#blueprint

1 messages Β· Page 113 of 1

pine tangle
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so the sampling of the beginning and ends are memory contiguous (or any vertical strip)

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you would also need active objects to reassign their bucket or bin every physics tick if you wanted full 2D coordinate wrapping solution

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pros and cons to each method

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It might actually make the most sense to dupe the player and do the force add haha

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that just sounds like an issue waiting to happen to me though

gentle urchin
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Or

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Crazy idea

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Rotate the tower πŸ˜„

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/world

pine tangle
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That doesn't solve the fundamental issue

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You will be jumping on 2d coordinates and not in 3d

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also lining up the shader could be a hassle without using high floating point precision

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I've become partial to the full 3d solution, and then just squared distance checks for things like enemy aggro, it sounds a little redundant, but it will almost certainly be less work on the developer and CPU in the end than a bunch of conditional coordinate wrapping imo

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dont even need the sqrt here in basically every case

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and when you do, since he is using the Unreal Physics for collisions thats all internal anyway

gentle urchin
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And youd reduce load by only moving relevant objects during the rotate

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Some section abive and below the player

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Smoke and mirrors

pine tangle
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no point in updating the world transforms or any object transforms, the full 3d solution with a custom coordinate mapping just for the character and active object placement, updating what should otherwise be static positions comes at a heavy cost that is difficult to overcome unless you've done some insane prebatching

gentle urchin
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Feels like it'd be an easier feat than the alternativez but ive never tried any of them

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Ive seen amazing things happen in the shader so

distant hollow
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This is my door frame

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And my code to mirror flip it

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However, when flipped, it became like this

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But when the structure was saved and reloaded, it looked fine
What could be causing this issue?

pine tangle
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@floral totem Im pretty sure this is what you're looking for

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and then depending on how you want the input and movement handled, if you do them indepedently of the physics tick you will also need to reapply the location but not velocity

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this is also assuming your velocity has been either frame delta or tick adjusted

glass crypt
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hi, i have a camera system that periodically spawns cameras in different locations around the player and switches between them after a small period of time. this acts as a cinematic camera mode that provides the player with different angles to view the player from.

however, i'm having an issue where after a while, the player's character controls get reversed, so instead of forward moving the character forward, they move it backward. the same issue happens with right and left as well.

i'm using the default controls from the 5.3 third person template.

how do i make it so the character always turns left when the left button is pressed, and always moves forward when the forward button is pressed, etc? thanks

gentle urchin
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Could the control direction be flipped?

glass crypt
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it seems like that is what's happening

gentle urchin
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Add some print strings to verify the problem

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(Phone fingers, sorry)

woven turret
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I'm unable to access it via a Blueprint node in the same way you can change the Light Intensity property, etc of a Directional Light's Light Component, C++ isn't an option here unfortunately

We use a dynamic Directional Light, it still lets me adjust the Shadow Amount manually in the level's DirectionalLight, but I would like to access it via Blueprint also to emulate overcast/cloudy lighting for use together with weather effects

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If there's absolutely no way bar C++ I'll just look into other methods I could emulate this effect

gentle urchin
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You can access set shadow amount in 5.3.2 atleast

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Takes a directional light component as target

woven turret
# pine tangle "Set Intensity"

This isn't the effect I'm looking to achieve as I still need the lighting from the sunlight πŸ˜…

I found a way to do it by just adding the DirectionalLight as a component directly into the same actor I handle the weather system in, rather than accessing a DirectionalLight in the level, this lets me set the Shadow Amount as a Blueprint node.

No clue why it doesn't let me do it the other method, but this method is more streamlined anyways with what we're doing

timber crystal
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I have built a respawn trigger here that only works as soon as my player comes into the trigger area. It should be noted that this only happens once

But what I want is that as long as the player is in this trigger area, the opponents come every 2 seconds

Waht have i made wrong?

gentle urchin
woven turret
gentle urchin
woven turret
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We avoid using casts in this system

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But I figured out a solution regardless, thanks for the help πŸ˜„

gentle urchin
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Just letting you know why it didnt work ^

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no worries

worthy frost
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why?

gentle urchin
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Casts are haunting projects left and right i guess

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Tutorials have made the myth a truth

dark drum
gentle urchin
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Create a delegate in the daytime system that sets shadowamount ,
Subclass directionallight (or your own actor) and register to this delegate

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Win winn

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Add an additional gameplaytag to the delegate, and you can now filter them aswell πŸ˜„

dark drum
gentle urchin
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Odds are the daytime system always exist

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(Interfacing it doesnt make sense)

dark drum
sonic arrow
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Alright so im trying to make a gun system for my game, I want there to be around 10 - 15 guns, how would I make the gun base and the children attached to that?

gentle urchin
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Gun base would have the functionality / events, but zero asset references , the subclasses would overriding the necessary events (if any) and providing the assets and actual config for the gun

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Bullet to use, spread rules, projevtile speed, mag size, reload speed, animations related to this (?)

sonic arrow
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damn, you'd think id know more of what you're saying, it has been 3 weeks since I last worked on my project and Ive managed to forget so much, currently im doing a yandere dev solution for the prototype. ill try and figure that out though for the actual game

gray ingot
sonic arrow
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its the animation, more specifically the close one

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I had this issue before as well, ive forgotten specifics

gray ingot
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But they are the same...

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I use timeline

sonic arrow
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should be the time to play the animation, might be causing it to bug out on first open/close

gentle urchin
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show code πŸ™‚

sonic arrow
gray ingot
gentle urchin
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first door starts in the wrong state

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so it think it's open, while its actually closed

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Also, you should consider "play" and "reverse" and not play from start / reverse from end

gray ingot
gentle urchin
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rip xD

gray ingot
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Hahahhahahah

gentle urchin
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this is such a mess

gray ingot
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My variables are the same

gentle urchin
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like what the actual f*

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reverse from end is being played

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(but no wonder there's no control here πŸ™‚ )

gray ingot
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I played some satisfactory

gentle urchin
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Do yourself a favor, and start being more organized, from this very moment

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Clean up this mess

gray ingot
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Yeah, i actually do organize from there

gentle urchin
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Split it out in a few different events

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"Unlock Door"

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"Open Door"

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"Close Door"

gray ingot
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Like this

gentle urchin
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I would barely call that organized ,but sure

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somethimes it gotta be like that

sonic arrow
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yandere dev code πŸ‘

gray ingot
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Yeah, i know about my "pro skills in bp"

sonic arrow
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if then = if then = if then = if then

gentle urchin
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switch on int

sonic arrow
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wdym?

gentle urchin
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embrace it

sonic arrow
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embrace int?

