#blueprint

1 messages · Page 108 of 1

agile moss
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its in the video, but ok I will make a clear photo

timber crystal
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hello you are the best guys

frail onyx
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Anyone know why if i hold down my key while I'm not allowed to use my ability since I'm not grounded or already in the middle of my ability it is still getting my elapsed time so when i land and let go it is already at .75

timber crystal
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I would like to implement something: a function that says that if I press a key twice an animation is played (DoubleTapAction)
If I understand this correctly, do I have to use “Get Time in Seconds” to specify the entire time or is there a simpler solution?

agile moss
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all it has to do is literally if I am in the box set to 90, and on print string it shows 90 but on rotator its more or less

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makes no sense

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I give up

timber crystal
agile moss
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thanks

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Hey, quick question, can someone replicate my code and tell me if you have the same problem or if it is normal? I want to know if I should reinstall my app or choose an older version

timber crystal
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🤷‍♂️

agile moss
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please

timber crystal
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waht need i to do?=

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wait i send you pm

desert juniper
agile moss
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Although I dont know what could be the bug

desert juniper
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New track 0 is the time between your points

agile moss
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0 to 1

desert juniper
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You want to keep from 0 to 90

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And use the new track output as the delta

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Look for the lerp function

agile moss
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1 sec

agile moss
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I know lerp

desert juniper
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To keep animations and logic consistent regardless of frame rate

agile moss
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0.1

lunar sleet
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?

agile moss
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One problem on the track
Is set lerp alpha to the nee track
A to 0
B to 90
But... it doesnt seem to work well either

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Still does not respect the limits and randomly stops midway

lunar sleet
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What’s on your track ?

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Should be just 0 and 1

desert juniper
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A to B on the timeline shoule be 0 - 1

agile moss
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Oh ok

lunar sleet
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The actual values should be the A and B on the lerp, you’re only changing the alpha with the timeline track

agile moss
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I set the timeline to 90

Lerp
A 0
B 1
Alpha conected to the timeline
Still the same

desert juniper
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90 what?

agile moss
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Value

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In the timeline

lunar sleet
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I think you’re doing the opposite of what we said

desert juniper
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timeline should be A = 0 value and 0 time

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B should be 1 value at 1 time (or however long you want the animation to be)

agile moss
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Yes

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!

desert juniper
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only the Lerp should be 0 to 90

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show screenshots

agile moss
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Timeline
A = 0 value 0 sec
B= 1 value. 2 sec

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Lerp
A =0
B=0
Alpha conected to track

desert juniper
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these look okay. what is the initial local rotation of the door?

agile moss
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0 I think

desert juniper
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click on the door static mesh component and look at the details panel

agile moss
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Now?

desert juniper
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also, you can take screenshots with Win + Shift + S

agile moss
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Thanks

desert juniper
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also, you probably want to be rotating the static mesh component itself

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not the actor

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drag out the SM component, and then look for the set relative rotation node

agile moss
desert juniper
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if you want the whole actor to rotate, you may want to store it's initial rotation, and set that to the value of 0, then calculate the new rotation (initial rotation + 90)

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On begin play create a float called "Initial Rotation" and set it to the value of the actor's z rotation
then in the timeline your A should be the Initial Rotation variable, and B should be Initial Rotation + 90

agile moss
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Jesus Christ, now what
Wait how come the people in the tutorials dont need all this

desert juniper
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so now:

then in the timeline your A should be the Initial Rotation variable, and B should be Initial Rotation + 90

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for the rotation node, use the regular set actor rotation instead of the relative

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and that should be all

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also, welcome to game dev, where things are just going to get hundreds of times harder 🙂
where you learn that an importance skill is the patience to be willing to learn, and make lots of mistakes

agile moss
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Thank you

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But it doesnt make any sense
I copied the same as the tutorials
The rotarion no matter if it is rotation mesh or actor is always off
Even if print string shows corectly

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Let me try something

desert juniper
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once again, show code 🙂

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show code a lot.

agile moss
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why does it change when I move in the collision box, it should only detect collision

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I think the collision box is the problem

desert juniper
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you keep skipping this part

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admitedly I meant Lerp not timeline 🙂

agile moss
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But....
A = 0
B = 90
Is that not it?

desert juniper
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no

agile moss
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Wait
I think I get it

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1 sec

desert juniper
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I don't have urneal on this PC so here's my mockup

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also this part you missed

for the rotation node, use the regular set actor rotation instead of the relative
and that should be all

agile moss
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I mean it works better than before, but still kinda bad
Here is code:

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here is gameplay:

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no wait

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it works fine

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thanks dude you are a life savior!

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👍

desert juniper
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🙂

gentle urchin
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Lerp doesnt extrapolate tho does it

agile moss
gentle urchin
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Can be usefullnfor doors

agile moss
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I mean it doesnt work perfectly but better than before yes

gentle urchin
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To animate them 'better'

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Looks like they slam into the wall etc

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Bounces a bit

desert juniper
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never tried it with the timeline, but i think you can do it with the curve no?, and then leave the lerp node how it is

gentle urchin
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Ofc you can solve this by increasing the 90(which should be an instance editable variable)

gentle urchin
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Its ofc far easier to play with "MaxDoorRotation" compared to editing a curve every time

desert juniper
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ah didn't realize it was clamped. never tried anything other than the standard ease in / out

gentle urchin
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So that's probably preferred

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Can still animate it slight , just dont try and surpass "1" in the curve^^

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1 would be in the wall, while resting/end position might be 0.9 or smth

desert juniper
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yeah that sounds like it'd work

frail onyx
faint pasture
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you'll have to handle that yourself

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It'll just tell you how long the button was held down

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not how much of that time "counts"

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you can maybe do some input canceling shenanigans but I'd instead just handle the timing for your ability activations yourself

frail onyx
faint pasture
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Record time on valid start, record time on release, check the difference

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I'd maybe ask #enhanced-input-system if there's a way to have your gameplay talk to the input system, basically not allowing it to start until its valid. I'm not sure if that's doable or not.

frail onyx
kind estuary
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in these top down sprite games, how do they set the sprite when the character turns? do you have to use FindLookAtRotation everytime you move or something?

desert juniper
kind estuary
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though in a top down

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is by clicks

desert juniper
desert juniper
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Horizontal = left, right
Vertical = up, down

kind estuary
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correct?

faint pasture
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Depends on the rest of your setup

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do things have orientations in 3d?

kind estuary
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then a switchy to see what sprite to get

faint pasture
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do they turn instantly or over time

desert juniper
kind estuary
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idk

faint pasture
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2d vector, 3d vector, rotation, yaw?

desert juniper
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but i don't see why you'd have to turn the sprites. that wouldn't do anything since you need to swap / flip the sprite

kind estuary
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i mean switching stripes

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sprites*

faint pasture
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what do you HAVE?

desert juniper
faint pasture
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what is the actual data type

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you can check sign of X/Y of the direction of travel vector

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bool bIsFacingRight = TravelDirection.X > 0

kind estuary
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thats way cheaper and simpler

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though seems like just a 4 direction thing

faint pasture
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you need to spell out what you actually have. We know nothing about your setup.

kind estuary
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or that works with 8

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direction?

faint pasture
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if it's top down 4 direction I'd cook up a rotation then break out yaw, divide by 90 (for 4), round, modulo, then you got a 0-3 integer

kind estuary
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and when you click to move the character

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it moves

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so you have 8 directions

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8 sprites i mean

faint pasture
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So go from velocity -> rotation -> yaw -> rounded

kind estuary
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ahh though i have no CMC

faint pasture
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so

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something is doing the moving

kind estuary
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findlookrot?

