#blueprint

1 messages Β· Page 118 of 1

pallid sphinx
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Base armour has 0 on all stats

hoary junco
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there's your issue, you're pulling from the base armour blueprint which as 0 on all stats, so of course it's going to spit out 0

pallid sphinx
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but my weapon is doing the same and isnt having that issue

hoary junco
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are the stats of BP_BaseWeapon also all 0?

pallid sphinx
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just fixed it, turns out giving BP_Top an ATK value of 10 in editor wasnt saving upon play so i made it perminantly 10 ATK inside its blueprint and it worked

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im guessing that has something to do with the structure not being instance editable

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but oh well it works now

hoary junco
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it's because you're pulling from the base blueprint whenever you cast, you're not pulling from an instance of the blueprint in the scene

pallid sphinx
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i tried pulling from BP_Top on its own before and it didnt change anything

hoary junco
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what you need to do is have a variable which BP_Top changes whenever you activate it and that variable is drawn from whenever you're in game rather than drawing directly from the base blueprint

crystal crown
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is owner no see basically same thing as set visibility?

hoary junco
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I don't think so, pretty sure owner no see just means that whatever parent classes that class has can't see it where as visibility sets where it's visible or not at all to anything

hoary junco
# pallid sphinx i tried pulling from BP_Top on its own before and it didnt change anything

but yeah think of it this way, if you have a word document on your desktop, then you make a copy of it in your documents folder then edit that version in documents, when you cast to a blueprint to get a value you are telling the code to pull from the original one on your desktop, so any edits made in documents won't do anything. You have to tell it to pull from the edited version by storing them as variables that the calculations pull from

pallid sphinx
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yea that makes sense. Thanks πŸ‘

gray ingot
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Hi, how actually can i create seamless teleportation like in antichamber or other non-euclidean games?

hearty lintel
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hi guys! is there anybody who can help me solve a little issue i have?
I know i can start a lobby by opening a level with the option listen

is there any way i can change that option on the current gamemode? what i would like to achieve would be having a main menu that turns into a listen server to have friends connect to it (as it became the actual lobby) and then start a game

Thank you!

gray ingot
hearty lintel
gray ingot
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I am not a mod, so I'm just saying)

boreal condor
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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

ionic quiver
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Thanks a ton for this. Just saw it this morning. I tried to think of a mathematical way to do it but couldn't think of anything. It's a lot simpler now πŸ™‚

crude spruce
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Any tips on how I could visualize a 2d grid where each tile has a defined sub grid, visible on demand?

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I got the coordinates, mostly curious on how to procedurally draw/show grid content

white oxide
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What's the advantage of using a raycast for a pickup over colliders?

thin panther
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Cheaper.

white oxide
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Gotcha, thank you

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Interesting, I thought it was the other way around

hoary junco
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how do you grab objects similar to how it works in portal? Like when you pick something up it returns to its default rotation but if you collide it against anything it will rotate then spring back to its default when no longer colliding? I've been trying to find ways to do this for hours and it's getting on my nerves

I currently have it set up to where through a physics handle I can pick up an object with my mouse cursor and drag it around, I just don't want it to flop all over the place and instead trend towards its default position without having to completely lock the rotation

simple field
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When I press P, my pause menu is supposed to show up and pause the game. I can still use the gameplay textbox even when game is paused, how do I fix that? Is it a blueprint issue or a UI issue?

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And also I don't want players to be able to click that green button next to it

hoary junco
brittle bluff
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Mike MW said it better

simple field
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Ah thanks i'll try that

simple field
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or like how do I reference the textbox in my level blueprint?

hoary junco
simple field
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Errrrrrrr

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bit late :/

hoary junco
simple field
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Yea I know but I'm not trying to remove the widget, I'm trying to disable the textbox from being edited when game is paused

hoary junco
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that is removing the widget...

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you have it added back in when the menu is closed

simple field
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I thought I could just use Set enabled to false and then player can't edit it

hoary junco
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nope

brittle bluff
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Drawing a blank here, how do pull from a gameplaytag container just a single gameplay tag. My transition is a single gameplay tag structure but I'm updating to use a container. Thought of adding a bpi to extract out a single tag from the container and return it but then I have to feed in a text string of the tag I want and that seems..arduous to use.

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Break gameplay container gives me an array, which then I still need to sort through (which I'd do if I use the bpi route)

white oxide
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So I'm trying to apply force to a ball based on the position of the camera in a roll a ball game. Any idea as to why my camera refuses to move?

faint pasture
hoary junco
hearty lintel
faint pasture
hearty lintel
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fair, but how do I protect it from players joining through getting the ip?

faint pasture
hearty lintel
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i've just tried it and i can still access it if i put the IP... i guess just not adding an option to join through IP

faint pasture
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just don't let them connect

hearty lintel
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would you be so kind to use 5 mins of your time to help me out whenever you want?

brittle bluff
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If your using steam etc then create a whitelist of steamids

hearty lintel
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i do already have the whole thing set up, i just need to fix this thing

white oxide
faint pasture
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I've never done it, just prototyped it out and thought it was a cool way to go for a project with absolute minimal hard cuts

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There is some bit of code that approves or denies a join or login request, that's where you'd put your blocking code

hearty lintel
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alright, could you point me to what i should be searching for so i can implement it? thank you really much

simple field
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I appreciate the help tho!

hoary junco
# simple field Errr, you lied

I didn't exactly lie because I've tried that method before and it hasn't stopped UI elements from functioning.. like they were still clickable just invisible but if it somehow works for you then πŸ€·β€β™‚οΈ

simple field
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UE is pain isnt it :D

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But to be fair I'm surprised it works too

blissful willow
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Is there not a way to assign a default Input Mapping Context to a controller without having to use Blueprint? I noticed in Epic's example they've always done it on begin play in the Character or Controller, I'm surprised there's not just a property within the class defaults that can be set so I'm wondering why it's done that way or if I'm missing something? Thanks.

gentle urchin
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Id hate returning to it and having to figure out which one was true north every time πŸ˜…

ionic quiver
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True, great suggestion! πŸ˜„

undone bluff
# blissful willow Is there not a way to assign a default Input Mapping Context to a controller wit...

well, it'd have to be an array of structs to let you set multiple mapping contexts and their priorities+options, and it'd be a property that can only be assigned in the editor that'd just grab that those values and run the function internally. Just in terms of architecture, when adding an IMC you are calling the function of a subsystem in the ULocalPlayer, the PlayerController has no business storing mapping contexts

blissful willow
undone bluff
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right, but it's not uncommon to start with more than one mapping context

blissful willow
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Oh interesting. Okay, thanks Scaith. Still looking into how they work and thought it was a curiosity, appreciate you humouring me πŸ™‚

undone bluff
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np, I have camera controls separated for example

frigid summit
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hi guys why are my buttons dont appear in the viewport

queen dagger
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i have a basic crouch function

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i want to notify the animation sequence to crouch but im not sure what to use to notify the animation to indicate the duck

elder pebble
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Sorry @versed sun, what is the "Target Color" node you have here coming out of the Cast?

lofty rapids
gentle urchin
elder pebble
lofty rapids
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maybe a string or text, that has or is the text you want to remove

elder pebble
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I have them coming from a structure. looks like this:

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so the Objective Name would seem like the right variable, but I cant reference that

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I guess thats just the variable for CREATING the list item though...

lofty rapids
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i mean if you have the data in the first place, you should be able to use it to remove as well

elder pebble
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lol yea thats my main problem, figuring out how to reference the data once its been added to the list. Anything IN the list seems to be in a black hole.

lofty rapids
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you add the list item objects to an array ?