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I ❀️ int

gentle urchin
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embrace the switch

gray ingot
gentle urchin
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instead of

if
else if
else if
else if
sonic arrow
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is there actually a switch?

gentle urchin
gentle urchin
sonic arrow
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that would clean it up a bit, most of the ints are for ammo calculation but the top set current gun and get current gun should look better

gentle urchin
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but Im not sure why your BP is doing ammo calc for a bunch of different weapons

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ammo count would be in the gun

sonic arrow
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yandere dev, all the guns are in the player rn

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they go visible when active

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def good for performance

gentle urchin
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I cry a little

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but alright

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Switch on int atleast

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and wrap in functions

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"HasAmmo()"

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"ConsumeAmmo()"

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looks far cleaner, and is actually readable at a glance

sonic arrow
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okey

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ill remember because I gotta go to school, thanks for the minor tips

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for yandere dev unreal engine experience

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because im so good at script communication and defenently have a grip on reality

gentle urchin
sonic arrow
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why is has ammo = float

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it look like float

gentle urchin
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its a pure function

sonic arrow
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huh

gentle urchin
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point was, do yourself a favor and try to keep it readable, and easy to understand whats doing what

sonic arrow
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its crazy how much I forgot

gentle urchin
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makes it so much easier when you get back in a year

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trying to fix some bug or whatever

sonic arrow
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thats crazy

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Im hoping in a year im better at putting thing together in code

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and not doing yandere dev code 24/7

gentle urchin
gray ingot
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Yeah, i know how to organize, but i think i will spend more time organizing then solving the problem

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It seems like obvious thing

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But i don't really see it

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Could it be that my door is mirrored?

gentle urchin
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thats the entire point πŸ˜„

gray ingot
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Sec, i will try my best to make it easier to read)

timber crystal
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Does anyone know why this doesn't work?
I want the platforms not to be displayed in the game as long as the opponent has 100% life (not dead).

gentle urchin
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Is it triggered at all?

timber crystal
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i tested with print one sec.

timber crystal
gentle urchin
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So the variable is null

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are you setting it to an instance at any point ?

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a variable is just a cointainer to something. In this case its a container for a reference to an instance of the BP_Platform Grass Hidden

timber crystal
timber crystal
gentle urchin
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you need to set the variable

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with an actual reference to the thing you're trying to hide

timber crystal
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ok thanks let me go for it πŸ˜„

gentle urchin
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So you can either:

  • Hardcode the value in the editor
  • Somehow trace/collide for it (if it makes sense, probably not )
  • Operate through some common actor / event manager of sorts , where all platforms could register themself to it
  • Use the 'hacky' GetActorOfClass , altho this returns an unknown instance, if there are several
gray ingot
gentle urchin
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xD

gray ingot
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I did my best

gentle urchin
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Cmon

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you can do better

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like, really? xD

gray ingot
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xD

gentle urchin
gray ingot
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But what should i say xD

gentle urchin
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If that's all there is to say, then nothing

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DoorClosed = Direction==Backward

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Otherwise you're missing an update

gray ingot
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Yeah, but my door does work but first open

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Only first open bugs out

young meteor
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I'm trying to use a Sphere Overlap Actors function. I've set Object types to "Pawn".
It is not finding anything. The Actor I'm trying to have it find has a parent class of "Actor". Could that be why?

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As opposed to parent being "Character"?

gentle urchin
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gotta check the collision settings,

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but usually, only pawns or subclasses of pawns would be of the object type pawn

young meteor
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I'm trying to find my "towers" in a TD. What is the best option then?

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WorldStatic/WorldDynamic?

gentle urchin
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Dynamic i guess ?

young meteor
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Or is the correct approach to change the type of my towers instead?

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It is not a Character moving around though.

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WorldDynamic works. Guess that is better than Static then. I would think Static means it is also checking all kinds of, well, static items πŸ˜„

gray ingot
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I really can't see the issue

gray ingot
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I am so fk stupid

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I've had my door inside my actor at 90 rotation

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and it fk all up in my lerp

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Sorry for this :/

gentle urchin
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first thing i mentioned

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wrong state πŸ˜›

narrow pendant
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hello everyone, I'm trying to store a reference to a widget in a savegame object. what I want to do in the end is store which of these widgets is currently solo'd. however when I load my savegame object, the stored reference to the widget is None. I assume it's because the widget is temporary and the object ID changes everytime it gets created (or similar?)

queen heron
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why does the Interp To Constant node becomes faster if the interp speed value is lower than 1?

gray ingot
versed sun
narrow pendant
narrow pendant
versed sun
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i think thats it , it would be looking for the EXACT widget

narrow pendant
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right...

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alright thanks gonna work around it then

dark drum
mild pine
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How can I make a FinterpTo's Interp Speed match a Timeline's Time? For instance, when I set a new length for the Timeline I want the interp to take that into consideration, but with a fixed value of Interp Speed it'll get the value per Update to it's target too fast. I might be doing something wrong, but would love some advice on this

I'm setting a Niagara's User Parameter "Size" with the Finterp, and the Size is supposed to be at it's max value when the Timeline ends.

dark drum
spring rose
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Can anyone point me in the right direction? It's a new day and opening Unreal Engine 5, the blueprint contents of my projectile are gone and yet when i run the game, it still fires and does what it's supposed to. What's going on here?

versed sun
spring rose
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I don't D:

versed sun
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in your Content Browser

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like the file itself

spring rose
versed sun
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you could have duplicated it accidently

spring rose
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It's got to be somewhere. When i run the game, it does what it was blueprinted to do πŸ˜’

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: s

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But searching for projectile, that's all that's there in the entire content folder

versed sun
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go to whatever spawns the projectile and click the magnify glass

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it will take you to the blueprint you are useing

spring rose
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Uhmmm. I'm following a lecture and the spawn was in the BP. It was a spacebar event, does that sound right?

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Yeah, looking at his now, space bar > spawnactor BP_Projectile > add impulse (plus get play pawn, actor location, control rotation, actor foward vector and static mesh component)

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All of that was in the BP of the projectile that's no longer there but somehow still runs

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You know what, last night i changed these two things so my tester map opened first, is this maybe the issue?

obtuse mulch
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it seems like you have all of the logic in player pawn lol

spring rose
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If that's in reference to me, i don't know. I'm following a beginner lecture.

That being said, my BP_projectile isn't in any other map, so i can't see how me changing what map opens when unreal launches would do anything but somehow, it's still calling it from somewhere

wicked osprey
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Hello, guys. What filter can you write in the content browser to get assets without references?

lofty rapids
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that makes almost no sense

spring rose
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I didn't take out anything, it's just not there.

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Spawns and shoots just fine.

lofty rapids
spring rose
lofty rapids
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so did you put code in there and it disappeared ? or you just didn't put anything in there yet ?

obtuse mulch
spring rose
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You can see the ones with blueprints. The crates are empty and there's only one projectile. I can't show you blueprints/code because it was in the projectile and i'm saying it's empty...

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The crates don't have any blueprint stuff inside of thme, so ignore them*

lofty rapids
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that sounds f'd

spring rose
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^

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That's exactly what i'm saying, yeah

lofty rapids
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do you have multiple projectiles ? you sure your looking at the correct one ?

spring rose
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The lecture had us put the blueprint code in the projectile, now whether that's what you would normally do as an experienced coder or not, idk. Maybe they're dumbing down the content to not overload us, but that's where it was and when i open it, nothing was there (except the 3 red default events like uhh what was it... game tick, game start up etc?)

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Says there's only 1

lofty rapids
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hmm, i wouldn't be surprised if it's a bug, i seen a couple while on here

obtuse mulch
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you didnt save it then

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what the projectile in the level has to do with anything anyway

spring rose
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So why does the code work then lol

obtuse mulch
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how does it work?

