#blueprint

1 messages ยท Page 109 of 1

thin panther
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Note that a commit is not a push

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A commit is local, a push is remote

abstract blade
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You dont have to explain source control to me, it has nothing to do with this issue.

thin panther
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It's your fix though

abstract blade
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its not a fix

trim matrix
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Calm down, you're both wrong

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I win

abstract blade
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its a bad workaround at best

thin panther
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It is the fix though, because the actual solution is up to epic, and has no intention of being fixed.

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So the only thing you can do is commit little and often, then devastating bugs are not so devastating

abstract blade
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Insane take

dim agate
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Just use a different engine then.

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Really what other options do you have left?

trim matrix
thin panther
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The other fix is to avoid undo like the plague.

That's the bad workaround, because it's not the sole cause of the bug, and also is not so feasible

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So that lands you back with source control

crisp geode
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guys i really need your help, every time i try to do everything my engine stops warking. What could be the problem?

thin panther
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There's sadly a lot of things that can cause your component pointer to be lost.

dim agate
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No, this is a problem I've had and tolerate because I do what was suggested above, but you both have set an arbitrary threshold for what is "insane" in terms of frequency of commits. So if you don't want to readjust how you use source control what can you do other than try an engine you think won't have the same issue of catastrophic loss.

thin panther
dim agate
thin panther
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We can trust the guy called source control :P

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Since this sounds like a possible #multiplayer problem, you may want to consider moving that question there where the experts are ๐Ÿ™‚

prisma helm
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alright!

abstract blade
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Fix for data corruption bug: Save your shit ever 5 min :D. I hope you guys dont work in UX :p

limber parcel
prisma helm
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yep I was

thin panther
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Have you seen our asset editors?!

limber parcel
limber parcel
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one for FPS and one for TPS

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and then put there all mesh that belong there

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and just hide / show them

thin panther
# abstract blade XD

See above about the component fixer tool btw. I don't know if it addresses this specific bug, but it's worth a shot.

prisma helm
limber parcel
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๐Ÿคทโ€โ™‚๏ธ

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also, the FPS mesh only ever needs to be seen by the local player, maybe that helps

prisma helm
limber parcel
prisma helm
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however once I switch to the gun cam, it changes owner, so the third person meshes start showing

limber parcel
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well yeah, dont use owner no see

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just use hide

prisma helm
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this is the ADS cam, it's stored inside each weapon

prisma helm
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so the camera in the first person character and all the first person ADS gun cameras

limber parcel
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you hide it on the client when u enter FPS, then un-hide it when u leave FPS

prisma helm
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let me show you the issue and what I mean between first and third person

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this is the first person

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hold up I'm having another issue

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okay solved

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so let me show you

prisma helm
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and this is third person, from the other player perspective

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this is what happens when I aim, both the first person and third person gun meshes are shown

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@limber parcel

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(sorry for ping btw)

limber parcel
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yeah so u want to hide the FPS model by default

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and make a switch

prisma helm
limber parcel
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the first person mesh should be hidden by default so nobody sees it

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then when you want to aim, you unhide it on the client, and hide the third person stuff

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you can also hide part of a mesh by hiding the bones btw

prisma helm
limber parcel
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it should not, because then u get the issue ure having now

prisma helm
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alright so I toggled only owner see to the first person

limber parcel
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no

prisma helm
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and did this in event begin play

prisma helm
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now the first person mesh only shows in first person like it did before

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now when I exit aim, this happens

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ah wait I know the fix to this issue

limber parcel
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well yeah, you need to hide it again on exiting

prisma helm
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you mean show it

limber parcel
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hide the FPS one and show TPS one

prisma helm
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alright I did this when exiting aim

limber parcel
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and the other mesh?

prisma helm
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but now this happens

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because I am showing the TPS mesh

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in the BP_FirstPersonCharacter

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yeah no I think you misunderstood

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this is the message I sent describing the problem in detail

limber parcel
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and u should hide that mesh by default in mesh settings, not with an event on begin play

prisma helm
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that's what I did...

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third person mesh

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first person mesh

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however

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since the gun cam

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is a different camera

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on another actor

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both meshes are shown

limber parcel
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not owner no see

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this

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thats what ure changing with the set visibility node

prisma helm
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but if I do that way, third person mesh will be invisibile to all the players

limber parcel
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thats why you run it only on client

prisma helm
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how?

limber parcel
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click ur event

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and set here client only

frosty heron
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if it's a state which it is if it's a visibility, it can be represented with a bool variable

limber parcel
prisma helm
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I need to make an event

limber parcel
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the one you use to hide/unhide shit

prisma helm
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I don't have an event for that

limber parcel
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well then make one

prisma helm
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and where do I call it?

limber parcel
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in the same place you used to hide it i guess

prisma helm
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I don't have such place

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also sorry if I am being dumb, but I'm a newbie in unreal engine

frosty heron
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then u should totally start with single player game >_>

limber parcel
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indeed

frosty heron
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multiplayer is many times harder

prisma helm
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welp I would like to finish this course, and so far I am doing good and have learnt a lot

frosty heron
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what course

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from youtube?

prisma helm
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nope

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teachable

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I bought it

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it has an entire community based on it

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many indie games on Steam are done throught this course

limber parcel
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guess why most games releasing in recent years are garbage ๐Ÿคก

prisma helm
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I doubt AAA games were done throught this course ๐Ÿ’€

limber parcel
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lol

frosty heron
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wouldn't even use pure blueprint for FPS game

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at most turn based game like chess

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for multiplayer

prisma helm
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fair enough

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yeah I know blueprint isn't the optimal but I am learning the basics and am not aiming for a full fledged product

frosty heron
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its not just about being optimal

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some things are just not possible in bp for multiplayer

prisma helm
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I see

frosty heron
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The Unreal Goddess paid us a visit ๐Ÿ˜ญ

limber parcel
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yeah like being unable to replicate an object class >_>

prisma helm
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welp atp I will just continue following the course for the sake of finishing it, but for my personal experience, what should I do next?

limber parcel
prisma helm
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oh wow

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that's cool

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welp I would like to do a first person shooter game

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since it's my favorite genre X.X

limber parcel
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u will learn more doing an RPG though

prisma helm
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that could also work

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yeah fair enough

limber parcel
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that tutorial i watched touched pretty much everything in unreal so it was quite useful imo

prisma helm
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hmmm

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maybe I have an idea to make a simple aiming system

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the FP starter project doesn't have ADS at all

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what if I made that when I press right mouse button, based on the weapon I have equipped, it will draw a widget?