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because you should be able to basically use that code to cast and get the name, then you would do some tests on that value and remove based on it

elder pebble
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here is how I populate this list:

lofty rapids
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have you tried get list items yet

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i would start by getting the list and looping

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maybe even just spitting out the length of the array see if it matches

lofty rapids
# elder pebble

because it looks like here your casting to your bp you created, but where do you set the objective entry ?

lofty rapids
elder pebble
lofty rapids
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so loop through like ryck showed

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get list items

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see if that works

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and you should be able to take each one and cast then get objective entry

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get name

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and see if the name is equal to or has the word in it, then remove

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they were using myentry and color, you would use your bp and the objective entry, then the name

elder pebble
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ok I need some time to parse everything you have suggested so far lol. I am super new, so I need to poke around to understand everything

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but I think maybe I should have been casting to the objective data BP instead of the ListViewEntry widget...

lofty rapids
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most likely

elder pebble
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is there a way to "comment out" code in blueprints?

gentle urchin
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Hmmmm

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Disconnect

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But i feel like there was another way?

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Right click -> disable node?

waxen quarry
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Random question. Does anyone prefer including Data when naming a data asset? ive seen it both ways tho.
UWeapon or UWeaponData

gentle urchin
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Didnt lyra use definition?

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UWeaponDefinition

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For the data part, and instanve for the .. instance part

waxen quarry
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Interesting, yeah my thoughts are putting Data at the end would be like putting 'Actor' at the end of your blueprint names.

gentle urchin
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Feels redundant in some ways

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AMyBPActor : AActor

waxen quarry
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lol right

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makes no sense, but yea answers that question. I like the idea of using Definition at the end

elder pebble
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I hit a roadblock... My RemoveObj custom function isnt getting passed to the MainUI. The UI is created by a different blueprint, so I assumed I could use "Get All Widgets Of Class", but it is totally skipping it I think.

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is this not the right way to pass a variable from a BP to a Widget?

simple field
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Any idea how to make a reference to another widget in widget event graph? Like for making another widget disappear using a different widget's button.

lofty rapids
lofty rapids
elder pebble
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should only be 1 main UI widget.

lofty rapids
brazen pulsar
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For some reason I can't cast to the trigger box in the level. What I'm hoping to do is change the camera and start a dialogue when the player overlaps with the trigger box, but the trigger box seems to have problems communicating with other bps

elder pebble
elder pebble
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no. i never even breaks at those breakpoints

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it*

lofty rapids
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are you saying it doesn't even goto to foreach ?

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so is it running ? or it seems like not

lofty rapids
# elder pebble

is there a single get widget of class, if not then get 0 out of found widgets, but ig it should work with an array also

elder pebble
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its not running, no.

lofty rapids
# elder pebble

normally you would already have a reference after you created the widget you promote to variable, preferably in the hud

elder pebble
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ok. I guess I need to build a hud class... I can google that lol

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this is it going through... but it does nothing

lofty rapids
brazen pulsar
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just checked with print string, definitely failing

lofty rapids
# elder pebble

i would just use a single one if you have one widget only, i would also use the original reference after you create it

lofty rapids
brazen pulsar
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just default, triggerbox reference

lofty rapids
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so are you getting accessed none error ?

brazen pulsar
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I'm guessing yes, really it just auto fails everytime, but I think it's accessing none

lofty rapids
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you didn't actually set the variable

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setting it's type doesn't set it to anything

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you need to actual put something in there

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you may want get actor of class

lofty rapids
brazen pulsar
lofty rapids
brazen pulsar
lofty rapids
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then try your bind

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the return value is the actor

brazen pulsar
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it's giving me a note saying I don't need to cast, can I just use the return value on get actor as a reference for the event dispatcher?

elder pebble
lofty rapids
lofty rapids
brazen pulsar
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Well, it now definitely casts, but the dialogue still isn't starting

lofty rapids
brazen pulsar
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yep, definitely. It gets as far as casting the npcai, but fails casting there

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wait

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shit, I just realized what I screwed up

elder pebble
lofty rapids
brazen pulsar
shell marsh
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Im trying to use the default cmc character with my custom player controller, is this possible becauase I could not get my player to move with it for the past 3 days of trying

lofty rapids
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are you getting any input ?

shell marsh
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no

lofty rapids
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did you set your player controller as the one to use ?

frosty heron
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Look into project template to see how to setup enhanced input

shell marsh
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does the controller it self need input?

lofty rapids
frosty heron
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You have to tell the computer, when I press X, something will happend

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It's not going to do some magic by it self

frosty heron
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Yes u have to setup the Input

shell marsh
frosty heron
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Can't remember, open it and see if it have the inputs you need

lofty rapids
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are your inputs on the character, or the controller ?

shell marsh
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They are in this thing called imc default

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so probably in a controller

frosty heron
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Don't guess, u have to look where the input is handlee

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Look inside your char and controller. They have to live inside of the two

shell marsh
frosty heron
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Where is a matter of design choice

shell marsh
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its a stack of controllers

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looks like its plugged in to my character already

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because Im still using the Default chacter CMC I just am trying to use a new controller

faint pasture
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That way you can basically hot swap the mapping between button presses and game events

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You will need at least one and some games have tons of them. Mario Party or GTA would have a bunch.

lofty rapids
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it should be getting the player controller

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and adding the context ?

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if it's set in world settings

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then i would guess it would attach to the new one

frosty heron
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@shell marsh then it should be as simple as setting the custom controller in your world setting

shell marsh
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hmm its in my world settings I feel like its somthing really random

brazen pulsar
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new problem. I figured I'd try putting the 'change camera' component into a BTtask since that's the way I'm making the dialogue trees, got the camera saved to the game instance as a reference, but I'm guessing something is wrong with the task coding itself

undone bluff
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unreal lets you set stuff in several places to give you control over scope for each setting

shell marsh
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I tried binding my respawn to a button and pressing this and I gave me an error that might have somthing to do with it

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Blueprint Runtime Error: "Attempted to access BP_GM_Framework_C_0 via property K2Node_DynamicCast_AsBP_GM_Framework, but BP_GM_Framework_C_0 is not valid (pending kill or garbage)". Node: Spawn Player Graph: EventGraph Function: Execute Ubergraph BP Player Controller FW Blueprint: BP_PlayerController_FW

eternal spruce
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Hi everyone! This might be a random question but I am trying to use the Collab viewer template as the ground work for some project I have going on at work. However when i try to use the VR button to load it into the headset, it seems to not wanna work. If I do the VR preview play button in the editor it does work but none of the rest of the stuff work. Any idea why or how to fix it? Thanks in advance!

dawn gazelle
elder pebble
undone bluff
spring magnet
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Any update on this?

ornate linden
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hmmm.
I have my custom game mode bp set to be the used gamemode in the project settings and also on the world override thing have it set. but when im in a random blueprint and do "get game mode" and try to cast it to my game mode bp that everythings set to it always fails.
is there something else im supposed to do here?