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yeah

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i have vinterpy

faint pasture
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Normalize(Current - Target) is your direction vector

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RotationFromXVector will get you a rotation

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then break out yaw, divide it, round

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then you have an integer

kind estuary
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thanks

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will do tha

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t

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but wouldnt a findlookatrot

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work just like that?

faint pasture
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sure

kind estuary
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or this is better for some reaosn?

faint pasture
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does the same thing

kind estuary
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sounds your is more efficient though

faint pasture
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probably less efficient

kind estuary
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cause findlookroty is ukissmeth

faint pasture
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so is normalize and rotationfromxvector

gentle adder
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Hello this is my first post here not sure where exactly to post this. I'm trying to figure out what would be the best approach in implementing something like snapping on surfaces like a spider while if possible keeping the built-in character controller. I'm assume it's probably not possible but if anyone can point in the right direction here's a reference of what I'd like to achieve. I the ninja plugin which uses gravity to build their own character controller but I was wondering if there wouldn't be other better approaches.
https://www.youtube.com/watch?v=bYqVkG2fy_c

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shadow raven
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hey I need to figure out a way to rotate a mesh towards an impact normal from a trace, im using physics so i need to use torque. How exactly could I do this?

prisma forum
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Anyone know a good way to render a widget to a material on a 3d object? I have this flashlight device, and I'd like the screen on it to display some widget information. I've been chasing dead-ends through forum posts to no avail :/

versed sun
frail onyx
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https://www.youtube.com/watch?v=n6B4gH-ZGlY&t=231s anyone know how to make a system similar to the camera system shown at 1:40 in the video? I have it almost fully working the same way i just cant figure out to get it to work with multiple different cameras and trigger boxes. This SS is the current system i have

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rancid path
#

Hello folks, I hope I am asking in the right place and not breaking any rules, but I've been trying to understand blueprints and have been very discouraged recently. I have, so far, only completed "First hour in UE", "Your first game", and "Your first game in UE", and while I feel much more confident in placing actors/changing meshes/landscaping, I dont really know where to go next to make some simple games. Was thinking of trying to work towards making a simple Prop Hunt clone of a game, I'm trying to start with learning how to do things like make teams, a main menu, interaction inputs, but I still feel roadblocked. I am considering watching the 11hr and 5hr beginner tutorials on YT, but I'd like to know if anyone here had any advice on where I may go next. Im not looking to make the most complex games by any means, but I do not feel like I've made great progress, and am insecure about not being able to do this. I would appreciate any feedback, I really want to learn UE5 but I do not know what to do. Thank you all, sincerely so.

thin panther
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simple and prop hunt don't go together

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if your first games aren't things like pong, you're going too far out of scope

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prop hunt implies multiplayer, which as a minimum pretty much needs a good grasp on singleplayer, as well as C++

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Go for really simple things, like super old arcade games, or simple little platformers with a few puzzles

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stick to singleplayer too

rancid path
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I suppose it's more of an "endgame goal", I genuinely appreciate your response, thank you so much

thin panther
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learning from the templates, as well as sample projects, as well as the guided learning projects like Stack-O-Bot are great too.

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After that, just try to make things

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stay away from tutorial series and beginner courses, they just lead you astray

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unless it's the official ones

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If you get stuck making things, try to google the specific problem you're having, and as a fallback, there's always here when you get stuck

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(side note: pointed questions with screenshots are always better than broad ones)

versed sun
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take a game an mix it up

rancid path
# thin panther learning from the templates, as well as sample projects, as well as the guided l...

I have a few templates, and it did help a bit in understanding how they work, but nonetheless I am completely dumbstruck when it comes to most blueprints. I will try with making a simple game, soccer or something maybe, and work my way up from there. I do very much appreciate your response, I do feel as though I get conflicting answers and results online when trying to correctly learn this engine. Thank you so so much

thin panther
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Instead of trying to search things like "how do i make a platformer" or "how do i make an inventory", try to learn the concepts of those, and understand things like "how do arrays work" and "how to adjust air speed on the character movement component"

You can also go broader, with things like "how do i make sprinting", just try to absorb the concept behind it rather than the code given, as normally blueprint code on youtube is a dumpster fire 😅

rancid path
thin panther
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If you have any further questions, fire away

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Also, obligatory mention of the pins of #ue5-general and the pins of this channel

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One very useful one here is a blueprint training for blueprint communication, a very necessary skill

broken wadi
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If you want to make a prop hunt style game then spend some time thinking about what the core mechanics are. I’d say the first thing besides standard character movement (UE gives you that by default) would be the part where you can change your character into a prop. That involves some sort of functionality to replace your character with another one. This is called possession. Once you swap between the human character and the desk lamp character the human one gets destroyed. But in order to swap the characters need to perform some sort of interaction with the world probably uaing a line trace to see if they’re close enough to a prop actor in order for the character possession to occur.

rancid path
fleet cedar
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If I have an animation where my dog stands on his hind legs and pushes on the fence, how would I have his paws contact it properly regardless of where the player clicks on the fence

fleet cedar
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Thanks. I thought as much... is there a more lofi way? how would they have done it in the past

hexed cradle
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Do somone know a plugin to do threading in unreal engine ?

supple dome
thin panther
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handling your own threading in bp sounds like a recipe for disaster though

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just stick with your regular async actions

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if you want threading, take a trip to #cpp land

hexed cradle
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Okay so I would make a c++ threading function that would be able to use in blueprint

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Because bassically it's just generating procedural islands takes 20 seconds and it find this long since it is on the main thread the game isn't loaded until its done generating

thin panther
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tbh you probably wouldn't even need to thread that down in c++ land

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You may also benefit from other techniques before going down the complexity that is threading, such as frame slicing

hexed cradle
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do somone have an idea of how to split this into sections so that i can load pieces progressivelly ?

hexed cradle
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i generate islands

lunar sleet
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sounds like what Cropout Sample does, may wanna take a look

hexed cradle
lunar sleet
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Cropout does the same thing

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iirc

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meshes and voxel

quiet ridge
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Anyone know the simplest implementation to "trigger" another actor blueprint after the execution of another blueprint?

lunar sleet
quiet ridge
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just start the execution of the blueprint

lunar sleet
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execution of the bp...you mean Begin Play or a custom event or what

quiet ridge
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Not entirely sure. I am a newbie haha. something that'll just sit after begin play and check whether a certain condition is met before continuing the blueprint flow.

lunar sleet
hexed cradle
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use branch

quiet ridge
lunar sleet
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these simulations are 2 separate bps or instances of the same bp ?

quiet ridge
# hexed cradle

I have seen this before, I just need to find a way to get a value from the first blueprint that says the condition

quiet ridge
lunar sleet
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are these things already placed in the world or are you spawning them?

quiet ridge
lunar sleet
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k, and finally, do they interact with each other in any way? will you have more than one instance of each of these in the world at any point?

quiet ridge
lunar sleet
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alright, you can use this crutch for now then. but later on I highly recommend watching the bp comms live training video at the bottom of the pins in this channel.

  1. In BP2, make a custom event that runs whatever code you need to run.
  2. In BP1, assuming you want to leave the code on begin play, at the end of it, get actor of class, select BP2 from the drop down, drag from the return value, type the name of the custom event
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obv., replace BP1 and 2 with whatever you named your actors. And keep in mind this is just something to get you started for now, not the ideal way to do things

quiet ridge
spark steppe
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even tho this is 4.27 it's the same in 5.3 and the old docs have at least some images... :>

austere silo
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I am fairly new to unreal and have been attempting to create a simple attributes system that effects how damage is calculated. I have created an actor blueprint component that contains a map consisting of a enum called AttributeType and a structure that defines an Attribute (in this case 4 float values - max, min, base, current value). I have created a damage formula and it seems to work fine that leverages the stats to modify attack and defense values for a final damage number. Tonight I tried adding a new function to determine if the player has a critical strike (first image). This logic seems to work fine but when I print the returned bool value in the function and then after the function is called (second image) the result is sometimes different and not accurate. For example, the ShouldCriticalStrike will return FALSE but then after the function is called in the CalculateAttack is will say it was TRUE. This code sits inside a blueprint function library and the function to calculate attack is called from an event on an actor in my level. Any ideas of what I am doing wrong or what is going on?

worn dove
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Why can't I assign my widgets to a variable of type UserWidget? The blueprint directly says the parent class is User Widget.

hexed cradle
austere silo
worn dove
gentle urchin
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What is this exactly ?