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does it fly or deal damage or what

spring rose
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It spawns on spacebar, fires, shoots foward, has garvity, etc etc

obtuse mulch
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if its there in the world doesnt mean it works

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damn its impossible

spring rose
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Just reopened the project, this is what i'm met with:

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But it still runs all the code from the blueprint i did yesterday lol

obtuse mulch
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whats in the function?

narrow pendant
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there's a 99,9% you fucked up somewhere πŸ˜„

spring rose
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Shoots and bounces around lol

obtuse mulch
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you have a function there

spring rose
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scroll up slightly, its nothing

lofty rapids
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make a copy of it, does it have the code ?

spring rose
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What i assume is the base construtcion script node that's always there beacus ei never made it

lofty rapids
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weird that it would still run code that doesn't exist

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somethings f'd

obtuse mulch
spring rose
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It also doesn't have the code, weird

lofty rapids
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but what does a projectile do with no code anyway ?

spring rose
lofty rapids
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it'll still move right ?

obtuse mulch
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its construction not the function

spring rose
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It blocks me from screenshotting his blueprint but this is what his looks like and what mine did too

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space bar > spawnactor BP_Projectile > add impulse (plus get play pawn, actor location, control rotation, actor foward vector and static mesh component)

lofty rapids
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most likely

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or the player controller, usually the keys are not on a random bp like that

spring rose
# obtuse mulch

I double clicked the function but it just drops and opens the functions list, doubleclicking the constriction script shows me the screenshot i referenced before

lofty rapids
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you probably wrote the code in the player

spring rose
obtuse mulch
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wdym function list

spring rose
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Maybe i'm confused, what specifically did you want me to check/open

tired whale
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Hey guys,
Is there a way to get something that ressembles the old Play Montage node?
I need to execute some actions based on a notify in my montage but atm I cannot find how to access the notifies like we used to...

obtuse mulch
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ah ye sry

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couldnt see the funcion name

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too smal

lofty rapids
# tired whale

i mean you can use on notify begin and check the notify name, but can't youo put the events actually on the animation or something ?

spring rose
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I can redo it all, help me remember and practice it anyway but idk where it's still calling the code from lol

lofty rapids
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you'll probably see where it does spacebar, add impulse

spring rose
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There is no character

lofty rapids
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hmm, did you check the controller ?

spring rose
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On the right, in the outliner you can see what has blueprints.

tired whale
lofty rapids
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i've only used notify a couple times, so i can't be of much help

tired whale
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This used to be a really simple thing with the previous Play Montage node that provided all the exec outputs needed. The current Montage Play (guess switching the name order changes everything πŸ˜… ) there's close to nothing... It only returns eighter the length of the montage or it's duration

gentle urchin
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Theres two nodes

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'Old' node still exists

tired whale
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How do you access it? I've turned off "context sensitive" search and it doesn't pop up

obtuse mulch
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play montage

tired whale
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I should note that I'm not trying to play the montage on a Character's mesh though... so I'm not even sure that the 'old' node will do the trick...

obtuse mulch
tired whale
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doesn't show on my end

obtuse mulch
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what blueprint type is that

tired whale
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actor

lofty rapids
tired whale
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This one targets a character, which my skeletal mesh comp is not part of

lofty rapids
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ya still doesn't have it

spring rose
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Guys, i clearly didn't get enough sleep. I didn't realise that it was in the event graph of the level itself. I went back through the lecture to see what he opened it from and it was just the levle blueprint button which i forgot was there because i'm still new and dont remember where everything is. I figure from you reaction this code wouldn'tnormally be inside the projectile so i was confused too. Sorry for the issues guys!

lofty rapids
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but i thought you can put the notify events on the animation @tired whale

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or the montage

tired whale
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I can put notifies, yes. But I can't find a way to know when they fire...

obtuse mulch
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bro they teaching you doing projectiles through level bp

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πŸ˜„

spring rose
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Just to gain a basic understanding. I know we'll move on to doing something more concrete and tell us where things normally go.

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I understand keeping things simple for new people and it's ok to teach like this sometimes, i get it.

lofty rapids
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my first tutorial i used the level bp as well

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but so far i have not had a good use for it

narrow pendant
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  1. be aware it exists
  2. never use it again unless you know why
spring rose
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My brain is the worst, too. If i don't understand something ENTIRELY like, a sphere, seeing all sides, one missing jigsaw piece and it won't click for me. So when i don't understand the entirety of a blueprint for example, it doesn't click. I need to know exactly everything i can do with one piece first before I can understand it. Great when i know, bad when i don't lol

tired whale
#

I'll explain in a lengthier way what i'm aiming to do.
I have a widget setting the visibility of a skeletal mesh actor to true via a "middle man" BP actor. The BP actor, called Manager, has references to all my skeletal actors.
The widget communicates the manager which one of the skeletal actors to set to visible, and to start playing a corresponding Montage. Also, some skeletals have a static mesh attached to one of their bones (character holding a glass for instance).
Now, on a specific mesh, with a specific montage, I want the attached static mesh to be visible during a period of the montage and hidden during the rest, qnd I figured using notify would be an easy way to do so.

obtuse mulch
#

it would be

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idk why you cant get that node

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have you tried in other bps just to make sure?

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its shows up to me even in widget bps

tired whale
tired whale
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But I can't access it anywhere else

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I could make my skeletal actor characters, but I really don't need anything more from them than to be visible or nat, and play a looping montage...

gentle urchin
gentle urchin
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Target skeleton?

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5.3.2 right?

obtuse mulch
#

in some places its even the opposite for me

tired whale
gentle urchin
#

Grab a skeleton and try

tired whale
#

Wdym?

obtuse mulch
prisma helm
#

hey guys, I'm following a paid multiplayer game course, and at event "Multicast Fire" it makes me set the player pawn not equal to owner at player index 0.
But doesn't that mean it will only work for those with player index 0?

If yes, how can I make that it changes the index based on the player?

tired whale
#

actor, it's my so called manager

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it's an empty BP, holding only the variables containing all Skeletal Mesh Actors for Player 1 to 4 in seperate arrays, and another 4 arrays containing the corresponding Anim Montages to play on these skeletal mesh actors

obtuse mulch
#

idk i just created an empty actor and there it is

tired whale
#

sorry guys...

silk hinge
#

Hi guys

can someone explain me this,

I have a replicated actor that cant fire a server event "has authority " is showing that it is a client, and still cant fire any kind of server event. What is the option to make this replicated actor able to start a server event ? πŸ€” thanks

dark drum
obtuse mulch
#

and custom events, which kinda sucks

tired whale
dark drum
prisma helm
dark drum
prisma helm
prisma helm
pallid sphinx
#

https://youtu.be/oDKcDr6yN7U?list=PL8_QdDwbYqgSC8b3iiCuEGCkFmxl5jkOi
I don't know if anyone has any experience with this series or a general idea of what my issue could be but I've followed every step over three times now in this video and i cannot find out why i can only use the first slot of my ability inventory.
All the other systems work perfectly i can use all 10 hotbar slots and move abilities around and i can transfer abilities between the inventory and my hotbar but for some reason i can only use the first inventory slot and i cannot figure out why.
My best guess would be an issue with the array where its only letting me use position 0 but as i said I've done everything as he has from what i can see.

In this episode we set up drag and drop ability icon functionality first within our ability hotbar. Then we set up an ability inventory, where the player can drag and drop abilities from the hotbar to the ability inventory and back into the hotbar.