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I'm attempting to get the game mode in an actor blueprint that i place in the level a couple times

undone bluff
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singleplayer?

ornate linden
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That's the intention. to be singleplayer. Not sure how that's distinguished to know if i have multiplayer turned off or not

undone bluff
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because you cannot access the gamemode on anything but the server, just wanted to make sure

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are you running this on begin play?

idle sandal
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im having a problem with trying to aim down sights in first person, i have it set up so when the weapon is equiped it calculates the aim offset for that weapon based off of the adsSocket on the weapon, and the ads target in the middle of the camera. but when i aim in its slightly down to the right. thats my calculate offset event and where it aims in compared to where the middle of the screen is. does anybody have any ideas of what might be wrong?

ornate linden
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but yeah when i run it i just use begin play

undone bluff
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try to access game mode at a later time and see if it returns properly then

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keep in mind startplay and startmatch on the gamemode are called after begin play

versed sun
undone bluff
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but that's not the issue

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and gamemode should be initiated before the world

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but check just in case

ornate linden
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ah yeah, i see what you were saying before now. Yeah when i move it to begin play it works. Kinda sad that makes it so i can't view the color of the light in the editor though. is there somewhere else i should be storeing level specific variables like that? such that i can use them in the construction script and see them in the editor

undone bluff
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ah I thought you were getting this while playing as well, yea the gamemode is not available in the editor

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the colors definitely do not belong in the gamemode

ornate linden
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just wanted a spot where i could put a level-specific variable to change lights from like orange to blue or to green or whatever per-level without changing the actor

undone bluff
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a few ways to go about that, you can associate each of your level names in some struct/data asset with the colors and access that, perhaps in the gameinstance

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I'm not sure I understand how changing the property of some actors is more work than having one gamemode per level

versed sun
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Slot= Level name

undone bluff
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or am I misunderstanding

ornate linden
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the problem with the gamemode thing is i can't use it in the construction script. If I have say like a map with 100 light bulbs in it, and i want to change all of them to be green, i'd have to change it to green then play the level to look at it, as opposed to just looking in the editor. same with like luminosity and what not. just 1 place to change the values of all of the actors simultaneously.

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also different blueprints of actors

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cuz if it was the same actor i could just change the base color of that actor. but there's several different blueprints that could all just look at 1 variable

undone bluff
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you can place a single manager in the level and specify your setting there, the bulbs would get actor of class it and set their values

versed sun
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Material Parameter Collection ?

undone bluff
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or the other way around

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whatever, performance will probably not matter since it's in the construction script

sage lagoon
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After watching this video - https://www.youtube.com/watch?v=clKG7m5xawQ - I am still uncertain on how to make keyboard controls work for a dialogue cutscene. So far, under the On Key Down Function, I have this (see image). Now, I could put in the same commands as when the Next Button is clicked on, but delays can't be included on function charts when normally one second must pass before the Next Button is clickable.

So, what would be the easiest way to set the keyboard controls for a dialogue cutscene? Or will I need to copy and paste the huge dialogue trees from after the Next Button is clicked on? (See the third image.)

Hey guys, in today's video I'm going to be showing you how to use your input buttons inside of a widget blueprint. If you want to do some code after the player presses "E" in a widget for example, this video is perfect for you!

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

#UE5 #Unre...

β–Ά Play video
versed sun
subtle mist
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how can i load a level and all the things it contains during a loading screen and when it's ready it will start the game?

ornate linden
versed sun
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this works @ornate linden

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i always forget about this, array to single

proper vigil
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Wasn't finding much success so far.

queen dagger
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ok so let’s say i want to test to see if functions are working, should i duplicate the character bp and put in world and test or what would be the best way to do it

versed sun
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Make a curve and read from that

spring magnet
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Anyone know why Set Data Layer Instance Runtime State was deprecated and replaced with a non-functional replacement? The new Get Data Layer Manager returns nothing, and has apparently been this way since last year

rich ferry
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Having trouble using a curve, can't seem to figure out how to access it. Anyone know the name of the node I need?

rich ferry
# versed sun

Do I have make it a variable? Kinda lame but alright

versed sun
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yes

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you could make it a Function

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with a Local Variable for the curve

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make it pure

fast grove
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Alrighty, I really hope someone can help me here. I am new.. but I am trying to get a grenade to do damage when it hits the terrain or anything really. It does damage when it hits anything but the terrain at the moment. The Debug Sphere fires off, but no damage is applied. I have attached anything I thought you might need to see. Thank you.

fast grove
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The ground..

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Just landscape in general

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It fires off and deals damage if it hits an actor

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or a mesh

lofty rapids
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i'm guessing not

fast grove
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I mean the debug sphere is behind the event and it fires

lofty rapids
fast grove
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yes

lofty rapids
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what is impact component ?

fast grove
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But the radial damage only shows up in debug unless it hits the pawn or if I put a floor

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Thats the 2nd photo

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that just handles the sound and emiter with some velocity modifiers

lofty rapids
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does the sound play ?

fast grove
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yes

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Everything but the actual damage applying

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First one, hits ground. Second one hits actor

marsh pilot
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I'm trying to add an animation to a character. Is it possible to run an animation (inside the animation blueprint) based on a boolean inside the character blueprint?

lofty rapids
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yep

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can you show your graph in the anim bp ?

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you can set a variable and set it to the variable from your player which there is probably already a cast to

marsh pilot
lofty rapids
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i would set a boolen in the anim bp, and set it to the value of the one on your character

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you can then use the boolean in a transition

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thats how i run animation for if my character dies

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i switch a boolean

marsh pilot
fast grove
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Could my problem be in me using physics for the grenade instead of projectile?

marsh pilot
visual crest
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how do I make a game pad button work like a mouse button for clicking on UI buttons?

sage lagoon
versed sun
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try Override On Key Down

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i think something like this, or close

visual crest
# sage lagoon Right here.

That's way to over complicated. I'd have to set it up for every UI element in my game. There has to be a way to simulate a mouse button press.

sage lagoon
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But then, I want the widget to go on to the next message then the next much like when the Next Button is clicked on, except when any of these buttons are pressed.

visual crest
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How do I use this node it looks like exactly what I want. But it can only be used on a widget interaction component

feral moon
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why i can't?? 😭

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wanted to create event dispatcher

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Thats what i want to call

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Everything i want to do is create simple checkpoint where character will teleport when he hit spike

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so there will be a lot of different checkpoints so i though event dispatcher should work for this, i tried doing this with interface but i failed too, idk what i do wrong .-.

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please help me ❀️

thin panther
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It tells you right there. You're trying to make your character reference a checkpoint reference, which doesn't work

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Your character will never also be a checkpoint, so you cant plug it into something expecting a checkpoint

twin perch
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is their no variable for Object Libaries ?

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i want to store an array of them

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never mind i think im going to just make data tables instead

lunar sleet
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where are save game to slot files actually stored? docs say Saved\SaveGames but that doesn't seem to exist. Can't find anything with .sav in the project folder but it's finding saves when using the node

versed sun
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doesn't exist? sure you are in the correct project ?

lunar sleet
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there's no .sav files in the project folder

versed sun
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are you in PIE ?

versed sun
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thats where it saves mine

tranquil moon
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how do I get the game/viewport resolution in pixels? Get Viewport Size returns 1, 1 in PIE

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i have a custom cursor that I want to scale with screen size

trim matrix
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what's PIE

tranquil moon
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play in editor

trim matrix
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might be deprecated, didn't look too much

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it's ue4

dawn gazelle
trim matrix
frail onyx
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Anyone know why my timeline keeps looping over an over when i overlap with the box collision?

