#blueprint

1 messages · Page 121 of 1

lunar sleet
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You’ll have to play around with it, and figure out what’s happening. I’ve been there. For one, I would restart the engine just in case something went terribly wrong 😀

hasty merlin
#

so set it and make sure nothing is connected. what about validate?

odd kiln
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I'm trying to search.. thank you anyway for your time

odd kiln
#

If I find the solution I'll tell you

hasty merlin
gentle urchin
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Not set...

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Clear and invalidate

white oxide
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How do I create a custom event with this additional pin? Like this

gentle urchin
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Specifically.

hasty merlin
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didnt realize it was an entire node. good to know

odd kiln
gentle urchin
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Test it

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Implementbthe functionnin the interactable, return a float > 0

hasty merlin
gentle urchin
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Ah we also need to bind in the widget 🙂

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Updaing the progressbar

hasty merlin
#

yea 🙂

gentle urchin
hasty merlin
#

perfect wanted to double check

#

give this float a value inside the door?

gentle urchin
#

Yes, set it to your desired time in seconds

hasty merlin
#

set it in the return node? or is it better practice/safer to use a variable?

gentle urchin
#

Also gotta validate our interactable

gentle urchin
#

Hardcoded values are not cool

hasty merlin
#

i might swap the door over tomorrow morning to a parent and children

hasty merlin
hasty merlin
gentle urchin
#

No

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Before we start the timer

hasty merlin
#

isvalid node right here?

gentle urchin
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Earlier

hasty merlin
#

before the getinteraction time node

gentle urchin
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Y

hasty merlin
limber parcel
# hasty merlin

1 question: why are you using the interface as a variable?

hasty merlin
limber parcel
hasty merlin
#

it hold actor hit

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comes from this line trace in another interface function

limber parcel
#

that seems kinda weird way to do it

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at least i never used interface like this

hasty merlin
#

its grabbed and stored in the interface function then i can reference the line trace every tiem without directly connecting to it

limber parcel
#

thats how i used it in my interact

hasty merlin
#

that happens every time you hit the interact key tho right?

limber parcel
#

yes

hasty merlin
#

mine runs on a timer loop

limber parcel
#

but why?

hasty merlin
#

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

limber parcel
#

what are u trying to achieve with this?

hasty merlin
#

i ahve different actors that need different times for interacting. im using hold to interact. im essentially trying to recreate dungeonborne

hasty merlin
# gentle urchin Y

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?

frank viper
#

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.

limber parcel
frank viper
limber parcel
#

its just that not many people here are still using UE4, so u will have better chances of getting help with ur issue there

gentle urchin
#

Gotta deliver kids in kindergarden now

hasty merlin
#

have a goodnight everyone take care

faint violet
#

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:

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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?

undone glacier
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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 😄

queen dagger
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@trim matrix I finally got the line trace to work instead of box overlap this allows me to identify direction correct?

silent drift
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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)
gentle urchin
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If you subclass them. Yeah

silent drift
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Subclass? (need to google this). 😄

gentle urchin
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You'd need to do it in c++ if so

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as components dont support gameplaytags by default

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you could use Tags tho

silent drift
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Ah

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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.

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but also feels like an unneccessary step, but I feel it might be the best solution.

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Since I want my projectiles to react differently depending on jwhich component they hit on certain enemies.

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I assume it's that OR make different collision setups for them when I think about it. E.g.

  1. Capsule has ignore
  2. Skeletal Mesh has block
  3. Extra large head has overlap

Maybe that is a different solution to the issue.

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Because then I could add a gameplay tag to the object, and maybe just do things if I hit the proper part of it

gentle urchin
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Sounds like a better way !

silent drift
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At least the less error prone. 😄

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Will change it and see if it works the way I hope it does. 😄

gentle urchin
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Yeah i hate tags

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And datatable rows for not being able to be gameplaytags

silent drift
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Yeah

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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.

elfin lagoon
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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?

dark drum
dark drum
silent drift
gentle urchin
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Also made an editor util to ensure row name are exactly like tag

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Still its hacky, and the dt editor sucks 😅

dark drum
gentle urchin
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And better dt editor

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Update single cell in the grid view

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And multpile cells 🙂

dark drum
gentle urchin
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Yepp

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Hmm

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Is that exposed

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For editor utils 🤔

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Meh prob cant read DT anyways

dark drum
desert flame
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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.

lusty quarry
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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.

dark drum
lusty quarry
dark drum
desert flame
dark drum
# lusty quarry is it so,😲

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.

zealous jolt
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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?

dark drum
gentle urchin
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Yepp, just custom targeting code

desert flame
gentle urchin
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i cant unsee this....