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I assigned mine to UUserWidget vars just the other day

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RandomWidge is a UserWidget object ref

austere silo
# gentle urchin Yoi wanna cache the result

So just so I understand, is the result being dropped sometimes so it just uses true? I haven’t used local vars much I figured if I chained nodes it would keep the value

gentle urchin
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so its rolled once for the Print string

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and once for the output

austere silo
worn dove
# gentle urchin I assigned mine to UUserWidget vars just the other day

I'm not using construct class/create user widget. I'm trying to expose the Widget Class property of a Widget Component inside of a blueprint. So I'm calling Set Widget which takes a User Widget input. When dragging the specific widget I want to use from the content drawer to the variable in the Details tab when in the level, it isn't compatible.

gentle urchin
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SetWidget requires a widget instance

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if you wanna expose it you better expose the widget class that's instansiated, and call setWidget at earliest convenience

worn dove
# gentle urchin

How did you get a "Create Widget" node in a blueprint. If I search for it, it doesn't show up. I've tried turning context sensetive off and on, different wordings in the search, looked through everything in the folder User Interface, nothing. I got it to pop up in the widget blueprint itself, but I can't call it from there.

gentle urchin
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what blueprint is this exactly ?

worn dove
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Actor

gentle urchin
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do you happen to be in construction script?

worn dove
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yes

gentle urchin
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thats why

worn dove
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So there's nothing I can do?

gentle urchin
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Not in the construction script no

worn dove
gentle urchin
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i suspected that would work

celest trench
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Is it possible to have the event node connect to a reference to an event instead of directly connecting to it?

I'd like to keep my code clean by not having the red pins all over the place. Can I reference an event somehow here and it runs the event in a different part of the Event Graph without having to be directly pinned to it?

gentle urchin
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CreateEvent

celest trench
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Awesome thank you

late kraken
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Hello!
All those function return 0 in Received Notify Tick of Anim Notify State.

Did I missed something ?

fading furnace
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hello I may have a big problem my "character movement" is corrupt do you know how to solve it

undone bluff
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closest thing to a fix

frail onyx
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Anyone know a good tutorial on how to make a rts camera system similiar to the cropout sample project kinda where you can either click and drag to move camera, click a point and the camera will move there, move camera with wasd, and rotation camera with right mouse button or q and e buttons

hardy merlin
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Hello! Anyone have experience configuring collision between two characters, one much larger than the other?

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I want to be able to walk between the legs of another character.

undone bluff
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well character comes with a capsule collision

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so either you do not make it a character or you set the capsule's collision to ignore everything and pretend it's not there

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you can also still use it and just have it ignore other pawns specifically

placid parcel
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Hello, I am stuck on using a structure (S_WeaponInfo) and data table (DT_Weapon). I want to make it so when I first spawn the weapon it takes the info from DT_Weapon and updates the S_WeaponInfo. Then, when the weapon uses ammo I want to save the amount of ammo leave when I swap to another weapon. I am using child bp's of my master weapon bp. I thought what I had in the screenshot would at least load the info from the Data Table but it does not. First time working with these.

Any help is appreciated, thanks! MidoLove

hardy merlin
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Okay I managed to find something like a solution. I have to set the large character to custom collision so that its mesh collides with pawn but its capsule does not.

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Unfortunately that means that large characters cannot collide with each other. I'd probably need more custom object types.

sonic garnet
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anyone here tried drag widget in mobile device?

waxen rose
#

how to convert integer to enum?

lunar sleet
waxen rose
frail onyx
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Anyone know how to get this rotation to work properly with my WASD camera movement and edge scrolling with mouse movement? I'd like to make it so if i rotate then move it'll move in the direction I'm currently rotated so it doesn't feel off

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right now if i rotate then move it move forward oriented to the world and not the forward as in the way im facing/rotated

lunar sleet
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I initially said select and switch on enum but that’s for doing it backwards mb

waxen rose
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i need make random values from my enum can u please send photo how i can do with best practice and i will understand how to do.

lunar sleet
frail onyx
waxen rose
#

Here's an alternative to branch nodes for multiple different executions using Blueprints in UE5-!!
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faint pasture
#

hint, GetRightVector

lunar sleet
lunar sleet
faint pasture
uncut shale
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whenever I have a BP inside of Event Construct and its not the possessed character, Print String doesnt work, anyone know why that is?

lunar sleet
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Construct is editor time unless it’s a widget

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Print happens at runtime

uncut shale
lunar sleet
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Then use begin play

uncut shale
waxen rose
#

what is the problem here why ai agents not move to my game 1 w8 locations?

frail onyx
lunar sleet
#

Should give you a good indication of what’s wrong

waxen rose
#

sorry still beginner with bp

frail onyx
faint pasture
timber crystal
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Hello dear friends, does anyone have an idea how I can install a double tap action in the cell phone buttons?
I already have a “combo input” system for the keyboard but how do I implement the whole thing into the cell phone buttons?

gentle urchin
cursive wigeon
#

hey so does anyone have an idea about how to make an infinite Line of sight kind of post process effect? I currently have one setup but it is drawing line traces to a canvas render target and seems to be limited by canvas size

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Current setup

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Or how to scale the canvas render target in the pp material?

gentle urchin
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Id imagine pushing in a position + direction + view angle could do it aswell?

gentle urchin
lunar sleet
timber crystal
#

hello i make a 2d game
Why i cant hit multiple enemys?
It only hits always one opponent

tidal marlin
dark drum
#

Are there anythings to be aware of when using anim notify events in montages? Either local or multiplayer from a gameplay perspective?

gentle urchin
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multiplayer had a caveat

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There's a setting

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related to how they're executed

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Cant fint it atm 😅

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It could be that it was only for dedicated servers, but with the wrong setting a bunch of the notifies inaccuratly triggered...

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Something execution policy if memory serves me

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Montage Tick Type

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Near the bottom @dark drum

queen heron
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I'm confused....

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the two inputs from the Random Array Item node brings different values

gentle urchin
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You're pulling a new value each time its executed

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you wanna cache it instantly

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then check if its equal to what you have.. if it is... roll a new random

queen heron
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hmm

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lets see....

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alright, this works

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tho the Get Array node is picking the wrong path

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gotta fix that real quick

unique dirge
#

hey did you find out a solution about this ?

north hedge
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I honestly can't remember.
I think we didn't because Android UE 4.26 didn't directly allow for it, it would lock/freeze the main thread in order to load the game.

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It could be different now

calm cargo
#

ugh why is it that when I add another variable to my blueprint structure, its usages get all fucked?

north hedge
#

Can you right click and hit refresh on the struct?

#

or does that not change anything

calm cargo
#

yeah, it just removes all the "bad" links and I have to reconnect everything

north hedge
#

Ah fun

calm cargo
#

blueprints were such a great idea

#

this is that single time where I went 'hey maybe I'll code this feature in bps instead of cpp for once'

#

it hasn't been 10 minutes and i already regret it

gentle urchin
#

Bp structs are broken

thin panther
#

yeah structs you always want C++ for

gentle urchin
#

Move them to c++ and enjoy new happy life

calm cargo
#

hm it seems that breaking it instead of splitting it, and THEN splitting it resolves the issue

#

so im gonna hold off with the cpp a bit more until i can lose at least 3+ hours of work instead of 10 minutes of work

thin panther
#

don't hold off for the structs

#

move that to C++

#

those structs can cause more issues than minor annoyances

#

such as the project crahing on startup, or failing to package for no reason

calm cargo
#

oh shi

#

okay I hear you guys I'ma declare it in cpp then, or maybe just use variables instead of aggregating them into a struct?

thin panther
#

go wild with your bp for anything else.
but structs and enums are always c++ :P

#

(Make sure the editor is closed when you compile them, don't live code a change to a struct)

north hedge
#

But Hot Reload handles them so well... SweatAnim

jolly light
#

Hey guys! I'm trying to spawn a character in my level and then possess it. what default pawn class should i choose? 😮

fiery swallow
north hedge
#

Yeah a "Character" is what you want. Characters are (putting it basically) Pawns with Input and a Movement Component

jolly light
#

Ah sorry, yeah i'm spawning two different characters so when i bgein play i want to randomly possess any of them

north hedge
#

You can cast to pawn from the Spawned Actor and Possess it directly

#

When you spawn them you can add them to an array of Characters and then use a random int to pick the one you want to possess.

