#blueprint

1 messages · Page 114 of 1

plain cobalt
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Which loop function exactly, because a simple for each would just add the same amount of elements of the original list right

lofty rapids
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not for each

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just for loop

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it goes from a number, to a number

plain cobalt
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This one right?

lofty rapids
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yes

plain cobalt
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Nice, that will work

lofty rapids
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how big are these array ?

plain cobalt
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So it executes for every index from 0-x

lofty rapids
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from first index, to last index

plain cobalt
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Its scalable depending on fidelity of the system, but I dont think theyll be bigger than 16

lofty rapids
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then a loop shouldn't be bad for 16, if you have hundreds then it might be a problem

plain cobalt
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Does it get expensive?

lofty rapids
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definately

plain cobalt
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O lord that intense

lofty rapids
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i had to offload some loops to c++ for that reason

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but anything under 500 or so for me seems to be fine

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it's really just because it tries to do it in a tick, and bp will crap out if it takes longer

plain cobalt
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Maybe you could help with another question then, my system basically uses linetraces to calculate things for a generative reverb (echo) module. I seperate the info into quartiles for a front, back, left and right speaker system.

Im debating wether I should initialize the arrays and have it static, which might cause problems as Im rotating the linetraces constantly. Can be that instead of the expected amount of traces it receives 1 less or more because I choose which quartile it influences based on degrees.

Or I could add to the arrays each tick with (simplified) if degrees between 0 - 90, add element with x value to x array. And at the each of each tick clear the array to do it again next tick.

I am not sure if Im conveying it well, but Im scared of option 2 being expensive if you scale it a little

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and im about to redo my entire system based on quartiles so its quite the different approach

lofty rapids
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what is a quartile ?

plain cobalt
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1/4th of a circle

lofty rapids
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so you do a trace and split it into 4 sections ?

plain cobalt
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basically yes

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the question is more if the inserting and clearing of like in total 16 arrays each tick is going to screw me over

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lets say 3 ticks a second

lofty rapids
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ya i probably wouldn't be adding to a bunch of arrays on tick, clearing and adding

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your first option is to do it at the end after you trace ?

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idk the performance of adding/clearing

plain cobalt
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Nah I initialize before the tick system starts

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So itd only do it once

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Which is relatively less expensive anyway

lofty rapids
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what are you doing with the arrays ?

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what are these values ? i'm not quite understanding

plain cobalt
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the arrays just have floats in them mostly which im using to determine distances

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but the main point was just if inserting/clearing on tick was expensive, which it seems to be

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because I would be doing that a lot of times

lofty rapids
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i mean the more calculations you do, the more expensive it is

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so since it's hard coded at the beginning, no adding/clearing thats a lot less calculations

plain cobalt
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I guess it just boils down to that in the end. I want this to be something I can add to projects, so I dont want to overload it

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Excuses if I tend to give more info than is useful, still learning a lot

lofty rapids
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i'm still learning as well, i only know about the loop problem because i actually dealt with it

plain cobalt
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Im glad you did and shared it :D

lofty rapids
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but from what i gather basically the less you do the better

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kind of the same with any programming

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more stuff takes up performance

plain cobalt
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Yeah thats fair. Its just the basic struggle of quality vs performance here

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I tend to want to make everything scalable and modular but that sometimes comes at a hefty price, and im not too aware of how expensive everything is

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and at the very least being conscious is good

lofty rapids
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i've just recently come across different things that could hurt performance

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like a pure cast into a foreach

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i haven't had performance issues yet, but i keep learning these things and making it better

plain cobalt
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oh yeah i heard of multiple casts being performance killers

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Its fun isnt it, optimizing this stuff :D

lofty rapids
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i meant pure function, woops

plain cobalt
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Ohh

lofty rapids
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but it is yes, i'm always when programming trying to optimize

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i find every ms really adds up

true folio
rugged wigeon
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Casts shouldn't ever be particularly expensive...

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nathan what exactly are you trying to accomplish. I see you talking about speakers. are you trying to create a generative music system?

plain cobalt
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I'm working on a generative reverb system

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Right now it works based on distance and material values, but the next step is to have audio orientation

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Cause we cant have it coming from the pure middle, that's not realistic :D

dark drum
plain cobalt
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I can see something about convolution reverb in the documentation, but that does not accomplish what I want

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Likewise Wwise's built in tools for reverb also do not accomplish what I want

lofty rapids
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what do you need 16 arrays for ?

plain cobalt
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I need to calculate the average of 4 different values per quartile

lofty rapids
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an array per quartile isn't enough ?

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4 arrays that hold the values

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why 4 seperate arrays ?

plain cobalt
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I mean, maybe if I could determine which position holds which value

lofty rapids
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you would just use the index i would think

plain cobalt
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yes but I would need to know which index is for height and which for distance

lofty rapids
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you would just use a uniform setup for each array

plain cobalt
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with different values I mean different purposes

lofty rapids
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0 is height, 1 is distance, etc...

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but i'm still not fully grasping what your doing anyway

plain cobalt
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but depending on how many traces you want (for fidelity) it can increase

lofty rapids
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what can increase ?

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the amount of arrays ?

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i just feel like 16 arrays is overkill

plain cobalt
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For every quartile I need an average of: Distance, Height, DampeningValue (this is based on materials) and Outdoors% (a float I calculate). This is done by averaging an array I assign those values to. The length of an array is determined by the amount of linetraces. Say I have 16 linetraces in total, so 4 per quartile, then each array is 4 long. Increasing/decreasing the amount of linetraces would shift the index

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So then I would need a system to check the index based on array length, which is not impossible, I suppose

lofty rapids
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so thats what you need 1/4 for ?

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what if it's 15 total ?

plain cobalt
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Thats why I thought of inserting an array element based on the degrees the linetrace fires off at, but that gets expensive

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So either I make it more expensive or just determine it needs to be a multiple of 4

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so I can hardcode it

lofty rapids
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also multiplication is faster than division

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so for instance instead of 1 / 4, you can *0.25

plain cobalt
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but I cant *0.25 an int

lofty rapids
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well you can

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it will output a float

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which you need to trunc or something

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but i see your point

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just another way to optimize that i know of

plain cobalt
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if thats cheaper than dividing, but that sounds counterintuitive

lofty rapids
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i don't know if the conversion is more/less performant either

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just something i know of that i learned awhile back

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multiplication = faster than division

plain cobalt
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Ah well for floats thats nice to know either way

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Ty for the insights though. The whole array thing is maybe more optimizable, Ill have a look at that later as well

gentle urchin
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Array seems weird when a function solves this without effort

plain cobalt
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Do enlighten me

gentle urchin
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ForLoop
Start = 0
End = sections

Traceangle = index*(360/sections)

RotateVector((1.0,0.0,0.0), Traceangle)

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Unless it was more than the angle, if so, pardon me for joining late 😅

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If you wanna group them somehow, division is your friend

plain cobalt
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Im not so sure what its accomplishing. Granted my brain is starting to overflow a little

gentle urchin
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GroupId = Traceangle / groupDegrees

versed sun
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I have an Actor with a Box Collision and 2 of these actors in the world
When one actor moves (Set Actor Location) and overlaps other actor, each Actor fires its On Component Overlap Event
Any built in way to determine which actor was moving and which was stationary at the time of overlap ❓
I want the stationary actor to rise up and sit on the moving one

plain cobalt
lofty rapids
gentle urchin
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Dynamic averaging of a bunch of measurements

plain cobalt
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Ah, yeah

dark drum
plain cobalt
plain cobalt
gentle urchin
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Branching logic

versed sun
plain cobalt
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Wwise fixes this by mapping spaces to AkVolumes, but requires you to map spaces. If a level designer decides to move stuff around youre left with redoing the mapping entirely. Hence, a system that checks surroundings and creates algorithmic reverb