By the end of this episode, you will have a fully functional UI hotbar capable of activating a...

β–Ά Play video
tired whale
#

Well, Play Montage doesn't do anything... πŸ₯² I don't know why, but my montage will only play if I do Play Animation. Therefore I'm back to square one and cannot know when my notify begins

gentle urchin
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Or animinstance, cant recall which of em

tired whale
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Thing is, I need to set the held static mesh visibility during the montage, not at the end...

gentle urchin
#

Anim notify?

tired whale
#

yup

obtuse mulch
#

does the animation play?

tired whale
#

there's this, but I have no idea what this target is

obtuse mulch
#

do a montage notify window

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then use on nnotify begin and end

tired whale
obtuse mulch
#

doesnt play the montage?

tired whale
#

nope

obtuse mulch
#

do you have animBP allocated?

tired whale
#

the skeletal doesn't even get in position of the first frame

obtuse mulch
#

to skel meshes

tired whale
#

I don't have any ABP on these

obtuse mulch
#

u need to have it for montages to work

tired whale
#

even if blank, or does it need the slot node?

obtuse mulch
#

needs the slot node

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the whole point

tired whale
#

makes sense

obtuse mulch
#

nothing else

subtle mist
#

Hey.. I have a video playing in a widget.. How can i make it fullscreen during play by pressing a button?

lofty rapids
#

can you scale it ?

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i've never done that

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or set it's coords somehow ?

subtle mist
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no.. i have tried scaling the image where the video is put on but nothing.. it doesn't have size options or scale for that

obtuse mulch
#

set position 0 0 then size to viewport

#

you have to get the slot

#

wrap the image with canvas or smt

winged totem
#

Hi, is there someone that knows what capsule colors means in PHAT editor?
I came from UE4 and there's not different colors

#

There are green, dark green, yellow, orange

subtle mist
lofty rapids
#

so if i have a timer by event

#

is a timer frame rate independant ?

#

do i need delta ?

obtuse mulch
#

no

#

timer is boss

trim matrix
#

Hello there, does anyone know what could be the reason for "Widget Switcher" to be just nonexistent from the widget palette ? nether from panel tab or search

obtuse mulch
#

you have some other stuff there

#

custom built engine?

trim matrix
obtuse mulch
#

they forgot about it

#

πŸ˜„

trim matrix
#

It's a modified 5.1, forgot to precise it

trim matrix
lofty rapids
#

but you have some custom stuff in there ?

#

some stuff thats not normally in it ?

#

or i have 5.3.2 so it's different anyway

trim matrix
#

It may come from my widget directly, I am subclassing it from UCommonUserWidget

#

Or just an engine bug......

lofty rapids
#

maybe#umg would have some info about it ?

warm cloak
#

my blueprint graph just disappeared in my gameplay ability blueprint :

ancient helm
obtuse mulch
ancient helm
#

Now double click on EventGraph

#

Ah it's a different person

#

That's strange, you don't have a warning saying that you are seeing your blueprint as data only? And you need to click on that message to get the full view?

warm cloak
#

but even when I click on it, does not work

ancient helm
#

Try reset layout in the main unreal window ? maybe your blueprint graph window is out of screen?

rich ferry
#

Oh god they do what??

thin panther
#

I've had them create null actors in the outliner leading to an engine crash, all sorts

rich ferry
proud mauve
#

Is it possbile to change the Camera sensor width/height in runtime? maybe with a slider widget? UE 4.27

gentle urchin
#

Camera sensor?

proud mauve
gentle urchin
#

Guess ypu gotta chevknifkits exposed

#

Search for related nodes

#

Set filmback / sensor something

versed sun
lethal pollen
#

Hi! Where do these arrows come from? This blueprint class inherits from a C++ class, but I haven't define them on it. Thanks!

proud mauve
thin panther
floral totem
#

Thanks for sharing! I will look into this!

fossil crystal
#

If using a square grid in a 1000x1000 . Will increasing square size or reducing the square size have any performance issues? Lets say each square is an actor

lofty rapids
#

i would think so

#

the more you have, the more calculations

young meteor
#

I'm trying to get a bunch of actors with "Get all actors of class" and check if they are disabled.
I could do this with a simple Boolean, but then I have to cast to every single one on every frame.
Is it cheaper to do an "Actor Has Tag" node and then a branch based on that instead?

faint pasture
#

what does disabled mean

young meteor
#

It means nothing code-wise at the moment. Just need a way in the game to check if they have already been "eliminated" and are therefore disabled (gameplay-wise)

faint pasture
#

Otherwise I'd use a tag yeah, unless there's a very obvious base class that a bool can live in.

young meteor
lofty rapids
young meteor
#

I'm basically trying to avoid too much casting. Don't know if Tag check is actually cheaper though.

young meteor
lofty rapids
#

since casting can be heavy, i have not heard that actor has tag is like that, so i would probably go with has tag if you can

young meteor
faint pasture
#

All towers sounds like a base class

#

if you get actors of class TowerBase then you can just get the thing, no casting

young meteor
#

They all share a template yes.

faint pasture
#

casting is basically free but it does imply the class being loaded, and seeing a ton of casts as checks all over the place is indicitive of a bad design

young meteor
#

children of it

faint pasture
#

What's the rule? A given tower shoots at.... what?

lofty rapids
young meteor
faint pasture
lofty rapids
#

i would go wit has tag if you can

young meteor
#

Or do I misunderstand?

lofty rapids
#

ya that makes sense your check in the loop if it's disabled ?

faint pasture
lofty rapids
#

what if you made the variable a reference to the tower so you didn't even have to cast

#

i'm guessing now it's an actor or something ?

#

or there will be other actors of different types in what your looping ?

faint pasture
#

Although if you have a lot of enemies or towers around it'll be way more efficient to have some other query mechanism eventually

young meteor
faint pasture
young meteor
faint pasture
#

I'd probably make some sort of manager thing

#

But don't do that until you need to

young meteor
lofty rapids
faint pasture
#

you don't have to cast, you'll know it's a YourBaseTowerClass.
You'd only have to cast if you got actors of class Actor

lofty rapids
# young meteor Yes

and the towers will always be the same or you will have many different ones that you may need to cast to ?

#

if they are the same just set the variable to be that class instead of actor

young meteor
lofty rapids
#

oh ok, so you couldn't do what i was thinking because of the way your getting the towers

faint pasture
young meteor
faint pasture
#

you'll have access to everything in YourBaseClass

young meteor
faint pasture
civic tree
#

hey guys, i am having a very basic graphic settings setup, and during our playtest for our game, some testers reported crashes when changing from low to high or the other way around. these are the settings, as you can tell the very basic setup:
We are running ue 5.3.2, any idea why the game could crash?

lofty rapids
civic tree
young meteor
young meteor
#

Sorry no.

