#blueprint

1 messages · Page 116 of 1

glossy inlet
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I also noticed 2 diffrent targets, one in my BP projectile and another for the Gamedata which is actually my Interface

dull shell
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You will need reference to GrappleComponent

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That reference will become the target

frosty heron
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Get the one with the msg icon and use grapplingComponent as the target

dull shell
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Also what theme are you using

glossy inlet
glossy inlet
earnest vigil
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Is there a way to rename a file at a specific directory?

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Trying to get a file at a specific directory say something like “Screenshot.png” and rename it to “SomethingElse.png” using blueprints

earnest vigil
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Hmm I dont even see this node as an option

frosty heron
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its most likely have to be enabled as a plugin

dawn gazelle
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You use the input axis value as a multiplier for the scale of the movement.

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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.

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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.

rugged sun
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How do I make this compatible?

dawn gazelle
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Not necessarily. Your input should already be outputting appropriate axis values that cover the axis fully.

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Show your input code and I can then see what is happening.

dawn gazelle
rugged sun
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so i did that but now the compiler has three issue, and I'm not certain what they are throwing a fit about.

dawn gazelle
rugged sun
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nevermind, I figured out the issue. It was still referencing the exclamation point in "Set" Had to delete that node.

waxen fog
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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?

versed sun
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butwhy.gif

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you could Sequence the code using only one input

waxen fog
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This is true

lunar sleet
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Could also use win shift S to take screenshots instead of this lol

versed sun
undone bluff
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make the screenshot a texture, put it on a monitor in engine, then screenshot that

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bonus points if it's reflective and for overlaying a pixel texture to get that moire noise in

thin panther
wicked cairn
#

anyone with knowledge on the wave function collapse plugin? 🥺

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I'm actually wondering if I need to input adjacencies for ALL sides including Z and not just the X and Y

rain swallow
#

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?

sage lagoon
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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.

lunar sleet
sage lagoon
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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.

lunar sleet
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You can get current rot, split the pin, take whatever axis, clamp it, feed it back into set rot

ionic quiver
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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?

lunar sleet
ionic quiver
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If it fixes it I'll try anything

lunar sleet
sage lagoon
lunar sleet
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Assuming you want gradual change in actor’s loc

ionic quiver
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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

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Sometimes it works once then breaks, other times like 7 times before breaking

ancient heath
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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?

lunar sleet
lunar sleet
ionic quiver
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When I had the sweep off, for some reason the character fell through the ground

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I have no clue why

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I'll try turning it off again

ancient heath
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Exactly

lunar sleet
ancient heath
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I never used that

ionic quiver
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So yay!? Do you know why Sweep would break it though?

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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.

lunar sleet
ionic quiver
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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.

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Cause the forward vector would make it go under

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With the slight modification it now works great

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So thank you so much for that. I was going crazy trying to understand what the hell is going on 😅

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Next up is for me to modify this to move up / down stairs, but that's for future me 🙂

frigid summit
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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

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its still visible on minimap

frank viper
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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.

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So another reason not to make your BPies too big I guess 🙂

obtuse mulch
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some function were calling itself prob

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you can make bps very big

frosty heron
frank viper
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I also read somewhere that it can be related to RAM available. My C drive is very full. Might be the issue too

timber crystal
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heeeeelllooo i hope you doing well guys 😄 i need healp

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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?

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better to see

faint pasture
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You need to rethink your approach

timber crystal
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ahhh ok so its because the end node of "Destroy Actor" right?

random pulsar
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hi

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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

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i remember there is a node that i can break and get normal

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whats it called?

