approach is better practice though, so go ahead and keep that if you want.

rich ferry
wheat citrus
flat coral
#

I've got this system to face a pawn towards a target actor (the player in this case) and weirdly it seems to be able to follow horizontally but not vertically. Why can't it pitch upwards?

#

Adding logs, you can see that the target rotation is correct, it just.... isn't pitching up to match

wheat citrus
rich ferry
#

Type of thing that would drive me insane lmao

#

Try printing the output of the RInterp maybe? See what that is

flat coral
#

I mean it would just be whatever the rotation gets set to right?

rich ferry
#

Otherwise my best guess would be a world/relative mixup somewhere

rich ferry
flat coral
#

Or to put it another way, the current rotation is the output of the previous tick's rotation

hexed cloak
#

Does anyone have any idea why a ragdoll mesh would just ever so slowly slide away after setting Simulate Physics?

The mesh ragdolls to the ground correctly, but sometimes it just continues to scoot across the ground forever.

#

It's not every time; just random scenarios where the ragdoll mesh is on the ground scooting away like a snail lol

flat coral
velvet pendant
#

i'm that dumb that i saved my current game that i'm working on cloud.

#

Like, my entire game w/ backups

flat coral
frail onyx
#

Anyone know how to change the sensitivity of the player looking correctly? This is the system im using to look currently

rich ferry
sudden spear
frail onyx
frail onyx
#

ok ty!

sudden spear
# frail onyx ok ty!

There are probably other ways to do that as well, like always (I just don't know them right now^^)

soft fjord
#

Trying to make this work with input action instead of begin overlap, any ideas?

faint pasture
random pulsar
#

He wants to run all that overlap code only if the player presses an input key and is in overlap,so i think he need an interface to handle that

faint pasture
#

interface or enable input on the actor or whatever

coarse condor
trim matrix
#

just try to print something to the screen and you will know if it works or not

faint pasture
#

input doesn't just work on any old actor

coarse condor
#

Hmm- honestly I do not know. I've only been messing with blueprints for a month or so, I can look into it more. Thanks for putting me in a direction to look.

feral moon
#

Hi, i have some problems understanding how variables work. How exacly i can use Variables from one blueprint to another? 🙃 If someone can explain that to me i will be very greatful

steel shadow
#

Hello, is there a way to soft reference Actors ?

#

I'd want to soft reference the weapons that I use as Child Actor for example

pine trellis
#

can someone help? I am trying to change the game mode of my map but its not changing the game mode when it host , even though the listen=?Game= prints the game mode its not actually changingit in the game mode over ride as it stays with the same parent Replicated Game mode bluepriunt I created

#

what would cause it not to change?

dark drum
# steel shadow Hello, is there a way to soft reference Actors ?

You would only use a soft actor reference if the actor would be loaded and unloaded at runtime. (Level streaming)

With you using a child actor componenty, you would want to make the classes you use to set the child as soft reference and resolve them when you go to use it to update the child.

steel shadow
dark drum
steel shadow
#

But trying to see if I can also use them for actors in my scenario here

dark drum
steel shadow
# dark drum What are you wanting to use as a soft reference exactly?

So I use Actors for my weapons, thing is I'm gonna have a lot and don't want to load all of them when loading the character, so I would like to soft reference them, as of now I soft reference the SKM and Textures Inside the weapons, but idk if that's enough. My Main Character has 400mb memory size allocation and I'm kinda starting*

opal wraith
#

hi, i'm trying to do something but i don't know how to do it, basically i want to limit the movement of an rts camera so that it won't go too far away from a procedural grid i made.

dark drum
steel shadow
#

Haven't seen the actor soft reference node 😅

dark drum
# steel shadow Haven't seen the actor soft reference node 😅

You can make soft actor references but it's for Actor A needing a ref to Actor B but actor B might not always be loaded. (Level streaming) to clarify, these are actors placed in the level.

If you use sublevels, you have to use soft actor references when trying to communicate with actors in different sublevels.

steel shadow
lofty rapids
#

or you just don't know how to communicate between bp ?

feral moon
lofty rapids
#

when you get the bp you get access to the public stuff

feral moon
#

how?

