#blueprint

1 messages · Page 110 of 1

nova agate
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Basically in tutorial he created a Blueprint interface and checking if character is moving or not
if yes he will activate the skateboard pusing animation

lunar sleet
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Engine version shouldn’t matter

lofty rapids
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i don't have those nodes either i don't know what they do

lunar sleet
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Those look like custom functions like you said

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So if the guy doesn’t show what they do, the vid is pointless and you should stop watching that “creator”

lofty rapids
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proably get the velocity and check length

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theres no point that shows him making these functions ?

nova agate
lofty rapids
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does it show him entering it in ? what category is it under ?

nova agate
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This one

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I tried it and got this

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i got this after turning off context sensitive

nova agate
lofty rapids
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goto to edit, project settings

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on left goto input

nova agate
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ok let me do it

lofty rapids
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add the two axis mapping

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and make sure your set it to correct thing that moves character

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the keys or whatever that moves it

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that's what it looks he did

nova agate
nova agate
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or what

lofty rapids
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ya the stuff that moves your character, you don't have any character movement setup yet ?

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unfortunately the ue4 probably not use enhanced input

nova agate
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till now

lofty rapids
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ya probably enhanced input

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?

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did you use a template ?

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wdym "default" ?

nova agate
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Basic Movement setup

lofty rapids
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ya enhanced input

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it's different

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then what he's doing

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you'll probably see the mappings on the youtube version it looks different most likely

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he's basically getting the value of an axis mapping

modest garden
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like i needed to display score two times after every bowl and then add it

lofty rapids
#

maybe an array of ints ? @modest garden

nova agate
lofty rapids
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you need a way to get the axis values, or use a different way to determine moving

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like the length of velocity or something

lunar sleet
#

The docs on EIS are not too bad but it takes some reading

nova agate
nova agate
tired whale
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No, each mesh should have it's own float variable, then when you spawn the mesh along the spline, instead of using your current and only float, this is where you instead plug in the result of the select between the two mesh length variables

gentle urchin
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^

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By doing this, itll be easy to swap out the meshes with others aswell

buoyant star
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Should this be early in the BP when I first calculate meshlength? The number of meshes along the spline is currently controlled by the mesh length. Or is this somehow done after that? Sorry, I'm a bit confused 😅 maybe this was too big a leap too soon for my smooth brain @tired whale @gentle urchin - appreciate the effort though

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Alternatively, I can make the wall mesh be the same size as the tower and just have larger segments of wall, but the wall pieces need to stretch a little to keep the form of the spline, but if I have that it means the towers stretch too and become weird. Is it easier to just have the towers not stretch somehow?

tired whale
bleak quest
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I'm trying to create a swimming system but can't quite get it working. My character remains standing in water instead of doing the swimming or swimming idle animations

buoyant star
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Appreciate the help 🙂

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So it calculates the length of the spline, and the amount of points on the spline and then fills in the segments with the meshes. But it squishes the larger mesh down into the size of the smaller mesh. The tower is the equivalent of 4 of the wall segments. I can make the Wall segments be the same size as the tower if needed, but then it just has a weird stretching thing on the tower. It would be cool if I could just tell the BP to have the tower cover 4 wall segments somehow?

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😭 😂

gentle urchin
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Dont stretch

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Its easy

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Wall = 1 segment

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Tower = 4

buoyant star
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If it doesnt stretch it can be a little weird at corners, which I can maybe deal with but if I can find an alternate solution then it'd be cool too 🙂

gentle urchin
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Well some atretching is ok, just dont go 4x to make em equally sized 😅

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Hmmm

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Interesting approach you got

tired whale
tired whale
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And lastly, could you copy/paste the graph in here?

gusty shuttle
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Hey folks, is there a cleaner way to SET a struct? I'm attempting to set my structs in the first two images yet when I click on a button, it nulls out other items. If I do it like the last pic, it works as intended but is not very reusable as a function. Any tips? I also spelt cache wrong haha

tired whale
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that way you don't have to replug the values that aren't changed

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You can even hide the unconnected pins to keep your graph nice and tidy

gusty shuttle
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Like so?

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If so, this would work fnatastic

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So I have been using Make instead of SetMembers, duh, no wonder why my code wasn't working!

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Thanks!

tired whale
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you don't even need to set it (hover over the set node and read the info 😉 )

gusty shuttle
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Just use the node standalone like this?

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Sorry nto that haha

tired whale
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The set members, as the name suggest, sets them

gusty shuttle
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Rock on

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I suppose I was confused with this set and the regular SET

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I mean, the first one does what I need. I suppose I was just having issues with the numbers not actually setting even though I thought they were

tired whale
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the first one let's you edit member in the struct, the second passes the reference of a struct

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like from one actor to another for instance

gusty shuttle
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So I get this right, should I set the members, then in Struct Out, connect to SET?

tired whale
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nope, just set members

gusty shuttle
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I'll give it a try! Thanks for answering

gentle urchin
tired whale
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the other is used if you want to swap the struct for another entirely, while you want to keep the same and just edit some values inside

gusty shuttle
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Good to know!

buoyant star
gentle urchin
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this ofc is just slapped together

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needs adjusting and fixing here and there

buoyant star
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ofc ofc

gentle urchin
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so the swapping is just

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and whichever is picked

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adds the 'correct' value to the current distance

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simple maths lets you (as you already do) extract the info directly from the mesh : )

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there might be some boogery about the exact distance along the spline

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i remember i had to tune alot on it to make it go my way when i last worked on splines

buoyant star
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This is dark magic

gentle urchin
buoyant star
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One thing, sorry to be a pain, do you think its possible to have the distance between the towers be different at different parts of the spline? Like having one tower then a gap of 4 then another tower followed by a gap of 3 or something?

gentle urchin
buoyant star
gentle urchin
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Its simple meshes stashed along a spline

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was ment to be "people" and "goods" tunnels

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between buildings

buoyant star
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My journey has just begun

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I will learn your ways 😄

gentle urchin
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getting them smooth curves was... painful

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especially since i only had 1 mesh

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so the corner her

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is just... 30 meshes

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scaled to 0.05 or something

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xD

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considering what it is, it didnt look to bad x)

buoyant star
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Well thanks for the help, I'll have a go at stealing implementing your version into my thing kappa

buoyant star
gentle urchin
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so performance was pretty solid

buoyant star
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Oh like instances?

gentle urchin
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yeah

buoyant star
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Well if it works it works

gentle urchin
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it was a prototype 😛

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even just getting 90 degree corners, no twisting etc was interesting

buoyant star
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Appreciate all the help today from you and @tired whale 🙂 Life savers

gentle urchin
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this at the end of the "tower" chain

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add some more logic to it, and you can use the curvature of the spline to define how often towers would spawn

tired whale
gentle urchin
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Hehe, inspired by, I suppose

buoyant star
# gentle urchin

presumably I could use something similar to this to be able to manually place them at certain intervals?

gentle urchin
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Sure

gusty shuttle
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Do you guys ever get the bug where you can't delete nodes in the graph editor?

gentle urchin
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so you'd still just track them independently

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disitance vs point

buoyant star
# gentle urchin

Could I ask, what type of variable is the segments array? An object of some kind?

gentle urchin
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its just the spline mesh components

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stashed in an array so i can clear them if need be

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If you're doing some sort of wall destruction you probably want some method of tracking them, and their health / status

buoyant star
marble sky
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Hm is there a way to get the current 'PIE instance (e.g. Context_1)' in blueprint?

untold fossil
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Anyone know why my gamestate destroy event is not firing?

gentle urchin
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Throw us atleast a bone 😛

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otherwise you may just ask the 8 ball

untold fossil
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Hmm some weird stuff is happening my in gamestate. Replicated struct value also not firing repnotify event

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I suspect something is VERY VERY wrong

gentle urchin
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Is it even selected kinda thing

untold fossil
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yeah I double checked that

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the tick and beginplay works fine

gentle urchin
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show some logic i guess?

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rep notify is only triggered when the server sets the onrep

untold fossil
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When I grant XP, this logic is used

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This should trigger a repnotify event

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But it doesn't

gentle urchin
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I'd doubt that somehow

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I think you need to explicitly set the variable

untold fossil
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maybe setting members doesn't?