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(akvolumes are a tool that do a bunch of reverb stuff for a space)

gentle urchin
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Guess im not understanding the issue then^^

plain cobalt
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The problem is that the system has so many modules at this point to influence the sound that its hard for me to wrap my head around it as well :D

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But the only question I set out to solve was this to be fair haha

lofty rapids
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it would be nice if you just MakeArray(length)

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but i think you need to loop for that

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unfortunately bp is not built for a bunch of loops

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one tick or fail

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so the less you can do the better imo

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i really believe that anything in loops like that should be done in c, you'll see a drastic change

plain cobalt
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I get that. Its just that I do a lot of different calculations for each array

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And yeah I believe it, but I dont have experience with c besides adding a couple hooks for audio middleware

lofty rapids
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i don't know how easy it would be to carry over c to another project either, but i just made a blueprint function library in c++

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then i can use the functions anywhere

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it's not difficult to make really, just changes the way you use unreal tho

frail onyx
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https://youtu.be/204F0wVtR2M?si=UFMYXzycXcyOCiLs hi does anyone know how to exactly go about making a visual like check or X system for any actor I want to be activated, like the one shown at 1:10 where you can either set it to need 1 input or 2 inputs or 4 inputs ect to be able to activate

plain cobalt
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One step at a time, I want to end this portfolio project in the near future and we'll see about learning scripting :D

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Thanks again for the help

frail onyx
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I already have a system I use with two blueprint interfaces where the button for a door has an interact interface and the door has the interact interface and I use the mouse drop tool to select which actor it’s interacting with in the viewport

lofty rapids
frail onyx
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Basically just like the panel that is next to the door that either shows a checkmark or an x depending on if it received enough inputs at once

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And then let’s say if it needs 4 inputs (like 4 pressure plates all activated or something) once it gets the 4 inputs then it’ll send an output to whatever I want to activate like a door or a platform moving or shield opening ect.

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Or have it just need one input so only one pressure plate that is linked to it would be enough to activate it

lofty rapids
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maybe an array of ints that is 0 off, 1 on, so lets say [ 0, 0, 0, 0 ] is all off and you can check if it's all 1's then it's done

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the first thing you need to do is probably define "input"

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you have an interface, and some sort of variable that is describing the input to the actor ?

frail onyx
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Atm the input I’m using for my doors is just a blueprint interface called interact so when I press e when looking at a button it calls an event in my door bp which opens it

undone bluff
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just an integer

lofty rapids
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you may want to check a variable on tick, in the case of multiple inputs i would use an array of integers

frail onyx
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Would that still be done utilizing a blueprint interface?

lofty rapids
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the interface is just so you can actually interact

gentle urchin
lofty rapids
frail onyx
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So like the array checking part would be in the panel bp after the interact bpi is called from each input I have?

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And then if the check succeeds I’d have that go through another bpi which would activate the door?

undone bluff
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just an integer that is increased when an on signal is received and decreased for an off signal

lofty rapids
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or ya just an integer, that is the count ig would work

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instead of an array, i'm quick to use arrays i just like them

graceful holly
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is it possible that only the possesed pawn is able to listen to input events? or there is a workaround of some sort? simple key events

undone bluff
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you can even make it an OR gate by setting the desired int to 1

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or a NOR gate by setting it to 0

obtuse mulch
lofty rapids
obtuse mulch
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ah ye when you put them in pawn

lofty rapids
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if it's in the controller idk, i think it carries over and then you can use them on anything if you don't switch controllers

undone bluff
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it shouldn't be an issue unless you are using the character movement component

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it has some checks to only work if its pawn is being possessed by the local controller

graceful holly
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i seee

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thanks1

graceful holly
undone bluff
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don't let external actors receive inputs, handle inputs in your controller and pass them where they are needed

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(or character if you are setting up your inputs there)

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there is no need for the actor to be a pawn unless you actually intend to have it possessed by a controller

lusty sphinx
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Just wondering, what is the point of the function "Invalidate Timer Handle" over using the "Clear and Invalidate Timer by Handle". I've tried finding documentation on it with no luck. Just invalidating does not stop the timer from running the event/function or the looping of it. It just invalidates the timer handle and I think it prevents it from ever being stopped unless the actor is destroyed.

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Trying to see when I would ever want to just use "Invalidate Timer Handle" over "Clear and Invalidate" or "Pause"

thin panther
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in short, clear removes the timer from the timer manager, invalidate just invalidates your handle to the timer

gentle urchin
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I think the question is "but why would you just invalidate* the handle?"

thin panther
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there's probably some niche use there

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in nearly all cases you want to clear and invalidate

lusty sphinx
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I thought clear and invalidate was the go to way to stop timer functions/events

thin panther
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it is

gentle urchin
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Exactly

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And would invalidating it with the function differ from just setting it to null?

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Its like we had a special function for clearing actor references

lusty sphinx
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I see. I was mainly trying to think about when I would ever use only invalidate, and there just wasn't any off the top of my head.

thin panther
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I guess technically you can't do that, because the handle integer is a private member of the struct

gentle urchin
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Erh, ofcourse it is 😅

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But you dont set the member

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You replace the entire struct / handle

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Anyhow, not important

sick sky
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how can I play a level sequence without using lvl bp ?

gentle urchin
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Create level sequence player

sick sky
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ok ty

limber parcel
torn mason
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A dumb question probs - is there a way to check whether the top timeline has finished and if so kill the loop of the second timeline?

sick sky
torn mason
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but wouldn't the stop initiate finished of the second timeline?

sick sky
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or get yoru timeline var

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idk if there is a bool "fisnished", but you can get at what point the timeline is

thin panther
torn mason
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Lmao, I'm kinda new, thank you m8 :DDDD

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💀

thin panther
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No problem 😆

dark drum
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Whats the best way to save data for multiple instances of the same type? I assume just create a struct with the data and then use a map in the SGO where the key is some identifier?

gentle urchin
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Sounds reasonable

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Not sure you need an identifier

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If you got the class and transform and data then... id is irelevant

limber parcel
gentle urchin
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For runtime save data?

frail onyx
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Anyone know how to clamp the distance i can move the held object forwards and backwards?

floral stump
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Hi, how to fix the streaming pool error?

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this only happenes if i place a vehicle in the level

agile moss
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Been watching this tutorial about interfaces and I dont know how to get that "Create reference to new blueprint". Can anyone help me? Btw he is using UE5 I am using UE4

lofty rapids
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it's usually better to check before so you don't get snap back but it's probably in a tick anyway

obtuse mulch
agile moss
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oh wait

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1 sec I think I got it

undone bluff
agile moss
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nope still nothing

undone bluff
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why is the tutorial about interfaces even touching that

agile moss
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bruh, interfaces are so complicated, so the guy was using an interface between a level and a BP, but I want for 2 BPs.

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so how do I get a refference of a bp?

undone bluff
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whatever circumstance requires you to communicate usually involves a reference being available to being with

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what are you trying to do?

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usually you have a reference and then you worry how to communicate

agile moss
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Basicaly a sender and receiver BPs

undone bluff
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not the other way around

undone bluff
agile moss
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Well the sender sends the message interface thing, the receiver gets that with event then prints string

undone bluff
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I get that you're trying to communicate, but there's tons of ways to do that

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I want to know why

agile moss
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Well I want to learn interfaces because I want all the status variables like health stamina armor to be stored in the player, which later can be accesed by other blueprints or widgets

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But I just cant find out how to make interfaces work

undone bluff
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got it, so the way you'd design those systems is that the character or an actor component in it manages those stats

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you'd have a function for receiving damage that adjusts the health and armor for example

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then, you'd access that function in another actor by either communicating with the actor component or by sending an interface call to the player which implements it

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most of the times such interactions happen with traces and overlaps, these return a reference to the actor

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once you have that reference you can call an interface function with it as the target or get the component and talk to that

frail onyx
agile moss
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Sooooooo, what did I do wrong with the refference? 🥲

undone bluff
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add 50 to the float for x

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then clamp the float

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then feed it into the new location

undone bluff
agile moss
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just folowed what the guy did, idk that either

undone bluff
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either way, it is a public variable, so you can assign it on the instance. that means if you have newblueprint in the level you can find the variable in the details panel

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and assign it a reference to a receiver in the level using the eyedropper tool

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this is neat for situations when you place a button in a level and want to pick which door it should open

agile moss
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done

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finally after 6 hours in total sweeney_activate alex 🤣

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many thanks

undone bluff
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this could be worth reading

agile moss
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okey dokie

frail onyx
undone bluff
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I mean it's just a min and max

frail onyx
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like i only want to be able to move to object forward to the relative x of 1000 and back to the relative x of 100

undone bluff
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yea so those are the values

frail onyx
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But how do i make that work with the mouse wheel up and mouse wheel down being separate?

