#blueprint

1 messages · Page 115 of 1

slate fable
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Having some major issues trying to get a wave spawner to work

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theres a handful of different components to this, whats the best way to upload them so its easy to understand without clustering up the disc?

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having an SOS moment

shell marsh
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Thank you so much I put down a shit ton of strings to find out I didnt have the whole custom event hooked up lol

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its been 4 hours and I but learned a valuable lesson lol

harsh coral
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Child actor component?
Basically I just wanted some sort of "null" object I could use to parent the lights to.

thin panther
harsh coral
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About 300 skeletal meshes...and that child actor with 2 lights parented to it...:)

harsh coral
thin panther
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You can parent objects in the outliner. Or use the attach actor to actor node

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If neither of those suffice, you'll want something third party like the free prefabricator plugin

harsh coral
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I can´t parent stuff inside the blueprint to something else?

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That seems rather unlikely.

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ChatGPT says "Scene component", so I´ll try that next...:)

thin panther
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You can with just an empty component

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You can't put another BP in a BP though, which is what a child actor component is

harsh coral
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Hm, ok, guess i need to rebuild a few things then, as I used a few of these child components to organize my blueprint, as you can´t put stuff on layers inside the blueprint.

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Quick question though: Is it better to use an editable/animatable variable to change the rotation in the editor in the construction script, or as an event tick event?

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I´m just using the blueprint in sequencer/movie render queue.

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But I wan´t to be able to live preview things in editor.

undone bluff
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because organizing blueprint scripts is a major usecase of actor components

harsh coral
dry sleet
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Level instances can be a nice way to package a outliner hierarchy into something you can clone multiple times into another level, but won't work for all use cases -- the actors in the level instance are isolated from the rest of the world and can't have properties overriden.

undone bluff
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yea you are on the right track with scene components

thin panther
harsh coral
dry sleet
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I'm late to the convo so not sure what the original context is, but just thought I should mention the possibility :)

undone bluff
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it's essentially just an empty component with a transform

dry sleet
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Ah no

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300 plus! Good grief

sick sky
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what does "auto activation" means for an actor component, since it will start expecting when the owner is created ? (even if false)

harsh coral
thin panther
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If you just need a dummy "parent", then a scene component is the best way to handle that

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If you want a blueprint inside another blueprint of sorts, the prefabricator plugin is the best way to handle that

harsh coral
dry sleet
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lovely and delicious

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thanks for the tip!

thin panther
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You'll want the GitHub one though, the marketplace version has stopped updating!

harsh coral
thin panther
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You'll want construction script for editor time shenanigans

harsh coral
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I don´t wanna have to simulate to work with it in the scene, I just need live feedback in editor.

harsh coral
thin panther
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You can still use an event graph var in the construction script btw, it's just a function

harsh coral
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So, editor event ticks don´t work in blueprint actors in general...?
Sorry, very noob questions.

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Just trying to figure out some very basic stuff with an already rather complex blueprint...:)

thin panther
harsh coral
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Just one more quickie, while I´m at it...
Trying to figure out how to use a rotator variable and it doesn´t have the "expose to cinematics" checkbox.
Also, ideally I´d only have a variable exposed for the rotations Z axis...

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Any hint here?

queen dagger
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@dull shell thats the anim

versed sun
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careful , that's very close to summoning a demon

spark steppe
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i was about to write the same xD

queen dagger
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oh you right no wonder it wasnt working

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how about now

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can confirm, lucifer did summon

harsh coral
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Dang, there is something else going on. I replaced the child actor component with a scene component to parent my lights to and set up a rotation variable, but when i try editing that in editor, Unreal also crashes...

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Gona do two more steps of trouble shooting, before I give up on this:

  1. Not using a parent and try to expose a parameter for changing the rotation of the lights directly in editor.
  2. Parenting something else than these lights.
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Actually it didn´t crash. Its just a really long delay. It works better when directly setting the rotation, instead of dragging the value in the numbers box.

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I mean, I got 300 skeletal meshes in that construction script. Is it maybe simply evaluating the whole construction script every time I drag the rotation variable?

faint pasture
faint pasture
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and yes, the whole thing gets evaluated when you change the variable

lunar sleet
faint pasture
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I don't see any reason you can't just have a bunch of meshes in a single actor, no construction script shenanigans or child actor components required

harsh coral
lunar sleet
faint pasture
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BTW you can do the bool trick if you MUST have a heavy construction script.

ConstructionScript -> if bool -> bool = false -> heavy logic

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tick the bool to run the script once you've moved the thing

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that's how I think the old sky BP worked

harsh coral
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I literally have no idea what I´m doing.
I have a human anatomy model and need to build a blueprint out of it. I need to have options to

  1. Select ONE animation for all skeletal meshes.
  2. Set visibility of groups of meshes (muscles, bones etc)
  3. Set material overrides
  4. Set overall scale.
faint pasture
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At runtime or editor time?

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and why is it 300 meshes and not 1 mesh with like 300 bones?

harsh coral
harsh coral
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We use this in 80% of our shots for TV documentaries.

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Medical animation.

faint pasture
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This whole setup sounds hacky but if it already works just do that so you aren't trying to run the construction script on tick lol

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your name fits though lmao

harsh coral
faint pasture
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It's a bool variable

harsh coral
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Like "if construction has run"?

faint pasture
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no, if bool is true

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Then the construction script will only run when you check that bool

harsh coral
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Ok, and then after it ran, I do the stuff I wanna control live in editor=

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?

faint pasture
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You basically turn a bool into a RunConstructionScriptNow button

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Sure, whatever that looks like.

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Show us that construction script, what is it constructing?

harsh coral
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Its constructing 300 skeletal meshes and setting materials and animation assets for it.

faint pasture
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and when do you want to do that?

harsh coral
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Its already packed in a dozen macro functions, so it doesn´t look like much from one screenshot...:)

harsh coral
faint pasture
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oh just disable running the construction script on move then

harsh coral
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After that I edit stuff, then use sequencer to animate stuff, then render it out using movie render queue.

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I never enter game mode, until it renders via MRQ

dry sleet
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haha I remember reading that trick 4-5 years ago when I first got started with Unreal and not doing it correctly

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now it makes perfect sense to me

harsh coral
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...meanwhile I struggle to reopen the construction script tab...

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Goddamn it for these basic things ChatGPT is just so incredibly useless..

dry sleet
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it lies like crazy when it comes to Unreal

faint pasture
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It's very confident though, I'll give it that

harsh coral
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Jup

slate fable
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the first 3 images are a spawner bp that i place in the world where I want stuff to spawn. the next images are in the gamemode bp that tells it to generate an enemy pool then spawn enemies with a max of (variable) at any one time and logic to tell it how many total to spawn with a wave. but I keep running into an error that they dont spawn as many as needed OR it spawns too many enemies so that the counter is -#. there is an output log error specifically on the (Start Wave) function. in the last node Add Enemy To Que connected to the Random Spawners array

dry sleet
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It's useful for a little reminder on how to do things like bit shifts and the likes, but only if you have a little prerequisite knowledge IMO

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Basic python scripts and stuff like that

dry sleet
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The component should have the event dispatcher, then?

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Unless I misunderstand?

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Event dispatchers can be called, and can be subscribed to (bound).

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While a Custom Event (as it is named in Unreal) is more or less a fancy function.

harsh coral
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I need a bit more help here...

dry sleet
# harsh coral

You need to set that bool to true once the logic has run once.

slate fable
dry sleet
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The idea is that it only runs once, then you need to uncheck the bool again (and the construction script will be permitted to run once).

harsh coral
dry sleet
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Well... that bool, if you set it up.

faint pasture
# harsh coral

why would you check the bool after all the heavy stuff

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check it, set it, do heavy stuff, in that order

dry sleet
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Oh... that, too...

harsh coral
faint pasture
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Check if the bool is true. If it is, then set it false, then do the heavy stuff

dry sleet
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Then the CS will only run once, then never again until you check the box manually.