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im trying to make something pop up and then go away when i leave the box collision

trim matrix
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returns 0 if there's no HUD

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you must have a custom HUD

tranquil moon
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i believe so yeah

tranquil moon
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but why is the HUD relevant other than that specific functon being on it, is there no way to get the game resolution withut going through the HUD?

frail onyx
trim matrix
frail onyx
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its just very simple and goes from 0 to 1

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and i have to tracks, one for each object i want to move

dawn gazelle
trim matrix
#

try with some print statements, but Datura is prob right

frail onyx
trim matrix
#

lol

dawn gazelle
trim matrix
#

i'd suggest the second option

sage lagoon
frail onyx
dawn gazelle
trim matrix
#

casting but not using the ref πŸ’€

frosty heron
#

Just checking if the overlapped actor is of some type

trim matrix
frosty heron
frail onyx
#

there's no way to have a separate animation for it going away though right?

trim matrix
frail onyx
#

it would just be reversing the appearing timeline animation?

frosty heron
frail onyx
#

i wanna have it like smoothly appear and then quickly disappear

dawn gazelle
trim matrix
dawn gazelle
#

That would be checking if the other actor == the BP_MyCharacter blueprint not instance

trim matrix
#

what's wrong

dawn gazelle
#

Nope.

#

Try it πŸ™‚

trim matrix
#

I've used it multiple time and ti worked

#

there's a reason why I'm saying this

frosty heron
#

N there's reason why it's wrong

#

I'm gonna enjoy my mccas tho so just cast instead. That was the correct approach

frail onyx
#

oh wait that would do the same thing though lmao

trim matrix
#

I guess BP is ass for that

frosty heron
#

Remember that casting is just a type check

trim matrix
#

still really bad and should be avoided at most

frosty heron
#

If overlap actor is char then do X

#

No

#

U can't avoid cast

lunar sleet
frosty heron
#

That youtube myth with 0 context

trim matrix
frosty heron
#

I'm talking about casting here, bp or cpp

lunar sleet
trim matrix
#

yup

frosty heron
#

Interface is also not a replacement

#

Another misconception

#

U will end up unable to debug Ur game

lunar sleet
#

Yeah, just a way around some ref chains

frosty heron
#

Always cast to base class when possible

trim matrix
#

which this should be avoided in multiplayer, so how would I do it?

frosty heron
#

And Soft ref the heavy stuff

lunar sleet
#

Back to my issue tho. Async save game to slot is saving the game but I can’t find it in the folder

frosty heron
#

For succsess

lunar sleet
trim matrix
frosty heron
lunar sleet
#

Bool returns success btw

frosty heron
#

Is it editor or package?

#

They both stored in diff place

lunar sleet
#

PIE

frosty heron
#

Project folder, saved iirc

lunar sleet
#

Ik but nothings there

frosty heron
#

Hmm

lunar sleet
#

Im using async save and load not sure if that’s what’s causing the issue

#

Shouldn’t tho

frosty heron
#

Print string get saved directory

lunar sleet
#

I’m in GI

lunar sleet
#

Oh

#

Pure mb

frosty heron
#

Naa

lunar sleet
#

lol it’s saving it in fricken C:\Users

frosty heron
#

I've only use blocking load for save game object but it should behave the same

lunar sleet
#

I’m assuming there’s a place I can change this setting lol

frosty heron
#

Wat do u actually want to happend

trim matrix
#

it's a test btw so I want nothing but learning

lunar sleet
frosty heron
#

After wat thox atm that's just saying if overlapped with

frosty heron
lunar sleet
#

Np

trim matrix
frosty heron
trim matrix
frosty heron
#

U checking against player controller

#

Instead the pawn

#

Maybe u mean get player character

#

Controller don't technically physically exist in the world

trim matrix
#

wrong thing*

frosty heron
#

It won't collide with your comp

trim matrix
frosty heron
frosty heron
#

Yes just saying Ur pic won't work

trim matrix
frosty heron
#

Depends on what u want to do

#

Dont get player character 0 in mp

trim matrix
#

if the player collide with it

trim matrix
frosty heron
#

I don't know what u want to do

#

U haven't tell me the rule and action you want

trim matrix
#

just that if it collide with a player, the print should work, even in a multiplayer game

frosty heron
#

Get overlapping actor, cast to char, get controller

#

If valid cast to your player controller

#

Print string on cast succsess

trim matrix
#

there's no way without a cast?

#

let me do it

frosty heron
#

U r casting to character not your custom character

#

U will always have character in a world so it's free

trim matrix
#

like this?

frosty heron
#

The same goes with your controller

#

Something that is inevitably loaded anyway cast away

trim matrix
#

where the get player controller should be from the player character node

frosty heron
#

That's not right

trim matrix
#

wut

frosty heron
#

I gtg work, but u can read again.

#

Also it's get controller not get player controller

trim matrix
#

like this

#

@frosty heron lmk when you are back please

frail onyx
#

Anyone know how to make it so my line trace gets blocked by all the components in my actor but only one of them executes something when the line trace hits it?

#

the selected box collision is the one i want to trigger something when it is hit by the line trace

trim matrix
#

in the details panel for collisions

visual crest
#

how do I make a game pad button work like a mouse button for clicking on UI buttons?

frail onyx
trim matrix
frail onyx
#

yeah thats what im trying to figure out, if i select it to be ingored for every object except the box collision then it can go through the walls which i dont want to happen

trim matrix
#

there's multiple possiblity

#

you can even create some custom collision type as well

dawn gazelle
# trim matrix how would that work in a multiplayer game? -plz

you could cast other actor to character which then makes sure it is a "character" that is overlapping, though it may not be necessarily a player's character. If you want to check if it is a specific character, you'd need to know which character it is first off in some way.

sage lagoon
#

When overriding the On Key Down function (Image #1), what is the best way to assign the buttons to the same function as the Next Button (Images #2 and #3).

#

(And the Next Button is the arrow button in the dialogue box in the second image.)

dawn gazelle
sage lagoon
#

I could, though some nodes like Delay cannot be included.

dawn gazelle
#

Events can accept delays.

sage lagoon
#

This one's a function, though.

dawn gazelle
#

The function can call the event.

sage lagoon
#

Oh right! I forgot about that. Well then, I'll see about making an event as a means of tricking the function into doing what I want it to do.

dawn gazelle
#

If you want the exact same thing to happen for the OnClick too, have it call that same event too.

frosty heron
sage lagoon
frail onyx
#

anyone know how i can make a check in this so when its fully opened its true and if not then false?

#

i cant exactly figure out where to properly set a boolean to make it work

#

actually think i got something, would it be good to check if the alpha of the track is = 1 and if so then that means its opened?

