#blueprint

1 messages Β· Page 117 of 1

main lake
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how ?

dry sleet
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I don't remember what it's called and I don't have Unreal access at the moment, but we made an office chair that was constrained to the XY axes this way

real notch
dry sleet
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Pretty sure it was just a couple of checkboxes in the primitivecomponent

real notch
meager igloo
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blueprints so difficult :(

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I have used PlayMaker on Unity before, but this seems so complicated

hoary junco
trim matrix
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I cheated and I still don't know what's wrong

real notch
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How do I find the delay file?

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Also, why? Is UBlueprintAsyncActionBase bad?

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There are a lot of results for delay πŸ˜„

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🀯

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I found it by adding kismet, thanks

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Oh I can just remove FindExistingAction

heavy plinth
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Do you guys know how I can solve this?

dry sleet
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but I guess I'll have to look again when I open the project next time

real notch
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Heh, funky. I'll still need the rest of the code for the delegate so it's really not that big of a difference with UBlueprintAsyncActionBase

hard smelt
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TIL break rotator != break rot into axes

real notch
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Okay that's cool. Got it working, and didn't even need an int.

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#include "TimersLibrary.h"
#include "DelayAction.h"

void UTimersLibrary::DelayFiveEver(const UObject* WorldContextObject, float Duration, FLatentActionInfo LatentInfo )
{
    if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
    {
        FLatentActionManager& LatentActionManager = World->GetLatentActionManager();

        LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FDelayAction(Duration, LatentInfo));
    }
}
heavy plinth
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Thanks yall

open sorrel
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yo guys, is there any methodology for passing extra arguments to events/functions called by a CreateEvent node?

versed sun
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but you probably cant edit that

open sorrel
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yeah, if I add a param the CreateEvent doesn't expose it

versed sun
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did you add it to Handle Room Loaded?

open sorrel
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yeah, it looks like this now, it just doesn't have an input for it

versed sun
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oh, there wont be Pins on the Create Event

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you have to change it on the Binding Event Dispatcher

open sorrel
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so I would have to create a child class of Level Streaming then I guess

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well thanks! it helped confirming it πŸ™‚
it's a shame it's not easier to add params there

smoky solstice
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one of the nodes is different for me and it doesnt let me do what they did in this video

worthy tulip
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i have a secondary manual camera, i am wondering what is the BP maths algo for following the actor manually similarly to character's camera algorithm. Any ideas please?

undone bluff
worthy tulip
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yes

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it's another camera, i want it to imitate the same as player's default character camera rotation

undone bluff
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that's just a vector variable the pawn class has

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you can just get it from your character

worthy tulip
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yea but i am controlling it manually, not copying it from the character

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it's another camera

lilac cipher
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Hello Guys, Does anyone know how i can make it so that when the Enemy Ai Catches me, the camera faces the Enemy like a jumpscare?

undone bluff
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you want it to have independent rotation?

versed sun
undone bluff
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you can just directly rotate the camera, that's it

lilac cipher
undone bluff
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the control rotation in the pawn only exists so you can pick and choose which component follows it

undone bluff
# lilac cipher is this for me?

ah no, you need to get the look at rotation (there's a node for that) from your player pawn to the enemy, then interpolate to that rotation

smoky solstice
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In my IKRetargeter there are 2 overlapping models. does anyone know how to get rid of the duplicate so i can see the animation properly

undone bluff
sick sky
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since i overrided ChoosePlayerStart in game mode, "Play from here" doesnt work (even if i give null to ChoosePlayerStart)

is there a way to get this back ? (without removing the ChoosePlayerStart override)

lilac cipher
undone bluff
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yea, but I'd recommend you calculate these values first and set them as (local) variables, then run the timeline and use them

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also I'd probably make it a function in the player character

lilac cipher
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FYI, the game i am making is where the monster chases me if it sees me so it can come from my left or right or back so there is no precise rotation, i need it to face the actor or perhaps have its own camera activated

worthy tulip
simple field
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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?

undone bluff
worthy tulip
undone bluff
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without a springarm a simple scene component will do too, but I assume you'd want a springarm anyways

worthy tulip
smoky solstice
versed sun
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Right Click on Return Value

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also, one is Controller , one is Pawn

simple badge
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Get the player controller first. Then get control rotation from it. Please check the whole video. Its a small one. It would help you

limber citrus
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Hey guys, I was reading from a JSON file in blueprints, I have a problem reading "projected_cuboid". This is also how it's represented in cpp but I am not sure what's the problem

limber parcel
pulsar epoch
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Hello everyone. unreal
I have a project with the default FPS template and everything works great, but now I need to add an option to change the camera from First person to Top view, and rotate and zoom in/out.
What's the best way to do it? I tried to add a new camera to the character but that's bot the solution I'm looking for.
Can I change the game mode from the FPS template to the TopDown template with a press of a button ? if so, how?

Thank you

limber citrus
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and this is JSON

lofty rapids
limber citrus
lofty rapids
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your trying to serialize the array ?

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i have not tried json in unreal yet

limber citrus
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I just want to read the values yea

versed sun
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did you make the value?

limber citrus
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no

versed sun
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or reading it from something generated elsewhere

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in the Get Field, is Value default a wildcard, or a Vec2D array ?

limber citrus
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wildcard

versed sun
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ok, its probably Get 0 = X value, Get 1 = Y value

lofty rapids
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thats nice you can serialize a vector array and save it in json ?

versed sun
lofty rapids
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i guess if it's stored as an array of objects, that makes sense

limber citrus
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it's an array of objects inside an object

limber citrus
lofty rapids
versed sun
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not sure how your JSON plugin works , but mine would be like this

lofty rapids
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there ya go, that looks like the structure in the json

limber citrus
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I've actually tried a similar thing before, I was storing all the numbers in a float array

lofty rapids
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your getting 0 and 1 of the entire array

limber citrus
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it just stores the X values and not the Y ones

limber citrus
lofty rapids
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you want to like you were shown by ryck, to foreach and then get that as an array

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because right now your just getting the values of the main field, which is showing weird but idk how ue stores its stuff

open sorrel
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not sure if you can make a "closure" in the event graph like in other languages like js

pine trellis
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im trying to get a character to randomly spawn in multiplayer but its not working in the game mode, do I need RPC the player controller to do this?

limber citrus
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it's all X vals, and it's ignoring the Ys

lofty rapids
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show the code

limber citrus
lofty rapids
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i mean your missing some stuff, did you see the image ?

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they changed the arra element with as array

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and then got 0 and 1 of that

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still don't know exactly how it works, i'll be using it sometime soon

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i know a lot about json, but little of unreal

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but in there image it's a differenct color also

versed sun
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the Get Field Value is not a Float Array , it is a JSON Array

limber citrus
versed sun
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almost

lofty rapids
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but why is one blue, and the others green ?