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line trace by channel and then break and get the normal

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and now some hard staff ,mathematics,logic(

native canopy
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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

obtuse mulch
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you can select the class to trace

frosty heron
native canopy
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where i put length of array?

frosty heron
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where ever you want

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as long it's legal

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but not sure how that will help you

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Every hits doesnt mean only the character get hit for example

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it really depend on your collision settings

native canopy
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what i need to put in object type

obtuse mulch
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ur get all actors of class?

frosty heron
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w/e u need to

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just stop using get all actor of class, it's beginner trap

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u can use it in some scenario

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not this

obtuse mulch
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not on tick

native canopy
frosty heron
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not even expensive

native canopy
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in sphere trace

frosty heron
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depends on how many objects

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But you rarely need to get every single Object of a specific class in every tick

obtuse mulch
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ah this

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its a collisions matter

frosty heron
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a lot of ways

native canopy
# frosty heron

not spesific bp actor that print all in world around sphere

frosty heron
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use one that fit your purpose

frosty heron
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or u can just get every hit and cast and filter it from there

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soo many ways, pick one that fit your need

remote meteor
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dont split the struct like that reeeee

frosty heron
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🫢

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I guess using break then?

obtuse mulch
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splitters unite

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why use another node

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its a space waster

frosty heron
remote meteor
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very personal opinion, i use break, but i dont understand why FHitResult needed a native break that cannot hide unused pins

remote meteor
obtuse mulch
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😄

frosty heron
obtuse mulch
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5 button presses instead 1

remote meteor
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future you/your coworker will thank you for that

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especially splitting a struct in a function that have multiple returns

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oh god which one is a real variable

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find the sus one

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x100 the problem if you dont have a good naming convention for return stuffs

obtuse mulch
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working in a team must be exhausting

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i understand blizzard

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the bigger the team the longer the workflow gets

remote meteor
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that one differnt, thay have 7500 employees that "preach using level blueprints for making game"

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😄

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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

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like

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idk how to explain how that is super outrageous

glacial lily
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when using multi sphere trace for objects it produces a lot of hits against the UE5 manny. Anyone know why?

remote meteor
glacial lily
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tracing for pawn

remote meteor
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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

obtuse mulch
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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

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idk why is that so i put damage recieved on cooldown

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maybe anyone have an idea?

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cus enemy has only one collision component

remote meteor
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if its just one capsule component that has tracing capabilities, i cant think of why it would be traced multiple times tho

obtuse mulch
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its like it hits them every step

remote meteor
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trace or OnActorHit?

obtuse mulch
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trace

main lake
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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.

remote meteor
remote meteor
glacial lily
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thanks!

remote meteor
obtuse mulch
remote meteor
obtuse mulch
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gotta check again

main lake
remote meteor
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if we are going that direction, the G key that opens up the ui cannot be in the character

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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

main lake
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it's alerady in the controller

native canopy
# frosty heron

inside trace there is 2 actors, but in print string there is like 90-100>

native canopy
frosty heron
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That's what I thrown in

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I don't see your print strings

native canopy
frosty heron
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the Trace may hit anything that belongs to the player

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it's ur job to filter it

frosty heron
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instead printing the length, print the hit component

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you will see what the trace hits

native canopy
frosty heron
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print the hit component

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see what the trace is hitting

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we don't want to see number here

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we want to see the hit components from the hit result

remote meteor
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and show us what it prints

native canopy
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this wo

remote meteor
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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

crude dew
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Can someone explain why my Hierarchial Instanced Mesh isnt working in construction script.

frosty heron
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can try using Object channels and only allow Pawns

frosty heron
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obviously, make sure that your capsule component to be pawn, so it would only detect that

crude dew
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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

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I disconnected that to try something else.

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I tested this and it works

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but when ran through the switch I cannot seem to switch between Lamps and Lights

random pulsar
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can someone show a example on how i can use the normal from line trace by channel?

frosty heron
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show 'em

crude dew
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Index 0 = Street Lamp , Index 1 = Wall Lamp

frosty heron
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have u changed the enum in the instance that you placed in the world?

crude dew
remote meteor
native canopy
crude dew
remote meteor
# crude dew

is your default mesh on the component already the wall lamp? lol

crude dew
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Default Is Unknown Option

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until I change the Item type to either Street Lamp, Wall Lamp

remote meteor
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this one

frosty heron
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he mean the static mesh component u are trying to change

crude dew
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Ahh yes it has default of the wall lamp mesg defined >.>

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doh.

remote meteor
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because hehe

crude dew
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I thought Set Static Mesh would automatically clear it 🙂