#

it seems to work but im not sure if that's actually a good way to do it

dawn gazelle
sage lagoon
#

So, how do I get any of the designated buttons to work when the widget first adds to viewport and the first text (from the screenshot) appears, since it will only go to the next line when I click on the arrow?

frail onyx
#

Anyone know how to make each instance of this actor do a different thing based on the level number variable which is a instance editable variable

#

I got this working, but i feel like there is probably a better and more easily expandable way to achieve this

ionic quiver
frail onyx
ionic quiver
#

Yes, just plug it into a load level instead of a string

#

It's a wildcard

frail onyx
ionic quiver
#

The place you specify your level

frail onyx
#

Ohhh wait, so if i open level by name i would maaake the wildcard options to name

ionic quiver
#

Or just do it by level

#

And specify your level

frail onyx
#

ok thanks i got it working!

visual crest
#

how do I make a game pad button work like a mouse button for clicking on UI buttons?

limber parcel
sage lagoon
#

Oh wait. I'm not supposed to set that?

limber parcel
#

not if you want to continue using your keyboard...

sage lagoon
#

Oh. I thought that would enable the keyboard to work. Should I replace that with a Set Input Mode to Game and UI or just remove it?

limber parcel
#

thats up to you

sage lagoon
#

Hm. It's still not working. It only works after the first line and the next arrow button is clicked on.

sage lagoon
# limber parcel thats up to you

Do you think I should put the first dialogue name and text under the On Down Key function? If I do that, I could just put the On Key Down function after Event Construct on the main BP of this widget.

limber parcel
#

i think you should watch more tutorials about how to make UI

sage lagoon
#

Basically, I'm trying to make a dialogue scene widget work with assigned keyboard buttons as well as the left mouse button. I've set the keyboard to work with most of the dialogue tree except for the very first line that pops up after the Event Construct. (I have a screenshot I posted a few minutes ago.)

sage lagoon
dark drum
sage lagoon
dark drum
sage lagoon
dark drum
heady zephyr
#

Hi everyone! I'm stuck with a problem that I'm sure it's very easy to solve, I appreciate the help.
Basically I have 3 doors, every time I launch the game I want a random door of the 3 to open.

I created a Blueprint called "DoorsController" casting every door after a Switch on Int. You can also See the logic inside one door.

When I launch the game basically nothing happens πŸ˜„ I can't get my head around it. Any help is very welcome, thank you!

dark drum
sage lagoon
# dark drum Yea.

And so this will enable the keyboard once the widget is added and constructed, rather than when the next button is clicked on once?

sage lagoon
#

Alright. I'll see how that works out.

ionic quiver
sage lagoon
# dark drum Yes.

Hm. The buttons still don't work when the first dialogue message appears.

heady zephyr
ionic quiver
#

Yes of course. It has to execute from something

limber parcel
# heady zephyr Oh thank you! You mean there should be a node before the "Play from start?". I'm...

What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player co...

β–Ά Play video
heady zephyr
sage lagoon
# dark drum Yes.

This is the start of the On Key Down, and what you see is the second dialogue which you see after clicking on the next arrow button. Do you think I should put the first line on this tree?

dark drum
sage lagoon
dark drum
sage lagoon
dark drum
sage lagoon
#

Maybe I should go to blueprintUE and give you the codes?

fast grove
#

I still cant figure this out. If the grenade hits the ground.. no damage. If the grenade hits a mesh or another actor.. boom damage.. What deee fuck

#

Its a physics based drop from the air with a grenade. Do I need to switch to line trace and a projectile? I'm trying to get a bomb to explode on impact basically

sage lagoon
uncut seal
#

how can I use physics constraints to make a grapple system similar to that of hammond/wrecking ball from overwatch 2?

queen dagger
#

is there a way to deactivate any and all movement on the y axis?

sage lagoon
#

Like camera movements?

lusty quarry
#

#blueprint hello everyone, as i was learning few things in unreal i got struck on solving 1 problem, i.e i want to make an component to attach on overlap but i don't know how to take the references from each other. like example:- i have a cylinder that need to attach to a cube when it placed near the cylinder, i got to know about the event onbeginoverlap but unable to attach the cylinder to the cube, can anyone help me out with this problem

queen dagger
#

no as character movement, in making a 2d fighter and everytime i make contact it shifts the character to the side and its no longer alligned

sage lagoon
#

Oh. I'm not sure about 2D character controls, myself.

sage lagoon
visual crest
#

how do I make a game pad button work like a mouse button for clicking on UI buttons?

surreal peak
visual crest
#

Thats common UI and even though I am using common UI don't want to do it that way because I can't drag and drop

#

it only supports clicks

visual crest
surreal peak
#

Not sure that's a thing.

visual crest
#

I really find it stupid that there is no simulate mouse button node to begin with

surreal peak
#

Why do you need that? For drag and drop?

visual crest
surreal peak
#

That's for VR in theory

visual crest
surreal peak
#

Only thing I can say is that Gamepad should have custom UI

#

And not be forced to work with a mouse driven ui

visual crest
#

I thought this be easy and the game pad to mouse movement is

visual crest
surreal peak
#

Idk but I would dislike playing with Gamepad if it was using drag and drop

#

I would just want to select something in inventory cell X and then press again in cell Y and it gets moved over

visual crest
#

Is there a way to simulate a mouse button?

visual crest
surreal peak
#

If your UI requires a mouse ,then it's not a gamepad UI

surreal peak
#

But I don't think there is a simulate mouse press

#

I know that some peeps move the invisible mouse cursor to the focused widget

#

To simulate hovers

#

But that's about it

minor dew
#

Guys, there's supposed to be a pink square when using SceneCapture2D component with ortho mode right? the pink square represents the ortho width.
For some reason it isn't visible anymore, even opening a blank new 5.3 project and adding a SceneCapture2D still isn't visible.
Anyone knows what's going on?

light garnet
#

How can i spawn my character with the last gun i picked

#

Respawn characters with guns are working but I want him to spawn with the last gun i picked up

heavy plinth
#

Hey yall. I'm having a bit of trouble with this interaction text I setup. I'm trying to make it create the interaction text widget, set the text to a specific line in the text array that I've made public on each door (and possibly any item I create the interaction monologue widget on), then have it play the animation I made in the widget which just switches the opacity on and after a short delay it's removed from the parent. The only issue is that I'm only able to get the first line of text to show.
Here's the code:

ancient stag
light garnet
#

How can I save it. Like i pickup weapons and then ?

#

Create a variable ?

frosty heron
#

ye make a reference to it

frigid summit
#

hi guys this is switching lanes logic in endless runner using chat gpt why is it not working

#

lane1y set to 20 and lan3y set to 480 and lane value is 2

frosty heron
#

Panning is just an offset

#

So all of your widget (icons or w.e in the minimap) needs to be offseted by the pan value

#

@night bolt

main lake
frigid summit
neon acorn
#

Hey all, has anyone faced an issue where the enhanced input system mouse xy 2d axis doesn't work unless a mouse key is held down? This is if the mouse cursor is enabled in the player controller. There is an unresolved question in the forums so I was wondering if someone knows a workaround

untold fossil
#

Question. How deep can you go with structs? My idea is to have a HostData struct which containts a ShipData struct which contains an array of ShipPart structs. Is that acceptable? Or asking for trouble?

frosty heron
#

it's fine, just don't use BP struct

#

using bp struct is asking for trouble

untold fossil
#

Why not? My game is made in BP hidethepain

frosty heron
#

Game can be made in bp, except the bp struct

#

it's the leading reason people can';t package and have their struct corrupted

#

been that way since forever

#

Declare the struct in CPP if you don't want trouble

untold fossil
#

Hmm, ok i'll look into that!

distant elk
#

Hi. Noob question: I'm making a blueprint that uses patches to deform the landscape, but I can't figure out how to set landscape paint layer weights. Any pointers? Is it even possible?

south ravine
#

New to using UE blueprints, but I'm researching a lot. I've watched tutorials which generate a wire BP using a spline mesh component. One can have a Add Spline Mesh Component node which targets self. However in those tutorials you can see that the placed BP actor does not get additional components in the outliner or details panel.