#

you mean that eye?

thin panther
#

check the pins for a live training on blueprint communication

#

it's a great one.
lengthy, but necessary

feral moon
#

okey i will check it

#

and i have another question, how can i destroy object when being overlaped and respawn it again in same position?

#

5s later

#

thats what i have rn

#

but don't really know what should be next xd

feral moon
#

Okey i did it another way, and it works perfectly, sometimes its worth to think a little longer to find anserw ^^

undone bluff
undone bluff
#

but if it works it works

feral moon
#

i tried but it still worked

#

this is a double jump orb, and even if it was invisible it still give double jump

undone bluff
#

that's why I said to set the collision

#

you can also just set a boolean which you check after receiving the overlap event

feral moon
#

but boolean will work for every orb like this

undone bluff
#

current method isn't awful but it's an unnecessary vector to cache and you have to make sure your actor is off the map but nowhere where it'd be destroyed for being out of bounds

undone bluff
feral moon
#

well

#

thats depends how i set it up

#

need to think about it more

#

if i use one orb i still can jump from another

undone bluff
#

I think you're misunderstanding

feral moon
#

thats my main goal

undone bluff
#

every single orb is a unique instance

#

they do no communicate with each other in any way unless you make them

feral moon
#

but they have same blueprint

undone bluff
#

they share a class

#

which is basically a template

feral moon
#

so, they also have different variables?

undone bluff
#

every single instance of the orb is an entirely separate object

#

imagine you make two characters

#

they both inherit from ACharacter

#

but are otherwise separate

#

your orbs are the same

#

the orbs created for the game just inherit from the class you are editing

feral moon
#

oh yeah, that makes sense

#

thanks for explain

undone bluff
#

np

undone bluff
#

Overlap and hit events return references to the other actor involved for example

#

Once you have a reference, the target, you need to communicate with it and there's many ways with different up and downsides

#

casting is generally the first one beginners learn

#

it's basically takes a reference, checks if it belongs to the class you're casting to and, if so, lets you act upon it with that in mind

#

it creates a hard reference because now your actor needs to know all about the other actor to be able to access all its variables, functions and components

#

so when one is loaded into memory the other will be too, it makes whatever you cast to a dependency

#

another concern is being able to do communication to a variety of different classes, like a generic interact or pick up function

feral moon
#

to make a reference i need to create variable and choose Actor -> object reference?

undone bluff
#

that is a variable that can hold a reference

#

keep in mind that if you put like a character reference in an actor reference

#

you won't be able to access anything specific to the character class, all your blueprint will know is that it is an actor

feral moon
#

okey, so in my scenario if i want to make orb dissapear for 5 seconds i need a reference for each of them?

undone bluff
#

the orb disappearing and reappearing is handled by the orb

#

it doesn't need any reference because it is only acting on itself

feral moon
#

okeey i dont really know how it will look in blueprints, maybe i should watch that live training on blueprint communication which someone mentioned

#

thanks for your help, now i need a sleep xd

frail onyx
#

Anyone know if it's better to use a multi sphere trace for objects or a sphere overlap node to make something similar to the aiming system shown in this video at 3:21? https://www.youtube.com/watch?v=n6B4gH-ZGlY&t=215s or to have a collision sphere on the player and use oncomponentbeginoverlap and oncomponentendoverlap?

Wow, 1 year down already, crazy. Anyway, thanks for watching the video! I hope you all enjoyed it and played DEMO V2! I'll leave a link here if you haven't already played it!

🎮DEMO V2: https://r1gby-games.itch.io/goobi-demo-v2

My Socials

🕹️Itch.io: https://r1gby-games.itch.io/

References in the video

Mario Odyssey Gameplay (IGN): https://ww...

