#blueprint
1 messages · Page 116 of 1
Get the one with the msg icon and use grapplingComponent as the target
Also what theme are you using
I love these!
@frosty heron @dull shell thank you so much! I just added grapple componet to my projectile refrenced it. Now im going to ride the Dopamine high on this since is been killing me for the last few days.
No problem! Happy to help
Is there a way to rename a file at a specific directory?
Trying to get a file at a specific directory say something like “Screenshot.png” and rename it to “SomethingElse.png” using blueprints
try Utils Blueprint Library
Move File
Hmm I dont even see this node as an option
its most likely have to be enabled as a plugin
You use the input axis value as a multiplier for the scale of the movement.
So if your input is outputting 1.0 at full input, then you should be able to feed in that axis value directly into the add movement input node's scale value. when it's at -1 it would be the opposite direction and when the analog stick is in the center, then it should be at 0 resulting in no movement.
If it's already set up this way but not getting the response you want, then your gamepad's analog stick may not be fully analog as it should produce a smooth value from -1 to 0 to 1 depending on where it is on the axis.
How do I make this compatible?
The "Samurai Player" variable is currently of type "BP Exclamation", is that what you were expecting to use?
Not necessarily. Your input should already be outputting appropriate axis values that cover the axis fully.
Show your input code and I can then see what is happening.
I don't think it is.
Then you need to change the type of the variable to "BP Samurai", much like how you change a bool to float or integer.
so i did that but now the compiler has three issue, and I'm not certain what they are throwing a fit about.
You may need to disconnect and reconnect the pins that are connected into any of your "Samurai Player" variable calls.
nevermind, I figured out the issue. It was still referencing the exclamation point in "Set" Had to delete that node.
So if I have two of the same event triggering in unreal BP, is there any rhyme or reason to determine which one executes first?
This is true
Could also use win shift S to take screenshots instead of this lol
make the screenshot a texture, put it on a monitor in engine, then screenshot that
bonus points if it's reflective and for overlaying a pixel texture to get that moire noise in
evil incarnate
anyone with knowledge on the wave function collapse plugin? 🥺
I'm actually wondering if I need to input adjacencies for ALL sides including Z and not just the X and Y
Hey, newbie here - I'm trying to attach an actor object to the hand socket on my player. The object travels 'with' the player but drifts, rotates, and flails a good distance away from the socket rather than staying in the hand. Any ideas on how I might be able to fix this?
Turn off physics on it?
What would be the best way to constrain the mouse controls for the player's camera to just horizontally? Basically, lock the horizontal and diagonal rotations of the camera while moving the mouse during gameplay.
Depends, but if you just want to lock out the Z, cache the Z before rotation occurs and feed it directly into the new rotation
Basically, I want to keep the camera from going under too far underneath the player and too far above, too. Ideally, sort of looking over the shoulder in a typical third-person perspective.
Clamp axis
You can get current rot, split the pin, take whatever axis, clamp it, feed it back into set rot
Hey guys, I've run into a blueprint problem I've never experienced and it has me completely stumped. I'm using a timeline to set my actor location and it does it successfully once, sometimes even multiple times, but eventually it stops setting the actor location entirely. The actor location stays static while the vector that's going into the Set Actor Location is properly being updated. Anyone have any possible idea as to what's going on?
Something like in this image?
https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/0/d/b0d4f7b2b794cb0bc37399aac1b2682cffe0ad37.png
That’s not how you should be doing that
How should I do it?
If it fixes it I'll try anything
You may want to feed the X and Z pins not just leave them at 0
I wonder if Teleport might be a better way to take the player to a designated location, if that's what you mean.
Okey-doke.
You want fixed points and the timeline should only change a value from 0 to 1, feeding that track into a lerp where A is location A and B is location B
Assuming you want gradual change in actor’s loc
I'm a bit confused. I'm calculating the location I want it to end, then I have a timeline going from 0 to 1, and multiplying it by that value. Then adding it to my original location. So it properly animates from the start to the end smoothly.
It does work, just after a few times for some reason the Set Actor node stops setting the actor to what is being piped in
Sometimes it works once then breaks, other times like 7 times before breaking
One question, I have this, I would like to be able to obtain the exact collision that I point to with a line trace, but I can only obtain the actor that I hit with the line trace, how can I get the exact box collision?
You multiplying the fwd vector directly by the track value is a little weird but if the values are coming through fine yet the actor is not moving maybe you’re having a collision issue. I’d also test with Sweep checked off
You want the box inside the actor?
When I had the sweep off, for some reason the character fell through the ground
I have no clue why
I'll try turning it off again
Use the hit component pin instead
Huh... there was a restart of Unreal between before and now. So now turning off sweep works fine, and I think it fixed the problem.
So yay!? Do you know why Sweep would break it though?
Oh... you mentioned it could be coliding. I wonder if it's possible for it to have a vector down a little and collide with the ground.
Possibly. Afaik sweep checks collision between current and new location, so maybe that’s preventing it from moving but idk
I think that was it. That would also explain why it would fall under ground. Cause if I turned off sweep and it somehow was facing a bit down, it would go under the ground.
Cause the forward vector would make it go under
With the slight modification it now works great
So thank you so much for that. I was going crazy trying to understand what the hell is going on 😅
Next up is for me to modify this to move up / down stairs, but that's for future me 🙂
hi guys i have two markers the second one still on minimap even if i set visibilty on the enemy blueprint to hidden but it hide from the game just only the minimap i just want to hide it and show it on the death of the enemy in unreal
its still visible on minimap
Ran into an interesting problem tonight.
I had too many nodes strung together off a long sequence node.
The engine detected "an infinite loop".
Game crashed.
After I did a little research I found out that the engine thinks there is an infinite loop when there is no tick rate / process or node set.
Apparently there is a way to set that.
My solution is just to break the class BP up into separate BPies.
So another reason not to make your BPies too big I guess 🙂
Infinite loop defaulted to 10000 iirc within one single frame.
So if you have that error, you are most likely doing something wrong
I see thanks 🙂
I also read somewhere that it can be related to RAM available. My C drive is very full. Might be the issue too
heeeeelllooo i hope you doing well guys 😄 i need healp
This ice bullet sets my movement speed -400 when its overlap my playchar. after a delay of 3 sec i want that it set again +400 but the only thing that work is the -400 after 3 sec nothing happend WHY?
better to see
you're probably destroying the bullet, it doesn't exist 3 seconds later to set the speed back
You need to rethink your approach
ahhh ok so its because the end node of "Destroy Actor" right?
hi
i want to attach my character to the surface he walks on,i checked the node attach actor to actor but there in no normal output
i remember there is a node that i can break and get normal
whats it called?
line trace by channel and then break and get the normal
and now some hard staff ,mathematics,logic(
can i use get all actors of class inside the trace? so in outside the trace will not affaect by get all actor of class
theres something like sphere trace by object
you can select the class to trace
where i put length of array?
where ever you want
as long it's legal
but not sure how that will help you
Every hits doesnt mean only the character get hit for example
it really depend on your collision settings
what i need to put in object type
ur get all actors of class?
w/e u need to
just stop using get all actor of class, it's beginner trap
u can use it in some scenario
not this
not on tick
so how to get the object?
in sphere trace
depends on how many objects
But you rarely need to get every single Object of a specific class in every tick
not spesific bp actor that print all in world around sphere
use one that fit your purpose
u can filter it by making a special collision
or u can just get every hit and cast and filter it from there
soo many ways, pick one that fit your need
dont split the struct like that reeeee
very personal opinion, i use break, but i dont understand why FHitResult needed a native break that cannot hide unused pins
then use the arrow key to collapse it to "minimum"
😄
5 button presses instead 1
future you/your coworker will thank you for that
especially splitting a struct in a function that have multiple returns
oh god which one is a real variable
find the sus one
x100 the problem if you dont have a good naming convention for return stuffs
working in a team must be exhausting
i understand blizzard
the bigger the team the longer the workflow gets
that one differnt, thay have 7500 employees that "preach using level blueprints for making game"
😄
one stupid shit they did in D4, they decide to load and replicate the entire inventory of every other player you see on the screen
like
idk how to explain how that is super outrageous
when using multi sphere trace for objects it produces a lot of hits against the UE5 manny. Anyone know why?