Is there a way to tell the construction script to generate those child components? Kinda like baking them into the actor. πŸ€”

#

Somewhat like when PCG framework adds HISM component to the actor and all the instances.

surreal peak
#

It's a setting in either EditorPrefs or ProjectSettings to show Construction Script Components in the Outliner

south ravine
#

πŸŽ‰

#

thank you

#

perfect, it works πŸ™‚

final widget
#

Am I just not used to it, or is using Blueprints way more fiddling and overall clunkier than coding?

lofty rapids
#

the graph gets big quickly

#

and it's a lot less peformant than c

#

i really like it so far tho, first visual programming i ever done

final widget
#

I assume you can screw up a lot less.

lofty rapids
#

you can still screw up pretty good theres a few quirks

#

but where it's a bit higher level a lot of stuff is abstracted

#

that you would normally have to mess with

#

once you get the flow of the nodes down it's pretty easy to work with

sterile brook
# frail onyx Anyone know how to make each instance of this actor do a different thing based o...

Too much Print String πŸ˜‰

You should switch from Appending your strings to "Format Text" and use Print Text instead!
https://www.youtube.com/watch?v=dO70f5SiEVA

That's right. You heard me! Stop using Print String! Use Print Text instead! This way you can use "Format Text" to do what you need which can include a ton of wildcard variables for your needs!

Example of using this;
{PlayerName}
Location: {Location}
Key Pressed: {Key}

Like my vids? Maybe check out my Unreal Marketplace stuff more Unreal Dev...

β–Ά Play video
crude spruce
#

im having the brain farts

#

whats it called when i want my vectors as -1, 0, 1

#

it was sign

raw orbit
#

if i have my games start / main menu and the actual gameplay in separate 'levels' is it still possible to contiuously play the same audio track somehow when starting a new game or whatever

crude spruce
#

My camera is set up as isometric with a 45 degree rotation.
I can get real world x,y coordinates with "convert mouse to world space"
But when i rotate the camera 90 degrees, any direction other than default, makes the world coordinates offset.

Any ideas on how i could offset the rotation of the world and apply it to the real world coordinates?

final widget
crude spruce
#

yes you can break point and view relevant data

#

but it wouldnt obsolete debug logs

lofty rapids
#

i like format text

crude spruce
#

im stupid

#

the mouse world pos seems to be correct whatever the camera rotation is.

#

my problem is i convert this to a tilespace in which i draw debug boxes in and they arent aligned after the coordinates are written

lofty rapids
#

convert to a tilespace ?

#

you have some sort of tile system ?

crude spruce
#

pos x y / tilesize

#

is inside a tile

lofty rapids
#

so your x and y tile that your hovered is working ?

gentle urchin
#

There is a grid node πŸ˜…

#

SnapToGrid or smth

crude spruce
#

im a couple of parallell systems.
a 2d data structure
an isometric view of this data structure (so far)
current view mouse interface with data s tructure

#

but i am stupid so mistakes happen πŸ˜„

#

my problem was that the debug cube i am drawing, snaps to tile position as if the camera never rotates

lofty rapids
#

so your put a debug sphere on a tile position but it's not the one that is your mouse position to world space ?

crude spruce
#

but since i figured out what is done right i can progress

lofty rapids
crude spruce
#

sort of. i really dont yet have a reason to draw debug boxes like this so its a non issue.

#

thanks

untold fossil
#

Hello. How can I have a multilinetrace that doesn't stop when it hits something? But instead continues for as long as I want the trace to be and then returns everything it hit along the way? My current multiline trace stops at the first thing it hits. 😦 EDIT: Figured it out, needed to use overlap instead of block

lofty rapids
#

i feel like it might be off i would check your x, y is ok

gentle urchin
#

Its definetly off πŸ˜…

#

I assume the tiles are ism instances?

#

If so you can ofc just grab the index of that

#

Or atleast its location

lofty rapids
#

the trace is weird it's from top to bottom, but the trace looks on, something weird with the maths

#

or how you pick the box

#

but a good way is to calculate the index like mentioned

#

but your x and y look off so it's probably maths

lofty rapids
crude spruce
#

several moving parts

lofty rapids
#

where you trace, and where you set the debug box location

#

or rather where you set x, y

crude spruce
#

its kinda irrelevant πŸ™‚

split venture
#

hello, i have a (hopefully) very simple to answer question yet Im dumbfounded on how to do it:
when im doing "in air" movement (moving while falling), how do disable the 'floaty' movement? I just want snappy movements. right now when i let go of a directional input, it slowly stops moving in that direction.

lofty rapids
crude spruce
gentle urchin
#

Only correct at one rotation currently

#

Guess its an easy fix

crude spruce
#

the bp is a real mess so its hard to show anything

split venture
#

ive been trying all kinds of settings in the "character movement" settings but cant get rid of that slow deceleration effect

crude spruce
#

its equally a philosophical issue at this stage πŸ˜„

dark drum
lofty rapids
crude spruce
#

aye

frank juniper
#

hey brother... Any idea where can get a decent network engineer. I know answer will probably be post a job listing but rather see if any connections out there first.

crude spruce
#

πŸ˜„

lofty rapids
#

how are you doing that ?

crude spruce
#

the world coordinates are correct in every rotation but the translation to tile space is off

thin panther
crude spruce
#

i used to be a network engineer in telco

#

we are expensive

#

gl

lofty rapids
crude spruce
gentle urchin
crude spruce
#

probably not but then the type he is looking for has another title πŸ˜„

gentle urchin
#

More likely they want some netcode engineer πŸ˜…

marsh pilot
#

Am a network engineer in the power industry. We are even more expensive

gentle urchin
#

Network engineer in fishfarming , in norway

#

Wont be more expensive than us

crude spruce
marsh pilot
#

I just have an FE lol, but when you get to PE level that's when it gets expensive

crude spruce
marsh pilot
#

Well, SCADA engineer to be precise but networking is a big part of it

crude spruce
#

i was entry level thug network engineer in norway and i was paid in gold

#

:C

marsh pilot
crude spruce
#

a joke ofcourse. but norwegian jobs pay well. probably not as well as silicon valley but close?

marsh pilot
#

Ahhh, I have no clue. I work on the opposite side of the US

gentle urchin
#

We've fallen behind sadly in many areas

crude spruce
#

just upgrade to oil network engineer

gentle urchin
#

Good engineers are paid far bettter in the US than here

gentle urchin
split venture
thin panther
#

Can confirm a good network engineer in the UK is worth their weight in gold too.