#

Only in this case.

faint pasture
young meteor
#

Have different targeting methods. Highest health, Furthest along path etc. But I switch on an Enum earlier and have a separate execution path for those.

young meteor
lofty rapids
#

maybe remake the for each

#

it's probably still the other type

#

drag out from out actors and do foreach

#

might fix it

young meteor
#

So you guys would guess this is the cheaper way instead of the Sphere overlap to search in it's X radius?
Considering we are talking 50-100 ish Actors?

lofty rapids
#

oh i c you did a sphere, that would probably be much cheaper i would guess

#

blueprints is horrible at looping

young meteor
#

Sphere required a cast though. Unless a Tag check does not need such.

lofty rapids
#

i feel like if you can get away with just checking the tag then that might be the most efficient

#

considering you use a range with that sphere so your looping through a lot less which is a big difference

#

from what i've learned when looping in bp you want to keep it low as possible

#

especially if you added even more say 1000

#

then it would be bad because bp wants to do these in one tick and has issues with it

young meteor
#

(not for checking the tag, but for adding the actual tag on the tower)

lofty rapids
#

idk i have not used tags yet

young meteor
#

Alright.

lofty rapids
#

thats why i said if you can do it i'm not even sure if it would work, but it makes sense you just check the actor has a tag as far as under the hood i bet it's not much going on

faint pasture
#

The more spread out they are relative to the sphere radius, the more efficient the sphere trace is. But then you'll need to do the casting etc. It's probably faster to just get all of class up to some number.

young meteor
#

I'll learn Unreal Insights later I guess πŸ˜„

rich ferry
#

Is there any way to get this into here?

faint pasture
rich ferry
remote silo
#

i cant figure out why my gun isnt going to my mesh my character, everything seems to be going correctly except no gun apears in my hand.

faint pasture
remote silo
faint pasture
#

It goes to your hand, then deletes self from existance

remote silo
faint pasture
steady night
#

hey

#

how can i clamp so the valu cannot be -20 = +20

#

so min wouyld be -70-20 and max +20-+70

lofty rapids
#

i'm not understanding what your trying to do

steady night
#

i mean something like this i suppose

rich ferry
#

Any way to reorder these?

steady night
#

@lofty rapids

#

the problem im having is when im walking backwards the direction is not 0

faint pasture
#

what

#

what are you actually trying to calculate?

#

what do -20 and -70 mean

steady night
#

scratch that

#

my laster question is the objective

#

when i walk backwards i dont get 0 in direction

rich ferry
steady night
#

this is how im getting the cdirection

lofty rapids
#

you want it to be zero going backward ?

#

just clamp it 0 to max

steady night
#

the problem is when im walking backwards i still want -70/+70 in direction since u walk in that direction backwards

#

but when im only walking straight back i want it to be 0

#

now its choosing whatever is closest

faint pasture
steady night
#

Direction*

faint pasture
#

70 and -70 are both forwards

#

90 is right

#

180 is backwards

#

as is -180

steady night
#

yeah

faint pasture
#

so why are you clamping to 70

steady night
#

for my BS 70 is enough dont need 90 *

#

that works fine

faint pasture
#

change your blendspace to map right to 90

#

your blendspace should go like this

Back Left Forward Right Back
-180 -90 0 90 180

steady night
#

yeah thats fine, but still when walking back im getting 180/-180

#

yeah thats the problem

faint pasture
#

well yeah, that's what it is

#

set up your blend space to just accept the actual angles, that's easy

remote silo
faint pasture
#

if it doesnt hit, move it up

#

until it does hit

#

the node you care about, presumably the attachment

lofty rapids
#

it looks like the nodes firing

fading hawk
#

This might be a silly question, but :: I have MyPlayerController_Child and MyPlayerController_Parent BP classes. Naturally the Child uses the Parent as parent class. Now is it possible to get a variable from the Child in the Parent class?

rich ferry
#

I'm trying to get my BP components in a specific order but they keep spontaneously reordering themselves???? What the hell.

fading hawk
desert flame
#

Hey, more of a math question here.

So ive got this segmented bar system (like the HP in Overwatch). It spawns a bunch of progress bars in a horizontal box and changes the values of each progress bar for the total health value.

And with these values it works 100% perfectly to the correct pixel of health. But if i change how much is in 1 segment (automatically reducing the amount of segments), it all just breaks. Some segments just copying others, some just not working etc.

Red numbers are the numbers inside the nodes.

rich ferry
fading hawk
rich ferry
#

Or better yet let me preload them into the map

fading hawk
#

Gotcha - I mean it makes sense - but I think the components list is an unordered list and just gets sorted for display purposes.

rich ferry
#

Sorted dumbly, that's for sure. No rhyme or reason to it.

#

Also my editor randomly froze so that's fun

#

wow yeah this is fucking dumb. Idk what I'll do here but I'll figure it out later lmao

cerulean stone
#

hi! is there any way to set initial value of my camera to black (alpha 1)
in blueprints
because i have an issue when connecting to remote server, there is a period where the camera is transparent (alpha 0)
it seems like this default camera is initialized before everything else

foggy escarp
#

I've been trying to set up my actor class to be queried by the asset registry without much luck. I have the asset manager set up and the asset is viewable in the asset audit. The manager is successfully retrieving the assets. I am intending to set this up with a library in C++ and noticed the issue in testing the function I created.
I thought that if things are correctly set up with the asset manager then surely the asset registry should be able to retrieve them.

#

I'm not really sure where this could go wrong if the asset registry can't return the assets, but this is working

mortal coral
#

Having a weird issue with saving Project Settings; whenever I reload my project, the Action Tags in my Common UI Input Settings are set to None. The rest of the settings are still there, it's just the tags that are gone

pastel skiff
#

hey so i want to throw a granade right, the granade is a projectile movment, but the i cant figure out how to make it so that liner velocity poits in the direstion where me character is facing twords, any help?

foggy escarp
foggy escarp
#

Wait do you mean the rotation of the projectile or fire in the right direction?

coarse condor
#

I cannot figure out event dispatchers to save my life. Separately these two blueprints work but I just can't seem to get them to communicate with each other no matter how many guides I watch.

pastel skiff
#

so i want me velocity to face the way me camera is facing

lofty rapids
coarse condor
lofty rapids
#

print string out of succeed and fail, see which one it shows

foggy escarp
coarse condor
#

If I put "Confettipop" into a print string nothing happens

#

At the end of the bind that is

#

like this I'm assuming?

lofty rapids
#

succeeded out the top, cast failed just below it

coarse condor
#

oh

lofty rapids
#

put a print string out of of cast failed i'm guessing it's failing

coarse condor
#

Okay yeah it's failing

lofty rapids
#

what is count ?

#

i c it's a variable ?

#

but where do you set it ?

coarse condor
#

well every time I try to look up anything about casting it only ever uses default blueprints and object is usually "get player character" but counter is just an actor blueprint, so I made an actor variable and slapped it in

#

which I'm guessing is wrong

foggy escarp
#

Something I wish I did earlier on was enable the feature break on exception. This forces you to handle access nones if you have them and it allows you to see why something may not work way faster. Sometimes it can be a pain though and it can simply be turned on/off whenever.

pastel skiff
lofty rapids
foggy escarp
coarse condor
#

I just set it as an actor reference

#

I could try get actor of class.

lofty rapids
foggy escarp
coarse condor
lofty rapids
pastel skiff
#

when i remove the vlocity it stil does not work

coarse condor
dark sparrow
#

Hey all, pretty new to working with unreal BPs here, trying to recreate a LUA mod I made in BPs. I'm a little lost on how structs work in unreal and was hoping I could get some pointers.