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are you aware, that you can filter collision volumes with some math ?

gentle urchin
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yes

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you can also handle this far more dynamically

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so that it's just a matter of parameters, to change the effects

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inwards, outwards, partial circle, cone

desert flame
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I didnt know that, whats the other method?

dark drum
# desert flame

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.

desert flame
dark drum
# desert flame 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.

sick sky
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is there a super version for interfaces event ?

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when its called on child, i would like to run the same event bu on the parent

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okay i found it nvm

desert flame
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I did your optimisation suggestions though!

dark drum
desert flame
sick sky
#

when i do a linetrace from my TPS camera, its hitting on the origin, doesnt matter where i place it

dark drum
gentle urchin
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Is there a setting for it?

dark drum
sick sky
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there isnt a collision

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its a scene component

dark drum
sick sky
#

good idea

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i found whats the issue, ill fix it

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ty

desert flame
desert flame
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Cause i just tried the same print string you did and same result

dark drum
desert flame
#

Cause im setting to the exact same collision settings as that too

lofty rapids
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why you use by function name, but have an event

desert flame
lofty rapids
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i didn't know you could run events by function name ?

desert flame
pulsar vigil
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~~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

gentle urchin
lofty rapids
lofty rapids
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lol i only have the microsoft one, i don't use github

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i use it very rarely

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i got the preview version, it sits in windows

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it just showed up one day lol

trim matrix
desert flame
lofty rapids
# desert flame

if you cache a pure node before the foreach, you'll get a bit of performance out of that

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something i read from a post on here, if you plug pure nodes into foreach they will run each time of the loop

gentle urchin
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Or unpurify it, and run it pre loop

spark steppe
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a bit? sometimes you get a ton of performance out of it (depending on how the pure node aquires the data)

lofty rapids
#

ya i guess also depending on how much you loop

spark steppe
#

kind of boggles my mind how there's no faster foreach loop implementation

gentle urchin
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This requires a plugin

lofty rapids
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looping in bp is a pain in the ass imo

gentle urchin
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Introduce paralellFor in BP!

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Ben, i assign it to you

spark steppe
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oh my karma hits me

gentle urchin
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Could make a wrapper function allowing you to specify it by GTag instead

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less error prone if anything

hasty merlin
lyric pumice
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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?

gentle urchin
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kid's sleeping so we gotta move quick

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lol

hasty merlin
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not a problem

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where we elft off

gentle urchin
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alright

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lets move to the widget

hasty merlin
gentle urchin
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we want to bind the "OnHoldInteracted"

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and create another custom event

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(To avoid these long red wires, you can instead use "Create Event" and pick the matching event from the provided list)

hasty merlin
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this red wire shouldnt be long, i dont think ill ahve to move anything

gentle urchin
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fair

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this is a bit backwards now, but we'll move forward

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Check if BPI Interactable is valid

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then Set progressbar percent to be CurrentTime / MaxHoldTime

hasty merlin
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isnt it redundant?

gentle urchin
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Well,

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we're not checking during the "OnGoing" of the input action

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so the broadcast is triggered regardless of initial start

hasty merlin
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cool

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this is how my percentage node is set up

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should i be changing this?

gentle urchin
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remove that

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remove the binding

hasty merlin
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binding removed

gentle urchin
#

grab PBar in the event graph, search for "Set Percent" and connect it to "Yeet"

hasty merlin
gentle urchin
#

yupp

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I guess with Enhanced input one might add input context during hover of a target etc? Havn't explored that very much yet

hasty merlin
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input context?

gentle urchin
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nvm that

hasty merlin
#

k

gentle urchin
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check if it works ?

hasty merlin
#

no the percetnage is still maxed

gentle urchin
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print value of current time and max hold time

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or view them in the debugger

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with a breakpoint

hasty merlin
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no strings getting printed

wild moth
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Does the if statement in Blueprints have evaluation order? ie, if the first check fails does it check the rest?

lofty rapids
#

branch takes a boolean

hasty merlin
wild moth
#

yeah I meant branch

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if it's OR branch for example, if first value is false, does it keep checking the rest?

woven turret
#

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

wild moth
#

if statements in c++ do for ex

hasty merlin
gentle urchin
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Verify binding

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Verify broadcast

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Verify valid interractable

hasty merlin
#

setup a string at everypoint?

