#blueprint

1 messages · Page 122 of 1

hasty merlin
#

if i hold though it still says open until i let go

gentle urchin
#

As i just said

#

This

#

If you want it to change instantly then hook up the set text logic to OnInteract instead of OnEndInteract

hasty merlin
#

liekt his?

novel swan
#

Can someone explain why this is printed 10 times?! This is a print statement I put in the construction graph of one of my actors. So it should be run once for every instance of the actor but there's only one of them placed in my world.

I can see it being printed twice. Some compilation of the actor and then again for placing it in the world. But I don't know why it's printed 10x?

gentle urchin
hasty merlin
#

works but new issue, trying to close the door wont activate

queen dagger
#

ok so i got this it can read which side the attack is coming in on now can i get launch character work on the opponent actor now thats the question

hasty merlin
gentle urchin
queen dagger
#

lol i thought i did

gentle urchin
#

Maybe we should just leave it visible, but set to 0 percent instead

hasty merlin
hasty merlin
novel swan
#

nothing

hasty merlin
#

im not certain about constructionscript

#

like put the print string on event begin play

novel swan
#

that's not the question

gentle urchin
hasty merlin
gentle urchin
gentle urchin
#

Add print string or enable breakpoint on the node

#

Get used to debugging :p

hasty merlin
#

its only running once

novel swan
#

It doesn't matter. I can only assume it is what it is I was just curious as to what's going on in the background.

hasty merlin
gentle urchin
#

Its the timer startednin StartInteract

#

Isnthat triggered the second time?

gentle urchin
#

Just to verify

novel swan
hasty merlin
gentle urchin
gentle urchin
#

This variable is not changed during runtime

#

Is Interact called twice ?

hasty merlin
#

its created on true and called if false

gentle urchin
#

During debugging........

hasty merlin
#

why am i calling interact on false?

dawn gazelle
hasty merlin
#

ahhh for an instant interact vs hold to interact

gentle urchin
novel swan
#

I must have compiled twice the first time and got double the print statements. So It prints 6 times. 3 statements are printed when compiling the actor and it's not placed in the world. This is the BP_Test_C_0 and then if it's also placed in the world you get 3 additional BP_Test prints.

So the construction event is run 3 times when compiling and it's doubled if in the world. Still weird that it's run more than once.

queen dagger
#

i feel like im so close

#

i just need a way to apply a force to push the opponent back but i just dont know what to use to do so\

#

i can identify the hit and whats getting hit

gentle urchin
novel swan
#

It's constructed for the actor viewport no?

queen dagger
#

i feel like i should be able to use the what is getting hit and then apply a launch or something

gentle urchin
novel swan
queen dagger
#

i tried that but it wont allow the array reference from the line trace

novel swan
#

How realistic is your game?

#

Are your opponents using human skeletal meshes? You can get a hit animation from mixamo?

queen dagger
#

its just a 2d fighter so im trying to get knockback for z and x

novel swan
#

You can move your opponent back x amount and then run a lerp node to do it smoothly

trim matrix
#

.

novel swan
queen dagger
#

ok ok

#

i see that

novel swan
#

lol

queen dagger
#

and now my brain is trying to understand it lol

hasty merlin
novel swan
#

I know sometimes it's hard. You can use chat gpt sometimes to help explain things

trim matrix
#

it's like perfect

gentle urchin
hasty merlin
#

the nodes being so close together?

trim matrix
hasty merlin
#

theyre almost as close together as i am to dropping out of my school

#

i cannot figure out why interact is onyl runnign once

hasty merlin
# trim matrix yea, well done

my school advertises that they will teach us UE adn the most theyve done is "this is ue, how to import, blueprints exist, create a level"

hasty merlin
queen dagger
#

@trim matrix it works! thanks for the tips and hints not only does it work i also learned something how about that lol

hasty merlin
hollow karma
#

np!=p

hasty merlin
visual crest
#

Thank you!! That helped me immensely! What I want to do, works now thanks to you 🙂

glossy inlet
#

Do enums transend through multiple actors?

I have a setup like this

Character spawns projectile - Projectile reports Hit location to Interface - Interface triggers event in Componet - componet Spawns Actor at Location

Character can destroy Projectile, but Spawned Actor from Componet remains.

Enum be a best setup for this? this way i can load all the BP with a state of what its doing?

Basically when the character Destroys the projectile i want it to call down to destroy the Spawn actor from the Componet.

trim sage
#

how can i make a boomerang effect with my ProjectileMovement Component? I tryed using timeline, but no results 🥲

glossy inlet
#

Then just use the a setup to rotate your boomerrang

raw orbit
#

what would be the most convenient way to gather references to my existing audio volume actors? the level blueprint?

lunar sleet
raw orbit
#

maybe thats a more appropriate place to ask yeah

glossy inlet
#

Has anyone ever thought about using a Spring arm Attached to an actor for a grappling hook Constraint?

faint pasture
glossy inlet
#

im finding this out, after a .2 delay i attached a spring arm from projectile to character, it instantly teleports a ways out and glitches around when i move.

#

length set to 0, all transforms 0

#

On to constraints i guess

twin perch
#

hullo all, so turns out i cant use a timeline node in a Blueprint component.

is their an alternative ? or do i need to go back into my character ? to use this node.

glossy inlet
twin perch
#

cheers

#

there an alternative ... i now need to make my code a heck of a lot more complicated.

faint pasture
glossy inlet
glossy inlet
#

after my projectile hits, im trying to Add a constraint from the hit location to the character, so far nothing but troubles

hasty merlin
# gentle urchin Is StartInteract called twice?

sorry to keep bugging you, i tihnk i ofund the issue, everytime the linetrace changes the events are unbound where as it should be when it leaves the hit actor. rebind only happens when i look at actor

#

and from what i can tell the issue lines within this photo

#

anyone able to help me fix this?

hasty merlin
dawn gazelle
hasty merlin
primal goblet
#

Hey guys so im having an issue with media player and materials.

