#blueprint
1 messages · Page 121 of 1
I just did it and still 😦
so set it and make sure nothing is connected. what about validate?
I'm trying to search.. thank you anyway for your time
Show me
If I find the solution I'll tell you
How do I create a custom event with this additional pin? Like this
Specifically.
didnt realize it was an entire node. good to know
Create a custom event. Click on it. And on the right there is a "Inputs" and click on the "+"
Getting there
Test it
Implementbthe functionnin the interactable, return a float > 0
do i need to set the input to be a hold?
yea 🙂
No
Yes, set it to your desired time in seconds
set it in the return node? or is it better practice/safer to use a variable?
Also gotta validate our interactable
If you had a parent of all class, variables are nicer
Hardcoded values are not cool
i might swap the door over tomorrow morning to a parent and children
isvalid node?
in this image?
isvalid node right here?
Earlier
before the getinteraction time node
Y
1 question: why are you using the interface as a variable?
should i connect not valid to the clear?
wdym
this
its grabbed and stored in the interface function then i can reference the line trace every tiem without directly connecting to it
thats how i used it in my interact
that happens every time you hit the interact key tho right?
yes
mine runs on a timer loop
but why?
so i dont ahve to use collision boxes to check cause theyre iffy at best and i cant lock mouse cursor to center of screen without giving my widget epilepsy
what are u trying to achieve with this?
i ahve different actors that need different times for interacting. im using hold to interact. im essentially trying to recreate dungeonborne
i gotta get off and go to bed here real soon, are you goign to be online tomorrow so i might pick your brain a tad more?
I solved my infinite loop error problem by removing all the custom events and call custom events in the sequence and just strung everything together a lot more spaghetti now but it works. I can run a very long long execution line through all the nodes but the moment I clean the BP up with custom events then it breaks for some reason.
try #ue4-general if you have issue with old version
o.k. got it
You should change the channel name then to blueprint - ue5
its just that not many people here are still using UE4, so u will have better chances of getting help with ur issue there
Understood thanks 🙂
Probably
Gotta deliver kids in kindergarden now
santa but in like a reverse fashion? lol
have a goodnight everyone take care
was such a dummy solution, I had the event tick interval set, so for continuous movement or a movement toggle, all I needed was this:
ive got a question, the custom timestep fixes the framerate process speed desync thing, but it makes the event graph choppy. is there a way to fix it?
Hi, I am attempting to make a function within one of my UI elements that zooms in and out with the mouse wheel between 25% and 150%; And While this seems to compile without any errors it seems off to me and using various resources I have been trying to check to see if it looked right. So I thought I will try here? This is my blueprint. I am very new to this so pls bear with me 😄
@trim matrix I finally got the line trace to work instead of box overlap this allows me to identify direction correct?
Hello! Not sure if this is the right place to ask, but might be. Is it possible to add gameplay tags to only specific components on a actor?.
E.g.
Enemy actor
- Capsule Component (no gameplay tag)
-- Skeletal Mesh (only add a gameplay tag to this and not to the capsule)
If you subclass them. Yeah
Subclass? (need to google this). 😄
You'd need to do it in c++ if so
as components dont support gameplaytags by default
you could use Tags tho
Ah
Yeah, I currently use tags. 🙂 But since you can't use a datatable for them (or such), it keeps being misspelled and such dumb errors. 😄 I'm considering just adding them to different components on begin play, and just call them from a datatable to avoid this.
but also feels like an unneccessary step, but I feel it might be the best solution.
Since I want my projectiles to react differently depending on jwhich component they hit on certain enemies.
I assume it's that OR make different collision setups for them when I think about it. E.g.
- Capsule has ignore
- Skeletal Mesh has block
- Extra large head has overlap
Maybe that is a different solution to the issue.
Because then I could add a gameplay tag to the object, and maybe just do things if I hit the proper part of it
Sounds like a better way !
At least the less error prone. 😄
Will change it and see if it works the way I hope it does. 😄
Yeah
I thought it was like this (i looked a tutorial, but I seem to have done something wrong).
The first image shows me adding it on begin play. The second image shows that I have different "meshes" that does different things. E.g. Block (Sending hit event), Ignore (do nothing), Overlap (use the "BeginOverlap). The third image is the projectile comparing gameplay tags on the object it hit, but that gives me false all the time even though it is added.