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circled gets activated on begin play but key binding doesnt do anything else

gentle urchin
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So whats going on in the char bp

hasty merlin
#

ongoing link not working

gentle urchin
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Isnt triggered called continously?

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And started only on start?

hasty merlin
#

it is yea

gentle urchin
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So.. swap

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Triggered = started
Ongoing = triggered

hasty merlin
#

strings are going through and its printing the values

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hold on

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i might not ahve realized how squize time should be setup

dark drum
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If you have a hold modifier on the input action, the ongoing is called while the button is held down.

hasty merlin
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dont ahve a hold modifier

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then im locked to a set time

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squize time works now

gentle urchin
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Squize time is set once, at the point of a starting interaction

hasty merlin
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i was thinking 100/sec for squize as thats what i had before

dark drum
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I don't think ongoing or cancelled will do much then so not much point using them.

hasty merlin
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it just needs to be seconds

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so it was dividing current time by 300 not 3

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it wouldve taken4+ minutes to open

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must be a strong as hell door

gentle urchin
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Which is ok

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Gameplay feel is real

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Its ok for testing the system tho

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But 5 sec is prob more appropriate

hasty merlin
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changed it to 3 sec and it works however it starts at 100%

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i need to set the current time to 0 before i interact

gentle urchin
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You can do that during update interactable

sand yacht
#

how do i check if an interface variable is valid or not?

gentle urchin
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Set percent to 0

hasty merlin
#

set it in ehre?

sand yacht
gentle urchin
#

Widget does widget things

hasty merlin
#

this area then

gentle urchin
#

Ye

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Set percent to 0

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We're kinda lacking a few things but its getting hard do explain

hasty merlin
#

what are we missing?

gentle urchin
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We should change the logic in the update interactable function

hasty merlin
#

ok im there

gentle urchin
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We only wanna call the broadcast if the interactable changes

hasty merlin
#

add an isvalid before the cast?

gentle urchin
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No lol

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Im not sure how interface references work

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Can we directly compare two?

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Lets try.

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On cast succeed, chevk if the casted interactable != AsBPIInteractanle

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Connect that to a branch

hasty merlin
#

how can i do that

gentle urchin
#

Drag from the references

hasty merlin
#

a notequals bool?

gentle urchin
#

It returns a bool

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But we wanna compare the variable

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Vs the cast reference

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The cast reference is the output pin on the Cast node

hasty merlin
gentle urchin
#

Drag from it

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Search !=

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Or not equal

hasty merlin
#

wont let it connect

gentle urchin
#

Show

hasty merlin
gentle urchin
#

Interestingn

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Ok i never liked this anyways 🤣

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We need to replace some stuff

hasty merlin
#

lol

lofty rapids
gentle urchin
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Instead of the cast, do a branch and connect "does implement Interface"

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Change the variable "AsBPIInteractable" to type Actor, and call it "FocusedInteractable"

hasty merlin
#

text object being new interacctable?

gentle urchin
#

What?

hasty merlin
#

shoudl be the same as "asBPIInteractable"

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or am i wrong on that?

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isnt that what sets asbpiinteractable?

gentle urchin
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Test object yes

hasty merlin
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and interface be the bpiinteractable?

gentle urchin
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Remove the cast

hasty merlin
gentle urchin
#

Yes

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Thats what we wanna interact with ... so

hasty merlin
#

better to make sure than to assume

gentle urchin
#

Now change type of the variable

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To Actor

fossil crystal
#

my game has 28,000 actors. how do you think itll handle

gentle urchin
#

Just fine

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Bp only?

fossil crystal
#

yes

gentle urchin
#

Perfection

hasty merlin
gentle urchin
hasty merlin
#

tehres a lto to cahgne

gentle urchin
#

Yes

hasty merlin
gentle urchin
#

Update delegate inputs,

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Change GetInteractionText to Message

hasty merlin
#

all good to go now

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i tihnk

gentle urchin
#

No

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You miss targets ?