Basically, I have this little Tablet that you can bring up in the game and the screen is hooked up to a material that has a media texture and media player connected.

This enables me to play pre-animated videos for the screen whenever I want.

The problem is, the media player plays the same video at the same time on EVERY Tablet opened in the game. I want to make it so it only plays on the specified Tablet but I don't know how to make a media player play on only one specific material when all the Tablets in game have the same shared material....

Any help would be VERY Appriciated

gentle urchin
#

Sounds like the second time aroundz you pass in a nullactor or smth
We know the original code works so just gotta keep digging.

hasty merlin
#

should unbind be running at all when it hits the door?

hasty merlin
limber citrus
#

what's the best sql database plugin to use with UE?
and are there free good stuff?

vestal acorn
#

Is there a way to show vector variables ( exposed as 3D widget ) - to show up as world location instead of relative location?

Basically my problem is, I have a few different actors, they have different anchors/pivots which are the exposed vectors, when I select a bunch I want to set the anchors for instance to 0.0.0 i.e. the origin of the map, but since its relative, the location is different for each actor

faint pasture
hasty merlin
dawn gazelle
dawn gazelle
# limber citrus what's the best sql database plugin to use with UE? and are there free good stuf...

Not the right kind of question to ask. How you connect to them and how you use them are all very different so there is no "best" database plugin. You'd start first with finding the database system you want to use based on your requirements of your database, then you'd find out if there is a plugin for that specific type of database. If you have multiple choices of plugins for a particular type of database system, maybe then you could ask between them which is best, but that also could be extremely subjective depending on the features provided and how it exposes the access to the database.

hasty merlin
#

anyone have any theories on why unbind is activating again in my code?

novel goblet
#

Working on a paint / cleaning blueprint in unreal. I can change the color, but I'm wondering, is there a way to like DELETE that area where I draw or make it transparent?
Currently I'm using a Brush Material that takes a texture and draws it over the static mesh's render material using the "Draw material" canvas function. I tried using a fully transparent material, but it just seems to leave it the same color as it was before.

#

This might be a material question so I'll ask around there too

hasty merlin
#

im referencing this

trim matrix
limber citrus
lunar sleet
#

there are data tables in bp...

#

idk about writing into them tho

vivid kayak
undone bluff
#

the included data tables do not support runtime editing and any plugins I've seen only add the ability to import at runtime, they're meant for easy formatting of larger amounts of related game data, especially in third party software like google sheets or excel

vivid kayak
#

But for any changes u need to recreate ur map pair

mellow dagger
#

Hey everybody 😄 I was wondering if any of you know some ressources to be a better gamedev? What I mean by that is that so far in my learning, I've been ''cutting'' corner! For example, I now know that a state machine should use Enums State instead of multiple booleans. I tried to find a resources/video that would explain how to implement enums in a state machine but it was so far in vains :/ If some one could direct me to one, it would be greatly appreciated LD

frail onyx
#

Anyone know how i can clamp my movement distance between 2 spots?

vivid kayak
frail onyx
#

but that just clamps the 0-1 action value i think

vivid kayak
frail onyx
#

yeah i did that but that just makes my movement infinite

#

because the action value is -1 for down and 1 for up so any number i doesn't clamp it

#

its more like a clamp for the speed

vivid kayak
#

Ur question is a clamp distance between 2 points but u said that u want to clamp movement speed

frail onyx
#

Im just trying to make it so i cant go up too far, and i cant go down too far

frail onyx
vivid kayak
glossy inlet
vivid kayak
#

@frail onyx For example

frail onyx
#

ok thx

vivid kayak
# frail onyx ok thx

But this example won't let you move if your cube has moved beyond the maximum distance, you also need to add logic so you can shorten the distance but can't increase it

frail onyx
vivid kayak
#

Or u can just tp ur cube to max distance if it beyond max dist

floral stump
#

why this cast fails?

vivid kayak
floral stump
#

and what gamemode has to do with ai?

vivid kayak
floral stump
#

you says i have to check game mode, you think ai should be using different game modes?

floral stump
#

yes in my image posted, i am clearly trying to cast to an AI which is failing

vivid kayak
#

Gets the owning player pawn that's owned by the player controller assigned to this widget.

floral stump
#

i am trying to cast from a widget

#

i mean under a widger i want to get access to ai

vivid kayak
#

The widget shouldn't be committing any such logic at all. It should just be fed with data and that's it

#

The only logic it can do is cosmetic

floral stump
vivid kayak
#

And even more so, it should not know who exactly owns it

floral stump
#

getting access to ai class which is placed in the level is failing

#

my character and ai character both are derived from mybasecharacter class

vivid kayak
#

U do not need to cast to any pawn from ur widget

#

Owner sends info into widget

#

Via interface or widget functions

floral stump
gentle urchin
round spruce
#

why could make set simulate physics node to false not acctually set it to false ? iam not updating the set simu phsyics anywhere else and when i untick in game manualt it stays unticked

vivid kayak
vivid kayak
gentle urchin
floral stump
# vivid kayak

means i can get user widget in the bot class itself and update it from here?