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i tried doing this but i don't think i did it correctly, it goes diagonally when i scroll and not straight

wraith loom
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WTF is a delegate, and how do I use it? I tried searching it up, but I get a bunch of C++ stuff

gentle urchin
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delegate is like a method for broadcasting an event

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So other classes can "tune in" (bind) to them, and be notified whenever that event is broadcast

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so drag from it, and "Create custom event" to see its signature

undone bluff
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you are converting float to vector

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which makes a float of 50 a 50 50 50 vector

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you want to only change the x axis

frail onyx
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oh whoops that makes sense LOL, dont know how i didnt notice that

wraith loom
frail onyx
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thx

undone bluff
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np

gentle urchin
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where the sender don't have to care who's listening or not

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you simply broadcast it. Others are responsible for listening

undone bluff
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so anything that requires that can act on it

gentle urchin
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oh mvn

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it says there

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never noticed that

wraith loom
undone bluff
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it's loaded or created asynchronously

wraith loom
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what is?

undone bluff
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yea

undone bluff
agile moss
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What was that node called that allows you to drag multiple nodes from it?

undone bluff
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if it wasn't the game would freeze up until that process is done

undone bluff
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probably sequence, yea

agile moss
undone bluff
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I only use it when I think I'm going to add additional logic and have some that needs to always be executed after everything else

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otherwise there's so many ways to organize bp without having to get vertical

wraith loom
gentle urchin
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one way

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the things binding to the delegate needs a reference to the holder of the delegate

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but the owner of the delegate dont need a reference to all other things 🙂

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an example could be daytime system with sun and whatnot

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where you have a bunch of things happening at specific times

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well, then you let your daytime system have a delegate, which includes the current time.
Anyone who cares gets notified whenever the hour shifts

worn eagle
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Hi,
I'm trying to cast to the character blueprint from an animation blueprint, however it doesn't seem to work for me. Does anyone know how to fix this? (I'm new to this:))
Thanks!

gentle urchin
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try get pawn owner ?

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isnt that the node to us

worn eagle
jaunty solstice
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What would be the equivalent of PerInstanceRandom Material Graph node in Blueprints?

gentle urchin
gentle urchin
wicked cairn
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Anyone have tutorial sources on how I could make an island that has a 3d tiling system like this one? Like placing a landscape and then being able to mold it and it generates the tiles together? https://m.youtube.com/watch?v=mdaZjQlmN_w

This is my initial prototype for a 3D tile based terrain builder. Once the BP is placed in the scene all you have to do is drag the data points up and down and it will automatically place tiles where they should be to best fit the heights selected.

I plan to add more functionality at some point when i get time. Ramps are the next thing i wish t...

▶ Play video
undone sequoia
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guys any tips how i can make path for my AI Plane where to fly? draw some line it will fly on i mean

lusty sphinx
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Is there any simple way to use AIController on my main player character that is already using Player Controller? I want to use the Move to Location or Actor node, but that only works with with the AIController. I want to be able to use the pin for when On Move Finished.

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I've already tried to unpossess and then possess controller, but I think I am using it wrong cause it breaks my controller even more.

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Or is there some way I can use the Simple Move to Location, and then somehow execute a function after it reaches the location?

obtuse mulch
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i think

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compare actor location and destination location

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on timer

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when its <= 10 or something do the function

lusty sphinx
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How would I use a timer for that? Just have a looping timer with a low time set, and then cancel the timer when the condition is met?

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I was thinking I could use an empty while loop that is checking the distance as the condition, and perform my desired function after the while loop ends

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Not sure how expensive that would be. It would be best if I can just swap player controller to aicontroller so I can use the Move to Location or Actor node. Would this introduce additional problems with me trying to input controls while my character is possesed by the AIController?

nocturne basalt
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did the same thing, but it doesn't work 😦
I need this door to move -300 on y, after what the elevator gonna go up. The elevator is working, the door goes by it's own way, despite the code being the same for both. Help needed

upd: solved through the relative location

obtuse mulch
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i dont think while loop is a good idea

obtuse mulch
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you can do it on tick if you want too

obtuse mulch
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clear and invalidate and use function

obtuse mulch
nocturne basalt
fading hawk
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Is it possible to override a CustomEvent in a ChildBP ?

Attached scenario: I can press "F" on my keyboard, to trigger an event, or I can call the custom event "ShowDevPanel" from my main menu. This is in the Parent BP. Now I want to override the DevPanel with a new one in the ChildBP so I drop "F" and pull off from the Pressed pin - that works, but I can't drop a new Custom Event of ShowDevPanel because the name is already in use on the parent. How can I override this CustomEvent in the ChildBP?

obtuse mulch
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should be there

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as event

fading hawk
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So I was trying to create a new Custom Event and call it ShowDevPanel and it keeps giving me the red ! finger... but if I search in the existing nodes, I found the "Event Show Dev Panel" node, and that works.

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Thanks @obtuse mulch

celest trench
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If I want to add "st, nd, rd, th" at the end of a number for 1st, 2nd, 3rd, etc., Is the only way to do that by getting the last digit and dynamically choosing which one to pick? Or is there anything more simple or built in for that?

fading hawk
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You would probably need to create a function to handle this - but check the last 2 digits so that you catch cases like 11, 12 and 13 🙂

celest trench
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Yeah that's what I'm currently doing. Just wish there was a more clean way lol. And there probably is, I'm not the best. Here's what I have

frosty heron
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What r u trying to do?

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Could clean this with a TMap

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Depending on the need

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Make an int and string pair

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And just get the value with the key

celest trench
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That's smarter lol

celest trench
frosty heron
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Ohh

celest trench
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I'll switch to a map thank you 😄

frosty heron
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Perhaps a macro? I'm not sure what would be optimal here. But anything is better than switch on int imo

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If 1 then st
If 2 then Nd
If 3 then Rd
Else
Th

celest trench
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I can do a map and then get the last 2 digits and find that value in the map

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I need to make sure it's not in the teens, because 11th-13th are all different from like 21st-23rd etc

fading hawk
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Just drop 1,2,3,11,12,13 into the map - if it's not in the map it gets a "th"

celest trench
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So I'll need last 2

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Yeah that's what I was gonna switch to. A lot cleaner. Thanks guys!

fading hawk
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lastDigit = number % 10
lastTwoDigits = number % 100
There is a modulo node

celest trench
fading hawk
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1 % 100 = 1
11 % 100 = 11
111 % 100 = 11
1111 % 100 = 11

celest trench
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Sweet thank you

frosty heron
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What's 11 12 and 13 anyway? I thought they are th?