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Swap to the message type

hasty merlin
gentle urchin
#

Target is still our interractable

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Ah ok

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Good

hasty merlin
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just didnt show photo lol sorry

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updated in widget as well

gentle urchin
hasty merlin
gentle urchin
#

Compare function input with variable

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Now the == or != works 🙂

hasty merlin
#

and connect the notequal bool to another branch? or existing branch?

gentle urchin
#

Another

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On false, simply return.

hasty merlin
gentle urchin
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This means they are the same, so we dont touch anything

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If true , check if it implements interface

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If true. -> Set the variable -> call the broadcast

hasty merlin
gentle urchin
#

Perfect

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Almost

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You gotta connect the top Set node

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To the function input

hasty merlin
gentle urchin
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Nice

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We prob wanna remove the outer branch aswell

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So it updates if the trace hits nothing aswell

hasty merlin
#

do i need the get bpiinteractable node? why not just connect the 2 sets to output

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nvm

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i just found out why

gentle urchin
#

😄

ionic quiver
#

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.

hasty merlin
gentle urchin
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Correct

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So how do we fix that

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We == you 😆

hasty merlin
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lol WE need to set current time to 0 on cancel or completion

gentle urchin
#

Simplest way to do that iiis?

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🥁

hasty merlin
#

a new var?

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set 0

gentle urchin
#

UpdateInterractable

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With 0 input

hasty merlin
#

add an input float to call on hovered interactable?

gentle urchin
#

No

hasty merlin
#

not this?

gentle urchin
#

Its already handled in the widget

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Just make sure you set percent to 0 before the isvalid check

hasty merlin
gentle urchin
#

Neat

hasty merlin
#

im not certain how to reset

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i feel like im overthinking

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is it a new var in update interactable?

gentle urchin
#

Simply call UpdateInteractable on Completed/Cancelled

hasty merlin
#

taht makes more sense

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works perfect

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what am i doing with this node?

gentle urchin
#

Delete it

hasty merlin
#

done

gentle urchin
#

Also, on interact, you may want to also call Update interactable

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With 0 input

hasty merlin
gentle urchin
#

Just maybe

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If you dont have it, it will be wrong if you keep holding the interact button

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While staring at the thing ?

hasty merlin
#

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

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now i need to setup the actual interaction

gentle urchin
#

For testing this specific thing

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All you need to do is in the door bp

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On interact

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Set bool to NOT bool

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Flips it

hasty merlin
#

this is the bp for opening door

gentle urchin
#

For testing all you gotta do is flip the bool

hasty merlin
#

im not follwoing

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oh if i drag from the interfaces and convert to event it doesnt give the error

lofty rapids
#

also flip flop can be pain in the ass

hasty merlin
#

im goign to change a bit in the bp, i want it to open directionally dpeending on which side the player is on

gentle urchin
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Yeah no need when you got the statebool

hasty merlin
#

ill take a look at that after

lofty rapids
#

makes sense

hasty merlin
#

is tehre a better way of setting up my door open?

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also not jjust for a door, were just making it only a door atm and ill expand from there

lofty rapids
#

i mean if it works ig thats what matters right

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i just ran into a problem with flip flop myself, and heard it can be a pain in the ass

hasty merlin
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i had it originally when it was bound to an overlap of character and promptbox of the actor door

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it was super simple

simple field
#

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.

lofty rapids
hasty merlin
lofty rapids
hasty merlin
#

is there anything else we==Me need to do?

gentle urchin
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Test it on different objects with different texts and interaction times.

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See if theres a bug

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See if text chanhes when door is open vs closed etc

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Does it update instantly, or do you need to look away then on it again, etc

hasty merlin
#

text updates instantly, only thing i spot is percentage remains maxed if i hold the key longer

fossil crystal
#

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?

lofty rapids
#

i just put the whole thing in a zip

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i didn't know you can exclude stuff

gentle urchin
#

Key held time will keep increasing

hasty merlin
#

would it be call on hold interacted and leave current time to 0?

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and addd it to the compelted/cancelled?

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another bug, if i hhold interact and look away it still opens

gentle urchin
#

After the trace

hasty merlin
gentle urchin
#

Yepp

hasty merlin
#

dont i need that branch?

gentle urchin
#

Would i tell you to remove it if so?