For example in our multiplayer game we store all PlayerStarts on the server and just pick one at random when a player asks the server to spawn them, query it for nearby enemies and overlapping players and if its clear we spawn a Character and tell that client to possess it
Probably a lil over-explained but shrugg

jolly light
#

it was working two hours ago 😢

autumn heron
#

There is a reasonable reason for missing TPair on blueprints? I think it would be great.

gentle urchin
#

No reasonable reason

azure wharf
#

Hi, I'm trying to make an arcade machine that a first person character interacts with. I managed to get it to possess the topdown character inside, but I want to keep control of the first person mouse (moving the camera around while playing the arcade). Does anyone have any pointers on what to do? Here's how I possess the topdown character:

strong rover
#

Hey you wonderful peeps.

I'm looking to make a widget for in-house production.
For it, I need it to access a Jira page and read some of the enums (Primarily: Progress)

Does anyone know if that's possible? I'm at the stage where it can open the Jira page as a browser, which is neat, but I'm not sure how to get it to take the status.

#

Might've solved it.
I can download Jira Tickets with a filter.
The filter searches for the relevant items and makes a .csv
Then I can go through the options and get any field I need, then act accordingly.

neat. But if anyone has alternative suggestions, I'd love to learn more!

jolly light
hexed cradle
#

I have offsets for my terain that I would like to calculate since I use noise can somone help

lofty rapids
#

i mean you could just put it on the character as well like you did with the first person

#

just add the inputs, idk about context much but maybe using that you can create one with mousemove

azure wharf
#

I want to keep control of the first person, but only with the mouse (to move the fp camera around)

lofty rapids
#

maybe put the mouse move on the controller ?

#

i'm still learning so i could be way off but i would think that would be shared

dim agate
#

You could try placing another camera in front of the arcade machine and use "Set Target View With Blend" to move your POV to it and add control to that camera.

steady night
#

hm dose this mean both have to be false to fire false

#

or should i use OR,= if any is false then false :/?

lofty rapids
#

if you think of it in terms of the word, and is both, and or is one or the other

lofty rapids
#

your checking if both are true

#

so if is one is false then then both true is false

#

the logic can be seen in and or gates if you check it out its the same thing basically

steady night
#

@lofty rapidshm

#

yeah so if i use and and both are false then = false right ?

#

for instance this would mean if EITHER bool is false then do false right ?

lofty rapids
#

and false if both are false

steady night
#

aye

#

thats what im after

#

ty

abstract obsidian
#

Guys i have mesh with an animation made in morph target, how can i use it?

#

I have to change those settings of the morph target, inside a blueprint, how could i do?

gentle urchin
# steady night aye

Looks better if you NOT 5he result from the OR so you can run off the true branch instead

abstract obsidian
#

i tought i could use AnimMontage

steady night
#

@gentle urchintrue

manic vessel
#

So I had this steup Im using to snapturn my VR character and its was working perfectly . Pic 1 But I Added My VR solution to a child of another character that already had it own camera , and i switched over to using that But Now I cant seem to snap turn , it trys and I can see it flash up the actual turn for a split second then it back to where it started from, Im left scratcing my head as I have tried to refactor all kinds of solutions like set actor rotation, add rotation, nothing seem to work , I cheched the camera and use pawn control rotation is not enabled. Any Ideas would be appreciated,,, It only broke when I changed the camera , Nothing els

dark drum
manic vessel
#

I just need to rotate the world rotation of the whole actor . But that also failed.

#

Also 😦

manic vessel
#

This works when I hold the thumbstick in the direction But as soon as I let go it goes back to facing world x vector, Not sure what the hell is going on here this bit should be easy to solve

gentle urchin
#

Dont you want to do XY om that

#

And some rounding

agile moss
#

Guys please tell me if this makes any sense. I made a door, and every time I open and close the rotation would be off. I spend aboout 4 hours trying to figure out why. Anyway after some time I somehow decided, what if I place other cubes in the blueprint to make it look like an actual door, and guess what the rotation was perfect when I added those cubes. sweeney_activate

thin panther
#

sounds like a pivot point issue

agile moss
#

Jesus Christ

manic vessel
#

Turning off controller YAW HELPED , NOW my debug arrows for actor forwards vector, controller rotation and mesh direction are not locked to world X

abstract obsidian
#

Guys if i set a timeline to move an object, then i want the object anim made with the timeline reverse from the end to the start, i do this:

lofty rapids
#

wouldn't you want set ?

#

instead of add ?

abstract obsidian
#

What i'm missing?

#

the animation goes in loop if i do this

lofty rapids
#

you reverse from end in the update

#

so most likely it's just going in reverse over and over ?

abstract obsidian
#

Oh , and how i prevent to reverse over and over

abstract obsidian
lofty rapids
#

what are you trying to do ?

abstract obsidian
#

i have this spring jumper

manic vessel
#

Getting somwhere now

abstract obsidian
#

i want to do just one time

#

also, sorry for my english

dark drum
#

Does anyone have any good methods for moving the player character to a location? The simple move to isn't very accurate haha. Always off by a lot.

I'm not feeling setting up a PC to AI switcher. :/

undone bluff
#

you should animate the back and forth in the timeline

dark drum
abstract obsidian
#

Thanks! it was easier than i tought! Sometimes i find the solution to my problems and knowing was so easy and clearly, i feel very dumb 😖

frail onyx
#

https://youtu.be/QJIrksZOkgQ?si=A-wK3jDfjAY2KFJD Anyone know why when making this grid system if i scale it to any higher number it exponentially get laggier and laggier when trying to set the value and move it around in the world. I need this to cover my whole work so i dont think it's gonna work if its super laggy

Why bother spending hours upon hours to make a grid or line of meshes when you can make a simple object that'll do it for you? Today we make a system that'll

Join the discord for any help you need! : https://discord.gg/24cdJBP
support the channel and development over on patreon : https://www.patreon.com/thegamingcaves

▶ Play video
#

My game still seems to run at 120 fps when im playing, but in the viewport editor if i move it or try to change the distance variable or grid size variable it takes a few seconds when trying to do that and makes my pc fans speed up like crazy lol, the higher number i try and put in the longer it takes

dark drum
lofty rapids
#

does ++ alter the variable ?