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different data ?

versed sun
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which JSON plugin are you using?

lofty rapids
limber citrus
limber citrus
versed sun
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hmmm, they might not be compatable with eachother

lofty rapids
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i know that unreal doesn't support 2d arrays

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and in the json is just a 2d array

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although maybe some way to translate that from json to unreal

limber citrus
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someone should just invent json replacement, the world will be happier place and he will be a billionaire xD

lofty rapids
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wdym json replacement ?

limber citrus
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new tech

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it's very annoying dealing with json objects

lofty rapids
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well json works fine it stores arrays np

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it's just that unreal has a hard time parsing it most likely

versed sun
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well, it is doing exactly what you are asking it to do

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you are asking to read an ARRAY value as a Number, so it is only grabbing the FIRST (X) number in each array

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but , there is a 2nd NUMBER (Y) in the array , but you arnt asking to read it

lofty rapids
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well if you look at it it looks like it reads the array as array of floats

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so it's not reading it like in the picture you sent

versed sun
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I think that plugin is not good, can find a way to convert JSON to array,number,string ect

lofty rapids
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i would be curious to see the storage difference from one to the other

limber citrus
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which is a good json plugin?

versed sun
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I like VA Rest

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i think it was $10-15 ?

limber citrus
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wait I have it

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but it's not installed πŸ€¦β€β™‚οΈ

versed sun
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nice , it might have been a Free for Month

limber citrus
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yea, I always get those

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we love Epic Games in the 3rd world xD

versed sun
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I bought $50 plugin , and then it was free 2 month later πŸ™‚

hoary pasture
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Hi,
I want to ensure that A only has one actor overlapping and ignores the second one.
Same in the other way, The Overlapping Actor overlaps only on Box Collider, only A or only B not both at same time. I was thinking of a Bidirectional Map kinda thing, any ideas how to approach this.

limber citrus
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25/m is not the worst xD

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but yea always a heartbreak

versed sun
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yah , but i havnt used the plugin yet ...

limber citrus
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lol why did u buy it for xD

versed sun
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I installed it and tested it , had plans to use it , then changed projects

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Advanced Locomotion or something

limber citrus
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ah the animation one

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I think I got it free xD

hoary pasture
# lofty rapids i'm not sure what you mean ?

so if two actors overlap Box Collider A, I want to ensure that only one is registered as currently overlapping and
if two Box Colliders (both A & B) are overlapped by an Actor, I want to ensure that only Box collider one is registered as currently overlapped.

my brain has frozen, I don't know if it makes sense anymore

versed sun
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Event Overlap> Branch(Already have something registered?)
True = Ignore
False = Register Actor as Overlapping Acror

hoary pasture
lofty rapids
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when are you finding if it's overlapped ? or you want it to not trigger the overlap at all ?

elder pebble
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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!

lofty rapids
elder pebble
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the array is just a variable that I have populated with 8 entries.

lofty rapids
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what are the entries ?

elder pebble
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text

lofty rapids
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so you can actually get text of one correct ?

elder pebble
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those get passed to the list and create a listviewentry

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yes

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i need to be able to parse the list for specific text

lofty rapids
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so if you take one out of the array, then this would update ?

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you would just have to rerun the code ?

elder pebble
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no. the array has 8 items, I pass a random 3 from that array and create 3 entries in the list. I then want the player to interact with those specific 3 items in the world and delete them from the list as they do

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Maybe it would make more sense to pass the 3 items into a different array, then just have the list always show whats in that new array, then I can remove from the new array... but I struggled with that. I found it easier to just populate the list directly. I am very new... if it wasnt obvious! πŸ™‚

lofty rapids
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can you clear the list ?

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because that would be a hacky way to do it but it would work, i just never done it so i don't know about listview

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but you could clear it, then repopulate with array

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after deleting

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but seems f'd when you should be able to find by text

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maybe a way to loop through and check the text of the list item

gentle urchin
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RemoveEntry or smth

limber citrus
# versed sun almost

how did you get the AsArray node? I cant find it anywhere
can't also find it in plugin docs

elder pebble
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there is a removeentry node... I just dont know how to pass in what I want it to remove lol

lofty rapids
gentle urchin
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The identifier of that thing

elder pebble
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Yea I assume I would add a property to the collider that identifies it as the BLUE item, but how do I tie that identifier to the text equivalent in the list? I dont know how to "parse" the list view to see if "BLUE" is in it, and if it is, remove it.

gentle urchin
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isnt there a contains

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let me open editor..

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regular listview?

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May i ask, why use that for 8 entries ? πŸ˜„

elder pebble
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well its for a variable amount of entries ultimately. but probably only 2-8.

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its a sort of objective tracker

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is there a better option?

lofty rapids
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can you put variables on the bp in the listview ?

gentle urchin
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Listview is kinda optimized for massive amount of entries, and is a bit... different than most containers I'd say

versed sun
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not sure what "Blue" is , guessin string

gentle urchin
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text

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but yeah

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that works

lofty rapids
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i would use break

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unless there will be multiple

gentle urchin
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(wrap it in a function, and return early) πŸ˜„

versed sun
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dunno if there is way around cast, you should only have one choice for it to be

gentle urchin
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cast is free in this case beyond the coupling,

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its a parent widget, so I'd say its fine

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you could ofc

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if the list view is made in sync with your text list

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find the correct index there

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and just get that singular index, and remove the item

lofty rapids
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i would also cache the results

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before looping

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a little performance boost

gentle urchin
limber citrus
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any idea? both gives same error

gentle urchin
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avoids the loop , but requires sync

elder pebble
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OK this looks like a lot of things I can try! I am seeing some nodes there that I didnt know how to find before and I think they will help me.

versed sun
lofty rapids
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i think it's different before it was something about the format

gentle urchin
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here we go

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with some safety

limber citrus
versed sun
lofty rapids
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it's saying "can't open file" so it may also be open somewhere else if it exists

versed sun
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also, you can use Dir

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with an Append

lofty rapids
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i created my own root dir in c++ that gives me a test directory for development, and the root directory when shipping

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because idk about blueprint but the root dir i got in c was always a pain in the ass to work with

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i'd rather use d:\sometestfolder\

versed sun
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Uncheck Is Rel to Content Dir also

trim matrix
limber citrus
# versed sun

okay, I did but not the same way, cuz the path I want to access is not in the same as the project I am in

versed sun
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make sure to use / , NOT \

limber citrus
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yea

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I am gonna need to replace all my old code with the VR Rest code

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I had already done some things

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will try to recode them first before accessing the "projected_cuboid" array that was making trouble

lofty rapids
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i mean wouldn't you want to know that works

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before you go changing everything ?

limber citrus
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yea

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u right

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my brain stopped working, working while fasting is not the best thing xD

meager igloo
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How do I get reference of a blueprint inside another blueprint?

lofty rapids
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what kind of bp ?

versed sun
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Keep in mind , plugin JSON A and VA Rest JSON will be different formats and not interchangeable

meager igloo
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I have a pawn that has 2 other pawns inside the blueprint, i would need to get references to them

lofty rapids
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2 other pawns as component ?

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wdym "inside them" ?

meager igloo
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yes

lofty rapids
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they should be just able to drag onto the graph

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you want to access one of it's components from itself ?

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or am i misunderstanding

meager igloo
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i have a vehicle Pawn that has two other "vehicle" pawns as blueprint components to act like the front and rear axle

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one in the middle is the main vehicle and i should be able to set variables in the other two

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I can control one of the "axles" if I set that pawn to be automatically possessed.

versed sun
# limber citrus yea

Also, Make yourself a Blueprint Function Library for all you JSON conversions
It has a few JSON conversion built in , but you need to finish them

meager igloo
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I can drag the BP components on the event graph of the main "car", but I donΒ΄t know how to set variables in them.
I have a public "steering" float in the front axle that I want to be able to set

kind moth
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Hi! i need to use a get (a copy) node to get an array element with an index. but i am working in control rig and this node doesn't come up. Any alternative methods? thanks!