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So like Adriel said, you pretty much get a button to run the CS.

harsh coral
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I´m confused, do I not WANT the heavy stuff to be done first, so after that it doesn´t have to reevaluate 300 skeletal meshes and I can rotate the lights easily?

dry sleet
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Is there a reason not to just make a Call in Editor button in this case, though?

faint pasture
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the construction script runs any time anything changes

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when you're spinning the thing, you're changing stuff 60x a second

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so it's trying to do a big think 60x per second when you could just move the thing, then press the button, then it only has to think real hard one time

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the bool doesn't say if construction has been done

harsh coral
faint pasture
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no

harsh coral
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It´ll click soon, I promise.
I´m in moron land right now.

faint pasture
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Literally do this verbatim:

ConstructionScriptPurpleNode -> Branch -> True -> bRunTheConstructionScriptNow = false -> run the bigass sequence
bRunTheConstructionScriptNow^

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its like a gate

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it'll TRY to run the construction script any time anything changes (rotation, position, the bool being checked), but it'll only proceed into the big heavy code when the bool is true. Proceeding sets it false so it can't run again until you check it true again.

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the FIRST thing should be the branch

stray halo
harsh coral
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Still not quite there yet.
How do I change the bool to false after it has run once?
Do I need to make that bool variable editable so I can manually check it, after putting the BP in a level or opening the level?

faint pasture
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The whole point is that you hvae a checkbox you can click to run the construction script

faint pasture
harsh coral
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Lemme try this then...

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nope.

faint pasture
harsh coral
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So, I compile, click the "run script", it runs, constructs the whole assembly, then sets itself to off automatically. Now I change the rotation value by dragging it and boom, crash.

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I´m having trouble letting go of stuff like that, it bugs me so much, but its really dumb too, because I can really just rotate the scene component, its just a minor inconvenience...

faint pasture
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You still using child actor components?

harsh coral
harsh coral
faint pasture
harsh coral
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I´m gonna have to switche these out anyways.

faint pasture
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i mean that node shouldn't do much but still

harsh coral
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Which is the whole point I thought.

faint pasture
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that specifically WON'T run when the rest does

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as you have it now

harsh coral
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Yeah, it shouldn´t run when the rest does.

faint pasture
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you just said it should run after the rest

harsh coral
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The rest is heavy, this is just rotating the scene component, so I can rotate the lights.

faint pasture
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ok sure, then put it on both

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just have false and end of sequence hit that set rotation node

harsh coral
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  1. Construct the 300 skeletal meshes (plus the 3 lights I guess)
  2. Rotate the lights:
faint pasture
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yes but you never want to construct the meshes and not update the lights

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always update lights
also construct meshes when the box is checked

harsh coral
faint pasture
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sure that'll work

versed sun
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Can you make it a Function that has Call in Editor checked ?

faint pasture
haughty temple
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trying to make a day night cycle, and the rotation of the sun gets stuck at 90, ive tried adding relative world and local rotation cant seem to figure it out

faint pasture
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The crash might not even have been from the construction script if it's still not working

stiff leaf
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Agree with that, I would create an editor function for the heavy part which has been suggested, then only do the rotation in construction. If you need the heavy part initialized, call that in begin play as well. More clean than bools states.

slate fable
faint pasture
harsh coral
slate fable
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im not good at naming things 🤣

dry sleet
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haha yeah I noticed that too but didn't want to clutter the call for help!

harsh coral
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Damn it.
Ok, I´ll give up. One more test, just disconnecting the whole construction part and only running the code for the lights...

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Jup

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WHat I thought.
Still lagging like crazy

faint pasture
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When you get a random spawner

faint pasture
haughty temple
# faint pasture show your code

not sure what all you need to see, ignore the seconds part need to update it as im not going to use seconds just there from when i started, every 1 second it ticks 1 min game time, every time it ticks i run the for loop so the sun/moon movement is smooth, it all works perfectly till it rotates a certain amount then stops, ive had this issue with other things in past, ive tried all the rotation nodes alll of them get stuck in same spot

faint pasture
haughty temple
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well not rotate a certain amount but when the roation hits 90

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no it wont

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so like if i start the sun at 90 its jsut stuck

faint pasture
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ok so you'll either have to do math or use the combine rotators node

haughty temple
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if i start it on 91 itll go till 90 and stop

slate fable
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increase difficulty with each wave via more enemies

faint pasture
slate fable
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with a timer transition period between

haughty temple
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yea i was thinking of just moving the location each time if i had to, how does the combine rotators work

haughty temple
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so like if its at 90 do i combine 1 to it so it moves it to 91 kind of thing?

barren tangle
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Hey guys, I do something like that to create my characters.
But somethime some character are missings (invisible) do i need to put delay between each spawn actor?, why it's not all the time, and only random ?

trim matrix
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why all that

slate fable
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Type, how many there are, wave number, and how many can be there at any given time

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that shoot ray error is something else entirely non related to the spawning issue

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lol

haughty temple
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i tried but couldnt figure out the math or whatever to make it work it would just move way to fast on timeline cuz its ticks way more then i need and dont know how to convert that and trying to make it somewhat optimized, i was using dynamicvolumetric cloud which uses something along those lines i believe but i want to update the hud every time the time changed with an event, because when i tried updating the time with a set timer by event to only tick so often becaues the dynamic sky bp was ticking wayyy to much, the time would look like it stuck at certain minutes for longer than others so just didnt look good at all

stiff leaf
trim matrix
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0.00001

barren tangle
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yes they doesn't toutch each other

trim matrix
barren tangle
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what do you mean? i don't use spawns there?

stiff leaf
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Under collision handing override

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Change that to always spawn

trim matrix
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and let us know if it works

barren tangle
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thanks, it's possible that some collision box make that happend?

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i will try to generate enough test to see if doesn't appear anymore 😄

trim matrix
barren tangle
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nope it's not that 😄

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first test 1 car doesn't appear 😄

trim matrix
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then do a print and if it doesnt print, the event/functoion or thing is just not being called

barren tangle
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that's weird because it's the first one supposed to spawn

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i will continue to search

trim matrix
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Are you working with an array? They start at index 0 btw, that might be the issue, I don't know…

barren tangle
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no i will continue to search, because all car are present and the player controller is able to controll the invisible car, i'm looking on the initialisation order to be sure that everything is completed at the good time 🙂

trim matrix
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*Notice Description Contains Affiliate Link

In this video I want to cover what I would argue is one of the most useful nodes in Unreal Engine; the Timeline node. Technically, timelines are treated as components, but in essence, they allow you to create simple animations on the fly in blueprint. There very customizable, can be used with externa...