#

i thought it did

dark drum
junior prairie
#

I'm trying to update my spectator pawn's movement speed at runtime, am I crazy or is there no way to do that in blueprints? All I see is a Get Max Speed but no Set Max Speed:

#

Annoyingly I also can't set ignore movement input, only get ismovementinputignored

gentle urchin
#

moving any "large" amount of cube in editor (with the outliner) is insanely slow

#

125k using ISM, it's a shit show

hallow smelt
#

Hello, is someone aware, is there a node for changing the camera used for an actor? I am not talking about changing actors or possessing a pawn, I am talking about having 2 separate cameras in the actor blueprint and changing between them. Thanks in advance! 🙂

gentle urchin
#

Activate / Deactivate

#

the cameras 🙂

undone bluff
dark drum
gentle urchin
#

That might be faster yeah

#

removing and re-adding them

#

im moving them while they existed

frail onyx
#

or do i keep what i have after my add static mesh component and just put that after the add instance

undone bluff
#

I'd also probably untick "run construction script on drag"

dark drum
frail onyx
#

ok thanks so much!

gentle urchin
#

I would avoid dragging something like that around in the first place tbh ^^

#

you're better off clearing it first

#

or atleast setting the coords manually

#

dragging is painfull

hallow smelt
undone bluff
#

it's good to not have it ticked on anything bigger cuz it's easy to mess up and crash the editor haha

lofty rapids
gentle urchin
dark drum
junior prairie
#

Tried everything at this point

gentle urchin
dark drum
undone bluff
#

the bp structs support is a nice touch

dark drum
lofty rapids
undone bluff
#

the add movement function characters use is inherited from the pawn

#

movement components just pick it up from there

lofty rapids
#

so then probably to control the speed if you don't have that settings would be to multiply the axis ?

fleet sigil
#

How do I stop my character from blocking mouse cursor... I have a keypad and sometimes my character stands between the camera and buttons, I don't want to force the character to move but I want the mouse over to work through the character if that makes sense.

junior prairie
#

I found a workaround though

lofty rapids
#

ya when it moves you want to change that speed right ?

#

so it's probably moving on the input axis value which you can multiply by a variable

queen valley
#

i used it today

junior prairie
#

Was probably the character movement component

gentle urchin
#

Lovely

queen valley
gentle urchin
#

Which one ?

gentle urchin
#

im a bit confused

junior prairie
#

Again, trying to change the speed at runtime

#

not get it

gentle urchin
#

i know

#

the point was

#

the getter was hardcoded 0

#

so there's not gonna exist a variable for it

junior prairie
#

oh what the...

gentle urchin
#

in that parent of all parent movecomp

#

It's introduced in most of the child comps tho

#

which to me is a bit weird choise but what do i know

junior prairie
#

same

queen valley
#

target is character movement component

gentle urchin
#

as i said

#

most children implement it

#

that's also max walk speed

#

pretty specific to the CMC

junior prairie
#

Yeah

#

Found a workaround though, disabled default movement input

#

then set to conditionally accept movement inputs

#

basically wanted the spectator to be able to do FP, TP, and free spectate

#

So set it up like this

queen dagger
#

Im making an ability and its supposed to spawn clones however its not working is there anyone who can assist on that

junior prairie
#

Then you should use print strings to see if this logic is even running

queen dagger
#

like that?

junior prairie
#

Yeah

#

Now put a print string there and see if the print string is happening

#

if it's not happening, the event is never running

#

so you need to check how you're calling it

queen dagger
#

ok so its calling it however nothings spawning

#

i am using a marketplace engine thing called pixel2d this is my first time really doing any of this stuff so im pretty green at all this stuff

junior prairie
#

if something is spawning, it'll tell you its display name

prisma helm
#

hey guys, I've been following (this tutorial)[https://youtu.be/5uCbkv1tNvA?si=ASo6zm21KOpEM4LX] but I get an issue when exiting ADS state. The creator seems to have stopped replying to the comments since a year (also considering the fact that I already followed this tutorial 7 months ago, got an issue [it was the way I had implemented a gun system back then] and still hasn't replied me yet) so I am asking here.

in the attached video you can see what's going wrong

Procedural aim down sights system made in UE4 with Blueprints.

In this video, we make a procedural aim down sights system that includes iron sights and optics. We also skim over the basics of building functionality for hybrid sights/multiple optics.

Demo: https://www.youtube.com/watch?v=tHIHoU0pdFQ

00:00 Project Prerequisites
00:37 Aim down ...

▶ Play video
undone bluff
lofty rapids
#

i just found out theres a max zoom

#

ffs

#

i actually prefer a sequence over a straight line

slim imp
#

Hello! Tell me how to make sure that hands in VR do not pass through objects. I watched videos on YouTube, but nothing worked. I use content from UE for VR

queen dagger
#

but its not in the game

junior prairie
#

try looking for it and then double click on it

queen dagger
leaden sage
leaden sage
#

(and put the "collision handling override" to "always spawn, ignore collisions")

placid parcel
#

Howdy Fellow Game Devs!

I have a data table that contains the weapon information so currentMag, currentAmmo, , etc.

The default value for the structure is 0 for currentAmmo and currentMag. When I first load in the weapon I want it to put the info from that data table for currentAmmo and currentMag. However, if I already had the weapon loaded and I pull it out again, I want to use the info I saved to the structure. Right now I have it checking to see if currentAmmo and currentMag do not equal 0, then I am going to use the structure information I saved, else it's going to load the information from the data table. The problem is, if the structure for currentAmmo and currentMag was saved with 0 as in you ran out of ammo or there is nothing in the mag, then it will default to the data table value giving the player ammo they didn't have.

queen dagger
#

error and i seriously appreciate that assist

prisma helm
#

nevermind, this system seems to be incompatible with what I have made

leaden sage
# queen dagger

oh and set the player characters default root/mesh to the target

sage pecan
#

https://youtu.be/4AMCv13Q52g?si=5P7zAzzArPkTl206 i am making this course in case anyone is interested

In this first section of the Unreal Engine anime course, we're going over how to create Anime characters and how to animate them and implement them in a game-ready setting using the Unreal engine 5 framework

https://ko-fi.com/hyraxgames/
https://store.steampowered.com/app/2724990/SaiBorRai

I was inspired by @BodhiTheMovieMaker To make the cour...

▶ Play video
queen dagger
#

im assuming that would be in the narutoclone bp

leaden sage
#

I'd also do this in the spawned narutos bp to prevent issues:
(setting Auto possess Ai to: placed in world or spawned)

lofty rapids
placid parcel
queen dagger
#

now lets say i want to add a flipbook and it to spawn 3 of them lol

placid parcel
# lofty rapids idk if it helps but -1 is an option

It works but I need to work on the branch some more. First time spawning the weapon gives it -1 ammo, but when I reload and shoot till 0 in the mag, swap weapons, then swap back. The current mag is still 0 and the current ammo is what it should be.

undone bluff
placid parcel
queen dagger
#

can i@set a limit on for loops? wouldn’t it just loop continuously

lunar sleet
undone bluff
#

lol an endless loop will crash a program

#

though not entirely true, realistically most of the engine is one big loop

queen dagger
#

i see theres an index so im assuming i can set the start to 0 and the end to 2 and it will loop 3 times

lunar sleet
#

Imagine that 🙂

queen dagger
#

does that node know to only go from the start index and end index or is there more config i need to know about

undone bluff
#

I mean it's literally just a c++ for loop

#

which loops while index is smaller or equal to end index

#

that part is done for you

trim matrix
#

I love this bp theme

gentle urchin
tame pecan
#

Its a cursed BP macro aswell

undone bluff
#

damn is it?