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I watched all of them, none work correctly with what I am implementing

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there's always something wrong

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look

prisma helm
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the most simple 3D aiming system

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is this

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it will simply switch camera

maiden heath
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Hi guys, question is it possible in the UI to find the distance from one point to another in an image?
Like this?

prisma helm
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however when I switch to the ADS camera

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there is no Y axis movement

limber parcel
prisma helm
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but it does not have a functioning Y axis movement

limber parcel
prisma helm
limber parcel
prisma helm
limber parcel
prisma helm
limber parcel
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its in the spring arm

prisma helm
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oh

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so I can just add a spring arm

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and it should fix the issue??

limber parcel
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well i did not have to

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it just works for me

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just attached a camera to my mesh and set it to use control rotation

prisma helm
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welp I get the same issue

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if I add a spring arm

prisma helm
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it's just the additional ADS camera

limber parcel
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ohh

prisma helm
limber parcel
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did u attach the camera to your weapon?

prisma helm
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the weapon is a separate thing

maiden heath
prisma helm
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I may attach it to the first person mesh

limber parcel
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it doesnt looks like ur camera is attached

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ohh nvm it is

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but to the capsule

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you want to attach it to the mesh

prisma helm
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I just tried attaching it to the first person mesh

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it gives the same issue

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๐Ÿ™ƒ

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๐Ÿ˜ญ

limber parcel
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what exactly is not working?

prisma helm
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let me show you

limber parcel
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ok

prisma helm
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making an ADS system based on animations is pure pain and may not work as intended

frosty heron
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I would just have a second camera when ADS and interpolate between normal cam and ADS cam

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animation is just a boolean in abp?

prisma helm
limber parcel
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problem is that its fake FPS

trim matrix
prisma helm
prisma helm
limber parcel
frosty heron
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@prisma helm there should be a dozen of tutorials video for ADS camera

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I think tutorials are fine just to see what node does what when you first started

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u don't want to instant camera change as well

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u want to interpolate

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which isn't what u are doing with your sample

prisma helm
frosty heron
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ADS is pretty simple imo, only a few nodes. As for the animation, it's just a boolean

prisma helm
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the closest thing I can attach it to is the first person mesh, which is, the arms

limber parcel
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or else make actual FPS models

prisma helm
prisma helm
limber parcel
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you are trying to use third person hands with FPS style weapon aim

prisma helm
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I modeled first person hands and a third person playermodel

limber parcel
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ohh my bad then

prisma helm
prisma helm
prisma helm
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and you can also notice a smaller camera (I just made it smaller for better reference) which is the ADS one

limber parcel
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yeah so basically the weapon needs to be aligned with the camera

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or the other way around

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but yeah, there should be enough tutorials for this, just grab one from youtube

prisma helm
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you mean like this

prisma helm
limber parcel
prisma helm
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ah you're right

limber parcel
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so i guess u need to attach the camera to same slot as ur weapon

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and give it an offset

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and make it not rotate with player

supple kiln
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Is there a way to possibly read the C++ Jump Function that is built in the engine?

frosty heron
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for sure

frosty heron
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it's open source, you can read everything that made the engine

limber parcel
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then u can browse all the functions

supple kiln
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Ok thanks!

prisma helm
limber parcel
prisma helm
limber parcel
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you can make the weapon into a component instead of a separate actor

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then u dont have to mess with attaching it manually

prisma helm
limber parcel
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yeah i remade my inventory system like 5 times because of stuff like that xD

prisma helm
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bro

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you won't believe it

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not only I just solved it

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but it added some weapon sway

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LMAO

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I did this

limber parcel
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by attaching it to mesh? ๐Ÿ˜›

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bruh

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thats cursed

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but if it works, it works ๐Ÿ˜„

prisma helm
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I hope it doesn't screw up the shooting which I am just going to implement :P

prisma helm
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wanna see the weapon sway?

limber parcel
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sure

prisma helm
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it's so weird, this is literally the meme "it's not a bug, it's a feature โœจ"

limber parcel
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yeah FPS cam looks good now but TPS is weird xD

prisma helm
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yeah I'd call it a small weapon sway :P

limber parcel
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also, that rocks u made look exactly like the ones i made xD

prisma helm
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this reminds me of rising storm 2

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really??? lmaoo

limber parcel
prisma helm
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the texture looks very nice!!

limber parcel
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its starter content

prisma helm
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oh I see

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fair enough

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which kind of game are you making??

limber parcel
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making a small survival game

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the models are just placeholders until i can find an actual 3d artist xD

prisma helm
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I use blockbench for all my models

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I'm also working on a survival game, except mine is focused on war elements :D

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rather than surviving

limber parcel
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mine is focused on surviving waves and exploring

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about like 7d2d

frosty heron
prisma helm
frosty heron
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it was soo fun with friends

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the only downside is there are no players in Australia

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everytime, I tag players, they just quit the game ๐Ÿ˜ฆ

burnt obsidian
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Im busy with making a blueprint and I want to force the lighting type by a public parameter but for some reason I cant change this? Is there some reason why this might happen?

limber parcel
burnt obsidian
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I want to have a moveable static mesh with this forced to surface

frosty heron
burnt obsidian
limber parcel
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the AI was kinda terrible though

burnt obsidian
# frosty heron show your attempt

Any idea what I should call or get from, I would assume I can just set this variable as what I want to have moveable/forced surface is the component coming from this

limber parcel
frosty heron
limber parcel
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ure trying to do this on the component - try getting the object from component and do it on that

frosty heron
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what lightmap type?

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that's not something u change on runtime?

limber parcel
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yeah i think that was his question

burnt obsidian
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aha that might actually be it

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that I should do this in construction script

frosty heron
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are u trying to spawn at run time and u want the static mesh to be moveable by default?

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nvm static mesh is already moveable by default

burnt obsidian
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I have a parameter to set the mobility

limber parcel
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why do you need to change the lightmap type?

burnt obsidian
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but I want to have the object moveable but also force surface so it uses the lightmap

limber parcel
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but why

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whats the point?

burnt obsidian
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basically our artists set stuff moveable if its for gameplay elements and keep it static if its just a regular static mesh

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so the lightmap info gets used

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for example a platform doesnt need realtime lighting

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but still needs shadows so we force surface for that

limber parcel
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so its for optimization basically?

burnt obsidian
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yes we are developing for ios :p

limber parcel
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bruh

burnt obsidian
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will do

sonic pier
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For some reason this line of sight to wont work. It's always returning the value as true even if i am not looking at the 'Other' Object

limber parcel
tight pollen
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hi, in game mode i have save system, if first player == Local Player Controller then load save

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this is ok?

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first Player Controller always will be Local Player

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and rest players no

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because GameMode is only on server

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loads data about players first in GameMode and when a player joins, I check if he exists in the save

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this is ok?

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should I do it another way?

grim peak
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Does anyone have any advice how to... Finish the animation made in sequencer. I have an WBP_UI interface with a button called Animation, but when I keep on pressing (button) it plays and restarts again. I want it to disable the button perhaps until it has finished playing the full animation then get active again(Button). In what direction should i be looking? Thanks

thin cradle
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brand new type of bug just found : apparently references to editor only actors become wrong whenever another actor is spawned

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get a reference to self returns the newly spawned actor instead of the actor the code's running on
if self is cached the variable holding it shows the right actor but for some reason using it for anything else ie print or passing the reference to something else returns the newly spawned actor instead

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correction : the print is the wrong thing I'm dumb, but the wrong variable still gets passed to other actors

ruby apex
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How to remove that sprite from TriggerBox? I want my TriggerBox to show some visuals but not the default sprite

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Details panel isnt visible

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For the component

main lake
ruby apex
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The trigger box can be made visible

main lake
ruby apex
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But it starts showing that ugly sprite which doesnt have UPROPERTY specifier for editing it

main lake
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which sprite are you talking about ?

ruby apex
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Sprite

main lake
ruby apex
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Its added in cpp by epics

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TriggerBox

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And its details is invisible

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Thats so stupid

main lake
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then you will need to ask in #cpp instead of blueprint they would better help you I think

ruby apex
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I can make it hidden in blueprint

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It works

ruby apex
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But wanted to see a better way just by editing properties

main lake
ruby apex
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Thats 100% blueprint question bro

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I know how to do it in cpp

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I want to know how to do it in blueprint

limber parcel
ruby apex
# limber parcel why would a component added in cpp prevent you from deleting it?