#

this way i can use one widget with all ai characters?

vivid kayak
floral stump
#

nice thank you very much

#

i were doing the other way 😄

vivid kayak
#

You can assign absolutely any owner class to this widget and it should not break the game with this

frosty heron
#

@vivid kayak he is more capable of doing that. Just a known troll

tropic bison
#

How can you test whether or not the saving works? Does simply running a standalone save, or does it not have a save location so it just doesnt save?

gentle urchin
#

set it up, save something - load something

#

works in PIE aswell

tropic bison
#

Im making an autosave system where it saves right before leaving the game, how can I know that this saves it, or do I have to test it with putting it on keybinds, and manually test it? Doesn't feel right. 👀

gentle urchin
#

save to disc returns a bool doesnt it

lethal pollen
#

Hi!
I have a Blueprint actor class that inherits from a C++ class. When I didn't set the root component (SetRootComponent), I got a warning in the editor saying that no root component was set and that it took a random one. To solve the problem, I added a USceneComponent and set it as root. The warning no longer appeared in the editor, but the collisions stopped working. Only when I made the mesh the root component did the collisions work again. Do you know why collisions stopped to work when I use a USceneComponent as the RootComponent? Thanks.

blazing anchor
#

Any reasons why a C++ GameMode would be selected over a BP GameMode when the default gamemode is set to the BP version? This is with a barely changed ThirdPersonCharacter tutorial

tropic bison
distant hollow
tropic bison
#

I think I managed to figure it out now, though not sure how good it is in technical terms

frigid summit
#

hi guys do any one know how to create spawn coin system in unreal i tried so many things

tropic bison
frigid summit
tropic bison
#

I would guess you would have to play around with offset and loops? How do you imagine the spawning? In a straight line, or will there be elevation?

dark drum
tropic bison
#

Then I guess I would create a delay on tick event in level blueprint, create a variable that would be your offset, spawn coin and then increase offset

tropic bison
#

It was just simpler for me to get my head around it this way

frigid summit
#

you mean the location?

tropic bison
#

Yeah

frigid summit
#

ok and how i increase it

tropic bison
#

I'm not sure if it's useful for you if I just show you the completed product in terms of learning, if that's your goal. Look at the direction where you want your coins to spawn, and then add to X/Y/Z, whichever you need.

dark drum
# frigid summit hi guys do any one know how to create spawn coin system in unreal i tried so man...

I would create a BP, add a spline to it. When you place it in the level, you'll then be able to manipulate the spline. The coins would then spawn a long the spline.

Add a spacing var (float) to define the space between coins. Then you get get the length of the spline and divide by the spacing var to get how many coins to spawn.

On begin play, you would then do a for loop using how many coins you want to spawn and get the position along the spline and use it to spawn actor of class (You're coin BP).

This then become a reusable BP that you can use multiple times in the same level or even in different levels.

Edit: You can check out the unreal documentation for how to use splines, it's not a bad starting point.

gentle urchin
#

Delayed tick in LevelBP isn't a very sound advice 🫣

#

An actor possibly with a splined version makes far more sense

frigid summit
dark drum
tropic bison
#

Thanks for correcting me, haven't tried it, but spline sounds easier for sure. I've tried learning programming for a long time now, and always found it hard because I was learning by trying to do perfect techniques, as soon as I dropped the idea of doing it perfectly, it was way easier to pick it up, at least in my experience. 👀

#

I find it useful running into problems to then later have to fix it

gentle urchin
dark drum
tropic bison
#

Why does widgets lose focus when pausing the game? 🤔

hasty merlin
woven turret
#

Is anyone able to help with interpolating/lerping between two separate Post Process Settings struct variables using a single Post Process volume?
I've googled around and I'm stuck on this, the only conclusions I've come to is users saying I would need two separate Post Process Volumes and lerp the Blend Weight to accomplish this

#

Ideally I need to do this with a single volume

main lake
#

I have an issue with "server travel" not working properly. The Target must be a "PC Core" reference, however I'm trying to use "PC Lobby" which is a child class of "PC Core", could this work or is it mendatory to have the parent reference ? How can I get the parent of "PC Lobby" then ?

frosty heron
#

@tropic bison normally, one loads from the main menu

#

what reason do u want to load the save game object inside the character?

#

this is pretty bad design too, considering all other elements that need to be saving, requires to access your character

#

what if the character is destroyed for w/e reason?

#

You should use game instance to save/load your save game object

main lake
frosty heron
#

if only the server can start the game

#

the start game button shouldn't even be visible to clients

main lake
#

it's only visible to the host

frosty heron
#

then don't need server rpc

#

just run server travel

#

don't even need to pass controller

main lake
frosty heron
#

where ever make sense

#

tho I would just do it in the widget

#

on button click -> Server travel

#

why overcomplicate it

proud delta
#

Hi all, i try it physical model with tire skeleton for deform, but wheels go out from chassis,

main lake
proud delta
#

Static wheel mesh is ok, but skeleton go out

frosty heron
#

@main lake check out online on how to execute server travel

#

i don't use it my self (yet)

gentle urchin
hasty merlin
#

ic ant see taht causing an issue though

gentle urchin
#

Should be fine

main lake
frosty heron
#

I haven't used it my self, can't tell u exactly what to do

gentle urchin
frosty heron
#

@main lake u are playing as listen server yea? and you also said the start game only visible to the host

#

which I assumed to be listen server

frosty heron
#

Because only server can execute server travel

#

well it;'s trivial then

main lake
#

? 🤔

frosty heron
#

just find out the right command

#

and make sure u didn't misstype

main lake
hasty merlin
gentle urchin
hasty merlin
#

its only getting called once when LT changes

gentle urchin
#

Only reason it would unbind and not bind would be if its called again with invalid interrsctable

frigid summit
frosty heron
#

hence infinite loop

hasty merlin
gentle urchin
#

So we dont need to check that again here

hasty merlin
frosty heron
frigid summit
#

Infinite loop detected. Blueprint: NewBlueprint Function: Inputs Call Stack: show

hasty merlin
lofty rapids
gentle urchin
#

Add breakpoint and see

frigid summit
lofty rapids
hasty merlin
frigid summit
main lake
gentle urchin
#

Then play

lofty rapids
frigid summit
frosty heron
lofty rapids
hasty merlin
frigid summit
lofty rapids
main lake
gentle urchin
#

And see how many timed it happens

#

Vs expected

#

While staring at the door it should fire once when looking at the door

#

Then not again untill you look away

frigid summit
lofty rapids
frosty heron
#

as long it work in packaged/steam

#

it's gucci

frigid summit
lofty rapids
#

i'm saying it's an infinite runner

frigid summit
lofty rapids
#

are you resetting ? and loading a new level ?