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Not English speaker btw

celest trench
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Yeah, but then all the others are not the same

frosty heron
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Isn't it just 1, 2 and 3 or am I tripping

fading hawk
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1st, 11th, 21st

frosty heron
#

Oof never know that

celest trench
#

For example:
11th, 12th, 13th
21st, 22nd, 23rd
31st, 32nd, 33rd

frosty heron
#

👍

fading hawk
#

Yeah it's a pita

celest trench
#

So lame 😔

frosty heron
#

Well I guess it's hard to say thirthyoneth

#

Thirtyfirst would make sense 🤔

celest trench
#

Yeah that's true. Hard to say elevenst and twelvend too lol

#

Much cleaner. Any more suggestions?

jaunty solstice
#

Need feedback from anyone familiar with using EditorTick and Blueprint Interfaces to create animations that run in the Construction Script.
I have the attached simple node network in my Actor Blueprint Construction script.
What is missing is a final 'PlayAnimation' node which takes 2 arguments

  1. an array of animation sequences
  2. an index value

This works fine in the editor if I instance several Actor Blueprints.
However I need it also to work in PIE (OnBeginPlay) and in Sequencer.

What logic must be added to my EventGraph so that the exact same functionality happens when in PIE?

pine tangle
#

Got it all working?

timber basalt
#

hey guys im trying to access a specific collider on my enemy to trigger dmg and rn is not working as intended how do i fix this or did i do something wrong

woeful pilot
#

does anyone know how to open a level through an editor utlity widget?

floral totem
pine tangle
#

I just tested the blueprint I sent earlier and it should work

pine tangle
#

you will probably want to have an independent coordiante multiplier for the Z value too since the radius is going to change the input to output x/z ratio

wicked cairn
sage lagoon
#

So what would be the best way to get the program to pick up that GameInstance's variable and check at the start of the main level once it is reloaded from a dialogue "map?"

#

Oh, and I've posted on the forums for the sake of posterity.
https://forums.unrealengine.com/t/reloading-and-teleporting/1748892

#

I'm not sure I understand what you meant before, by which node I should not link to.

#

What if I gave that "Escape" Boolean to PlayerState instead of MyGameInstance? I mean, in what kind of entity or instance would variables remain the same when the game closes one level and opens another? That is, no variables return to their default parameters each time a level is loaded and opened?

frosty heron
#

Read more on presistence object

sage lagoon
main lake
sage lagoon
frosty heron
sage lagoon
# frosty heron Bad example?

I hastily shared this - https://forums.unrealengine.com/t/make-object-persistent-with-gameinstance/406452 - only to realize it's been unanswered.

Epic Developer Community Forums

Hello. I know that GameInstance object persist between levels loaded with Open Level. I know I can store simple variables of bool, integer etc. types. What I would like to do is to store there the object of more complex type and keep it alive when going to next level. I don’t want to save and load it before and after each Open Level. The pr...

frosty heron
#

U don't need to read that

#

The aim is to not keep an object alive inside game instance

#

You just want to store a variable in presistence object (game instance or savegame object)

#

It's very simple to do

#

Game instance is created when you run your game and destroyed when you close your game

#

Read the docs if that's not clear

sage lagoon
#

I did make a BP version of the GameInstance and named it BP_MyGameInstance.

frosty heron
#

K and?

#

Have you changed to bp my game instance in your project setting?

sage lagoon
#

I did. Yet the program still acts like the Boolean I declared is False on the first level after it's reloaded, even though the program is supposed to set that Boolean to true before closing the second level and returning to the first.

frosty heron
#

Try to do a very simple test

#

In your player character

#

On key press -> flip the boolean in mygameinstance

#

Also have another on key press event to print string the boolean in my game instance

#

That's it

#

Set the value, print the string , open another level with open level then print the string again in the new map

sage lagoon
#

Okay then. Anything else I'll need to do?

frosty heron
#

Btw when you said u opened a new map, how did u do it?

#

Did u open from editor or did you run open level node?

sage lagoon
#

I had it use the Open Level node.

frosty heron
#

Well then just do the example above

#

Make sure u understand what happend

sage lagoon
#

You see, the second level is really a map for a long dialogue cutscene. Then, as soon as the cutscene is over, it reloads the first level. Before the first level is reloaded, the Boolean is set to True - or is supposed to be, although the program did stop at "Cast at ThirdPersonCharacter" and didn't set the Boolean; the program just stopped. So I linked the Cast Failed to the Set Boolean...which was probably not a good idea.

frosty heron
#

I can't help you with your game, I can only show you an example. You can figure out your self once you understand how game instance work

sage lagoon
#

I sure hope so. Anyway, thanks for the suggestion. I'll give that a shot.

frosty heron
#

Always start from smallest sample

#

Imo

ionic holly
#

I have a Camera Component and I'd like to get its relative rotation. However, it doesn't get updated unless I pull up the inspector. Why does this happen?

carmine saddle
#

I want to start using assets for BIONICLE Masks of Power, and I specifically want to start with Lewa. Is there a chance that Team Kanohi would give me blueprints for Lewa specifically?

ionic holly
#

I am suspicious of the Player Camera Manager (it's recommended alot online, but documentation is non-existent)

limber parcel
carmine saddle
#

You might not have remembered, but I HAVE UNREAL.

sage lagoon
#

...Which doesn't work, since it doesn't acknowledge when the key is pressed.

frosty heron
#

We r talking about boolean in presistence object

#

Not the player variable

#

Read the docs, before you proceed again

sage lagoon
#

Which docs in particular do you suggest? I also tried having the player's BP cast to the GameInstance, but it stops at "Set Escape" to True.

#

Wait!

frosty heron
#

If u follow the example I tried to give u

#

There needs to be 2 key pressed

#

One to flip the value

#

The other just printing

#

U are not doing that here

#

The set is also useless, u are setting the value to it self

sage lagoon
#

Which is what I just realized. I fixed it, though.

#

Okay, so now it sets the Boolean to true when instructed.

main lake
#

How to print a map variable please ? Like I'm trying to use a for each loop but it doesn't let me so I'm kinda confused 🤔

frosty heron
#

Show code

frosty heron
sage lagoon
frosty heron
#

If u don't care about order

#

You can get the map, then get the keys

frosty heron
#

1 key to print, the other to flip the value

main lake
frosty heron
#

To flip value, get the bool, drag and type not, then drag to set

frosty heron
#

TMap doesn't support replication btw

main lake
frosty heron
#

You can use a struct with key and values as subtitue

#

Subtitute *

main lake
frosty heron
#

W.e u want

#

But tmap doesn't support replication

main lake
sage lagoon
frosty heron
#

I forgot about it when I do my proj and end up restructuring a bit

frosty heron
sage lagoon
#

Then what did you mean?

frosty heron
#

Don't need branch at the top

#

Connect the not to the set

#

And then contemplate why

#

Work out why it flip values

sage lagoon
#

Okay. I think I got it figured out. The Boolean stays changed between levels now.

frosty heron
#

Now work out how you can use that to "communicate" between maps

sage lagoon
#

Will do.

frosty heron
#

But honestly what u are doing is just writing and reading data

#

Eg teleporting from gate with id 45 in level 1. Set the transport id to 45 in game instance.

In level 2, if transport id is 45, teleport player to X location

stray halo
dawn gazelle
main lake
# dawn gazelle Why would you need to fill a map with a data table? Data tables are effectively...