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Thanks for that explanation it makes sense so if i clear to nothing before assignment it should work. 🙂

remote meteor
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probably dont assign anything in the first place

crude dew
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ye thats what i meant just leave the Static Mesh empty.

remote meteor
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since this is a construction script, the defaults should be empty, as its determined runtime/compile time

crude dew
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Its just because i found myself using HISM Component for HISM_Fence, HISM_Torch, HISM_Lamps

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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.

remote meteor
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you dont really need an enum in this case

crude dew
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True

remote meteor
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placing all the asset in the base bp also means

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referencing one bp = reference all asset = bad when it comes to memory footprint and loading times

crude dew
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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.

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I noticed that UE doesnt seem to have a "clean-up" facility or "Remove Unused Assets" or I do not know where it is.

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I find it quite irritating to download a full VFX pack for 1 fire effect I like. xD

frosty heron
remote meteor
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its probably okay, but i will recommend using soft reference for thus assets in the base bp

frosty heron
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I think co-routine make the process easier and way shorter code

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but I can't use it, brain too small

crude dew
remote meteor
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usually i do something like BP_Props, then create childs like BP_City_Fence, BP_Forest_Stone etc etc

crude dew
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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.

remote meteor
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for each usecase i will have a child bp of it with the asset referenced

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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

crude dew
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Ahh ok so BP_Lighting - > (Child) Bp_StreetLamp ->(Child 2 ) BP_ WallLamp

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even thought essentially BPLIghting is basically an empty HISM component.

remote meteor
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yeah

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doing this way also allow possible gameplay interaction

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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

crude dew
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true I hadnt thought of that possibilioty

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Thank you for the insight.

remote meteor
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🍝 👌

crude dew
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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

remote meteor
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there are plugins for that, i believe

crude dew
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Or do i have to manally delete all 98 other FX items?

remote meteor
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usually i do it manually 😅 auditing the assets used

crude dew
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oof xD

versed sun
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Make a new project with the 100 fx
Migrate the 2 you want into the other project

crude dew
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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?

versed sun
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yup

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select the file you want in content browser and it will auto include all dependencies

remote meteor
crude dew
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Thanks

crystal flax
#

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

modest monolith
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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?

versed sun
#

a reflection ?

lunar sleet
#

A riddle

limber citrus
#

how can I read json files in bps?

meager igloo
#

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

wicked cairn
#

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

versed sun
limber citrus
#

I am on 4.27

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doing editor utility widget

limber citrus
#

cant find it, not sure what's wrong

lunar sleet
#

What Ryck said

limber citrus
#

ah yea

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it's not in 4.27

lunar sleet
#

But not available in ancient versions I don’t think

limber citrus
#

ya ya

lunar sleet
versed sun
#

there are plugins on marketplace for JSON also

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i like VaRest

meager igloo
timber crystal
#

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)

meager igloo
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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

lunar sleet
meager igloo
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I mean I´m trying to control another Pawn with the same input

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oh, does that work?

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I can probably just use this in there

modest monolith
foggy escarp
limber parcel
#

it must be a custom character class

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no wait, its an AI

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since it only moves when looked at

lunar sleet
#

“Lumin” hehe

versed sun
#

Lumax's brother

limber parcel
#

luxor?

lunar sleet
#

Lex Luthor ?

lunar sleet
#

Ugh darn modders

lofty rapids
lofty rapids
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I'm guessing you destroy self so the other code might not run

timber crystal
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yes in the end i have "Destroy actor" for the first sequence

lofty rapids
#

right so the actor gets destroyed, i'm not sure it will run the rest of the sequence

timber crystal
#

thanks engage !

versed sun
lofty rapids
#

looks like a ransom note but makes sense

timber crystal
versed sun
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the Delays weren't synced, no need for 2 anyways

lofty rapids
timber crystal
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oh sorry i dont see it

lofty rapids
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you can't see it, or just missed it ?

timber crystal
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missed it sorry

lofty rapids
#

it's absolutely np, idgaf about much

timber crystal
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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?

lofty rapids
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the delay doesn't do that ?