▶ Play video
haughty temple
# stiff leaf tried this quickly, works

that might jsut work gotta do a little more testing, but i have a sky bp so doing the code in the bp, but instead of getting the sun and moon and rotating them it seems i may just be able to rotate then entire actor, it didnt get stuck at 90 doing so but haven't check to make sure everything else still works appreciate you

faint pasture
haughty temple
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it would go till the next 90 then stop

faint pasture
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No i mean what rotation does it end up with?

stiff leaf
faint pasture
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WHat I'm getting at is that pitch values outside of -90, 90 are invalid

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The will be accepted as a rotation for setting the rotation of something, but the end result will not be what you fed it. There are infinite rotations that all map to the same result for any given rotation

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You'll probably have success if you generate your rotation like this:

Event -> Thing.Rotation = CombineRotations((0,0,0), (0,YourCurrentPitchMath,0))

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That will "do the work" of converting your invalid rotation into a valid one, assuming it actually works.

haughty temple
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ohhh i think i get what you mean i had that issue when trying to make a drone with the pitch getting wonky due to not being valid, when you rotate the actor over and over the y doesnt jsut increase once it goes around the x and z values change around

faint pasture
faint pasture
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If you didn't need a 100% deterministic Time -> Rotation function, you could also get away with using AddLocalRotation, but after a few hundred spins you might see errors.

haughty temple
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appreciate the knowledge! 😄

slate fable
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he never included a hey btw youre gonna run into this error heres the fix

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but it does work for the most part It jus needs optimized or somethin I could try to rewrite everything but im still learning so Why i didnt write one from scratch is just due to my ignorance of the engine which im correcting slowly as i learn more

queen dagger
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so i have a combo string

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i almost have it figured out however when you press e it plays the first and second sequentially without need for the input again

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that is what is handling the combo work idk what to add where in order for it to need a second press to get the second stage of the combo to work

fading sentinel
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guys please i need some help, dont know how to get this running.

deep void
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Hello!
Does anyone know how to make a timeline work for multiple objects?
I have 4 objects I want to slowly make visible in the scene, I did this by looping through all the actors in the scene, and using a timeline to scale up a opacity parameter.
However when this runs, 1 object works correctly (fades in), but the other 3 just immediately appear.
I've tried hooking the timeline up other ways and I cant seem to find anyone online that knows a solution :/

fiery ridge
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forloop + timeline = disaster imo

trim matrix
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so each actor can run the timeline on their own side

proud notch
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Hi I am working on a BP that generates parking spaces with cars in them, the problem I am having is I can't align them correctly.

There is a way I can align them but then the cars appears floating over the surface.

I found out that, there is inconsistent rotation when the surface is not planar. (see image) if I can have consistency in the rotation, then I can fix the alignment problem.

I am using a line trace to find the normal of the surface but rotation in the Z axis are inconsistent.

Any advice on how to avoid ambiguity in the Z axis rotation on a line trace normal hit ?

desert juniper
proud notch
valid solstice
dull shell
deep void
valid solstice
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If I wanted to add another animation to my attack so right when the first one ends the second one starts so like a combo with different attack animations what should I put here?

dull shell
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I suggest looking up a good Combo System tutorial

valid solstice
valid solstice
lunar sleet
#

Then build your state machine around that or just use a bool

valid solstice
#

How would it look? if you dont mind showing me the bp

lunar sleet
#

No one here is going to code for you, the most you’ll get is pseudocode. And using a branch to check if a bool is true or false before allowing something to happen is as basic as it gets. I’d recommend going though the “your first hour in Unreal” and other such courses to learn the basics so you are able to walk before you try to run

trim matrix
#

lmao

lunar sleet
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As for #animation there’s decent docs and also pins in that channel

light turret
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I've made a system that tilts the camera as the player moves, using the Right Veloccity to drive a blend space which rotates a bone in the Character Mesh, which the camera is a child of (to the 'head' socket).

It works unless the player is facing the -x or -y direction. In this case, the animation freezes (the Velocity value is still being calculated correctly) until the player has rotated away, whereupon it "snaps" to its correct position. You can see this 'snapping' behavior at the end of the vid where I hard-set the 'tilt' value to 1.

Moving the camera backwards by at least 40 units (just outside the bounds of the capsule comp) fixes it, but that's obviously problematic.

In the video, the white cube is to help see the effect. The 'Parent Socket' in the camera component appears blank as it's being set in the CPP and doesn't show up in the blueprints.

Does someone have a know why this is happening?

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It feels like a collision issue of some kind, but it makes no sense the direction I'm facing would make a difference

limber parcel
limber parcel
#

yeah looks like he just refuses to use tutorials

dull shell
# light turret

Try doing it without the Additive just for debugging purpose

light turret
#

I have, it's the same thing

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Well, just as in doing this

dull shell
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Kinda weird. Let me try and reproduce this

limber parcel
#

u sure ure not multiplying by zero at some point?

light turret
#

Literally all the code used is in the vid, it ain't anything complex I'm doing.

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There's some CPP but that just adds the camera and stuff

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All the code for driving the blendspace is blueprint

limber parcel
#

ahh yes.

faint pasture
light turret
faint pasture
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The fact that it fixes if you back the camera up a bit

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How is the non-tilted camera movement driven?

light turret
light turret
faint pasture
light turret
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Yes, I believe so

faint pasture
#

Show your math for the mouse -> socket rotation stuff

light turret
#

The socket's move with a blendspace, driven by the velocity. The mouse input I'm pretty sure is quite standard.

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When I put a Print on the velocity, it shows it's getting correctly calculated even while the animation is stuck

dull shell
#

How are you controlling the pitch btw

light turret
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A little bit of CPP, but it's unrelated to the issue, as disconnecting pitch altogether doesn't change the issue

limber parcel
#

dividing by zero isnt much better than multiplying by zero btw

light turret
#

Meaning?

#

Something breaking with the dot product at specific rotations?

limber parcel
#

if your dot product is 0, it wont set a speed

faint pasture
#

The dot should always be valid, if that expression always makes good looking numbers then it's not the problem.

limber parcel
#

or more like, 0 speed

dull shell
#

I tried to reproduce your bug but couldn't let me send you a video of my setup

light turret
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But even when I hard set MoveRightSpeed to 1, it still is frozen in the default position when I spawn (facing a broken direction) and then snaps to the correct rotation when I start to turn

faint pasture
#

Sounds to me like a bones not being updated / refreshed thing

proud notch
light turret
#

Thank you, really

light turret
dull shell
#

Also try this in your skeletal mesh component property

light turret
#

Ah!

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Genius

dull shell
#

Did it work?

light turret
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It already was on Always Tick Pose but I put it to ...and Refresh Bones and now it works

light turret
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So maybe Adriel was right, some kind of culling problem

dull shell
#

Kinda weird cuz Always Tick Pose doesn't care about culling

light turret
#

It's become a running joke with a friend of my, Unreal and its "magic buttons" that just fix things, but you've no idea what that button is. Once again it's just the same.

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Yeah, much of this makes no sense. Why does it care about if you're facing a specific direction? 🤷

dull shell
#

I just reproduced your bug. Using Always Tick Pose

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Yeah Always Tick Pose and Refresh bones is the way to go lol

light turret
#

Thank you, SKGamer

dull shell
#

No Problem!

warped juniper
#

Hi there everyone!
I have a very simple thing I'm making... This is a minigame with 2 balls the player can control. The idea is that several obstacles come from both sides of the screen andthe player has to avoid them by moving the balls up and down.
Thing is, the minigame is a separate actor. How can I use a separate actor for creating the obstacles, while also being able to create / delete it?

unique cloud
#

Going crazy - My replace Inline does not work as intended... I was told it update the Source String (which is a text variable), but despite the word are found, the string Replacement text is the right one, and the value of the Replace Inline does confirm there was a change... The Text Variable remain unchanged after. What could cause this behavior?

frosty heron
#

You have more chance getting help if you share your code

odd kiln
#

Hi all!

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Does anyone know how can I set 2 fixed states of speed with the joystick ?