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i got it no worries!

lofty rapids
meager igloo
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there is no such thing

lofty rapids
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is it a seperate bp as a component ?

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actor child or something ?

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maybe you can cast ?

limber citrus
versed sun
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i dont remember anything
I get a little confused on what's a JSON Object Object , and what's a JSON Object Value

timber crystal
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Hallo friends i hope you doing well πŸ™‚
When player is death i want that the huds disappeare

It works with the player hud but not with the handyinputs or the boss health hud (widgets)

im trying it in the player BP

smoky solstice
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How do I make the animation for my characters jump less choppy and weird?

trim matrix
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eww

timber crystal
# smoky solstice How do I make the animation for my characters jump less choppy and weird?

Hey guys, in today's video I'm going to be showing you how to animate a custom character inside of Unreal Engine 5.1. I will a download custom character with custom animations, and set these to work in our game.

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

#UE5 #UnrealEngine5 #UE5Tutorial
________...

β–Ά Play video
smoky solstice
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yeah i did

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thats what i followed

lofty rapids
smoky solstice
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this is what ive got in here but im really new im not sure what anything means really

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so im not sure how to know what transitions are off or anything

lofty rapids
smoky solstice
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ah thank you

lofty rapids
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theres white circles there, if you double click i think it takes you to the bp for the condition

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i had the same problem with a tutorial it wasn't working correctly had to make mine custom

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it is structured correctly i'm just guessing your transition is wrong but i'm still learning

cold sinew
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hi, I have 28 Timers looping when beginplay .. the interval between 1 - 0.01 sec how can I optimize it please ?
I have Call time , 10 ms How can I keep timers ticking but optimized ? Thank in advance

smoky solstice
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if you watch the video of the jump closely its weird since the jump happens before the animation does

lofty rapids
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double click that circle

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what does it look like in there ?

smoky solstice
lofty rapids
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what does your event graph look like ?

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it must be setting is jumping at some point ?

smoky solstice
lofty rapids
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is it automatic ?

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maybe your actual animations are weird, the jumpup and down should be short animations

smoky solstice
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yeah the one between jump up and jump idle is auto

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and the jump up and jump down are short animations

hoary junco
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how do you get the location of a mouse cursor? I'm using a system where the player is just a camera in a set scene, and I want to be able to pick up and move an object around in the scene

I enabled mouse input, I have a system going where when I mouse over an object it shows an outline (using Actor Begin/End Cursor Over), it registers when I click on the object (using Actor On Clicked), but idk how to get the cursor's location so I can move the object to the cursor for the drag part the program clearly knows where cursor is otherwise how would the mouse over events be working?

hoary junco
lofty rapids
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hmm

hoary junco
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like the thing would be acting like I was hovering over it even if it was to the left of the object

lofty rapids
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you can do a trace

hoary junco
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tried that too, same problem

lofty rapids
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so was the problem the dragging part ?

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you may have had some bad maths

hoary junco
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so what happened with the line trace is it would shift the camera and cause the offset problem on click, I seem to have somewhat resolved that now, but idk what to do with the Event ActorOnClicked to tell it to detect when I'm holding down the mouse to dag the object around...

hoary junco
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now I'm getting a weird problem with the physics object that I'm trying to drag.. if I use component movement to drag it anywhere it teleports to a specific location and won't move, but if I try to use actor movement to shift it then nothing happens... it's like the component and the actor are separating

mellow dagger
#

Hi everyone! I am kinda new to BP and I am currently trying to implement something to my game and cant seem to figure out how to do it..! And I really tried to search for cues but with no luck! Basically, my issues goes as follow: I have a pipe with 3 holes in it. In those hose, I have a scene component. My goal is to randomly spawn stream from the hole. The steam itself is a blueprint that randomly change the stream visibility. The issues is that when i'm trying to spawn the steam at the scene component location, they all spawn there instantly. In otherwords, im trying to make it so that in a custom event, the engine pick one of the 3 hole and choose one to spawn the stream. I was trying to use an array to store the location of the scene component but it wouldnt let me (or i dont understand how to)

versed sun
leaden sun
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How do you add localisation to data tables?

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It seems possible for string tables but not data tables based on structs

gentle urchin
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As long as its text fields it should be possible?

mellow dagger
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I’m not on my computer anymore sadly. If I think about it later on I’ll post !

hot lion
#

Hello there, trying to get a pawn to behave like a plane when a flight mode is engaged, but i got some weird dragging and I cannot seems to find a way to influence correctly my forward vector, any hint ?

versed sun
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dragging like stuttering? check for colliding components like static meshes

hot lion
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Nah its not colliding with anything. For example if i do not input any forward vector' as soon as the pawn fly, it looses speed on its own.

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I've got air friction to 0, and been looking up as someone suggested here to some kind of drag, but i cannot find it.

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I have the same problem when i feed an input vector to the actor behaving like it has massive internia and not beeing able to make sharp turns, so theres a whole system i missing i guess

boreal condor
#

Hello Everyone. I have some questions regarding blueprints specifically when it comes to pawn sensing and setting up blueprints to access variables in another pawn.

paper gate
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Is there any way to see whether a for loop was aborted or completed (as in all actions were completed)? The completed output is triggered regardless of whether the loop was aborted or has been fully completed

meager igloo
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So I learned Pawns canΒ΄t receive input when unpossessed, but I heard if you add a Actor Component to the blueprint that can receive input.
So now my problem is how do I get the inputs from the Actor Component in my Pawn blueprint? xD

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I would change the Pawn class to Actor, but I canΒ΄t, since it is the custom FGearVehicle class that IΒ΄m using from FGear vehicle physics

heavy plinth
#

Does anyone have an idea how I can solve this? I’m trying to edit note text in the editor using a public array text variable and it’s working for the first line but not the next pages

lofty rapids
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you only set the first page on begin play

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when do you set the other page i'm guessing in the next page node ?

heavy plinth
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I actually revised it so at the next note node on event interaction it increments the current page and sets the text for text box 2

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When I fill out the text in the editor I make two array items (pages) and only the text from the first array item is populating in the note

lofty rapids
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what does that code look like ?

boreal condor
#

Question Regarding viewing pawn sense lines in the level editor.

In this video tutorial you can see the "pawn sense lines" are visible in the editor.

in my editor the pawn sense lines are not visible.

I suspect this may be because of the way I have pawn sense setup Where the pawnsense is setup in BP_AI_Pyramid, and the Default_Pyramid refrences the BP_AI inthe AI Controller Class, but I am not sure

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I know the pawn sense works because if i setup a print string it spams out "pawn detected"

jagged violet
#

hallo guys i'd ask you about thing anyone know or have docs for explain all blueprints in unreal 5 ?

boreal condor
jagged violet
#

can you help me ?

boreal condor
jagged violet
mild ibex
#

Out of curiosity is it possible to create a macro / function that can dynamically update a wildcards type? I doubt it due to the fact that UE is C++ but Im curious if anyone has tried before

lofty rapids
dull shell
heavy plinth
#

Yeah unfortunately not

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I'm going for something like this

dull shell
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Does it change on Key press or automatically?

heavy plinth
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It changes on key press using my interact interface blueprint

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event interact()

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The whole issue is that I don't want to use a separate button to close the note. I just think it would be more responsive if you can use the same key to interact with the memo, changing pages, and closing the memo like in the example

dull shell
#

Right so the problem rn is it's not changing page at all? Just shows the first one?

heavy plinth
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Yeah exactly. At first I had a non-expandable note system that only let me switch between two notes but I changed the note text variable to an array so I add as many pages as I want

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There's some variables you can't see let me take another screenshot

dull shell
#

When you press E after opening the first page, does it print hello?