Not related to my question but anyway

Epic games created a thingy called TriggerBox
TriggerBox is a hidden thingy by default (as most of triggers are intended to be invisible)
If you want your TriggerBox to be visible you'll see Collider outline and that ugly sprite
Collider can be hidden just fine (is has Details panel)
Sprite cant be hidden (no details panel)

Nvm, the problem solved - that sprite doesnt exist in release version of a game

Epics shouldve written EDITOR-ONLY on editor-only components, thats all

limber parcel
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you can still just delete that sprite manually in construction script

ruby apex
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Yes and that'll require using blueprint code

limber parcel
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im sure it can be done in c++ too somehow

ruby apex
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I've already wrote twice - I can do it in cpp (and so in bp code) just fine

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The question was about details panel

dark narwhal
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hello everyone, I have a question about a weapon swing:
what would you use to make a weapon swing lets say 90 degree and stop on a event so it can restart whenever needed.
since it goes pass a certain point, the coords go into negative and i cannot figure out how i can smoothly make this happen, i need help please

supple flicker
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here are the bp's i have for both objects, should i move them over to the playerController?

frank juniper
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Can anybody critique my sensitivity set up? It feels a bit erratic and not smooth movement and I'm trying to troubleshoot if my blueprints are wrong.

hidden yacht
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@supple flicker you should have something like this on your player controller to add input mappings ( that you create beforehand)

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you make IA_Interact for example and you add it to the Enhanced input local player subsystem

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then when ever you press the corresponding button for that action, it will trigger the interaction event

supple flicker
hidden yacht
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input mappings are for the pawn you control, not for the other actors you interact with

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you control your pawn to interact with the actors (E.g Flare )

solid needle
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i dont know hwats going on with my code but for some reason I have a steam engine that builds up steam based off a "fire" value (train engine)

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all works fine, but the values DONT WORK unless i use time dialiation

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the values exist as they should, but dont set UNLESS i run the game as time dialation

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or pause it

hidden yacht
solid needle
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when i play the game, doesnt work, when i breakpoint the value, and check it, ONLY THEN does the game work

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some quantum mechanic shit

supple flicker
hidden yacht
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the new input system ( default one as of 5.3) is based on mappings

supple flicker
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ok so i should learn how mappings work?

limber parcel
supple flicker
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great, ill check it out, thanks for the help @hidden yacht, really appretiate it๐Ÿ˜

hidden yacht
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you add/remove Input Mapping Contexts to your controller ( you find it in file under name of IMC_Default )

frank juniper
hidden yacht
hidden yacht
# supple flicker great, ill check it out, thanks for the help <@282613982941020161>, really appre...

Every Input Mapping Context ( IMC ) is like a bag of inputs you give to your controller
the bag needs to be filled with pieces to work, these pieces are called Input_Actions. also known as "IA_ActionNameHere"

1/ You create an input action "IA_Interact" BP file, you open it and set the button that matches that action (Interact)
you can make other input actions like move, jump, crouch etc...
2/ then you make an Input Mapping Context BP file, and you add to it the above actions (can be done through nodes)
3/ You add the input context to the player controller

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the advantage of this is that you can have E button do interaction in IA_Interact and have it fire grenade in IA_FireGrenade for example, that is done by adding and removing actions to the context

faint pasture
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Don't

frank juniper
frank juniper
faint pasture
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the input values are "how far did the mouse move since last frame"

frank juniper
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I don't lol

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I just want to make sure I'm not insane

faint pasture
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Show your current code as-is right now, with the delta seconds gone

trim matrix
frank juniper
faint pasture
# frank juniper

That looks fine to me but what's the rest of it, what else are you doing with those action values?

faint pasture
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Why the hell does gravity depend on aim?

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oh ok only when diving

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whatever works. Anyway, this looks fine.

frank juniper
glossy bolt
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hi guys can we trigger button press ?

earnest vigil
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Ive got some logic that chooses a random actor from an array of different actors, spawns that and then gives it some data. All of the actors are birds and have the same vars but obviously I cant use a cast since it will always be a different bird. Any idea how I can set these vars in my actors without using a cast?

lofty rapids
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oh i c you have different bps ?

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of birds ?

earnest vigil
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Yes sorry haha

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They are bascially idential other than their models

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and names of course

lofty rapids
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so you don't want to have to keep checking a bunch of casts ?

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do they have a parent ?

earnest vigil
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Yes since id have to have 20 different casts to check the right one

earnest vigil
lofty rapids
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well maybe if they had a parent class, you might be able to cast to that and put variables there

earnest vigil
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That sounds like it might work

queen dagger
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does this look like it should work? im trying to get that anim to play when using the abilityu

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ok so it works but is infinitely looping

frail onyx
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Anyone know how to make like a little popping in effect with these objects that im spawning when i press a button?

lofty rapids
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maybe grow the scale from 0 to 1 ?

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or give it some material thats partially invisible, and then it goes to normal

frail onyx
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i tried using a timeline but i dont think i can make one in it

lofty rapids
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hmm

frail onyx
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Yeah when i press a button it spawns in an actor

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im using it for a tile builder system

lofty rapids
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maybe call an event on the player or something ?

frail onyx
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oh so just like move all the code into the player and just have the buttons activate a function called like spawn actor 1 ect.?

lofty rapids
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ya if you can't do timeline in the widget

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makes sense

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and i would try to make it somewhat universal function

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where you pass it some values

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so you can spawn whatever you want

frail onyx
lofty rapids
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one

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where you pass it some values

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for instance you want to change the speed of the scaling

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you can just update it in one place

queen dagger
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ok so i want to alter the location of the spawn points of the clones in relation to the main character what node allows me to add a tranform to the characters relative local

lofty rapids
frail onyx
# lofty rapids

oops i put the part in between the button press and the spawn actor into a function

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this could work too though right?

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i just dont know why, i have a branch that checks if a tile is selected first inside of the function and if its true i can spawn continue the code and if its false nothing happens but it doesn't work inside of the function and no matter what still spawns an actor, when i had it outside of the function it seemed to work fine

golden kite
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Whenever I see something like this - with a lot of VERY similar nodes, I immediately think "this approach is wrong". Look for patterns in your branching and ask yourself - can this be handled in a loop? I can't actually see your nodes so I can't suggest anything further, but you will make your code more readable, maintanable and flexible if you remember to be vigilant for these kinds of anti-patterns

lofty rapids
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and use the string to get the value is the function

lofty rapids
golden kite
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On the weapon blueprint you should just create a new local Boolean variable called something like firstUse and default it to true. Then your logic can look for that. Once the character has picked it up, and you have initalized the loadout, then you can flip that flag to false.

does that make sense?

frail onyx
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yeah its still executing the function even if tileselected? is false

lofty rapids
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so the value you are reading is true if it goes to the true branch

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something wrong with the variable i'm guessing

frail onyx
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hmm weird it was fine before it was in a function

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would i need to just put the branch outside of the function in the start?

lofty rapids
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you could try that, for some reason the variable isn't the correct one

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atleast if you changed it to false, and it's still true, you didn't actually change it

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or it's reading a completely different variable

lofty rapids
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and doing stuff with it

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mostly setting variables

frail onyx
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ok i seemed to get it to work again by putting the branch after the event is called

lofty rapids
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it's nice to have that function because think of all the buttons you might add

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to spawn stuff

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you want to be able to change that in one place

golden kite
#

You might try to think about it differently. Instead of thinking "I need to find a way to simluate the user pressing all these buttons at once", think "I need all these events to fire". Let me explain.