because the PhysicsBody of the SkeletalMesh that SKM_Manny have a few different capsules, you are tracing those. Which object type / channels you are tracing?
usually you want to separate the collision object type that the Capsule and the SkeletalMesh has
depending on your game, you might not need the SkeletalMesh to have tracing capabilities
tracing for pawn
is your skeletal mesh object type set to pawn? they should be PhysicsBody by default iirc oh they are pawn by default lol, if you dont need body part detection (like headshot in CSGO or something) you could disable the collisions of the SkeletalMesh, or make them physics only
i have similar thing where the sphere trace is on my character when he charge through enemies and it seems to hit them 100 times
idk why is that so i put damage recieved on cooldown
maybe anyone have an idea?
cus enemy has only one collision component
if its just one capsule component that has tracing capabilities, i cant think of why it would be traced multiple times tho
its like it hits them every step
trace or OnActorHit?
trace
where is this at?
Is it possible to make the player still being able to press a specific keybind while having a UI menu showing up ? Like I tried to use "Set Input Mode UI And Game" but the issue it creates is the player can still move around, attack, etc... and I don't want that.
Like I just want when he presses G, it opens a UI Menu and he can click stuff in it but when pressing G again it closes the menu but with "Set Input Mode UI Only" I can't press keybinds on my keyboard, I only can use my mouse to press the close button.
against a capsule or skeletalmesh?
thanks!
there are many many ways to handle this, you could handle it in a way when the PlayerController opens a UI, it temporary disables input to the pawn, and enable back when its closed
or if utilizing Set Input Mode UI Only, you have to make a separate input in the OnKeyDown of the widgets to close(remove from parent/hide?) the widgets
both are okay.
capsule
then i really have no idea 🤔 without visuals
gotta check again
how to disable input to the pawn ? And will it disable the G key as it's the button to open the UI Menu
if we are going that direction, the G key that opens up the ui cannot be in the character
they need to be in the controller, since we are disabling all the inputs that bounded in the character, you have to split the ui stuffs into the controller
it's alerady in the controller
inside trace there is 2 actors, but in print string there is like 90-100>
show code
like this
print string the hit components
the Trace may hit anything that belongs to the player
it's ur job to filter it
simple way of temporary disabling inputs towards a the controlled pawn
instead printing the length, print the hit component
you will see what the trace hits
Awesome thank you 🙏
that show 90-100>
again don't print length
print the hit component
see what the trace is hitting
we don't want to see number here
we want to see the hit components from the hit result
this wo
probably trying to do body parts splitting, since it is tracing those, if those parts doenst have gameplay implication, you could just set them physics only, so gameplay systems dont trace them while they still have physics collision
Can someone explain why my Hierarchial Instanced Mesh isnt working in construction script.
can try using Object channels and only allow Pawns
why is it disconnected?
obviously, make sure that your capsule component to be pawn, so it would only detect that
I have 2 Items in the Mesh Array so I can switch between wall lights and street lamps, It works with the street lamps but not with the lamsp
I disconnected that to try something else.
I tested this and it works
but when ran through the switch I cannot seem to switch between Lamps and Lights
can someone show a example on how i can use the normal from line trace by channel?
Your mesh array values
show 'em
have u changed the enum in the instance that you placed in the world?
S/N: you could use a select node to determine which index to use so you dont need duplicate stuff
I tes in hit actor only show the actor, its wirk fine
Default Is Unknown Option
until I change the Item type to either Street Lamp, Wall Lamp
this one
he mean the static mesh component u are trying to change
I thought Set Static Mesh would automatically clear it 🙂
Thanks for that explanation it makes sense so if i clear to nothing before assignment it should work. 🙂
probably dont assign anything in the first place
ye thats what i meant just leave the Static Mesh empty.
not really
since this is a construction script, the defaults should be empty, as its determined runtime/compile time
Its just because i found myself using HISM Component for HISM_Fence, HISM_Torch, HISM_Lamps
so I figured might be better to have one BP that I can adjust the mesh to instead of individual ones for each item type.
you dont really need an enum in this case
True
placing all the asset in the base bp also means
referencing one bp = reference all asset = bad when it comes to memory footprint and loading times
I thought might make sense to have a EnvironmentBP which contains a lot (If not all of the assets Im using from different packs) would save me the work of having to try and find Oh i used Streetlamp 6 out of a 100 Street Lamp Pack or something.
I noticed that UE doesnt seem to have a "clean-up" facility or "Remove Unused Assets" or I do not know where it is.
I find it quite irritating to download a full VFX pack for 1 fire effect I like. xD
I still think of you, every time I look at my project 🐱 . What would I do without your Async Load codes
its probably okay, but i will recommend using soft reference for thus assets in the base bp
I think co-routine make the process easier and way shorter code
but I can't use it, brain too small
sounds gehhhhh
So it would be better to have individual BP,s for each type of lamp in this example ?
usually i do something like BP_Props, then create childs like BP_City_Fence, BP_Forest_Stone etc etc
I would imagine if you have 1000,s of different types of lamps referenced (So a arrya of 1000,s mesh's) would be a bad idea.
for each usecase i will have a child bp of it with the asset referenced
if one day i want to change all BP_City_Fence, i just change it on the bp, it reflects on all instances of it
Ahh ok so BP_Lighting - > (Child) Bp_StreetLamp ->(Child 2 ) BP_ WallLamp
even thought essentially BPLIghting is basically an empty HISM component.
yeah
doing this way also allow possible gameplay interaction
say i want BP_Lighting to flicker, i could just call it on the base class, then the child would implement or override the base behavior etc etc
🍝 👌
Final thing, Is there any tool to use to clean up the content folder btw? I have 2 FX i want to use from a 100 FX pack
there are plugins for that, i believe
Or do i have to manally delete all 98 other FX items?
usually i do it manually 😅 auditing the assets used
oof xD
Ahh ok, That would make sense and then so you end up having 1 project "Marketplace Asset Project" and then you can take w/e you want from that?
yup
select the file you want in content browser and it will auto include all dependencies
usually i look around github https://github.com/ashe23/ProjectCleaner
Thanks
hey guys there once used to be a tutorial on youtube in which he taught how to do gun reloading with magzine in and out does anyone know the name of that
I have a pawn that moves and stops only when looked at. When "is rendered" gets triggered he stops. But sometimes it stops even when not looked at. In my map there's prob something that renders him. What could it be?
a reflection ?
A riddle
how can I read json files in bps?
How do I get axis inputs in Blueprint?
I´m trying to make another actor to do things at the same time as the main Pawn when I hit buttons
Anyone know if I can modify the WFC Plugin's WFC Collapse Grid Actor to have it solve itself in the blueprint based on what I put in the grid? I've got a working data asset and I'm skimming a bit through the WFC Subsystem but would like it to not randomly collapse, I want to be able to edit the result! Apologies if i explained this weird
I am not sure how to use this xD
cant find it, not sure what's wrong
What Ryck said
But not available in ancient versions I don’t think
ya ya
Should prly use the enhanced input system instead of the deprecated one
Yeah I should learn that later, I´m just figuring out the basic functionality for vehicle movement in my game :>
Hello my friends i still need a solution for my problem
This is my "IceBullet Projectile" Its freeze my player after he overlaps with it so on so good but...
WHHHHHHHYYYYY
It dosent set the speed back?
(After the delay)
Actually I found already how I get the input axises, now I´m just trying to figure how to set values for another pawn in the level
You can prly use the same event in there too
I mean I´m trying to control another Pawn with the same input
oh, does that work?
I can probably just use this in there
How?