#

Sorry whatever the Interact button is

heavy plinth
#

Yeah it does. That was just a check for me earlier to fix something with the interaction

#

I put a new print right now to see what the current pages text is and its doing something interesting

dull shell
#

Make sure your Interact Input has this box checked

hallow compass
#

im adding force to the main component of an actor on tick, and i would like to update the actor/root component's rotation to match the direction of the force.

But, if i try to set the rotation of the actor after the force is added, the rotation isnt applied. Is there a way to update rotation while adding force to an actor?

dull shell
#

Show your code

heavy plinth
trim matrix
#

that's deprecated

#

you should never use it

heavy plinth
#

I'm using an blueprint interface to handle interactions so it doesn't let me check that but I know it works because I've been able to trigger widget animations when the game is paused

lofty rapids
#

you can check with a print string

hallow compass
dull shell
trim matrix
heavy plinth
#

It looks like the text is being updated after the note goes away for some reason

hallow compass
#

its a little flying ai

trim matrix
#

I weas just wondering because if you'd use that one hundreds of actor, it wouldn't work lol

hallow compass
#

for some reason it used to rotate fine when using a shitty .02 timer but moving it to tick doesnt make the rotation work properly with physics?

dull shell
heavy plinth
#

I'm getting so close. It's recognizing that I'm accessing the second item in the array but I dont get why it's not updating the note text 2 with the current page after it's incremented

lusty hedge
#

WHY

#

i dont understand

#

im referencing the widget blueprint called main

dull shell
hallow compass
# lusty hedge

there is no point in casting to it if you're already getting it. maybe you just wanna check if its valid?

heavy plinth
#

When i uncheck pause game from my pickup note event

#

It still increments that current page but it's not updating the note text 2 for some reason

#

It does seem to be changing the text in the print statement properly when the game isnt paused though which is weird

lofty rapids
#

since you had it on tick you wouldn't even need that, but it's set to only zero

#

not the current one

heavy plinth
#

I'm not sure actually I guess only once which would be a problem

#

That's because the update text function is in the widget blueprint

#

I can reference that event in the note pickup bp though and put it on event tick

dull shell
# heavy plinth

Try disconnecting the UpdateText event i dont see it being used anywhere

heavy plinth
#

It's being used on the event construct to point the text variables to the array

#

When I disconnected it, it showed the test text that I originally put in the widget text box

lofty rapids
#

so now you want to be able set it programmatically which for some reason wasn't working

dull shell
# heavy plinth

I see 2 Text Widgets, NoteText1 and NoteText2. Are you sure the one on top is NoteText 2?

lofty rapids
#

atleast you got a print string value

heavy plinth
lusty hedge
#

the print does not run

hallow compass
#

there is no point in using an interface call to something you are already referencing

#

just call the send text event directly from main

lusty hedge
#

2 different scripts

lusty hedge
#

the 2nd screenshot is a different WBP

hallow compass
lusty hedge
#

i dont think i explained well enough and im having a hard time doing so

lofty rapids
# lusty hedge

so main is another bp ? you could check does implement interface

lusty hedge
#

main generates many instances of "squareWBP"

#

the square holds a button

#

i want to click that button. and send information it holds to mainWBP

#

i tried an interface but it doesnt even call

faint pasture
#

are you setting Main?

dull shell
# heavy plinth

Did you add the Print string on Event Tick? That shows current page text

heavy plinth
#

Yeah that's what's popping up a bunch

lusty hedge
#

square ^^ (both)

lofty rapids
dull shell
# heavy plinth

I rewatched the video. Shouldn't it be showing Test Text 2 when you changed the page? Instead it still showed Test Text 1

#

I believe the problem is in the animation

heavy plinth
#

Yep. That's my problem

#

Ohh yeah I did change the animation

faint pasture
lusty hedge
#

wrong reply

#

but yes engage i see that now. but i think that might be unrelated error

heavy plinth
#

Oh my god it works

lusty hedge
heavy plinth
#

I literally spent the last week working on this 😭

dull shell
lofty rapids
lusty hedge
heavy plinth
#

@dull shell Yeah it was. I'd changed it at some point because I thought I was only gonna use one text variable

lusty hedge
dull shell
heavy plinth
#

Thanks for your help pointing that out. I really appreciate it!

dull shell
# lusty hedge

That's not how it works. You need Instance reference not Class Reference

faint pasture
heavy plinth
#

My second animation does get kinda fucked up when I have a third page so I gotta figure that one out

#

I think I'm just gonna make a new event for switching pages that starts with a text box with no opacity

lusty hedge
#

its not an object

dull shell
#

That will be seamless without having to create animation for each page

dull shell
lusty hedge
#

yes

#

one WBP called square and one called main

#

square is created inside main many times using a for loop

#

every instance of square contains a button

dull shell
#

Where do you create the widget "Main" whereever you create it just save it's reference and then use that reference to call the Interface event

lusty hedge
#

when button is clicked i want to use the interface to change a piece of text within main

lusty hedge
#

i forgot its actually being created

#

in a 3rd BP actor

#

uhg

dull shell
#

So when you are creating Squares in Main. Make sure to pass the Reference of Main to Square

lusty hedge
#

okay ill try

lofty rapids
#

i like to put the widgets in the hud

lusty hedge
#

this is in main

#

where squares are made

dull shell
#

I think you may have to change the variable type.

lusty hedge
#

i thoguht so but i dont know what. its a Widget Blueprint

#

idk why this is the way it is ive never had these problems with interfaces

#

i should scrap the whole thing this is stupid. Must be an easier way

#

im simply sending an int from one WBP to another

dull shell
#

Change variable type to User Widget

#

Then try to assign the value

heavy plinth
#

I'm a little confused on the setting the text as input part for the flip page custom event

#

And when I was doing it I realized I had to make two animations for fading in and out

dull shell
#

it should be Variable Type Text

dull shell
heavy plinth
#

Okay I made the forward and reverse animation and I added the text input variable to the custom event

#

Would this be replacing the note text array variable I already have setup?

heavy plinth
#

This is where I'm at with it rn

lusty hedge
#

@dull shell i got it. this is so stupid.

#

needed a generic object reference

heavy plinth
#

So you said set the text first, play the animation where the text fades in and out and then set the text again?

dull shell
dull shell
heavy plinth
#

So there would be the need for two animations

dull shell
#

No just play the Fade Out Animation in reverse or if you want you can use 2 animations

heavy plinth
#

Oh dang I didn't even realize you could play them in reverse

#

Would it be like this?

dull shell
#

This goes here

mild ibex
#

Anyone here know how to use the instance struct from struct utils plugin? I keep seeing posts of what appears to be a dynamic struct in editor but is this a misunderstanding?

dull shell
#

Use this node for play animation

#

This is how it should look like

heavy plinth
#

It works!

#

You're the goat

dull shell
dull shell
heavy plinth
#

Thanks again. I really appreciate your help @dull shell

dull shell
#

No problem bud! Happy to help

faint pasture
#

does jumping SET your velocity or ADD to it?