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Yeah

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lemme try that

gentle urchin
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so just stuff it after set member : )

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(also, no xp overload is a big nono:D)

untold fossil
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yup that was it

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I have xp overload

gentle urchin
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doesn't look that way with Xp set to 0 😄

untold fossil
gentle urchin
untold fossil
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delay is to not create an endless loop

gentle urchin
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eh

untold fossil
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(corrected version)

gentle urchin
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bool LeveldUp = false;
While (CurrentXP >= RequiredXP) 
{
  LeveledUp = true;
  CurrentXP -= RequiredXP;
  Level++;
  RequiredXP = CalculateNewXPReq();
}

if (LeveldUp)
{
  //LevelUp Logic :D 
}
untold fossil
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Yeah but I prefere a small delay, because otherwise you get overlapping notifications

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with a delay they are spread out a bit, so no earrape effects xD

gentle urchin
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It's often not really a thing to gain multiple levels

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but even with overload like my code suggest,

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you'd only trigger the levelup once

untold fossil
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Yeah in my game you won't really, but still implemented it in case

gentle urchin
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I fixed it

untold fossil
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Yeah but isn't that still frame consecutive?

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multiple frames after one another still create overlapping effects

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cuz they're too close together

gentle urchin
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It would only trigger one time that frame

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while loop happens in one frame

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so unless someone manages to level up, AND level up the very next frame kinda thing

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there's only one trigger

leaden sun
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How can you make it so that an actor is forced to implement an interface method?

mental trellis
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You can't really without c++ intervention.

gentle urchin
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even then, can you really force anyone? 😛

bleak quest
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I'm trying to create a swimming system but can't quite get it working. My character remains standing in water instead of doing the swimming or swimming idle animations

buoyant star
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@gentle urchin Is this a custom node?

gentle urchin
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yeah

lunar sleet
gentle urchin
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before and after segment length

buoyant star
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Alright cool, I'll give it a shot 🙂

gentle urchin
#
start pos
start tan
end pos
end tan
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are the pins

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didnt even rename them, I'm getting lazy

mental trellis
lunar sleet
mental trellis
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What are you expecting it to do if you call an interface function on itself?

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(that isn't implemented)

lunar sleet
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On itself as in the actor that implements it I meant

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But it would need to have logic attached to it

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Ig maybe I misunderstood what they meant by forcing an actor to use an interface “method”

mental trellis
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forcing it to implement it

gentle urchin
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either crash or throw big errors

lunar sleet
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Isn’t that just adding an interface?

gentle urchin
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closest force i can imagine

mental trellis
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You can add an interface and just not implement methods in bp

gentle urchin
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If you can throw bp compilation errors, that'd be something !

sick sky
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can you format number to string ?

Example:

format : 000
value : 10

output : 010

format : 000
value : 1

output : 001

gentle urchin
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sure

sick sky
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ty

tough badge
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there's a "format text" node too

gentle urchin
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doesnt easily do this tho, does it

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ToText(float) also got clamping of fractional digits, which is neat

tough badge
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you can format it to include any variable by using "{ }" in it

gentle urchin
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yes, but not to present 1 as 001

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unless you do some extra woodoo

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this is cool ofc.

vestal pelican
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hey guys, i arranged these objects in a test project to select them all and make a blueprint from them so i can copy them into other projects to render out videos with changing environments. some of the objects are animated alembic and some of them are static meshes (fbx, obj). now after dragging them into the other project environment, i got an error that says "AttachTo: (...) is not static (...) which is static to it. aborting". does anyone know how to fix it? when i hit play in the project it only shows the animated alembics, none of the static objects. i'm very new to UE5, came from blender.

vivid spire
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So I'm having trouble wrapping my mind around how you are actually supposed to use Gameplay Tags in blueprint. From my understanding if you want to be able to get the gameplay tag container from another object you don't know the type of, wouldn't every object you make (that realistically needs a tag container) need to inherit from an interface that requires a tag container? Isn't that not really that great to have a lot of your objects/actors inherit from a single interface/class? The other way I could see it working is if you could make an actor component and then on collision check to see if that object has that component, is that not an option? Thanks

spark steppe
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that depends on your game/project...

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sometimes a common base actor is a good choice, sometimes an interface is

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there's no ground truth

wide marsh
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Hello, I have an actor like on ss and simply it gets movement from a Radial Impulse. but how can I set its velocity to zero, I tried some velocity functions but didnt effected, which should I use and which component should be refferanced -or mainly actor-.. samely doesnt work for set location too

tough badge
#

So I have an inventory system where I want items to be stacked if there's room in a slot, what's the best way to go about checking if there's enough room for every item to add? I imagine looping through every individual item and checking each slot on a per item basis is a bad way to go about it performance wise

mortal coral
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There are more efficient ways but it won't matter

mortal coral
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okay then yes, you need a better way lol

tough badge
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I want to make a "transfer all" button to transfer all the items from one inventory to another

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yeaaa it crashed the editor when I did it in BP the way I described lmaoo

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standalone it chugged but managed it once

mortal coral
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So I'd maintain a separate map of like ItemType => InventorySlot that you keep up to date

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and then you can just look it up

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O(1)

tough badge
mortal coral
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Unrelatedly, I am dealing with a weird issue.

I have a bunch of DataAssets that contain an instance of a class that generates a GUID when it is constructed.

However, all of them seem to be inheriting the GUID from the parent, so their guids all match which is a problem.

high iris
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Hey squad, quick sanity check: I switched my DataTable to use a Soft Class Reference to reference a class of Actor enemy that I want to spawn in the game, instead of using a (hard) Class Reference.

In my blueprint then I do an Async Load Asset, then cast the object to an Actor class and spawn it. Seems to work.

I'm assuming this is the desired behavior? It looks like now I'm resolving this reference just-in-time when I actually need to take advantage of this class, rather than when the DataTable gets loaded the very first time into the game? As opposed to previously everything being loaded all at once at the time of the DataTable being loaded?

frosty heron
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DT should never contain any hard ref

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If u have doubts just check to see what's loaded with
~ console
Objlistclass=

high iris
opal bramble
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Right

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so does anybody have a simple way to do sliding???

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because I am stuck (yes I know I'm bad)

lofty rapids
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wdym "sliding" ?

opal bramble
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I have sprinting and I have a crouch so I would like to be able to do a slide if I hit a crouch while sprinting

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Somewhat similar to titanfall where the momentum can be kept and FOV goes out a bit but you will stop eventually

lofty rapids
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you can make the ground slippery for a bit and it should slide with momentum

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not sure if thats the best way but it's a way

opal bramble
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How might one achieve this?

lofty rapids
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you can mess with the numbers

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it's supposed to make the character slide

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or you can just use a force on the player

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add to the velocity like a dash

opal bramble
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What is "overlap"???

rugged wigeon
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a collision volume overlapping with another one

pure heron
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But if I try to print those values, they do work

lilac cipher
#

Does anyone know how to make it so that when the Variable "Inside" is set to true, my Enemy AI stops chasing me?
Image
This 2nd image is a BP that makes the AI lose me when i am out of its pawnsensing but the issue is, it loses me too easily so i want to make it where when i am hiding in a closet with the Variable "Inside", it stops chasing me and continue with its task and roams around the map
Image
Much thanks if anyone help, and feel free to ask me to send any UE screenshots if you need more information, The whole Enemy AI was made from watching Gorka's Horror game tutorial video
https://www.youtube.com/watch?v=QoXxNpTyuV0&t=3369s&pp=ygURZ29ya2EgaG9ycm9yIGdhbWU%3D

Hello guys, in this detailed and simple tutorial we are going to learn how to make a full First Person Horror game in Unreal Engine 5.
↪️Project Files: https://bit.ly/GorkaGames_Patreon

🔊 FREE SOUNDS:
Footstep: https://freesound.org/people/RonaldVanWonderen/sounds/110099/
Jumpscare: https://freesound.org/people/dangthaiduy007/sounds/341670/
Sta...

▶ Play video
opal bramble
#

love that guy

lilac cipher
#

Yea hes a good man

opal bramble
#

top two ue5 guide makers

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unreal sensei is quite good too

lilac cipher
#

are those the only 2?

lofty rapids
lilac cipher
#

This is the Behaviour tree and the task to chase player

lofty rapids
#

can you call the stop seeing player event ?