▶ Play video
fiery swallow
#

Multi sphere trace will not even closely get you the results you're looking for

#

Go with the sphere overlap

#

I remember telling you how to do the system yesterday, if you are confused on anything feel free to @ me

frail onyx
fiery swallow
#

If you want to get the actors in the general area of where you are pointing, then you would indeed need a multi sphere trace

#

I mightve misunderstood the goal

peak fjord
#

Hello, I don't know if this is the right channel but Is there anyway of making or finding any alternatives for “Line of Sight To” to be tied to the players camera instead of the players location? I tried using “Was Actor Recently Rendered” but it ignores culling logic and triggers through objects and walls. Any help would be much appreciated, still a noob at this engine!

fiery swallow
#

There's no partially rendered or fully rendered

#

I could be wrong though I only used it once. But after a while you start to understand how things are coded

#

It would be weird if it only said true if the entire actor was visible

#

In terms of creating your own system? You could make a point system based on how many bones were visible.

#

I'd do a line trace for every important bone, and then for each successful trace from the camera to the bone I would add 1 point. If you could see x amount of bones then you could consider that actor rendered

#

Thats the only reliable and customizable way I can see you making your own system to detect whether or not someone was visible

#

For an actor you'd have to use sockets

peak fjord
peak fjord
soft flax
#

feelsthinkman So, I'm trying to figure out how to have music play once a "combat state" begins using blueprint interfaces, my main struggle right now is to have that music actually play in the world. I'm considering putting an audio component on the player itself and have an actor component change the audio depending on some different inputs but idk if that's the best way to do it

#

If anyone has a good forum post or youtube video about managing music in levels that would be great, cause all the stuff I've looked at is just dynamic music using metasounds or super outdated tutorials from years ago

glossy cloak
#

Anybody know an easy way to open a Steam store page within the game using the overlay? Maybe a simple plugin that can do it?

peak fjord
fiery swallow
#

costs like 100 bucks I think

#

but it exposes the entire steam API to blueprints

#

saves you an enormous headache

fiery swallow
# soft flax <a:feelsthinkman:577186214256312330> So, I'm trying to figure out how to have mu...

nah just create a World Music Manager actor, and spawn it into the world on beginplay in the gamemode.

The music manager should be responsible for:

  • Holding all of the different soundtracks
  • Modifying sound settings (like volume)
  • Keeping track of the state of the game to play different music (like the map your in, which area you're in)
  • keeping track of whether or not you've entered combat to fade out the old music and start the combat music
#

things of that nature

soft flax
#

pepeMeltdown I guess its time to study up on things again

#

Would the actor be a literal actor blueprint or is there a different blueprint I should be using for it?

fiery swallow
#

I would start by binding to the players health inside of the music manager actor, whenever the player receives damage, then combat has probably started

soft flax
fiery swallow
soft flax
#

ok got it

#

ty

fiery swallow
# soft flax ok got it

after spawning the actor in the gamemode save a reference to it, then create a BPI to interact with it. whenever an AI targets the player you could get the game mode and call the BPI "Update Music to combat"

#

that way the music would change even before the player took damage

#

I only suggest a BPI instead of casting directly to the manager is because it would be annoying to create a reference to the music manager for every object that could potentially change the song

soft flax
#

yeah that makes sense, I was planning on using a BPI anyways inanod

#

thank you for the knowledge, its really helpful

sonic pier
#

how do I find out if a pawn has exited the players view with pawn sensing?

lunar sleet
hardy mango
#

did they take this away? You used to be able to use == operator on structs (blueprint) (if my memory serves right) ??

#

5.3 - i can pull off of this struct output node - and get the == but it disconnects immediately - and i cant reconnect it

marble tusk
#

I don't recall that being a thing

hardy mango
#

i guess i'll just drill into it

#

no big - i just thought i remember being able to compare 2 structs

gentle urchin
#

Cant recall ever being able to == on structs

hardy mango
#

so you're saying - no my memory doest serve me right?

gentle urchin
#

You may have it from a plugin that had it

#

So I'm not trashing your memory just yet 😅

hardy mango
#

i am ..... damn old fats

#

farts

soft estuary
#

loading up a level get this and crashes

#
Array index out of bounds: -1 from an array of size 161```
fiery swallow
#

need to check in every array that an index is valid before before trying to retrieve it

#

In blueprints, it often returns an error and catches it for you without crashing the editor, it almost always results in a straight up crash in c++ if you try to access an index from an array that does't exist

soft estuary
fiery swallow
native canopy
#

is vectorlength like pythagoras?