I very much I assume I missunderstood something with the use-case.
in the 5.4 i cant adjust distance for a SceneCaptureComponent2D in a Orthographic projection
Ortho Width just do nothing now, and my minimap camera remains super-close to stage
whats changed in this version? how to adjust it now?
Unless you're using C++ you cant implement the gameplay tag asset interface in the blueprint. You'd need to create your own BPI to handle getting the gameplay tag container from an actor.
You can make it work with gameplay Tags. 🙂 it's not perfect but doable. Copy the gameplay tag as name and use that as the key for the data table row.
Then you get your tag and get tag as name and plug it in
That was the reason! Thank you! I created my own now to get it. 🙂
Im doing this but it sucks
Also made an editor util to ensure row name are exactly like tag
Still its hacky, and the dt editor sucks 😅
Yea, its not ideal. Proper support for gameplay tags in datatables would be cool though.
multi cell edits would be nice, like the property matrix.
I don't know, i've not used editor utils.
Hey, how do i have get overlapping actors also consider actors that arent moving? Typically it ignores the ones standing still until they move the slightest amount.
Certainly! When dealing with overlapping actors in Unreal Engine, it’s essential to ensure that both moving and stationary actors are correctly detected.
Collision Presets:
In the Details panel of your actors, open the Collision Presets section. Make sure that both objects are set to overlap with each other. You might need to use the “Custom” preset to achieve the desired behavior1.
BeginOverlap Event:
Instead of relying solely on the Get Overlapping Actors functionality, consider using the BeginOverlap event. This event triggers when two actors start overlapping. Within the event graph of your actor, handle the logic for detecting overlaps and responding accordingly1.
Collision Layers:
Double-check the collision layers assigned to both actors.
Ensure that the layers allow for overlap detection between the specific actors you’re interested in1.
Nice GPT response there. 🙃
I've used 'Get Overlapping Actors' on stationary objects without any issues. What are you doing?
haha, but its the same right
No, because 'Get overlapping actors' should work with stationary actors anyway making everything it said redundant. 😉
is it so,😲
Iunno, ive got it on a timer, rings that enable collision (for some kind of spread system), but if enabled and the person now in it doesnt move they dont get acknowlwged from the overlapping, but if they move or is bumped by something theyll suddenly get noticed.
Also, using overlap events whilst they are useful, often fall short when you're spawning actors during a loading portion. Often not triggering meaning you have to use the get overlapping actors to check if it's already overlapping something when spawned.
You'll need to show your code.
Hey👋
What would be the best way of implementing Area-Damage in GAS? Like applying GA-Effects in an Area.
Is there already a system for that or do i have to implement my own?
#gameplay-ability-system this might be the best place to ask but I would imagine a sphere trace to get the relevant actors and then apply the effect.
Yepp, just custom targeting code
i cant unsee this....
are you aware, that you can filter collision volumes with some math ?
Thanks 😄
Me?
yes
you can also handle this far more dynamically
so that it's just a matter of parameters, to change the effects
inwards, outwards, partial circle, cone
I didnt know that, whats the other method?
That delay loop on begin play... 😱 Use a timer by event and set it to looping.
Also, on the get overlapping actors, assign a filter class to the class you're casting too.
Yeah thats probably better.
Also, you would normally want to utilise overlap begin and end events.
When the actors first loads, use the get overlapping actors node to populate an array of actors already overlapping, then use the overlap begin and end events to add new actors and remove old ones.
Then when you apply damage you can check if the array is empty or not and only apply damage if there is something to apply it too.
This also then gives you flexibility to start and stop a timer that applies the damage. If nothing is overlapping, there's no need for the timer to be running.
is there a super version for interfaces event ?
when its called on child, i would like to run the same event bu on the parent
okay i found it nvm
But why isnt it overlapping idle actors once enabled?
I did your optimisation suggestions though!
It's hard to say. What makes you think it's not getting them?
Ive tried print stringing, it wasnt picking upo anything until they moved slightly
when i do a linetrace from my TPS camera, its hitting on the origin, doesnt matter where i place it
Odd, I've just tested this and it picks up the player character, even if they're stood still.
Is there a setting for it?
disable the collision on the 'UseStartPoint' component.
Ahh ok, print the name of what it's hitting to see what it is.
Did you have it with collision disabled then enabled it with someone idle inside?
No, but I'll quickly test it.
Cause i just tried the same print string you did and same result
This works as well. Shows 0 when disabled and shows 1 when enabled and that's without moving the character.