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👀

hasty merlin
#

right arent we doing what happens after the branch inside the function?

gentle urchin
#

Yepp

hasty merlin
#

still doing it tho

simple field
#

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"?

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and additional question, would it be case sensitive?

hasty merlin
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if youre usign strings, i could very well be wrong on this, i beleive its case and character senesitive

echo tulip
#

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

lofty rapids
#

depends on which one you use

simple field
#

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?

lofty rapids
#

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

hasty merlin
# gentle urchin Yepp

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

lofty rapids
#

whats the problem ?

hasty merlin
#

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

gentle urchin
#

Why is char spawning sound

hasty merlin
#

also i know i dont want the audio here

gentle urchin
#

Isnt this interactables responsibility?

hasty merlin
#

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

gentle urchin
hasty merlin
#

would it be a new fucntion in bpiInteractables called get InteractionAudio?

#

and then the actor will select what audio is going to get played?

cursive wigeon
#

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)

lofty rapids
#

or you want ones that overlapping but within a range ?

cursive wigeon
lofty rapids
#

well your checking on begin play

cursive wigeon
#

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

lofty rapids
#

foreach, get actor location ?

cursive wigeon
#

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?

woeful pilot
#

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

lofty rapids
#

out of the actors that are overlapping ?

cursive wigeon
#

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

lofty rapids
#

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

cursive wigeon
#

AHhh

#

thank you will test that

gentle urchin
cursive wigeon
hasty merlin
#

i might even make it so the chest plays unlokc audio first time and rummage after taht

woeful pilot
#

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

hasty merlin
hasty merlin
gentle urchin
#

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

hasty merlin
#

so this worked for adding in the audio now i just ened to be able to pull which audio im using

hasty merlin
gentle urchin
#

No

#

We should have gone the component approach instead of theinterface approach

hasty merlin
#

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?

gentle urchin
#

No

#

Custom component

#

Which acts like an interface

hasty merlin
#

i most defs dont understand component method then

#

ohhhhhhhhhhh

#

i think i know what you mean but at this point i doubt it lol

gentle urchin
#

Its not to late , if we feel like we gain something from it

hasty merlin
#

i have the time to learn something new

gentle urchin
#

I d8nt have time atmn

#

But could slap it together perhaps tonight

hasty merlin
#

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?

gentle urchin
#

You could try and think about how we would do it

hasty merlin
#

if were going to do the component method im pretty sure im lost on what you mean

gentle urchin
#

We'd want:

  • custom Interaction Component
    • StartInteract
    • EndInteract
    • OnInteractionStarted(Delegate)
    • OnInteractionCompleted(Delegate)
    • GetInteractionPercent
    • GetInteractionText
hasty merlin
#

how do i make the custom interaction component?

cursive wigeon
#

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

hasty merlin
lofty rapids
crude spruce
#

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 ?

cursive wigeon
lofty rapids
#

you may just want an array ?

#

you want list of actors, or locations ?

cursive wigeon
#

yeah fair.

crude spruce
#

the new documentation is kinda bad for navigation

cursive wigeon
lofty rapids
#

so a list of classes ?

cursive wigeon
#

yep

#

i was tryna avoid a huge make array node in my actor

gentle urchin
nocturne fossil
#

is there an easy wat to just paste this into blueprint into a make vector or sum instead of copying manually each value

inland wolf
#

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?

cursive wigeon
#

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?

lofty rapids
#

just pull a random and plug it in

cursive wigeon
#

yeah trying with it

#

just unsure how to integrated into my for each

lofty rapids
#

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

lofty rapids
#

or foreach one you want to spawn multiple ?

cursive wigeon
#

I want to spawn one class randomly from the given array

lofty rapids
#

so foreach one, spawn a random class ?

cursive wigeon
#

yep

#

I cant even make the array properly atm

#

rough day lol

lofty rapids
#

just remove the for loop

#

should be good to go

#

it will spawn a random class hopefully if you setup the array correctly

cursive wigeon
#

yeah so how do I make an array of class refs

lofty rapids
#

then in the details make it an array

#

you can even compile

#

and then add to the list at the bottom

cursive wigeon
#

ok perfect thank you!

crude spruce
#

is it possible to transfer the instances under a static mesh component, to a new instanced static mesh component?

gentle urchin
#

Manually, sure

dark drum
gentle urchin
#

Theres no existing function you can just call, if thats the question

crude spruce
#

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

gentle urchin
#

"Add Component"

crude spruce
#

i did get material issues with that

#

as opposed to adding instances to the existing component

#

ill redo it

nocturne fossil
#

any one know why im not spawning at that location on respawn, i just spawn on kill z

gentle urchin
crude spruce
#

i just need to figure that out

golden kite
# inland wolf Hello! I'm trying to learn and understand blueprint classes. Lets say I have the...