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idk how you would call that from outside of it

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if not then i would just use a variable and switch it, then put in the behavior true to abort when it true

lilac cipher
lilac cipher
lofty rapids
#

a decorator, i think you can actually set the blackboard value if you can't run the function @lilac cipher

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maybe not it's been a while since i tried ai

lilac cipher
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alrighty

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thcx

opal bramble
#

How do you

  1. Check camera FOV in fps template
  2. Change FOV
fading hawk
#

Hey folks - is there an easy way to test if the mouse cursor is over a widget or in the game view?

Context: top-down, click to move, but I want to use a controller/joystick instead of the mouse. I have the tumbstick moving the cursor around already, now I just need to make the bottom face button (A/X) simulate a client if it's in-game view or select an appropriate widget if it's in a menu/dialogue screen etc.

fading hawk
opal bramble
fading hawk
opal bramble
#

uhhhh

#

I do not know

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sorry

main lake
main lake
rugged wigeon
#

If you have many different ui classes that need to be hoverable, make them all the child of a single widget base class that implements "OnHovered" and sends a message to the player controller telling it which one is hovered.

calm cargo
#

is there any way to extract functionality (funcs/events/variables) from one blueprint to its parent?

opal bramble
#

do I use an interpolate if I wish to increase/decrease a value like friction or speed over time??

main lake
iron furnace
#

So i currently have gamestate ticking down a timer so i can swap between the different modes of play (scavenge, build, fight) however the gamestate event tick doesnt seem to be ticking down from the delta seconds. Am i using gamestate wrong?

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also, just to prove i have indeed added the gamestate to the game

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found out the problem, didnt start the boolean scavenge time as on, rip lmao

sage lagoon
#

I have run into another snag I'm trying to figure out. Let's say that I have multipe NPCs. For each NPC that is spoken to, a counter representing the number of people the player has spoken to increases by 1. After the counter number reaches a certain number, then one last event is triggered. Basically, once all five people are spoken to and the NPC counter goes up to 5, the last event is supposed to occur. But, for some reason, it doesn't. Also, I've noticed the number goes up every time I speak to one particular person more than once, even though I put a Do Once node before increasing the NPC counter by 1 so it's supposed to happen only once.

Here's the BP I have: https://blueprintue.com/blueprint/xz9uuw44/

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Well, a BP, I should say. It also has two functions.

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And this is the "Security Guard" function that happens when the counter number is reached.

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So, can anyone explain how I can fix the counter problem as well as how to get the last event to occur?

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Oh, and it's all on one widget BP.

lunar sleet
#

Post a proper screenshot of the counter function. It’s absurdly difficult to read BPUE on mobile

sage lagoon
#

One second.

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This occurs at the end of each dialogue branch except for the security guard:

lunar sleet
#

You know how to use breakpoints?

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Does the security guard branch return true ?

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Cause enum == seems a bit off

sage lagoon
#

Yep, I’ve been using those just to make sure it does. But, for some reason, the designated objects don’t appear.

lunar sleet
#

Where are those widgets being created ?

rough socket
#

Hello guys, i'm new on UE5 and i Have a problem... I try to do this :

lunar sleet
#

Those 3 things you’re trying to make visible that is @sage lagoon

rough socket
#

And to do i do this :

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But the result was that... :

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He bugs on this position

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How can i do to create a good transition walk/run to sprint ?

lunar sleet
rough socket
#

Oh ok thx

lunar sleet
#

But I don’t think get acceleration is the way to go

lunar sleet
sage lagoon
lunar sleet
# rough socket Oh ok thx

On started you set a bool like sprinting to True, on completed, back to false. Transition then can be bound to that bool.

sage lagoon
#

Oh wait.

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This is found on each NPC BP.

lunar sleet
#

And ideally what you prly want is to Add To Viewport/ Remove from Parent rather than visibility

sage lagoon
#

I did try that, but removing from parent and then adding to viewport again reinitializes the value of every variable.

lunar sleet
#

Ah you’re changing their vars throughout ?

sage lagoon
#

Yes. I've been keeping it open throughout the program so that it never restarts its variables and thus are easier to change.

lunar sleet
#

So if you put a breakpoint on SetVisibility does it drop there?

sage lagoon
#

I have put in a break point on branches going before one, but I can try to put one right on the Set Visibility node that doesn't seem to work even when I skip from one node to the next.

rough socket
lunar sleet
rough socket
#

Hummmm.. Not the Enhanced just the Action mapping input on project settings...

#

To do that :

lunar sleet
# rough socket To do that :

Yeah, that’s fine, deprecated system but it’ll work. Make a bool isSprinting, set it to True on pressed, false on released

sage lagoon
rough socket
#

And in practice it works, but it's the animation that breaks down.

lunar sleet
#

It’s cause you’re trying to measure acceleration so it prly goes back and forth very fast

#

Only thing transitions should usually look at is whether a Boolean is True or False, like I said above

rough socket
#

I hesitated to add it to the Walk/Run created by default, but knowing that I'd like to modify it later to make an 8 Way Directional Movement - Unreal Engine 5 Tutorial

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I don't touch it

lunar sleet
#

You can worry about that later

rough socket
#

ok and for that, What should I do?

narrow surge
#

thankyou unrealengine.com for feeding me incorrect info to which I confidently wasted 9 hours for a solution to one of my problems and wondered oh so as to why stuff wasn't working

idle crescent
#

Hey. How would you guys do a world map? Like for a 4x game set on Earth? I'm thinking either a sphere or a 2d thing. Either has it's issues. I would prefer 3d, but nav on a 3d sphere is tricky

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Hmmm. I'm having an idea with a 2d map. Though, wrap around nav would be tricky.

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What if I actually have two cameras, and I just display one on the other side as you approach the edge?

gentle urchin
#

false for c++

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in c++ you call the On_Rep manually

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Only server has authority to dictate a replicated values value

narrow surge
gentle urchin
#

You should've just asked 😛

narrow surge
gentle urchin
#

I'm not sure i actually get the question

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usually you RPC from client to server to initiate a thing

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to be able to RPC it needs to be a client owned replicated actor

narrow surge
#

Ive been having responsiveness issues on client side, so ive been attempting to have the client do what it wants, then it can just tell the server to do it. I dont think this is route Im gonna go, Just need to do some more reading.

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For example on more reading, i dont understand the RPC term that keeps popping up.

gentle urchin
#

Remote procedure call

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whenever a client calls a function that will execute on server

sage lagoon
frosty heron
frosty heron
#

Rpc and replication is the easy part.

sage lagoon
# frosty heron It will unless you reset the pin

Hm. Let's see. Every time one of five characters is spoken to - and all of their lines are controlled by the same widget and function within - each branch increases this counter determining how many people the player has spoken to. Let me get the blueprints to show you what I mean.

frosty heron
#

I can assure you that do once will only execute the pin once

sage lagoon
lunar sleet
#

Ideally you don’t want widgets to control things, but rather the other way around

sage lagoon
#

Er, wait.

#

Here's what I mean.

frosty heron
#

What about it

#

The completed will only run once

sage lagoon
#

Yet it seems to occur more than once. But let me double-check for a moment.

frosty heron
#

Then you probably have more than 1 instance of the blueprint in the world

sage lagoon
#

It does count more than once. Maybe if I used a Boolean to control that part...

frosty heron
#

Again, you must have multiple instance of where ever this code reside

sage lagoon
sage lagoon
frosty heron
#

Do once will only execute completed once. The next calls will be dropped

#

Never looked into the macro but it's probably just a bool anyway

frosty heron
sage lagoon
#

There is one Do Once node on each of five separate branches of the dialogue tree, as you'll see on the BP (I've shared a link to it just a second ago). Would that still count as multiple instances, though?