...ok then i got no idea why mine is like that then
Cause im setting to the exact same collision settings as that too
is damageplayers running ?
why you use by function name, but have an event
Yes it is
i didn't know you could run events by function name ?
Yeah it basically works interchangeably aslong as you spell it right.
~~guys i have probably a weird problem, i have a hard time understanding the way variable get instanced by instance of bp generated idk how to explain it but it make me hard to understand how structure work for example
like if i create a structure to be used by a bp_character that is an npc spawned multiple time how does that thing work~~
i asked chat gpt he got me lol
Just make sure you spell it right 😅
next time ask co pilot, i feel like it's better i have tried both for info and i get the best luck with co pilot when it comes to programming
which one to be exact? xD
lol i only have the microsoft one, i don't use github
i use it very rarely
i got the preview version, it sits in windows
it just showed up one day lol
Well for the direction, you should have a bool in your BP_character that is true when he is looking at the left and false when he is looking right (to implement),
then the end point of the line trace will vary depending on the bool (true or false) so that the line trace is going to be left to the character or right
... that's how I would do it
Well it works when they move, so i know its workin.
if you cache a pure node before the foreach, you'll get a bit of performance out of that
something i read from a post on here, if you plug pure nodes into foreach they will run each time of the loop
Or unpurify it, and run it pre loop
a bit? sometimes you get a ton of performance out of it (depending on how the pure node aquires the data)
ya i guess also depending on how much you loop
kind of boggles my mind how there's no faster foreach loop implementation
This requires a plugin
looping in bp is a pain in the ass imo
oh my karma hits me
yeppyepp, just airing my dissatisfaction with having to spell them
Could make a wrapper function allowing you to specify it by GTag instead
less error prone if anything
thx
mornin squize
Hey, guys! How can i switch these Static Meshes, or replace it by name reference? This screenshot is from my Inventory and i need to switch these meshes with the mesh that i catch in runtime. Anyone?
we want to bind the "OnHoldInteracted"
and create another custom event
(To avoid these long red wires, you can instead use "Create Event" and pick the matching event from the provided list)
this red wire shouldnt be long, i dont think ill ahve to move anything
fair
this is a bit backwards now, but we'll move forward
Check if BPI Interactable is valid
then Set progressbar percent to be CurrentTime / MaxHoldTime
didnt we do this in fpcharacter?
isnt it redundant?
Well,
we're not checking during the "OnGoing" of the input action
so the broadcast is triggered regardless of initial start
binding removed
grab PBar in the event graph, search for "Set Percent" and connect it to "Yeet"
yupp
I guess with Enhanced input one might add input context during hover of a target etc? Havn't explored that very much yet
input context?
nvm that
k
check if it works ?
no the percetnage is still maxed
print value of current time and max hold time
or view them in the debugger
with a breakpoint
no strings getting printed
Does the if statement in Blueprints have evaluation order? ie, if the first check fails does it check the rest?
branch takes a boolean
a branch? only if you set something up to false
yeah I meant branch
if it's OR branch for example, if first value is false, does it keep checking the rest?
Is there any way to lerp between two Post Process Settings Struct variables, without needing to use more than one post process volume?
I've got two separate Post Process Settings Structs with pre-defined settings I need to blend between when a function is called, as I'm developing a timecycle system that smoothly blends between day and night, which includes these necessary Post Process settings
if statements in c++ do for ex
how do i see the debug in the widget when i play simulation?
Show the prints
Verify binding
Verify broadcast
Verify valid interractable
setup a string at everypoint?
circled gets activated on begin play but key binding doesnt do anything else
So whats going on in the char bp
it is yea
strings are going through and its printing the values
hold on
i might not ahve realized how squize time should be setup
If you have a hold modifier on the input action, the ongoing is called while the button is held down.
Squize time is set once, at the point of a starting interaction
i was thinking 100/sec for squize as thats what i had before
I don't think ongoing or cancelled will do much then so not much point using them.
it just needs to be seconds
so it was dividing current time by 300 not 3
it wouldve taken4+ minutes to open
must be a strong as hell door
Which is ok
Gameplay feel is real
Its ok for testing the system tho
But 5 sec is prob more appropriate
changed it to 3 sec and it works however it starts at 100%
i need to set the current time to 0 before i interact
You can do that during update interactable
how do i check if an interface variable is valid or not?
Set percent to 0
set it in ehre?
nvm found it
this area then
Ye
Set percent to 0
We're kinda lacking a few things but its getting hard do explain
We should change the logic in the update interactable function
ok im there
We only wanna call the broadcast if the interactable changes
No lol
Im not sure how interface references work
Can we directly compare two?