Effectively what I'm trying to do is watch for a new item container to spawn and when it does, compare the item inside with all other item containers, given that every container has exactly one item inside. I was able to make this work using an array of containers, but I was hoping to speed the process up by adopting the same approach I took in LUA - making a map of item type:container so that when I get a new item, I iterate through only containers with the same kind of item inside rather than wasting time iterating over all containers that exist.

I made a struct that holds an array of containers, and a map of item type:struct, but for some reason I can't seem to add a new container to the array - once it's made, it's made

sage lagoon
#

I have yet another question. Let's say that I have a game that sends the player from the first gameplay map to another just for a dialogue cutscene. Then, the player is sent back to the first map after the cutscene is over, but I want to send both the player character and the FollowCamera to a different location once the map is loaded and a Boolean that has been turned on causes the map to load at that different location instead of its default starting point. How would I go about doing this while ensuring the camera is focused on the player and not outside and somewhere in the skybox?

dark sparrow
#

I get the array using map -> find -> break struct, then add to it using the array add function. When that didn't work, I figured maybe it's passing me a copy of the array rather than the array itself, so I tried array add -> make struct -> map add but that doesn't seem to work either

kind estuary
#

can i use a Pawn that has inputs to be controlled by the AI?

#

Or its best if the pawn has no inputs at all if its an AI pawn?

#

Asking in case there is some underlying issue...

#

So far it seems the inputs are disabled

#

these inputs

lofty rapids
#

why you want inputs on the ai ?

#

you want to control it ?

kind estuary
kind estuary
#

so im using the same pawn class

#

and see no reason why i need a different one

#

should i create a different one?

#

the only difference for now is just these 3 inputs that are not enabled it seems

#

so isnt it ok?

lofty rapids
#

i don't know whats right or wrong, i would imagine as long as its not duplicating the input presses you'll be fine

lofty rapids
#

no i'm still learning, but just logically you should be ok

verbal nova
#

Whats good fam

hexed cloak
quiet token
#

Could anyone please explain to me how i could make the green spots that i have on the texture more opaque? i mean kinda transparent? I can decide how much green spots i want from the noise, but not the opacity

lofty rapids
quiet token
#

oh sorry, tought since its blueprint i'm right here. i'll try that thanks for mentioning

pale imp
#

is there a way to duplicate an already existing actor through blueprints ? I've made 2 enemies and so now I want to make an actor which handles spawning them

kind estuary
#

thanks

pale imp
lofty rapids
#

from what i gather online you can do it in c++

#

but bp not so much

thin panther
undone bluff
#

is the duplication some sort of game mechanic

lunar sleet
spark cliff
#

hey all, something about the factory first person blueprint eludes me.
it has IA_Move, IA_Look etc, thus uses advanced input action mappings, but the blueprint graph makes no reference to loading it? this seems more elegant, i'd like to know how this is being assigned the IMC without having it in the node graph:

#

oh nvm, just found it, for reference for others, its attached via game mode blueprint, 'BP_FirstPersonPlayerController' has the Enhanced Input Local Player Subsystem code within that

undone bluff
chrome pumice
#

Quick question, i wanted to make that the player gets a random item from this array every 10 levels. The "unused" stands for "unlocked" and basicly it should unlock an item that isnt unlocked, if it gets an unlocked one, it should try to get another, i have many instances where i just get no item at all, any ideas?

#

its pretty simple code i just have massive brain lag i think

#

it worked for a while then randomly stopped giving me items on lv 20 for some reason and now its completly fked

valid solstice
#

Does anyone know how to add a stamina system where everytime I dash it takes a chunk out of my stamina and when I dont dash Aka just walking and running around it recharges this is my Dash BP

wraith loom
chrome pumice
#

yea good idea actually

#

ty

#

❀️

wraith loom
valid solstice
wraith loom
# valid solstice Could you explain how to do it?

Ok well have an Event tick node that adds an amount to a integer Stamina variable. Make sure to multiply that amount by delta time, so that the regeneration doesn't depend on framerate. Then at the end of that dash code you have just remove a certain amount from the Stamina variable.

distant hollow
iron heron
#

Does Blueprint support condition break for debugging?

sage lagoon
#

What would be the best way to, say, teleport the player when a level is reloaded? More specifically, I move the player back and forth between two maps. But, after setting a Boolean variable to "true" on the second map after a cutscene is over, I want to reload the first level and place the player character in an alternate location, using a trigger box that moves during a level sequence and works when the GameMode's Boolean is True. Like so:

https://blueprintue.com/blueprint/ldb1eafd/

#

So, what is the best way to send the player to a different location when the level is reloaded and under special condition(s)?

valid solstice
#

Anyone know where I should put my stamina in there I already have an Increase and decrease stamina I just dont know where to I put it I also want it where you have 0 stamina you cant dash animation

limber parcel
twin shale
#

I have a blueprint with a editor callable function that just adds a Instanced Static Mesh Component to the actor and adds some instances. Really simple. Whenever I drag the actor and the constructor runs, it deletes the instanced static mesh component and clears out all the meshes. Is there a way to run this in the editor and stop it from deleting the Instanced Static Mesh component?

limber parcel
twin shale
#

It's literally just a blueprint that's intended to throw junk on the floor and dirty up spaces

limber parcel
#

create a save object and load data from there on construct

twin shale
#

Boy. Okay. I don't love that but I guess I can do that easy enough

distant hollow
limber parcel
distant hollow
#

But I’ll test out shipping build

valid solstice
limber parcel
limber parcel
distant hollow
limber parcel
fervent rune
#

need some help, I currently have a feature in my game to be able to zoom in like a camera, it's working but now the problem is players can spam the zoom button and it will zoom in and out when ever it is pressed, I want the the player to be able too zoom again when it's finished zooming out or in

distant hollow
limber parcel
limber parcel
#

and make your code run only when bool is false

fervent rune
buoyant moat
#

Given I have the projected screen coords of the yellow reticle. Is it possible (and if so how can I achieve it) to define some kind of mask on the screen such that any pixel inside of the grey reticle return true and the ones outside false.

I want to define zone in the hud and reason about them for the gameplay and they might have intricate shapes more complex than a simple circle

#

Essentially trying to answer the question: Is the projected screenspace position of a given target inside one of those zones

limber parcel
buoyant moat
limber parcel
sage lagoon
undone bluff
limber parcel
limber parcel
sage lagoon
iron furnace
#

Does anyone know how to fix messy lighting? This is a new map with all new directional light, sky light, etc, and yet if i set directional light to .1, it just slowly goes from dark to light over a couple seconds. Im just trying to make a night map and have watched videos, etc, yet dont see anyone else with this problem. Any help?

sage lagoon
limber parcel
iron furnace
#

Thanks, there wasnt any in the map, so that probably explains it. any suggestions on exposure settings, or just mess around with it till it works?

limber parcel
#

you can just set it to manual and change the exposure compensation

sage lagoon
#

As well as color if you want, say, a full moon light.

limber parcel
#

you can also add a slightly blue tint in the PPV for nighttime scenes

sage lagoon
#

And, of course, you can try looking for a night sky skybox. There are some free ones, out there. Just to make the illusion more convincing, anyway. That's just a suggestion.