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it should be the delay because your setting it to 0.0, then delay, then setting it back

timber crystal
lofty rapids
#

ya thats what you had it set to

versed sun
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You can make the Delay a var , and set itto whatever you want

lofty rapids
#

but that will control the length of freeze if i understand it correctly

versed sun
#

is it a freeze animation you are playing on character ?

timber crystal
#

of the bullet

versed sun
#

ahh, so Play Flipbook > WalkSpeed(0) > Delay(Flipbook time) > Set Visibility of sprite=False > Delay(Additional Time) > WalkSpeed(600) > Destroy

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!

timber crystal
#

@versed sun @lofty rapids

THANKS! it works now

grim sand
#

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?

versed sun
#

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?

lofty rapids
#

so your trying to get the data in special click event ? and the length is printing just fine ?

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how are you getting that data thats it's empty ?

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or is the length zero in special click ?

versed sun
#

the length is 0 on the Special Click print

lofty rapids
#

do you clear it anywhere ?

versed sun
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but 5 on Begin Play

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nope the only ref to the array are there

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I dont know if Actor Components do anything wierd

lofty rapids
#

so add instace isn't doing anything to the array ?

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so it should be unchanged

versed sun
#

correct

lofty rapids
#

and the array is just a variable in the bp ?

versed sun
#

yup

lofty rapids
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hmm

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the only thing i can think is somethings clearing it somehow

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but even if you destroyed the actor, it should recreate it on begin play

versed sun
#

yah , like how a function clears Local Vars

lofty rapids
#

right but you can't have local values in an event like that ?

versed sun
#

no, all normal

lofty rapids
#

did you try rebooting ?

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always a go to for weird stuff

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maybe its just a bug of some sort ?

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i can't see in the pic where it would clear it or why it would reset

versed sun
#

i also dont use Append array often

lofty rapids
#

i've never used it but it should work fine

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as you can see it prints 5 on completed

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so it worked correctly i'm guessing

versed sun
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yes , and each ISM spawn where i want it

lofty rapids
#

somewhere i can only assume, you clear the array or something

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i don't see a problem with the code but i could be missing something

lofty rapids
versed sun
#

Always a P.I.C.N.I.C.
Problem
In
Chair
Not
In
Computer

gentle urchin
#

😆

nocturne basalt
#

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 )

lofty rapids
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you could pass a few values to the event

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a boole for reverse, check it and if its trun run in reverse

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get the start point, and actor to change as well

deep elbow
trim matrix
versed sun
#

this is also handy

sick sky
#

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 ?

versed sun
#

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

nocturne basalt
lofty rapids
#

so a switch on the enum, makes exec pins for each one and goes out the one that's selected

versed sun
#

and , the switch is like a "branch"

nocturne basalt
versed sun
#

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

trim matrix
wicked cairn
#

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 🙇‍♀️

versed sun
#

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 ...

▶ Play video
#

watching now

wicked cairn
simple field
#

Any ideas why my Pause menu does open, but doesn't close when I press the keybind (P) again?

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(it's a singleplayer geography game without a character, that's why I'm using level blueprint for this)

rare gale
simple field
trim matrix
#

who pinged me?

lofty rapids
#

i did on accident i replied to the wrong person

rare gale
#

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.

rare gale
lofty rapids
rare gale
lofty rapids
#

those two traces don't look like they hit anything tho

rare gale
#

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

lofty rapids
#

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 ?

rare gale
#

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

lofty rapids
#

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

lunar sleet
#

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

pale mica
#

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?

rare gale
#

what are the two actors? The one I want to hit and what?

shell marsh
#

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

rare gale
#

Still no hit at all

spark steppe
lunar sleet
#

What channel are you tracing on?

simple field
#

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?

rare gale
lunar sleet
hazy jewel
#

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?

versed sun
#

did you set your world settings? @simple field

rare gale
# lunar sleet On the node lol

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.

lofty rapids
shell marsh
lunar sleet
hazy jewel
lunar sleet
simple field
hazy jewel
#