Because Datatables are read only, and I'm retrieving data from it which are all the roles available in the game and put them into a map as the host can disable the roles he doesn't want in the game. The map will be inside the GameInstance and serve as the main point to retrieve that data from the gamemode to give people their roles (abilities, power up, set up the right amount of health, give them items, etc...) and preventing the game from giving disabled roles to people, etc...

frosty heron
#

I'm with datura here tho, since DT would be something you fill not in run time

#

Why not just dump the values in a map

main lake
gentle urchin
#

Why not just read DT rows

#

Add /remove the active ones to an array

frosty heron
#

What I mean is , you getting value from DT to your map is likely to be redundant

gentle urchin
#

As the user picks them

#

Lets younkeep your DT, supports replication -> win win win

main lake
#

Interesting, so the other idea of having a struct isn't better ? Like having a struct of "Name" and "IsEnabled" as Struct are replicatable

gentle urchin
#

Id probably just add the dt row handle, and not the entire struct

pine tangle
#

How do I have a global game manager BP, akin to the globality from a gamestate/instance

dawn gazelle
#

That can be done by an array. If you want to use an FName that's fine, use an array of FName and add it to an array. If you need to know if something is enabled check if the FName is in the array, if it is not, then you know it is enabled. If you want to know its disabled, check if it is in the array, if it is then it is disabled.

dawn gazelle
gentle urchin
#

"Ive heard BP support subsystems"

fervent breach
#

not sure which channel to ask this in, but I am working on a pause menu and wanted to know if there was an easy way to map what buttons arrow keys will take you to? Unity has a pretty decent system for it, where it automatically knows what button to select when you press a directional key, does Unreal have anything like that?

sorry if this sounds confusing, lol

sage lagoon
#

Now I want to make sure that the screen stays faded out between levels, whenever the game opens one level and then another. I do have a fade-out level sequence that plays at 15 frames a second and is two seconds long. (And no, GameInstance will not keep that state if you try to play a sequence from that.) So, what would be a better way to ensure the screen stays faded out when the program opens a new level, if any?

gentle urchin
#

#umg flow direction? Or smth

#

Never used it myself so not sure how good it actually is

#

Last time i did something akin to that i just laid up my own mapping/routing.

sage lagoon
#

Or on the player's BP if a widget is active, maybe.

summer nexus
#

How do I access SQLite database?

frosty heron
#

If u just want black screen you can fake it by fading to black instantly in the map you opened

sage lagoon
#

Ah, true. I could with a widget.

frosty heron
#

Not really

#

The widget dies when you open a new level

#

Unless you use some cpp to keep it alive

#

I never say widget btw. You can just instantly fade your camera at begin play

sage lagoon
#

Will it stay dark, unlike with a level sequence, though?

frosty heron
#

Get player camera manager -> start camera fade

#

Play around with it

valid solstice
#

Anyone know what could I use instead of a Event Beginplay?

gentle urchin
#

for what?

valid solstice
stray halo
#

anoyone know how to make like a ball cam mode like there is on rocket league, i got it to lock on and recognize where the ball is but it only locks on to where it spawned

dawn gazelle
# valid solstice

If you want something to start when the actor starts, then begin play is the way to do it. Rather than having delays like this that loop backwards, you could consider using a timer instead that can trigger the attached delegate at the designated interval.

dawn gazelle
valid solstice
stray halo
dawn gazelle
# stray halo how could i get my mesh as a target in a blueprint?

You'd get it from the actor reference. If the reference you're using is only of the "Actor" type and not your type for your particular actor, you'd need to cast, or use some other method of retrieving a component from the actor, like Get Component by Class or Get Components by Tag.

stray halo
#

How could i get a refrence from my soccer ball BP for the object?

dawn gazelle
valid solstice
# dawn gazelle

tysm also if I wanted to add like a cooldown after my dash what and where should i put in here?

dawn gazelle
untold fossil
#

Hello is there a way to implement the event of an interface in a custom FoliageInstancedStaticMeshComponent?

#

I can add the interface but I can't seem to implement the event

dawn gazelle
valid solstice
brisk gate
#

"The navigation mesh bounds volume is not being applied to the tilemap. How should I proceed with mouse click movement?"

dawn gazelle
stray halo
dawn gazelle
stray halo
#

i just keep getting the same outcome of it locking on to where it started at

valid solstice
dawn gazelle
#

Are you even calling it at all?

valid solstice
dawn gazelle
# valid solstice Wdym?

You haven't shown me anything other than some events connected to a gate. You're not showing anything of how those events are being called.

valid solstice
#

How should I call them?

dawn gazelle
# stray halo

What is it you're tracing for if you have a reference to the actor?

#

You also don't want to lock on to the actor, you want to lock on to the mesh component itself.

#

So this here is your reference to your mesh.

valid solstice
dawn gazelle
dawn gazelle
valid solstice
#

should i have it before?

dawn gazelle
#

You want to put it whereever you want the cooldown to start.

valid solstice
#

Okay thanks I fixed it

valid solstice
brisk gate
#

"The navigation mesh bounds volume is not being applied to the tilemap. How should I proceed with mouse click movement?"

stray halo
slender torrent
#

Hello guys, I am seeking for some help. I am doing some practicing on VR shooting. I want to switch from default event for projectile collision("On component begin overlap") to "On Component Hit" because I want to generate decals on hit object. But now collision works different and I think "Add Impulse" Is not working properly or not at all because some object that used to block collision now are overlapping. Hope I was clear..

runic ore
#

doesn't overlap also give you some impact point you could use for this?

slender torrent
#

I am using impact point for location where decal should spawn

#

this is the case

native canopy
#

How do i get actors amount wiht get all actors of class, in this picture have 2 actors and how to get actors amount?

gentle urchin
#

Length

young meteor
#

Hey

I can't remember how to set an image to use a Material Instance for some reason?
What node am I looking for instead? (assuming the approach is correct)

"Round Progress Bar 1" is an image element in the widget.

gentle urchin
#

Set brush from material?

#

Or just set brush

young meteor
#

Lol, thank you. Feel stupid 😄

soft fjord
#

How do you assign a key/IA to activate a box?

frosty heron
#

Define "activate"

unkempt ibex
#

Hey,

I am banging my head for some days now on a problem with a render target export to png and hope someone here can help.

I have implemented implemented a very simple UI Paint System where players can draw on a whiteboard. In game everything looks fine, but when I export to png and open it in e.g. MS Paint, I only see whatever was drawn in transparent. Looking at it with a more professional Image viewer, I can see that all information is in the image, but it's kinda mixed up, e.g. if I draw a red line, the red channel is empty, drawing in blue makes the blue channel empty.

I hope this is good info as a starter, of course I am happy to provide more info.

soft fjord
#

I've got a script and a BP that I want activated with a created IA - I've tried to use a gate and several different ways. Struggling massively here

frosty heron
#

define activate

soft fjord
#

1 sec i'll upload a pic

frosty heron
#

Define how you want to call it

#

eg

#

Player press Key, Look for box in range, Run an event inside the box

#

normally you want to use interface / component for interaction

soft fjord
#

So I want this event to run when the player is in the box and presses my chosen IA

unkempt ibex
#

Am I allowed to post YT videos here?

trim matrix
#

sure

soft fjord
#

DM me if not

frosty heron
#

I mean you can just scour through internet

#

interaction like opening a door etc is probably the most generic tutorial in sh*t tube (youtube)

unkempt ibex
#

👉Get Access To All My Unreal Engine Courses At : https://www.unreal-university.com/courses
👉Get My Free Unreal Engine Beginner Course : https://bit.ly/46mUWMr

👉Generate Icons for your games,apps and more https://iconbuilderai.com/

#Rendertargets #UnrealEngine5 #Uisco
📚 Chapters
Intro 0:00
Creating The UI 0:10
Creating The Materials 1:44
Creat...

▶ Play video
soft fjord
#

yeah i know, but they mainly just use overlap

frosty heron
#

u can use w/e u want

#

line trace

#

overlap

frosty heron
#

U define the rules

#

the mean to call the event is the same

soft fjord
#

yes, but i'm struggling to understand how I define the rules

frosty heron
#

it's all about getting the reference to the actor u want to interact with

#

Well , speak in plain english first

#

what rule u want to grab the ref

frosty heron
#

if u can't do that, then I don't know what to tell you. Go pick a game and see how they done theirs

soft fjord
soft fjord
frosty heron
trim matrix
#

what are you trying to do?

soft fjord
#

I thought it would be simple.
I want the player to interact with 10 box collisions. Each collision counts it down from 10 and then fades to black.

I have a IA setup and the BP that counts it down and fades to B at 0 is within BP_FirstPersonPlayer

The collision box itself is in BP_Score

Atm I can get it working with overlap but I simply want to change so when the player overlaps the box it can press the IA to "run/activate" it.