Clicking a UI button triggers an event. When that event is triggered ("fired") then the actions associated with that event will take place.

If you have a "master" button that is supposed to trigger all the other buttons, rather than trying to simulate the user clicking all those buttons, maybe you just need to have that button fire all the events that those other buttons would fire.

An easy way to implement this is to create a function for each button's action. Then just wire up the button click event node to the corresponding function node. And then, wire up the "master" button event to execute ALL the functions.

placid parcel
tulip echo
#

QUESTION: Cannot access a variable that is stored on player controller, from game mode - what 2 do?

Context:```
โ€ข multiplayer
โ€ข goal: gameMode should keep a list of players


This happens on the game mode (GM):```
โ€ข Event OnPostLogin - add the new player controller (PC) to the "allPCs" array, then call UpdatePlayerListGM
โ€ข Function UpdatePlayerListGM - foreach loop through all PCs.
Cast to a PC object with each reference coming out from the foreach loop.
Get the "username" variable (which is replicated) from each PC.
Use that variable to populate the array "usersCurrentlyOnline".

Additional related information: The username variable is drawn by each player controller, from their game instance. Printing out the username from the player controller works. The variables are not empty.

Problem: However, the GM only gets the host's name, the client names are perceived as empty, despite definitely being printable from the player controller.

The idea is that the GM, which exists on the server ---> can grab information from the PCs (that exist on both server and on client) ---> and that the PCs grab client information ---> which can be extracted by the GM.

Question:```
Do you have ideas on how I can proceed?


Thanks for reading!
gentle urchin
#

Gamestate already holds a list , fyi
PlayerArray

#

An array of Playerstates? Which replicates

#

Playercontrollers only replicate to owner

#

@tulip echo

frail onyx
#

anyone know how i can use this same timeline spawning animation for each actor i have spawning in without having to make a new timeline for each actor i want to spawn in?

golden kite
lofty rapids
#

ig i could just loop over the file, there would be a bunch of if's anyway

#

i feel like it's better than a straight line going left to right

frail onyx
lofty rapids
frail onyx
lofty rapids
frail onyx
#

yah the problem is though that when i plug all the return values on the spawn actor nodes into the set actor scale 3d whenever i spawn a new one it scales all of them

#

cause the event is activating and then all of them get scaled together and not separately

lofty rapids
frail onyx
lofty rapids
#

also you shouldn't cross exec lines like that

#

you got them all plugged in so when it runs, it probably does all three

frail onyx
#

how do i add the return value as a input in the event?

#

oh nvm i think i got it

#

for some reason it was putting in an actor action utility instead

#

yep it works perfectly now, thx sm for the help!

queen dagger
#

what node would allow me to shift the world transfrom

lofty rapids
maiden gale
#

Hello, I'm a little stuck. Is it possible to bind an even from a component? The component is attached as a child of the blueprint I'm trying to access it from. It just doesn't seem to want to work. I can't select it from the list when trying to create event.

maiden gale
#

I'm trying to bind to an event I have created within a component. I can get the bind to even node by using the component reference. The issue comes when I try to select the even in the create event node. It doesn't exist.

lunar sleet
#

oh that would make sense ๐Ÿ˜„

stone field
#

If it seems tricky, I might consider trying an interface as an alternative

maiden gale
#

I managed to bind to the event from another blueprint that doesn't have the component as a child. So confused haha.

stone field
queen dagger
#

so clones spawn next to the character instead of on top

lofty rapids
#

and make a new transform, or just make a new location from it

#

unless you need it to be a transform

#

but you can split the pins, split location, then change the x

queen dagger
tulip echo
queen dagger
#

so thats the clone ability

#

aint the pretiest

#

but i want the clones to spawn right and left of the character

lofty rapids
queen dagger
#

ahhhhh

maiden gale
queen dagger
#

and would i do that for in lue of the get world transfrom

lofty rapids
queen dagger
#

yes

lofty rapids
#

i would probably make a pure function that alters the x value

#

takes in the transform, outputs the adjusted

#

and maybe you can pass in an offset

queen dagger
#

ok

lofty rapids
#

if you want to actually just keep increasing instead of setting it absolute then you would do it differently

#

or use a float that you increment ig

queen dagger
#

so its almost all done thanks

#

few more questions can i break exec funtion lines into 3 so i can have all 3 pop up at once?

lofty rapids
#

wdym "break into 3" ?

#

3 consecutive ?

#

you can use sequence

#

but you can't run it in parallel i don't think

queen dagger
#

ahhh

#

so there will be a delay between each spawn

lofty rapids
#

if you do it fast enough there shouldn't be much of a delay

#

it'll run pretty quickly

#

unless other code is causing the delay

queen dagger
#

ok

lofty rapids
#

in which case if you moved some of it c++ it might fix it

queen dagger
#

gotcha, not on that level just yet but makes sense

#

now the last thing i want to add is the main character to do a unique flipbook when using each ability

#

that flipbook affects the main character

#

so how would i get that flipbook to affect the flipbook on the main character

lofty rapids
#

i don't even know what "flipbook" is

queen dagger
#

flipbook is the animation of the 2d sprite

lunar sleet
queen dagger
#

well the issue is the bluepring i want the anim to play on the maincharacters component so would i need to cast to the main characters blueprint to

lunar sleet
#

Are you asking how to cast into the character ?

#

If youโ€™re in an animBP graph I believe itโ€™s try get pawn owner and cast

queen dagger
#

yes that was what the question was i just didnt know how to word it

trim pollen
#

where do i post a crash report to try and get some help?

stone field
manic haven
#

What are some stupid reasons why my debug keys or other keys won't work in PIE? I'm not getting either of the strings printed

#

I'm sure it's probably something I checked or unchecked and don't know what it might be

queen dagger
#

so thats what imstarting with, however its not playing via the main character

manic haven
#

should I have the key somewhere else and cast to the pawn?

tidal merlin
#

So getting a ship to float and chase my ship was fun..

manic haven
#

OK, that worked, I at least got the print string, but there isn't any camera attached so I can't see the animation. No worries, I'll work on figuring out the boolean issue.

#

Thanks for the help

lofty rapids
timber crystal
#

Hello my friends need an ezy implement...
Thats the bp of my enemy i want that after he gives me the DMG i fall/Launch back

Can some one step by step give me the right codes?

undone bluff
timber crystal
undone bluff
#

your character is not being launched?

lofty rapids
#

your launch character barely does anything

#

it's set to only 50 on the z

undone bluff
#

it is a small value, yea

#

for reference, gravity is -980 per second

timber crystal
#

hmmm ok

undone bluff
#

(launching is an impulse, so instantaneous)

frail onyx
#

Hi does anyone know how i can make a feature for the grid system i have, where once i place an actor on the tile i selected it wont let me place another actor there?