I will go see if that fixes at least the dodge side

shell marsh
lunar sleet
rare gale
lunar sleet
#

Did you make an actor or just placed a static mesh in the level and changed its settings?

rare gale
lunar sleet
#

Also do you have trace complex turned on?

rare gale
#

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.

lunar sleet
rare gale
lofty rapids
#

i would try a custom channel

lunar sleet
#

Yeah, or just use Visibility

lofty rapids
#

if it doesn't work theres something f'd

tight pollen
#

Hi, I want to hide the character but keep the shadow, how can I do that?

lunar sleet
#

@rare gale actually just trace on visibility channel

strong rover
#

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
strong rover
#

Gotcha, thanks!

trim matrix
#

Execture Python Script???????????
wtf is that

strong rover
#

Requires the Python Plugin to be enabled & the engine to be restarted before use.

trim matrix
#

so you are basically writing some python code when it's supposed to be C++ or BP?

strong rover
#

It gives you a library to use which includes functionality that might not be (as easily) accessible in C++ or BP.

nocturne basalt
lofty rapids
#

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

spark steppe
#

i would rather deal with making my own C++ method than dealing with python... xD

lofty rapids
#

i tried it awhile ago and i don't like the syntax

#

i prefer brackets

strong rover
#

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 :/
lofty rapids
#

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

pale imp
#

Does anyone know why some assets are disappearing upon packaging the game ? (yes it's in shipping and not development)

lofty rapids
#

is it a particular one, is there a common theme ? or is it random ?

spark steppe
pale imp
#

It seems random, and there's no errors

spark steppe
#

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

pale imp
#

How do I do that ? Is it complicated or can I just search for it on yt ?

spark steppe
#

search on google

#

it's just one command, and if you have encryption enabled you need the key

pale imp
#

Alright i'll brb

spark steppe
#

or check the packaging log

#

iirc it lists all assets that get packed

rare gale
lunar sleet
rare gale
pale imp
tiny monolith
#

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

versed sun
#

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 ?

stark thistle
#

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...

marble sky
#

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.

simple field
#

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?

marble sky
marble sky
#

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.

lofty rapids
#

i sually use the same function for damage and gain, just pass it negative

marble sky
#

yeah it will be refined once it's working, just trying to figure out why this is happening.

faint pasture
#

In general this entire architecture is goofy IMO

marble sky
#

You mean on the cast? Yeah, I just named the bp 'CharacterController'

faint pasture
#

You just want a basic HUD that reflects the state of your pawn, right?

marble sky
#

Yeah, a pawn that is destroyed and re-created when it does.

faint pasture
#

What should the HUD show during the time the pawn is gone, just go away?

#

This is the problem

marble sky
#

No, the hud stays open.

faint pasture
#

You're saying Die, then update health

#

After Die, you shouldn't be accessing anything on the pawn

lofty rapids
#

also why are you get health percentage, but you don't use the returned value

marble sky
#

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

faint pasture
#

I wouldn't do ANYTHING to the pawn after the code that calls destroy actor on it

lofty rapids
#

it probably won't work

faint pasture
#

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

lofty rapids
#

or do it before you die

faint pasture
#

ya that too

marble sky
marble sky
faint pasture
#

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

lofty rapids
#

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

faint pasture
#

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

marble sky
#

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.

faint pasture
#

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

lofty rapids
#

set the health to 0 when you die, or do it when you decrease below with clamp or something

faint pasture
#

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

marble sky
#

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.

lofty rapids
#

idk if it works but its worth a shot

tight pollen
#

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

gentle urchin
#

Ignore multiplayerness

idle crescent
#

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?

lofty rapids
faint pasture
meager igloo
#

How do I control another Pawn that is not possessed at the same time as the main Pawn?

tight pollen
meager igloo
#

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 bad_blueprint

faint pasture
#

This is for character in a vehicle like GTA right?

meager igloo
queen dagger
#

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

idle crescent
#

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.

faint pasture
faint pasture
faint pasture
faint pasture
queen dagger
#

gotcha

#

i’ll check if it’s calling

faint pasture
#

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.