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I want that if I don't put the joystick to the maximum the character is walking at a fixed speed

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And if I set it to the maximum it runs

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I don't want a "blend"

upper badger
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Im using a slightly modified version of the first person template. I added crouching just now. But when I went to test it, I got this error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetMovementComponent_ReturnValue". Node: Set bIsInAir Graph: EventGraph Function: Execute Ubergraph First Person Anim BP Blueprint: FirstPerson_AnimBP. But I didnt change anything in the anim BP recently, and it used to work fine before I added crouching. What should I be looking at here?

spark steppe
odd kiln
#

How can I detect if my stick is at maximum reach ?

spark steppe
#

you can't

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joysticks are analog inputs, expect that they may have a low value even if nothing is pressed, so have a deadzone (e.g. 0 - 0.1) and expect that it will never reach full 1.0 value

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some joysticks may hide that by their firmware, others might not

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if you want more accuracy let the user calibrate their joystick in your game settings, to capture the min/max values

odd kiln
#

So how should I do to set just two states of speed

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If it never reaches 1 or -1 because of the deadzone

spark steppe
#

input => sequence => each sequence output to a branch, upper checks for float in range 0.1 - 0.8, that's your walk branch, lower branch checks for float in range (0.8-1) thats your running branch

odd kiln
#

Oh ok so I have to set 0.8 instead of 1 or -1, thanks

spark steppe
#

or you just check >= 0.8 or whereever you want the switch to running

#

if the same event fires also for backwards, etc. you can also just use the absolute value and later multiply by the sign value of your input value

#

i would set the deadzone in the input action/mapping tho

#

like 0-0.05 or smth, depends on the joystick i guess

odd kiln
#

I just want something simple : 0 = Idle. Between 0 and 1 = Walk. 1 = Run

spark steppe
#

you set the deadzone in the input action to e.g. 0-0.05, just to ignore any low false input

#

then do what i suggested earlier, check if its in range of 0.05-0.8 for walking, and >=0.8 for running

#

you can change those values until you see fit

#

but you can't be sure to get an value of 1.0 from an analog input (even on "full throttle")

odd kiln
#

Ok thank you very much I'll try that !

spark steppe
#

.95 will probably be fine, too

odd kiln
#

When I go diagonally my Axis value is at 0.78 for example

#

Do I have to add the "Forward Backward" axis to the "Right Left" axis value ?

spark steppe
#

idk what the best solution for this is

odd kiln
#

It's ok I added them it works

#

Thanks !

wicked cairn
#

Anyone know if there are more resources or tutorials on the Wave Function Collapse plugin that UE5 implemented? All I'm finding is information on plugins other people have made and the documantation doesn't give much information

sick sky
#

lets say i start PIE in Level 1, and then load level 2

how can i see at runtime the level 2 BP ?

because rn the editor viewport is in the level 1, so i can only access level 1 BP

frosty heron
#

how about don't use level bp?

obtuse mulch
#

if you want to see debug you cant

obtuse mulch
#

you cant see something that is not there

limber parcel
harsh coral
#

Quick question: How do I access postprocess settings in a postprocess volume in construction script in a blueprint?

#

NVM, found it

dry sleet
#

And maybe the source code had some helpful comments, too, I don't remember.

harsh coral
#

My blueprint is rather heavy, featuring 300+skeletal meshes, its for ease of access/animation and used to render cinematics.
So all settings need to be accessible in editor and need to be accessible to sequencer.

I´m still adding things and I will probably have to change/add things a lot in the near future.

Right now each compile takes a few minutes, which is fine, but even changing any variable settings is quite heavy.

Is there anything I can do to make it a bit snappier when editing?

Is all in one construction script with a large sequence:

frosty heron
#

my bp only project takes 5 seconds to compile

harsh coral
#

I was also trying to make something else work but gave up (rotating with a slider was making it lag/crash), someone suggested using a boolean switch after the construction script has run, but I´m not sure if or where I could insert that, so it doesn´t have to evaluate all settings when I for example only change the post process settings, it shouldn´t have to evaluate the settings for all 300 skeletal meshes.

dark drum
# harsh coral My blueprint is rather heavy, featuring 300+skeletal meshes, its for ease of acc...

You could try moving it from the construction script and have the functionality in editor callable functions.

If you make a change in the BP and compile, it has to update all the instances in the level which is probably why it's taking so long. If it's editor callable functions, you would have to manually call them (select the actor and click the relevant button in the details panel) this can sometimes help if it would cause a lot of things to update.

harsh coral
dark drum
harsh coral
harsh coral
# dark drum Create a function, mark it as call in editor. This will then make a button appea...

Hm, not sure I´m doing it right. I made the function "editar callable" and removed it from the construction script. Now I have the "post process set" button were it should be, but all the variables I defined in the function are still where the were before.
I can change them but they are not going into effect unless I press the "postprocess set" button again.
Which is how its supposed to work I guess.

Problem is:
I have the same crazy lag, when I try to drag any of the variable sliders values as I had yesterday with the rotation function...

#

Green values are set outside the function

#

Compiling is faster than before, but changing the settings doesn´t seem to be making much of a difference, wether I have it as a function thats callable in editor or wether I just connect it in the blueprint sequence.

real notch
#

I have an event dispatcher on my pawn (OnDeath), and I want to listen to it in the player controller (to open the death screen). For some reason my event dispatcher doesn't seem to work. I know I am calling it, but the listener in the controller never gets triggered. What could I be doing wrong?

frosty heron
real notch
#

Bottom one doesn't work

#

Kinda liked the single node, but I guess it tried binding before the pawn exists

frosty heron
#

I don't know what happend in the image you posted

#

but you need to bind the event from a valid instance before u call any events

real notch
#

What do you mean you don't know what happened?

#

If I use "Bind event to On Death" after begin play it does work
This is the top event (going through bind). If I instead link it to the "On Death" event (dispatcher in the pawn) it doesn't get called. But it does work in other places.

frosty heron
#

I don't know what happend inside your project, from a single picture

#

but event dispatcher is as simple as , you bind event, then you call it. Only then the binded events get triggered

real notch
#

So my guess is that dispatcher bindings get registered too early

#

Well yes, but that's what I assumed would happen through the dispatcher node

frosty heron
#

I don't think so, as long Snake Pawn is valid

#

doesn't matter when u bind it imo

#

earlier the better

#

as long u bind it before u call death

#

it will work

real notch
#

Oh wait, I think I know why the second node didn't work

#

It's because the pawn doesn't exist on my controller until begin play.

#

Problem solved :p

dark drum
harsh coral
# dark drum Yea you would need to click the button again when you need them to update. As f...

Yeah, its really frustrating. There already are min/max values in the variables. It was rather late yesterday, so I don´t remember if it also happend when I disconnected the whole sequence from the construction script start and only left in the variable that made it lag, but I think that was the case.
Didn´t happen in a fresh blueprint I made for testing, so its somewhere buried in there I guess...:(

#

Yep, just tested again. I don´t understand whats being evaluated here...any idea on where to start troubleshooting?
Do the macru functions inthe construction script still get updated, even if they are not hooked up to the construction scripts execution pin?

dark drum
harsh coral
#

Then I really don´t understand why its so slow to update...

#

Like I said, works fine in a new BP

dark drum
harsh coral
#

yep

#

Literally takes 5 minutes til I can work again...

#

I even deleted all functions from the construction script, same issue.
Its more like 1 minute rather than 5, but still.

dark drum
harsh coral
#

Just one.

frosty heron
#

but 300 skeletal mesh component

#

probably adds up imo

harsh coral
frosty heron
#

No idea, but I don't have good experience with anything bulky in bp

#

suffering my self

dark drum
harsh coral
#

Yeah, its a lot of them...

#

I need to be able to separately access every single muscle and bone.

sick sky
#

on error can i tell UE to automatically pause the PIE and open the graph and go to the node where there is the error ?

harsh coral
#

Its always been a problem, even when I was still rendering in 3ds max.