I've tried setting a gate and assigning keyboard to open it but it doesn't seem to work - however it does not activate the box when the gate is attached.

#

Any help is appreciated, I'm thinking I have made it more complex then necessary

unkempt ibex
soft fjord
#

Thanks! Watching the video now, I'm obviosuly a super noob as well haha. Appreciate it!

harsh coral
#

Question: I have a bunch of skeletal meshes in a blueprint and I set an animation instance globally.
But I need to be able to override the animation mode from "instance" to "blueprint" for select meshes through sequencer.
How can I create either a global override, that allows me to use animation bueprint on select meshes only, so I don´t have to create an override option for each of them separately?

I tried just adding the selected skeletal meshes in sequencer and animating the animation mode, but I guess they get overridden through the construction script?

frosty heron
#

I think the word global here is a misconception

harsh coral
#

Elaborate

frosty heron
#

not able to, my English is terrible

#

but I don;'t know how to say it politely. I think you are a bit confused

harsh coral
harsh coral
#

I´m just scrambling together stuff without knowing all the vocabulary yet.

frosty heron
#

the Skeletal mesh component inside the class?

harsh coral
#

Its an array with all skeletal meshes in the blueprint

frosty heron
#

Right, so what sort of issue are you having?

harsh coral
frosty heron
#

Play in Editor, check your skeletal mesh components after u run the script

#

see if it didn't give you the anim instance you intend

harsh coral
#

Haha, yeah, its not working in PIE yet.

#

I´ve got something dumb going on, when I hit play, everything just disappears...
I´m not building a game, just a blueprint for cinematic renders to easily change stuff.

frosty heron
# harsh coral

This part looks fine, except setting Organs All to it self

#

it will basically do nothing

harsh coral
#

The issue is that I can select single skeletal meshes in the sequencer and animate the animation mode or use different anim blueprint, but it doesn´t work.

harsh coral
frosty heron
#

What doesn't work? If you want to use anim instance in sequencer, I think you should assign it in sequencer

harsh coral
#

I have some morph targets for specific meshes for example, that I need to animate in sequencer, if I just add the mesh separately to the sequence, it works fine, but not if its inside my blueprint.

frosty heron
#

can't say I get it, are you able to post some pictures

harsh coral
#

To me it looks like the global anim mode and instance I set above overrides whatevere I try to animate in sequencer for single meshes.

frosty heron
#

personally I don't have good experience relying on Anim blueprint in sequencer

#

afaik sequencer value should be the one that have the last say

harsh coral
#

Something like this. Everything gets the same anim instance ( in this case just a pose), but then for example the lungs need to get a different anim blueprint.

#

I´ve done this for the heart and it works this way, but having to add an option like this for every one of the over 300 meshes isn´t reasonable.

#

So I was thinking I could just override it in sequencer, but it doesn´t seem to work.

frosty heron
#

@harsh coral that don't work?

harsh coral
#

Oh, I figured it out.

#

I have a default slot in the animation blueprint, so I have to add an animation in the sequencer, if I wanna use the blueprint animation...

#

I think I had the exact same issue before and I couldn´t figure out how to set that default slot animation directly in my blueprint.

frosty heron
#

montages requires slots

#

animation play thru Play Animation mode

harsh coral
frosty heron
#

yeah that's for montages

#

Play animation will just bypass anim blueprint all together

harsh coral
#

Thats the blueprint animation

frosty heron
#

ye

#

I think we did the same thing

#

its annoying how morph can't be viewed in sequencer without doing that work around

harsh coral
#

Yup

frosty heron
#

imagine if we have dozens of morphs

harsh coral
#

So, I can set the blueprint this way, but its not working in sequencer, unless I manually add the animation for the default slot

harsh coral
#

Are you also creating linear content with Unreal or is that for a game cinematic?

frosty heron
#

That's how I play the anim

#

just a short in-game cinematic

#

So It's working now? After you add the default slot?

harsh coral
#

Yeaj.

#

Thanks

frosty heron
harsh coral
frosty heron
#

sometime, I dreamt of a solution. Woke up, try it then Eureka

harsh coral
#

Not looking forward to troubleshooting why everything disappears when I hit play though...
Gotta disconnect one function after the other to see where its going wrong...

#

Haha, loughing my ass off right now.
Guess which blueprint actor was set to "hidden in game"...
Could have spent hours inside the blueprint finding NOTHING....:)

#

Hm, actually that wasn´t it...

#

Looks like its in the blueprint after all.

#

Can´t set the hidden in game when I recompile with the construction script hooked up again...Must be overwritten somewhere inside the construction script.

frosty heron
#

Check the visibility in Pie, if it's indeed hidden

probably want to Ctrl + F , search actor hidden in game / set vissibility
Then hit the binocular icon and hope that you find the culprit

harsh coral
#

Found the culprit:

#

Couldn´t connect a single skeletal mesh to change hidden in game, so I just dragged something out that seemed to work, but of course this sets the whole blueprint to hidden...

frosty heron
#

Component is not actor

#

@harsh coral

#

hiding the actor (the bp where the skeletal mesh components lives) will hide all of them

harsh coral
#

This works now.
Thats the thing I struggle with most in Blueprints.

#

Certain pins not letting me connect what I wanna connect and then having to figure out what the type of node is to "convert" an input so it "fits".

frosty heron
#

wait, what are u trying to hide here?

#

from the make array, drag and type for each loop. Drag from the blue pin and type set hidden in game

obtuse mulch
#

hows that possible 😄

agile moss
#

Okay
I know how to use BPInterface on 2 blueprints
But what about a widget and a blueprint?

lofty rapids
#

so the interface is just functions that you can run on a bp

#

can you make the widget use the interface ?

sinful bone
#

Is there any Physics master here? 😄 My main problem is that when I turn on Simulate Physics, instead of staying inside the box, it's just pops out. The way I do this is: I spawn the apple, attach it to one of the box's socket, then detach it and apply physics. So basicaly what I want to accomplish is to spawn apples inside the box, apply physics and they stay inside the box. What could be the solution for it? It has a simple collision and there is no other child mesh or collision inside the box. Tried to play with scaling to decrease the size of the apple but didn't help.

agile moss
dark drum
agile moss
lofty rapids
#

i actually just learned a bit about interface the other day

#

fairly simple in theory

gentle urchin
#

Do tell

#

Share your insights

lofty rapids
#

i mean all i know it's just functions you put on bps

#

and run'em

#

pretty simple

floral totem
# pine tangle

I’ll give it a try tonight! Thanks! I’ve been really busy at work so I haven’t had much Dev time this week

sick sky
#

is there a way to make a const var ?

gentle urchin
#

Not in bp

#

I think 🤔

sick sky
#

i guess ill have to create the var outside of that bp class

#

seems weird that after all this years there is no ways of having this

versed sun
#

I use Blueprint Function Libraries for Const Values

sinful bone
sick sky
#

wait const wasnt what i meant

#

i meant static

sinful bone
dark drum
gentle urchin
#

Couldnt you restrict the physics (constrain?) And still have a neat effect?

#

They'd be jumpingnslightly :p

woeful pilot
#

Hey guys does anyone know how to open a level through and editor utility widget

stray axle
#

not sure if this is the best place to put this but I need some help. I been working on a bit where I get my car to spawn in a location in some kind of like customization section. I got it all set up and everything but the car wont spawn. Here's the function that I have that's meant to spawn the car (which is a pawn)

stray axle
#

active index is at 0

lofty rapids
#

and cars is full of classes ?

stray axle
#

just the one that I got atm

lofty rapids
#

does it destroy the active car ?

#

or what i'm getting at is it getting past the cast and actually going to spawn ?