#

jesus

gentle urchin
#

Half the reason its so slow

tame pecan
gentle urchin
#

Fair enough

queen dagger
#

this is whats handling the energy consumption however its not actually taking the energy off

gentle urchin
#

0

#

You forgot a value

#

Decreasing energy by 0 leaves it at... current amount

queen dagger
#

sorry lol

#

i see that now

#

can i also just put the energy cost node in there

gentle urchin
#

If you got one, sure

queen dagger
#

ok

gentle urchin
#

Also, make a habbit of dragging out a new get 🙂

#

Avoid long wires

#

Spaghetti wires

queen dagger
#

lol

#

ok si just set it to the energy int directly but it still is updating the players energy after use

lofty rapids
#

and does the function decrease energy work correctly ?

ancient siren
#

is there an easy way to do this?

if you are familiar with the game "Super Power Training Simulator" in roblox, im trying to make that. i want to make an array of all of the fireballs with all of their costs, but it automatically applies it if you have enough of a certain integer (int is increased every click)

there will be a lot of different types of fireballs so i want to try and make it automatic, but im not sure how to do it efficiently.

i want to avoid adding it manually, but instead just using structures. the attachments are sort of what i have right now.

the "price" in this scenario is the fist integer. please let me know if you can help!

ancient siren
ancient siren
queen dagger
lofty rapids
#

and what does the function look like

queen dagger
#

so the print string worked, its just not deducting the energy from the energy component on the charactert

lofty rapids
#

so what does decrease energy look like ?

faint pasture
ocean gate
#

hi! I would really appreciate some help in regards to how to how I can apply a slight randomness to the degrees in which my projectiles are fired. I've found out that the Random Unit Vector in Cone in Degrees node does pretty much exactly what I want it to, except I can't figure out how to get it to actually use the forward vector from the gun flipbook actor as the source angle? 🤔

#

update: tried brain, I multiplied the forward vector instead of adding to it. Changing that fixed it :p

warped juniper
#

Hey there! How can I make a collision actor manually change the active camera outside of the player BP...?

echo wren
#

If i have a UserWidget blueprint that i add buttons too dynamically. What could i do so that when one button is pressed, a function on all buttons is triggered? Like i would like any button to be able to call something like "Activate all buttons" when its pressed, then every button with that function triggers. Not sure where to start

proper vigil
#

Why can't I drag in for Enum_DialogState 2 but I can for the original?

versed sun
#

Enum_DialogState and Enum_DialogState2 are completely different Enums (even if they are 100% the same data)

unique dirge
proper vigil
versed sun
#

you would have to change the State output pin in AC Dialog Base to Enum_DialogState2 type

proper vigil
versed sun
#

can you edit AC Dialog Base ?

proper vigil
#

Yes.

versed sun
#

ok, and do you use the original Enum_DialogState

versed sun
#

lots of ways to do it, is it possible to combine the 2 enumes?

#

like , why do you need 2 of the same ?

proper vigil
#

I am trying to make a NPC dialog system with different dialogs depending on what the objective is.

versed sun
#

they both have "Pass Through" and Updated

#

ahh , so you want a custom list of options ?

proper vigil
#

For the second objective that the dialog should work, it starts correct but after one dialog part it states things from the dialog within the other one.

#

I think the issue is that I need multiple Enum states.

versed sun
#

or a bool FirstTime = True

proper vigil
#

Where would I put that?

versed sun
#

wait, is "Pass Through" and "Updated" your first time info you are trying to pass?

#

im fuzzy on the system

proper vigil
#

Not sure, I followed the system by Michael Patterson.

versed sun
#

ahhh

#

not familiar with it

proper vigil
#

Instead of saying the "Of course..." thing, it says something from the other dialog thing.

#

This is the other dialog thing. The second dialog, when the user presses the "So, about getting back home." option, it says "You can call me James..."

#

@versed sun

versed sun
#

ahhhhh

#

is that 2 different BPs ?

#

err Events/Function

proper vigil
#

Wait.

#

Events?

#

I think functions.

versed sun
#

and , are you modifying the system or trying to get it working ?

proper vigil
proper vigil
#

I think the cause is the enum_dialog state thing and I need to be able to drag state into the selection of enum_dialogstate2

versed sun
#

Function are Purple and all by themselves

proper vigil
#

Function.

versed sun
#

add a 3rd Output pin to Add Dialogue

#

no wait

#

Duplicate the function

proper vigil
#

Make a third function??

versed sun
#

use normal Add Dialogue with Enum_DialogState
use second Add Dialogue with Enum_DialogState2

proper vigil
#

That's not what I'm doing rn?

versed sun
#

the State output pin of the 2nd function, change to Enum_DialogState2

proper vigil
#

Duplicate the Add Dialog function?

#

Alright.

versed sun
#

do you have 2 similar versions of it ?

#

let me mock it up on my side

heavy sedge
#

Hello, very new to blueprints and have been trying to get this to work for a while without any success. From what I've read off of google I believe the error is happening because Left Triggered's BP isn't referenced anywhere, however I have no clue how to do that, or even if that's actually what I need to do. Any help would be greatly appreciated!

lofty rapids
heavy sedge
#

yes

lofty rapids
#

i would probably get actor of class on begin play, promote it to variable

#

then use the reference on tick

versed sun
heavy sedge
#

I'm guessing I'm missing something and making it the wrong type somehow?

#

ah, found out how to switch it to the right type, thank you so much for the assistance engage!

lofty rapids
heavy sedge
#

oh was the cast not necessary? whoops lol

proper vigil
queen dagger
lofty rapids
#

you see that branch ? @queen dagger

#

it's set to always true

queen dagger
#

should i deselect the condition

lofty rapids
#

i'm guessing you don't know what a branch does ?

#

it switches the execution based on the condition input

#

did you delete some code or something ?

lofty rapids
queen dagger
#

ok so i deselected that and it works

#

thanks for being so helpful lol

cursive wigeon
#

Hey, does anyone know how to turn this into a post process fog of war? I currently am trying to draw triangles to a render target but unsure how to make it work in screen space(aka aspect ratio not a world aligned texture)

cursive wigeon
#

looking at UV based hit results ona dynamic mat inst for the mask. not sure the smartest approach

hexed cradle
#

Idk how to calculate the offsets right some ideas ?

queen dagger
#

so the last part i want to add is a small flipbook animation for the clone coming out would i set it up like this?

rapid helm
#

Did I do something wrong here

lunar sleet
#

Delta seconds returns the time between frames

rapid helm
#

How do I do it correctly

lunar sleet
#

Depends on what it is you’re trying to do

rapid helm
#

just a simple cooldown function

lunar sleet
#

Prly a timer by event

#

That reduces an integer on a set interval, or w/e

#

There’s also Timeline with lerp if you’re looking for frame independence

manic haven
#

Can someone help me solve a race condition in my blueprints?

I have the same code on two pawns that are on a path to run into each other. It seems like a coin-flip which one gets to continue on and I'd like them to both be destroyed at the same time

hollow karma
#

I'd say you should have your event Encounter destroy both actors at the same time. That way you won't even get the double spawn of the emitter, and whichever actor's overlap function fires first will take care of everything

manic haven
#

Does that mean that only the first pawn to encounter the other one will do the destroying? I want them to both be destroyed if either is hit

#

The emitter is only firing once, but depending on who is encountered first, they get destroyed and the other pawn does not

waxen trench
#

If I want to submit a bugfix can I just open a PR against the Unreal Engine repo?

undone bluff
#

there are official guides for that

waxen trench
#

Thank you

manic haven
undone bluff
#

send off the interface function then have it immediately destroy itself

hollow karma
#

Well, "Other Actor" is provided from the Overlap event. Call Destroy on it

undone bluff
#

once an actor is destroyed it cannot execute any logic, so only one is telling the other to destroy itself

manic haven
#

OK, great. That seems to work. The emitter still has the location of whoever did the encountering first, but it's at least destroying both at the same time

#

Thanks very much for the help

#

The emitter is a placeholder anyway, so it's not important to fix

undone bluff
#

ah, yea you need to spawn the emitter too

#

interface call > spawn emitter > destroy self

manic haven
#

Gotcha, makes sense

undone bluff
#

actually you can make things easier by just having it call encounter again

#

but on itself this time

manic haven
#

Ohh, so the event encounter is just destroy and it's on both

undone bluff
#

yep

hollow karma
#

Why not just get rid of the event entirely and call it's nodes inline?

undone bluff
#

because the intention is to have both pawns destroyed on collision

manic haven
#

Because I want to destroy both actors being encountered, and wanted to avoid casting? Not sure if I should have even been using interfaces, but I've learned a lot in the process

undone bluff
#

casting would be perfectly fine so far

#

but if you have other encounters with other types of actors

#

that's where the interface shines

manic haven
#

Yeah, right now it's just figuring out the simplest of collisions, the end goal is going to be more than one at a time

undone bluff
#

hard references are also no problem since you'd be casting to another instance of the same class

manic haven
#

I'm working on a "send waves of units to your enemy" type of system, but need type "A" encounters to destroy themselves. Type "B" would be stronger, so there'd be a delay and HP before they'd destroy one another