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.

inland wolf
gentle urchin
#

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

lofty rapids
#

right click, create child

gentle urchin
#

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!

golden kite
# inland wolf Thanks so much for this explanation, it really helps a lot! I just have a questi...

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...

▶ Play video
crude spruce
#

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

gentle urchin
#

You prob need to make a new material instance

crude spruce
#

i have

gentle urchin
#

At runtime

#

And assign it

lunar sleet
inland wolf
lunar sleet
# crude spruce i have

Create Dynamic Material Instance, cache it, change its mat, set the mat to that new instance

crude spruce
lofty rapids
#

your using an instance of an instance ?

crude spruce
#

is there such a thing?

lofty rapids
#

idk, but why you can't just set param of the instance ?

crude spruce
#

thats what this does

lofty rapids
#

hmm

crude spruce
#

instanced static mesh components > static mesh instances > int index

#

mind you, all this work when the component is predefined, with the material assigned.

gentle urchin
#

How are you assigning the material

#

At runtime

#

Show the code

crude spruce
#

its in the picture

gentle urchin
#

No

gentle urchin
crude spruce
#

this is a component from my added components

spark steppe
#

why does it use a vector interpolator?

crude spruce
gentle urchin
spark steppe
#

this is custom primitive data

gentle urchin
#

I know

spark steppe
#

which doesn't require a dynamic material instance

crude spruce
#

this is what isnt working

gentle urchin
spark steppe
#

no

gentle urchin
#

How does it separate between materials then?

#

Are you saying all use of that material share custom parameters?

spark steppe
#

the parameters are updated from the mesh instance that is rendered

crude spruce
#

its a doozy 😄

gentle urchin
#

Guess it just doesnt make sense to me

crude spruce
#

it doesnt to me either

lofty rapids
#

i just create dynamic material, set param

gentle urchin
#

Thats what id expect

lofty rapids
#

but i'm guessing your doing something different ?

crude spruce
#

im adding instances and changing them

gentle urchin
#

Custom primitive data is different,

crude spruce
#

im not adding components for each mesh

spark steppe
#

yea and you can't assign different materials to (H)ISM instances

gentle urchin
#

But the buffer gotta exist somewhere

crude spruce
#

1 component > all instances of the mesh

#

ive seen some people do one component per mesh 😄

gentle urchin
spark steppe
#

the parameters aren't set on the material, but get parsed from the mesh while the shader "executes"

crude spruce
#

the parameters are passed differently i guess

spark steppe
gentle urchin
#

It works on a not runtime spawned ismc

somber dust
#

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?

gentle urchin
#

Well there we go, now i know 😅

spark steppe
#

hiraidkhowtospellit instanced static mesh

crude spruce
#

hierarchial ok

spark steppe
#

guess that makes two of us

crude spruce
#

"it works on a not runtime spawned ismc"

gentle urchin
#

It was a statement extracted from the chat above as i understood it

crude spruce
#

is construction runtime?

gentle urchin
#

It works on editor spawned ISMC, but not runtime spawned ones

crude spruce
#

hmm

gentle urchin
#

Construction is... idk both?

#

It fires in the editor and on spawn

#

So id say runtime

#

As its not 'persistent in the class definition'

crude spruce
#

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

gentle urchin
#

yes

#

but if you add it at runtime, it doesnt

#

which is what i summarized 😛

crude spruce
#

mmm

#

ok

#

so i would need 2 components and just use those for add instance animation and remove instance animation

visual crest
#

how to get a Niagara particle location with blueprints?

hasty merlin
#

hey squize

supple dome
gentle urchin
hasty merlin
#

that looks liek a manually set array almost

#

im making a parent for my doors

hasty merlin
# gentle urchin w.i.p

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?