#

im not exactly sure where to go about implementing that into the current system that im using

timber crystal
#

Thanks Engage and Scaith๐Ÿ™‚
For try to help

undone bluff
#

optimally you'd be calling an attempt place function and the tile would check if that's possible and return false if not

frail onyx
#

its basically just a event that im activating when a key is pressed or a widget button, and then i check to see if its in the center of the tile i selected and it spawns the actor at that location and does a little spawn in animation with a timeline

undone bluff
#

not a fan

frail onyx
#

and then this is the whole code for setting the selected tile

#

https://www.youtube.com/watch?v=rtAR1HoNE_E&t=288s i was following this tutorial for most of the grid system

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โ–ถ Play video
undone bluff
#

can't you have the tile do the spawning and animation and just call that function/event

frail onyx
#

but he didnt cover anything with spawning actors in it

frail onyx
undone bluff
#

ah so different grid setup than I imagined

frail onyx
#

i have multiple different actor types i want to spawn in so i just made the animation its own event that can be called from any spawn actor

#

oo ok

#

everything seems to work with it as far as spawning the actors and selecting the tiles, only problem is being able to spawn multiple per tile and i also wanna be able to have a different widget popup and tiles that have an actor on it

undone bluff
#

the thing is, you seem to have a system where every grid cell is an actor

#

and that approach makes me think of having every cell manage itself

#

I don't know about your game or which approach is right for it

frail onyx
#

yeah im not exactly sure, this is all the code i have for the bp_grid

#

its just one single actor so it doesn't affect performance too much

undone bluff
#

oh so it's just a line mesh

#

so you do not have any kind of object per cell?

frail onyx
#

no i dont think so

undone bluff
#

got it

frail onyx
#

it just does some calculations to see which square was hit

undone bluff
#

then yea your current approach makes sense

frail onyx
#

ok

undone bluff
#

a manager or subsystem to keep track of these things might be the right call, but without it , given that you already have a position you can simply check if there is anything there

#

like a linetrace from the floor straight up

frail onyx
undone bluff
#

the same position you use to spawn things

frail onyx
#

like the grid x and y location that is the center of the tile outputted?

undone bluff
#

yea, presumably if you spawn your stuff there the trace would always be able to hit it?

#

(otherwise you'd have to run a box collision check on the size of the tile)

frail onyx
undone bluff
#

trace some distance up, I'm not confident a 0 length trace works

frail onyx
#

and then from that i'd just make it add a branch so if it hits something then it sets a variable like IsTileOccupied to true?

undone bluff
#

and if it collides with the ground push it up like one unit

#

oh nevermind

#

I didn't see the higher end z location

swift marsh
#

Hi all, I'm wondering if it is possible to access the list of Landscape Streaming Proxies that live "under" the landscape actor even when they are not loaded in (outside world partition streaming distance). I have been looking at the included functions / variables in Partition Actors, various Landscape and Landscape Streaming Proxies and can't find that list. Is it in the Landscape or World Partition Subsystem somewhere? Any tips or guidance appreciated!

frail onyx
# undone bluff I didn't see the higher end z location

ok it seems to work now if i click on a spot it says tile empty and then i can spawn an object and then click to another tile and spawn an object and then if i go back to that tile it says tile occupied and wont let me spawn an object, only problem is if i select a tile and spawn an object i can spawn multiple object there until i click off the tile and then go back on it

#

would i just need to set tile occupied to true once i spawn the actor?

undone bluff
#

I assume you are running the check when selecting the tile

#

and then setting the variable

#

if so yea it makes sense to update it

frail onyx
#

ok yeah that worked, Tysm for the help!

supple flicker
#

hey guys I'm having problems with I'm an object, i want to be able to press Q and make the item appear in my hand but only if I have that item on me, right now I'm not sure how to equip the item

remote belfry
#

I have an int >= bool that is returning not inscope. There is no casting or anything of the type. Both int operators return "not in scope". Did some searching all I find are issues with casting and so on. None of which I am doing. This is all within a single BP. Both int vars are public as well. Any thoughts would be great as I'm sure it's my dumb fault. lol

remote belfry
lofty rapids
#

what bp is this in ? and how did you get those variables on the graph ?

remote belfry
#

It is a function in a widget. I put the variables on the graph with ctrl + drag and drop.

#

Clicking the button runs the function

#

I figured out it has to do with being in a function I pulled the nodes out of the function and it works.

neon lion
#

does a class need to be an actor to make a blueprint of it? Can i have uobject blueprints?

thin panther
#

yes

supple dome
frigid goblet
#

Is there some easy(?) way for making multiple Blueprint actor mechanics that won't collide with each other? Cause what I'm going through rn is having 2 actors placed and when interacting with one, things happen on the another one too

lunar sleet
frigid goblet
#

and that's probably the answer lol (get actors of class)

#

What should I use as a alternative?

#

variable of the actor?

lunar sleet
#

Yeah, you almost always want to avoid that and use proper interaction events instead (beginoverlap, on hit, etc)

lunar sleet
#

That just gives you an empty variable

#

And it loads the entire class afaik

#

Try ActorOnBeginOverlap

#

Youโ€™ll need to make sure both actors colliding with each other have the right collision settings and generate overlap events is checked

frigid goblet
#

I would do the whole actor without the bp_thirdpersonchar but I can't use that type of thing, or I'm missing something out
Cause when I was using the E button that was placed in the actor, it wasn't working

#

and suddenly the E button works now on other bp than thirdpersoncharacter..

frigid goblet
#

no it doesn't, it works on a widget but not actor bp

#

help

main lake
celest trench
#

In blueprint, is there a simple way to smoothly change a value until it reaches a desired value?
I am trying to make my progress bar UI go up smoothly to the desired value rather than just setting it immediately

warped juniper
#

Hey there!
I wanna do something like For Each Loop, but only for a SINGLE actor within the array (The last one that got added)

#

I can't use Get a Copy because then the interface I have set up would not work

midnight wadi
#

blueprints seem to run faster in 4.27 than in 5.3, do you people get the same results? i am testing with simple for loop that does tracing, some math and array manipulation

spark steppe
#

profile it

midnight wadi
#

@spark steppe can i do that even if its a construction script?

foggy escarp
foggy escarp
celest trench
foggy escarp
foggy escarp
# frigid goblet no it doesn't, it works on a widget but not actor bp

Inputs are meant to be used with a class that is owned by the controller. This includes pawns, characters, controller, widgets, etc. If you wish to use inputs in actor components, you can still do this, but you need to use the enhanced input system instead. It still only works with components owned by the controller (The components added to actors owned by controller) also it's important to consider opportunities where inputs can be blocked if you are using multiple input nodes with the same key across multiple blueprints.

frigid goblet
#

Thanks for clarifying!

spark steppe
#

is there a way to flag nodes as editor only?

#

guess i'll live with development only nodes

foggy escarp
# spark steppe guess i'll live with development only nodes

I think all you can do is development only nodes, but it's pretty easy if you want to have ChatGPT make the function and node for you and set it to editor-only.

#if WITH_EDITOR
void AYourClassName::YourEditorOnlyFunction()
{
    // Function implementation
}
#endif
spark steppe
#

i wouldn't trust chatgpt on this ๐Ÿ˜„

foggy escarp
#

LOL. nah its more than good enough and capable of doing this.

spark steppe
#

and thanks, but this wouldn't compile

foggy escarp
#

I use it for much more complicated systems, not just functions.

spark steppe
#

well it's 6 lines and it f***ed up

#

๐Ÿ˜›.