#

maybe there is an option in skeletal meshes to not get updated every tick? If they are causing the delays, even when unrelated variables are being edited.

frosty heron
dark drum
harsh coral
barren tangle
#

hello

#

this functione doesn't seems to works on Shipping version

harsh coral
#

I´m gonna try figure out how to temporarily disable actor tick

barren tangle
#

do you know why?

frosty heron
#

actually I don't know about scalibility level

dark drum
frosty heron
#

but any other settings like texture, etc, works

dark drum
harsh coral
#

Hmpf, I don´t even know how to see the performance profiler...Hopeing I could get some insight from that too.

olive pasture
#

hi everyone. i have a spring arm + camera attached to a physics object. the issue is once i enable camera lag on the spring arm i get jittering. i see theres this parameter "Clamp to Max Physics Delta Time" on the spring arm but it appears to do nothing. is there some step i am missing?

ive also tried changing the tick group of the spring arm but still the jitter remains

any help appreciated

sick sky
#

it feels like restarting to 0

frosty heron
#

it's easy to chop veggies with a knife but not easy to hammer nails with it. You will have to use the right tool for the right job, no shortcut

sick sky
#

when you use cpp, how often do you do stuff in blueprints ?

frosty heron
#

I kinda stop developing for a while, been learning the vanilla stuff

#

and not the right person to ask, I don't know much cpp

sick sky
#

i saw some examples of people declaring stuff in cpp then using them in BP, i dont see the point sometimes

frosty heron
#

U meant to use both

#

the proportion is up to you but bp are good for referencing assets

#

You can just do the stuff that u cant do in bp in cpp and use bp for the rest of the stuff

#

@sick sky I used cpp because I hit the wall

sick sky
#

ill start remaking the project from scratch using cpp

frosty heron
#

couldn't sprint using Bp, couldn't use Gas with bp only

sick sky
#

i really dont want to do that later on, because it would mean more work

#

and i like to lean new stuff, and to code "the right way"

frosty heron
#

I don't think learning cpp helps you code the right way

#

the principle is the same

#

but you get access to things that is not exposed to bp

sick sky
#

well, i will be able to do more stuff

frosty heron
#

at the very least, it's mandatory to replace bp struct with cpp one

#

what multiplayer game are u making btw?

sick sky
frosty heron
sick sky
#

since i am doing multiplayer, doing BP only will probably make my dev stop at some point

frosty heron
#

I graduated from Games art and design degree in Uni

#

a complete waste of money

sick sky
frosty heron
#

@sick sky bp only still possible for board games, turn based, etc

sick sky
#

your talking about mp ?

frosty heron
#

yes

#

When lag is not an issue, it's easy mode

sick sky
#

my game is kinda close to games like "the escapist", but in mp, so i need to manage a lot of stuff. some stuff comes close to systems you can see in "satisfactory"

#

all in BP would be proably hard or very messy

frosty heron
#

Never played the game

sick sky
#

well its a lot of networking

frosty heron
#

but if u don't need combat and just some small interaction, then it should be fine imo

sick sky
#

and IA pawns that interacts with players and stuff

#

i guess i'll stay on my BP only;

later on i can make part of processes in cpp

and if im really stuck in multiple processes i'll restart the porject to cpp

frosty heron
#

@sick sky i checked the game, can the player sprints?

sick sky
#

yes

frosty heron
#

then that's probably when u want to use cpp

sick sky
#

i already had a discussion about issues with bp regarding sprinting

frosty heron
#

Yeah, no way around it

sick sky
#

and corrections

frosty heron
#

that's how CMC is made

#

not possible in BP

sick sky
#

i still got it working (didnt add stamina yet)

#

didnt try with lag

frosty heron
#

ye then it's not working

#

it will not work

sick sky
#

wdym

#

it does work rn

frosty heron
#

because u didnt introduce lag

#

in reality it never work

#

u will get rubber banded doing sprint in bp for multiplayer

sick sky
#

i could make the sprint part in cpp then ?

frosty heron
#

yes, that's a must tbh

#

no way around it

sick sky
#

its an actor component using the passed CMC

frosty heron
#

someone already done tutorial for it

sick sky
#

well, ill try this WE

frosty heron
#

Delgoodie

#

If u see bp sprints, all of them are scams imo

#

Either they dont introduce lag

#

or they set max walk speed in server

#

which means if u have 1 second delay, ur character will sprint 1 second after u press shift

#

that's not acceptable in my book and I will instant uninstall a game like that

sick sky
sick sky
frosty heron
#

u dont have to follow everything he did

#

just the one for sprint is good enough

sick sky
frosty heron
#

because in server eyes, u are not sprinting

#

so u get de-sync

#

I mean just try adding some lag and test away

sick sky
#

ill do that

frosty heron
#

Open console NetEmulation.PktLag 400

sick sky
#

tried with this

i only get a bit of rollback (not always) but thats it

frosty heron
#

I never use the setting from project settings, no idea what those do

#

might be the same

sick sky
#

the character mouvement is just delayed

frosty heron
sick sky
#

wait i didnt explained well

#

for the client 1 that is moving (with my kb), no delay

for the other client 2 that isnt moving, i see my client 1 movement with delay

#

so the server has the delay, not the client

frosty heron
#

Your "client 1" is probably the server, which always have 0 delay

sick sky
#

nope

#

net mode is play as client

#

so both are clients

#

and none server aswell

#

server is dedicated

barren tangle
frosty heron
#

the visual would be delayed ofc, that's what happend when there is ping.
The problem is with calling server RPC to change movement speed

#

Press something, run RPC
That RPC will run depend on your ping

barren tangle
#

For me the set was enough ?

dark drum
barren tangle
#

Thanks!

frosty heron
#

say u are shooting a gun, if ur gun shoot 1 second later, isn't that unacceptable?

sick sky
#

ofc it is

#

but this isnt linked to CMC

frosty heron
#

it's the same, you are calling server RPC to change the max walk speed

#

Press Shift -> Sprint

#

player with 400 ms

#

Will start sprinting later on

#

after a few second

#

but if u think it's working then I don't know what else to say

#

can only tell you what I had experienced

#

and after completing the tutorial, I know why bp sprint will never work

gentle urchin
#

Never work flawlessly*

frosty heron
#

I have my own bar >_>

gentle urchin
#

Cedric went over this yesterday

frosty heron
#

I'm ok with the treasure chest opened 1 second after

gentle urchin
#

With the cmc

frosty heron
#

but if I start sprinting after 1 second, I will smash my keyboard

sick sky
#

there is no game where the other players see no lag when 1 player has 100 ms

#

ofc the 100ms player will lag

#

for others

frosty heron
#

yea but in player's machine, there is no delay

#

when their character start sprinting or start walking

sick sky
#

i still dont see the issue of BP

#

the lag is because of the player conenction, i will not be able to bypass the ping in cpp

frosty heron
#

The issue is the de-sync

#

lag will always exist

#

hence CMC implementation to combat that to make the experience seamless

#

the video you posted goes over that

sick sky
#

Ill look at it

sick sky
frosty heron
#

combating lag

#

to tackle lag*

sick sky
#

Oh you mean combat

#

Not combat

#

💀

frosty heron
#

My English is pretty bad

sick sky
#

I thought about combat stuff, like swords, shooting

frosty heron
#

I would advice u to un-read whatever I said and just go over the video

barren tangle
sick sky
#

So how is it usefull

frosty heron
#

i mention calling server RPC quite a few times >_>

#

it can be anything really

#

Say U have 400 ms (in extreme scenario)

#

When u press a key to send that RPC, it takes 400 MS to reach the server

#

and another 400 MS for the variable to be replicated to you

sick sky
#

Yeah, and ?

frosty heron
#

So your character will start sprinting few seconds after you press the shift key

#

Games implement client prediction which what the CMC does

#

the video also go over it

#

it's a long one but that's the info

#

I will not be able to explain better than him

dark drum
# barren tangle thanks it works now 🙂

As an FYI, apply settings (as it the name suggests) applies every settings that can configured. This includes the screen resolution and if the game is full screen. If this causes issues, you can use the apply non resolution one. 🙂

barren tangle
#

thanks. but i don't know why it works without apply settings outside the shipping version

sick sky
frosty heron
#

I don't know what you mean by that

sick sky
#

Well

#

How do i prevent lag when my players shoot an bullet ?

#

With cmc

gentle urchin
#

No?

frosty heron
#

u dont use cmc?