#

I know it's redundant and unnecessary, but one other thing I can try is using Booleans instead of a counter.

frosty heron
#

First understand what instances are

#

They are what's crested from your class template to the world

#

For example the bp player

#

You drop 2 to the world

#

U will have 2 instances

#

Bp player 0 and bp player 1

sage lagoon
#

So, by instances, you mean character sprites?

frosty heron
#

Do a do once on the fire input in the class. Then bp player 0 and bp player 1 can fire once respectively

frosty heron
#

Any bp you make is just a template

#

The actual object that is created out of it to the level, that's instances

#

If you create 2 widgets of the same type, you will get 2 instances. My widget 0 and my widget 1

sage lagoon
#

So each instance is any entity - material, texture, character, widget, etc?

frosty heron
#

The objects that is created from your blueprints

sage lagoon
#

You mean, like, variables?

frosty heron
#

Nah, just do this

#

Drop 6 players to the world

#

In level bp, get all actor of class of type player

#

U will have bp player 0 bp player 1 bp player 2 and so on

#

Each of then are the instance of bp player

#

Bp player 0 is an instance of bp player

sage lagoon
#

I'm sorry. I don't think I'm thinking very straight tonight. I'm trying to get a grasp of what you mean, so...you mean, like, if I click and drag a third person character onto the map more than once, for example?

frosty heron
#

Read again after you rest 🐈. I can only reiterate at this point

midnight field
#

I've created a new version of a component for my character class, and I've set the default to the new component class via ObjectInitializer.SetDefaultSubobjectClass<T>().

However, the blueprint is still showing the old version of the component class, and it won't let me delete it to replace with the new version. Is there any way I can replace the component in the blueprint?

#

Wait, nevermind, found it. Had to click on the component and it brought up the class type at the top of the details panel. 😅

#

... oh. Unreal crashed and now the component is blank.

frosty heron
#

@midnight field #cpp is more alive and most of us here don't deal with cpp. Better ask there

midnight field
#

Alrighty, thanks!

sage lagoon
#

Apparently, Booleans won't work on my message widget, since the widget does not remove from parent. So what would be the best way to set the program to where, say, the player is called away after talking to everybody, and talking to each person counts only once? I do have an integer counter, but I only want that counter to add 1 only once and not add if the player speaks to one character twice or more.

#

One other method I've thought of is putting in some counter or set of Booleans or the like under the player character's BP, but I'm not sure how I could approach that.

#

I could try gameplay tags.

earnest vigil
#

Hey is there some pre-requisite for getting the distance to an actor when using a line trace? I have some drones and birds and using a line trace correctly outputs the distance to the drones but not the birds. I get back only 0 for the birds

undone bluff
earnest vigil
undone bluff
#

but the hit location is correct?

half swallow
earnest vigil
#

Could it be a problem that they are using skeletal meshes?

half swallow
undone bluff
#

that's odd, the distance is just the difference between tracestart and location

#

if a hit location exists there should be a distance

earnest vigil
#

One moment grabbing a screenshot

half swallow
#

my guess right now is that the bird's collision is at fault and the trace isn't actually hitting it, which is why it's returning a distance of 0

undone bluff
#

my guess is on a messup in BPs

#

send nodes

earnest vigil
undone bluff
earnest vigil
#

the line stops at the bird though

undone bluff
#

where is the end location of the trace?

earnest vigil
#

is there a reason its not hitting it?

undone bluff
#

maybe do a multi line trace instead to check

earnest vigil
#

Okay thank you ill check that out

undone bluff
#

you could also check if the hit trace end location and hit location are the same on the hit result

#

but I'd assume there isn't even a hit result to begin with

#

so nevermind that

earnest vigil
#

The end location is the bird actor itself

#

as well as the drone itself

#

it hits the drone but not the bird which is weird

undone bluff
#

yea so that's why the trace ends there, it's just simply not hitting it presumably because the bird is not blocking the trace channel?

#

rather, I can see the trace ending below the bird

#

is the skeletal mesh the root component of the bird actor?

#

does the animation have an offset that moves it above the relative 0 0 0 position?

#

I feel like that's the issue

#

the trace just isn't aimed at the mesh

frosty heron
#

I will put my money on the bird comp not blocking the trace channel

undone bluff
#

we're starting a whole betting ring at this rate

earnest vigil
#

The animation only moves the birds wings. I do not think the skeletal mesh is the root component

undone bluff
#

if it's not just make sure it is actually on the actor's local 0 0 0

latent ridge
#

i've been having a issue where the widget that suppose to be used for a split screen multiplayer game won't copy itself and attach it to the second player? it keeps saying that the player controller is not being attached to the second player yet when i tested it in a standalone game the character is moving with the second controller, yet when i tested in the engine the character doesn't move at all. so i don't really know what to do, the controller should be there any thoughts?

half swallow
# earnest vigil

yep, it's not hitting. check the collisions on the bird (either mesh or root collision) to make sure it's blocking the visibility channel with collision query on (assuming you're using line trace by channel)

#

since you're doing traces directly to the actors themselves, i'm assuming that they're BPs and you're tracing based on "get all actors of class > bird BP"

#

in which case, you can see that your line trace ends up underneath the birds, so even if your mesh itself had proper collisions, it's simply not hitting at all.

#

anyway, if you have a screenshot of the BP's viewport, i can tell you more

#

though since you already know the bird actors' locations already, why not just directly check the distance between the trace start and bird location without the trace?

limpid heron
#

I've recently started learning unreal engine. I was testing out array functions and can't get the add function working properly. It executes the print string after adding but when I press the extra key for the array item, nothing gets printed. I'm not sure what I'm doing wrong here

#

And I get this error

half swallow
#

i recommend plopping a print string (duration 0.0) on event tick that shows the full array contents

#

if anything, having this should help you debug what exactly is going on

limpid heron
half swallow
#

my guess is that you're trying to add the same sticky bomb thing to the same array and since it's only adding it once (due to passing the "contains" check after the first instance"), the array is only of length 1, which means that it only has the single "0" index in it

#

though im not sure what the rest of your code is doing

limpid heron
limpid heron
half swallow
#

i see! double check your "sticky bomb" variable; based on what i'm seeing, my best guess is that your "sticky bomb" variable is just an empty variable.

#

that's probably why it's getting past the "contains" check and yet not actually adding anything to the array

#

hmm, weird though, i dont think it should work that way

#

i personally would just use a "make literal string" instead of a variable for that, see if it works

dark drum
half swallow
#

i wasnt even trying to draw attention to that but honestly if you want an inventory just go on the marketplace and get a free asset off of it

#

though defo worth it to learn some blueprints first before using assets

dark drum
half swallow
#

i did say free

dark drum
# half swallow i did say free

True, but the chances it being suited for the project is pretty slim. Might be good for learning the basics. (Assuming it commented)

half swallow
#

^^^

neon lion
#

how do i create fgameplay tags in the editor? Assuming i made the variable in cpp, but i want to populate it with something that doesn't exist at buildtime

frosty heron
#

isn't there multiple ways of creating gameplay tags

gentle urchin
#

in the tag selection window

frosty heron
#

from project settings , data table, etc

gentle urchin
#

or in project settings

neon lion
#

well i know the ones about using declare and define macros

gentle urchin
#

a section called GameplayTags

frosty heron
#

In .ini file too

gentle urchin
#

this is in regular tag selection for a variable

neon lion
#

i see, thank you

limpid heron
limpid heron
limpid heron
#

Can you please explain why didn't the variable worked but 'make a literal string' node worked ?

gentle urchin
#

Because your stickybomb is named stickybombs, but it contains nothing

#

See bottom, "default value"

gentle urchin
#

Also, one of the drawbacks of using strings is

#

That you're very prone to typos

#

At the very least may i suggest

#

Using GameplayTags

#

If you need to keep "count" you can use a Map of Gameplaytag and Int

limpid heron
#

I'll look into it!
I was using strings just to understand how array functions work

gentle urchin
#

Gotcha

limpid heron
#

I just recently started with blueprints and learning about variables.

#

Thank you for pointing that out, I would have never figured it out :/

gentle urchin
#

^^ only one way forward. Godspeed

fair pecan
#

My friends!
Currently working on a Cannon that launches the player in the direction they are looking. Having some jank issues regarding the mesh following along in player looking-movement. Any1 who can tell me what I am fekkin up?
It aligns wierd sometimes too, not concistently enough for me to pinpoint the cause atm..

sick sky
#

is it possible in BP to get all vars that have the flag SaveGame ?

sick sky
#

hm

swift pewter
#

Is it best practise in blueprints to prefix classes with the game's acronym similar to c++ or just use BP_?

frosty heron
#

I always make the base class in c++

#

so the bp child will be BP_

swift pewter
#

What if it's a blueprints-only game?

frosty heron
#

what if you want to upskill? Wouldn't that make it hard to distinquish, which is the bp version and which is the cpp class

swift pewter
#

Yea fair enough

dark drum
# swift pewter What if it's a blueprints-only game?