lofty rapids
queen dagger
#

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

lofty rapids
white oxide
#

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?

faint pasture
#

What are you actually trying to do here?

white oxide
#

I'm trying to create a rolling ball game

faint pasture
#

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

white oxide
#

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?

faint pasture
white oxide
#

Okay thank you

faint pasture
#

Also, why are you applying an angular impulse? Is it on tick? If so, it should be torque

white oxide
#

It's not on tick

faint pasture
#

It effectively is

#

IA_Move fires every frame

white oxide
#

Oh

faint pasture
#

that should be AddTorque

white oxide
#

What's the difference?

faint pasture
#

What you haev right now is framerate dependent

white oxide
#

Ahh

faint pasture
#

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.

white oxide
#

I see, thank you for the information.

#

Definitely will keep this in mind in the future

heavy plinth
#

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

faint pasture
#

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?

heavy plinth
#

Yeah I was trying to figure that out too

sturdy pebble
#

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

heavy plinth
#

They are only two pages in this way

faint pasture
#

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

heavy plinth
#

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?

celest trench
#

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

faint pasture
#

assuming HideBoneByName does what you want it to do. Does it actually hide parts of the mesh?

heavy plinth
#

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

faint pasture
celest trench
faint pasture
#

that is the event that turns page int into what's on the actual page

heavy plinth
#

Do you think that would be something I'd do in the note widget blueprint?

#

Or in the note pickup blueprint?

faint pasture
#

or have Interact be handled first by any widget on the screen, then on stuff in the world

heavy plinth
#

But then would I remake the variables in that blueprint? I have a datastructure setup but it's not being referenced anywhere

faint pasture
#

depends on how you want to approach it

#

E -> do we got a widget? -> yes -> interact on it
-> no -> interact in world

heavy plinth
#

I started a populate pages function in the widget that I gave up on

faint pasture
#

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

limber citrus
#

how can I fix this?

heavy plinth
#

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

faint pasture
heavy plinth
#

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

faint pasture
#

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

heavy plinth
#

Yeah because I realize I'm setting it here

#

These variables are public so I've been able to change them from the editor

faint pasture
#

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]

faint pasture
heavy plinth
#

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?

faint pasture
#

or do whatever you want

heavy plinth
#

That's how I'm handling it right now

faint pasture
#

or just swap text no fade, depends

#

Make it robust before worrying about juice

heavy plinth
#

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

faint pasture
#

you can just set it

heavy plinth
#

I'm noticing that now. Since it's already a variable

faint pasture
#

binding just means "call this function on tick to update yourself"

heavy plinth
#

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

faint pasture
# heavy plinth

either store the note state in the widget or item, not both

#

one thing should store the ints, not both

heavy plinth
#

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

dawn gazelle
heavy plinth
#

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?

lean scroll
#

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

dawn gazelle
# heavy plinth

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.

desert juniper
#

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

white oxide
#

How come my torque is not being applied to my capsule component? (I'm trying to make a rolling ball game)

faint pasture
#

is this still a Character?

white oxide
#

Yes lol

#

I'll make it a pawn.

frosty heron
lean scroll
#

btw Im new to ue5

frosty heron
#

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

lean scroll
#

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

barren dove
#

anyone have any idea why my comments have gone stupid with a round border

frosty heron
trim matrix
limber citrus
dawn gazelle
#

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.

limber citrus
#

ah I saw ppl talking about it in the forums, will try it now hopefully it works

dawn gazelle
#

Here's an alternate if you just want to see what the object contains as a print.

barren dove
trim matrix
#

I have never seen that

barren dove
trim matrix
barren dove
trim matrix
#

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

barren dove
#

yeah that doesn't solve my problem

trim matrix
hot lion
#

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 !

trim matrix
#

like a projectile?

hot lion
#

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

undone bluff
#

the distance you move the actor every second (tick and deltatime) is that speed

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the basics are the same as any other kind of movement

hot lion
#

err okay i guess, so it is inputing the distance in 'add movement input' via a vector ? or i am sinking far 😮

undone bluff
#

so you are using a pawn

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and a movement component?