If you are using lumin I've found it pretty unreliable to use 'WasRecentlyRendered'
it must be a custom character class
no wait, its an AI
since it only moves when looked at
“Lumin” hehe
Lumax's brother
luxor?
Lex Luthor ?
I'm on ue 4.27
Ugh darn modders
probably because you destroy actor then try to do stuff, is that sequence in the second image where the first image is running from ?
Yes 🙂
its a sequence
I'm guessing you destroy self so the other code might not run
yes in the end i have "Destroy actor" for the first sequence
right so the actor gets destroyed, i'm not sure it will run the rest of the sequence
so maybe i try it as first in the sequence with the freeze
thanks engage !
looks like a ransom note but makes sense
ok it works like this without “Destroy Actor”
Do you have a recommendation on how I can do that?
So the bullet is supposed to destroy itself after being hit, how else am I supposed to do that?
the Delays weren't synced, no need for 2 anyways
ya check out what Ryck posted above, kind of shows a good way of doing it
oh sorry i dont see it
you can't see it, or just missed it ?
missed it sorry
it's absolutely np, idgaf about much
OK, well that works that way, but I would also like to be able to determine the time while the character is in his freeze state. Do you have any ideas about that?
the delay doesn't do that ?
it should be the delay because your setting it to 0.0, then delay, then setting it back
the delay is on "FlipBook length" when i go it like Rycke0shae told me
ya thats what you had it set to
You can make the Delay a var , and set itto whatever you want
but that will control the length of freeze if i understand it correctly
is it a freeze animation you are playing on character ?
no its the impact
of the bullet
ahh, so Play Flipbook > WalkSpeed(0) > Delay(Flipbook time) > Set Visibility of sprite=False > Delay(Additional Time) > WalkSpeed(600) > Destroy
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!
@versed sun @lofty rapids
THANKS! it works now
thats it
Does anyone know if there is a safe way to revert a project back to BP only after you converted it into a Cpp project?
Is there anything special about Append Array, or Actor Components?
When the Component is added during gameplay, I Append each list of actors to Selectable Parts List
I add a ISM around each Actor i find, and print the Length, this works Perfect , so I know the Array is populated
Later, when I want to get something from the array , it is empty...
How?
so your trying to get the data in special click event ? and the length is printing just fine ?
how are you getting that data thats it's empty ?
or is the length zero in special click ?
the length is 0 on the Special Click print
do you clear it anywhere ?
but 5 on Begin Play
nope the only ref to the array are there
I dont know if Actor Components do anything wierd
correct
and the array is just a variable in the bp ?
yup
hmm
the only thing i can think is somethings clearing it somehow
but even if you destroyed the actor, it should recreate it on begin play
yah , like how a function clears Local Vars
right but you can't have local values in an event like that ?
no, all normal
did you try rebooting ?
always a go to for weird stuff
maybe its just a bug of some sort ?
i can't see in the pic where it would clear it or why it would reset
i also dont use Append array often
i've never used it but it should work fine
as you can see it prints 5 on completed
so it worked correctly i'm guessing
yes , and each ISM spawn where i want it
somewhere i can only assume, you clear the array or something
i don't see a problem with the code but i could be missing something
i searched online didn't find much, co pilot has an idea about it if you ask that, but i would make sure you save a backup.
Found the problem, i had 2 components spawning and was reffing the wrong one 😦
Always a P.I.C.N.I.C.
Problem
In
Chair
Not
In
Computer
😆
how do I simplify this?
hallo everubody! made this piece of code that is gets an elevator (cabin) up. How can I simplify timelines to no copypaste them every single time, is there a way to call existing timelines? I think I can do it through the custom event, but then how do I play an event backwards (as an example an event that brings lift up backwards is gonna bring it down )
you could pass a few values to the event
a boole for reverse, check it and if its trun run in reverse
get the start point, and actor to change as well
this is in level blueprint? if so make it its own actor, have an exposed start and end location (look at location 3d widget)
just call an event inside of the actor(I suppose it's the cabin), then write 1 time a timeline code that wil work for all actors
If you get the timeline's variable , you can do a lot with it
this is also handy
i started doing my item system using data tables, but now i am considering data assets
at what point is a data table "big" and cost performance when getting a row ?
Something like this can make the lift close the door , then either go up or down depending where the Up/Down timeline is, then reopen the door @nocturne basalt
how did you get the "timeline's variable"? also what switch does, seems to change nothing?
it will take a different exec path depending on the value
so a switch on the enum, makes exec pins for each one and goes out the one that's selected
they hide in the Variables>Components
Can also right click graph and type the name of your timeline to get it
and , the switch is like a "branch"
i think I'll need a few hours to comprehend all above, thanks
When Close/Open finished , If it was playing Forward (just closed), it should run the Up/Down timeline
If it was playing in Reverse/Backward (door just opened), do nothing because you are done
I didn't know we could call input pins of a timeline node with a reference to it, crazy
Hello!! I've asked this question many different ways as I progress in my game dev, but I think I've reached a point where I can't find any reliable sources so I'm turning to the discord again!
I'll try to word it as best as possible but, I'm trying to create a 100x100x3 wfc grid actor that allows me to place my 200cm meshes within the grid and have the wfc complete the rest of the grid.
This is so I can procedurally create a small island but be able to form it the way I'd like after it has been generated. This saves time so I don't have to place everything connecting individually leading up to hundreds of pieces.
An example of what I'm trying to do comes from animal crossing new horizons' terrain tiles, where they adjust accordingly as the player terraforms their island.
Any help or advice is appreciated! I'll meanwhile be trying my best to figure out how I can do this using the wave function collapse plugin unreal offers 🙇♀️
what is "wfc" ?
Full course here: https://www.cgcircuit.com/tutorial/procedural-game-assets-in-ue5---wave-function-collapse
If you're looking to step up your game development skills and want to learn how to create diverse and unique game environments using procedural generation techniques in Unreal Engine 5, then "Procedural Game Assets in UE5 - Wave Function ...
watching now
wave function collapse
Any ideas why my Pause menu does open, but doesn't close when I press the keybind (P) again?
(it's a singleplayer geography game without a character, that's why I'm using level blueprint for this)
Click on your interact node (first red one) and make sure that "Execute when Paused" is checked. If not, your button press won't do anything while paused
You're a godsend, thank you so much
who pinged me?
i did on accident i replied to the wrong person
Can anyone tell me why my line trace isn't hitting the static mesh it goes straight through? It goes through multiple StaticMeshes and never registers a hit. I've been all over my level and can't get a hit to register on anything. This used to work, no idea what would have changed to do this.
I have confirmed the static mesh is set up correctly to world static and collision on. FYI
so your tracing the same channel thats block on the mesh ?
yeah, static meshes are world static
those two traces don't look like they hit anything tho
I've tried tracing complex and not
exactly... they go right through the static mesh and a few others behind it
should be registering a hit, but nothing
so it goes right through the mesh, is it green on the other side ? probably not
usually you'll see a red square on the hit
what is shoot object types all about anyway ?
no greed or red square. The debug text is showing that no hit was registered (false) and the coords show it's running out the line (it wasn't even doing that last night before a crash)
its the type of objects I want to register a hit
just to be sure, i would make a custom channel set it to ignore default, then set it to block on the mesh and trace on that channel
so you can see if it's just not hitting the mesh or your channels are f'd somehow
Yeah that doesn’t look like proper collision settings
This array of things you can hit
You need to set the proper collision settings in the details pane of both actors’ relevant components
Hi guys, I used the cinematic template and made a small sequencer where the parts 'slide in & out'. I want it to work when I press 2, why isn't working?
what are the two actors? The one I want to hit and what?
I tried to add multiplayer to my game for almost 20 hours straight, now everything is crashing how much do I have to pay someone to fix this for me I think im going to have a heart attack
Still no hit at all
i'll fix it for 500k (unless it's GTA Online)
With a line trace there’s just the one and the collision channel itself. With overlap or actor on actor hit it’s both
What channel are you tracing on?
Why does changing levels break my game?