#

I mean I heard of some instsance where people route Hit detection to cmc but I know nothing about that

sick sky
#

Well i keep asking the question and you kept talking about cmc

frosty heron
#

anyway that;s irrelevant

sick sky
#

Thats why im confused

frosty heron
#

I am also confused at what you mean

sick sky
#

So :
The cmc only helps for movement right ?

frosty heron
#

it's responsible for character movement, yes

sick sky
#

Such as mouving, jumping, sprinting

frosty heron
#

and have inbuilt implementation for networked movement

sick sky
#

So i cant really fix the lag for other stuff

gentle urchin
#

No

frosty heron
#

yea no

sick sky
#

Which is logical

#

Okay we all good

frosty heron
#

You will have to implement the code your self for other stuff

gentle urchin
#

You can still do regular prediction

sick sky
#

Ill try to add the sprint to cmc in cpp

gentle urchin
#

And savedmoves implementation if you know whats up

frosty heron
#

Client prediction, server reconciliation, rewinding, etc

sick sky
#

Ill have to do some research on that

frosty heron
#

if u r making a shooter game then you should

#

if u are just doing simple interaction multiplayer game

#

U can get away not doing them

sick sky
#

Im in betweenn

trim matrix
frosty heron
regal bronze
#

What does it mean for a reference viewer line to be grayed out?

frosty heron
#

Server validation server reconciliation ,no

#

From what I heard

regal bronze
trim matrix
#

teh class is unknow

#

prob empty

frosty heron
regal bronze
#

Just want to make sure there are no dangling references

frosty heron
#

The answer is written in the doc that you post

#

From what I read they are still referenced

#

Just got compacted because u filtered it out

regal bronze
#

Actually no. I found what it was, a bit convoluted. I had an old node that reference MyAssetA and I replaced the reference in the node with MyAssetB (linked anim graph nodes in an anim blueprint). However ref viewer was still showing a reference to MyAssetA. By copying the node as text in a text editor I saw that the FunctionReference of the node was still MyAssetA - however the MemberGuid was unchanged, likely why the reference was still there.
I think ref viewer somehow notices that these references aren´t hard references and paints the connections (not the nodes) grayed out. Hope it helps someone using search in the future !

young meteor
#

Anyone know why my image seem to just be a solid white when I use it as a Texture in a material I made?
Was saved as a PNG 8 from photoshop. (256 x 256)
Tried checking and unchecking the sRBG tickbox with no luck.

obtuse mulch
#

everything around it is white too

#

that node doesnt show translucency

#

should be fine in the widget

young meteor
#

The widget is just a solid white too.

#

Modified by some math, but not with the transparent parts that are actually in the image.

#

Works with a different image, but that one shows a black background around the part I want.

obtuse mulch
#

with black you can do chroma key texture

#

selecting black color

young meteor
#

I mean the black part is actually alpha 0 in the image. It just shows as black here.

obtuse mulch
#

i would check them in photoshop

#

i remember it happened to me few times

young meteor
#

I've had this issue before too. Feel like I unchecked and checked the sRBG box and it worked last time. Does not seem to do the trick this time.

obtuse mulch
#

dunno if bug or not but literally unfixable

young meteor
#

Using alpha channel specifically also makes the pattern appear. So it does actually have info for that channel.

frigid summit
#

hi guys how do i fix this

lofty rapids
frigid summit
lofty rapids
#

i'm guessing the player arm is outside the capsule ?

frigid summit
#

here is all the spring arms

lofty rapids
#

idk about spring arm, i think is your character is outside the capsule

#

so there is no collision for that, probably need some physics or something idk

frigid summit
next kite
#

Is anyone in here a fan of need for speed unbound

#

or heat?

#

ive been trying to figure out how they made the camera but i cant quite get my head around it

harsh coral
#

I´m struggling to figure out how to set visibility/hidden in game for an array of Skeletal meshes, when they are part of different arrays:
For exmaple I have a bool variable for "Arms" and one for "Legs", but I also have a bool for "Left" and "Right". So, when I set "Arms" to visible, but "Left" to invisible, I can´t make it work, as the arms are also part of the array "left", so the visibility for the arms in the array "arms" gets overridden.

I get the arrays by adding component tags and then using "get components by tag" and I added multiple tags to each component ("Arms" and "Left" for example).

strong rover
#

Hi!
I'm prototyping a Blueprint Editor Widget for the Foliage Editor that should make it easier to select assets corresponding with a specific subzone.

For now, by pressing a button I want to either select both bushes or the chair & table. From there I can make the rest work.

Unfortunately, I've not been able to figure out how to select or deselect items in this part of the interface, and documentation is a little thin and I haven't found any YT videos on the topic either.
I've been messing around with the Element Selection Interface with no results (Again, not much documentation found sadly)
Does anyone have some tips?

strong rover
# harsh coral I´m struggling to figure out how to set visibility/hidden in game for an array o...

I'd recommend keeping a single map for all components which can change visibility, and have the boolean set in this map.
An extra map, referencing already loaded assets, won't be too expensive.
On changed bools (Either as part of a function or by making the variables set to replicate), you can then access the relevant SM and execute the desired result.
If it's its own blueprint appended to the Skeletal Mesh, it can also have some functions for when you want "the entire left" or "both arms" enabled/disabled. But by having a single manager, it would hopefully be less likely to override your desired results?

harsh coral
strong rover
#

Does it have to be unique to each character/setup?
If not, maybe make an Event for any configuration you want and use an Enum to kick off the correct configuration(s) on construction?
It's not as elegant, admittedly.

harsh coral
#

Yeah. Its a reusable master blueprint, that is being used throughout multiple shots of a TV production.
So every shot has different requirements for visibility.

#

Something like this.

strong rover
#

Oof... Okay, that's outside my field of reference. Good luck 💜

harsh coral
#

Haha, no worries.

#

Its probably just a more complicated boolean setup. I hate those.

#

I was hoping I could do something like "if has tag X AND tag Y, set to visible", doing this with arrays doesn´t seem like the right way to do it, but I´m just stuck.

strong rover
#

Oh, I thought you were already running it like that.
I'd definitely go that route if you weren't already.

lofty rapids
#

if i understand what your doing at all

strong rover
#

Custom Event: For each in loop (Muscle Array) --> Get Tags from object Array --> Tags Contains X, branch if true --> Tags Contains Y, branch if true --> Do your thing

harsh coral
#

Like: If I hide the Left side, left arm and left leg are hidden.
But if I hide the arms and then unhide left side, the arms should stay hidden.
Or if I hide the arms and then hide the left side, only the left side of the arms should be hidden.

#

Since the arms have the tags "arms" and "left", they are in both the arrays for "left" AND "arms" and one visibility bool always overwrites the other, depending on the sequence order I put them in.

dark drum
#

is there a way to get if an instance is running in editor vs standalone. There's a few things don't want to happen during testing.

lofty rapids
#

in c it's fairly easy i think

harsh coral
#

So, I´ve got the arms in the arrays "left" and "right" and "arms".
If I set the visibility to "visible" (not hidden) but then try to set the visibility of the left side to "hidden", the hidden gets overridden by the "visible" setting below in the sequence.

dark drum
harsh coral
lofty rapids
#

so you don't want to overwrite the ones you've already set ?

#

you could keep an array like mentioned of all the ones you already set

#

and check if it contains the one you want to change

harsh coral
lofty rapids
#

i would think the oposite

harsh coral
#

I want it to work both ways:

  1. I set the "left side" to hidden. All left side meshes are hidden.
    Then I set the "Arms" to visible. They are visible, but only the left side.
  2. I set the arms to "invisible", but then the "left side" also to visible.
    Now the arms stay invisible, all the other parts are visible as well, but only the left side.
unique cloud
#

Big Question regarding Replace Inline - I want to filter and switch word by asterix, the asterix based on length comes out fine but it seems like the Replace Inline does not change the Message Value which I though it was automatic with it. What I'm I getting wrong?

lofty rapids
lofty rapids
unique cloud
#

correct

lofty rapids
#

maybe because your converting it

#

so it's no longer the original reference ?