Lets try.
On cast succeed, chevk if the casted interactable != AsBPIInteractanle
Connect that to a branch
how can i do that
Drag from the references
a notequals bool?
It returns a bool
But we wanna compare the variable
Vs the cast reference
The cast reference is the output pin on the Cast node
wont let it connect
Show
lol

Instead of the cast, do a branch and connect "does implement Interface"
Change the variable "AsBPIInteractable" to type Actor, and call it "FocusedInteractable"
text object being new interacctable?
What?
shoudl be the same as "asBPIInteractable"
or am i wrong on that?
isnt that what sets asbpiinteractable?
Test object yes
and interface be the bpiinteractable?
Remove the cast
better to make sure than to assume
my game has 28,000 actors. how do you think itll handle
yes
Perfection
Now also the variable
tehres a lto to cahgne
Yes
Show this
and connect the notequal bool to another branch? or existing branch?
This means they are the same, so we dont touch anything
If true , check if it implements interface
If true. -> Set the variable -> call the broadcast
Nice
We prob wanna remove the outer branch aswell
So it updates if the trace hits nothing aswell
do i need the get bpiinteractable node? why not just connect the 2 sets to output
nvm
i just found out why
😄
I'm using Data Assets to manage character weapons. Some weapons will have specific abilities. Is there any way to create modular setups where I can just attach something to the primary data asset and it'll expose the variables directly in the data asset? Right now I'm manually adding the same variables to each one that needs a teleport ability for example. So I know there needs to be a better way.
just did a small test, if i stop or complete the action, it doesnt reset the pbar
lol WE need to set current time to 0 on cancel or completion
add an input float to call on hovered interactable?
No
not this?
Its already handled in the widget
Just make sure you set percent to 0 before the isvalid check
Neat
im not certain how to reset
i feel like im overthinking
is it a new var in update interactable?
Simply call UpdateInteractable on Completed/Cancelled
Delete it
done
Just maybe
If you dont have it, it will be wrong if you keep holding the interact button
While staring at the thing ?
hard to tell atm, i can tell connecting the node refreshes it but doesnt reset to 0 atm mainly due to state of door not changing
now i need to setup the actual interaction
For testing this specific thing
All you need to do is in the door bp
On interact
Set bool to NOT bool
Flips it
this is the bp for opening door
For testing all you gotta do is flip the bool
im not follwoing
oh if i drag from the interfaces and convert to event it doesnt give the error
also flip flop can be pain in the ass
im goign to change a bit in the bp, i want it to open directionally dpeending on which side the player is on
Yeah no need when you got the statebool
dotproduct ftw
ill take a look at that after
makes sense
is tehre a better way of setting up my door open?
also not jjust for a door, were just making it only a door atm and ill expand from there
i mean if it works ig thats what matters right
i just ran into a problem with flip flop myself, and heard it can be a pain in the ass
i had it originally when it was bound to an overlap of character and promptbox of the actor door
it was super simple
Any idea why is this printing 4 times a random row? I only want it to randomly pick 1 row and then print that 1 row country name once.
add in the body, pick a random on completed
should i be changinig how the door opens? also it works perfectly now ty so much
it's printing as many items are in the body because your printing in the loop body
Oh lovely thanks <3
Up to you
is there anything else we==Me need to do?
Test it on different objects with different texts and interaction times.
See if theres a bug
See if text chanhes when door is open vs closed etc
Does it update instantly, or do you need to look away then on it again, etc
text updates instantly, only thing i spot is percentage remains maxed if i hold the key longer
if packing up my project into a zip for a friend. to reduce file size of the zip, the folders that are a must is just config and content?
Guess youd have to clear it somehow
Key held time will keep increasing
would it be call on hold interacted and leave current time to 0?
and addd it to the compelted/cancelled?
another bug, if i hhold interact and look away it still opens
You didnt remove the branch i bet
After the trace
this?
Yepp
dont i need that branch?
right arent we doing what happens after the branch inside the function?