#

because if so you'll just need a way to determine what level it is

#

so you spawn properly

#

if that makes sense

hasty merlin
frigid summit
#

this is what detrmine it if it overlap with the shpere i set it to true

gentle urchin
hasty merlin
lofty rapids
#

x is usually forward ? what are you using for forward ?

gentle urchin
hasty merlin
gentle urchin
#

Whats failing

frigid summit
gentle urchin
#

Reduce it to minimal

lofty rapids
lofty rapids
frigid summit
inland wolf
#

if i'm in my blueprint event graph, is there a way to open the "world outliner" to drag a reference to a level actor into my blueprint?

frigid summit
lofty rapids
hasty merlin
lofty rapids
#

i don't see that function

#

this is the item you are spawning ?

frigid summit
frigid summit
lofty rapids
#

because it will spawn, run play, spawn the next runs play, spawn this runs play

#

put it on the character and take it out of the item your spawning

hasty merlin
#

first image runs print in widget, second one doesnt run print inside door

simple field
#

How to make a blueprint class start on Event BeginPlay if I already used Event BeginPlay in level blueprint? Event Init doesn't seem to do the trick and Event Construct is not available either.

hasty merlin
simple field
#

Doesn't print when I run the game

hasty merlin
frosty heron
simple field
#

blueprint class

frosty heron
#

what blueprint class?

simple field
#

named gameinstance

frosty heron
#

ok well

#

it would be too early

#

game instance run before your world even spawned

#

afaik print string need world context

simple field
#

Ah

#

is there a way to call a level blueprint event from a widget blueprint?

frosty heron
#

in short, don't use it

#

99% of the time it's used for the wrong reason

#

well there's a way to call a custom event in a level blueprint by executing console command

#

but that's like 🤮 , just don't use level blueprint to make your life easier

simple field
#

what can I put my game logic in if I wanted it to start on event begin play and not in level blueprint?

frosty heron
#

depends on what it is

#

what's the logic about

simple field
#

Basically this, it randomly picks a country from a data table, then puts that country name into a string varibale and then when player writes something in TextBox it tests whether their input was equal to that randomly chosen country variable

frosty heron
#

you will have to figure out when to have the data ready and when to read it

#

it all depends on your game design

simple field
frosty heron
hasty merlin
hasty merlin
inland wolf
#

I'm trying to learn about casting and have my button make a floor move when I touch the button. I'm attempting to use tags that I added to two actors in my level. Am I doing something blatantly wrong? When I touch the button, the actors don't move at all

simple field
lethal pollen
#

Hi!

simple field
lethal pollen
#

Why can't I create a custom event?

#

I have declared OnStop this way:```DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnStopDelegate);

UCLASS()
class TETRIS_API ATBlock : public AActor
{
GENERATED_BODY()

public:

UPROPERTY(BlueprintAssignable)
FOnStopDelegate OnStop;```
#

Thanks!

simple field
#

am pretty sure

lethal pollen
#

I think it is because I'm inside a function, not in the Event Graph.

#

It's because and I'm trying to declare it inside a function.

#

Thanks.

simple field
#

ah my bad then

gentle urchin
hasty merlin
gentle urchin
#

Unbind, Yes

#

But only if last interractable was valid

#

(Which is checked inside the function)

hasty merlin
#

i ahve not a clue as to watch the issue is then

#

any ideas?

gentle urchin
#

Hard to say at this point

#

Gotta test your exact scenario on my setup to see if its an oversight

inland wolf
#

I'm attempting to use tags that I added to two actors in my level to move them. When I touch a button on my level, the actors don't move at all. How am I communicating to the level actors incorrectly?

distant hollow
inland wolf
#

yes it did. I added that and it registers

lofty rapids
inland wolf
lofty rapids
#

check the length of the array you get

lofty rapids
inland wolf
#

yep!

lofty rapids
gentle urchin
pale shore
#

I am doing multi-sphere trace from character. Why it is detecting only 1 hit point on chair? Shouldn't it detect multiple hit points on chair?

#

I am trying to calculate IK points for two hand pick.

gentle urchin
#

Youd wanna trace for that I thinkn

#

Or have sockets for targets

inland wolf
pale shore
#

What is the other approach to calculate IK points dynamically? I am trying to calculate points dynamically at runtime.

inland wolf
#

How do I recenter the transform icon?

pale shore
lofty rapids
#

it might be 0

hasty merlin
hasty merlin
# gentle urchin Cant replicate it here

i feel like theres an issue between the old interface method and this new component method where interface is messing it up somehow and i want to check and remove anythign i dont need for the component

gentle urchin
hasty merlin
#

cause you started with a blank project right? or did it have the interface method in it beforehand?

gentle urchin
hasty merlin
#

thank you

gentle urchin
#

Ugh, that spam.

hasty merlin
#

i love it thank you. im going to double check EVERYTHING

gentle urchin
#

Included the bp name at the top of most pics so you know where they are ment to be

inland wolf
lofty rapids
#

well your not casting, your just trying to get all those actors with that tag

#

are you trying to get static mesh with tag ?

#

or i'm a bit confused

inland wolf
distant hollow
distant hollow
inland wolf
#

when I touch the button with my hands, I get both prints on screen

distant hollow
#

Ah the prints behind appeared?

#

Oh wait

#

Both prints?

inland wolf
#

yeah both "print strings"

distant hollow
#

Might have been that they all opened and then closed, but so fast so you don’t see it

#

Try disconnecting the one behind Set Is True

#

And see if it changes

lofty rapids
inland wolf
distant hollow
#

It sounds like you are somehow triggering it twice with one single touch

lofty rapids
inland wolf
distant hollow
inland wolf
inland wolf
#

yes

distant hollow
#

If that’s the case, reconnect it

#

Then try to check the outputs of that array

#

Like loop and print the object display name in the array

#

The ones with Get Actors with Tag

#

See if they output the correct actors that you want moved

#

How did it go?

lofty rapids
#

or to start just check the length

inland wolf
lofty rapids
#

that's the problem

#

there is zero so it's not doing any

#

i'm surprised no error in the set location

#

but make sure you put the tag on your actor

#

and spell it exactly the same

distant hollow
#

Check if there are any typos in the tags of your actors which you are trying to move

#

Like upper/lower case

inland wolf
#

Sorry i'm just slightly confused.