#
void AYourClassName::YourEditorOnlyFunction()
{
#if WITH_EDITOR
    // Function implementation
#endif
}

this would work on the other hand

foggy escarp
#

You may be right, but Chat GPT works iteratively. So however you can work as you go is the best.

#

Did you change "AYourCLassName"

spark steppe
#

no, i haven't even tried the code yet

#

i'm just to lazy to close editor to compile a custom function xD

#

but i know that we can't have ufunction() within editor only macro (at least not for BP exposed things)

#

that's why the function body must be excluded instead of the whole definition

foggy escarp
#

I've co-written at least 50 functions and probably over a thousand lines of code with it, things don;t always work the first time, but the things I'm doing are much easier for chat GPT to do in code than to do in blueprints. My GPT I made seems to help a lot and most of the time simple functions work the first try.

spark steppe
#

not denying that it can help sometimes, primary for things which are in several other code bases already so it could learn from it

#

just saying that it's often wrong and not the best solution for a problem

foggy escarp
#
{
    if (FSlateApplication::IsInitialized()
        && Widget != NULL && Widget->IsValidLowLevel()
        && DrawSize.X >= 1 && DrawSize.Y >= 1)
    {
        TSharedPtr<SWidget> SlateWidget(Widget->TakeWidget());
        if (!SlateWidget.IsValid()) return NULL;
        TSharedPtr<FWidgetRenderer> WidgetRenderer = MakeShareable(new FWidgetRenderer(true));
        if (!WidgetRenderer.IsValid()) return NULL;

        UTextureRenderTarget2D *TextureRenderTarget = WidgetRenderer->DrawWidget(SlateWidget.ToSharedRef(), DrawSize);
        // Creates Texture2D to store RenderTexture content
        UTexture2D *Texture = UTexture2D::CreateTransient(DrawSize.X, DrawSize.Y, PF_B8G8R8A8);
#if WITH_EDITORONLY_DATA
        Texture->MipGenSettings = TMGS_NoMipmaps;
#endif

        // Lock and copies the data between the textures
        TArray<FColor> SurfData;
        FRenderTarget *RenderTarget = TextureRenderTarget->GameThread_GetRenderTargetResource();
        RenderTarget->ReadPixels(SurfData);
        
        void* TextureData = Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
        const int32 TextureDataSize = SurfData.Num() * 4;
        FMemory::Memcpy(TextureData, SurfData.GetData(), TextureDataSize);
        Texture->PlatformData->Mips[0].BulkData.Unlock();
        Texture->UpdateResource();

        // Free resources
        SurfData.Empty();
        TextureRenderTarget->ConditionalBeginDestroy();
        SlateWidget.Reset();
        WidgetRenderer.Reset();

        return Texture;
    }
    return NULL;
}

Here's a function i made the other day that takes a screenshot of a widget including its child widgets. It worked the first try.

spark steppe
#

yea, that code is in the thumbnail renderer of unreal ๐Ÿ˜„

foggy escarp
#

probably.

frosty heron
#

I used chat gpt at the start to code. Kinda gave up on it

foggy escarp
#

Are you under the impression that Chat GPT likely copied that code? It doesn't work like that, but The way I go about it I explain exactly what inputs and outputs I want and what it's supposed to accomplish. Does very well. I wouldn't be doing a lot of what I'm doing it without it.
I'm building a runtime game creation platform based on a lot of how Unreal does things but re-created to be runtime. Runtime visual scripting, asset creations, maps, modes, player created content.

frosty heron
#

It doesn't do things well from experience and it spit too many non existence function

spark steppe
#

no, i bet the code for the thumbnail renderer in UE is better

#

because someone with a brain wrote it

frosty heron
#

Also it doesn't help me learn

#

Best way is just to dive in, read source code. Chat gpt is a broken clock atm . It may do simple things but u better off without it imo

foggy escarp
#

I never touched code before Chat GPT and blueprints. Most of my foundational systems are built from it now.

frosty heron
#

The actual programmers that know codes, discourage chat gpt. Best to listen to their advice

spark steppe
#

another way to go about it is to check what the widgetcomponent does

#

as it already renders a widget to a rendertarget

#

and it's runtime code, so you can most likely access it at runtime, too

#

that is what i mean by saying that chatgpt might make a hit sometimes but not in an elegant or smart way

#

it has no fundamental understanding about the engine

foggy escarp
#

I'm not arguing the benefits of learning how to code from its roots. If I wanted to be fluent with C++, it would be a requirement to not use something like Chat GPT and rely on it. The exact same things as blueprints. People who rely on YouTube videos to make things in blueprints will have a very hard time finding their own way. I've already spent the 4k plus hours to become fluent with Blueprints, and this is what I'm relying on, not C++. The C++ combination simply allows for more complexity.

#

Here's some of what I have on runtime scripting

gray hare
#

Most programmers don't write all of their code without having to look stuff up, study examples, read documentation, ask questions. Is using a chatgpt going too far? I've had people say intellisense is too much. I'm very glad I learned how to program before this tech existed, but can I say that one should absolutely learn how to program without it? I think it would be incredibly useful to try and write code without it. It's like following a tutorial and then trying to go off script. If you're like me, you'll immediately realize you didn't understand something and that struggle is where the most learning comes from.

I think chatgpt can be used to teach you things, although hard to use it for that without asking it to generate you code. If someone wants to get better at coding, I think working without chatgpt from time to time would be valuable. Or try to avoid copy/pasting. But who knows, maybe this is the next calculator.

spark steppe
#

hard to tell atm where this is heading

#

the things i learned the most from are those that you cant solve and spend days, weeks or months to find a solution...

gray hare
#

now, for a question I feel silly asking

My pawn's root is a SceneComponent with one child, a static mesh. The static mesh has collision and mass and I have a number of PhysicsThrusterComponent to move it around. Basing on logging, the actor doesn't seem to move at all, it's just the physics component under it. I've never done stuff quite like this before. That seems bad to me as you couldn't rely on things like GetActorLocation(). But what do you do about it?

undone bluff
#

I mean chatgpt is mildly useful for hard to Google information and if you're completely clueless about something and need a starting point for research

gray hare
#

yeah, there are some questions google is really bad at and gpt can be good for

undone bluff
#

I had no luck getting advice on solving things I couldn't figure out yet

gray hare
#

google can be rough if you don't know the right question to ask

spark steppe
#

i had bad experience with that for level placed actors

gray hare
#

the problem with that is I can't transform the mesh then

gentle urchin
#

Should you learn the underlying logic

undone bluff
gentle urchin
#

Or is it ok to just know how to punch it on calculators?

undone bluff
#

The point of the root component is that its transform represents the actors transform

foggy escarp
# gray hare Most programmers don't write all of their code without having to look stuff up, ...