Not as much as some other countries, mind you, but still very expensive

pallid sphinx
#

im trying to get projectiles to spawn whilst draining a mana bar until it is at 0 and i figured this would work but it keeps returning as an infinite loop on top of that it seems loops trigger every potential loop at once instead of over time?

raw orbit
#

oh no that delay node fills me with dreadblushy

gentle urchin
#

Cant delay a while looop

#

Not like that anyways

#

The while runs repeatedly in the same frame untill condition is met

#

In this case :
While -> delay -> while -> delay -> while... for infinity

boreal marlin
#

you could delay making it visible and adding velocity etc

pallid sphinx
#

because its used for things other then the player

#

it worked easily with the enemy because the player sensing component constantly runs the script whilst i want it to

#

its just about making that work when i cast the spell as the player

boreal marlin
#

i'm not quite sure what you mean, could you elaborate? what else happens once the projectile is spawned?

lofty rapids
#

i stay as far away from whiles as i can, although sometime they are necessary

lofty rapids
lofty rapids
#

i also try to steer away from delay because i've heard it has odd behaviour

hollow cove
#

whats the node name for dynamic casting again, i feel like i've done this before

pallid sphinx
#

Using a set timer by event is working

lofty rapids
#

timer ftw

#

i would expect all the timers to run at once

#

unless you run it again after the timer which makes sense

gentle urchin
gentle urchin
#

Like a delay does

visual crest
#

If I use auto wrap this is what happens and if I don't this is what happens. Changing the wrap text at value does nothing!! How do I fix this?

hollow cove
#

i hate this

lofty rapids
#

classic

#

what do you need them for ?

visual crest
# hollow cove i hate this

its not as bad as this. And it has to be done this way because time lines can't be used in functions lol and I need it to happen in sequence and each value requires different values/inputs so can't function them either lol

raw orbit
visual crest
#

lol

frank juniper
crude spruce
#

but if you have generic questions about network stuff just ask

frank juniper
#

lovely lol

#

Nah I'm looking to hire one

crude spruce
#

πŸ™‚

visual crest
split venture
#

at least its neatly organized

#

it could be a pile of spaghetti

crude spruce
#

orderly spagheeti is still a sphageeht

#

select all of it, convert to function, delete function.

#

πŸ˜„

split venture
#

im curious to know how much that affects performance

gentle urchin
visual crest
#

It works perfectly so I am not touching it. How something looks is not worth 2+ hours lol

lofty rapids
#

probably a custom event with some params

#

unless they are really unique throughout

split venture
#

what exactly is that staircase doing?

gentle urchin
split venture
#

im curious because im now worried i could end up making one of those in the future

visual crest
#

Its my bullet heaven end score board. It visually tallies up each stat gives it a score then at the end adds it all together then give final score/XP

visual crest
#

So stats like: kills, damage received, damaged healed, magic damage done, melee damage done, max combo, so on and so forth.

split venture
#

im working on a rail shooter (ie: space harrier, maze runner, etc)

visual crest
#

yep

split venture
#

i have a bullet heaven/hell planned out too. but i want to knock this out first

gentle urchin
#

Timeline -> switch on int -> DoStat()

Timeline.end -> increment int -> if int <= lastStat -> start timeline

visual crest
gentle urchin
#

Nobody cares about real problems

visual crest
#

lol

gentle urchin
#

Only organizational/code cleanliness ones

visual crest
gentle urchin
#

Easier to maintain, expand, read

faint pasture
#

@visual crestWhat does that chutes and ladders mess do?

queen dagger
#

Is there a way to turn of y axis movement completely for a 2d fighter game?

visual crest
faint pasture
#

all stats are ints or floats right?

wild moat
#

to what degree can material layers & material blend layers be controlled in a blueprint? i see some stuff for accessing parameters, but can i dynamically add layers and swap material layers during runtime?

faint pasture
#

What are these stats, stuff like ShipsKilled and BulletsFired?

visual crest
faint pasture
visual crest
#

I may fix founction it at a latter date right now I am working with other bugs

split venture
#

after hearing what that blueprint is used for, im now interested in learning how to do it more efficiently. i have a feeling im going to have a similar need.

faint pasture
#

You could have something like
Struct Stat:
Name/String/Tag/Whatever Stat
int Count
float ScoreImpact

CalculateScore:
for each Stat in Stats
Score += Stat.Count * Stat.ScoreImpact
DisplayName = Stat.Name

faint pasture
lofty rapids
#

i would just make a custom event with some params

#

send it the thing you want to change

faint pasture
#

instead of:
float HP
float MaxHP
float HPRegen
float Mana
float MaxMana
float ManaRegen

you can instead have:
struct Stat
Name/String/Tag StatIdentifier
float CurrentStat
float MaxStat
float StatRegen

Then it's super easy to add more types of stats

sage lagoon
# sage lagoon When overriding the On Key Down function (Image #1), what is the best way to ass...

After a good night's sleep and a bit more research, I took another look at this screenshot from https://forums.unrealengine.com/t/ue5-on-key-down-problem/792617 (Image #1).

It was then I realized. The setting focus to UI and Game needs to be in the same group of nodes as when you set the keyboard focus. Originally, I had one of these nodes on the widget itself and one on a level BP. But now, they're both on the level BP like so. (Images #2-4)

I'm really posting this answer for anyone else who might be having trouble with anything similar to this. One could try Set User Focus instead of Set Keyboard Focus for controllers, but I'm not sure.

hallow compass
#

is there a way to change the default bp comment box color so that its not blinding white?

sage lagoon
#

As soon as you add a comment on your BP, you should see this under Details on the right side of the screen.

hallow compass
#

yeah that i know. im talking about the default setting πŸ™‚

#

so that when you make a comment it doesnt default to white

#

over the years i realized im spending an ugly amount of time just changing each comment to black, would be nice if i could change some of the slate(?) settings or some obscure ini file to change the default away from this 1,1,1

sage lagoon
#

Okay, I found it. Open the Editor Preferences, type "comment" in the search bar, and you should see this:

hallow compass
#

oh my goodness

#

thank you so much!!!!!!!

sage lagoon
#

You're welcome.

short reef
#

Are there any tutorials for doing a model examine thing where the object appears or moves up to the camera and you can rotate it around and such?

supple dome
#

that seems very simple to do, just place the object near the camera with SetActorLocation, then use the mouse movement to AddLocalRotation

marsh pilot
#

How do I make it so I can play an animation based on a boolean in the NPC's state?

lofty rapids
#

are you trying to get is working from the player character ?

lofty rapids
#

what does it look like to the left of the sequence ?

lofty rapids
marsh pilot
#

Correct

gentle urchin
#

Npc != Character

#

Your IsWorking is defined in the NPC class

#

Which likely is a subclass of Character

#

You either need to cast further down, or get some interface up and running

marsh pilot
gentle urchin
#

If this animBP is supposed to be shared between npc and player characters

#

I would suggest creating a shared baseclass

wild moat
marsh pilot
gentle urchin
#

Gotcha

#

So no sharing πŸ™‚

marsh pilot
#

Yeah I only have to worry about this AnimBP being part of the NPC which is a subclass of character

gentle urchin
#

Yepp

#

So cast to NPC

#

Not Character

#

And store the reference

marsh pilot
#

oh so just this?