#

figuring out Interfaces early seemed like the best choice

#

Thanks for the help

undone bluff
#

yea so you'd give the b pawns the same interface but they'd decrease health instead

#

cast could come in handy for a type check, but you can use the interface to return information too

manic haven
#

Yeah, interfaces seem like the way to go for most of what I have in mind

hollow karma
undone bluff
#

if that's all you're going to do that is perfectly viable, but it's not scalable

#

the fact that there's two pawns that handle encounters differently already invalidates it

hollow karma
#

I thought that was what you wanted to do. How do the pawns differ?

undone bluff
#

one has health from what I understood

manic haven
#

my main problem was one team was flipping more coins correclty in the race condition than the other so occasionally they'd make it to the target even though they were supposed to destroy each other

#

That's solved now, so I can move on to the other pawns with health and interactions

undone bluff
#

anyways, you'd be spawning emitter twice and destroying twice when you can call one event on the other actor and then on self, the more you add like sound effects the more duplicate logic

#

and having one pawn manage the other instead of telling it what to do is bad practice

#

but that's nitpicking

runic parrot
#

Does anyone know if there's a way to change the default color of a DataAsset in the editor?

Change this red on both this places to whatever color i want based on the Base Primary DataAsset

trail dirge
#

Hi everyone, has anyone worked with Web Browser plugin in UE5? I want to enable microphone permission in web browser plugin.

frail onyx
#

Anyone know how to make a widget disappear if the character moves at all?

surreal peak
frail onyx
#

Also does anyone know how i can set the location of my actor that i want to spawn when i click a widget button to the location of the center of a tile. And also how i can properly set a reference to get that info

runic parrot
frail onyx
#

the left screen shot is all the stuff doing to the location to center of the tile and then outputting it which right now is used for set the camera location to the center

surreal peak
#

Where is your grid saved atm?

frail onyx
#

right at the end of begin play on my character bp

surreal peak
#

Is it an actor in the scene?

frail onyx
#

Yeah its just a giant grid mesh i have, which im trying to use to make a tile building tycoon type game

surreal peak
#

Either way I would suggest you move that to the GameState. It's a lot easier to access the GameState from within your UI and similar and grab the Grid from there

frail onyx
surreal peak
#

By doing the ugly getactorofclass stuff in the GameState instead

#

And if you need the Grid in the character you get it from the GameState then

#

You gotta place important actor references like this into more accessible classes

surreal peak
#

The same way you make other Blueprint Classes. Create a new one and select GameState as parent (or GameStateBase depending on what you selected for your GameMode)

#

These are some fundamentals to UE and Gameplay Programming though, so you might want to look up some tutorials

frail onyx
#

ooh yeah im not really sure, i dont think i have a gamemode or gamestate yet at all, i just started an empty project made a pawn with a camera on it and some movement and then dragged the Pawn bp into the level and set auto posess player to player 0

surreal peak
#

Yeah you'll need those eventually

#

And probably better early than late so you don't Programm yourself into a corner

frail onyx
#

do i select the gamemodebase i made in the world settings tab?

surreal peak
#

I mean usually you want to create those in the Content Browser in some useful folder

#

And I would suggest using GameMode and GameState and not the base versions, cause there isn't really much gained from the slimmed down versions

gray hare
#

is there a way to mark certain data only blueprints to always be opened as non-data only blueprints?

surreal peak
gray hare
#

sure, but I want to edit that data and can't do it in the data only view

surreal peak
#

Not sure I follow

#

Why can't you edit the data in the data only view

gray hare
#

I want to edit my components and fiddle with them in the viewport

surreal peak
#

Ah, yeah I think that doesn't count as data only anymore

gray hare
#

I don't see a way to do that without opening the full editor.

#

when I modify those values, it does not make it not data only

#

so I have to click through EVERY time I reopen the editor

surreal peak
#

Yeah not saying that it's logical hehe

gray hare
#

I'm at the point where I'm going to make a nothing function just to avoid it.

#

I guess that's not really that bad, just a bit annoying.

surreal peak
#

You might find something in the class settings

#

But I would need to check myself

gray hare
#

I'm not seeing anything, in class settings or editor preferences.

surreal peak
#

There was a PR from someone that tried to disable the data only stuff globally. But I can't open it on my phone cause I'm not logged into GitHub. You might want to check Editor Preferences or Project Settings

gray hare
#

It makes sense that it would continue to be data only as I haven't added anything. But I would like to edit components without having to click through every time.

#

empty function it is!

frail onyx
#

is this how i call it correctly when i need to set it to a variable in a bp?

sage lagoon
#

I'm having trouble triggering a dialogue sequence. I followed the steps in this video - https://www.youtube.com/watch?v=hbs0xaNOeA0 - yet, when I approach the NPC and type a key, nothing happens.

Hello guys, in this quick and simple tutorial we are going to learn how to make a simple dialogue system in Unreal Engine 5

Check out my Steam Game! https://bit.ly/3rVlXU1
Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n...

unreal engine 5,ue5,dialogue system,tutorial,quixel,m...

▶ Play video
frosty heron
#

Trace what happend when you press the key. Using break point should help you get started. Don't copy paste, try to understand wat each node does

frosty heron
frail onyx
sage lagoon
#

Hm. I tried to get a widget to appear. I'll do what the video says and have it print a string first, because it seems to do what it's supposed to do when I'm in contact with the NPC.

frosty heron
#

Just make sure u know what Ur doing cuz I don't see the point of setting an object ref every frame

frail onyx
frosty heron
#

For example if one is doing multiplayer. Begin play is almost tend to be the wrong place

surreal peak
#

BeginPlay might be fine. If you also use BeginPlay in the GameState to set the Grid, then I think since GameState more or less triggers BeginPlay, it should be valid if you get it in other actors

#

Camera stuff probably still has to be on tick though

#

@frail onyx

frail onyx
#

ok thanks!

#

also that was the correct way to get it right?

#

so if i want to get that in my widget blueprint to then acess the grid i just use the get game state and then cast to game state and then get grid and have that hooked up to event construct?

sage lagoon
#

And it turns out I put in the wrong node on the BP for the NPC character in summoning a dialogue widget.

frail onyx
sage lagoon
#

With the NPC dialogue blueprints set up, what would be the best way to set up different dialogue for different characters? I could make multiple entities with their own BPs to determine what they say, but surely there's another way to pull that off.

#

I'm just not quite sure how, though I do have a widget that is always on and displays text based on the character with whom you talk and I've tried making an enumerator for the characters on the map, too.

cursive wigeon
frail onyx
#

Anyone know how to make it so i can also press keys on my keyboard to do the same thing the widget buttons are triggering?