#

then you want to make sure your other cast is succeeding as well

stray axle
#

come to think of it, its an instance where the car just outright spawns. I think the destory actor is for when you're driving into a garage, where the active car gets destroyed and then spawns again. I just want to spawn

lofty rapids
#

well a print string right after the spawn will tell you if you got there

#

is it not spawning at all ? or just not possess ?

#

some print strings to see whats actually executing is a good start

#

or you could use breakpoints ig, but i just uses print strings because i'm used to "logging" and it gives me info i need usually

stray axle
#

I got a print string up and I been putting the append to different parts but nothing's showing up

#

the car isnt spawning at all. I dont want to possess it

lofty rapids
#

so no print string ?

#

it's not showing up ?

#

put one right at the point of entry

#

see if the function is even running

#

then one after the game instance cast

#

maybe that is failing

stray axle
#

I want it to be like this

#

but its not happening. That ball is meant to be where the car spawns

lofty rapids
#

ya i mean i'm just going through debuggin

lofty rapids
stray axle
#

like this?

dark drum
#

Would anyone have any idea what would cause the PIE window to change size when adding a widget to the viewport? If it helps, i get this in the logs.

LogViewport: Scene viewport resized to 1914x1040, mode Fullscreen.

The issue is, I'm not setting the resolution to that size or setting it to fullscreen so I'm a little confused.

Edit: I figured it out. It was down to applying settings used in the settings widget. I needed to use Apply Non Resolution Settings.

stray axle
#

still not getting anything

#

I been following some tutorial to a tee, the only thing I pretty much changed was setting my class arrey to a pawn instead of wheeled vehicle since my vehicle isnt a chaos vehicle

#

but its just as if nothing works at all, I dont get it

manic vessel
#

I have this really strange bug I can't seem to to find the cause of. I have VR version of parent character that Im reparenting the camera to the vr Origin SC, Which is needed, Everything works as it should, But when my character spawns its like my anim bp does not activate until I Slightly look down. then everything clicks suddely springs to life . Anyone have any ideas, I do this on begin play ,

#

OH, and its only look down, not up or left \ right

lofty rapids
# stray axle like this?

no a print string out of cast failed on the first cast, and one out of the second see if either shows up

#

and one at the begging just a "hello" to see if the thing is actually running

#

also, where do you actually call the function ?

stray axle
#

also I got it like this, nothing pops up again. Am I setting the print strings up correctly?

lofty rapids
#

it looks like it's not running

#

if neither one of those print string show up then it's most likely not running

stray axle
#

oh shit I got it to work XD yeah I wasnt calling the function

#

thanks for the help Engage ^^

golden kite
#

This is interesting, but kinda cumbersome for large arbitrary arrays. I'd need to think on it a bit, but creating a Struct that holds the Class AND a weight amount (any arbitrary integer, as opposed to 0-1.0) would be the most "artist-friendly" way to go about it. I'd need to think how that can get used in a randomizer function though. I liked your idea of adding the class in multiple times. So perhaps there's an intermediate step where you take the base array (of Structs) iterate through it, and then add that class to a new array as many times as the weight parameter. As an example, suppose element 0 has a weight of 5, then the middleware function would add 5 instances of that class to the new array. Then you can use a RANDOM node to pick from the array as you suggest.

And the middleware would only need to be run the one time, unless you're modifying the array as you go.

gentle urchin
steady night
#

hey this is how im linetracing infront of the camera when my char is "attacking"

#

i wanna include the up/down rotation of the mesh

#

how would i add that ?

#

like include the angel

stray axle
lofty rapids
#

so you probably don't want to possess something, just switch the camera

#

i've only done so far with another pawn has it's own camera

#

possessing the pawn changes to that camera

stray axle
#

been trying to put the camera I got for the test garage pawn but it wont connect to the possess node. How do I go about doing this?

#

Sorry if I be dumb. Im still a novice with UE5

lofty rapids
#

set view target with blend ? idk i have not switched cameras like that yet

#

i'm still learning also a lot of this stuff is new to me

stray axle
#

I got a set view target with blend but it wont let me connect the camera

lofty rapids
#

ya i c that it takes an actor

#

hmm

steady night
#

anyone :/ ?

stray axle
#

there's probably a way to do this but for now imma take a break

#

thanks for the help tho engage 😉

obtuse mulch
steady night
#

nah that wont work

obtuse mulch
#

i dont think you can do it with bones

steady night
#

i just wanna include the yaw rotation from the mesh to what i got now

obtuse mulch
#

well good luck with that 😄

steady night
#

ha

obtuse mulch
#

ur mesh has no yaw rotation engine wise

steady night
#

i can use the actor rotation tbh

obtuse mulch
#

you can attach something to characters head bone and use its world rotation

#

but it wont be as accurate as with camera

steady night
#

i think im explaining it wrong

#

you overthinking it

obtuse mulch
#

you want trace up and down?

steady night
#

yeah

obtuse mulch
#

you gotta use cameras forward vector🤷‍♂️

steady night
#

im using actor rotation + get forward vector * distance

#

im wanna use actor rotation + get forward vector * angle rotation * distance

#

something

#

should be possible:/?

obtuse mulch
#

actor is like a tower

#

it has no angles

#

see ur main collision component?

#

thats ur actor

steady night
#

ah now i get it what you meant with the bone

#

yeah my idea was to get the mesh from withing and get the angle of something

#

for e.a bone as u mentiond

obtuse mulch
#

ye but with bone it will be limited to the animation angle

steady night
#

yeah thats what i want

#

for example i wanna use the Spine_01 y angle

obtuse mulch
#

attach method should work

steady night
#

can i use the bone or it has to have a socket

obtuse mulch
#

nah just bone

steady night
#

hm yeah using a socket worked

obtuse mulch
#

i would give the player more freedom with camera forward vector tho 🤓

steady night
#

i get waht your comming from but that wouldent work in my game tbh

#

or this would work better

#

ok now i got stuff set u

#

up

#

the attack forward is an arrow component that rotates with the mesh

#

how would i add only the Z angle towards my forward vector ?:/

obtuse mulch
#

split struct pin

#

rmb on return value

#

disconnect first

steady night
#

something liek this ?

obtuse mulch
#

attack forward is ur arrow?

steady night
#

y

obtuse mulch
#

you can use get world rotation

#

socket rotation is for bones

steady night
#

true

obtuse mulch
#

actually you can just use your mesh as target

#

and type in the bone name

#

this way you dont need the arrow

#

if the bone rotation is correct

steady night
#

the arrow is whats rotating so i need that

gusty dragon
#

so I have an actor that moves forwards and backwards and I control the forward tilt and backwards tilt with my mouse tilting it up and down but my issues is if I tilt the actor forwards it still moves straight but doesn't follow the tilt anyone know what I can do

obtuse mulch
frail onyx
#

https://youtu.be/204F0wVtR2M?si=oJPvaDnf-5YfNWIy anyone know how to make this screen object seen at 2:25 that has a widget slider on it which can control an objects position or the value of whatever it is linked to, currently I’m using a empty actor variable that I have set to instance editable and assign it in the viewport per object instance

light glen
#

hello, i was wondering, you can create multiple event graphs, is there any significance to this?

lunar sleet
light glen
lunar sleet
light glen
harsh coral
#

Another quickie, seems rather obvious but doesn´t work: How can I copy paste placed actors into a blueprint in the same level?

lunar sleet
#

Assuming you’re trying to create duplicates of placed actors that is.

harsh coral
lunar sleet
#

Maybe rephrase then

#

No idea what “actors placed into a bp” means

harsh coral
#

I have a few actors placed in a level. I am also working on a blueprint. Now I wanna copy the actors from the level to the blueprint.

lunar sleet
#

You mean get references to them or what

harsh coral
#

Spawn them in the blueprint with all settings they have in the level.