I use an acronym for most child blueprints based on what it is. It can make searching for them easier as well. For example, I have activity and task objects for a point of interest system I developed, this get prefixed with POIA_ and POIT_.

Whilst there are common ones used by most people specific to the engine, don't be afraid to make some for your own base classes.

In summary, yes you should use them as best as you can and even come up without own where applicable.

soft fjord
#

Hey is anyone able to quickly explain how to use input actions? I'm struggling hard to get a boxcollision to activate with a keyboard button. I can get it all to work with Oncomponentbegingoverlap

#

my thought is that I could inject and Input action but i've had no success so far

#

This is the BP i'm trying to trigger with an Inputaction i've got mapped up. I thought I would be able to switch out the starting component or inject action between that and the 1st branch?

random vine
#

any one knows how to fix that issue

supple dome
random vine
#

I just want to check if that class implements an interface or not

supple dome
#

that node is to create an object
theres a Implements node iirc or just cast to your interface

random vine
supple dome
#

what does that even mean

#

explain what are you trying to do

random vine
random vine
supple dome
#

ok but why are you creating an actor

random vine
#

that node is to create an object behind the scene, as it was never created, so I can cast to any data I want

supple dome
random vine
supple dome
#

I think you need to explain what you want to do, not how you want to do
will help me understand your problem

random vine
eager thicket
#

Need someone to use their powers of deduction here. The video shows this user-made function in a spline BP, however he doesn't reveal the contents of it.

All I know is it takes the index of a mesh along a spline, and returns its start position and tangent vectors. What would the blueprint function look like on the inside?

#

It's got to be very simple but im at a loss

supple dome
# random vine I want to know weather that class implements an interface or not, because I'm us...

I was looking but it seems the Implements interface from class is not exposed to blueprints, it should be simple to add this node but you would need a project with c++ enabled

bool UMyLibrary::DoesImplementInterface(const UClass* TestClass, TSubclassOf<UInterface> Interface)
{
    if (Interface != NULL && TestClass != NULL)
    {
        checkf(Interface->IsChildOf(UInterface::StaticClass()), TEXT("Interface parameter %s is not actually an interface."), *Interface->GetName());
        return TestClass->ImplementsInterface(Interface);
    }

    return false;
}```

If you need to keep in BP you will have to find another way, you can't construct an actor without spawning it
earnest vigil
leaden raven
#

hey, im currently trying to make a first person grapple game prototype for a uni project, ive got the whole bp down, everythings working, but im using a cable component as the rope, everything works fine again, but when i build enough momentum to eventually get myself above where the grapple is attached, the cable component acts like a pole and i can basically just float directly above it. ive tried unchecking collisions, does anyone know how to prevent this?

half swallow
earnest vigil
#

thank you🙂

half swallow
#

if the start isnt an actor, just use a vector distance node instead

earnest vigil
#

that’s fair

#

Much appreciated. I’ll check this out in a little bit here once i’m able to

rose turtle
#

I'm assuming this is where i can ask for help with my blueprints right?

#

Got an issue i can't seem to get past

violet vapor
#

What should I check when I use Attach Actor To Actor, the hierarchy ends up looking good, when translating the attached children move with the parent, but for some reason they don't follow the rotation ?

hallow storm
#

i need help how can i rotate the character mesh left and right, it turns left and right but doesnt rotate and looks really bad

#

omg

#

i just had to tick one box

rose turtle
#

At least you found your answer anim2

#

I got an issue where an item pickup isn't displaying on an inventory list and i know it's something small and stupid i'm not seeing.

#

As far as i can tell i followed this tutorial almost to the letter with some slight tweaks https://youtu.be/khjUY5To7qI

Hello guys, in this quick and simple tutorial we are going to learn how to make a simple inventory 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_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal engine 5,u...

▶ Play video
gentle urchin
#

"To the letter, with some tweaks" 😅

rose turtle
#

The tutorial said to use the e key as the pickup method and i changed it to on overlap to hasten the pace of the gane and a few names were originaly different than in the video but i restarted and did them all the same as the tutorial.

#

otherwise nothing is different and the on overlap shouldn't be causing the issue

#

i'm no where near ready to make any real tweaks on my own yet 🥲

lofty rapids
#

was it like this in the video ?

#

i feel like your using is valid incorrectly

rose turtle
#

Yeah that's how the video had it

#

how so?

lofty rapids
#

well normally you would check if it's valid, if it is you would do some logic, if it isn't you would create it, do some logic like you see in the TAB event

#

but what isn't working the pickup event isn't firing ?

rose turtle
#

The pick up event is firing what isn't is the item wont display as being picked up in the inventory screen. Gimme a sec and i'll uplode a video

dim agate
dark drum
lofty rapids
#

i prefer strings

#

idk i just like manipulating strings

#

string ftw

rose turtle
#

yeah i'm testing my system now and now it's not even picking up the item

#

if anyone has any inventory related tutorials they reccommend i would apreciate it. I think i'm just gonna start over again

lofty rapids
#

i feel like just having names and adding to the array like that

#

you definately won't have stacks, you'll have to implement that

#

theres most likely a much better inventory system somewhere

dark drum
dark drum
gentle urchin
#

Gameplaytags atleast avoid typos

#

And gives a nice hieriarchy

#

Map of that + int and you're good to go

rose turtle
#

Sorry new to unreal and programming what uObject?

dark drum
rose turtle
#

yeah ist's not going to be a complex inventory

dark drum
rose turtle
#

Ah ok

#

since it sounds like gameplay tags are simple and easy to put together i'll look into those

dark drum
#

The world of uObjects is a glorious one lol. Anything that doesn't need to be spawned in the world I create as a child of uObject.

dark drum
rose turtle
#

would i be able to turn that into a random item placement generator? That way when a map loads in it will scatter random items around the level?

#

I know that's pretty advanced but i though i'd ask

dark drum
fleet leaf
#

Hello, I am trying to understand why in my AI Blueprint I can cast to the landscape in some maps/levels but not in aother maps. I could not find what makes the landscape in these maps fail in the cast

dark drum
dark drum
rose turtle
#

It really is just a simple 8 slot inventory system

#

just from what i was seeing in the chat the random itemplacement was where my mind went to with what i was hearing

dark drum
rose turtle
#

Yes and interactions such as throwing them but i wanted something basic to start

fleet leaf
# dark drum You would need to show what your doing regarding the cast.

I am detecting begin and end overlap of an AI bird falling on the landscape. This works very well in one map with one landscape (I bought the landscape map from Marketplace) and in another Map the cast is returning a fail. I tried to create a quick landscape without materials or textures and it fails. I could find in the landscape properties what is different and what makes one works and the other not

dark drum
fleet leaf
dark drum
barren dove
#

Hey folks, dumb question i'm sure
I'm getting "accessed none trying to read property" on this node, i slapped a breakpoint on it
at that breakpoint it appears this "get ref for each" node is the issue, it gets an array in, but all the outputs have no debug data, so i'm fairly certain that is the problem.
any ideas on my next steps?

rose turtle
#

ok so for instance

Sword : Equip (attach to player and raise stats based on swords generated stats), Drop(remove from player inventory and place on the ground in front of player), Throw (Remove item from inventory and send several feet in front of player. If item makes contact with an enemy cause damage to enemy based on thrown item status),

dark drum
dark drum
rose turtle
#

Yes

#

the sword would not have durabbility though

#

potions,food,brands, and abilities too as well as an identify system

barren dove
dark drum
# rose turtle Yes

having per instance vars added an extra layer of complexity. You might want to look at either uObjects or Data Assets to use as your items. The inventory would then just be an array of these.

rose turtle
#

Ok got it.

#

Thanks for the help i have been struggling for weeks.

dark drum
# rose turtle Thanks for the help i have been struggling for weeks.

I can understand, most inventory tutorials are pretty much lists with a quantity. (Map) These systems don't hold up once you want to add per instance var differences such as durability. They're more for things like collectibles like Crash Bandicoot where you have the mangoes and various gems. The items themselves don't actually do anything.

lofty rapids
#

or you can store the data in a string and parse it because why the f' not

#

item1,10,100,1,rare

dark drum
earnest vigil
hallow storm
#

my particle effect is so tiny how do i make it big

#

like

fleet leaf
# dark drum It'll be because what ever is collided with isn't a landscape. Print it's name t...