#

You could also play around with the different types of lights UE has to offer.

limber parcel
#

and add volumetric fog

sage lagoon
#

I think a Directional Light would work best, if you want an outdoor ambient light.

iron furnace
#

ill be looking into all of that, thanks for mentioning it. Im trying to go for an abandoned town fogged up, getting attacked by monsters from the thing. I have some lighting on the indoor portions of the map, but i just wanted something a lil freaky going on when the player steps outside

sage lagoon
#

Good luck!

sage lagoon
limber parcel
sage lagoon
#

Which is odd because I didn't get any notices of cast failures.

limber parcel
#

just add a print on cast failed

sage lagoon
#

You mean, like, a print string before and after the Set Boolean node?

limber parcel
sage lagoon
#

Oh! So this is in case the cast fails?

#

I always wondered what that connecting point was for.

sage lagoon
#

I'm still relatively new.

#

Excuse me.

obtuse mulch
#

its sometimes useful

gentle urchin
#

Its very usefull to get in the habbit of adding prints where things can silently fail

#

It also helps to be descriptive in the printn

#

Often including class/event name aswell

sage lagoon
#

Now this has happened:

#

After linking Cast Failed to the Set Boolean node.

gentle urchin
#

Show code

gentle urchin
#

Cast failed means the incoming reference is not of the underlying type you're trying to cast to

#

Cast fails means you cant access the reference provided by the cast

sage lagoon
#

When I try to connect the usual way like in the above code, the program just stops at the Set Boolean node. Which is why I changed that to Cast Failed on a suggestion I was given.

obtuse mulch
#

error says that ur Asmygameinstance variable is empty

#

you dont set it anywhere

gentle urchin
#

^

sage lagoon
#

That's odd. I did declare a variable. I thought the GameInstance never reset its settings.

gentle urchin
#

The suggestion wasnt to execute logic on the failed cast reference

#

But to add a print string

#

Which is something completely different

sage lagoon
#

Oh. Sorry. It's late at night over here.

#

So should I just put in a Print String before and after the casting?

gentle urchin
#

No need as we know the issue

#

Atleast, you dont shownthat you've updated the variable , and the cast fails

#

So

#

A variable is , as you might know, just a container for something

obtuse mulch
#

you must set the gameinstance variable in that particular bp

sage lagoon
#

Which would be a level BP, in this case.

gentle urchin
#

A reference variable can hold a reference to something, but is by default nothing

obtuse mulch
#

and you must do it b4 the function

#

before ur actor overlap event shoots

gentle urchin
#

Or use GetGameInstance as the input to the cast

sage lagoon
#

Hm...as opposed to promoting to a variable which I did?

obtuse mulch
#

when?:)

sage lagoon
#

Like if I did this?

obtuse mulch
#

ye thats good

sage lagoon
#

I just tested, but I get the same error after test-running it and stopping it.

#

There must be something else I need to do before this.

obtuse mulch
#

did you set the gameinstance in project settings?

#

maps and modes

sage lagoon
#

I think I found it.

#

Okay, I've changed it to MyGameInstance.

frosty heron
#

call it BP_MyGameInstance for better readability

sage lagoon
#

Okay.

obtuse mulch
#

did you check with print string that it goes all the way to false?

#

thats some strange code right there

#

why do this

sage lagoon
#

Oh right. It was originally because of a TriggerBox that would move when cued. I just forgot to remove that.

#

So I've set alternate Print Strings based on the Boolean when the level is loaded, and the Boolean is false.

#

But...I need to get some sleep. I'll work more on this tomorrow. Thanks for the help so far. Good night for now.

sick sky
#

should i avoid saving cast references, and just do interfaces most of the time ?

limber parcel
obtuse mulch
#

startup times wise

#

but i found out if you save them in their parent class variable, then just cast again everytime when you need it, it works

#

never bothered using interfaces

gentle urchin
#

whats being cast and why should be some fundamental questions before answering

#

Casting is fine in many cases

#

saving a cast reference or not doesnt matter much as the cast already creates a hard pointer to the thing you're casting to

sick sky
#

well for example
in my player state, i am updating UI

so on BeginPlay I wanted to update the UI, by getting the HUD class (widgets are saved there) and save it

i finally made a interface, because this event could be later on called outside of the playerstate

gentle urchin
#

Why is the playerstate updating the UI would be my first question

sick sky
#

well, where should i put it ?

gentle urchin
#

UI should update itself based on data from the thing they represent

#

typically one gets that done through event delegates

sick sky
#
  • the gamestate updates player data
  • player state is changed
  • UI needs to be updated (and rn its updated from the player state, because it seemds more logic than doing this in the game state)
gentle urchin
#

create a delegate in the player state

#

"OnDataChanged" (to be very generic)

sick sky
# gentle urchin typically one gets that done through event delegates

i am using delegates

  • the gamestate doing stuff, calls delagate
  • the HUD class has a ref from the game state, and assigned events from those delegates
  • the delegates call specific widget functions

there is just this example where its not the same, maybe i should do the same architecture

gentle urchin
#

Let the objects handle them self , as much as possible

#

letting other classes update an unrelated class becomes messy very fast

sick sky
#

okay

#

so i should have my widget assign the game state delegates ?

gentle urchin
#

bind to them, yeah

sick sky
#

i first wanted to put in it HUD so i can have 1 place to store the game state ref
instead of having this game state ref in each widget

hollow bane
#

Hi I have a question:

I have an enemy actor bp. Now if this actor is hit by a line trace the next level gets streamed in.
In the next levels i have multiple copies of this enemy bp in my levels. i have already gave them tags.
How do i make the level load once all of the enemies were hit and not only if any of them was hit?

gentle urchin
#

you'd probably want some manager that checks this, and listens for delegates from the enemy actors

hollow bane
#

so what kind of message does my enemy need to call?

gentle urchin
#

depends

#

are you waiting for their deaths?

#

or is this a ray of light just aiming at them ?

hollow bane
#

hmm not quite sure, basically just if they get hit by the line trace thats enough for me to send a message "i was hit"

gentle urchin
#

right

hollow bane
#

now i need them to count themselves somehow

gentle urchin
#

so you'd want some custom event dispatcher

#

with a bool

#

RelayHit(bool bWasHit)

#

then you just call that whenever you're hit / not hit

hollow bane
#

so from my event dispatcher that is coming from the linetrace bp i need also a condition

#

but how do i make them count if all of the enmies were hit or not to trigger

gentle urchin
#

thats the manager part

hollow bane
#

thats my current call i send when something is hit

gentle urchin
#

in my prototype i made the manager spawn in the enemies

hollow bane
#

this is how i make sure that only the enemy that was hit adds up to the score

gentle urchin
hollow bane
#

the enemies in my case are actually obstacles that are there from the beginning of the level

gentle urchin
#

specificly listening for a delegate (RelayHit would be yours)

#

Well the manager can just "GetAllActorsOfClass"

hollow bane
#

oh i see

#

nice

#

let me try

#

!

gentle urchin
#

then this manager deals with the "completed" condition aswell

#

I'd say this is a bit hacky, but it shouldnt cause any trouble really

distant hollow
#

Hiaz

sick sky
#

would this work ?
im trying to find another way to reference events

sometimes i got a "unbind" that is somewhere else in the graph, and i have a red line crossing half of the graph

thin panther
#

Yes, that's what that node is for

#

Also works for functions

sick sky
#

does it change performance ?

thin panther
#

Possibly my favourite node in unreal

thin panther
sick sky
#

curious

thin panther
#

You gain orders of magnitude more performance by using C++, so not a worry

thin panther
# sick sky in what case do you use this for functions ?