gentle urchin
#

nah, we'll do component

tawdry raft
#

How do I see my code executing during gameplay?

hasty merlin
gentle urchin
#

if you have several doors, sure

hasty merlin
#

cool

#

do i need to set the variable for each individual door? or can i use a variabel for it in the parent?

rare pike
#

Does someone know why Unreal insights would show this instead of the real blueprint function?

crude tartan
hasty merlin
#

i setup this in BP_door. i just need to get that var in bpc_xdoor

gentle urchin
gentle urchin
#

first example of this would be NPC's vs chests

#

totally unrelated classes

#

one is an actor, the other is a character..

hasty merlin
gentle urchin
#

Could probaly clean it up some

#

but im hoping not to spend the evening on it xD

hasty merlin
#

lets work fast then lol

gentle urchin
#

Create a new Actor Component

hasty merlin
gentle urchin
#

in the content browser

hasty merlin
#

ahhhhhh

#

name for it?

gentle urchin
#

events/variables and dispatchers

hasty merlin
#

how woudl you name it?

gentle urchin
#

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 😛

simple field
#

Can you get a blueprint class reference in level blueprint?

gentle urchin
#

sure, but I'd suggest not to use level bp

simple field
#

too late :/

#

i wont in my next project

#

cos its too much of pain

gentle urchin
#

and possibly deprecated

simple field
#

I'm trying to cast to blueprint class and it's giving me a Cast failed error

gentle urchin
#

guess you'd have to show some code

simple field
#

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

gentle urchin
#

just seems to be redundant

#

its a note

#

that casting doesnt make sense since it's already that type

simple field
#

Yea but still it's not calling that event

hasty merlin
#

this is a text var output right?

simple field
#

even when I use the var by itself

#

i used that cast just to find out whether that was the issue or not

gentle urchin
simple field
#

it's giving "Accessed none when trying to access MGI Ref"

#

error

gentle urchin
#

that's something else

#

that means the variable is nullptr

#

which is unrelated to cast

simple field
#

Ah

#

how do I make the var a reference to the blueprint class

gentle urchin
#

GetGameInstance

#

cast to your game instance class

quartz dirge
#

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

inland wolf
#

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?

hasty merlin
simple field
gentle urchin
hasty merlin
gentle urchin
#

Replace BP_MyCharacter with whatever you char is called

gentle urchin
#

pure function

simple field
hasty merlin
gentle urchin
hasty merlin
#

ahhhhhhh got it. okay into widget

brazen pulsar
#

so, weirdly, I've got a character that's failing to cast to its own AI. That's not supposed to be possible, right?

hasty merlin
gentle urchin
#

couldnt recall what we named it

#

but its the same event

hasty merlin
#

ahhh we have onhovered and on hold

gentle urchin
#

we only need onhovered

brazen pulsar
gentle urchin
brazen pulsar
#

like under class defaults? Yea, I thought so too, but I checked and it's assigned

nocturne basalt
#

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)

brazen pulsar
#

unless it's getting... un-assigned somehow

#

Is that a thing?

gentle urchin
brazen pulsar
gentle urchin
#

so.. is the Actor spawned at runtime or placed in the level ?

brazen pulsar
#

Spawned- ohhhh

#

Oh, I see

hasty merlin
gentle urchin
#

we now store (and send) the interactable component itself

hasty merlin
gentle urchin
#

widget

#

we're done with the CBP

brazen pulsar
hasty merlin
gentle urchin
#

type is not Actor

hasty merlin
#

im missing something

gentle urchin
#

yes

#

change the type

#

to our new component type

hasty merlin
#

the new var? whats it called?

gentle urchin
#

the one you got right there

#

same as in my picture

hasty merlin
#

wont connect to now

gentle urchin
#

because the dispatcher got wrong type aswell ^^

#

we need to change that

hasty merlin
#

ahhhhh

#

i have to go sof ar back to keep fixing it

#

im on the input area now

gentle urchin
#

this is the char ;

hasty merlin
#

should i just scrap everythign i had before?

gentle urchin
#

If that's easier

hasty merlin
#

ok

gentle urchin
#

its much of the same

hasty merlin
#

hit actor on breakhitresult wont connect to updateinteractable

gentle urchin
#

Input there is actor

hasty merlin
gentle urchin
#

Wrong type still

hasty merlin
#

just changed it. for the input

gentle urchin
#

match the type we're trying to pass in...

hasty merlin
#

actor obj ref

#

for the input what do i use ehre? started and cancelled/completed?