Yepp
still doing it tho
Quick question, I'm from Czechia and in our language we use č š ď ň and other special characters, if I'm testing whether TextBox input was same as data table row string value, will this also work with special characters? Like if I write "Cesko" in the textbox and it's correct, would it also work if I write "Česko"?
and additional question, would it be case sensitive?
if youre usign strings, i could very well be wrong on this, i beleive its case and character senesitive
hey would anyone be able to help me with an issue im having with our save/loading system?
for some reason if you load a save file, then go back to the main menu and start a new game it starts from the save, this doesnt happen if the first thing you do is start a new game
i wouldn't expect those two strings to be equal, but how are you checking i think there is a node for case and one for non
depends on which one you use
so if I wanted it so users can write Česko, Cesko, cesko, česko I would have to use Not Equal, Case Insensitive for UE to think it's the same string?
the ones with different characters will be not equal most likely
usually a string has characters, and the ones with the thing on the top are different char
so it would most likely be not equal
would adding a does implement around here fix the look away still opening bug? i believe it would also be to the on hold interacted
nvm it doesnt work, its the audio i added in that still playing
whats the problem ?
when im interacting, i ahve an unlocking audio playing, if i look away while holding, the audio is still palying
do i just need to add an is valid node before the start of me palying the sound? and if false jump to the part in cancel/compelted that ends the audio?
circled is the audio nodes
is valid on triggered fixes it
Why is char spawning sound
also i know i dont want the audio here
Isnt this interactables responsibility?
i need to move it
yea but i also need to change which audio is spawned
to add this in it would be in update hold value right?
no wait
let em think it out first
As i said. Tjis is interactables responsibility
would it be a new fucntion in bpiInteractables called get InteractionAudio?
and then the actor will select what audio is going to get played?
hey, so this might be super easy but I am stuck on the logic. how do I get the spawners in range locations and spawn things at those locations. lets say 7 of them? (nodes are disconnected dw about that)
wdym "in range ? is that what the overlapping actors is for ?
or you want ones that overlapping but within a range ?
I have a sphere collion atm that check for the overlapped actors
well your checking on begin play
so my variable store the ovberlapped actors already
thats fine
so I have the overlapped actors stored I just dont nknow how to access each location
from that array
foreach, get actor location ?
just unsure how to do that
how do I make it actually loop and store in the array?
just plug a bunch of get actor locations into the make array node?
Does anyone have any expereince with geometry scripts? Im trying to blast or delete some small pieces of geo that show up after a boolean operation. I cant seem to figure this out, would love some help
so you want to create an array of locations ?
out of the actors that are overlapping ?
yep
I then want to spawn 1 actor in each location
so plugging a bunch of get actor locations into the make array works but obvs that doesnt scale
obviously you want to cache it, but just to show how you would do that
sort of transform the overlapping actors into a location array
i would also clear the array first as well
Depends on when its gonna play
thank you! this worked!
i ahve 2 audio sources, a rummage for torches and a lokcing sound for doors and chests
i might even make it so the chest plays unlokc audio first time and rummage after taht
Does anyone have any expereince with geometry scripts? Im trying to blast or delete some small pieces of geo that show up after a boolean operation. I cant seem to figure this out, would love some help sorry to re ask
im super stuck
when* not what lol i misread. its going to play AS im interacting
couldnt i just use the getInteractionText and add in the audio?
Perhaps i've been understanding this incorrectly
We should prob let the interaction item do the timer and whatnot
And instead have something like start and stop interacting ...🤔
And we're kinda back to why i like components over interfaces...
So much neater to bind stuff together
so this worked for adding in the audio now i just ened to be able to pull which audio im using
are you saying to add in the audio to the BP viewport and activate it when interacting?
im not certain what you mean by component approach. are you talking about like on begin overlap and onbegincursorover events from objects in the bp viewport?
i most defs dont understand component method then
ohhhhhhhhhhh
i think i know what you mean but at this point i doubt it lol
Its not to late , if we feel like we gain something from it
i have the time to learn something new
that would be dope, ill be on for another 12 hours roughly
quick question though as to what might make this work rn
what node can i add to choose the audio source?
You could try and think about how we would do it
if were going to do the component method im pretty sure im lost on what you mean
We'd want:
- custom Interaction Component
- StartInteract
- EndInteract
- OnInteractionStarted(Delegate)
- OnInteractionCompleted(Delegate)
- GetInteractionPercent
- GetInteractionText
how do i make the custom interaction component?
hey if I want to passs an array of classes into an actor as a var would I use a struct or somethign else?