#

am I not using the tags correctly?

distant hollow
#

Then maybe is the wrong tag

#

Start from the base again and search for Tags

#

I remember there is an actor tag instead of component tag

lofty rapids
#

are you spawning the thing in or you place it in level ?

distant hollow
#

Or something like that

inland wolf
#

it's already placed in my level

distant hollow
lofty rapids
#

ya i just went to actor

#

searched tag

#

and it's not component tag

#

it's just tag

lofty rapids
#

self

gentle urchin
#

Tag on components works with * get component with tag

#

While tag om actor is.... yes you guessed it

#

GetActorwithTag

twin plinth
#

hi, is there any downsides of using the built-in crouch system? Actually i really like it but i dont want to rewrite again because of a stupid bug

frosty heron
#

I'm using the in-built crouch system

inland wolf
twin plinth
frosty heron
#

i wouldn't recommend writing a crouch system your self

#

especially if you need to change the capsule size when crouching

#

the calculations are not beginner friendly imo

#

and you will end up re-writing what cmc alreay do anyway

distant hollow
lofty rapids
#

that you can just tag

inland wolf
#

I created a blueprint actor class with a "button" static mesh and a collision box. Then just dragged and dropped into my level

twin plinth
lofty rapids
#

it only says component ?

#

i create actor and put in level, i can change tags np

inland wolf
inland wolf
lofty rapids
#

because i would tag that because that's what your looking for

#

think about it, your getting the actors with that tag, your looking for the floor

inland wolf
#

isn't it just a static mesh I dropped into my level?

distant hollow
#

Yep, tag this Actor

#

Not the static mesh component

inland wolf
distant hollow
inland wolf
distant hollow
#

You’ll probably see an Actor Tag and Component Tag

inland wolf
#

AHH!!

distant hollow
#

I made the same mistake before too

#

lol

gentle urchin
inland wolf
#

Unforunately, the floor still is not moving

distant hollow
#

Both prints still appear, right? Disconnect one of them again

inland wolf
#

Yeah I deleted the component tag and just have the actor tag now

#

this simple mechanism still doesn't move the floor. hmm

distant hollow
#

Recheck the array, does it return correctly this time?

lofty rapids
#

whats the length now ?

inland wolf
#

let me set that up again

lofty rapids
#

i would probably use world also, get world add/subtract it or something

#

not sure if it matters but idk what that actor is relative to

inland wolf
distant hollow
#

Hmm
From the array try to get element 0 (first actor) before passing it to the Target of the Set Relative
Not sure if plugging an array directly to it is the reason why it’s not working

inland wolf
#

is there a better way to just move a single 'actor' on my level without having to create a whole blueprint class?

versed sun
#

Have 1 actor that manages all other actor movement

hasty merlin
simple field
#

Any idea why after randomly picking an item it doesn't remove that item from the array?

gentle urchin
#

Dm dropbox link or smth

simple field
#

btw thanks the for help @frosty heron I fixed that issue I had earlier

frosty heron
#

btw you probably want to cache the random result

#

you are calling random twice here, what you plug to row name doesn't neccessarily be the one that gets removed

gentle urchin
simple field
#

ah thanks i'll try that

frosty heron
gentle urchin
distant hollow
scarlet bay
#

what's the right way to throttle down blueprint execution when the actor is out of view frustrum?

frosty heron
#

like reducing tick rates?

simple field
#

@frosty heron

#

Does this make more sense

frosty heron
#

test away

scarlet bay
simple field
#

Nope it picked same thing 2 times in a row

#

just tested

frosty heron
#

wdym? is the goal is not to get an element from the row, then remove the name from the array list?

simple field
#

Yes, but my game has multiple rounds and I'm using the same array every round so that it always removes that item from the array so it cant be picked again in any other rounds

#

thats what i meant by picking 2 times in a row

frosty heron
#

hard to tell what you want to do from this picture alone. If you run the whole function again and expect to not being able to pick the same row then you would be mistaken
because row is populated before you run the remove logic

#

I would recommend writing the algorithm first before breaking them into function

#

Custom event -> Init Row Names
Custom event -> Pick random row name ( also delete from array )

#

If First round, Init row names, Pick random row name

#

If greater than 1st round -> Pick random row name ( also delete from array )

distant osprey
#

If anyone could tell me what I am doing wrong, it would help me out a lot. I have this function to detect mouse movement and sent an Enum for that direction. The issue is, Left, Up, and Right all work correctly, but when I move the mouse downward, it processes as Up. Can anyone see what I didn't wrong in my blueprint?

gentle urchin
#

Min 350 but in range 375?

#

Sounds weird

simple field
#

thanks for the help though I really appreciate it <3

distant osprey
#

min is 360, and range is to 360.

gentle urchin
#

Makes more sense lol

#

Didnt open the full pic , mb

distant osprey
#

lol it happens

gentle urchin
#

Could i kindly suggest doing the logic differently ?

distant osprey
#

yeah, I'm all ears

gentle urchin
#

😆

#

Direction = atan2(x,y) % 90

#

If im not mistaken

#

Possibly offset by 45

distant osprey
#

I understand what you mean by offset by 45, but how would I do that?