#

if it adds to it, then you'd get the result you're seeing

hoary junco
#

how do you do a check in blueprints to check if a component is movable or not?

faint pasture
#

yeah it's probably a velocity addition

#

I'd dig around in the CMC to see if there's a setting

silk cosmos
#

Replace the jump node with a launch character node. It does the same thing but you can override the vertical velocity which is what you're looking for

hoary junco
#

I was looking up a tutorial on this and it was saying after a line trace, get the hit component, and then "get mobility" then do a == comparison with "literal enum EComponentMobility" with the variable set to movable, then the result of the == goes into a branch... but when I try to do that I get this

loud vessel
#

Does anyone know why would a physics constraint make the constrained object go to world location 0,0,0 ?

faint pasture
#

I'd just switch on

faint pasture
#

defaulting to constrained to the default transform

loud vessel
faint pasture
faint pasture
#

like Grav Gun from HL2?

loud vessel
#

Sure, but I pre-select the bone, in this case the "Neck".

#

oh and i must use physics constraint.

faint pasture
#

You're trying to constrain neck bone to what? A cube?

loud vessel
#

Sure yes, an invisible cube, which is attached to the character.

faint pasture
#

I'd use a physics handle

#

constraints are more for constraining 2 simulating things together.
A handle is basically a grabber, uses a constraint under the hood

loud vessel
#

It doesn't do the same required effect I wanted.
I already tried.

#

I want the "Neck" to be PINNED to a location in space.
and when I move that location, the neck follows it.

faint pasture
#

You are 100% describing a physics handle

loud vessel
#

The physics handle takes into consideration how heavy the object is and all of that...
so it sways and springs a lot, and even glitches for me (the character deforms)

meanwhile what I want is for the object (In this case the head) to just be following a location, while the rest of the body is the one that sways.
So no swaying or free movement for the head, just the rest of the body.

#

Still, it doesn't make sense why the constraint in my situation breaks... and makes the body go to world location 0.0.0

#

If i can fix this, I'm good.

#

Imagine as if II want to say "Set actor location" but for a bone.
and I do this every tick.
that's kinda what i want.

golden kite
#

I ask this question, not sure whether this is the right channel: creating a dynamic NPC dialogue where you have different sequences for different sections of dialogue but you want them to blend seamlessly together. Is there a mechanism in Unreal that allows you to blend an entire animation sequence with another one at runtime? (the sequences consist of multiple actors, but always the exact same set of actors - ie: body, face and audio)

#

Our current method is to use interstitial montages between the sequences, but I'd like to be able to skip that since it's a bit unnatural

silk cosmos
#

There might be a setting in the cmc. I'm not sure. You could also just reset your vertical velocity before you jump, but at that point you're just doing the same thing as the launch character node

hoary junco
#

so I'm getting a weird issue where I've made a click and drag system for a physics object, but whenever I pick it up the camera goes screwy...
image 1 is viewport without picking it up
image 2 is with it picked up... the black bar at the bottom increases for some weird reason

#

if I run it in the standalone window the camera shifts to the right slightly...

#

and it doesn't just affect the camera view, while the object is picked up the mouse cursor is off to the side of where it's supposed to be

#

you can't see the mouse on the screenshots but the cursor was where the red mark is, when it's supposed to be lined up with the object it's picking up

golden kite
hoary junco
main lake
#

Why does this code work at first then semhow it works twice even if I only pressed my "G" key once and because of that it keeps me in the GameSettings Menu instead of flip flopping, once I'm in that menu and once I'm in game. Also when in that "GameSettings" menu I have to press one of the buttons to be able to get my "G" key detected again (and it's where it calls the "Show / Hide Game Settings Menu" twice).

#

You can see in the top left it's being called twice even if in that menu I pressed "G" once

golden kite
main lake
hoary junco
#

honestly I've stopped using flip flops because they give me so many issues XD

golden kite
#

I mean, you could probably recreate the flip flop functionality as a macro and then you'd have total control. But let's make sure it's the flip flop that's not working rather than something else

#

Your debug print should read true, false, true, false etc every time. If not the flip-flop has flopped.

main lake
#

@golden kite @hoary junco

  • When I press it the first time, it prints A, so that's good > It opens the "GameSettings Menu" > so all good
  • when I'm in the menu, pressing G doesn't print "B" so it's like it's not detected. > I have to click one of the picture to flip its state then my "G" key is being detected again but it calls the flip flop twice and I have A and B both printed
golden kite
#

I had something different in mind though - I was suggesting you run your print from the red boolean output of the flip flop.

main lake
#

The prints on the picture are all printed after 1 "G" key press (corresponding to the second press after the first one)

golden kite
#

It sounds like an event focus issue, but this is getting out of my comfort zone. My guess is that you have some kind of context in which the keypress is being listened to, but when you show the menu, then that context is lost so it's not even listening for the keypress at all...

hoary junco
keen fiber
#

Created a character BP(found it odd that UE kinda just handles all the inputs for movement) but its not affected by gravity. I can fly in whatever direction

main lake
hoary junco
main lake
hoary junco
#

hold on gonna open up one of my other projects

hoary junco
hoary junco
main lake
golden kite
#

(Or maybe the menu consumes the event and doesn't bubble it up to the HUD)

hoary junco
main lake
hoary junco
#

then put in an "enable input" for after you make the ui go away

golden kite
main lake
hoary junco
main lake
main lake
golden kite
#

I think @hoary junco is probably a better resource here as I haven't done a ton with keyboard inputs

main lake
keen fiber
#

welp I tried to get back into unreal and they added this new input system which is mad confusing so I give up

hoary junco
#

then in your UI work you can cast to the blueprint where you have this code and set the IsEnabled variable to false while it's open, then true again when it's closed

#

but don't add this for where you define what G does

#

so G can still be used freely but all other controls are disabled while the UI is open

queen dagger
#

so i got the ui to work @lofty rapids! thanks for the hint now i got this place where energy charges

#

how do i make this a charge per tick where i hold the key down and the energy charges

golden kite
keen fiber
#

well I'm at a absolute loss why add movenment input does not move my pawn at all

queen dagger
#

have you selected the pawn as the controlled pawn in the game setting

#

so when key is pressed, time is counted and energy is added

keen fiber
#

if I press WASD it will print out data but nothing happens

main lake
hoary junco
main lake
hoary junco
queen dagger
#

show the bluepritn

main lake
hoary junco
silk cosmos
main lake
# hoary junco because that's how code is, sometimes you have to take the long way around.

I almost have a solution with this but there's an issue of widget focus I think.