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do you have a humanoid character you want to fly?

hot lion
#

At the moment yep. Pretty much left the thrid person scene as it.

undone bluff
#

hm, you can probably hack something together to make the cmc work like that

hot lion
#

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.

undone bluff
#

I don't think that's a good idea

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you could mess with character velocity

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make sure your drag is set up not to slow you down when no input is present

coarse condor
#

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.

undone bluff
#

there is a setting for that next to regular drag I'm quite sure

oak fable
#

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 ?

undone bluff
coarse condor
#

hmm

undone bluff
#

you can probably do what you want with a timeline

coarse condor
#

I tried doing timeline and it didn't quite work out how I wanted

#

I can try again though

ionic quiver
#

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?

frosty heron
oak fable
#

i can't find it

frosty heron
#

Add your character actor there

hot lion
undone bluff
#

there is another drag setting

oak fable
undone bluff
#

that specifically applies drag when no input is added

frosty heron
#

here, w/o the background

#

just have w/e you want in the actor

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you can do the filters etc your self, but I would keep mine simple

oak fable
#

that helped a lot thanks mate ❤️

frosty heron
cobalt ocean
undone bluff
trim matrix
valid solstice
valid solstice
trim matrix
valid solstice
frosty heron
#

the problem of following a tutorial

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especially if you don't know what each node does and the point of the entire function

main lake
ionic quiver
#

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

undone bluff
#

frankly not sure what is causing this

limber parcel
#

probably characters colliding and pushing eachother

ionic quiver
#

Move them how? I'm also using this for knockback

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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

ionic quiver
#

I could have a separate system for knockup specifically that's on a set actor position setup

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But that seems like a janky setup, not sure if that's a typical workflow for people.

undone bluff
#

I mean fundamentally all movement is just changing the transform each frame

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even launch character just works off of the current velocity and gravity and drag

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to decide which location to set the actor to next

ionic quiver
#

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.

undone bluff
#

collisions are indeed the most likely suspect

ionic quiver
#

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

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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

undone bluff
#

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

ionic quiver
#

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

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There's a retrigerably delay setup to eventually reset gravity back to normal if nothing is done

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Or of course if anyone hits the ground

ionic quiver
#

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

ionic quiver
#

Here it is all working great. So thanks again for the help @undone bluff ♥

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Now it's the correct attachment lol

undone bluff
#

nice beat em up

ionic quiver
#

Thanks, slowly working on it when I have time

undone bluff
#

are you turning 3d animations into pixel flipbooks?

ionic quiver
#

Yup. That's manny and the skeleton from one of the free Unreal packs

#

Unreal > Blender > Aseprite > Unreal

undone bluff
#

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

ionic quiver
#

Do it, works pretty well. This is more of a test for me. Not all characters work out of the box converted

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But for testing it's perfect

main lake
surreal peak
#

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.

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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.

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So I wouldn't care about that.

smoky solstice
#

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

limber parcel
#

by running faster

frosty heron
#

@smoky solstice change the Jump Z velocity in your CMC

smoky solstice
#

Thank you

sonic crest
#

Any tips?

mental trellis
#

Try another career 😛

storm shale
#

and they say programming aint art

sonic crest
#

Thank you, wish it was mine

sonic crest
#

That's some sick noodles right there

main lake
meager igloo
#

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

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Could also be a Pawn

main lake
meager igloo
#

The object inside the Pawn just falls but not the Pawn itself

surreal peak
smoky solstice
#

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

marble tusk
gentle urchin
#

Was about to say, time to read 🙂

hollow cove
main lake
sonic crest
sick sky
#

i got the following:

  • actor
    • actor component (with an interface)
      • Interface event

if i got the actor ref, and call the interface event from it, will it try to go to component ?

hollow cove
hollow cove
main lake
hollow cove
#

ive never had to use my geometry so im not sure what that is

main lake
hollow cove
#

oh im dumb. i set up that function

#

obviously youll need to change it if you have multiple keys mapped to the same action

gentle urchin
main lake
smoky solstice
#

How do I make this leaning effect when strafing?