#

I'm new to blueprints, so I'm just learning by trial and error lol

gentle urchin
#

Gotta test it a bit

#

Theres a gotcha with % and negative numbers in bp

inland wolf
distant hollow
#

If something is in your level it is either an actor or a component of that actor

inland wolf
#

so this staircase is an actor correct?

distant hollow
#

Depends on how you structured it
I wouldn’t know unless you show me the Details box

#

It could be an actor on its own or it could be part of another actor

inland wolf
distant hollow
inland wolf
#

Ait, So I added a tag to it. So shouldn't this blueprint move the staircase?

distant hollow
inland wolf
distant hollow
#

Drag out from the Array output, search “Get”, you should be able to find a node something like Get Array Element

inland wolf
distant hollow
inland wolf
#

still didn't work =\

distant hollow
#

Erm is there another plain Get instead of Get(a copy)?

inland wolf
#

no just these three

distant hollow
#

Ok

#

Print this Get and see what it returns

#

Just to confirm that we are getting the correct actor first

#

If the actor is correct, try using Add Relative Location instead of Set

inland wolf
queen dagger
#

is there a node that allows me to use an integer to specifically use a route instead of having to use a branch to a branch

distant hollow
queen dagger
#

interesting it doesnt pull up a node with that name

inland wolf
distant hollow
inland wolf
#

it's the same. i'm not sure how to implement what you were saying =\

i'm still at the basics I guess

queen dagger
#

on the switch node is there a way I can set specific values on the int instead of it auto selecting 0,1,2,3 etc

distant hollow
#

You can edit the values

queen dagger
#

im trying to put in .3

#

but its just isnt working lol

#

unless it has to be whole values

distant hollow
distant hollow
distant hollow
distant hollow
inland wolf
#

only for the blueprint class button i'm touching

distant hollow
#

Drag out from this and search again, what are the available options?

inland wolf
#

What should I search

distant hollow
#

“Add relative location”, see what turns up

#

Also try to print this

#

See which actor is being retuned at runtime

inland wolf
distant hollow
#

Hmm

#

Try printing it out first and let me know what you get

queen dagger
distant hollow
distant hollow
queen dagger
#

they represent damage

#

so light attacks are 3, mediums 5, heavys 7

distant hollow
queen dagger
#

knockback

distant hollow
#

I see

queen dagger
#

so setting the knockback variable and then a launch character

distant hollow
#

Unless the numbers are too far apart, you can have 3-7 (starting index 3), just skip the even nodes

#

Or see if you are able to remove them by right clicking on them

queen dagger
#

gotcha

inland wolf
distant hollow
#

Right click, search Print, then connect the Get Element 0 to In Text

#

Not directly from the array

frigid summit
distant hollow
distant hollow
distant hollow
#

Print string, not Print Text

frigid summit
inland wolf
distant hollow
distant hollow
frigid summit
#

this is it

distant hollow
#

And why does it have the tag

inland wolf
frigid summit
distant hollow
inland wolf
#

thanks

distant hollow
# inland wolf thanks

Do you have some code somewhere that is spawning a Box actor object with that tag?

inland wolf
#

I do not. I guess I could try just creating a tag on a wall right?

distant hollow
#

Just go to the outliner and search for Box

#

Does it always return “box153” or does the number change?

inland wolf
#

there is only one box153

distant hollow
inland wolf
distant hollow
inland wolf
#

it is a "ceiling" that is above the button i'm working with

distant hollow
#

Then run again to see what it returns this time

#

You possibly tagged the wrong actor

verbal igloo
#

guys, is just me or unreal changed something in blueprint? for example, on this screenshot, I'm disable a widget, but besides everything works in game, console gives me an error saying the widget variable is none

inland wolf
distant hollow
inland wolf
verbal igloo
#

same thing here, what fixed was checking if the widget is valid before doing anything with it

#

I paused the development of this game for 3 months, and at that time, no errors regarding this

surreal flax
#

Hey I'm unsure if this is the place to ask but:

I'm working in 5.2.0-0+UE5 and have an issue with test builds where a music cue and most SFX don't audibly play. I can confirm that it is playing via the au.debug.Sounds 1 command and it has volume (au.debug.Sounds.Sort Volume) but it's not coming through the audio device.

Has anyone experienced this issue? Is it a known problem?

verbal igloo
#

is it a bug? or they updated it?

#

everytime I mess with widgets, sounds etc, it gives me an error saying it's none value

distant hollow
verbal igloo
#

if I add a branch to check if it's valid first, there is no errors

#

no problems before, so idk what to think

distant hollow
verbal igloo
#

unreal would just ignore such things

inland wolf
verbal igloo
#

what changed?

#

I'm using 5.3

#

now I need to do this

distant hollow
verbal igloo
#

first check if it's valid before using it on another branch

#

wth

#

it was working just fine without checking if isvalid

#

also, I can't open the game on standalone mode

#

maybe something is broken?

distant hollow
verbal igloo
wheat citrus
#

Anyone know how to get the forward facing area of a mesh/actor (IE the red plus the blue)? I want to simulate custom drag which changes depending on how the mesh would be turned.

inland wolf
distant hollow
#

Check your code again

verbal igloo
#

same errors

#

btw

#

this is what I get when trying to run the game on standalone mode

#

and I get this error even on older branchs

#

it's not my project

#

or something I did

#

maybe unreal updated and changed some stuff?

lyric pumice
verbal igloo
#

if I'm not wrong, in the past I had errors trying to run on standalone mode, I did something and fixed it

#

I just don't remember what exaclty

distant hollow
# verbal igloo any idea?

Based on your description and screenshot, it simply means that when you run the Remove from Parent node, the starttalkwidget is invalid, simple as that

verbal igloo
#

why my game won't run on standalone?

#

just on editor viewport

distant hollow
barren tangle
#

Hello

#

I have forget the name of the node allowing me to write strings with parameters

verbal igloo
#

maybe I will clean cache

barren tangle
#

do you remember the name? where i can put variable into {}

verbal igloo
#

the error is
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

distant hollow
barren tangle
#

not that one

#

the other one

#

not that one

#

the other one when i can write a text with {} and input automatically appear on the node

distant hollow
#

“Appear on the node”?

verbal igloo
#

I will give another example

#

is this wrong?