The most valuable thing I feel I get from Chat GPT is in the iteration cycle. Sometimes I have absolutely no idea what is wrong or even how to do something. So at the very least, it's a more accurate and faster Google.
The other side to this is having something to talk to to encourage thinking through the problem. I can talk to it well beyond what any Redditor would be willing. It doesn't that it can get things entirely wrong sometimes. With experience, those things are understood. And if someone was already an expert, they don't need it. Just like how people who have spent enough time in Blueprints don't watch many tutorial videos on it. The vast majority of the content would be a lower level than they'd be at.

gray hare
undone bluff
#

You rotate the actor

#

They are one and the same

gentle urchin
#

And scale the actor

gray hare
#

can you do that at author time for the blueprint?

spark steppe
#

no

gray hare
spark steppe
#

only scale afaik

gentle urchin
#

At instance time

#

In editor but not in the class

gray hare
#

these are spawned at runtime, not preplaced

gentle urchin
#

So youd set their scale/rot at spawn

gray hare
#

that won't make the mesh face forward though

undone bluff
#

Though I tend to explain my issues to my non programmer friends usually haha

gentle urchin
undone bluff
#

Always helps me figure things out

gentle urchin
gray hare
#

this feels like a pretty serious problem and I can't think of any good solutions

#

I suppose I could reparent it at beginplay

spark steppe
#

that dude asking questions i kind of know the answer for, and i'm sitting here wondering why my physics body isn't applying setactor location -_-

gray hare
#

does that code have reasonable outputs for why it failed?

spark steppe
#

mine? i just noticed that it isn't the root component ๐Ÿ˜„

#

so i got the same issue as you but in reverse

#

you want a reliable get actor location, i want a reliable set actor location

#

nvm me

tropic bison
#

Trying to figure out how to set 3 different upgrades from n upgrade options, essentially picking a unique item form an array and setting upgrade1, 2 and 3 to that. What i've done doesn't work and I dont understand, any insight would be epic

gray hare
undone bluff
#

because that is rather simple and looks fine to me

spark steppe
undone bluff
#

(though it'd be good to clean it up with a for loop)

spark steppe
#

it was pretty much the same issue that you have ๐Ÿ˜„

#

which is why i mentioned it as i was checking on that while you asked your question

#

so your question probably made me realize it sooner, thanks ๐Ÿ˜„

gray hare
gray hare
spark steppe
#

currently you pull from the random twice, which rolls 2 different random numbers

gray hare
#

oh, yeah

tropic bison
spark steppe
#

nodes which don't have an execute pin are evaluated for each input that you connect them to

tropic bison
#

Yeah I had no idea

spark steppe
#

most people hit on that when using smth that yields random results...

tropic bison
#

Probably would have never figured it out ๐Ÿ‘€

#

On my own at least

gray hare
#

it's one of the bigger blueprint gotchas imo

gray hare
#

So it appears you can apply thrust to components above your physics component

#

attaching the thrusters to my root seems to work.

#

although it doesn't appear to be moving the actor, just the physics comp again...

remote meteor
#

Update kinematic from simulation

#

Setting in physics section

#

also make sure the physics simulated component is the root component if you want to move the actor's transform

keen ravine
#

Is FText localized over network?

maiden heath
#

Hello guys. I have a problem I would like to find in a "Render Texture" I would like to find/make some points (those marked A and B) which will then calculate their distance for me. I have already given the size of the Texture and I would have the position of the points in Vector variables. How can I do it?

lunar sleet
upper badger
#

I'm trying to load levels through streaming. I have a "door" (a collision box, really) set up in a blueprint that runs the "Load Stream Level (by Name)" node. I made a public variable (an array of names) in the BP for the levels that I want to load using that blueprint and set it up as a for loop (see attached), but only the first level in the array is loaded when the begin overlap is triggered. Am I missing something here? Or is there a better way to load levels by streaming? (the level is not big enough for world partition)

limber parcel
keen ravine
limber parcel
#

the localization just tells ur game what language to use

keen ravine
limber parcel
#

well then just use localization as normal

keen ravine
#

I've used just string and system message were not localized

silent drift
#

If I need to do a "delay/timer" inside of a function, what is the best way to do that? I know I can't use "Delay" inside of a function (the function is from a BP Inteface, so every enemy can use it). And I don't seem to understand the "Create Timer from Function". Sorry for such a basic question, but I tried googling and they mostly gave good examples but not when used inside of a function.

silent drift
#

Yeah, but how do does work? I seem to be to dumb. ๐Ÿ˜ฆ

keen ravine
#

Create timer by event -> create event -> select function

It will call function after some period of time

limber parcel
keen ravine
#

You always can create event for you function

limber parcel
#

good to know, never used that lol

silent drift
#

That doesn't seem to work, I get an error when I try that.

#

Because it can't have events inside of functions, and when I try to do Set Timer by Function Name, it seems like it never calls it.

#

Yeah, that's why I couldn't do it. But now instead, I call another event from the function, and there I add the logic for each enemy. ๐Ÿ™‚

#

So I have a custom event "WarningPlayer", and that is called from inside the function and can have a timer.

#

Wellllll, one of these days I will start with C++ again (I did it years, and year, and years ago), but now I'm scared of it. ๐Ÿ˜„

limber parcel
#

actually can put timers in functions now apparently

remote meteor
#

there is always this option ๐Ÿคทโ€โ™‚๏ธ

#

not necessary need to be timer in this case, just any other event dispatcher like widget on anim finished, something spawned, etc etc

#

if you need a way to check if warning is active, if its by timer, you could always save the timer handle delegate, and check if its active

queen heron
#

how could I make this work properly?
the logic I want to achieve is, I need to create a number of randomly place waypoints inside a volume using generated pcg points.
For everytime the engine picks a random point, it checks to see if there are other points near the chosen distance vector. If that randomly selected point is near other points, the selected index will be removed and the system will choose another random point and repeats the process

#

thing is, idk how to make those points check the distance between more than 1 selected point

silent drift
#

I thought when I set the Use Pathfinding to false it would ignore the nav-mesh and just move anywhere (it's a flying enemy), but it's not working.

gentle urchin
#

That woukd be sonethung huh ๐Ÿ˜…

main lake
#

What's the name of the node to get the player who hosts the game please ?

silent drift
#

And if so, how big can a nav-mesh be until it's starts hating on me....... Since I'm not sure what the best solution would be for solving this.

earnest vigil
#

Hello! I have some bird blueprints that all have the same variables but I need to spawn them randomly then feed information into those variables. I do not want to have to cast to each individual blueprint and am lead to believe that possibly making them all a child of one blueprint with those variables may be able to fix this issue. Any ideas on how I would go about that?

gentle urchin
silent drift
#

2D.

#

I use a 2.5d camera, but the game is locked on the Y axis.

noble ledge
#

Does anyone know if it is possible to duplicate a widget?

tired whale
limber parcel
noble ledge
#

I can't find a node for duplicating

limber parcel
#

you just spawn a new copy

noble ledge
#

That would involve me creating a new instance of it, I want to just get a copy without having to create a new one and go through all the setup/assigning variables from obj1 to obj2

limber parcel
#

so you want to mirror it basically?