#

looking for the nearest vector, like AI move to

nocturne basalt
#

had this problem above, solved it, but now it moves strange. Basically I want the grid called RAILS to move sideway when the trigger is active and to it's initial position when it is not. BUT it moves not straight, not as I want it to move on only one axis. Maybe coz it takes the current position instead of initial, but I dunno how to GetInitialPositionOfAComponent. Help to make it move straight pls

problem appears only on the way back (the bottom part of the code)

gentle urchin
#

Ehh..

#

You gotta undo the new pos

#

Store initial in a variable

nocturne basalt
sudden fern
#

What is the best way to check which character the mouse is over in a text block in umg?

#

is there even a way to do that?

dark drum
# sudden fern is there even a way to do that?

Not out the box no. You can only detect when an element has been overlapped, (in the case the text box) but there's nothing to detect the specific character (or piece of the element).

sudden fern
stuck sentinel
#

when i remove this it removed the error but if i remove it i cant crouch like what do i do

dark drum
dark drum
# stuck sentinel

This is the similiest of all errors. You've trying to get something from an empty ref. 🙂 In this case the ref it's referring to is BP Player.

sudden fern
stuck sentinel
#

here it is

dark drum
# stuck sentinel

As I said empty. When ever you create an object based variable, it's just an empty map with nothing written on it. You've specified what the map is supposed to take you to but until you set the variable ref, there's no instructions on how to get to it.

stuck sentinel
#

i dont understand

#

how come it works for walking to crouch or running to crouch but not idle to crouch

#

so the reference is working but for some reason from idle to crouch it isnt referencing?

#

it works normally but i get an error

dark drum
stuck sentinel
#

exactly the same as walk to crouch

#

first is idle to crouch second is walk to crouch

dark drum
stuck sentinel
#

clearing how?

dark drum
#

It might also never get set.

trim matrix
#

Pattym hi buddy 👋 Is there a way to collectively put these nodes into a cluster and connect them, or should I connect approximately 300+ variants like this one by one?

stuck sentinel
#

i only have this outside the animation

dark drum
stuck sentinel
#

6 references to get crouching and 1 reference to initialize blueprint

trim matrix
dark drum
# trim matrix it's changing kitchen cabinets color but there is too much buttons and variation...

I would create a button widget that's for changing the colour. When clicked, it would fire an event dispatcher that returns the buttons assigned colour. You can then create the buttons widgets dynamically from an array of colours (that the cabinets can be) and when they are created (in the parent widget), you would bind to the event dispatcher on the button and have them all call the same function. The function would then update the cabinet colour using what gets passed through the event dispatcher.

dark drum
stuck sentinel
#

i have the enemy bp

#

but its using abp quinn

dark drum
stuck sentinel
#

so what do i do then

dark drum
trim matrix
#

because it supposed to change this much color

stuck sentinel
dark drum
stuck sentinel
#

i removed the animation from enemy my game crashed

stuck sentinel
hard charm
#

Guys, a question to do Blueprint of the delta rotator in c++ would be to subtract 2 rotations and then normalize it.

dark drum
# stuck sentinel i removed the crouched from the enemy bp

but that's not the issue. The issue is you have an ABP on an NPC that is attempting to get a var from a player character. You need to think of a more generic way you can get the data you need that both the player and NPC's can use.

dark drum
stuck sentinel
#

so i should do as bp player target crouching and bp enemy target crouching

#

?

#

and cast to enemy bp here?

dark drum
stuck sentinel
halcyon vapor
#

hi, I have an actor which I sometimes use as child actor for another actor, and I was wondering if it was possible to get/set that child actor's world transform

dark drum
stuck sentinel
stuck sentinel
dark drum
stuck sentinel
#

but when i do crouch its its own seperate crouch other than the timeline

#

timeline in my method works because i set the capsule half height through the timeline

#

in crouch its in the details panel

#

how do i implement timeline into a setting in details

dark drum
stuck sentinel
#

yeah but what about the timeline

#

wait

#

you mean add it in the end

#

?