When I open both levels by itself in the studio, both work properly. When I start from the main menu and open the level using it, the game level is broken - my pause menu doesn't work, my zooming doesn't work either. And vice versa, when I start from the game level and using the pause menu I go back to main menu, the Globe that is in the main menu is missing (like in the pics I sent). Seems like a loading issue, I'm using Open Level nodes. Any ideas?
I don't know how to answer that. I am tracing for objects. Where would I set a channel to trace on?
#multiplayer but that’s usually why the first advice you get is not to “add multiplayer to a game” but design it as multiplayer from the get go
On the node lol
This might be a stupid question but currently working in 5.3.2 and if my attack input and dodge input are hit close to each other/overlap, my player loses the ability to do one of the inputs. Is this something where I have a setting wrong or more likely something within the blueprint?
did you set your world settings? @simple field
I showed the ObjectTypes in the screenshot above. It's tracing for WorldStatic and going through a StaticMesh with collision set to WorldStatic and registering no hit.
so when you overlap you can use an input ?
I think I restart my project and just make it really fast its like 5 days of non stop work down the drain at least I can keep my assests and knowledge, good thing I stopped developing and tryed adding multiplayer when I did
That trace doesn’t look like it’s in line with hitting anything, which object are you trying to hit, the ingot?
Yeah, it does allow me to attack mid dodge which I am realizing might be making a bool not execute lmao
Yeah, start with the pins in that channel
Nope, didn't know that existed, have you got an idea on what I should set it to? It's a singleplayer geography game with no character
I will go see if that fixes at least the dodge side
Thank you
Better shot here... #blueprint message
That’s the one I’m referring to
It goes through the giant white box that is set up as WorldStatic.
Oh lol I didn’t see the end of it there
Did you make an actor or just placed a static mesh in the level and changed its settings?
White cube is a shape dropped in from the default tools. The wall is a static mesh. Both have the correct settings on their collision. I know how this is supposed to work, it used to work, it just stopped registering hits and I'm trying to understand why.
First, restart the engine for sanity check
Also do you have trace complex turned on?
I've tried with both complex checked and unchecked. I've restarted multiple times as well. I'll try again now that I've seen the channel trace work.
Try putting the white box in an actual actor, then change the mesh’s collision settings in there and then place it. If it still doesn’t register add a box collision. And prly keep trace complex turned off unless the mesh asset itself has collision
Restart did nothing to fix this... same with complex or not... I'll try the actor route real quick, but I have other actors that are set up this way and they don't work either.
i would try a custom channel
Yeah, or just use Visibility
if it doesn't work theres something f'd
Hi, I want to hide the character but keep the shadow, how can I do that?
@rare gale actually just trace on visibility channel
Is there anyone here who is familiar with Python in UE5?
I'm trying to fake key inputs to switch to one of the Editor modes (Shift and 2) with a Blueprint Utility, but my inexperience with Python is biting me in the behind.
Python plugin is active.
I tried various things, including:
class unreal.InputChord(2, true, false, false, false)```
But it claims an issue with the period between "unreal" and "InputChord", and I can't find any information on it.
Source:
https://docs.unrealengine.com/5.3/en-US/PythonAPI/class/InputChord.html#unreal.InputChord.key
Gotcha, thanks!
Execture Python Script???????????
wtf is that
It's a function available in Blueprint Utility Widgets, for when you're making blueprints to help you inside the editor.
It's for Editor only, and cannot be run at gametime.
Requires the Python Plugin to be enabled & the engine to be restarted before use.
so you are basically writing some python code when it's supposed to be C++ or BP?
It gives you a library to use which includes functionality that might not be (as easily) accessible in C++ or BP.
i've tried this, but how to make it work with OnComponentBeginOverlap? It kinda goes back and forward
you need to put class at the beginning ?
i feel like no, but i don't use python
i would try to remove the word class
because it makes no sense if it you needed that i would be surprised
i would rather deal with making my own C++ method than dealing with python... xD
That partially worked, but unfortunately then it threw up another error:
LogPython: Error: unreal.InputChord(key: Key = 2, shift: bool = False, ctrl: bool = False, alt: bool = False, cmd: bool = False)
LogPython: Error: ```
This time it didn't like the colon on "key:"
Removing "Key:" and all the others (Shift:, Ctrl:...) would cause:
```LogPython: import unreal
unreal.InputChord(Key = 2, bool = False, bool = False, bool = False, bool = False)
LogPython: Error: SyntaxError: keyword argument repeated: bool (<string>, line 2)
LogPython: Error: None
LogPython: Error: ```
Finally, removing any repeats of the word "bool" after the first resulted in:
LogPython: import unreal
unreal.InputChord(Key = 2, bool = False, False, False, False)
LogPython: Error: SyntaxError: positional argument follows keyword argument (<string>, line 2)
LogPython: Error: unreal.InputChord(Key = 2, bool = False, False, False, False)
With the issue being on the last closing bracket :/
well i don't think you would need all thos bool =, and key =
looks like you just pass the values like a normal function
unreal.InputChord(2,False,False,False,False)
but also 2 is not the correct type i think you want a key type which i don't know what that is
but like i said it's just a guess
Does anyone know why some assets are disappearing upon packaging the game ? (yes it's in shipping and not development)
is it a particular one, is there a common theme ? or is it random ?
check the logs if it throws an error that the asset is missing
It seems random, and there's no errors
we don't know if it wasn't packaged or if there's another reason
then check the pak file
you can unpack them with some helper tool which comes with UE
How do I do that ? Is it complicated or can I just search for it on yt ?
search on google
it's just one command, and if you have encryption enabled you need the key
Alright i'll brb
Visibility causes all sorts of issues since it returns an array of hits. I don't know why, but just deleting everything in my ShootObject array and resetting them fixed the whole thing. What is that all about? Is there a limit on how big that list can be? I added all the same stuff back and it worked fine.
You can choose to ignore certain things or filter by a specific actor class but yeah. Idk what you plugged that shoot object array into
Line Trace For Objects asks for a list of Object Types (worldstatic, worlddynamic, etc) so it knows what it should be allowed to hit. I had all of that set up correctly, but for some reason it wasn't working. Just by deleting the elements of that array and re-adding them it works fine. Something got borked with that list.
I have the extracted file but the only thing I can find pertaining to assets is this
In the 2nd image, I collect the totalscore with an integer in the function, but when I close and open it, the score appears on the screen, but it does not increase at all, it always remains the last score, it is not added on top and does not record, for example, I saved the number 10 and in the next round I will add 5 with my variable and make it 15 and print it on the screen, but my variable comes 0 and 0 + 5 = 5
Try regular Load Game from Slot , not the Async one
and , whats inside Score Rank ?
Are you saving and loading next level too fast before the save finishes saving ?
Hi folks. I've got a PCG spline that is spawning Actors (not just static meshes) and I've got a question on it. It seems whenever the actor recompiles, it fires the construction script, but it DOESN'T completely reset the actor's position/rotation/scale. I've got my own weighted random selection that's working, but I for my meshes I need a manual per-mesh vertical offset. (Say, -5 for one mesh but -10 for another).
My problem is, every time the actor is compiled, PCG re-generates, the construction script fires, but the actor's position is NOT reset. So the offset is applied twice, thrice, etc. every time I make a change to the actor BP. I'm wanting to reset the object back to relative (0,0,0) + whatever random offset PCG gave it. (If you're familiar with web development, it'd be like getting the defaultValue for an <input>). I've tried caching the initial position in an actor variable, but that doesn't work because it seems when PCG fires it re-creates the actual actor object; it just keeps it's position.
Is there some kind of "PCG is about to re-generate" event or dispatch I can listen for, so that I can re-set my mesh offset right before PCG re-runs? It seems the Actor Destroyed event is NOT fired for an actor here, even though the constructor runs again...