#

atleast i would think that might matter idk still learning

unique cloud
#

based on what I found about the Replace Inline it should be working, but Ill try to save the value as a string see if it work.

lofty rapids
#

i feel like converting it from name to text might change the reference

#

idk how true that is

unique cloud
#

yeah its a weird behavior, it work by setting the txt value as a string before the change, thanks Ill work with that !

strong rover
ornate trail
#

what could be causing knockback on overlap? I have impulses disabled in the meshes and collision set to query only. Yet still on Box overlap collision my player is getting knocked back.

#

The collision profile also also has pretty much everthing set to ignore at this point for testing, besides the overlap box component.

lofty rapids
#

wdym "knockback" ?

#

is there some sort of function running that does this or ?

ornate trail
#

player goes flying 30 meters

#

nothing I wrote

lofty rapids
#

and are you using physics ?

ornate trail
#

no, every profile is set to query only

#

the melee overlap collision is just this

lofty rapids
#

does everything colliding do this, or just the player, enemey ? do both get "knockback" ? or just one

ornate trail
#

both, I noticed when they hit each other they sometimes go flying, even though enemy to enemy collision is filtered.. well the overlap filters it anyway

lofty rapids
#

is the knockback proportion to velocity, like a fast collision goes farther back ?

#

are you simulation physics on either one ?

ornate trail
#

doesn't seem to be, appears just to be an issue of mesh collision

#

or possibly with the box component, not sure which

#

let me try smth

lofty rapids
#

well i'm thinking either your simulating physics or it's in the code of the overlap events

ornate trail
#

yeah, thats what it feels like, I just cant find it

thin cradle
#

dunno if this is the right place but 1) is it normal for the game to not wait for a level to be fully loaded before starting gameplay when using Open Level and 2) is there a way to force it to?

maiden heath
#

Hi guys, question is there a plugin or something similar webserver that outputs values that I read and I assign those same values to variables in my project? Because I would like in a website to receive values (e.g. X = 1 and Y = 5) and here I can give values to blueprint variables

lofty rapids
thin cradle
#

I'm just doing Load Level with a completely normal level

#

it just has a lot of stuff in it & I guess until now levels loaded fast enough we didn't notice it didn't actually freeze?

ornate trail
thin cradle
#

ok figured out the problem

#

designers/artists split the level into 2 sublevel for the sake of organisation and apparently that makes them load asynchronously

lofty rapids
golden kite
unique cloud
proud notch
#

I am trying to align cars on a surface, and it is working, but I also need the cars to be aligned to the same direction in the Z axis.

I am taking the normal of the surface with a line trace then make a rotation, but the problem with that approach is the Z rotation for each car is different, depending on the surface normal slope. (image 1) https://ibb.co/2N0gvVZ

If I specify the rotation of the Z axis to be aligned as I want, then the cars are no longer aligned to the surface (image 2) https://ibb.co/LCzvGkw

How can I get both alignments? I have tried a lot of things with no luck and it is driving me crazy.

Image Screenshot-2024-03-15-100324 hosted in ImgBB

Image Screenshot-2024-03-15-100635 hosted in ImgBB

gentle urchin
#

Har to follow the thread lol

#

Especially on phone

#

Im thinking overlap is a potential issue

silent stag
#

I can't see bullet impact and sound when i hit the ground what i miss here ?

golden kite
lofty rapids
silent stag
#

it does not work for just particle and sound

lofty rapids
#

check if it's blocking with boolean, i see your using it does it say true or false ?

frail onyx
silent stag
undone bluff
frail onyx
#

these Screenshots are from the way i had it just working with one actor

undone bluff
#

add the reference to the actor, not any of its components

frail onyx
#

wait wdym like do i add the instance editable actor reference to the widget BP or to the interactable screen bp i have?

undone bluff
#

yea that's a UMG widget being rendered by a widget component, you can adjust components per instance, and in some cases it even makes sense, but you'd have to extend it in C++ to store your reference and it'd be a bad approach here

#

just let the widget do its widget thing

#

i.e. have a slider and return the results

#

let the actual actor handle sending off the interface calls

#

and store the reference there so you can quickly and easily adjust it

frail onyx
undone bluff
#

event dispatcher

frail onyx
#

how do i get it to go to the interactable screen bp?

undone bluff
#

yea

#

now you just bind to value changed in your actor

frail onyx
#

so i just create a new event dispatcher in the actor and when i drag it in select bind?

undone bluff
#

widget component > get widget > cast to your widget bp > use that reference to bind event

unique cloud
# golden kite Lol, not at all just trying to help if I can

I know, I was just messing with you. I was able to fix it like it was suggested for me to try. Basically the replace inline does not work when it's a Text variable that is transform to a string. You have to set the Text variable in a String variable, then when the string gets updated, you can update your text variable with the new string value

frail onyx
golden kite
frail onyx
#

i already have an interface that i use for anything i want to activate that has an activate function and a deactivate function

#

would i use the activate interface too?

#

or should i make a new function in the bpi

undone bluff
#

yea so you make a new function that can send a value

#

you need to communicate that float I assume

frail onyx
#

yea

undone bluff
#

add a float input to the interface function

frail onyx
#

alr that got it fully working now, tysm!

stray halo
#

can you create a widget and add it to viewport in a Gamemode?

#

and cast it to a thirdperson controller?

lofty rapids
#

wdym cast it to a thirdperson controller ?

#

you want to get the widget from the controller ?

stray halo
lofty rapids
stray halo
#

also ill give a bigger pic and a vid

lofty rapids
#

idk anything about multiplayer

stray halo
#

but no i only want to open once choose team and then ill have it remove itself

broken wadi
#

You shouldn't need to RPC just to open a widget. Think of the controller like a real life xbox or playstation controller. The player physically presses the "start" button and up pops a menu. If you have some variables that are stored on GameMode which you need to use in your widget then consider moving them to the GameState instead because that class exists on both client and server whereas GameMode is server only.

#

The create widget + add to viewport stuff should be inside of the playercontroller class.

#

In the first screenshot you're already on the player controller then doing an unessescary RPC to gamemode just to have it route back to the playercontroller to create the widget. Makes no sense.

#

If you need to know which team the player is on, then store that as a variable on the PlayerState

stray halo
broken wadi
#

TeamA (array of player controllers, UUID or something) and something similar for TeamB.

#

Then the widget can reference that variable from the GameState and can have the visibility of buttons or whatever depend on if the array has reached a certain length or is empty...etc

stray halo
#

Thank you, i haven't looked or messed with games states much but i didn't have a clue that they replicate all info on server to clients, sounds like exactly what ive been looking for these past hours TrollDespair

#

god sent

sick sky
#

where is this used ?

its on the player start actor

lunar sleet
#

Like how to get it?

stray halo
sick sky
#

tried to type some keyword sin the BP graph and didnt find anything related to that

lunar sleet
pallid sphinx
#

i know its bad practice but this is just something i need to get working, i want to cast to my enemy character and i cant remember for the life of me what i should attach to it?

stray halo
#

when i make a new game state and replace it, it breaks kinda everything

#

why is that

pallid sphinx
#

nah ive got multiple

lofty rapids
#

so how are you going to choose which one ?

pallid sphinx
#

its linked up to the whole targeting system

lofty rapids
#

right so your looking for the one you targeted ?

#

idk the system so it could be anything

#

but if it's the one you have targeted maybe there is a variable somewhere of the current target

#

i would hope maybe that or some sort of function get target or something

pallid sphinx
#

so my targeting system is in player controller and this attack code is inside player, but since my player controller references the enemy alot as part of the targeting system would it be better to put the attack code into there?

lofty rapids
#

so your attacking the enemy ?