simple badge
sonic crest
sick sky
#

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

versed sun
#

add a bool Input to your event

sick sky
#

okay ty

main lake
sick sky
#

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

main lake
#

what's the "stuff" that you were doing that needed to be called in construction script and at runtime ?

sick sky
#

settings vars and textrenderer (for debug)

#

well now i changed that so i dont have any issue

neon acorn
#

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.

smoky solstice
#

is it possible to make the event tick do both these things?

neon acorn
#

Use the sequence node

main lake
#

or put one after another

real notch
#

Is there a delay node that doesn't throttle?

sick sky
#

wdym by "throttle"

#

im not english so i dont fully understand what it means here

wicked cairn
#

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

real notch
#

I want it to not ignore the second call.

#

Set timer by event appears to be doing the same thing

sick sky
#

you want to reset the delay at each call ?

real notch
#

No. I want it to just delay, and nothing else

versed sun
real notch
#

No throttling, and no debounce (which is what you described)

sick sky
real notch
#

The delay node throttles

#

And I just said I don't want it to 😅

sick sky
#

if you multiple time with the "delay" node, it will call the follwoing code with the delay

real notch
sick sky
real notch
#

Retriggerable doesn't work for me either, that one debounces

#

So delay throttles and retriggerable debounces. I want just a normal delay.

sick sky
#

could you give a bit more context ? i dont see what you want

real notch
#

Idk how to be clearer. I want a delay that does not throttle

sick sky
#

"delay" is a normal delay
"retriggerable delay" restart the delay back to 0

versed sun
real notch
#

That's what I have been saying

sick sky
#

it will never exit here

versed sun
#

just saw that

real notch
#

Guess I'll build my own delay then

versed sun
#

This should exec the first time , and ignore any other exec if within Duration time

sonic crest
#

^^

#

That should work

#

Had similar implementation and it blocks other inputs but only 1 continues

versed sun
#

or , you you want stacking delays?

real notch
#

Is that for me?

versed sun
#

yes

real notch
#

Then yes. I want an actual delay

#

I am not making this up

sonic crest
#

You can try that actual delay and let us know if it does what you want +

real notch
#

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.

versed sun
#

you you want first thing to happen and 2nd thing to happen?

real notch
#

Yes.

versed sun
#

wait, are you trying to do it in a Loop ?

real notch
#

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.

versed sun
#

Is Delay going to be the same each time ?

real notch
#

Does it matter?

versed sun
#

just on the setup

meager igloo
#

How do I send input to a blueprint inside another blueprint?

real notch
#

Thanks for trying to help

meager igloo
#

How do I set a variable on the blueprint inside another blueprint

real notch
calm cargo
#

How can I get a bunch of static meshes to load into memory?

mystic edge
#

Hey, How can i remove the widget from the screen when i press the button again?

calm cargo
#

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

real notch
#

Also consider reusing the widget and toggling its visibility instead.

mystic edge
#

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?

calm cargo
#

u mean interact with the settings?

mystic edge
#

yeah

calm cargo
#

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

mystic edge
#

Its a bit bugged but you need to be able to click on the < and >

calm cargo
#

these are functions available to player controllers

#

it might not be enough to disable looking around, im not entirely sure tbh

meager igloo
#

How do I send my control inputs to another blueprint inside the Pawn blueprint?

smoky solstice
mystic edge
calm cargo
#

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

trim matrix
#

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

meager igloo
dark drum
real notch
dark drum
meager igloo
hoary junco
#

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?

calm cargo
dark drum
calm cargo
#

new avatar?

real notch
#

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.

trim matrix
#

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.

heavy plinth
#

Hey guys, I need help trying to figure out how to update my note text for each page. Here's what I have now

real notch
#

What does that mean? Timer by event?

heavy plinth
real notch
#

That gave me the same behaviour

real notch
#

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

hoary junco
dry sleet
#

if that's what you're after

simple badge
dry sleet
#

don't remember the exact name

hoary junco
main lake
# real notch What is the handle?

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

real notch