#

like how certain games have shortcuts for a ui menu like a delete widget button you can press to delete an actor but you could also just press delete on your keyboard if you wanted to

gentle urchin
frosty heron
#

@frail onyx you want to detect keys input in widget?

gentle urchin
#

Theres DT/DA routes you could take

frail onyx
frosty heron
frail onyx
#

mb my brains like dead rn idk why im wording it so bad

frosty heron
#

pick a game and say how they do it step by step

#

when player press I, menu pops up, etc

#

when I press again, menu is closed

sage lagoon
# gentle urchin How is your dialogue setup in the first place

First, the player character has this included in the blueprint. (first image)

When the map opens, this occurs. (second image)

Now, I'm trying to set the program to make a collapsed widget that is created by the level BP to appear when you type a key near an NPC. Here's what I have, so far.

https://blueprintue.com/blueprint/eqo6l0on/

But I feel like I'm not calling the widget correctly. A message widget is intended to be open the whole time so that it will eventually be able to determine whom the player is talking to, although I'm not yet sure how to get the program to determine that.

frosty heron
#

Don't use level BP

#

you can't access level bp in bp, so you won't be able to access the widget created in your level bp from other blueprint class

sage lagoon
opal snow
#

Messing around with Fracture mode for the first time in a long while. Is there a way to make an object only fall apart after a certain event instead of on collision? I'd like it to not be destructible from the player or enemy walking into it but have a certain event initiate the destruction

frosty heron
#

a message widget sound like something that can be initiated in HUD

sage lagoon
# frosty heron really depend on what you are doing. Each project varies

Okay. I guess I'll try that. Also, what might be the best way to get the NPC's BP to determine the person the player speaks with? I do have an enumerator and a corresponding variable, but I'm not yet sure how to get it to work that way. And yes, a widget is the only method I know of that can display dialogue text.

frosty heron
#

I don't know the best way, made my own system but not too happy with it

#

my next dialogue system for my new project will have to handle more than events, montage etc

#

it will need to deal with sequences too

sage lagoon
#

What I'm working on is an alpha prototype for an RPG, which I intend to pitch and get some help on. So right now, I'm trying to make the basic, bare-minimum parts on my own.

frosty heron
#

Dialogue system is kind of one of the system I tackled without looking at a single tutorial

#

cuz I am not happy with the ones from youtube in general

#

also each project have different needs

gentle urchin
#

Were you happy with your result?

frosty heron
#

it "works"

gentle urchin
#

😆

frosty heron
#

no bug what so ever but seeing how other people do it make me feel like a pleb

gentle urchin
#

A feeling I recognise

frosty heron
#

people even use DA for dialogues, hard to figure how they tackle theirs system

#

Mine is very error prone

#

each dialogue have ID, 3 choices max

#

so if I made mistake in my input, I will have to manually fix it

sage lagoon
#

Okay, so I've moved the "Create Widget" nodes to the NPC and the widget is set to initialize every time the player comes into contact with an NPC character.

gentle urchin
#

Oh rip

sage lagoon
#

Now the tricky part is getting the NPC BP to determine which character in particular.

frosty heron
#

once I released an update with bad input

gentle urchin
#

I do miss some ID "goto" node

frosty heron
#

players get dialogue locked 😄

gentle urchin
#

Blocking progression is a bad one😅

#

Tge one i use got an annoying bug

sage lagoon
gentle urchin
#

Where the text in the nodes lose their font untill you refresh them

frosty heron
sage lagoon
gentle urchin
#

Like the trueman show

#

Just instead of repeat every day its repeat only one line😂

sage lagoon
#

I had dialogue windows stuck or skipped because of some integer or float or Boolean condition I overlooked.

gentle urchin
#

So using DTs or what?

sage lagoon
#

DTs?

undone bluff
#

data table dialogue

sage lagoon
#

Oh yeah. Well, I do have an enumerator, like I said. Would a data table be better for multiple NPCs?

gentle urchin
#

Its an option atleast

#

You should consider your requirements before youndesign the system

undone bluff
#

why would you need an enum, just have whatever stores the dialogue selected wherever you initiate the dialogue

gentle urchin
#

Yeah enum doesnt fit well into this tbh

sage lagoon
#

Hm. Let me think. I made a playable demo that was dialogue heavy for what it was. If I remember right, I did have a data table. I did use an enumerator to determine which set of dialogue, but I might have had a data table, too.

#

I'll need to look back.

frosty heron
#

How do you determine which set of dialogue with enum tho, might as well use int at this point

sage lagoon
#

I'll have to go back to my playable demo and look back at some parts and see if that will help me remember what I need to do here.

gentle urchin
#

Im using a dialogue plugin, works alright, needs some "assistance" being setup but thats about it

#

Biggest lackluster is no import/export

spark steppe
#

cmon, you can do it

gentle urchin
#

Shut up 😆

undone bluff
#

some characters in my game have a context menu for different types of dialogue options which are defined in a data asset per character and each dialogue option has its own text file, others only have one generic talk to interaction so no need for a data asset

spark steppe
#

AddSubQuest(EUser::Squize, EQuest::DialogueImportExport);

undone bluff
#

plain text is the superior way of doing dialogue without having a full on out of engine editor

gentle urchin
#

I guess thats what voice actors want anyways

spark steppe
#

i can extract the text lines out of my node system, too

#

even with context if i want to

#

doing this actually to feed my TTS stuff

gentle urchin
#

Tts?

#

So you got an Export function?!

#

Now im definetly doing that

frail onyx
# surreal peak Yes

Also I forgot to ask but do you know any good tutorials for learning important fundamentals in UE5?

prisma cedar
#

How do I change player character's turning speed?
Right now player character turns instantly and I want there to be a delay to it

spark steppe
#

in the character movement component

#

change the turn rate

prisma cedar
#

You mean rotation rate?

spark steppe
#

i guess

prisma cedar
#

I don't think rotation rate impacts player movement

spark steppe
#

what else should this setting be for?

prisma cedar
#

Rotating the player model?

spark steppe
#

no

prisma cedar
#

So what does it do?

#

I tired changing rotation rate before but it didn't change player movement

lunar sleet
#

The turn rate affects Ai controlled chars not direct input

prisma cedar
#

I see

#

I want to change turning speed for the player character so direct input is involved

spark steppe
#

i'm pretty sure this even works on player characters

#

if you just use setRotation or whatever, it will ignore it obviously

fair pecan
#

Hello my friends!
Don't know how related this is to the Rotation-thing you've been discussing here, but I am currently working on trying to make an Actor and its Mesh rotate with the movement of the Player Camera upon Overlap. Basically trying to make a Cannon similar to that of the one in Super Mario 64. The player enters a Sphere Collision and when pressing Space is launched in the direction they look at.

The basic function works as I intend. But I am having issues with the Mesh of the CannonActor to follow the Player Camera Movement. Currently it moves regardless if the Player is overlapping with its Collision or not. Suspecting this is because of the Event Tick. Any tips on what I am messing up? Atm I am basically just trying out different nodes to see if it works lol

winter flare
#

Can ı use on my c++ projects this blueprint products?

dark drum
thin panther
undone sequoia
#

guys can I somehow throw away attached actor ? which I attach on skeleton in viewport?

trim matrix
#

There is a detach node. Detach it and do what you will

iron heron
#

can i change order of components?
I'm looking for a way but haven't found it yet..

frosty heron
fair pecan
iron heron
undone sequoia
harsh coral
#

Quick question:
Is it generally possible to nest one blueprint in another one and if so: How would you go about it?
And could I then call functions from the child blueprint in the parent blueprint?
Use case: I have an anatomy blueprint and I would like to add a metahuman blueprint to it, including all grooms etc, but then I´d also need the ability to change animation/poses/materials from within the parent anatomy blueprint.

#

Probably overdoing this and I should just use the metahuman bp separately, but if its doable, why not...:)

trim matrix
#

You can't directly "Nest" one blueprint into the other. But you can make a child blueprint dependent on the parent

abstract blade
#

Been bumping into a bug causing native components to become corrupted in actors. Been trying to find solutions online but nothing solid. The data form the components are no longer readable in the details panel and thing like meshes dont show up in the viewport anymore. This bug is driving me absolutely insane and the only thing that "fixes it" is to reparent the blueprint to a different base class and then to switch it back. However this causes all components to lose their settings which is not a sustainable solution.

Any help/advice on this issue would be super appreciated!

harsh coral
abstract blade
#

This is so insane, apparently this bug has been a thing since 4.0. How do people even use this engine with devastating bugs like this?

thin panther
#

Source control

#

It makes the bug not devastating, because one click and you're rolled back

#

Developing a project without source control and improper use of source control is like driving without a seatbelt :P

abstract blade
thin panther
#

Not if you commit as you're supposed to. I.e. little and often

#

I think there's even an engine setting to prompt a commit on save

trim matrix
thin panther
#

It really isnt

trim matrix
#

It really is

abstract blade
thin panther
#

It really isn't

#

It's also why feature branches are typically a thing, so you don't pollute your main branch