  • Like when I press G to open the menu, it opens it no problem. And without clicking on anything related to the UI of that menu and pressing G again it closes the menu and gives me back my character controls > All good.
  • Now when I click on anything on the UI and Press "G" again it doesn't close the GameSettingsMenu even if it's calling the event Show / Hide Game Settings Menu twice > So not good > However if after clicking on the UI, I click on the left side where there's no UI (where the world is) and then pressing "G" it closes the Show / Hide Game Settings Menu and gives me back my controls

Do you know how to solve this "focus" issue please ?

main lake
hoary junco
#

it's 4:30 AM for me so if someone else is able to take over on this issue please do so.. didn't even get my own question answered...

main lake
hoary junco
#

#blueprint message this issue I'm getting with a shifting camera whenever I click and drag an item

frosty heron
#

why would u have those black corners in the first place

#

are u playing sequencer or something?

hoary junco
#

no.. that's just how it looks in the viewport

frosty heron
#

hmm not sure, I don't even know how to get those black corners to appear

hoary junco
#

I think it's to do with the resolution of the camera actor. Like the camera is operating in 1080p but the viewport window isn't at 1080p because of the side stuff

#

that said I still don't understand why it shifts off to the side when I pick something up

hoary junco
#

"constrain aspect ratio" if I have that turned off then it stops the issues

#

it was on by default, not sure why

frosty heron
#

The default camera from templates r fine

#

Hence why I asked if u r playing a sequence

main lake
frosty heron
#

Why do u want the player input to work

#

When they are in inventory

main lake
main lake
frosty heron
#

That will disable keyboard inputs in your player character or controller

#

Not for Ui

main lake
# frosty heron Not for Ui

I know but it will disable "G" when I'm in the UI so I can't press it back to close it again as it will be disabled as it's not part of the UI

frosty heron
#

U can have UI listen to G

main lake
#

how ?

frosty heron
#

Or w.e keyboard input

#

Either thru on key down event or listen for input action

main lake
frosty heron
#

No idea how what you have on your end

#

I would suggest debugging

#

In my old project I just disable moving / attacking with a macro

#

It just takes a series of boolean

main lake
#

Already tried debugging for hours still can't figure out this issue, the last issue I had which is close to the solution is a "focus" issue

frosty heron
#

Is in cinematic? Or is in inventory or is interacting etc etc

#

When inventory open, look input will be disabled

#

Movement etc can be restricted with a boolean

main lake
#

I succeeded stopping movement already now I'm stuck with this focus issue

frosty heron
#

What focus issue

golden kite
#

To me this really sounds like either a focus issue or a state-based problem. And, for what it's worth, state-based issues are the WORST to debug.

main lake
golden kite
#

You should really try to isolate the issue and figure out which of the two it is.

main lake
frosty heron
#

I don't know about your project

#

If u have multiple widgets, how I do it is, on widget hover, set focus

#

Call it a day

golden kite
#

If it's a focus issue, it means that the BP you want to receive the keypress event isn't getting it, and so the event will never fire. If it's a state-based issue it means that you have some logic that is different depending on what state the game is (ie: menu open or menu closed)

main lake
sage lagoon
#

When it comes to widgets, how do I set a keyboard or controller button to work instead of having to click on buttons?

gentle urchin
#

Widget reflector ?

sage lagoon
frosty heron
#

you have to write your own logic for the rest of the stuff

main lake
frosty heron
#

I wouldn't personally bother adding controller support

gentle urchin
#

Read about it @ Diversity

frosty heron
#

or keyboard support for selecting button

#

its not hard, i can totally do it caveman style

#

but not worth the time

sage lagoon
#

So this isn't something I can configure with nodes?

gentle urchin
#

Cavemanstyle allows for node based approach atleast

#

(Atleast the cave style i used)

#

But its frowned upon I guess

main lake
sage lagoon
#

@main lake

main lake
main lake
sage lagoon
gentle urchin
#

Pie window getting focus means nothing else is gwtting it

#

Extend widget name, compare to expected

main lake
sage lagoon
#

Extend widget name?

gentle urchin
#

Thats part of the development ^ learn, test, verify, twindle in darkness.

gentle urchin
# sage lagoon Extend widget name?

Theres 2 convos going on here at the same time, extwnding widget name in the reflector is to help Diversity see where the focus is going and where its not

sage lagoon
#

Print strings are your best friends when it comes to debugging. And okay, I was confused.

frosty heron
#

not really

#

there are arrays of tools one need to use

gentle urchin
#

Print string > bp debugger

#

Imho πŸ˜„

sage lagoon
#

Well...for testing, anyway.

main lake
#

I will go to sleep to debug my brain first, then I will see the rest later πŸ‘€

gentle urchin
#

Theres built in systems for handling moving between and in widgets

sage lagoon
#

It occurred to me that I could put in a Press Enter node, though the controls are disabled. I wouldn't want the player to move around when he's not supposed to, anyway.

#

Disabled during cutscenes, I mean.

gentle urchin
#

But they are at times clunky, so doing caveman style simplifies it alot

queen dagger
#

what node do i add to create ticks while the button 6 is pressed down

sage lagoon
queen dagger
#

so far it just ticks one when pressed

gentle urchin
queen dagger
#

ok ok

gentle urchin
#

Set timer is an option

gentle urchin
#

So its even more in the dark

sage lagoon
#

Just like me, I'm afraid.

gentle urchin
#

I used a bunch of listenforinput

#

Set to consume

#

Then i had a parent widget of focusable type, and one container parent

#

Which allowed me to gate all inputs at any point

#

Being very explicit about what this or that does when a certain element is in focus

queen dagger
#

@gentle urchin

#

how do i alter the tick rate

gentle urchin
#

Set actor tick rate?

#

Id just use a timer at that point

#

This isnt ticking btw. I just mentioned the options you had

queen dagger
#

oh

#

lol

#

im not really too good at blueprints yet

sage lagoon
#

What if I put in a Pressed keyboard key input that enables input for only a second then disables input all over again?

#

Though the keyboard keys would have to be enabled first, and they are disabled during widget dialogue scenes. So that won't work.

ionic quiver
#

I can't find anything on this on google, probably cause it's either stupidly easy and I'm being dumb, or stupidly complicated. lol
I'm using Orient Rotation to Movement for my character, but I want to still orient him when he can't move. I have the branch all working to stop him and check for it, but how do I set the actor rotation based on WASD input?

#

I'm guessing I need to create my own setup for it at this point

#

It's use controller rotation roll isn't it...

#

99% of the time after I finish asking something I figure it out. God darn it lol

queen dagger
#

what timer would i use and how @gentle urchin

ionic quiver
#

Then hook up the event to it

#

Have it run on Event Begin Play

#

If you want it to always trigger

#

Or E if only during press

#

Then on release clear and invalidate that timer

dim halo
#

I am trying to make a level where the player must create floors and navigate through the level by their creations, but I want enemies to be able to fly around, as it seems increasingly complicated to do so using a pathfinding system, would it be possible to work around this by creating a floor thats invisible and somehow coding it so that only specified entites can walk on it or is that not possible, and so the player would slip through it and enemies wouldnt?

ionic quiver
#

Or, if you just want it to run while being held down. Use the advanced input actions, they have hold functionality built in

queen dagger
#

ohhhhh

ionic quiver
queen dagger
#

ok so i used the advacned input action is there any way i could posibly slow it dow now

ionic quiver
#

It's all in how you configer it

#

I recommend watching a youtube video on it. It can get pretty advanced based on what you need

#

There are tons on Advanced Input too since everyone has transitioned to it after 5.1 πŸ™‚

queen dagger
#

ok dope thanks for the tips man!

ionic quiver
dim halo
queen dagger
#

i figured it out it was so much simplier than what i was thinking just set a delay for the action input

#

i feel so dumb lol

gentle urchin
#

We've (mostly) all been there lol

ionic quiver
#

It's past my bedtime and it's ugly.... but it works lol. I'll figure out a smarter / cleaner way in the morning. But prototype is a success. πŸ™‚

gentle urchin
#

Youd want nearly equal 0

ionic quiver
#

That wouldn't work for me if that's what you're referring to

gentle urchin
#

Its a float,

#

You generally cant rely on total equalness

#

Theres also an easier way to do this

Increment = (1 x up)+(3 x Right)