I have a struct atm of class references but cant seem to get the array as class references out of it
this is to pass into a spawn actor of class node. basically looking to get random from array to spawn from a list randomly
im going out to walk my dog here so just tag me or dm me when youre free and ty again squize
you have a struct with an array inside of it ?
i want to make a copy of my instanced static mesh component as it currently is. For adding it to a clear animation. is it possible to duplicate components at runtime ?
no so I am passing a bunch of single actor class references into the struct atm. I guess it doesnt work like that
yeah fair.
the new documentation is kinda bad for navigation
list of actors to feed into a spawn actor of class node and make the node randomly spawn from that list kinda thing
so a list of classes ?
You create one like you create any new class ^^
is there an easy wat to just paste this into blueprint into a make vector or sum instead of copying manually each value
Hello! I'm trying to learn and understand blueprint classes. Lets say I have these two static meshes that will represent door buttons. How do I need to set it up so that each button performs a separate function?
Do I need to create one blueprint with the static mesh in there, then edit each individual button in the level?
so I made an array in a BPC and now trying to feed it into the spawn actor. how do I intergrate this into my loop?
what is the for loop for ?
just pull a random and plug it in
get rid of the for loop and last index, just plug the random into the class
it should get a random for each one in the array of locations
unless you need that for some reason to spawn even more than is in the array originally
you want a random class for each on in the array ?
or foreach one you want to spawn multiple ?
I want to spawn one class randomly from the given array
so foreach one, spawn a random class ?
just remove the for loop
should be good to go
it will spawn a random class hopefully if you setup the array correctly
yeah so how do I make an array of class refs
then in the details make it an array
you can even compile
and then add to the list at the bottom
ok perfect thank you!
is it possible to transfer the instances under a static mesh component, to a new instanced static mesh component?
Manually, sure
From instance comp to instance comp?
Theres no existing function you can just call, if thats the question
ok
then i suppose i need to figure out how to add a component, to begin with.
something aint right with my understanding of it
"Add Component"
i did get material issues with that
as opposed to adding instances to the existing component
ill redo it
any one know why im not spawning at that location on respawn, i just spawn on kill z
Gotta select the cirrect mesh and possibly matrtial
i think i found the problem. changing custom material parameters for instances doesnt work if the component is added
i just need to figure that out
Lots of ways to skin that cat. It kind of depends on how similar the two buttons are. For example, do they both react the same way when they are pressed? If they are really different in functionality, then just create a blueprint for each and code them separately. If there's a lot of overlap, then create the base blueprint first and then each one can be a child of the base blueprint. That gives you the ability to have some shared functionality between the two and still make them behave differently.
and finally, if they behave exactly the same way, but only their properties should change, then you can use editor-exposed variables on a single, shared blueprint. The level instances of your meshes can then have different properties (like, say, the colour or the door ID that they control) but the functionality / logic is exactly the same.
Thanks so much for this explanation, it really helps a lot! I just have a question diggiring further. What do I need to google/youtube to read up on the "editing the child of the base blueprint"? Like where in UE do I go into to edit that specific 'child'?
In the child class
Any bp you create, can be the parent of a new child class
Child class inherit logic and parameters from parent, and also extend it with additional stuff
right click, create child
You can then edit them in the child class so the child has a different set of default values
then you can also set variables to be instance editable (in any of the classes) which allows you to specify the properties of instances dragged into your level aswell!
Try this one. It seemed pretty good and short! https://www.youtube.com/watch?v=QX-WO7li7J4
Making use of chil blueprints can make your whole life as a blueprint programmer SO much easier. it increases workflow efficiency, and keeps things organized for you as a game developer!
Check out the tower defence game! https://the-gamedev-cave.itch.io/wizard-defender
Join the discord for any help you need! : https://discord.gg/24cdJBP
supp...
ah i fixed it
i didnt realise that my material could take a parameter text as an instance
a material instance of this, i mean.
but it doesnt help for the instances, unfortunately
You prob need to make a new material instance
i have
You open that child blueprint and you edit away like you would any other bp
awesome, thanks so much. totally starting to understand it more
Create Dynamic Material Instance, cache it, change its mat, set the mat to that new instance
this is the specifics that isnt working
your using an instance of an instance ?
is there such a thing?
idk, but why you can't just set param of the instance ?
thats what this does
hmm
instanced static mesh components > static mesh instances > int index
mind you, all this work when the component is predefined, with the material assigned.
its in the picture
No
This only shows parameters set
why does it use a vector interpolator?
apparently the only way to set custom parameters on instances
This doesnt show runtime assignment of dynamic material instance
thats not what he wants
this is custom primitive data
I know
which doesn't require a dynamic material instance
this is what isnt working
Doesnt it?
no
How does it separate between materials then?