I was mistaken, all landscapes are failing in the Cast. All return the Landscape name except the one I created. But I could detect an overlap based on the other variables except for the landscape I created. The one I created is the default Unreal Landscape that gets generated and it has many Streaming proxy components if expended. The other Maps have a landscape as 1 component in the Editor. So basically the cast to landscape is not working with any landscape but the overlap works if I use the other variables and not related to the landscape contact I suppose.

hallow storm
#

it looks cool in niagara but in the game is like a tiny line

earnest vigil
tawny patio
#

Hey guys, here's my current setup on how my health works just a simple one where it just snaps to the value but I want it to go down smoothly, is there a way i can make that happen with my current setup? Tq,

earnest vigil
#

Found it. The collision settings were wrong

lofty rapids
#

or maybe finterp, or even a timeline or timer

#

i'm still learning so i don't know which is better

lunar sleet
#

Timeline with lerp is usually good, helps keep it frame independent

#

timer is prly fine too, though I think you need to use delta seconds and maths to make it frame independent

agile moss
#

Why did my BP_ThirdPersonCharacter delete itself? I don't remember deleting it. Also a few days back one of my maps got deleted as well.

#

I do save

gentle urchin
#

Hope you got sourcecontrol to fix that for you

agile moss
#

Don't know what that is

#

K Ima just go along with it

main lake
# agile moss Don't know what that is

Source Control = What saves versions of your project in case something goes wrong you can go to a previous version. I don't know if you heared about Git and Github, those tools are "Source control" softwares

lofty rapids
#

or just make backups

agile moss
#

thanks

agile moss
lofty rapids
main lake
#

while Source control handles that nicely for us

#

and if I'm not mistaking, creating backups it creates rudunduncy on the disk space while Revision Controls saves only what changed ? 🤔

agile moss
#

I mean a project is on average 3GB so I will try out github, thanks guys

gentle urchin
#

Github is fine

desert juniper
#

What’s wrong with just having “MyProject_final_final2_realfinal”

marble sky
dire frost
#

a good rule of thumb is to have three copies of your critical data (your project in this case). one copy on your local machine, one copy on some cloud service and a copy on some offsite location

split girder
#

Can anyone help me work out why my flashlight is looking like this sometimes? if i spam activate it the blue goes away and it looks right

dire frost
main lake
split girder
#

okay ive realised its the static mesh that is used for the cone for the light

desert juniper
split girder
#

but it is set as not visible

#

im not a fan of the blue it looks a bit scifi haha

#

ok nevermind i fixed it

#

you always find a solution the second you ask for help haha

dire frost
main lake
desert juniper
#

Source control to store the changes. Do a complete backup every once in a while.

main lake
dire frost
main lake
dire frost
#

you will have different versions of specific files, not the whole project :P

main lake
desert juniper
#

Yeah source control doesn’t store multiple copies of your project. Just the changes

main lake
#

Yeah

dire frost
desert juniper
#

As for copies 3 backups from time to time. Just delete the old backups when you’ve verified the backups work as intended.

dire frost
marble sky
# dire frost yeah i didnt follow the convo from the start 😅 i thought you meant with redunda...

With source control, you only ever have one 'version' of your codebase at a time. The rest of the changes are inside of files in your .git folder that 'rewrite' the active files based on the byte data in the .git folder. If you want to be completely safe, you'd back up your entire project directory, including your .git folder. Otherwise you'd switch to your most stable/production codebase and back up the single bit of code (minus the .git folder) to three locations. (1 local, 1 cloud, 1 remote)

#

So if you wanted your 'development' branch and your 'main' branch both backed up, unless you make two different codebase backups, you'd need to also back up your .git folder which has all your 'development' code changes in it that you can revert back to during a restore.

lofty rapids
#

i just keep a backup in case the thing fails

#

backup at different points when stuff is added

#

sometimes i'll even just store a different version for some specific use or something

#

but if it were a big project with multiple people i can see where that would be great

marble sky
# limber parcel thats why you have a server copy and a local copy

I'm not sure what you mean. The backing up of the '.git' folder would only apply if you are running your own git server. (Servers fail just like desktops do) If you are using something like github or gitlab etc you shouldn't need it as they handle backups for you (usually).

limber parcel
#

but yeah, if you want to pay for a private repo then u also wont have to worry about backups

#

though, i dont like the idea of some company potentially having access to my project

marble sky
#

That's a choice you can make as an individual or business owner. That doesn't negate the necessity and best practice to still take backups.

limber parcel
#

some projects get pretty big though, so taking several local backups isnt an option for some people

marble sky
#

I don't like the idea of other people having access to my projects either that's why I run gitea on my own self-managed servers.

limber parcel
#

especially when u include git files

opal bramble
#

If I was to say... increase friction and decrease speed slowly over time I would use an interpolate right?

lunar sleet
opal bramble
lunar sleet
#

That’s the node for regular interpolation

opal bramble
#

ah

lunar sleet
#

Or rather linear interpolation

opal bramble
#

I'm gonna quickly slap together what I think I have to do to achieve this and I'll post it to check

#

Nvm I'm stuck this is what I have

pastel skiff
#

ok so i got this simple cod that wont work for some reason, i have a projectile with a simple code like this

#

it shuld hurt you when you get hit by it, but it doesnt, i also have this in me maing character blueprint

#

any help?

lofty rapids
#

is the actor being destroyed ?

main lake
main lake
opal bramble
#

I don't know where to go on to achieve my goal after the set friction to 0

pastel skiff
main lake
opal bramble
#

how do I do that there seems to be a million interpolate choices

main lake
opal bramble
#

ok

pastel skiff
#

i got a script for a bullet where it delas dmage when it overlaps with an other actor the problem is that it overlaps with the original actor that fiers it, is there a way to make it so the on component begin overlap will ignore an actor?

lofty rapids
pastel skiff
limber parcel
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spawning the bullet inside your actor doesnt make much sense anyways

pastel skiff
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how can i cast an other actor to this?

hardy merlin
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I have a friend who's a student that wants to do environment design for my project. Is it possible for him to make a level/arrange props in a standalone project, then integrate it into mine later? I don't want to give access to the entire project.

faint pasture
faint pasture
pastel skiff
faint pasture
pastel skiff
faint pasture
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cast is a question. When you cast something to YourCharacterClass you're asking "Is this thing a YourCharacterClass?"

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You don't care about that, you care if it is the same thing that shot it

pastel skiff
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so how can i connect an other actor to this so that it ignores it?

faint pasture
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If you know you have an animal, but you want to tell it to bark, which only dogs do, you'd cast the animal to dog to see if it is a dog. if it is, then you can tell it to bark

faint pasture
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Instigator might be a good variable to use

hardy merlin
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or instigator, yeah.

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Your bullet needs some idea of where it came from.

faint pasture
pastel skiff
pastel skiff
faint pasture
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hint hint

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use Other Actor

faint pasture
pastel skiff
faint pasture
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show your code

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also is this in the projectile or the thing getting hit?

pastel skiff
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the thing is getting hit and this si the code

quasi folio
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Question on some blueprint practices. Is it a bad idea to have components reference the owners other components?

Reason why is I have a component that controls all information needed for animation data, and I'm going to make another reusable one that controls battle states. Which will need to update the animation data one.

pastel skiff
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the hybrid_2 is the actor and the BULLET is the projectile

quasi folio
pastel skiff
quasi folio
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ah sorry

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didnt see

faint pasture
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check if other actor is self.instigator

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get instigator of self

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not of other actor

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When the bullet hits, you want to check if the thing it hit IS the bullets instigator

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Hit -> if OtherActor = Self.Instigator -> true -> ignore
-> false -> do the hit stuff

stone field
stone field
# quasi folio Question on some blueprint practices. Is it a bad idea to have components refere...

When this happens, it is called 'coupling'. It is often hard to avoid, and can result in nasty dependency chains, and possible issues going forwards as the game changes and evolves. Interfaces are probably the most common way to decouple things.

The aim is generally to try to 'encapsulate' things. Optimally a feature-object would not really care about knowing who or what is telling it to do stuff. It can take inputs, and give outputs without caring about the outside world ( from it's perspective )

hardy merlin
stone field
stone field
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Rough example: Say your Actor is a kitchen, some of the stuff ( Components ) can burn. Instead of having to know all the Pots and Pans that can burn, you just get all that impement the IFlammable interface

hardy merlin
hardy merlin
stone field
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Yeah, I was just pondering your point that Components essentially are very similarly used to interfaces, true

hardy merlin
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And make each prop an actor, which is the intention

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Engines like Unity that only have components do it that way.

stone field
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But since they can implement interfaces, perhaps there may be uses for it : )

hardy merlin
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There's a few, mosly because ANY object can implement an interface.