-2 | 1 | 4
-3 | 0 | 3
-4 | -1 | 2

#

Just make sure you ceil them, and add any deadzone to it

#

Down left is -4, upright is +4
Add 4 to the result to shift it to 0 to 8 range

#

Not exactly right, just almost

#

Fixed

heavy plinth
#

Hey guys I have a really difficult problem. I'm trying to figure out to make a one-way door (like a shortcut/door that leads back around) using these physics doors I've created. I also have a lock and key system already setup

#

Here's my code

limber parcel
heavy plinth
#

What would I do with the trigger box though? That's the part that confuses me

#

I'm actually alreaady using a trigger box so should I just move it to one side?

limber parcel
#

you could use the trigger box to open the door, or to close it behind you

#

and to lock it

harsh coral
#

Heya,
quick question:
IΒ΄ve got a pretty heavy construction script and I added a few switches to turn on visibility/hidden in game for a lot of elements, so I can control them via sequencer.
It works fine in the editor, but as soon as I create a sequence and add the blueprint to it to override these settings, it no longer updates, neither in editor nor in PIE, no matter if teh switches are animated or not.
Any idea on where to start troubleshooting?
I got no events set in the event graph, just the construction script.
These are the tick settings:

vast finch
#

Good evening. Apologies if I don't reply for about a day. I'm having issues with this line trace not returning the location. In the first screenshot, you can see it's returning 0,0,0
The purpose of this is to get a vector to align the AI's muzzle to their target actor through a blend space in the anim blueprint.

harsh coral
harsh coral
#

Is there a simple way to do this, without having to create a specific function called "update" or something, that updates ALL animatable variables, just so I can see the changes in editor directly?

main lake
#

When closing my menu, I can move again (so that's good) however, I can't look around and have to left click 1 time to gain control of my camera, how to solve that please ?

#

Same issue when I launch a session

timber crystal
#

Quick question: Is there a way to fix the background images in a 2D game so that they always move with the camera?

limber parcel
uncut seal
#

i want to make a system like wrecking ball's grapple hook (overwatch), this is what I have so far...i need some help trying to make the actor swing, like some sort of way to make a limit on the grapples distance, or something?

limber citrus
#

is there anyway to write into a data table from blueprint?

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maybe not a data table but something else that can be exported as a csv, not sure if it's doable

mild jacinth
#

Is it possible to somehow assign a specific player controller to a pawn that is being spawned, using "SpawnActor' node?

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For an example I dont want to spawn a player using Player Start or Network start. I just want to spawn the actor BP itself and use 'possess' node. But as I understand it gets a totally random playercontroller, am I correct?

frosty heron
#

for single player games, you just need 1 controller anyway

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so get player controller 0 is fine

mild jacinth
frosty heron
#

is that a plugin? it probably is, so no idea

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can't tell what other people are doing with their codes

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but going back to the controller

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for single player anyway

#

get player controller 0 is fine

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there will only be 1 controller in the world at all time

mild jacinth
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Its an unreal engine asset framework used for creating rpg games, but i think its not getting the right pc. It would make sense because keybinds for that function are also there

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I need to get specific class of pc and it would work only through player start i think?

frosty heron
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is this sing;e player or multiplayer?

mild jacinth
#

Why is it not possible via bp?

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Single

frosty heron
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just get player controller 0

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no one can tell what's going on without having access to the code

mild jacinth
#

Okay but what class of pc is it? There are tons of different types. I can print debug text and see what class it is tho

frosty heron
mild jacinth
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Yes thats what im getting at. Its not related to acf. I just want to know if i can assign a specific pc when i am spawning player manually using spawnactor BP and possess nodes

frosty heron
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the player controller assigned thru game mode

mild jacinth
#

Like gamemodes have their owb pc assigned

frosty heron
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and that will be your pc

mild jacinth
#

So gamemode assigned in world settings is responsible for the correct PC, even when spawning manually using blueprint nodes?

frosty heron
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you are assigned the player controller that you set from your game mode world setting even before you have a pawn

mild jacinth
#

One second

frosty heron
#

So all you have to do here for custom spawn, is to override the game mode the function that spawn your player, so you don't spawn thru game mode

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then do your own spawn logic

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and just possess

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call it a day

limber parcel
frosty heron
uncut seal
mild jacinth
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Looks like gamemode takes care of it even when manually spawning

frosty heron
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controller is created for u by the game mode at the start of the game

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it happend behind the scene

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Wether u spawn character/pawn ur self or not, doesn;t matter

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that's a completly seperate action

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you can spawn nothing in the world and still have a controller

limber parcel
uncut seal
paper scroll
#

Am i missing something?

limber parcel
#

guess u cant make an array of that structs?

frosty heron
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@paper scroll looks like you modified your struct

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I do pray it's not a bp struct

timber crystal
storm stream
#

Hello, noob here. I have a question with memory size map and widgets. My component has hard reference of UI widget (inventory), where is located preview of main character whats takes around 1 GB of memory. I dont want to commit it to memory on game start (component is attached to main character, so is loaded after start). Can find solution for my problem, but its still have some issues. If i make my hard reference UI as soft reference and then loaded before creating widget then is almost work, the issue is that takes around 1-2s for loaded and its a bad thing but only for frist one, later its open instant (so its still will be loaded infinitly in memory? how its works?). So i thoung about loading it on game start, but now i wonder if its a good thing? Summary in both ways my inventory still is loaded on start in memory, but now as soft reference. The only difference is that, my memory map is clean in Unreal (200 KB instead of 2 GB Im thinks in right way?) Now my question is, if i use soft reference and loaded in on game start, it will be diffrent than making hard reference of creating widget? It has other issues like, after some time it will be removed from memory and i will not be able to open UI? or u guys have other solusion of my problem?

spark steppe
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make a hard reference if you load it anyways

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there's no point in a soft reference in that case

storm stream
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some ppl on general speaks its make difference

spark steppe
#

that's a weak argument

storm stream
#

Hmm so thats size memory shows 200 KB instead of 2 GB its just unreal bug? like its dont bring soft ref intro summary?

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1 gb*

spark steppe
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that's not a bug

storm stream
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so whats the difference between this?

spark steppe
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a soft reference isn't taken into account, unreal doesn't care if you load it

storm stream
#

oh

spark steppe
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you use soft refs for stuff which you MAY load, not for stuff that you load 100%

storm stream
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i dont want to load it on start, but it is on component whats attached to main character, how i can do it in right way?

spark steppe
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so you expect to have game runs where the player doesn't open their inventory?

storm stream
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so is no solusion for this? i need load another 1 GB of memory?

undone bluff
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why stop the player from playing the game because of the inventory when they're likely not going to open it immediately after initialization?

versed sun
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Hard Ref load the UI, but Soft Ref all the Textures/Meshes that arnt being used immediately

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Big chunk of transparent beards and such

undone bluff
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I hard ref the HUD, but soft ref openable menus

storm stream
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in my case i loading full character intro UI (character preview)

spark steppe
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having an 1GB footprint widget is your main problem

storm stream
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Yep, but 99 % of it is character 3d widget with construction actor

undone bluff
#

you can always soft ref just that

storm stream
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and this is my UI widget

storm stream
#

but in case if another widget like skills or so has another additional MB with it becouse of images, how i can avoid this? Make HUB (Main tameplate) and loading the rest of with soft reference?