#

I don´t know how else to phrase it.

lunar sleet
#

You can’t place things in a blueprint, it’s not a level

harsh coral
#

Wel, I can drag and drop from the content browser...:)

lunar sleet
#

And an actor would be its own bp

lunar sleet
harsh coral
#

Its a few lights.

lunar sleet
#

Static meshes are components

harsh coral
#

I can just recreate them in the blueprint, but its probably something I´ll come across more often in the future.

lunar sleet
#

They get placed into a placeholder actor when you place them in level

lunar sleet
harsh coral
#

Yeah, thats what I did.

#

So, there is no way to copy stuff from a level into a blueprint, other than creating a packed level blueprint from it?

#

Guess I can at least copy paste the settings.

lunar sleet
#

No, and using level bp is usually a bad idea

harsh coral
#

Yeah, I´m not doing that

lunar sleet
#

Like I said do it the other way around

#

Make the bp, then place instances of it

harsh coral
#

I´ve created it from scratch, still learning a lot, so I keep trying to make things the way I am used to...:)

#

NVM then.

lunar sleet
#

It’ll take some getting used to but then it’ll come easy

harsh coral
#

And of course I´m always starting from the top instead of from the bottom...Creating a fully customizable blueprint with 300+ skeletal meshes...

#

Well, overall its going pretty well. Hopefully I won´t realize that it sucks once its done...:)

lunar sleet
#

Pretty sure you can add 300x skeletal mesh components on construct if you want

harsh coral
#

Yeah, I can, I already did...:)

#

I´m in the polishing stages now, figuring out what else to add to make my life easier in the future.

#

Like, custom lighting rig, material overrides etc.
Only thing I´m not happy with rn is how I have to animate it.

#

Rather tedious trying to animate specific skeletal meshes, when all you get in the sequencer is a mile long drop box list and no way to directly select them in the viewport.

lunar sleet
#

Control rig is prly an option, but it has its own learning curve

harsh coral
#

But on the other hand: I don´t have to manually add the same animation for all 300 SMs...

#

Oh yeah, control rig will be the final step. Bonus Level.

lunar sleet
#

I mean instead of animating

#

You can prly dynamically create controls

harsh coral
#

Well, I´ll stick to what I know for now...I have a few arrays that lets me add animation to all SMs with one button, as all SMs use the same rig (well, almost all).

#

Before that I had to add all SMs in the sequencer and then add the animation sequence there, plus having them all on different sublevels made the whole thing rather tedious to reuse.

#

Anyways. I´m digressing. Back to the workbench...:)
Thanks!

harsh coral
#

Ok, I got another question...
Since I´m only building this blueprint to use in cinematic sequences and they will only get rendered out using MRQ...I´m wondering how to set certain things up, that I wanna customize.
Right now, everything happens in the construction script. I exposed a bunch of variables to editor and sequencer and its working fine.
I just added a few lights parented to an empty child actor and then I hooked it up to a "Set world transform". I created a variable for the rotation, but when I tried to rotate the lights this way, unreal almost crashed with the video memory exhausted.

#

I´m guessing its not the best way to do this...

#

in the construction script that is.

#

I could set it up as an event, but then I´d only be able to control it if I hit "play in editor", I woulnd´t be able to see the updates live in the viewport editor otherwise, correct?

#

So whats the best practice here?

sage lagoon
#

I know I asked this once before, but I'm sharing this on the forum and asking here:

What would be the best way to make the player’s camera fade out in one map then stay dark when another level is loaded? GameInstance doesn’t work since I can’t invoke anything from its BP without having to use the Player BP or any level BP.

https://forums.unrealengine.com/t/fade-out-between-levels/1751878

Epic Developer Community Forums

What would be the best way to make the player’s camera fade out in one map then stay dark when another level is loaded? GameInstance doesn’t work since I can’t invoke anything from its BP without having to use the Player BP or any level BP.

sage lagoon
#

No, I just use Open Level.

queen dagger
#

question

#

i want to have an attack happen

dull shell
sage lagoon
queen dagger
#

i want it to work by allowing a condition of is attacking and attack to the character and false when not attacking so that i can use that bool to activate the animation sequence of the attack in the animation instance

#

however it seems like i cant get thje animbp to pick up on the fact the character is attacking

dull shell
# sage lagoon What's the difference? I'm honestly asking.

Open Level resets everything and Opens a new level like the name suggests.

Level Streaming has a Persistent Level and in that persistent level you have multiple sub levels that you can load and unload without resetting everything.

sage lagoon
#

Oh, I see! I'll try that, then. Thanks!

dull shell
#

No worries!

sage lagoon
#

I put in a breakpoint to test, too.

dull shell
sage lagoon
dull shell
# sage lagoon I guess not. How do I set levels up for that?

Loading levels is one of the most basic requirements for almost any game. And while Uneal engine provides you with some options, I see most people just using the simple " Open level" node, which is not that great. so today, let's talk about the proper way to do this!

Get the project on Patreon : https://www.patreon.com/posts/94995004
or as a ...

▶ Play video
shell marsh
dull shell
#

Then head over to window -> Levels

#

In the levels window -> Add Your existing levels that you are trying to travel in between

#

Here's how to dynamically load and unload sublevels at runtime in your Unreal Engine 5 projects!

Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland

Check Out My Game Studio: https://www.copagaming.co.uk/

#UE5 #UnrealEngine5 #UE5Tutorial
__________________________________________________________________...

▶ Play video
#

This one is better

flat coral
#

obviously I could rename my parameter, but honestly, I feel like mine isn't the problem! Anyone else kinda hate "Target" as the way BP functions reference an object instance?

harsh coral
#

Why does this crash unreal...?

#

When I drag that number to rotate it in the editor, Unreal crashes.
Its just a child actor with some lights attached.

undone bluff
#

so unrelated

faint pasture
faint pasture
spark steppe
thin panther
undone bluff
thin panther
spark steppe
thin panther
#

no need for the assault on the british

spark steppe
#

is this a running gag? no it's british 😛

undone bluff
#

just a matter of dialect

spark steppe
#

oh it is actually

#

excuse me

lethal pollen
#

Hi! How can I know where is Motion Controller Aim Ref declared? Is it a local variable? A global variable? Thanks

thin panther
#

can't exactly say I blame you though.
Even as a brit I'm so used to american made libraries that I mostly use american english over text now out of force of habit 😆

undone bluff
#

as a non native english speaker I pick one depending on the weather and my mood at any given time

sage lagoon
#

The second video might be more useful when more maps are made in later builds of an RPG for which I've been making an alpha prototype.

#

Thank you again for your help @dull shell !

lethal pollen
# faint pasture

Thanks. But Local Motion Controllers is an Array, and Motion Controller Aim Ref is a Motion Controller Component Object Ref.

faint pasture
undone bluff
#

so you need to expand the category in your variables

steady night
#

Get actor location

#

will always get the "Root" location right ?=

undone bluff
#

if not, it is inherited as Adriel says

faint pasture
#

The location of the root scene component of the actor

#

That IS the location of the actor, by definition.

#

A common mistake is haveing a root scene but then simulating physics on a child of that scene. The physics thing moves around, but get actor location never changes, because the root component hasn't moved.

#

If you make the ThingSimulatingPhysics the root, then get actor location, it'll update

steady night
#

okok

#

g t k

lethal pollen
undone bluff
#

no, your component references

#

discord servers are not playing nice and images barely load

lethal pollen
#

Ah, thanks. @undone bluff I have found it. Thanks a lot.

undone bluff
#

nice, just for the record, you can also press the cogwheel and select "show inherited variables"

#

in the case that it didn't show in the menu due to being part of the parent class

lethal pollen
#

@undone bluff Thanks

steady night
#

can i get the middle point from 2x vectors ?

sick sky
#

how can I make the actor component attached to my player character execute his "beginplay" after its owner "begin play"

steady night
#

start - (middle) -end

versed sun
#

Lerp by .5

faint pasture
steady night
#

aye the leap by .5 also worked

#

tyt