#

because it gives me errors now, before it was working fine

distant hollow
verbal igloo
#

LogPlayerController: Error: InputMode:UIOnly - Attempting to focus Non-Focusable widget SObjectWidget [Widget.cpp(954)]!

verbal igloo
verbal igloo
# verbal igloo is this wrong?

you guys are more used to blueprint than I, is this wrong? should you really add a verification? or maybe something is broken on my end?

distant hollow
barren tangle
verbal igloo
#

yes I know, the game never crashes, but it shows me the errors when I leave the game

barren tangle
#

you write multiple value into {} and then it's easier to write a text for debug

distant hollow
barren tangle
#

instead of 300 append 😄

verbal igloo
#

never got that before

#

strange

distant hollow
distant hollow
verbal igloo
#

fixed it

distant hollow
verbal igloo
#

yes, the game works perfectly

#

but

barren tangle
verbal igloo
#

won't run on standalone

distant hollow
#

By this code if WidgetInvetory was invalid then it would just go the False route and not trigger any change in the mode

verbal igloo
olive yarrow
#

Anybody got a link to a tutorial i can use to change locomotion states when collisions happen?
I've tried casting and such but...

verbal igloo
#

maybe permission issues idk

verbal igloo
#

that's the stranger part

#

it's like it's trying to do it before the widget is referenced in the variable, but then tries again and it works

#

or something like that

#

idk

distant hollow
distant hollow
#

Which is why I suggested relooking into the sequence of your code again

verbal igloo
#

actually I use game only

#

this is what happens when you leave inventory

distant hollow
#

Iono man, there could be a thousand and one reasons depending on your code somewhere else

verbal igloo
#

and adding branches is a lost of time

distant hollow
#

Especially when conflicts happen

verbal igloo
#

as I said, I don't mess with the project since 3 months ago, maybe unreal updated in the meantime

#

and some stuff changed

distant hollow
#

Nothing to do with Unreal seriously I doubt

verbal igloo
#

maybe it was not giving errors because it was a bug, and they fixed

verbal igloo
#

collisions for example, it won't work if your character is rotating

#

it won't detect the collision

#

and it's a bug on bug lists of 5.3

verbal igloo
#

but I just saved the project there, no conflicts

distant hollow
#

Well if you are certain what is happening to you is the bug then I’m not able to provide any insights

verbal igloo
#

or maybe it was giving those errors, but not showing when I closed the game, and I never realised

#

idk

#

I'm just afraid of continue the development if everything is corrupted lol

distant hollow
verbal igloo
#

trying to go back in time on github changes nothing, so I don't think it's my project the problem

verbal igloo
#

I will check that

#

strange, nothing occurs and the error is there, maybe it's not in that place idk

#

LogPlayerController: Error: InputMode:UIOnly - Attempting to focus Non-Focusable widget SObjectWidget [Widget.cpp(954)]!

#

it's being set

verbal igloo
#

should I ignore it?

distant hollow
verbal igloo
#

I think widgets and stuff aren't being initialized fast enough

#

or something like that

verbal igloo
verbal igloo
distant hollow
verbal igloo
#

oh I found it

#

wth?

#

okay but what explains the errors when trying to check or deactivating other widgets?

distant hollow
verbal igloo
#

sure

#

did you have problems in the past regarding standalone mode?

#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

#

I saw some people with the same problem in some foruns, but no solution

inland wolf
lusty sphinx
#

check to see if your get node is returning a valid output?

distant hollow
dark drum
verbal igloo
#

if I'm not wrong, I had problems with standalone mode in the past

#

prob something with permissions, idk

#

I already tried to verify unreal instalation

distant hollow
verbal igloo
#

it think it's a little configuration that I need to change

#

my graphic drivers are updated btw

dark drum
inland wolf
lusty sphinx
#

it might be moving somewhere else because you are setting relative location

dark drum
inland wolf
dark drum
distant hollow
pine moth
#

how can i make that if player presses buttons in order then a easter egg would happen

dark drum
pine moth
inland wolf
#

actually its movable*

lusty sphinx
#

have you tried just setting the world location instead of relative?

wheat citrus
#

is there a way to project a custom mesh onto a plane? So that essentially you get the outline of the mesh from the perspective of the plane as a polygon?

inland wolf
#

like why would I want to use one versus the other (besides this time it worked lol)

dark drum
inland wolf
lusty sphinx
#

I've been having trouble getting my enemy character to just move forward at a constant velocity. I've also tried setting my velocity from the character movement component. This event is being called on a timer set to 0 seconds looping.

dark drum
dark drum
lusty sphinx
#

I read somewhere that having it set to 0 makes it happen on tick. I just tried event for next tick and that doesn't work either

#

The custom event does work when I insert it into tick tho

dark drum
distant hollow
#

I always thought SetRelative would be like local position or something

#

3am here, goodnight all

dark drum
inland wolf
dark drum
verbal igloo
#

UPDATE

#

it looks like all my problems are correlated

#

I will need to deep search and add isvalid to each widget and stuff on my blueprint

#

at least nothing is corrupted lol

#

strange since I never had problems with it before

inland wolf
#

using "Add actor world offset" ended up working.
Now i'm learning to smooth the movement over 1 second. Is this the correct location to place the timeline? Second picture is of my timeline sequence event track

gentle urchin
# gentle urchin

Note to self: Dont be lazy when putting together code, it might bite you. Unbind All was our curse and my demise. Ofcourse we want to retain the owning actors bindings.(and any other bindings we dont 'own', as a widget.)

dire halo
#

Does an in-scene reference have to be an Actor? I was hoping to be able to use a blueprint interface array to only select objects that inherit that interface

gentle urchin
#

Im sure that wont work 😅

dire halo
#

yeah it didn't 🙂

gentle urchin
#

You could make a small utility thing that does it for you tho

#

Grab all actors -> filter by implements interface -> display list

dire halo
#

Yeah that sounds like it could work

#

I might just use a base class instead

gentle urchin
#

(Such a tool could be handy regardless)

dire halo
#

yeah I agree

gentle urchin
#

Filter by inheritance and/or by interface^^

#

Perhaps i should dwindle something together sometime

uncut rampart
#

What reason might there be for this to fail on the very first input, yet work for every single input after it?
It's not the first time I've had something fail on only the first input either, I can't seem to find the reasoning for it

gentle urchin
#

The blue line and its direction suggests you're doing something you shouldnt

#

(Crossing execution paths and variables)

uncut rampart
#

Will give that a look then. Guess it matters more than I thought

glossy cloak
#

I'm trying to build a card stacking mechanic where you can stack cards on top of each other with an offset (to show the name of each card in the stack.) Ideally this is done with planes in 3d space, but I'm struggling to find a way to prevent the stack from getting so tall that my dragged cards end up underneath the stack.