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hmm i think its works. Thanks guys for explain ❀️

white oxide
#

Why does my line trace by channel only apply for the first frame on event tick?

gentle urchin
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It doesnt

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Unless you gate it somehow

storm stream
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or block it with branch ;P

gentle urchin
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(Thats the gate part)

storm stream
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xD good to know

spark steppe
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he asked why

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not sure what is meant by first frame of the tick tho

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tick happens every frame

gentle urchin
#

He asked why, indeed. And showed a pic of that single node, providing zero context beyond "Event tick" at all πŸ˜… not sure what answer to expect from that

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But you're right, tick hapoens every frame, so eother there's a flow gate here, or we need more context

frosty heron
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🦦

gentle urchin
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My funnyness doesnt always sparkle through my answers

white oxide
frosty heron
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ur trace probably works every frame

white oxide
frosty heron
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unless u kill the object

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draw debug and look at the trace

versed sun
white oxide
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did that only draws once

frosty heron
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I doubt it

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set draw mode to presistence

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then ove around

white oxide
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Tried that too

frosty heron
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send video

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or just print string before / after the line trace

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if you never move the points, then you wouldnt be able to visually clarify

versed sun
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is Sphere Collision moving ? is Trace Distance set ?

white oxide
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The distance output is the same even when I move

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or jump

frosty heron
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that doesnt say much, send a video

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draw debug for duration

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set it to 5 seconds

white oxide
frosty heron
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if it never dissapear then it always work

white oxide
#

Picture says a thousand words

frosty heron
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there u go, it gets called every frame

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u are just not able to clarify visually because the start and end point never change

white oxide
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But it's only drawing for the first frame

frosty heron
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its drawing every frame

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but drawing at the same location is my guess

white oxide
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Yes it is.

frosty heron
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hence how can u tell if it's drawing multiple times?

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I don't know what yes is in this context

versed sun
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Print out your End Vector

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see if that changes

white oxide
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No dice

white oxide
frosty heron
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so it's confirmed at least

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that the trace is drawn every frame

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not just first time

versed sun
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where is collision sphere ?

frosty heron
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you just never change the location

white oxide
versed sun
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do you want it to move ?

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If you want line trace to be based of the spheres Location and rotation, and you dont move the sphere , then the linetrace wont change

frosty heron
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im gonna make another educated guess with the limited info

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the sphere (not the sphere collision) is transformed with local transform

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you can play in Pie, move around, eject then select the comp, if the sphere actor transform remain unchanged, then that's the problem

winged totem
#

Hi, i'm using this material node "PerInstanceRandom" and works fine in pc but not android.

It says The output value will be a whole number between 0 and RAND_MAX for the target platform.

How can i set that value for android?

spark steppe
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are you sure that primitive data is support at all on android?

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may also depend on the shader platform you target (vulkan will more likely support it)

neon acorn
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Hey all, can someone help me in understanding what exactly deactivating an actor component does? I thought deactivating the component would get the events to stop firing but it doesn't. Then what is the purpose of deactivating the component??

spark steppe
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you can disable the tick for the component, which will often yield the result that you expect

neon acorn
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I know about disabling the tick and it does get the tick event to stop firing but not other events

spark steppe
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there's no ground truth for activate/deactive, actor components can implement those events to do their own logic

neon acorn
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In my actor, I am binding to the mouse click event in the beginplay for eg,

spark steppe
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do you mean event's firing for the component, or event's firing which the component subscribed to?

neon acorn
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events firing that the component subscribed to, like the mouse click

spark steppe
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yea i don't think that there is ANY way to disable this

neon acorn
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ah! So I will just listen to the component activation/deactivation events and handle the event bindings there

spark steppe
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because the event system just knows, in case of an event, fire this method on this object instance

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you would need to add your own logic in activated/deactivated to subscribe/unsubscribe to the events

neon acorn
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yeah, thats what I was thinking of as a "workaround" but I guess thats how things are supposed to be?

spark steppe
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supposed is a strong term in that regard πŸ˜„

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i guess it's rather that's whats given by the event system

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it isn't aware of the fact that components could be deactivated

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it doesn't even really care if the function it calls is on an actor or component or whatever

neon acorn
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hmm...so there is no primary purpose for function activation state...its what we make of it

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Maybe there is some performance advantage over keeping unnecessary components activated

spark steppe
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some actor components may have logic there

atomic salmon
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At Actor Component level it is a virtual method. Some actors like Niagara Systems use it to decide whether they should produce a visual output or not, independently from the fact they are ticking

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Handy for performance intensive actors which can still tick but not produce any output

neon acorn
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Gotcha! So its there as a nice utility for child components. I think implementing it is exactly what I need

sonic pier
#

Why is navigation invokers not working when i spawn an actor with navigation invoker

brisk marsh
#

Hey guys, I'm new here. I have this one big question. Any help will be highly appreciated. I am trying to make a grappling hook like in Just Cause 3. What should I consider when making one, and how can I do it? Is there any physics involved? Thank you.

hallow compass
#

has anyone looked into the performance implications of animating a static mesh by using timelines , vs making a super simple rig for it? I need to make a bunch of simple reusable animations for static meshes in a game (chests, mechanical elements, etc) and it would be great if there was something like animation clips in unity, but that doesnt seem to be the case. There are level sequences, but they cannot be assigned to actor instances, as far i know. So I either use a bunch of timelines, lerps, or just rig it, but in that case i lose the nanite benefits. Any suggestions?

spark steppe
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you don't lose the nanite benefits

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you make a skeletal mesh with a plane as geometry which you hide, then you attach your static meshes to the bones

hallow compass
hallow compass
#

how did i not think of that

spark steppe
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that's what epic does with cars and what they did in their nanite trailer

hallow compass
#

thank you so much!!!

brisk marsh
#

Alright I'll try that and see what I can do.

white oxide
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I'm having a problem with line trace rotating with the up vector of the sphere that I am moving and I want it to shoot straight down. Not be relative to the rotation of the pawn... any thoughts?

spark steppe
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yea ignore the rotation

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world location as start and world location - 0, 0, 100 or smth as end

hoary junco
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is there a way to create a state where an object acts like it's on a spring? Like whenever you pick it up it tries to return to a pre-defined rotation? I'm not lookin for a rotation lock because I still want it to be able to rotate, but whenever a force has stopped being applied I want it to spring back to its default position

#

kinda like those double doors you see in hospitals that close by themselves

pallid sphinx
#

ive got bits of gear and their stat bonuses are being managed by two structures called WeaponInfo and ArmourInfo the weapon one is working fine when i try to use it to influence player damage but the armour one is always spitting out 0 and i have no idea why

hoary junco
#

like can I see more about where the Armour Info stats are stored?

pallid sphinx
#

its pulling from a Structure

hoary junco
# pallid sphinx its pulling from a Structure

Can I see it? First thing you need to look into is the source, like is the structure where you hold the stats feeding a value into the proper place to grant it an attack bonus to begin with?

pallid sphinx
hoary junco
# pallid sphinx

you're pulling the info from BP_BaseArmour not BP_Top, is BP_BaseArmour have the same attack bonus as BP_Top?