When an actor is destroyed, do all of it's components get destroyed with it? I'm having an issue I can't seem to identify. I have a character actor that has a 'playerstats' actor component attached to it. I have an event in my character controller that destroys actor (controlled pawn), and then spawns in a new one and possesses it. There is some logic in my character blueprint to access the 'playerstats' component attached to it. After I destroy the actor and spawn the new one, I get a blueprint ubergraph error saying that 'playerstats' component is marked for kill or destroy.
It seems like it's not actually releasing the reference to 'playerstats' and is trying to re-use it on the new character but I am not sure why.
Why does changing levels break my game?
When I open both levels by itself in the studio, both work properly. When I start from the main menu and open the level using it, the game level is broken - my pause menu doesn't work, my zooming doesn't work either. And vice versa, when I start from the game level and using the pause menu I go back to main menu, the Globe that is in the main menu is missing (like in the pics I sent). Seems like a loading issue, I'm using Open Level nodes. Any ideas?
My character blueprint and my character controller. Oddly, the HUD widget is updating correctly after respawn.
that delay is sus
I am only using it temporarily to see if it was an issue with the character not being destroyed fast enough
without it it does the same thing, just spawns faster. I even moved the 'spawn actor' action to another keybind so I can control when I do it, but on PIE exit it tells me that 'PlayerStats' is marked for trash or deletion. Specifically the get health percentage function on the playerstats component.
i sually use the same function for damage and gain, just pass it negative
yeah it will be refined once it's working, just trying to figure out why this is happening.
Why are you calling it CharacterController, is it a PlayerController?
In general this entire architecture is goofy IMO
You mean on the cast? Yeah, I just named the bp 'CharacterController'
You just want a basic HUD that reflects the state of your pawn, right?
Yeah, a pawn that is destroyed and re-created when it does.
What should the HUD show during the time the pawn is gone, just go away?
This is the problem
No, the hud stays open.
You're saying Die, then update health
After Die, you shouldn't be accessing anything on the pawn
also why are you get health percentage, but you don't use the returned value
Oh, you're right, I see that. I need to remove the get health percentage node entirely as I am setting the health to 0
I wouldn't do ANYTHING to the pawn after the code that calls destroy actor on it
it probably won't work
just include the "set hp bar hp to 0" in your Die code on the controller
but in general this is a spaghetti mess IMO
or do it before you die
ya that too
How so? The controller is handling the hud and the die/spawn of the character, the character is controlling it's own stats.
Yeah, that was an oversight on my end.
Why isn't the character dying when their hp reaches 0? Why does the controller have any say on them dying at all?
dying should not rely on controller
the controller should notice when their pawn died, then wait a bit, then respawn
notice = bind stuff to dispatchers if you want to be clean
i put the die on the actual health change, it's just a bool and i set it if the character is dead
in the change function
controller notices hp changed -> bound UpdateHPBar to Pawn.OnHPChanged
controller notices pawn died -> bound OnMyPawnDeath to Pawn.OnDeath
pawn doesn't need to know about controller. It just does its thing and the controller observes
They are dying when the HP reaches zero. This is a first iteration, to get things working. Once I have verified they work, I will go back through and refactor them.
This architecture is way too interconnected
What will happen when you want to reuse this PlayerStats component on AI? It's tightly bound with playerness
set the health to 0 when you die, or do it when you decrease below with clamp or something
It shoudl just be a bag of variables and functions, with dispatchers for when it's dead and such
the owning actor can hook to OnDeath and so can the controller if it wants to
Stats component doesn't need to know what it's on and certainly doesn't need to know what it's on's Controller.
StatsComponent:
float HP
float MaxHP
IncreaseHealth(float Increase)
DecreaseHealth(float Decrease)
EventDispatcher OnDeath
Pawn:
StatsComponent
StatsComponent.OnDeath -> do whatever
Controller:
MyPawn.StatsComponent.OnDeath -> do whatever
I understand, and know how it's supposed to work. As I said previously, I plan to refactor/iterate over it once the concept is in place. I am not the type of developer that can sit down and iron out the architecture perfectly on the first go, I have to see the entire thing as a whole so I can figure out how to break it apart and modularize it. The call to the 'get health percentage' node was an oversight on my part that I missed trying to troubleshoot other things. I was in the process of removing it (hence why the float node was not connected anymore), and then for some reason or another moved away from it thinking it was complete.
So thank you for identifying that for me. Now that the system is functional I can go back in and refactor it to the way it's supposed to be.
someone?
thanks
I have a problem with the AI, because even though I have this option checked, the AI can still see the player through the walls
I don't know what's going on
Swap this with a statmap, statmodify() and OnStatChanged(stat, value) delegate 😄
Ignore multiplayerness
Hey. Is there a way I can get the spline length of a spline mesh actor? Based on it's tangents and points? It's kind of lacking a lot of functions of the regular spline, really.
Also what does this mean?
#gameplay-ai maybe
What's that got to do with seeing?
How do I control another Pawn that is not possessed at the same time as the main Pawn?
sorry, I sent the wrong thing :"D
Or how do I get inputs to the unpossessed Pawn?
I just want to set a value for a "steering" float on another Pawn, how is it this difficult 
Just set it
This is for character in a vehicle like GTA right?
actually it´s for a vehicle, that consists of 2 "vehicles" for both axles, I couldn´t get it to work otherwise.
https://www.youtube.com/watch?v=7LLSRprsBK8
I think the problem is I joined them in the level with constraints, and not in the Blueprint. I´m trying to make one Actor to hold everything in.
so i have a wideget that shows energy usage and i want to have abilitys use energy. would this be a good way to set energy usage?
this is the widget i just cant get it to update in game, it reads the starting amount and reflects accurately but if energy is dropped in game the ui does not update
Its strange to me spline mesh doesn't have methods like Spline does for length and position
Is this even the best channel to ask? I'm not sure.
I'm basically trying to use things from both Spline and Spline Mesh Component.
I want to make a road that changes to fit the shape of the spline players drag, but also needs things like the length of said spline and the transform it would be on the spline based on time/distance.
That's some big "Train is a hat" energy
Why would it, just call those on the spline it's driven by
Why would it, is anything ever calling UpdateBar?
Also name your stuff a bit better. Call it ModifyChakra or something.
You really should either use binding for the value (basically polling) or use a event dispatcher OnChakraUpdate
don't make the thing holding the Chakra value care about the UI, it should not have a reference to it, that's spaghetti.
what is max chakra ? the percent is 0 - 1
Yes 1 max
I don’t think progress bar is calling for updates but I don’t know where to start on getting it to update the values
run event chakra event, then update bar event ?
Why is the sphere being a child of the character mesh component causing my sphere to jump? When I use the Add Angular Impulse in Degrees function?
Why is a rolling sphere actor a character?
What are you actually trying to do here?
I'm trying to create a rolling ball game
Then don't use Character as your base
There's a rolling ball template, look at that
But your pawn should just be a subclass of Pawn with component layout like:
Sphere (this is your root, it's simulating physics)
Spring Arm
Camera
Right I've been able to decipher that, but out of morbid curiosity do you know why the parent/child relationship would matter in my case?
Character does a lot of stuff with interpolation and such, who knows. Could have just been collision, could have been CMC shenanigans, could be anything
Okay thank you
Also, why are you applying an angular impulse? Is it on tick? If so, it should be torque
Oh
that should be AddTorque
What's the difference?
What you haev right now is framerate dependent
Ahh
Impulse = Force * Time
AngularImpulse = Torque * Time
Use impulses for one-offs, like a sudden instantaneous change in angular velocity (rare), or a knockback / recoil / jump (more common)
impulses on tick are smelly, although there are certain reasons why you'd do that, my tire system does that.
I use impulses because my entire tire system is based on an impulse, the impulse that keeps the tire from penetrating the ground. So it's all impulses the whole way through.
It's not framerate dependent because my entire system is set up to be driven by impulses
If I instead had a normal force for the tire, I'd output a force so it can all be forces the whole time.
I see, thank you for the information.