I was considering just adding a rotation to each card in the stack, but I'm basing this mechanic on Stacklands and their cards seem to be perfectly flat, so I feel like I'm missing another option.

Here's an image to explain what I'm trying to do:

gentle urchin
#

Not really grasping how a 'dragged card' would end undermeath it. I see it in the pic but... wouldnt you just limit dragging under the stack?

#

But the rotation sounds like a good idea

glossy cloak
uncut rampart
glossy cloak
gentle urchin
glossy cloak
glossy cloak
uncut rampart
#

oh, wait yeah I think I see where my stupidity is lmao
thanks for the help

#

yep fixed

glossy cloak
craggy flicker
#

If I use event tick and is hovering, then it fires

#

but not when i press G

glossy cloak
craggy flicker
#

Oh I see! Thank you

#

I never knew that

gentle urchin
#

(They can but you must enable it)

craggy flicker
#

how would i enable it

gentle urchin
#

Listen for Input or something like that

#

Been a while...

#

Its the node youd use to activate it.. adds a inputcomponent the widget uses

craggy flicker
#

I would have the keyboard input on the player's blueprint, but id rather keep it contained to the slot widget

glossy cloak
#

You can override the OnKeyDown/OnKeyUp functions on the widget.

gentle urchin
#

Theres those too!

glossy cloak
#

I'm not sure of another way to do it.

#

Other than binding to your player controller and listening for the key press there.

gentle urchin
#

Listen for input key adds an inputcomp at the top of the stack, and can grab the input before anything else

craggy flicker
#

Found a work around

gentle urchin
#

But it'd feel weird to use on a per slot basis

craggy flicker
#

now everything is contained to just the slot

gentle urchin
#

Waste of tick but alright ;p

craggy flicker
#

yeah but I can juse use a sequence modifier

glossy cloak
#

Keep in mind that that means you won't be able to use key binds.

craggy flicker
#

not necessarily

#

I can use the Key input and get the player controller's blueprint, then the player's settings from there

#

so it would be
Get Player Controller --> Cast to Blueprint --> Get Key Settings --> Was Input Key Pressed

glossy cloak
#

Not sure I follow. But I trust you'll get it sorted. : ) I haven't played with built in keybinds in Unreal before. Only used a third party option.

#

Ah.

craggy flicker
#

I'm only in my prototyping stage so there will be dozens of tests 🙂

glossy cloak
#

Fair enough. No point in wasting time on keybinds when you're just prototyping then. : )

craggy flicker
#

yea that comes after the foundational systems of the game lol

pastel skiff
#

hey i got an issue
i have 2 actors that are both on the screen, thay both have an action assiend to an input event, so that when i click something both of tham shuld do the action, but when i click it only one activates at a time
any way to make it so thay both activate on the same input?

limber citrus
dawn gazelle
# pastel skiff hey i got an issue i have 2 actors that are both on the screen, thay both have a...

Input is routed through your player controller and then to the possessed pawn (if there is one).
Actors do not receive any input unless you "Enable Input" on them, however, it's usually not great to continually enable/disable input on a variety of actors. You're better off using the player controller, getting a reference to the actors you're wanting to control, and then using the input from the player controller to then call functions on the actors that need to respond to the input.

limber citrus
flat coral
#

Can anyone tell me why connecting this physics constraint throws me across the map? Before I trigger overlap -> After I stop flailing around and can take a stable screenshot of where I am. You can just barely see the rainbow cube there tha'ts the AttachTarget.

flat coral
#

Actually something's occurred to me just now. I'm pretty sure that the place it's connecting me to is 0,0,0 on this map. But why is it doing that, instead of connecting the pawn to that cube that's clearly specified?

lofty rapids
flat coral
#

Nah I meant that first screenshot is before overlap

lofty rapids
flat coral
#

Actually all that other code is irrelevant. This snippet ALONE attaches me to 0,0,0 instead of the AttachTarget cube.

spark steppe
#

there may be an offset on the constraint?

#

like, what's the constraint attached to?

flat coral
#

The component itself? it's just attached to the root component

hasty merlin
#

how can i call a custom function from fpCharacter inside an actorBP

iron oar
#

Hi guys ! I'm trying to add/edit data of a data table from a custom tool made from Editor Utility Widget, is there anyways to do it in blueprint or I'll have to add some cpp in my tool ?

faint pasture
flat coral
#

No just one

#

Is that a problem? The idea here is to "catch" a physics-based pawn in something like a net

paper sinew
#

Hi ! after smashing my head on the desk i have to ask here.
The thing is, I made a custom directionnal gravity in my game, and the rotation is controlled by a variable, which gets all the required updates and is then applied to my pawn.

But the problem is my 1st person camera, especially the left-right look around : normally you would plug the mouse action value in delta rotation Z (Yaw), but if i'm not in a normal Z-axis gravity this can't work anymore 🫠 I have my gravity vector, my actor rotation, but i don't know the maths to rotate around a custom axis. anyone have an idea ?

paper sinew
#

i'm affraid they'd talk to me in C++

flat coral
#

Translating C++ to BP is easy for stuff like math, all the nodes have the same names

lunar sleet
paper sinew
#

idk i'll copy paste then

flat coral
#

Okay so we're in the weird zone here. I've "fixed" the earlier issue by swapping the attach component from a box mesh to a box collider. Why did that help? No idea!