#

ig it doesn't matter as long as you can get the targeted enemy somehow

stray halo
#

why is it only removing from one screen in a game state

pallid sphinx
#

sorted it

#

cursed as hell but makes sense to me and works

#

thanks for the help tho wouldnt have considered it this way otherwise

stray halo
#

oops i finally fixed it just had to replicate my Value

#

is there a replication setting im missing?

gentle urchin
#

you should store widget references, at the very least

stray halo
gentle urchin
#

After Create Widget, you get returned a reference to the widget

#

right click the pin and promote it to a variable

#

now use that variable when you wanna remove the widget

#

How are you adding them to the "team counter" ?

sick sky
#

on both scenarios, will it do 2 times the "find" ?

my guess would be that on left scenario it will do it 1 time

gentle urchin
#

how are you informing the GM

gentle urchin
#

if you truly want it done once (including the top wire, which makes 3), store it in a variable

sick sky
#

from memory left scenario will get same
i remember discovering this when using random

#

ill test rn

gentle urchin
#

random is different

#

as thats an actual pure node

#

this is a compact node, im unsure of it's pureness

#

but i assume the same logic applies. Every Exec it's connected to , makes it do another "find"

sick sky
#

okay

#

also, i need some refresh with struct

i got a struc that holds an array, how should i update the array in the struct ?

frail onyx
#

https://www.youtube.com/watch?v=204F0wVtR2M&t=288s Anyone know how to make an impulse pad like the one shown in this video at 1:30 where he throws the cube onto the pad and it just stops on the pad and bounces straight up when it hits it. This screenshot is what i have for mine right now, but it keeps the momentum of the cube instead of stopping and launching it in the impulse direction

lofty rapids
#

maybe set velocity to nothing and i think there is something like stop movement

frail onyx
#

i want the box to go straight up

#

right now if i throw a box at the pad it will keep moving in the direction it was going + the impulse velocity

lofty rapids
#

which makes sense

frail onyx
#

i wanna be able to throw it at the pad and have it just go in the impulse direction and lose all of its current momentum like how it looks in the video

mortal coral
#

Is there a way to consistently identify a unique object in a level? I.e. if i have a level with three boxes, an ID of some sort that would be unique and consistent upon repeated loads of the level?

frail onyx
lofty rapids
mortal coral
#

which seems both tedious and error prone

lofty rapids
#

you could maybe generate some random ids and hard code them so they reload each level

mighty kernel
#

Dumb question but how do you reference "the blueprint that is using this widget" from a Widget BP? E.g. I have a Dummy BP and a WB_DummyHealthBar, where the Dummy has the widget as a component. But I can't figure out how to access that specific Dummy's HP in the Widget's event graph

mighty kernel
mortal coral
#

Sorry, it's get owning player or get owning local player

mighty kernel
#

Ahhh that might be it, I'll try that thanks

#

I don't think that works actually. Get Owning Player/Get Owning Local Player only seem to fetch the actual player, but I'm trying to do this for an NPC

mortal coral
mighty kernel
#

Right, that's where I'm trying to access this data

#

Or do you mean upon creation of the widget within the Dummy?

mortal coral
#

like call an Init function that you pass the pawn to

#

or actor/whatever if it's not a pawn

wicked cairn
#

tried my best to put it visually but, my wave function collapse has all its 4 elements and the sides that it can have generation all inputted to the adjacencies, but it keeps generating as though it cannot connect? Any ideas why or any help on this is greatly appreciated! i've spent 2 days trying to figure this out 😭

#

this is through the blueprint plugin UE5 offers btw!

#

they all have the correct rotations for each shape in each adjacency

stray halo
#

any chance i could pm someone and screenshare im pretty stuck

fallow elm
#

hey guys, anyone know why CommonInput (From CommonUI Plugin) is returning Not Valid here?

#

I'm trying to access "Get Current Input Type" off of CommonInput

#

this always returns "Mouse and Keyboard" despite using a controller to move around in the game (i.e. controller is working)

#

this is what PIE shows

lofty rapids
#

probably because it's not valid like it showed before ? and it's getting empty value ? @fallow elm

#

i have not used a subsystem like that but i would expect it to be valid

hollow cove
#

how would i get all the data assets of a primary data asset type

#

nevermind, figured it out

#

if anyone stumbles on this with same problem later

frail onyx
#

Anyone know how i can spawn this bullet projectile and instead of having it just go straight from its spawn position it will go to the center of the screen or crosshair?

#

i want the final effect to be like the one in this video at 6:05 https://www.youtube.com/watch?v=204F0wVtR2M

limber parcel
stray halo
#

is this normal?

dawn gazelle
trim matrix
queen dagger
#

what node or function allows me to get the direction of which way the character is facing on the x axis

dawn gazelle
queen dagger
#

ahhhh

#

cus i got dash figured out just need to tell the character which way to dash

queen dagger
#

yes

dawn gazelle
#

Are you using a mesh for the character or something else?

queen dagger
#

pixel 2d character

dawn gazelle
#

Actually nevermind that, I see you're using CMC, so that should be altering the forward vector of your character. You can use this node to get the direction the actor is facing. Use the X axis of this - you can multiply this by the amount that you want to dash.

queen dagger
#

so that worked

dawn gazelle
#

The multiplication will make sure it goes forward or backwards the same amount.

queen dagger
#

thanks mate!

#

one more question

trim matrix
#

quick info, watch more tutorials

queen dagger
#

is there any node that makes the dash go forward a certain distance at a certain speed

trim matrix
trim matrix
#

you do + 1

#

0 + 1 = 1

stray halo
#

yeah the issue im having is the client when clicked isnt changing what the server shows only vise versa

dawn gazelle
#

That's because you're changing it through your widget which only exists on the client. Replication only occurs one way, from server to clients.

trim matrix
#

yup

stray halo
#

is it not possible that way?

dawn gazelle
#

Eg. The client's player controller is usually a replicated actor that is owned by the client.

stray halo
#

i know this might be crazy to ask but do you think you could show me or maybe an example , so my problem is problably because my controller doesnt get an actor till after clicking the botton? what my mind went to

pale imp
#

Hey I have some missing assets when packaging my game in shipping mode, anyone know the cause of this ?

crimson hornet
#

make sure to go in your project settings and check your packaging settings @pale imp .

pale imp
#

The weirdest part is that it's only some assets, but I don't know what the yhave in common

crimson hornet
#

do you have anything in your advanced packaging settings?

#

Try this first, with everything empty and disabled

frosty heron
#

Don't know what the number represents but here's what u can do

frosty heron
#

Declare int in your bp character, set it to replicate

#

Call it counter for example

#

Make a custom function, call it increment counter in bp character

#

Inside it , just do counter++

#

Now in your widget, get a text box , the value is, get player character, cast to your bp character, get counter

#

Also drop a button in the widget

#

On clicked, get player controller cast to your controller, call increment counter function

#

That's it

#

If u get that working, go read the compendium in multiplayer 6 times. Another 20 times if u still don't understand ( with practices )

#

Btw the custom function, you have to make it server rpc

elder pebble
#

Hello, I am struggling with a List View UI widget. I have figured out how to populate the entries using an array, but now I need to figure out how to delete a single entry based on a variable passed from a box collider. i.e. Player enters box collider of BLUE object, presses interact button, then the word Blue Object is removed from the listview. I have no idea how to "find" the Blue Object line within the listview so that I can reference it in the Remove Item node. Any help would be amazing!

stray halo
frosty heron
#

Create variable

pale imp
frosty heron
#

And don't bother doing it in widget, server rpc gets dropped on non owned actor (read ownership) also widget is not replicated

#

Hence the player controller routing

stray halo
frosty heron
#

Imo drop w.e u r doing, read it 6 times. Then try to sync a simple variable to all players

#

If not succseed, read again. It took me quiet a while till I get it

stray halo
#

well see i believe i set up a RPC for a pawn if im not wrong

glossy inlet
#

Anyone in here know there way around Interfaces in BP?

#

I have a Projectile that i want to pass Hit location to a Actor componet, but it seems its wanting to execute the Call from the interface