Definitely will keep this in mind in the future
Hey yall. If anyone's available, I made a basic note system and I need help trying to figure out how to close my notes with the interact blueprint interface I created. This interaction input already opens the note and switches to the next page (using a widget animation) but closing it seems to be an issue.
I tried making a new variable called "NotesEnd" that is set to true after the last note is shown but it still just toggles the note to closed.
Here's the code
You never call TogglePickup if reading
You set NotesEnd but the code will never hit TogglePickup as IsReading is true
Plus this isn't very extensible, are all notes 2 pages?
Yeah I was trying to figure that out too
Anyone know of a way to reparent data assets through Editor Utility? Trying to mass reparent. I see individually I can Convert to Different DataAsset Type However, I'd like to be able to map fields to new fields. C++ or BP
They are only two pages in this way
Instead do it more like this
Interact -> if reading -> true -> if there's another page after the one you're on -> true -> show nextpage
-> false -> pickup and read -> false -> put down
that'll work for 1 page note or 100 page note and everything in between
The state of a note is:
bool IsReading
int CurrentPage
int MaxPage
when you show the note, you can switch on CurrentPage or just use it as index into an array of texts
For the part where you say "if there's another page after the one you're on", would that be a branch where the condition currentPage is less than the maxPage?
Is there such a thing as OwnerNoSee for bones? Like if I want to hide the head do I need to make it a separate component or is there any way to just OwnerNoSee the bone directly?
I know about HideBoneByName, would the best option be to make an RPC for that to only run on the owning client? But then they still wouldn't have shadows for it
You can drive HideBoneByName with IsLocallyControlled
assuming HideBoneByName does what you want it to do. Does it actually hide parts of the mesh?
I'm a little confused on how to make new bind the notes to an array/usinf the currentPage, maxPage. Like I get how that would work but I'm not sure if I should make some dataStructure or do something with the note text component variable
This is what I have though
Start with an event called DisplayCurrentPage or UpdateText or whatever
Yes it hides the head. But it also removes the shadow. Is it possible to show the shadow of a hidden bone/mesh?
that is the event that turns page int into what's on the actual page
Do you think that would be something I'd do in the note widget blueprint?
Or in the note pickup blueprint?
Probably. I'd have the pickup talk to the widget
or have Interact be handled first by any widget on the screen, then on stuff in the world
But then would I remake the variables in that blueprint? I have a datastructure setup but it's not being referenced anywhere
depends on how you want to approach it
E -> do we got a widget? -> yes -> interact on it
-> no -> interact in world
I started a populate pages function in the widget that I gave up on
There's many ways to skin a cat. Go with whatever has the least hard references and is most easily made generic to support your use case.
If you're gonna have a bunch of widgets that pop up on the screen, pausing the game, and being interacted with, then you'll want to bake that in
how can I fix this?
Yeah that's been the hard part. This is my first time dealing with unreal for a project so my ideas keep being broken parts of different solutions
I'd probably just choose one approach and commit to it. Either the item handles the Interact call, or the widget directly does. Either way, just stick to it.
I just need to figure out how to make an array that keeps track of the number of text variables and is pointing to my text variables and setting them
make an array of type text
ShowPage -> get item CurrentPage in TextArray -> feed it into the text box or whatever
You might want TextArray to live in the item BP, depends really. The widget can just be a display interface if you want
Yeah because I realize I'm setting it here
These variables are public so I've been able to change them from the editor
Instead do it more like this
Interact -> if reading -> true -> if Page < PageArray.LastIndex -> true -> Page++ -> Update
-> false -> pickup and read -> false -> put down
Pickup -> play anim -> Pause -> Reading = true -> Page = 0 -> Update
PutDown -> play anim -> UnPause -> Reading = false
Update -> play anim -> Widget.Text = PageArray[Page]
yeah instead of NoteText and NoteText2 just make NoteTexts as an array of text
The thing is, I don't know how to get the animation to switch between texts programatically. Right now the showNote animation is displaying the first note text and the next note page animation just switches the opacity of note text 1 and note text 2. Would I make them both point to the noteTexts array variable and then when I switch notes have it increment?
you can fade out, swap text, fade in
or do whatever you want
That's how I'm handling it right now
So I realized I would have to change the text variable to an array in the widget blueprint. When I go back to the widget and check the binding though it makes me make a new binding and a whole function gets created
I'm trying to set the note text using the array variable in the event construct because I guess that's what allows the text to populate there in the first place
Also trying to figure out how to add new text from the palette from the same event since it would have to make new ones with each index of an array
You don't need a binding
you can just set it
I'm noticing that now. Since it's already a variable
binding just means "call this function on tick to update yourself"
I was able to make it a public variable and get the first line of text from the array to display
This is where I'm at with it now
I think I can set maxPage int to the length of the note text array
either store the note state in the widget or item, not both
one thing should store the ints, not both
I'm only referencing the int the pickup blueprint
When I switched the note text variable to an array it gave me a compile error in the widget blueprint because one of the pins weren't compatible when setting the text in the event construct event
You're getting that error as the field you're accessing isn't of type "string". Can you show what your source JSON looks like?
I almost have it but for some reason I can't get the text to change to what's in the next line of the note text array
I made it so the max pages is equal to the length of the note array so I can just change the number of pages in the editor, I'm setting the note text to the array so it gets the default value (first line), and then I'm setting the text on page 2 to the text from the line of the current page (which is incremented when the player isReading and the currentPage is less than the maxPages and when the interact button is pressed)
I got it to open and switch pages and then close once it reaches the end of the array but I just can't get the text from the array to populate the note
I think it has something to do with the event construct in the widget blueprint maybe?
Does anyone know how to make a wall explode using a button that you interact with? I was able to get the cube to explode but I am wondering if there is a way to make it so that when the button is pressed, it makes the wall explode using a uniform fracture
This is what I have for the cube to explode but I want it to interact with the button instead of the EventBeginPlay
Pretty sure construct event happens at the create widget node, so it's too early to read the array as you haven't fed it in yet. Mark the array on the WP_NoteWidget as "Expose on Spawn" and "Instance Editable" then referesh the create widget node, then you should be able to directly feed in the array.
Yeah instead of setting the data on construct, make a function / event called "UpdateNote"
call that on the Event Construct, and then every time you update the game
How come my torque is not being applied to my capsule component? (I'm trying to make a rolling ball game)
why do you still have a capsule
is this still a Character?
Plugin into custom event instead of event begin play and call it when ever you like
What would I need for the button blueprint then?
btw Im new to ue5
I don't even know what button blueprint in this context
I will recommend watching Matthew blueprint communication video
That should give you idea on how to use reference and calling custom event
oops sorry. Im trying to make it so when I walk over to a cylinder and press E, the blocks nearby will explode and break
anyone have any idea why my comments have gone stupid with a round border
If you don't know how to use reference , my advice will be the same. Watch Matthew wastein video on blueprint communication
okie dokie
where did that happened?
I actually want to access the "objects" not the "camera_data", I was just testing
So therein lies the problem - you can't connect the string to "get field" as it's a json object that contains two more fields, "location_worldframe" which contains a float array and "quaternion_xyzw_worldframe" which also contains a float array.
Something like this would allow you to print them i believe.
The tricky part is that the Get Field and ForEach loop are both wildcards. You'd need to have a float input connected to the Array Element output of the foreach to get it to be a float array first.
ah I saw ppl talking about it in the forums, will try it now hopefully it works
Here's an alternate if you just want to see what the object contains as a print.
yea I did this
inside blueprints, all of them
are you in blueprint editor right now?
no but I wanna know
go into blueprint
select literally anything
press C
let me do that rq
you should use comments with 1 single line at max, not 15
use notepad for that (my suggestion)
or an array
yeah that doesn't solve my problem
probably just an unreal bug, refresh the node if you can or recreate a coment
Hello there, I've been searching everywhere and I'll literally go bald thinking at how simple this must be and yet i cannot find a proper way, Im looking to set an actor to a certain speed (in flight) without a 'forward' input and having a variable to change that speed. Been trying my head of all day, and so far i cannot seem to be able to manage it with velocity or vectors. Any hint really appreciated, thanks !
like a projectile?
err, not really. Its more like I want my actor to enter a flight mode and then behave like a plane. So right now, if a certain velocity is reached you can enter flight mode until the speed fall bellow a treshold. Atm the actor seem to just fly a few seconds as the speed decrease (not sure why, theres no drag)
well i guess it would be similar to a self proprelled projectile if you could modify its speed on the fly, im just unsure of how projectiles are handle just yet
if you want the actor to move you need to either move it every single frame or have it physics simulated (would not recommend for flying)
the distance you move the actor every second (tick and deltatime) is that speed
the basics are the same as any other kind of movement
err okay i guess, so it is inputing the distance in 'add movement input' via a vector ? or i am sinking far 😮
so you are using a pawn
and a movement component?
do you have a humanoid character you want to fly?