#

sicne im using enhanced

white oxide
gentle urchin
#

started and completed would be my bet

#

cancelled probably never fires

#

since you dont have a condition

inland wolf
#

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?

hasty merlin
#

do i set it from hit actor?

gentle urchin
gentle urchin
hasty merlin
gentle urchin
#

nice

#

back to the widget

hasty merlin
gentle urchin
#

that was fast lol

#

still in the widget

hasty merlin
gentle urchin
#

yepp

visual crest
pulsar vigil
#

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

hasty merlin
gentle urchin
#

create inputs to the event dispatchers

#

in the interactable component

hasty merlin
#

oh. so i need to make them into events in the widget somehow?

gentle urchin
#

widget is binding to the components event dispatchers

#

like we've done with the hovered interactable

hasty merlin
#

alright im lost somewhere

gentle urchin
#

go into the component

hasty merlin
gentle urchin
#

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

hasty merlin
#

i see them but i cant select the event without it already existing

gentle urchin
#

you need to match the signature

#

So you must add the bool

#

and add the float

#

in the custom events

hasty merlin
gentle urchin
#

your "EndInteract" event doesnt have the bool

#

signature doesnt match

hasty merlin
#

oh add the input into the details in botom left

gentle urchin
#

yepp

hasty merlin
#

alright got it now

#

whats next

gentle urchin
#

Add it to some actors you got, and try it out

#

there's two things you can modify currently. Interaction time + The State texts

hasty merlin
#

how do i add it to the actor? aka door

gentle urchin
#

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

hasty merlin
#

oh so this wont work for my torches?

#

some torches start off

gentle urchin
#

It will

#

you can adjust the initial state

hasty merlin
#

in each individual torch though

#

so if it starts off, i ahve to go manually swithc it?

gentle urchin
#

you can set it on beginplay

hasty merlin
#

okay

gentle urchin
#

many options

hasty merlin
#

also i hit e on my door and the only thign that changes is the color of my test

gentle urchin
#

did you add interaction time?

hasty merlin
#

no percentage and no door opena t all

gentle urchin
#

the door opening logic doesnt excist yet

#

you havn't added it

hasty merlin
#

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?>

gentle urchin
#

when is it going pink

#

did you set a color beside pink`?

#

seems pink to me

hasty merlin
#

yea do i set that to the current colour?

gentle urchin
#

If you want a different color

#

otherwise it'll be pink

hasty merlin
#

i dont want the colour to change

gentle urchin
#

then remove it

#

it was simply to visualize where to add "interaction complete effects"

hasty merlin
#

ahhhhhh

gentle urchin
#

and that it was working as intended

hasty merlin
#

so then in the end interact do i need the default color get?

#

its still going pink after i deleted the node

ruby apex
#

How to un-blueprint blueprint?
undo this action:

woven turret
#

Is there some way to blend between two Post Process Settings struct variables in a Blueprint, without also using two separate Post Process volumes?

gentle urchin
woven turret
#

Stuck on this for our time and weather cycle system

ruby apex
hasty merlin
gentle urchin
#

default is pink

#

delete it

hasty merlin
frosty heron
#

@gentle urchin you deserve a pizza 🥹

hasty merlin
#

still only says open after interacting but progress bar works and nothing changes colour now

hasty merlin
gentle urchin
#

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

hasty merlin
gentle urchin
#

yepp

#

This is after interaction time

#

just fyi

hasty merlin
#

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?

gentle urchin
#

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

gentle urchin
#

State updates once the interaction is complete

hasty merlin
#

to chagne the state?

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so it shoudl auto do it?

gentle urchin
#

yep

hasty merlin
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oaky bug. its not changing

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still says opena fter it opens

gentle urchin
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did you add several entries ?

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to the State Texts ?

hasty merlin
gentle urchin
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did you remeber to update interaction text on Endinteract ?

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(so it remains the same while the key is held, but updates as soon as key is released)

hasty merlin
gentle urchin
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In the widget

hasty merlin
gentle urchin
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check your "UpdateState" function

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in the component

hasty merlin
gentle urchin
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+2..

hasty merlin
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its set to 1 now