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But really, if it's an Actor already just use a component.

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GetComponentByClass is a great thing.

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Don't even have to know the actor's base type.

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I use it to find Meshes or Primitives.

sturdy leaf
#

is there a way to either slow delta seconds on a event tick event or make a custom time event that lerps well, i followed a tutorial about making a day night cycle and it looks fine but if i want to slow down the rate of time/rotation it turns to a slide show.

void comet
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I was wondering if anyone knew the best way of going about creating what is effectively several windows in a wall that each show a different scene through them when viewed by the player with parallax. I would like it looking kinda impossible when the player looks through several windows at once

frosty heron
opal bramble
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I thought delta was the time of the world

sturdy leaf
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is there a way to slow it down?

opal bramble
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or is that the other one

opal bramble
sturdy leaf
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uhhh lol

opal bramble
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could you not just increase the value instead??

quasi folio
opal bramble
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Question: Will I very quickly slow my game down if fired rounds were real objects during their lifespan or is that normal?

sturdy leaf
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i want to make the day night cycle go slower and its tied to a custom timer event which i need to find a way to Lerp it so its smoother but idk how to do that, i can screenshot bp if needed

stone field
void comet
opal bramble
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wchief is cooking rn

sturdy leaf
stone field
# void comet Basically I will be instantiating the scene inisde the window at runtime and the...

render targets idea is that you can have something happening off in far scene space, which you can capture with a camera and render to a target texture. This works best for stuff that isn't dependent on player position though... for that you have to dig deeper, to get proper perspective illusions https://www.froyok.fr/blog/2019-03-creating-seamless-portals-in-unreal-engine-4/

In this article I cover how to create Portals in Unreal Engine 4. As I did not find any write-up that would provide enough details to explain how to create such system (viewing but also crossing the p...

stone field
# sturdy leaf i just want it to affect one object tho (big sphere)

deltaTime is the engine level time between ticks, so if you want just one object to change behavior, you probably need to do some maths based on deltaTime : performing your changes with multiples of ( dT * your normal speed ) to go faster or divisions of ( dT * your normal speed ) to go slower

opal bramble
sturdy leaf
frosty heron
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@sturdy leaf don't use set timer then.

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Delta time is not the world time

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You can use delta time with a bit of math to yield same result between different fps

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Watch Matthew videos on delta time if u need guidance

sturdy leaf
# frosty heron Delta time is not the world time

yes but to use delta time, at least what i think i know i had to either use event tick (i couldnt because it was tied to a crutial part of how i made the stars rotate with the moon) or use a delta time node that i have to have it tied to a animation, also either way i found out a way to make it slow and smooth

echo trench
#

does anyone know how to make your fov change the faster the character gets ive been tryna work it out for the past 2 hours

frosty heron
sturdy leaf
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i only needed it tied to one thing tho

quiet token
#

Hey everyone. We want to get the mousevalue (get mouse y) but it always gives out 0.0 when we print it out. Can anybody help? Does it has to do with enhanced input?

faint pasture
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should be as simple as
Tick -> FOV = Math(Speed)

fading hawk
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So a "Button" in a "User Widget" only has a few events, is it possible to extend that to have more events?
I'm looking for "On Selected" instead of "On Hovered" because I don't use mouse, just keyboard.

floral totem
#

I'm trying to setup circular movement around a cylinder for my character. Ive found a lot of forum content about it on the dev forums but its mostly UE4 stuff, is there a newer method anyone would recommend? I'm trying to avoid using splines. Thanks!

torpid pine
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Anyone know what "playertick" is in blueprint?

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converting from c++

fading hawk
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Are you looking for "Event Tick" in the Player Blueprint?

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"playertick" is likely a variable that points to something like EventTick, but you'd have to track it in the C++ code

torpid pine
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No, it's different from event tick

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only found on player controller afaik

hardy fable
# torpid pine only found on player controller afaik

there is no direct BP equivilent to that. PlayerTick is called by APlayerController::TickActor anyway for player controllers that have a valid PlayerInput. You can simply Override EventTick and check if that is valid, then do whatever logic you were going to.

peak spear
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Hello, can anyone tell me how to create an array of blueprint classes? Seems to me like you were just able to create a variable of type class in ue4, but it's not an option in the UE5 variable dropdown.

torpid pine
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Thanks, appreciate it

hardy fable
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@torpid pine the C++ PlayerTick is also not called for Simulated proxies, so if you want perfect backwards compatibility also check if GetLocalRole() doesnt return that

finite hearth
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I do not know how to describe this issue and I'd appreciate some advice.

I am setting a focus to a widget after enter press, after a second enter press, I dismiss the widget and set input "game & ui". Everything is working, except that I need to click once to initiate the focus back to game/ui. I noticed that my keyboad inputs are ignored until I click once.

How can remove the need to click once and instead have the game focus on player inputs after I dismiss the widget

buoyant blaze
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How do I properly replicate this "SpawnActor Node" so that when the actor is spawned both the Client and Server see it? Right now, and using other methods, Only the Client or Server sees the Spawned actor, but I'd like both to.

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I'd appreciate any help,

frosty heron
frosty heron
buoyant blaze
frosty heron
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Start small

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Player press key run server rpc

desert juniper
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oops. didn't see the prev recomendation.

tawny patio
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Ok i got it to go down smoothly but it immediately brings it down to zero, any idea why? I also put the curve here just in case.

frosty heron
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This should just be handled in the widget

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Instead directly changing the health

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Also timeline for this not gonna work

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Use interp to on event tick

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Health should he handled in the respective component. But the representation of interpolation is cosmetic. Just do the interp in widget.

Current values interp to new values on event tick

lunar sleet
frosty heron
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After all it have the time variable from start to end

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For something like a smooth hp bar

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That's something that change constantly

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Imo tick and interp to is the only answer here

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My nodes for this function is pretty simple. Hp bar percent = old hp bar interp new value, and just change the speed for how fast u want it to go

buoyant blaze
lunar sleet
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Tbh I may have recommended timeline with lerp based solely on changing a var over time, without noticing the context 😅

frosty heron
gentle urchin
#

Widget doing this makes a lot more sense

gentle urchin
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So playrate becomes a function of delta value

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But its messy. And not very clean code

tawny patio
tawny patio
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I got it working! heres bp in case ppl a curious.

ancient moth
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Hello guys! I'm wondering, would it be possible, to pause everything except for a few things? I basically want to create a "pause menu", where the player will be able to move around in a separate level and afterwards can continue where he left of. As far as i understand, pausing normally, will pause everything. What would be the approach here?

spark steppe
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save game, change level to pause lobby, load back to game

eternal vine
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Hey Guys, i need a quick hand. Im trying so that when the player selects and option in a combo string and then clicks a button it checks of a boolean/ when a player selects a string it sets of a boolean for that string and if another is selected that one goes off.

ancient moth
ancient moth
wispy coral
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maybe a stupid question but is it possible to set an argument for FormatText node to replace the first argument it finds in the text regardless of what the name of it is ?

Like I want to replace them one by one in a loop so from from
"Damage {a} Crit chance {b} Crit damage {c}"

it creats
"Damage 200 Crit chance {b} Crit damage {c}"
and I can call the formatter again with the next value and it replaces the {b} part

spark steppe
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i think you broke it

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try to enter the pattern directly in the input box of Format

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or try adding pins manually

wispy coral
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im getting the texts i want to format from a dataTable / Variables thats why the pins are not generated automatically, and I wont know for sure what arguments will be in the text one could be for example what I wrote above, and the other could be just "Crit Damage {something}"
So thats why I wanna try to make it replace first argument it finds regardless of what the argument name is

midnight yarrow
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Apologies in advance for noob questions.

Objective: I want to make a simple soccer game where 2 AIs are on a pitch and they run around and try to kick the ball into the goal.

Before I get into the nightmare of AI and behaviour trees - I am firstly just trying to add a player controlled character that you can move around, and when it overlaps the ball it applys an impulse to the ball. I seem to have achieved something along these lines.