At the moment yep. Pretty much left the thrid person scene as it.
hm, you can probably hack something together to make the cmc work like that
Im thinking of faking an input and changing the max speed, now that I read what you said. Going forward send a 1 to the whole character movement process I think.
I don't think that's a good idea
you could mess with character velocity
make sure your drag is set up not to slow you down when no input is present
I'm trying to get a light to rapidly dim after a delay when releasing a key. I thought just adding a delay before the draining loop would work but it's like the delay isn't even there when I try it in game.
there is a setting for that next to regular drag I'm quite sure
hey there im using Oceanology for my game and here im having a sceneCaptureComponent and it should not capture anything else then the character but i still can see the ocean here is the settings i set for it i even tried to turn of static mesh and skeletal mesh and yet it still there any idea why ?
looping blueprints is like worst practice
hmm
you can probably do what you want with a timeline
I tried doing timeline and it didn't quite work out how I wanted
I can try again though
I'm using a launch character to launch both myself and the enemy both into the air and down into the ground. For some reason ocasionally one of us flies up higher than the other. I know ground friction is a thing so I set ground friction to 0 right before it launches so it's consistent. But still despite both actors getting the same inputs, there is ocasionally discrepency. Anyone know why this might happen or is there a better method to do this other than launch character?
There should be show only array in scene component
i can't find it
Add your character actor there
We're talking of the drag in the Character Movement ? Cause its 0 and i'm still loosing speed while flying for no reason.
there is another drag setting
found it
but is there a hide list or something like that as i have more then one thing to show
that specifically applies drag when no input is added
@oak fable
here, w/o the background
just have w/e you want in the actor
you can do the filters etc your self, but I would keep mine simple
that helped a lot thanks mate ❤️
no worries, took me a while to find my self lol

I wonder how this works internally
this looks so cool
Does anyone know how I can changet this to only attack when the weapon is equipped on my hand
bool check
I just dont know where to put it. This is my can attack function what should I put?
I'd suggest to think about it, you need a bool variable, and an if statement...
This Fixes it but it only lets me do one animation for the combo instead of three
the problem of following a tutorial
especially if you don't know what each node does and the point of the entire function
Quick question : Should I do that on server (and will it replicate to the client too) ? Or doesn't it matter ? (For Multiplayer)
Timeline
Just bumping this as it got hidden pretty quickly, if anyone has any idea why this happens. #blueprint message
I've now even tried to set velocity of both to 0, and stop active movement before launching, and still sometimes they get out of sync
you might want to just pick a point above the character and move them there
frankly not sure what is causing this
probably characters colliding and pushing eachother
Move them how? I'm also using this for knockback
I want a smooth movement. I originally had it with a set actor location, but I realize I want now a knockback while in the air and it just doesn't work with setting actor position
Any suggestions how to avoid that? It's fine on the ground clearly. They're moving straight up as well, so it shouldn't colide.
I could have a separate system for knockup specifically that's on a set actor position setup
But that seems like a janky setup, not sure if that's a typical workflow for people.
I mean fundamentally all movement is just changing the transform each frame
even launch character just works off of the current velocity and gravity and drag
to decide which location to set the actor to next
Yeah, and as things like gravity, drag, etc are all the same I was expecting it to always match. And usually it does. It's odd when it stops matching.
collisions are indeed the most likely suspect
Yeah, you're probably right. Just not sure if there's anything I can do about it. 🤔
Probably my best course of action is for the knockup specifically I use a set actor position setup, and then in all other setup I can use the regular launch character
Cause I don't care if it's a bit off here and there
I had it that way before so I know for sure it worked correctly
you could put systems in place to correct the launch, but yea interpolating the position along the z axis until the desired height is reached, then setting the z velocity to 0, should be the best approach
actually you don't need to set it to 0 afterwards, my brain was still at the launch
At the moment at the very end of the knockup I have it set gravity to 0.1 to slightly hang in there, and then if I do damage it sets it to 0 gravity for a brief moment to keep in the air
There's a retrigerably delay setup to eventually reset gravity back to normal if nothing is done
Or of course if anyone hits the ground
Separating it out seems to be working well. Kind of want to figure out the collision (?) problem at some point. But happy to have it working for my usecase consistently
Here it is all working great. So thanks again for the help @undone bluff ♥
Now it's the correct attachment lol
nice beat em up
Thanks, slowly working on it when I have time
are you turning 3d animations into pixel flipbooks?
Yup. That's manny and the skeleton from one of the free Unreal packs
Unreal > Blender > Aseprite > Unreal
I was considering that for a minigame (plus a lil cleanup by hand) since I already have models and animations from the main game I can reuse
Do it, works pretty well. This is more of a test for me. Not all characters work out of the box converted
But for testing it's perfect
It doesn't work as pressing G doesn't fire when "Disable Input" 😬
I mean, if we ignore cheating, disabling input isn't really needed for opening a menu. It's much easier to ensure the InputMode is simply UIOnly.
And to easier handle that I would suggest a proper setup via CommonUI, where the Activatable Widget sets the InputMode utomatically
Now cheating in terms of moving when menu is open is somewhat of a redundant fight.
The opening of the UI happens via a local key press. Server has no knowledge about it. So you would need to tell the Server that the menu is open. And then nothing keeps a cheater from telling the server the menu is closed.
So I wouldn't care about that.
Hey, I was wondering if anyone could tell me how to make my character jump more horizontally.. I like how high it jumps but I would like it to jump further
by running faster
@smoky solstice change the Jump Z velocity in your CMC
Thank you
Try another career 😛
Thank you, wish it was mine
I did that first but it creates an issue where I can't press the input to open that UI again to close the UI. As in my case I press G to open that UI, but being in Input Mode UIOnly, I can't press G again to close it.
Probably a simple thing, but how do I make a blueprint Actor, that just falls on the ground with gravity?
I can put something inside the blueprint, but the transform doesn´t follow it in level
Could also be a Pawn
You have something called "Mass" I think or "Simulate Physics"
The object inside the Pawn just falls but not the Pawn itself
Yeah you gotta handle the Input in the UI then. CommonUI should support InputActions in UMG.
I just imported a model from mixamo into my project to replace the mannequin as the player and i grabbed some animations too but i dont know how to load the animations into the model (the animations are idle and run) i figured out the idle one but im not sure how to switch between idle and run when the player runs or doesnt
How ? What's "Common UI" ?
Was about to say, time to read 🙂
have you tried selecting every node and pressing q. im sure that will 100% fix it
I like them in a line better
So that means I have to redo all my UI stuff ? 😮
C++ does it vertically like normal
BP (meme version) does it horizontally
i got the following:
- actor
- actor component (with an interface)
- Interface event
- actor component (with an interface)
if i got the actor ref, and call the interface event from it, will it try to go to component ?
in the functions in the widget, go to override and its either on key press down or on preview key press down
then you want to check if the correct button is pressed then execute the logic and return handled otherwise return unhandled
How do you check if the correct button is pressed, because I'm not sure of what "My Geometry" and "In Key Event" means and contains ?
drag off from in key event and do somethin like this
ive never had to use my geometry so im not sure what that is
I don't have the node named "Key Is Action"
oh im dumb. i set up that function
obviously youll need to change it if you have multiple keys mapped to the same action
Reparent and fix what you musy
musy ?