#

the error is gone but now i got all these

dark drum
silent drift
#

I don't really know how to do this, how would I best make a "box" be pushed from a projectile and follow the projectile.

See the clip I added. I would like the projectile to move the box forward. if I add impulse the projectile stops where it is rather than going with the box forward.

#

I guess I would almost like to "attach" the projectile to the box so it just goes in the same direction.

gentle urchin
#

Attach sounds reasonable

#

While attached -> trace down or smth 😄

silent drift
#

How would I do that? I tried using the "attach actor to actor", but that din't really work.

#

Hmm,

sudden fern
#

I have been stuck for 2 hours now

dark drum
# sudden fern Any Idea How to achieve this in widgets?

If the code snippets are predetermined, you could setup with widgets how you want and put text input boxes where they are needed. You might be able to procedurally do it if you split it up into lines (string array) and then check for a specific string in the line. Then you could add a text box for normal text and input text box for where they can input something.

sudden spear
sudden spear
silent drift
silent drift
#

So they box doesn't fly somewhere it shouldn't and the player can't finish the puzzle.

drowsy steppe
#

Hey guys, does someone has an idea on why my component work with skeletal meshes and object meshes that are outside of my character but not with my character mesh? they all have the same component but it's not seen in the character
(I'm getting meshes of objects that have this component and apply this yellow outline)

sudden spear
silent drift
#

I mean, I guess I could make sure as well, and make it part of the "rule-set" for the game. E.g. always have a hole to throw the box in, etc.

sudden spear
drowsy steppe
dark drum
drowsy steppe
#

but i'll check

dark drum
drowsy steppe
drowsy steppe
dark drum
drowsy steppe
frigid summit
#

good afternone

waxen wing
#

Hey y'all I am running into some issues with seamless travel, in that my character pawn is not persisting from one level to another. It is being despawned and respawned I believe. Anybody know how I can correct this?

sullen nest
#

Hi there, trying to create a dash in the direction of mouse cursor within the top down template. Just trying to get functionality working before refining it (I'm very much a beginner in unreal). Right now for some reason the Line trace by channel is effecting the launch character velocity dependant on how close or far the cursor is from the character. I assumed by getting the forward vector would normalise the result and I'd be able to multiply that by a scalar to get a set distance dash. Looked all over the internet for a solution but can't really figure out whats going on here. Anyone with giant brain willing to help a newbie out haha?

lofty rapids
#

just get the lookat from the player, to the current mouse position in the world ?

sullen nest
#

I'll try that thanks, been driving me crazy past two days. This is probably the first helpful bit of info I've come across. I'll report back if that fixes it, thanks so much

lofty rapids
waxen wing
short reef
#

Trying to do a basic push/pull mechanic, and I'm kinda making it work? But the direction isn't what I'm expecting and the object doesn't move consistantly if on the ground

frigid goblet
#

How can I make actorbeginoverlap work for every single player that is in the box and not only for one player that overlapped as a latest
Cause in my case it's: Player1 overlaps, then Player2 overlaps too and it only gets to track the Player2, so If I want to teleport the player1, it teleports player2 instead

broken wadi
frigid summit
#

hi guys i have completed my game what channel should i post in

tidal tendon
#

Can anybody tell me why attaching a character into hand socket of other character dont work? It always attached at root of other character, not specified socket(righthand)

tidal tendon
lunar sleet
#

I haven’t tried attaching 2 characters together but assuming you made sure the node fires, my guess is collision

tidal tendon
#

Also I need to attach neck bone of an actor to right hand bone of my other actor(like choking), but idk how to do that

tiny silo
#

or you can use a physics constraint to attach them together and disable collision there if physics are relevant here?

#

not sure 😄

tidal tendon
#

I created a "neck" sphere in human actor in neck position, and "hand" sphere in the hand of monster actor. I can make monster actor get sphere from neck of human, but human isnt coming with the neck...

#

Is there any way to make actor follow attached component?

lunar sleet
#

Attach the sphere to the human neck? 😀

tidal tendon
tiny silo
#

Yeah it feels like they are completely separate objects in this case, I'd attach the actor, not just the sphere component

tidal tendon
tiny silo
tidal tendon