#

Ahh okay so I think I have it. I also changed the Character type from Character object reference to NPC object reference. Thank you!

gentle urchin
#

Yepp

dark drum
#

Has anyone used sequences for things like dynamic cameras? I'm looking at setting up dynamic cameras for interactable but in need of inspiration lol. Not sure if sequences would even be a viable option.

simple field
#

I'm trying to pause my timer when game is paused, i'm using the Branch to tell every tick whether game is paused or not (1st Pic), then I'm getting that boolean variable reference in Level Blueprint (2nd Pic) and then I'm setting the paused boolean to true/false depending on whether game is supposed to be paused or unpaused. But it doesn't work. Any ideas? 4th pic is the error

void bluff
#

I have a blueprint for custom NPCs. I am spawning the NPCs at runtime, and want to set them up (their meshes, hair, etc) in the construction script of the blueprint. Is it possible to pass values to the blueprint before the construction script runs? Similar to passing parameters in an object's constructor? Thanks

#

SpawnActorDeferred, btw

simple field
#

is that wrong?

#

like this

lofty rapids
#

you need to actually set it to the timer ref

#

so you created a variable but it's still empty, you need to put something in there

simple field
#

I see, how do I make it the Timer reference though?

#

When I drag off the Timer ref there isn't the Timer widget I want to refer it to

lofty rapids
#

where are you running a timer ?

#

when you set timer, the return value is the reference

#

i didn't know you could pause timers like that so i'm not even sure it would work

#

but to start your problem is the variable is empty, thats what the error basically means

simple field
#

I saw it in a tutorial and it works there, I just don't know how to pass the variables over correctly

#

This is my timer widget

#

Bottom one is making the timer work

#

Top one is making sure its unpaused for time to work

#

That paused boolean variable is in the widget, and I'm somehow trying to pass that paused var over to Level blueprint, so that i can set paused boolean to false/true

lofty rapids
#

i would store the paused somewhere like the game instance where you can access it anywhere

lofty rapids
#

if you create the widget in the hud class, you should be able to get hud, and get widget np from anywhere

simple field
lofty rapids
queen dagger
#

so this is a hit detection for a medium attack

#

im trying to add knockback on the character, my question is would i code the knockback on anydamage event and then identify the type of attack and get the knockbck data via the collision? if that makes sense lol

simple field
lofty rapids
#

what does the code look like if you click where it says branch ?

simple field
#

selected the branch node

#

maybe I'm an idiot and I shouldn't have used event construct

lofty rapids
# simple field

you don't want to do that, promote it to a variable in the construct

#

then use that variable on tick

lofty rapids
#

idk about contruct

simple field
#

oh wait lemme try cooking

lofty rapids
# simple field

where does it goto if you click on this one where it says set?

simple field
#

I had the cast node under the InputAction by accident instead of beginplay

#

I fixed that, no errors now

#

but it's still not pausing the timer

#

:/

#

Both prints are getting fired when I open and close pause menu

#

So I think it's a variable issue

#

wouldn't it be easier to just get rid of my timer logic and use Set timer node?

lofty rapids
#

you could probably use a timer

#

but i can't see exactly the problem, but you should be able to set the pause variable

lofty rapids
# simple field

your setting a variable but i don't see where you are getting the widget ?

simple field
#

This is connected to Event BeginPlay

simple field
# simple field

this is inputaction (pressing P to open pause menu and also set boolean to paused)

wide mirage
#

How do I set the Timer for the door, to disable input spamming?

lofty rapids
#

the white lines

simple field
#

Oh my bad

#

fixed and timer is still running when paused

hasty merlin
#

anyone know how to lock cursor to center of screen without running set mouse pos on event tick?

simple field
#

@lofty rapids Yep it's a variable issue, I tried printing every tick (in Timer Widget BP) to see whether that paused boolean gets changed and it does not get changed - stays as false, whereas the variable in Level blueprint only gets changed when I pause and unpause the game, so they're not acting as the same variable for some reason

#

(the printing)

frosty heron
queen dagger
#

is there a node that identifies if youve taken damage and how much?

lusty hedge
#

when using an OnDrop function... how do i check to see waht its recieving ?

dawn gazelle
queen dagger
#

this is the hit box and damage amount

#

thats the actual damage ecvent

dawn gazelle
# queen dagger

So in your logic here, you'd have to figure out if any damage was applied.

#

That could be as simple as a comparison of how much health you had at the start of the "Any Damage" event and how much you have after you've done any calculations that may have changed it.

queen dagger
#

oh ok

#

so make another function seeing if damage was done

#

then identify amount

#

then apply knockback based on damage

hasty merlin
#

how can i make a line trace always be active? not just when i hit a key

hasty merlin
#

but will that spam line trace?

#

im looking for a solid beam that moves when i move wihtout a spam

dawn gazelle
trim matrix
queen dagger
gentle urchin
#

Decisions, decisions...

#

welcome to dev life

queen dagger
#

lol this is my first attempt at it so its all new to me

gentle urchin
#

Better get used to those decisions (and watching them blowback every now and then)

steel shadow
novel swan
#

In my game I have a shield actor that the player pawn can spawn with a button press. I have a ShieldFunction in the player pawn BP that calculates how the shield should be positioned when it's spawned. I had the great idea to move this ShieldFunction to my shield actor BP. It makes sense to me, in general we want to encapsulate right?

However, in my game potentially 1000 shield actors lets say can exist. Whereas my game might have only like 24 player pawns. So I'm wondering if there's some sort of memory consideration to be had?

Let's just say ShieldFunction is 1kb of memory. Is it going to be 1kb * 1000 actors vs 1kb * 24 actors? Or does it not work that way?

#

Also, I'm working in VR so efficiency is a little more important in general.

hasty merlin
steel shadow
#

what is debug mode? where it says 'draw debug type' choose 'for one frame'

hasty merlin
#

yea

trim matrix
#

Hey guys, im trying to make a blueprint change the hdri background depending on player location. Whats wrong with my blueprint?

lusty hedge
#

how to a reference an instance of a componenet on the player

#

GEt player character node >

#

then what

trim matrix
queen dagger
sage lagoon
#

I got message widgets to respond to keyboard buttons, but now I have another problem. When the player is near an NPC, pressing Enter will trigger dialogue. Typing Enter, Z or Spacebar will advance to the next message. So far, so good. But then, when I type enter to close the dialogue widget, the dialogue instead goes back to the first message! So how can I break this loop, other than setting some different key to talk to someone?

dawn gazelle
trim matrix
#

then break whenever you need it

sage lagoon
#

So, should I replace For Each Loop with For Each Loop with Break?

trim matrix
sage lagoon
trim matrix
sage lagoon
#

Flip flop? You mean I should swap two nodes?

trim matrix
trim matrix
#

The FlipFlop node takes in an execution output and toggles between two execution outputs. The first time it is called, output A executes. The second time, B. Then A, then B, and so on. The node also has a boolean output allowing you to track when Output A has been called

sage lagoon
trim matrix
sage lagoon
#

You mean the branch?

trim matrix
#

ye

sage lagoon
trim matrix
#

and it should work

sage lagoon
trim matrix
#

I think

sage lagoon
#

Unreal Engine gets fussy about casting widgets when you haven't promoted them to variables.

trim matrix
#

no need to cast a second time

#

try it

sage lagoon
#

Oh. Then what would I attach to "Object" on the "Cast to" node?

simple field
trim matrix