How do I make this leaning effect when strafing?
tilt the camera. set control rotation to control it
His t fell downside
in BP can i get a bool to know if i am in contruct graph ?
from the contruction script i am calling an event, and i dont want to execute some stuff in this event if its called from the construction script
add a bool Input to your event
okay ty
your question is weird 🤔 Could you explain a bit more why you need that ?
i changed my code so now i dont have the issue, but ill explain why i needed that:
i had an event that does stuff, and i had a breakpoint in it
i call the event from 2 places: construct script and at runtime on interaction
because of the breakpoint, each time i move the actor or compile i had a weird bug because of the breakpoint
causing sometimes the editor to crash
what's the "stuff" that you were doing that needed to be called in construction script and at runtime ?
settings vars and textrenderer (for debug)
well now i changed that so i dont have any issue
Hey, what exactly does component activation/deactivation does?
I have an actor with 2 actor components that I made. Both of them should do something on the mouse on click events but I want to control from my player controller which component actually triggers it. I was hoping I could just deactivate one of the component and reactivate it when necessary but I see that the mouse on click event is still captured even when the component is deactivated.
What exactly does deactivation do?
P.S. I dont want to destroy and add components on the fly as I feel like its a hack, hence looking for a way to deactivate the components, else I will have to manage things with a boolean variable which again feels like a hack. Also I have the tick figured out, I think. Setting "Start with Tick Enabled" to false reliably doesn't trigger the tick event but I am not even using that here so it shouldn't matter.
Also, I am attaching a screenshot of the actor and the BP_SelectableComponent actor component. In the actor I have tried setting Auto Activate to both true and false but the OnMouseClick event triggers either way.
is it possible to make the event tick do both these things?
Use the sequence node
Sequence node
or put one after another
Is there a delay node that doesn't throttle?
Hello! I'm making a 3D tilemap grid actor that allows a static mesh in each tile, and would like to know how I could change what is in each tile just by dragging the mesh from the browser to the tile on the actor (it would update in the construction script when changed)
Just trying to make an island using 3d tiles
Throttle as in, limit execution. If I call it twice within the delay time it ignores the second call.
I want it to not ignore the second call.
Set timer by event appears to be doing the same thing
you want to reset the delay at each call ?
No. I want it to just delay, and nothing else
No throttling, and no debounce (which is what you described)
then just use the "delay" node ?
if you multiple time with the "delay" node, it will call the follwoing code with the delay
Oh cool, I'll try that thanks
Not true
retriggerable delay does that
Retriggerable doesn't work for me either, that one debounces
So delay throttles and retriggerable debounces. I want just a normal delay.
could you give a bit more context ? i dont see what you want
Idk how to be clearer. I want a delay that does not throttle
"delay" is a normal delay
"retriggerable delay" restart the delay back to 0
Delay is not a normal delay.
That's what I have been saying
just saw that
Guess I'll build my own delay then
This should exec the first time , and ignore any other exec if within Duration time
^^
That should work
Had similar implementation and it blocks other inputs but only 1 continues
or , you you want stacking delays?
Is that for me?
yes
Then yes. I want an actual delay
Perform a latent action with a delay (specified in seconds). **Calling again while it is counting down will be ignored. **
https://docs.unrealengine.com/5.3/en-US/BlueprintAPI/Utilities/FlowControl/Delay/
From the docs
I am not making this up
You can try that actual delay and let us know if it does what you want +
But it doesn't. Am I really explaining it that poorly? 😦
I want a delay. Just wait, and then do a thing. When I call delay again while it's still delaying (counting down), I want it to just add a delay and leave the first delay alone. No throtling.
you you want first thing to happen and 2nd thing to happen?
Yes.
wait, are you trying to do it in a Loop ?
No
You do a thing in the game, it triggers a delay, after the delay something happens. Exactly as you'd expect it to happen given that the node is called "delay"
But it doesn't just delay. It delays and throttles. Meaning I can't add another action to happen after a delay, if the previous delay has not completed yet.
What I am looking for is a delay node that only delays, and does not throttle. So I call it 50 times within the delay time, it simply executes 50 times and not just once.
Is Delay going to be the same each time ?
Does it matter?
just on the setup
How do I send input to a blueprint inside another blueprint?
Define input
Yes. But I'm already writing code for my own node so it's fine
Thanks for trying to help
How do I set a variable on the blueprint inside another blueprint
You need a reference to (an) instance and have the variable be writable.
How can I get a bunch of static meshes to load into memory?
Hey, How can i remove the widget from the screen when i press the button again?
promote the widget to a variable, then on B, remove the variable from the parent (and set the variable to none preferably)
u also dont need the flipflop, instead you can test if your widget variable is valid or not
Also consider reusing the widget and toggling its visibility instead.
All right thanks, It works now. Another question: How can I make it so that when the blueprint is opened the player can not look around anymore and he can use his mouse to interact with the blueprint?
u mean interact with the settings?
yeah
there are several things u gotta do: set the controller's input mode to UI, and show the cursor
when exiting the settings menu, set input mode back to game and hide the cursor
Its a bit bugged but you need to be able to click on the < and >
alr i will try
these are functions available to player controllers
it might not be enough to disable looking around, im not entirely sure tbh
How do I send my control inputs to another blueprint inside the Pawn blueprint?
sorry im new to this could you please tell me how to do that?
I got this now, i can open the settings and change them but i cant close the menu...
this might be because the U pressed event isn't being called anymore, since you've disabled game input 🫠
check if that's the case, if so you can create a 'UI back' action in the project settings, and listen for it in the menu - in which case you have the menu close itself
Hi, I'm currently in school for game design and I've been learning how to use blueprints for a week or so, I had a bunch of personal stuff happen and put off an assignment till the last minute, would anyone be willing to help me figure something out? I'm kinda stuck
I have the other Blueprint as a child actor (i think), but I don´t know how set variables for it
If you have questions just ask.
Do you mean in the hierarchy? If so, you can drag it into your blueprint editor
Use the enable input node and provide the target BP you want to receive inputs.
Is there like an example picture of how this should be set up?
is there a way to limit what axes a physics object can function on? Like can you make it so when you drop something it will fall like a 2d object without having to contain it between barriers or something like that?
generally best to just ask away
Just decide at what point you want to provide the input (begin play for example) and then call the node. Not much to it.
new avatar?
I think I'm almost done with my c++ solution. But for the sake of learning, what do you mean with the BP dolution? I am using custom events already and it still throttles.
I'm stuck on step 1 right now. I'm supposed to create a function for a guy picking up cats just using variables. Cat 1 has a value of 100, cat 2 has a value of 10, and cat 3 has a value of 1. I'm pretty sure I followed the assignment word for word but it keeps telling me I did something wrong, and at the end he doesn't pick up any cats. I'm pretty sure during step 1 he is supposed to pick up cat 2 but I'll send the screenshots of my event graph and the function.
Hey guys, I need help trying to figure out how to update my note text for each page. Here's what I have now
What does that mean? Timer by event?
That gave me the same behaviour
What is the handle?
lol
Yeah but I thought you knew how to do it with just blueprints
Not because I want it to be blueprints, but because I just want to know how to
can I get some help with this?
CreateEvent, I believe it's called.
if that's what you're after
https://youtu.be/QxVSBzUBnxw?t=881
Here, Watch this
In this part of the video, I show you how to make the basics of a drone system where you have a sway while u move sideways and u can increase or decrease altitude. You can possess the drone and un-possess it as well.
pretty sure that's just a setting in the physics object, yeah
don't remember the exact name
which setting?
The handle is what you get in the "Return Value", save it in a variable and before creating a new timer for that thing, you need to check if that Handle is valid or not, if valid you need to cancel the existing timer first before creating a new timer
No that's not what I wanted, but I got it working thanks