Are you saying all use of that material share custom parameters?
the parameters are updated from the mesh instance that is rendered
its a doozy 😄
Guess it just doesnt make sense to me
it doesnt to me either
i just create dynamic material, set param
Thats what id expect
but i'm guessing your doing something different ?
im adding instances and changing them
Custom primitive data is different,
im not adding components for each mesh
yea and you can't assign different materials to (H)ISM instances
But the buffer gotta exist somewhere
1 component > all instances of the mesh
ive seen some people do one component per mesh 😄
No, i still dont get why we dont need dynamic material 😅
why would you?
the parameters aren't set on the material, but get parsed from the mesh while the shader "executes"
the parameters are passed differently i guess
did you test if your material works at all on a single static mesh? (without the (H)ISM stuff)
Can someone please sanity check why is the Spring Arm extended on the Z Axis?
Any reason for that since the Target Arm Length is 0?
Well there we go, now i know 😅
what is (h)ism ?
hiraidkhowtospellit instanced static mesh
hierarchial ok
guess that makes two of us
was that text for my problem description or a statement
"it works on a not runtime spawned ismc"
It was a statement extracted from the chat above as i understood it
is construction runtime?
It works on editor spawned ISMC, but not runtime spawned ones
hmm
Construction is... idk both?
It fires in the editor and on spawn
So id say runtime
As its not 'persistent in the class definition'
well from my testing the changing of custom data values works at runtime and in editor.
so long as the component is already defined
like this
mmm
ok
so i would need 2 components and just use those for add instance animation and remove instance animation
how to get a Niagara particle location with blueprints?
hey squize
you need an export data interface in the system, and an object implementing that interface
w.i.p
oh wow
that looks liek a manually set array almost
im making a parent for my doors
serious question, should i make a parent BP for interactables? and then children are door chest and torch? and then their children have the meshes?
nah, we'll do component
How do I see my code executing during gameplay?
ic an still do parent door and chidlren?
if you have several doors, sure
cool
do i need to set the variable for each individual door? or can i use a variabel for it in the parent?
Does someone know why Unreal insights would show this instead of the real blueprint function?
Inheritance is your friend here. I have a base class for all of my interactable objects. I then have a child class for doors that has just the code and variables a door needs I.e open/close animation.
i setup this in BP_door. i just need to get that var in bpc_xdoor
Interactables usually fits better with component/interfaces than inheritance
first example of this would be NPC's vs chests
totally unrelated classes
one is an actor, the other is a character..
big balls
lets work fast then lol
Create a new Actor Component
events/variables and dispatchers
how woudl you name it?
BPC_Interactable ?
Something that tells you what it does, when you add it to an Actor
or atleast hints about what it does
this is all in the new component
let me know when you're done 😛
Can you get a blueprint class reference in level blueprint?
sure, but I'd suggest not to use level bp
and possibly deprecated
I'm trying to cast to blueprint class and it's giving me a Cast failed error
guess you'd have to show some code
This is connected to event beginplay
I need the blueprint class to start on event begin
but can't make actual event beginplay in there
feel free to laugh
I'm a beginner
just seems to be redundant
its a note
that casting doesnt make sense since it's already that type
Yea but still it's not calling that event
this is a text var output right?
even when I use the var by itself
i used that cast just to find out whether that was the issue or not
yes
that's something else
that means the variable is nullptr
which is unrelated to cast
Anyone know how to get a blueprint to constantly run while in both the editor and in game?
I have a light I want to adjust using a timeline, and I've tried making an editor tick event, but it doesn't seem to react to it at all
I have a spotlight that i'm trying to change the size of a metahuman pupil when the light touches a collision sphere located at the eye.
I'm struggling with understanding how to communicate the change in pupil size when the spotlight is touching the collision sphere. Can anyone point me in the right direction on what i'm doing wrong?
got it all
Can't find a node like that
In the Interaction Widget
except for this spot
Replace BP_MyCharacter with whatever you char is called
This?
mark the function "pure" in the function details
ahhhhhhh got it. okay into widget
so, weirdly, I've got a character that's failing to cast to its own AI. That's not supposed to be possible, right?
bind to update im not certain on
the dispatcher we had in the character
couldnt recall what we named it
but its the same event
ahhh we have onhovered and on hold
we only need onhovered
What happens is, I've got the dialogue trees saved to the AI as behaviour trees, I put a task in one of them to work as a level transition, and then suddenly, the character can't find its own AI
sounds like there's no assigned AIController?
like under class defaults? Yea, I thought so too, but I checked and it's assigned
Hello, everybody! I got uno problemo:
Was trying to make a lift. Thanks to Ryck0Swhae made it. But the 1st attached code doesn't have door opening animation. As I had added it (screenshot 2) everything broke: the lift goes down as soon as it reaches the top and animations (moving up/down n DoorClose) play at the same time.