noble ledge
#

Yes

#

I want the same widget to appear on 2 different parent widgets

tired whale
noble ledge
limber parcel
#

maybe it can be done in c++

earnest vigil
tired whale
#

Hey fellow blueprinters, I'm having an issue myself.
I'm having trouble finding a way to get the position of some racing AI pawns.
Right now they're all using a AI move to to another actor location.
Is there a way to query how much of the path they've travelled? I'm pulling my hair on this one

limber parcel
tired whale
gentle urchin
limber parcel
gentle urchin
#

If its a spline you can simply get their distance on the spline

#

Nearest point

limber parcel
#

else, u will have to come up with a custom solution

gentle urchin
#

The same can be done for players

#

If that were to matter

tired whale
#

Just simple pathfinding with assets blocking a single way to the objective

tired whale
limber parcel
#

as squize said, get nearest point on spline

gentle urchin
#

Add a spline

tired whale
#

I've tried getting their travelled distance trough Speed*Time

limber parcel
#

i thought that blue line was a spline

tired whale
limber parcel
#

lol

buoyant star
#

Hi ๐Ÿ™‚ I'm attempting to make a blueprint spline for a wall atm. I followed some videos to get the basics down and I now have a spline that works out the length of the mesh and the spline and then generates the meshes accordingly across the spline and stretches the mesh slightly if it needs to. But now I'm trying to add a second mesh to the spline that is a different size, is this possible? Can I have the BP work out the mesh length of both meshes and fit them onto the spline where needed? I'm also needing to be able to select where the other mesh is placed along the spline, I can currently do this with an array (as pictured) but the BP is then trying to squeeze the larger mesh into the size of the smaller mesh (the issue also pictured). Any help with this would be super appreciated! Thanks! ๐Ÿ™

tired whale
buoyant star
#

How could I do that without breaking the mesh length of the smaller one? Do I just update the length later in the chain before the larger pieces are added?

tired whale
#

You could use a select based on the same bool used to chose wether to spawn a wall or a tower. Promote both meshes length to their corresponding float variable (WallLength and TowerLength), then pick a or b depending on your boolean

tired whale
# gentle urchin Add a spline

The issue with the spline is that I need my actor to move using their movement component and not just a simple lerp, it's a race wheir each racer has its own stats of accel, max speed, etc.

gentle urchin
buoyant star
gentle urchin
#

And use that for distance reference

tired whale
#

The first issue I faced was having the spline inside the pawn itself, as the spline component just moved along as the pawn started moving... So I created a simple actor with just the spline component, placed it at the race start, added the points comming from the array of PathPoints but never got the pawns to follow it instead of the default pathfinding result

tired whale
gentle urchin
tired whale
#

This is what I had

#

Then fed the spline to my racing pawns in the AI move to

gentle urchin
#

And then the AI can (or whoevers in charge) query the AIs location vs the spline to get the current distance

tired whale
#

Oh, so I should keep the pathfinding, but just use the spline to query location along it

gentle urchin
#

The goal was getting distance inti the race right ?

#

I would guess for figuring out who's first etc?

#

To make it look more dynamic

#

Id probably let the AI find path point randomly spread across the width of the track

#

So they'd look a bit less.. linear

#

(Id actually make the track with a spline instead, So it's centered. )

tired whale
#

I've used turning boost to have some of the AI "drift" more and give this non-linear effect
But yes, querying who's first is my end goal here, the rest is good enough for its purpose

gentle urchin
#

Cool cool

edgy kestrel
#

hello @tired whale

tired whale
edgy kestrel
#

ui

earnest vigil
#

How do I make a spawned actor a child of another?

#

Is there a "Set child of" node or something?

tired whale
earnest vigil
#

Via the SpawnActor node

tired whale
#

then you can set it's class right here, just point to your child actor class

lofty rapids
tired whale
earnest vigil
#

I may not be understanding something correctly at the moment. When I make an actor a child of another in the editor then spawn the parent and make changes to its variables it doesnt seem to reflect that when I get that variable in the childs blueprint

#

It seems to be reading the default

tired whale
#

The child might have overriden said variable already. Check your "class default" in the child

lofty rapids
tired whale
#

also you can show inheritted variables (which are hidden by default) here

tired whale
earnest vigil
#

I need the child to take those variables and use them

tired whale
#

In the editor, if you have created your child class actor, then spawn it

#

it should have all the values from the parent's variable as you've set them in the child

earnest vigil
#

I have the ability to get those vars in the child actors however when I go to set them at runtime and read them with the child actor they come back as 0

lofty rapids
#

you should be able to use the variables from the parent on the child like as if it was on it

tired whale
earnest vigil
#

And do need an instance of that parent in the level to edit the values at runtime?

earnest vigil
tired whale
#

No, but how are you setting the variables at the moment?

earnest vigil
#

I spawn the parent actor. Then set that actors variables to what I need. Then spawn the child actor using the parent. Then read the parents variables with the child

#

I am just doing a normal get though since I dont have a reference to the actor that I made in the scene which seems like that would be the culprit

tired whale
#

That's not really how it works. Just spawn the child, from the return node of the SpawnActorFromClass you get a ref to the child. Using this you can set any variable inside the child without ever needing to spawn the parent

earnest vigil
#

gotcha thank you

#

how can I change the variables of the parent class before spawning the child then?

tired whale
#

an exemple of how I've got it inside our game
I have a parent Rat class from which I have 4 children who's class I've stored in an array

gentle urchin
#

Or something along those lines

tired whale
gentle urchin
#

Then get distance at point

lofty rapids
#

and use it when you set the variables

earnest vigil
tired whale
#

what do you mean it doesn't know? What are you putting in the class field of the SpawnActorFromClass ?

earnest vigil
#

There are 5 different types of birds in this actor array

#

All are children of the same class

lofty rapids
#

and get the variables

#

out of the spawn

earnest vigil
#

I think I tried that already and the cast fails due to the actors not being the same

tired whale
#

from the return node, you have a reference to the child you just spawned. You can either set some variables right away (like I'm doing [here](#blueprint message )) or store them in an array to do it later on using the same order as you have in your class array

kind geyser
#

guys hi ! how can ฤฑ make filter system for enemy in widget

earnest vigil
gentle urchin
earnest vigil
#

This is what is inside the BirdArray

#

it is an Actor ClassReference

#

Ohhhhhhh

#

gotta change that to the BirdParent

lofty rapids
#

that'll do it most likely

tired whale
#

this and make sure your variables are instance editable

#

in the parent, ofc

earnest vigil
#

thank you

#

Ill poke at this for a bit longer much appreciated

tired whale
#

you're welcome

#

Have fun !

kind geyser
#

pls help guys hi ! how can ฤฑ make filter system for enemy in widget

tired whale
#

atm I have no idea what you mean

kind geyser
#

Each enemy has certain features that I have predefined. When I click on the feature checkboxes, I want those who possess the selected features to light up in green, and those who do not to light up in red.

tired whale
tired whale
#

this one?

gentle urchin
tired whale
#

seems not, it returns a vector and not a spline point

tired whale
earnest vigil
#

@tired whale and others who helped looks like its working!

#

Thank you

tired whale
gentle urchin
#

Now you can also ensure that no car is trying to reach a location thats behind them !

fathom bone
#

I had an EUW that worked in 5.2 but gets this in 5.3, is there a notable change that might be behind it?

buoyant star
queen heron
gentle urchin
modest garden
#

Does anybody know how to make a scoring system like this using blueprints

queen heron
#

and how the score gets bigger on the next boxes

nova agate
#

Hey guys! I'm new to blueprint programming and need some help. I was following a 3-year-old tutorial on YouTube where the instructor created a blueprint interface with two variables. To input values into them, he used "Get MoveForward" and "Get MoveRight." However, when I try to do the same thing, I can't find these nodes.

What can I do to achieve the same result? I need this blueprint interface to activate an animation when the character moves.

lofty rapids
lofty rapids
nova agate
lofty rapids
#

those are functions

#

hard to tell what they return

#

us that ue4 ?

#

and your using 5 ?

nova agate
#

In video he was using ue4
i'm using ue5