Question: How do I make the ball travel towards the goal? I have the goal location in a vector and I'm trying to add it to the impulse direction. I have tried many different configurations but have never achieved anything that makes the ball go towards the goal. I'm not sure I'm even thinking about the problem in the right way.

Follow up question: If I can get the ball being "impulsed" towards the goal, how would I add in a "randomised value" to that direction so it wouldn't always just go straight in the goal on the character overlapping the ball.

Here is a short video of what happens in the game: https://www.youtube.com/watch?v=nuevMQ6bijQ

Attached is an image of my blueprint for Kicking a ball (on the BP_ThirdPersonCharacter event graph)

lunar sleet
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Why not just use physics to push it

midnight yarrow
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The ball has physics applied to it but I figure eventually an AI will need a "target" to kick the ball towards rather than just run randomly around. Maybe I'm hugely overcomplicating this.

lunar sleet
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I get you. If you make the ball a projectile, you can use homing to have it curve towards the goal but that’s also pretty tricky to work with. Maybe for now just have the AI go to the ball and let physics take care of the hit in whatever direction. Then you can add logic to maybe go between the goal and the ball before hitting it. Not sure tho, it’s not a simple thing to achieve. I’m sure there’s lots of tutorials out there on how to make a char hit a ball, they might have something about how to handle the AI aspect

frosty heron
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Surely u don't want the player to die a moment after his hp hit 0

silent drift
#

I have a design-ish question how to do something in BP's that I'm not sure about at all. I would like to try and make a small "robot" that consist of five different pieces that I can shoot and call back. What would the best approach be for something like that?

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E.g. how would make it "shoot" itself and then be able to call pices back

silent drift
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Isn't phyics to "uncontroable", meaning I can't call it back in a good way?

sick sky
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what is the difference between the "standard" and "message" version of events ?

silent drift
elder sequoia
#

Hello guys! Sorry for the noob question and my poor English. I creating simple building system (with the help of YT tutorial) and I know it should works fine and it works except for this problem, after I place "building" (just cube actually) for the first time, the next location is linked to some place at the center of the level (and it change scale too) and I don't understand why. It refers to collision (or trace channel maybe) somehow, because when I set "ignore" for collision block it stops. So what is the problem here and how I can fix it?

It looks like collision at the center, preview mesh just stuck on the ground

Edit: when I change Trace Channel from the specific to a "visibility" it become normal but collision doesn't work.
IF you need additional info I provide it to you just ask
Please anyone give me a hint

stone field
marble tusk
#

I don't think you can actually set Global Time Dilation to 0. I think the lowest it will go is something like 0.01 or 0.001 where stuff will still be moving and happening albeit very slowly

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Yeah, just looked it up and I think it's 0.0001

gentle urchin
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Works ok

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Think ff7 also does this

frigid shoal
#

Hay, does anyone know if its possible to pick up destructible meshes and have them simulate gravity? like picking up static meshes works, you can pick them up and drop them and they will act accordingly to gravity, but for some reason destructable meshes dont seem to have gravity on run time? maybe Im just missing something

timid yarrow
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Is there a way to remove specific static meshes in scene when a trigger box has activated in blueprint?

frosty heron
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Just pull out the node to set the static mesh on box trigger event

timid yarrow
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Sorry, I didn't understand

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What am I going to do here?

frigid shoal
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smartuser, for such a simple task ask chat gpt

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it will help out in a sec

timid yarrow
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Ok, then sorry for wasting your time.

frosty heron
# timid yarrow Ok, then sorry for wasting your time.

learn the foundations including variables, functions, events, event dispatcher, inheritance
Then start with simple references example like opening a door, or colliding with a trap. Even youtube should suffice for small example

timid yarrow
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The thing I stuck at is I can't create reference to static meshes in the scene

gentle urchin
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They are static mesh actors afaik

frosty heron
hollow bane
#

how can i get an actor reference of a blueprints with tags placed in the level. i need an object reference for a comparison

echo trench
#

how do i slow down the acceleration speed of my character

timid yarrow
# timid yarrow

All I had to do was drag and drop the static mesh from scene 🤦‍♂️

frosty heron
timid yarrow
frosty heron
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deprecated and communication only goes one way

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u can't reference the level blueprint from other blueprint class in bp world

timid yarrow
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I used level blueprint because I decided to optimize the game

frosty heron
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this has nothing to do with optimisation

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you can ask others

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any sane person would agree that it's the wrong place to put your gameplay logic

timid yarrow
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when I trigger the box that will remove all that things in the map

frosty heron
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yeah

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still dont use level bp

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make a bp actor instead

timid yarrow
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Oh

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ok

frosty heron
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place it to the world and have it reference all the light in the world or w/e u want

tame pecan
timid yarrow
# timid yarrow

When I trigger that trigger box, the trigger box will remove these all meshes

tawny patio
gentle urchin
eager thicket
#

Anyone know a very basic way to get the number of meshes along a spline (if the spline is populated with spline mesh components)?

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the video shows this user function but doesn't explain what it actually does

gentle urchin
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Spline length / mesh length

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Assuming theres such a variable

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Or its simply spline points - 2

sick sky
#

what is the difference between the "standard" and "message" version of events ?

ancient moth
gaunt viper
#

Heyo! I’m working on creating 3d Sonic the Hedgehog style movement in Unreal 5, using the Ninja Character Movement plugin to handle a large amount of it, but I’ve run into a particularly annoying issue. In order to get the character to move in the direction of the camera, regardless of the axis they’re walking on, I’ve (for now) decided to un-tick “Orient Rotation to Movement”, and instead tick “Use Controller Desired Rotation”, and use the actor’s forward/right vectors for input. This gives me the exact kind of movement I’m looking for, but obviously prevents the model from facing any other direction. Is there any way to ensure the model is always facing the direction it’s moving (and staying upright!) while still leaving those settings as is? I’ve been trying to create a blueprint solution for the past few days, to no avail. If there are other potential solutions to this problem I’m open to suggestions, too. Please ping me if you have any ideas! I've been trying to make movement like this for years, would love to finally make some progress on it 🙂
Would also be happy to share the project files in its current state if anyone wants to tinker with it directly
And sorry for the long message 😅

lusty oak
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I have a sphere collision component around my player character, and I am using OnComponentBeginOverlap to check when it hits with the enemy. The problem I'm having is that on the enemy, I have 2 sphere collision components. 1 is a large one to detect the player so that the enemy starts chasing him, the other is the smaller one that I want to be used for the player character to detect with the blueprint. The problem is that the collision is detected for the large collision component, which makes sense, but i'm not sure how to specify to check for only the smaller one. Any one know how I can do this?

lusty oak
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Think I figured out what I need to do. created a new collision channel called BattleInitiation and set both of the spheres used for that check to only overlap that collision channel. This seems like it should be the correct way of doing it, but it's still not working and i'm not sure why. Anybody know what I'm missing?

slate fable
#

@lusty oak have you tried using a trace instead of a giant collision box you can use a multi sphere trace to check for hits. Aswell as your AI move to should be targeted at your player character

lusty oak
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mmm looking into multi sphere traces I don't think that would be a good answer for what I'm doing. The sphere collision component should work if I can just get the collision presets worked out correctly, and once it's working it'll be more performant and much simpler to manage.

vast horizon
#

What am I missing here in the use of a Soft Object Reference for a Texture 2D asset. This blueprint is a widget in the UI.
EDIT: to clarify, it isn't loading - just comes up a blank white square (worked when it was a hard ref obv)

lofty rapids
lunar sleet
#

Otherwise you’re going to crash if it’s null when it tries to convert, your isValid comes too late

swift sphinx
#

is there NO way to transition / blend between perspective and orthographic projections? :/

slate fable
#

it cooked successfully but doesnt want to build 😭

lunar sleet
#

Scroll up

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Any other errors ?

slate fable
#

this was cooking

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49 warnings 0 errors

lunar sleet
#

Open the log it tells you to open

slate fable
#

aye its open

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i can stream in a channel if you want to see it

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maybe not haha

lunar sleet
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It’s fine

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Just go through the 44 warnings and fix what you can fix

slate fable
#

stuff like this

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though i've not had any issues with any of it when simulating in the editor

lunar sleet
#

Yes, fix those.

lunar sleet
slate fable
#

AHHA! there IS a channelf for this

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thank you