Q: how to make timelines act one after another w/o delays? (At screenshot 2 they act at the same time)
yea
so.. is the Actor spawned at runtime or placed in the level ?
im missing a few nodes ehre
these are in CBP (new component actor) or widget
works perfect now, thanks!
type is not Actor
im missing something
the new var? whats it called?
should i just scrap everythign i had before?
If that's easier
ok
its much of the same
hit actor on breakhitresult wont connect to updateinteractable
Input there is actor
Wrong type still
just changed it. for the input
match the type we're trying to pass in...
actor obj ref
for the input what do i use ehre? started and cancelled/completed?
sicne im using enhanced
How come my BP_ThirdPerson game object mode is incompatible with a character object reference? I'm following a guide on how to restart the player
https://dev.epicgames.com/documentation/en-us/unreal-engine/respawning-a-player-character
sounds about right
started and completed would be my bet
cancelled probably never fires
since you dont have a condition
I have a quick question on what i'm doing wrong if anyone can lead me in the right direction.
have a spotlight that i'm trying to change the size of a metahuman pupil when the light touches a collision sphere located at the eye.
I'm struggling with understanding how to communicate the change in pupil size when the spotlight is touching the collision sphere. Can anyone point me in the right direction?
where do i get the interactable object from?
do i set it from hit actor?
its shown in myu picture isnt it
^
this one is done
and this one is done
this one is in widget event graph?
yepp
Thank you is there a tut you know of that shows an example
someone? pls
hey guys i have a access problem trying to get a structure used in an actor component from my character bp in an AnimationBP, and im doing it like i do in other bp but it only not work here
how do i get the interupted and progress bar added to events??
same as always
create inputs to the event dispatchers
in the interactable component
oh. so i need to make them into events in the widget somehow?
widget is binding to the components event dispatchers
like we've done with the hovered interactable
alright im lost somewhere
go into the component
wait, you've probably missed the bindings
yeah you have
this part
to be able to select the event, the signature must match
signature is shown on the node itself
i see them but i cant select the event without it already existing
you need to match the signature
So you must add the bool
and add the float
in the custom events
oh add the input into the details in botom left
yepp
Add it to some actors you got, and try it out
there's two things you can modify currently. Interaction time + The State texts
how do i add it to the actor? aka door
There's no logic behind switching states beyond increments, so it goes 0, 1, 2 , and loops back to 0 (depending on number of entries)
just like any component
in each individual torch though
so if it starts off, i ahve to go manually swithc it?
you can set it on beginplay
okay
many options
also i hit e on my door and the only thign that changes is the color of my test
did you add interaction time?
no percentage and no door opena t all
okay the progress bar works but the text color is going pink, shoudl i set that slate colour to be what i currently have?
or do i even need to ahve the slate node?>
yea do i set that to the current colour?
i dont want the colour to change
then remove it
it was simply to visualize where to add "interaction complete effects"
ahhhhhh
and that it was working as intended
so then in the end interact do i need the default color get?
its still going pink after i deleted the node
How to un-blueprint blueprint?
undo this action:
Is there some way to blend between two Post Process Settings struct variables in a Blueprint, without also using two separate Post Process volumes?
show me what you did..
Stuck on this for our time and weather cycle system
I don't see any convert to instance actions
@gentle urchin you deserve a pizza 🥹
still only says open after interacting but progress bar works and nothing changes colour now
xD
how do i hook it up to opening the door?
in the door BP
select the component
in the details panel you have all the same events
so you use those to trigger the things that should happen in the owning blueprint
doors opening, chests popping coins, whales pushing water.. idk
yup
begin interact would be to play the audio of keys while opening?
and at the end of onInteract it would be to call state changed?
Begin - once at the start
End - once at the end (wether completed or not)
Progress - every frame, with the percent completion of the Interaction progress
possibly, yes
State updates once the interaction is complete
yep
did you remeber to update interaction text on Endinteract ?
(so it remains the same while the key is held, but updates as soon as key is released)
+2..