The same case as above, if you didn't want it on the event graph. Or if you wanted to bind an overriden function.

I mostly use it on a set timer by event though, as you're unlikely to need latent actions in the callback on those

sick sky
#

okay ty

#

interesting

fervent rune
timber basalt
#

hey all i wanna ask is there a way to target a specific collision of my enemy (testing dummy)

gentle urchin
#

GetComponentWithTag ?

wild crater
#

How does the editor infinite loop detection work? I know it can be nested loops. But could it also be a series of manual calls on a function with a loop?

thin panther
sonic arrow
#

I just love yandere dev spaghetti code V2

#

theres only going to be 2 recoil patterns but up to ~10 guns

#

so either the spaghetti code will largen, or I will have to figure out how to properly implement guns, im dumb and dont know how to follow instructions so its a wee bit hard

wild crater
thin panther
#

It shouldn't, no

#

But who knows, it could be total iterations per frame.

I don't believe it is though

gentle urchin
#

Total execs*

#

Is the count

thin panther
#

Either way, keep heavy iteration out of blueprints, it's incredibly bad at it

gentle urchin
#

So a loop of 100 with 3 function calls is 300+

#

Along with the internal in the loop macro

#

It hits the limit far sooner than actual iterations

thin panther
#

Woohoo! Go BPVM!

gentle urchin
#

Frameslicing is a trick if you really need it in BP

#

With it you can go quite high... it just takes time. Lots of time

thin panther
#

"Sorry we know it's been 3 hours and the game hasn't loaded, but we needed to frameslice the BP only quantum computing"

gentle urchin
#

🀣

#

Frozen loading bar the entire time

thin panther
#

In all seriousness though, frame slicing is amazing for some things.

wild crater
sonic arrow
wild crater
#

Another infinite loop question: When the log says "see log for stack trace", does it mean some other log I'm unaware of? As this is stated in the output log

thin panther
#

Perhaps the message log

#

Or the log file.

wild crater
#

log file seems to contain the same stuff

#

can the message log be seen as a text file?

obtuse mulch
fleet cedar
#

Hello.

I want to play a cinematic and then set a bunch of variables when it finishes across various blueprints (visibility, actor locations) - should I do this in a particular BP? Level BP maybe?

thin panther
#

The message log is what gives you your "accessed none" errors on ending pkay

#

It also normally lets you jump to where your infinite loop is

frosty heron
#

bind the sequencer End Event, you can do your business there

lime basin
#

okay what im doing wrong here?

#

since I'm hitting myself πŸ˜„

#

the collision settings is of the sword blueprint that is child of player

gentle urchin
#

Try adding self to actor to ignore

lime basin
#

i did still the same

versed sun
#

Try adding Get Player Character to Ignore

pure rain
#

Looks like the event is not being updated, your only firing the event once

#

So it only account for the initial location? Could be wrong

lime basin
lime basin
#

but its tracing only once

versed sun
gentle urchin
#

Hit actor and hit component

lime basin
#

good idea let me see

#

not printing anything

gentle urchin
#

.......

#

U didnt connect the execute

lime basin
#

oh lol

#

one sec

wild crater
#

question about pure nodes: seems like they get executed regardless of whether its return value is tied to the true branch? Do they just get executed always regardless of the execution flow?

lime basin
gentle urchin
wild crater
gentle urchin
#

They execute all connected logic

wild crater
#

πŸ‘

gentle urchin
#

Regardless of the select value

lime basin
#

but i can do that myself thank you πŸ™‚

#

fixed it yay

spring rose
#

Is there a simple and easy way to do this?

spring rose
# versed sun

I'm new, so just for clarification is this two different ways to achieve the same thing? πŸ™‚ Both look very reasonable and i'll have a play with them. The top one looks interesting, is "list of set classes" a thing or is that a variable or something you've named and I need to make that node myself first? πŸ™‚

versed sun
#

its an array of Classes

#

and yes, 2 different ways

spring rose
#

I had wondered if an array would be used for it. Something I haven't touched on yet.

#

With the option at the bottom, the one that is easy to read and grasp to me, is there a way I can make one of the options have a lower chance to occur or do we complicate the selection process and I won't touch that kind of cutomization for now?

versed sun
#

if there is only 2 options , you can use Random Bool with Weight

spring rose
#

If i wanted more than 2?

#

I appreciate the help you've provided btw. Definitely cool to know that there's an option I understand that will change up what i'm doing just a bit to add a little bit of flavor πŸ™‚

versed sun
#

or , in the array , add more of 1 item fro more %chance to pick that one

spring rose
#

I see!

versed sun
spring rose
#

And the weight is basically in your imagine above, 50%, 33%, 10%?

#

In theory or

versed sun
#

yah

spring rose
#

So if it were 1.0, it basically wouldn't work because it'd always be selected right

#

It wouldn't make any sense to use it in that way, basically

versed sun
#

yes , 1 is True, 0 is false, anything between is %chance

spring rose
#

AH

#

Ok, that clicks. Gotcha

#

Ohhh yes, right i get it, random bool with weight. Right right right, that makes sense.

versed sun
#

most things like that have a tooltip

spring rose
#

Very helpful to know.I've got to know the node exists and does something like what i'm after but that'll certainly help me remember in future when i look at the nodes again.

#

I may have bitten off more than i could chew haha. It was a cool idea that i'll probably be able ot get into later. I guess I didn't fully understand what the static mesh part was doing so I don't know how to problem solve this one.

spark steppe
#

either all classes have to inherit the same base class which provides a static mesh component

#

or you have to use get component by class on the resulting actor, and eventually have checks in place since it may not exist

sick sky
#

im having a hard time to find a perfect "formula" to make my directional light rotate (and make it fit the time) to make a day/night cycle

in my game state i am counting a fake time (hours & minutes)

  • i would like my directional light to have X rotation at 22:00 (start of "night")
  • and have a Y rotation at 6:00 (start of "day")
  • then rotate back to X
  • and so on

so the first problem is : finding the good way to rotate it to lerp correctly between X and Y

the second problem is, the solution of the first problem needs to have a implementation of "speed", because if all players sleep at night, the count of the fake timer is faster (so the directional light has to move faster)

#

X and Y are just numbers, not related to the X and Y axis

spark steppe
#

the system doesn't

#

you need a time system which is able to skip/fastforward time

#

then it doesn't matter what queries the time (and you often don't need specific implementations for fastforward)

supple dome
sick sky
#

genius

#

sequencer would be perfect

#

didnt thought about that, ill try

plain cobalt
#

Hey all, Im trying to make a bit of code that creates an array 1/4th of length of another array. So if ArrayX has 8 elements, ArrayY has to be set to 2 elements. Not sure how to do that

#

I can determine what the length needs to be but I dont think I can use something like make array to set the amount of array elements

lofty rapids
#

start at index 1, goto index whatever the 1/4 length is

#

so your loop would loop the amount of elements you needed to add, and you add them in the loop body to the array